#blueprint

402296 messages · Page 762 of 403

brazen merlin
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the F input is in your character bp, right?

chrome eagle
brazen merlin
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ah yes, much clearer

chrome eagle
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The left door (BP_DOOR) Is the orginal and is working fine. I've copied most the code over to BP_doorvault. Ignoring the actual door opening animations, when I hit F on BP door the text goes away (as it should). When I hit F on the vault is does nothing

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At this point I belive I've completely re-built the code for the vault door in fear of me missing something lol

brazen merlin
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does the text go away on door vault when you exit the collider?

chrome eagle
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Yes

brazen merlin
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just not on press?

chrome eagle
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Correct

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I actually at ont points set the vault door code to ( F node) > (Play 2D sound) and the sound doesn’t work either, so something is stopping vault door from accepting the F input

brazen merlin
chrome eagle
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Me to! 😄

brazen merlin
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normally, i would handle input events with the player, so on a whim, what if you delete the F input for BP Door

chrome eagle
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No change (well besides the text on BP_door doesn’t go away, obviously lol

brazen merlin
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expected and gotcha

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a restart of the engine could fix something, though im not holding my breathe

chrome eagle
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Already tried T-T

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fk it I'll do it again!

brazen merlin
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did you happen to copy the F input node into the new bp?

chrome eagle
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Orginally yes, I've sense deleted and repalced it.

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restart did nothing T-T

brazen merlin
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and both F inputs are the same, the checkboxes?

chrome eagle
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Correct, No consume input no modifiers

brazen merlin
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and there wasn't any kind of class default you set on BP Door>

chrome eagle
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there is something in there! hold plz

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yessssss I didn’t set the input "auto receive input" to player 0 it was still disabled

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I love you so much

brazen merlin
modern musk
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For functions with "For Loops", does a function that's connected after the function with the "For Loop" wait for a return node or the preceding function to finish, or does it fire immediately?

brazen merlin
flat raft
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@chrome eagle

chrome eagle
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It's all fixed Thor - A box wasn’t checked

flat raft
brazen merlin
flat raft
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LOL

modern musk
brazen merlin
brazen merlin
gentle urchin
gentle urchin
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Instead of the 'fix'you've got now :p

chrome eagle
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This is the first I've used UEE

brazen merlin
gentle urchin
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Well, enabling input solves it all really,

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Enable and disable on leave

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You can decide if you want it to override functionaloty or not like any override function

chrome eagle
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Well I'm terrified to mess with it so ima leave it the way it is xD

gentle urchin
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^^

brazen merlin
gentle urchin
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Current method wouldnt work well with several doors i think

brazen merlin
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but if the input were on the player..... then overlapping both doors would work, yes?

flat raft
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@chrome eagle the best way is to use a interface, and not have input enabled on the objects

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it's best to have all your inputs in the character or controller class.

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usually character

brazen merlin
chrome eagle
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Makes sense. Otherwise every object I have that’s interfaceable would need to be enabled, yes?

flat raft
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you don't want to mange inputs on the objects. it can get out of hand and you can loose trace of who has consume input on

brazen merlin
gentle urchin
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Im not convinced. While i agree with the actor triggering the input events, i dont really see any reason why yoi cant enable it temporarily on other actors. Isnt this also whats done in the new input design? With the input object stuff?

cursive apex
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Hey there. I know how to make a torch that lights up by pressing a button... Well a lamp. But how do I make an actual torch that lights up fire when I cast a spell towards it

flat raft
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this way also, you can map "F" or "E" to any amount of objects, and they will do their own things. E on a flashlight will turn it on , E on a door will open it, E on a item will pick it up

gentle urchin
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That would work with enable input aswell :p

brazen merlin
flat raft
cursive apex
gentle urchin
brazen merlin
gentle urchin
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Changing input keys would be part of the input settings. Nobody likes hardcoded inputs like that :p

brazen merlin
brazen merlin
gentle urchin
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If thats a big concern or issue, you're doing it to often ^^

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Theres also global search option. But yes, it could mean updating every actors input event. Troublesome for sure

brazen merlin
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by having the inputs within the player controller, the input is always registered

flat raft
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the biggest issue is you'll have to mange ConsumeInput.

gentle urchin
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With the interface you're not given the option of consuming tho

flat raft
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right

gentle urchin
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With the pros and cons that may have

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Interface is a solid option tho.

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No doubts

brazen merlin
flat raft
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if you have 5 doors, which door is in focus ? It can quickly get out of hand, and annoying. If for some reason your consume input bugs out, then you can never open a door

gentle urchin
flat raft
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the game DarkSiders had that issue

gentle urchin
flat raft
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well, that was also Unreal3 lol

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so maybe it's changed

brazen merlin
gentle urchin
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But if you do.... rip all 5 doors would be in focus, but only one recieve the input(unless not consume which opens all 5)

gentle urchin
brazen merlin
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honestly, im not sure which would, though my input is on the player, i have to sort all that have overlapped to determine which to allow input on

flat raft
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i keep mine on player also

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i guess it depends on your design

timber knoll
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Why would you have input on a door or interactable...

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That makes no sense 😛

brazen merlin
gentle urchin
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In such scenario i register the items to the player and use math with direction and distance to decide which one to focus

brazen merlin
flat raft
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i put inputs on objects if they are puzzles

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like mini game kinda thing

brazen merlin
flat raft
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brave

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lol

gentle urchin
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Tehe

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I forward my pc tick to the actor 😂

flat raft
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ok, i'm outta here. Night all!

brazen merlin
gentle urchin
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Did a design booger, which haunts me still

brazen merlin
gentle urchin
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Gn!

wise swan
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Hey guys, how can I initialize a profile menu where we can change our pfp from a list of avatars?

currently I'm just manually adding all the buttons inside a scroll box and all the buttons are set to preview the avatar and then when the player click apply, the changed data gets sent to server. how can I implement this dynamically?

maiden wadi
# wise swan Hey guys, how can I initialize a profile menu where we can change our pfp from a...

Make another userwidget with the button. Probably just needs an index integer. Make an onclicked delegate in the widget, call that when the button is clicked. Pass this integer in and set it when you create the button. Make an array of avatars. Iterate over the array, for each one, add a button to whatever list you want and bind the delegate from the button to an event. When the delegate runs, used the returned integer to look up in the same array you used to create the buttons for the avatar data you need to send to server.

gentle urchin
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I just exposed the related data to the button directly (buildclass in my case) but same principle. Benefit was buttons can adapt to the class with icons and hover data etc

mystic mist
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hmm... something strange is afoot. I have two blueprints, they are identical minus the actors being called in question

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One works fine, the other only part way

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this one works

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but this one does not

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I feel like im missing something? but I dont know what

hollow cape
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define "doesn't work"

mystic mist
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?

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oh

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haah

hollow cape
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what is failing, have you verified the OnClick is actually firing? What/where is spawn transform set?

mystic mist
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So the First one - the ball is destroyed, and then respawned to its original location.

The second one - the balls are destroyed, still one BP - and then they dont respawn.

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but they should.

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hmm

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I have not, I will see if the string works

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ok! according to the strings, The first part of the code is being called second.

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Where Hello should be first, Goodbye is coming in and then Hello

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ok so I flipped the sequence, the strings are correct, but the spawn still doesnt work.

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found them

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they are falling down

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which means they are spawning, just not where I want them to

rough cedar
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Anyone have any ideas why duplicating a character bp would stop me from being able to use an anim montage in that bp? everything is exactly the same but anim notifies arent working. i even tried just this super simple line of code and nothing happens.

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all other animations work fine but anything that uses the animgraph doesnt seem to be working

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i feel like its something with the slots here

wet wren
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hey there so i uh made this thing which spawns a ball 200 times but the loop only plays once

gentle urchin
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You got delay in the loop

wet wren
gentle urchin
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Forloop is 'instant' iteration

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It waits for nobody

wet wren
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i see

gentle urchin
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You need a custom forloop which supports custom trigger of the next element

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You can make a macro for this

wet wren
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o alright thx

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it works thanks!

rough cedar
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nvm figured it out!

tranquil hemlock
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Hey there, I'm completely new to BP. Been looking at several intro tuts and decided to implement a simple camera perspective swap upon holding down SpaceBar. It works fine except I have two problems.

  1. I only need to press space bar once not HOLD it to activate. How do I make it so that the camera stays on first person only while I'm holding space bar?

  2. Pressing space bar doesn't work the first time, only from the second time onwards. What's causing that?

earnest tangle
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How are your inputs set up? As in, what is the difference between inputaxis and inputaction Toggle Perspective?

tranquil hemlock
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Got both mapped to Space Bar

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I was made to believe I need to use both to set up a feature that can get called at any time

gentle urchin
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Pressed -> set bool pressed -> delay -> branch (pressed as input) true -> do transition

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Released -> set pressed false

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You dont need both :p

tranquil hemlock
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so no need for the axis one right? just the action mapping

gentle urchin
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Correct

tranquil hemlock
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would you be okay with explaining why delay is used in this instance?

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sry still new and learning

gentle urchin
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Delay is for delaying the transition untill timeheld (delaytime) is passed and the button is still pressed (so the bool is still true)

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Could do this a million ways. This would not work directly with something like a progressbar but thats another matter :p

tranquil hemlock
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thankfully I don't need to set up a widget or anything like that for it just need to have it held down to work

gentle urchin
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Not sure if my explanation was worth its salt ^^

tranquil hemlock
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gonna give it a go now and see if that works

gentle urchin
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Let me know if it doesnt^^

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Wasnt there a bug there ? Always returning 1?

tranquil hemlock
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so I tried that other method and it still only works with a single button press, no need for it to be held down unfortunately. I don't know if I did it right tho

gentle urchin
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You did, altho dont drag from the set node

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Grab a fresh get node

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Set delay to 1 sec

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So it must be held 1 sec

tranquil hemlock
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I just used a get node for "IsHeld?" and set the delay to 1, still doesn't work on hold for some reason

gentle urchin
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Also you can use the is A to toggle them on and off instead of 2 sets of ndoes^^ dont matter much tho

tranquil hemlock
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also has the bug of not working the first time it's pressed, don't know what's causing that

gentle urchin
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Because its going the already activated route first

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You got a and b mixed up

tight pumice
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hello anyone maybe know when exatcly OnPostLoadMap is triggered ?

worldly pasture
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Hey guys, is there a way to use console commands in the shipping build?
I'm currently using 4.27.1

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Also, none of my render targets seem to work when packaged. It's just blank, but works fine in editor and standalone.
Any help would be appreciated :)

tranquil hemlock
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Squize that second tip about the a and b fixed the second issue with the first tap not working

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still don't need to hold spacebar down though

gentle urchin
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Screenshot again

tranquil hemlock
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let me know if i messed up

gentle urchin
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Seems correct

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If tapping spacebar works, then some other code must be running

tranquil hemlock
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hmm the only thing I can think of is the input for jump set by the default third person project

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I've deleted both the input in the settings now and the nodes for the jump event

gentle urchin
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You could also try some other input just for testingn

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Like hardcoded '1' or something

tranquil hemlock
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so a different key press?

gentle urchin
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Yeah, purely for testing purposes

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Just to single out the event

tranquil hemlock
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just tried with 1 on the keyboard

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does the same only need to press it once

obtuse herald
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Why make it harder, connect pressed to set active at the top and released to the set active at the bottom

gentle urchin
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Its ment to be held for 1 sec ^

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Baffels me that it works by just tapping it

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Doesnt make sense

tranquil hemlock
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ideally should be instantaneous, wouldn't want a delay transition. as soon as the player holds space FPP cam activates but if they let go they're kicked back to third person

gentle urchin
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Say what

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Why wasnt that described 😂

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Did i miss that part?

obtuse herald
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Pressed -> delay -> gate in

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Pressed - open gate

gentle urchin
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If so toyb is correct, just connect directly

obtuse herald
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Released -> close gate

gentle urchin
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Delay with gate also works same idea tho

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The bool works as a gate

obtuse herald
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Yeah

gentle urchin
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Gate would also need sequence i guess

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But if the idea is for it to swap while being held, then what you said earlier is correct

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Connect activate tp cam on spacebar pressed

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And visa versa on released

obtuse herald
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It's just, the flipflop does things unnecessary harder

gentle urchin
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Very true

tranquil hemlock
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omg yay

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that worked!

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I wonder if I did it a lil messily, I'm still new and not sure if the gate needs an entry to be activated. that's why I put a sequence before it that plugs the delay into both entry and open

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but for all intents and purposes it now works just by holding it down 🙂 thanks a bunch to both Squize and ToyB

gentle urchin
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Hehe still not correctly setup but oh well 😅

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Pressed -> sequence -> delay
-> open gate

Released -> Sequence -> close gate
-> reset cam

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With your setup, single tap should also work

tranquil hemlock
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should be cleaner now, works fine and dandy. don't wanna have it be messy

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makes much more sense this way, cheers for the help again!

gentle urchin
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Perfecto

faint pasture
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There's a million ways to do the timing but the basic idea is to check duration on key release.

gentle urchin
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Yeah its what we set up aswell, but for some reason it didnt work

vernal tendon
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Hi. I'm facing a wired issue in UE 4.27 while developing for mobile. Motion Inputs like Gravity are not working, just returning 0,0,0. The Same thing is working in UE5 EA.

Can anyone please help me ?

faint pasture
vernal tendon
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Just a minute

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This doesn't work in UE4.27.X while it works normally in UE 5

faint pasture
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I was talking to that other guy. You'll have better luck in #mobile

vernal tendon
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Is there any setup that has to be done in UE 4?

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Ok. My bad.

gentle urchin
heady marlin
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Hello all, i want to create a sort of infodisplay when u, with mouse, hovered the component of the actor.

I implemented it with widget interation on camera, and widget component attached to the component of the actor. The widget got a button wich implement the hovered function, and it works.

There's some other suggestion on how to develop it?

ripe lotus
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Does anyone know how to add in-game key bindings, so that the player can change the key bindings themselves? I am struggling to find helpful information regarding this.

faint pasture
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Otherwise I think you need C++ unless there is an input node that can pass over the key. In that case just use a map to map keys to events

ripe lotus
faint pasture
gentle urchin
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In one setup we used any key event mapped to enum , felt a tad hacky but worked okay, atleasy for keyboard only

devout crow
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Guys,how can I slow down my character and disable sprinting when he moving left and right with BluePrint?

ripe lotus
gentle urchin
odd ember
gentle urchin
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No worries, pry away

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It's from an older tutorial, pre enhanced input

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was a pretty dirty way of mapping inputs to anything you wanted. Based on anykey event + map with enums

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in the PC

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which after some checks went to a dispatcher

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which in turned ended in this massive enum switch

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Elegant? Not very. Does it work? Yes

quasi frost
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So I am trying to set up a replicated HP bar. Health itself is working (As you can see from the number) but the progress bar is not moving. Super confused about why this isn't working as I am setting the progress par percentage on the same tick (will change off of tick later) as the text. It only updates when it hits 0

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(Value based off of 100 health)

gentle urchin
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RepNotify ^

quasi frost
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Yes I am using repnotify

odd ember
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server has to propagate the info to all clients in this case

quasi frost
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I am using the same variable for the text and the progress bar and the text is working though

odd ember
gentle urchin
odd ember
quasi frost
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Yeah I had it on tick for debugging. I figured out the issue lol, I forgot to divide by 100 for the progress bar percentage.

rose elbow
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how do you adjust how much a float curve goes up by in the X Axis?

open crypt
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When I spawn an actor of a certain type, I also spawn an item and attach it to a socket on the skeletal mesh actor- later I end up deleting that actor but the item I'm attached is just left floating in air - do I have to create a static mesh variable that's empty on the actor and then populate it when I spawn that item with the item?

faint pasture
# gentle urchin in the PC

Ya this was exactly what I was talking about. Can also use a map to do that. It'll be jank but it'll work until you get a better implementation.

faint pasture
rose elbow
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this is how it should look

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all points have the same value in both

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the documentation is also outdated af

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ok i've sorted it Unreal is just poo

gentle urchin
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Restart solved it?

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zoom was way to far

rose elbow
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Yes

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well kinda

gentle urchin
rose elbow
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you adjust this

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but it wasn't doing it until I closed and opened it

gentle urchin
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ah

rose elbow
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when it does it properly for the y axis lmao

earnest tangle
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Yeah the curve editors seem a bit messy sometimes :P

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feels like there's several different ones which all work a bit differently too

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which is annoying

rose elbow
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maybe if they updated the documentation

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its not an issue if you're dealing with small values because it does it automatically

mystic mist
#

How would I play a spline animation and then reverse it so it loops indefinitely?

faint pasture
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@rose elbow that's your tangents.

rose elbow
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if you set your points then close and open it its fine but its still inconvenient

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because thats assuming you already know what values you want

faint pasture
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Looks like it defaults to a square view while you want 0-1 on the x and 0-500 on the y or something like that. Just zoom to view all keys.

rose elbow
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you just need to close and open it again

wintry olive
#

Hiho,
Sorry for interrupting but I am new to unreal and a bit stuck.^^ Is there a way to copy a procedural Mesh I generated via Blueprints?
Because I have a function that puts a procedural Mesh on a position in the world. But I only see it always at the last position I give him with the loop of the call.

Thanks in advance

faint pasture
icy dragon
faint pasture
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You may be able to do a copy in c++ but I'm pretty sure you'll just have to make the mesh many times. What is this?

wintry olive
wintry olive
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Oh sry wrong answered^^

faint pasture
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Why procedural?

wintry olive
wintry olive
gentle urchin
#

Sounds like ISM would do the job nicely

faint pasture
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Yeah ISM

wintry olive
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ISM?

gentle urchin
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or just material

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instanced static mesh

faint pasture
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Or just do it in a post process

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Or in the landscape material

wintry olive
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So I will create a Mesh (But not in Blueprints) and use this and it should work right?

faint pasture
#

Show an example of the exact effect you're going for.

wintry olive
#

Well the EXACT thing should be, I click a Unit and as soon as I clicked it, the Variable MoveRange is read and then, I will see how many red Tiles appear in front of it.
For this test scenario, I gave the Grid locations 0,0 1,1 2,2 and 3,3 to test if they appear^^

faint pasture
#

If it's just a grid on the ground I would do it in the landscape material. If the grid is meant to go on EVERYTHING do it in the post process.

wintry olive
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and only on 3,3 I can see it

faint pasture
gentle urchin
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world aligned decal would work

wintry olive
#

hmm I guess in most Cases I just want to show about maximum 20 of those filled grids

gentle urchin
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but i think doing ism's is easier 😛 thats just me not enjoying materials alot

wintry olive
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Okay I will try that with ISM. Thank you 🙂

faint pasture
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I'd do all this in the PlayerController probably.

Get SelectedUnit, read Movedistance, spawn meshes at every gridlocation within Movedistance of SelectedUnit.Location```
wintry olive
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So do I have to make a own Actor Class for this Mesh? Or how else I am going to spawn it?

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Sorry for asking that dump^^

lucid lynx
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I've got a third person camera on a spring arm. I'm teleporting the character from one location to another, also changing the actor rotation. I want to reorient the camera behind the player. Changing the spring arm's rotation doesn't seem to do anything. How do I rotate the camera towards a new direction?

faint pasture
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So you just spawn actor MoveVisualizer and pass in the color or even an enum. Depends on your end goals really. Can also just have the PlayerController handle it all.

icy dragon
trim matrix
#

Hello 🙂 Why if i in packaged game set shadow quality to 0 then turning off volumetric fog ? I need separate turning off in game. How can i do that ?

icy dragon
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Disabling the shadows of course disabling the volumetric clouds as well.

faint pasture
lucid lynx
trim matrix
icy dragon
# trim matrix So is impossible separate turning off volumetric fog ?

Literally impossible. Again, volumetric fog needs shadow information.
https://www.youtube.com/watch?v=Xd7-rTzfmCo

This session by Epic's Sjoerd De Jong covers the latest improvements to Unreal Engine's Volumetric Fog and lighting features.

Within a beautiful nature scene you will learn how to set up these effects, and how you can achieve spectacular results by authoring Volumetric Fog through the Material Editor.

Learn more at http://www.unrealengine.com...

▶ Play video
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If you don't want shadows but want the fog, might as well use the older height fog method instead, or a simple depth fog post process.

tight schooner
trim matrix
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either there will be volumetric fog or none at all

wintry olive
trim matrix
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And what about AA method ? how can i set in game different AA Method ?

icy dragon
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Though not sure if r.DefaultFeature.AntiAliasing # still works in 4.27 or not. Oh well, gotta test it later.

trim matrix
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I using 4.22

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this version is last when i creating project

fading jetty
#

Hey ! How to I create an instance of an object during runtime which is now Actor ? The object that needs to be instanced is imported at runtime.

wintry olive
nova pagoda
#

Hey guys, is there any way to use the GetClosestPointOnCollision node with Complex Collisions. "use complex as simple" doesn't work so I was wondering if there's a workaround?

faint pasture
nova pagoda
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I am aware. I was just wondering if there's a way of converting the complex collision to simple collision so the engine is forced to use it

glacial eagle
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There's not

nova pagoda
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thanks anyway

glacial eagle
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barely works properly with simple collision tbh I've found

brittle plinth
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Hello, I have a DOOR BP which has a small jitter and a sound effect when I interact with it and I want to be able to let the whole thing finish until I can interact with it again, meaning that the sound and animation won't be played if press the interact key too fast

nova pagoda
#

i've found that tracing a line against complex kinda works

faint pasture
brittle plinth
faint pasture
#

@brittle plinth the key is Finished

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Have a book that you set false right before the timeline and set true after finished

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Only allow entry to the interaction if it's true.

pale flame
#

Hey guys. Would anyone be kind enough to answer a few newbie questions for me?

pale flame
#

lol

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I'm just looking to be pointed in the right direction. I want to dabble in making a turn based rpg battle system in similar style of like dragon quest or final fantasy. However I can't find any tutorials on the matter and it's a bit overwhelming. So could you folks point me in the right direction to a some things I could study to begin to figure these systems out?

icy dragon
odd ember
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basically turn based systems boil down to stack resolution

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which, depending on your experience, might sound difficult and complex

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but is really easy

gusty shuttle
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Hey, did you guys ever run into the issue where when you are using a controller, it grabs focus from something random in the widget?

icy dragon
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(ended up not using it because my project is action RPG, not turn based)

gusty shuttle
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Like I can move down easy, just not up

pale flame
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I actually have the JRPG template however I'm still too uneducated to understand reverse engineering it.

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I'll go study stack resolution

icy dragon
odd ember
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well stack resolution is just that you have a stack data structure, and you keep putting actions on it

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and the last thing resolves first

gusty shuttle
faint pasture
#

@pale flame Just try to keep things procedural and have a central place (GameMode probably?) That is calling the shots as to who's turn it is, what the phase of the turn is, etc.

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If you make the system robust and have a nice interface between it and controllers, then making AI is more like making a bot to automate what a player does.

spark steppe
#

Adriel, remember that rotator issue from yesterday? inverting yaw doesn't help 😭

faint pasture
spark steppe
#

yea

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my input is the first, and unreal is the later

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maybe i should check how they do it with motion controller like vive, etc.

faint pasture
#

There can also be variances in the angle bases and ranges

spark steppe
#

or i should squeeze my brain 😄

gusty shuttle
faint pasture
#

Like does your input go 0-360 or -180-180 for yaw for example

#

@spark steppe you really need to map out exactly where your input starts it's angles from, the directions they go, etc.

pale flame
#

I appreciate the help guys but I think a lot of this advice is still a bit advanced for me. Could you guys recommend some basic things for me to study?

spark steppe
#

-180 to 180

faint pasture
#

@spark steppe Show an example with 45,45,45 rotation

icy dragon
#

Sorry, I mean the rotation one

pale flame
#

I don't even know how to make turns. Thus I think I need to study.

#

I was just hoping someone knew of some documentation that could teach this kind of thing.

faint pasture
icy dragon
#

But at least know the basics of blueprinting and making gameplay code.

pale flame
#

Yeah, @faint pasture I've followed some basic tutorials

icy dragon
#

And that's ignoring all the other typical RPG system.

pale flame
#

blueprints is what I've been studying

#

I'm not looking for a guide that's like "here's how to make this exact kind of battle system". I'm just looking for the foundation to these kinds of things.

faint pasture
#

The good news is that turn based is easy af for networking if that's a thing you're looking towards

#

You could play civilization by email

pale flame
#

Thanks I'll give it a read

gusty shuttle
#

Quick question, which ref is a widget bp self ref as? Seems like it's not a widget blueprint ref. So what kind is it?

sharp rapids
#

It's an Object Reference

gusty shuttle
#

Aye, but what kind

sharp rapids
#

It says so

#

'Object' kind

#

It's kinda the topmost class in UE

gusty shuttle
#

Okay, so the scenario is that I want the options widget to know what widget it was created from

#

So Im in my main menu, creating the widget, and I want the options widget to know it was the main menu that opened it

#

I basically just want to pass the information through the options widget so I can ask later on which widget was used to open it, so when I close it, I can open the previous widget

#

So @sharp rapids How would you go about this?

sharp rapids
#

I have no idea tbh

#

Have you tried casting it to your main menu widget?

gusty shuttle
#

That is not really going to be what I need in this situation

#

I just need a valid ref for my options to know that it was opened by the main menu

sharp rapids
#

That way, you'll be able to pass it in

gusty shuttle
#

That sounds hacky haha

#

Also, it does not work

icy dragon
# gusty shuttle

Aren't cast nodes supposed to have exec in/out pins, not a pure function?

gusty shuttle
#

I tried both ways

sharp rapids
# gusty shuttle

You widget owner variable is a 'Widget Blueprint Object' Reference

#

It should be a 'Widget' Reference

gusty shuttle
#

Indeed

#

OKay I'll tryyyyyy that

#

I figured Widget Blueprint Object because the main menu widget is a widget blueprint

#

All good in the hood now, thanks

#

One would think the Self ref was the Widget Blueprint, but I guess I just needed a regular ass widget object ref

#

Thanks guys for your help

gentle urchin
#

Isnt it a tad weird with that input? since Get Parent exist?

odd ember
#

that'd be too easy

#

if you're crossing at least 3 rivers to get water, are you even programming then?

silk hinge
#

Hey, Is there a way to Replace a Text into a widget, depending on a text saved into data for exemple ?

odd ember
#

there are many ways

#

what's your context?

silk hinge
#

like Item description into data, Text variable, that is replacing the text of the widget, to make item description pop when hovering Item

odd ember
#

usually you would store that inside a data widget that is populated inside e.g. an inventory system

#

then as you hover over each item, the item registers this and displays its own property

#

you're not replacing references inasmuch as you are just looking at references for each

silk hinge
#

I got an itemobject that is storing data, no problem about that I can just add a "Text" variable.

But I would like this variable to replace the text of a button on something

odd ember
#

can you draw your case? or give an image?

silk hinge
#

yeah One sec

#

This in my inventory, i'm hovering the Item in the middle, So I know how to make a small widget pop, but I would like this widget to have a text, that is getting replaced by the Item description / name.

odd ember
#

object > on hover > spawn widget tooltip (pass itemDescription parameter)

#

alternatively item tooltip may already do it for you

silk hinge
#

I guess you can bind the text ?

#

If I bind it to the Itex description, it should show me the text that I stored into the data, right ?

odd ember
dawn gazelle
#

If you're spawning the widget, you can pass in values into the tooltip widget you've made, and directly set the values rather than using binds.

silk hinge
#

Okay, I see thanks for the tips I'm out of time to work on it RN, Will definitely try that 🙂

tired pelican
#

Hey sorry me again, I have a blueprint where a camera shake trigger and fade to sound which someone showed and works amazing 🙂 however because this is the end essentially i would like to know the best way to link back to main menu_or end level widget i did try but it didn't really work ^^; it just kep the menu on screen the whole time. Here the currect level_bp for ref 🙂

thorn ermine
thorn ermine
tired pelican
trim matrix
#

Anyone here who setuping AA method in settings ?

icy dragon
plush cove
#

Hey how to make a bool variable that doesn't need a target

dusty orbit
#

Hi guys, im a total noob here. I was hoping to get some advice on creating a FPS. However i want it multiplayer, so i decided to use the TPP Template and try to copy over the FPS Template controls etc

brazen merlin
#

create variable in the blueprint of the actor?

dusty orbit
#

However i cant control the view with my mouse

brazen merlin
dusty orbit
#

Ill check

#

I think so yeah

#

Mouse does nothing but i can turn left / right with A/ D

#

I thought it would be simple xd

atomic salmon
dusty orbit
#

Sorry where do i find the Character Movement Component?

#

Is that the Blueprint itself?

royal kraken
#

Is there a way to change the height by say 5cm each time a button on the vive is pressed, someone quiet till is nearly going through the ceiling in vr

brazen merlin
dusty orbit
atomic salmon
# dusty orbit

Now try checking Use Controller Desired Rotation and try again with your mouse

dusty orbit
#

Its working thank you very much

atomic salmon
knotty sequoia
#

how can i create expadable list widget?

odd ember
#

like a list you can keep adding to?

dawn gazelle
#

ComboBox?

knotty sequoia
astral cedar
#

is ther a way i can get in the game objects world location on the screen

dawn gazelle
#

Just get the actor's world location and feed it in to the world location. Target is your player controller.

charred grove
#

Hello anyone on here knows how to code a fishing system?

odd ember
#

is there really an answer to that question?

charred grove
#

?

odd ember
#

I don't know how you expect people to answer that. "yes I made a fishing system, here is all the code"

#

maybe if you specified what you want out of a fishing system then someone could help you

charred grove
#

and if you dont have an answer that actually helps me why even bother saying anything?

astral cedar
#

well its a pretty broad question there are hundreds of ways to code a fishing system before you look up how to make one you need to have a plan on how you want it to work

charred grove
#

once someone answers that they know, then i will specifiy, and if you dont know please dont bother me

odd ember
charred grove
#

bro trust me you are not that guy

unique falcon
odd ember
#

pretty sure nobody is going to want to help you with that attitude anyway

charred grove
#

its simple, does someone know how to code it or no? whats the problem?

charred grove
unique falcon
#

the answer is yes, many people on here could easily code a basic fishing system, no they probably haven't all solo-built a fishing system

charred grove
unique falcon
#

what do you actually want though? rather than just to wind people up who might have otherwise helped you

charred grove
#

i wanted someone to answer yes or no

#

instead i got whyning about the way i asked my question

#

thats silly

#

cant someone just ask?

odd ember
#

there's been 3 people separately telling you that you question isn't really easy to answer

charred grove
#

bro you need to understand that someone question cant be formulated to a stranger on one line, please i need to know who knows the fishing system, then i will further explain

odd ember
#

I'm pretty sure it can and has been before

#

the more info you give, the easier it is to answer

charred grove
#

okay bro you are tright and you are smarter, better and you know it all

#

happy?

unique falcon
#

stop, friend

charred grove
#

whatever dude you just get on my nerves

charred grove
#

i asked and got bombarded

unique falcon
#

no-one here wants to be hostile to you, everyone here would be happy to help but if you're not willing to have a reasonable conversation without kicking off then you won't get anything

charred grove
#

thats funny as hell

unique falcon
#

no, you didn't

#

re-read it when you're less hot-headed

charred grove
#

yea i did

charred grove
#

is that normal?

#

my question is not that hard to catch bro

unique falcon
#

the answer is obviously yes, there are 14k people in here

charred grove
#

i want to have my rod in hand, cast a line, catch a fish, period

#

whats so hard

odd ember
#

you assume that's a given

charred grove
#

then i will keep asking my doubts

odd ember
#

you could have said bazooka fishing too you know

charred grove
#

i dont need to write 2 paragraphs straight out to ask a question

odd ember
#

we don't know what you know

charred grove
#

cuz if i do someone will say, "bro are you for real gon write that much?"

#

i know it cuz thats how it is theres always a reason for yall to contradict

odd ember
#

damn that's toxic masculinity on a level I haven't seen before

charred grove
#

thats just how it is

#

someone says something another one hates

odd ember
#

but for real, the more detail you give the better answers you get

charred grove
#

really bro?

astral cedar
odd ember
#

if you give some details about what you want to do with a fishing system then you're bound to get better answers than "has anyone implemented a fishing system before"

charred grove
odd ember
#

add in details with what kind of camera, what kind of fishing, etc.

charred grove
odd ember
#

I want to understand what hunting boars has to do with fishing

charred grove
#

what else fishing has to do about that you need so much explanation?

unique falcon
#

"hey all, i'm trying to make a fishing mini-game, i've got animations working and my character has a rod but i need to figure out how to get the rod to have a line hanging off the end that uses physics" <- see how this is easier to answer?

unique falcon
#

there you go

brazen merlin
#

sorry couldnt resist

charred grove
#

No, because i didnt do anything yet, i didnt even started making it, i was asking for someone that knows so i can then start informing my self

unique falcon
#

so do you have any idea how you want it to work at all?

#

are you ice fishing?

astral cedar
#

well just explain how you want your fishing system to work

charred grove
#

of course i do bro

unique falcon
#

river fishing?

charred grove
#

i already explained dawg

#

and river or ice dont matter

#

what matter is

unique falcon
#

what bit do you actually need help with next?

charred grove
#

a line cast, a fish bite, a tug of war between the fish and player, and the catch

brazen merlin
odd ember
#

but this is already more workable

unique falcon
#

that is literally infinitely more helpful

charred grove
#

i already said it

charred grove
#

but nvm tho

#

im not even in the mood anymore to make a game

#

so dont sweat answering

unique falcon
#

🤣

#

discord is free y'all

tawdry surge
#

#Commitment

charred grove
#

"ehmm i kinda do know something about fishing systems, but could you explain a little more?"

#

of course i can. tadada tadam

#

101 social comunication

brazen merlin
#

people, help me out here.. how do i make myself dinner?

charred grove
brazen merlin
charred grove
#

dinner as in what?

#

need more explanation

#

details

brazen merlin
#

i just told you, dinner

charred grove
#

dinner how?

brazen merlin
#

you know dinner

charred grove
#

need mroe explanation

brazen merlin
#

its not hard

charred grove
#

dont ask just to ask

odd ember
#

has anyone ever made dinner in here before?

charred grove
#

yes i did

#

what do you want to cook?=

unique falcon
#

hi all, anyone know how to make breakfast?

brazen merlin
#

not cook, i want to make dinner

charred grove
brazen merlin
charred grove
brazen merlin
#

well its been fun, im ending the charade before i get in too deep

unique falcon
charred grove
#

"yea i made breakfast, here you go grab mine"

charred grove
astral cedar
#

Anyone know how to make lunch

charred grove
#

needs a little bit of refining tho but good act

#

yall talking like people is born coding

#

do yall really compare programming with cooking?

astral cedar
#

Im not good at coding

charred grove
#

you know how to do a fishing system?

odd ember
#

Chef is a stack-based language where programs look like cooking recipes. Chef was designed by David Morgan-Mar in 2002.

charred grove
#

not the same in abillion yeats

unique falcon
#

@charred grove the point people are making is that you asked for something hugely broad and with no specification at all from the offset - you got a bit of a sarcastic answer but YOUR response to that tiny bit of sarcasm was wildly disproportionate

charred grove
#

i bet your mom cooks thats why you just compare withouth really knowing whats the difference

brazen merlin
charred grove
unique falcon
#

there's an etiquette when asking for help from people who aren't paid to help you, they're just doing it for free - offer a bit up front and people are more likely to help you

charred grove
#

i dont get mad if you dont answer

#

but i do get mad if you sarcastically mock me

icy dragon
green eagle
#

Can an admin or mod deal with this.. cause somee of us want to talk about blueprint and not pamper a baby troll

icy dragon
#

That's the first clue. BP and anim works.

brazen merlin
charred grove
#

hahaha

#

my damn

green eagle
#

yeah i did too but i still see all the troll food going to them

charred grove
#

so this is what a cave Full of nerds is like

icy dragon
brazen merlin
brazen merlin
unique falcon
#

im on the fence, thought i could help a legitimately confused person

brazen merlin
charred grove
#

yall live it too much

#

i asked a question

#

and everyone started screaming

#

like a karen

#

thats facts

odd ember
#

look man, if you had swallowed your pride instead of going on a tirade

#

we'd be having an entirely different conversation

brazen merlin
icy dragon
odd ember
#

does the fishing system come with fish?

icy dragon
#

As for the reeling in the fish, you could improvise from a battle system. E.g. Decrease the fish HP over time, reckless reeling drains it more, if Fish HP = 0, then it escape.

icy dragon
charred grove
#

nah, you covered it all up thanks!

#

im already cooking it and all

icy dragon
charred grove
#

you do take long for your comebacks huh?

ripe notch
#

Hey everyone, wondering if anyone can help. trying to create a seamless travel to a new level with a room and a door. But before the door can close I want to make sure all players are in the box collision. I have the door setup with an event so I can close it. Have a BP setup with component overlap, and I have an array of all of the players. But cannot figure out how to set it up to where it will check to see if all the players are in the box collision.

odd ember
#

well you can always assert that check on every player who enters the box

dawn gazelle
odd ember
#

I'd probably add players uniquely to an array, then take the length of the array to equal CurrentAmountOfPlayers

dawn gazelle
#

Or that ^

icy dragon
odd ember
#

but yeah, remove them as well if they exit

#

crucial to avoid game breaking bugs

ripe notch
#

actually yeah exactly like the l4d safe room

#

This is what I have at the moment

odd ember
#

there's an AddUnique node for the array

#

for every overlap, cast to PlayerClass, then use the AddUnique to add them to an array, then check if the length is equal to CurrentPlayers

#

and if it is, do your logic

ripe notch
#

thank you going to give it a shot

odd ember
ripe notch
#

Thats what my mind came up with

odd ember
#

and adding integers to an integer array won't help you

#

the reason you need AddUnique is because you want to ensure that you are only adding unique players to an array of players

ripe notch
#

even when checking aginst the length of the current players?

odd ember
#

right now that integer array will only have 1 value filled, and that will be "1"

#

it's overengineered when it could be much simpler

#

try and follow what I wrote

#

that's the solution

ripe notch
#

If you have a min I would greatly appreciate the help, this is the last thing I need to do and I just cant seem to wrap my head around it

odd ember
#

ok just to be clear: you do not need to loop over this

#

you already know all the information from players entering the box

#

all you need to do is grab the OtherActor pin, cast it to <PlayerClass>, and AddUnique it to an array

#

then you check that array's length

#

as long as you do that every time you have an overlap, you will get consistent results

odd ember
#

almost

ripe notch
#

used a BPI instead of a cast

odd ember
#

it doesn't do the same thing

#

you need the cast because you want to use it as a filter

#

unless you wrapped a cast inside the BPI of course

ripe notch
#

and cast to the class not the object right

odd ember
#

cast to the object

#

only reason I said player class is because I don't what your player class is. but we're talking about the object

ripe notch
#

besides the cast, what else is wrong with what I have?

odd ember
#

the AddUnique node should go on a permanent variable. Is all players every player you have, or is it an array that you want to fill with players?

ripe notch
#

All players is the variable that holds all current players in the game and is set in the player state.

odd ember
#

then create a new array variable called PlayersInBox or something

#

and use AddUnique on that

#

and you need to compare the length of the array, not compare arrays themselves

#

for instance the array comparison will return false if the order is wrong

#

even if all players are there

ripe notch
#

Any closer?

final python
#

off topic, but how you make the flow lines bend at direct angles, and without having the reroute dots?

#

never seen it before and it looks clean af

ripe notch
#

there is a plugin called electronic nodes in the marketplace, its not expensive, and saves my insanity from looking a spaghetti

final python
#

oh sweet, may have to get it for mine as well lmao

trim matrix
#

Help! I attached a piece of cloth by making it a skeletal mesh and attaching that to my character mesh. I am dismembering a body part from my character, by hiding it. Problem is that the attached skeletal mesh goes invisible also. What to do?

#

using a masterpose component

grand hawk
#

How does the animation curve's value be determined when it plays blendspace? Is that value determined by average among animations on blendspace?

astral cedar
#

how can i see what input device is being used

solemn musk
#

Hello im trying to have a user hold down a button on a widget to perform an action but the button seems to release itself after a short period of time, is there a way I can remove that?

brazen merlin
glass crypt
#

why would a pawn's on possessed event fire when it is sitting in the level, not being possessed? it's also isn't using auto possess player.

brazen merlin
#

auto possess player is, as it sounds, for the player. Is this a player or AI pawn?

glass crypt
#

it's a player pawn

brazen merlin
#

so you want no player pawns to be possessed?

#

you check the game mode settings?

glass crypt
#

yea don't want any pawns possessed

#

yeah it's not in the game mode

brazen merlin
#

as in default controller is cleared?

#

and is this also true in the world settings in the case that game mode would be overridden for the particular level?

glass crypt
#

yea it happens if i set it to the default player controller too

brazen merlin
#

well it should be cleared, as in no controller

#

is that possible?

glass crypt
#

no game mode override in the world settings

#

it says can't spawn player if there's no controller

brazen merlin
#

yes, that makes sense then

#

this is why the observer controller/pawn exists, which is essentially invisible

#

need a camera among other things

glass crypt
#

hrmm

brazen merlin
#

what are you trying to do?

glass crypt
#

i'm at a loss. tried everything.

#

it happens with all pawns in the level that have a on possessed event

brazen merlin
#

right, but why do you need them to not call this?

glass crypt
#

well it shouldn't for one, but beside that OnPossessed creates a widget that needs to only be in the viewport when the pawn is possessed.

#

also, it still lets my player possess it too.

brazen merlin
#

so all pawns create this widget? i guess i assume that if it is not permitted a controller it would no be possessed, but it sounds like now, that all pawns are being possessed?

glass crypt
#

ahh i think its being possessed by an AI controller, just noticed the value of the controller while debugging

solemn zephyr
#

is there a way to allow character movement component to jump while in flying movement mode

brazen merlin
glass crypt
#

not yet. can't figure out why the AI controller is possessing it

brazen merlin
glass crypt
#

don't think so

brazen merlin
glass crypt
#

ohh i just cleared AI controller class and that fixed it

solemn zephyr
#

I'll have to set up an impulse jump script then rip

glass crypt
#

still don't know why it was being possessed tho

#

but i can live with this for now

sharp rapids
#

Only it checks if you're grounded

brazen merlin
solemn zephyr
#

I'll see if launch works

#

nvm impulse is what I need, I'm sure native jump uses an impulse but I need the character to jump in certain situations where it isn't grounded

thorn ermine
# solemn zephyr nvm impulse is what I need, I'm sure native jump uses an impulse but I need the ...

If you are referring to jump in CharacterMovementComponent it does not actually use impulse. 🙂
They have a complex implementation that uses DeltaTime with Velocity to move the character.
It kinda goes:

UCharacterMovementComponent::PerformMovement
UCharacterMovementComponent::StartNewPhysics
Then it depends on the MovementMode:
  UCharacterMovementComponent::PhysWalking
   
Here it will perform a lot of checks but uses step updated physics
   Jump is handled the same way and then recurses back into StartNewPhysics, they use Velocity basically, not Impulse. :)
brazen merlin
thorn ermine
solemn zephyr
#

that does make sense, variable jump height is why I wanted to use the default jump function

#

I think overriding the canjump function is what I actually need to do

#

I haven't done that before, do I just select canjump from the override list and fill in what I want it to do?

brazen merlin
#

sounds like you want to modify the one part, but overriding it will remove the previous functionality

#

you'd be writing your own jump function

#

you can try by overriding it and seeing if jump still works, would assume it wouldnt

solemn zephyr
#

it just outputs a boolean, would it still be called in the same places if I override it?

brazen merlin
#

the node? yeah

#

you're changing the logic within it

solemn zephyr
#

that's fine, I think that's what I need

brazen merlin
#

you might need to look at the cpp code to know what parts to recreate unless you're down with making your own complete jump function

solemn zephyr
#

how do I read it?

#

how do I get to it, that is

brazen merlin
#

thats not my wheelhouse, i assume you need to download the source code from github to see all the cpp classes then recreate the parts that makes it jump while modifying the part you want

#

and if this sounds like more work than it is, i would agree, i'd see what you can get done with launch character since that adds/overrides velocity and thats happening after the fact

maiden wadi
#

You just need a launcher version of UE Installed, and Visual Studio or Rider for UE

#

You can still read all source without the source code, just can't alter and rebuild it.

solemn zephyr
#

also why would I have to rewrite the jump function? I only want to change the one that says whether the jump function can be called

maiden wadi
#

If you want to alter the can jump based on your own things, but also consider the original implementation, you could just call the parent function, then possibly alter it based on your own needs.

brazen merlin
solemn zephyr
#

I only need it to check a few conditions, I should be able to just rewrite it in bp

brazen merlin
maiden wadi
#

You just need to create a single C++ file from the editor and it'll convert it for you.

supple bane
#

how can I make a vector3's direction relative to the direction the player is facing?

#

would I just use 'get right vector'?

maiden wadi
#

Is this a point in space, or a directional vector?

brazen merlin
#

get the players forward vector

supple bane
#

directional

solemn zephyr
maiden wadi
#

Transform direction.

#

Er.

#

Inverse Transform Direction.

brazen merlin
#

you wanted to override it, so you would be changing all the code that is there already for your own

solemn zephyr
#

I don't need to change the jump node, just canjump

supple bane
#

if I have a vector 3, how would I change only one axis?

brazen merlin
#

boolean?

brazen merlin
supple bane
#

also i figured it out ty

brazen merlin
#

that would be to the right of the player

#

cool

brazen merlin
supple bane
solemn zephyr
brazen merlin
brazen merlin
supple bane
#

how do I get a gameobject's transform?

#

actor's***

maiden wadi
#

GetActorTransform.

#

@supple bane All GetActor(VectorThing) does is get the actor's root component, and get it's vectory thing. This applies for location, rotations, transforms, etc. In a character for instance, because the capsule is the character's root, this is identical.

supple bane
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got it

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im having trouble getting the player's local vector

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meaning when I dash, I go in the same direction every time, no matter the rotation

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heres my code

tranquil hemlock
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silly question from a beginner but what event should I use to make widgets for the UI like healthbars, crosshairs etc? I don't wanna hook up a million widgets to event begin play and make the project all messy. or is that what you're supposed to do?

brazen merlin
supple bane
brazen merlin
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ah my bad, didn't read that it was already said

solemn zephyr
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is it possible to send a 'target' pin through a function's input node?

brazen merlin
brazen merlin
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what function are you calling and what do you want to feed it?

supple bane
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I made it easier to look at, anyone have any ideas?

tranquil hemlock
solemn zephyr
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I don't think doing that is necessary for the function I'm writing to work but it'd be nice for organization

brazen merlin
brazen merlin
solemn zephyr
brazen merlin
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yeah, def not that

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it says target is nav movement component, is that something you have access to?

solemn zephyr
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that's just what it says when you place the node, I'm changing it to character movement

brazen merlin
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so for functions, target self means this bp

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some functions needs a little more specificity

solemn zephyr
brazen merlin
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the data type to feed into that function is contextual, so if you add an input to the function, it needs to match that context

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your good like that

solemn zephyr
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I just need to do this, I was wanting to put the character movement reference outside the function

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but I can't which is also fine

brazen merlin
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its better that way, seems redundant to pipe in when you call the function in places

brazen merlin
solemn zephyr
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I only really wanted to do that because that's how the node was originally but it shouldn't matter

brazen merlin
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ah, hmm, well, if you want i suppose you could, you'll find inputs and outputs on one side of the editor, click the + to add it

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then change the data type to what it says when you hover over the blue input dot

tranquil hemlock
brazen merlin
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I like this to easily disconnect chains for testing

solemn zephyr
supple bane
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this is still using world position for some reason

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all the documents just tell me to use transform location or inverse transform location

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but I try that, and nothing seems to work.

maiden wadi
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@supple baneChange the transform node to Transform Direction. Inverse is for world to local. normal is for Local to World.

supple bane
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I want it to use local

maiden wadi
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Launch character does not use local space.

supple bane
maiden wadi
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Not really. Just try it. Convert the right vector via Transform Direction. It'll give you the world direction that is right of the character. Then you can multiply it and use it.

supple bane
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I tried it, it would just throw me in the same direction every time

maiden wadi
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Er

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Sorry, still waking up. Right vector is already world space. You shouldn't have to do anything but multiply it?

supple bane
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Ive tried that

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has the same exact problem

maiden wadi
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🤷‍♂️ It works. I just double checked.

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This launches my character to it's own right side.

supple bane
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so get actor right is just left and right

brazen merlin
supple bane
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thats where I was confused, ty

brazen merlin
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do what Authaer has tho, thats clean

supple bane
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Ya I thought actor right was right of the original point, not right of the player's view. So I was trying to just get Y, which messed everything up

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tysm, it works now

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im falling in love with this enginge already, have a good night/morning

brazen merlin
supple bane
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K im having one more problem, its more of a nitpick but I want to fix it before I leave.

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As of now, to dash you have to press shift THEN A or D.

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I would like to be able to dash even if you are already holding A or D

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by pressing A or D then Shift

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heres my blueprint

surreal peak
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Why do you hardcode the keys?

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Use bindings and in those you can setup a Sprint Binding for Shift+A

supple bane
surreal peak
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Or either way

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Use bindings haha

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In your project settings you have an input tab on the left

supple bane
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alright

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I will try that

surreal peak
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There you can setup action and axis bindings

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Action being press+release

supple bane
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this is my first day coming from unity. so this is new

surreal peak
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Axis being -1 to 1 constantly firing where no press gives 0. Mostly used for things like gamepad sticks

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Yeah then better google a bit for the bindings

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Pretty sure there are tutorials

gentle urchin
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As Exi describes, this is what it looks like

surreal peak
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If you want to dash with both orders in your current setup, make the dashing a new event or function

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And call it from shift and from the input keys

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And check in that function if you booleans are correct

gentle urchin
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Tbf this is one of the topics where i find that most tutorials are going about this the wrong way

surreal peak
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Movedown triggers me a bit

gentle urchin
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atleast, that was the state the last time i checked

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being action mappings ..

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what to do

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not sure why they are there tho tbh

surreal peak
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It's just the name haha

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MoveDown vs Movedown

gentle urchin
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xD

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You highlighted it for me tho

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now im wondering wtf i was doing

sharp rapids
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That just looks like Axis Mappings with extra steps 🤷‍♀️

gentle urchin
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yep!

sharp rapids
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Er, Axis Mappings

gentle urchin
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action 😛

supple bane
gentle urchin
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faking axis

supple bane
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the same thing is happening

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is there A place for more precise control of keybinds?

surreal peak
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You don't really need the IsA IsD here or?

supple bane
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i guess not now

surreal peak
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Also if you click on the event itself

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There are options on the top right

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There is a boolean called Consume event

brazen merlin
surreal peak
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Make sure if you use the same keys for multiple bindings that you disable that

brazen merlin
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oh duh, yeah, nvm

surreal peak
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Or consume input

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Can't recall

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Input in UE4 is a stack, so it goes from whoever is first down the line. If someone on the way consumes the event it will not be handed further

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Which means only one of your bindings here would call

supple bane
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heres what I have

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consume input is disabled

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Is there anything else that could work?

gentle urchin
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is the events not firing at all?

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or is the launch not working..

supple bane
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it is

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only if I hit shift before A or D

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I want it the other way around

gentle urchin
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i would guess that doesnt work

supple bane
gentle urchin
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just assuming that the shift pressed event doesnt get tied up to the action input event

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shift is just a critera for the action event

supple bane
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oh ya

gentle urchin
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Pretty sure you'd need your previous setup for this

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tying them together

supple bane
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the one thing that worked was having isshift be connected to the branch first, but of course, it could only be attached to one side or the other

brazen merlin
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use IsInputKeyDown

gentle urchin
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not very nice

brazen merlin
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you can use IsInputKeyDown with the other setup coming from the inputs

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ie, DashLeft > IsInputKeyDown > True, launch character

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check for shift key

gentle urchin
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and shift check for A, and shift check for B

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one of them always having prio in case both were pressed

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but thats fine

brazen merlin
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yeah, thats the player's fault 😛

sharp rapids
supple bane
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so I use squize's method?

gentle urchin
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you can block outside the function, instead of inside

sharp rapids
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The way I did it is simply having a 'Dash' Action mapping

timber knoll
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ye would you not just have a dash

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and then check the key pressed?

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instead of checking it on left/right keys

sharp rapids
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On pressing the Dash key, you simply check which way your character is currently going and dash that way

maiden wadi
gentle urchin
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^