#blueprint

402296 messages · Page 769 of 403

odd ember
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and hit refresh

trim matrix
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yeah

odd ember
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if you havent

trim matrix
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i refreshed it if thats what your gonna say ?

odd ember
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yep

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now, add a reference to self

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and plug that into the dispatcher call

trim matrix
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yep

odd ember
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inside your spawner manager, you'll have errors too because your current event does not reflect the same parameters as your dispatcher. so delete the event, and create new event from the CreateEvent node

trim matrix
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i have

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this were you select none and then event again

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??

odd ember
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show me a screenshot

trim matrix
odd ember
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delete SpawnerPelletAte

trim matrix
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the event

odd ember
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then in the drop down of the CreateEvent node, you'll have an option to Create matching event

trim matrix
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i do yeah

odd ember
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do that

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name it whatever you want

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even the same name should be fine

trim matrix
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i have done that

odd ember
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cool

trim matrix
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I have output pin I see

odd ember
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exactly

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now we can forego the loop

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because we know exactly which spawner that was triggered

trim matrix
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so the

odd ember
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yep

trim matrix
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so now is should + 1 each time not 1 then 3 then another 3 etc each time pellet is collected ?

odd ember
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correct

trim matrix
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let's see

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that worked perfect

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awsome thanks. These despacter more useful then one might think

odd ember
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they're great

trim matrix
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are they intensive when it comes to once everything involded or are they relativly nothing to the running of the game

odd ember
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they are somewhat expensive, but for sure cheaper than checking stuff like this on tick

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the expensive part is binding them

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so once they're bound it's pretty cheap

trim matrix
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oh that fine then

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the bind only happens once tbf

odd ember
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exactly

trim matrix
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and only when something is collected apart from that the despacter events aren't called etc

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awsome well that progress for tonight haha off to bed

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thanks for the help 🙂

odd ember
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you're welcome

fluid lance
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I need to do a weird thing: convert a bunch of static mesh actors(SMA) into a BP with a custom implementation of static mesh component(SMC). I know I can select all SMA and convert them to a BP with a bunch of SMC.

What's the best approach to then convert all components to my new component? Just do some scripting to do for each component something like delete -> add new custom smc -> set its static mesh to the deleted one? Or is there an easier/more intuitive way? (I kinda need to teach this process to someone who doesn't know how to code lol)

odd ember
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I don't know if it's exposed to utility BP, but you could try a script that does that in utility BP

safe narwhal
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uh, idk what to plug in target self

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another person told me the skeletal mesh

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but idk how to call it

faint pasture
faint pasture
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Then you're good. Target defaults to self.

safe narwhal
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im having trouble because the blueprint doesnt show the animation

faint pasture
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Huh

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Do you mean you don't see the animation playing when you call that node?

safe narwhal
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idk if it plays it or not

brazen merlin
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I believe the anim montage should target the anim instance

faint pasture
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You need to integrate the montage slot in your animBP

safe narwhal
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hmm

faint pasture
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I think character has a wrapper.

safe narwhal
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im kinda new with animations tbh

faint pasture
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Show your anim BP pose graph

safe narwhal
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ok

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thats the slot i need to call right_

brazen merlin
faint pasture
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What slot does Roll play in?

safe narwhal
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called defautlslot

faint pasture
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Are you sure that animBP is what's running on your skelmesh?

safe narwhal
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yep

safe narwhal
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i just added the slot

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and have the roll montage anim

faint pasture
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Try get mesh, get anim instance, play montage

safe narwhal
faint pasture
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Skipping the character wrapper

safe narwhal
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?

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it wont plug

faint pasture
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Nah I mean call play montage on that

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It'll have its own version

safe narwhal
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hmm

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nothing

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i think

faint pasture
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Are you sure your montage has animations? Just checking everything here.

safe narwhal
peak ore
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Hi, what I aim to do is:
On overlap if the fps character is within range of the capsule collision, then it will deal damage every 2 seconds the fps character is within range and stops attacking once fps character is not in range anymore

proper umbra
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Hey. Whenever I use Launch Character, the character doesn't move back much at all whenever they are currently moving (Walking). Is there a simple workaround?

proper umbra
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And does it do the damage a single time (before the branch)? Or does it not go off at all

peak ore
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it does the damage a single time

proper umbra
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ig try to select this actor as a debug object and see where the event stops, or if the End Overlap event runs.

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thats what i'd do

glass crypt
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when testing my game on a slow computer, everything falls through the floor when the game starts, but it doesn't happen on a fast computer. what's the best way to make sure this doesn't happen?

proper umbra
glass crypt
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i haven't set the ability to automatically detect it yet

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but i can lower the scalability via command line

tropic pecan
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Hey there does anybody know how to make a macro that is related to get array without integer?

dawn gazelle
brazen merlin
tropic pecan
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To get character classes base on what roll in the enumeration they have. I tried adding the enumeration to the integer but it did do it.

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I'm at my struggle of making a party player unit system for my JRPG and they way I'm doing it, I don't have many guides for. Must it be explain? It will be a bit complicated to explain.

brazen merlin
tropic pecan
dawn gazelle
tropic pecan
brazen merlin
tropic pecan
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So, the function I'm trying to achieve is a player party system where you should be able add or remove as well as add what their stats and others are. I'm using Map variable for the unit actor and a status data structure.

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Each unit has these in their structure in the map variable.

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I'm using an enumeration to sort out what roll they are in. The structure is like this.

brazen merlin
tropic pecan
charred orbit
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how would one go about getting the text of a text input box widget, without using the on text changed event?

i want to have an input box, and a button. text is typed into the box, then does logic based on that text when a button is pressed

spark steppe
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GetText() or something on the text box widget reference should be a thing

tropic pecan
brazen merlin
dawn gazelle
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You spawn the class of an actor based on the enumerator.

tropic pecan
brazen merlin
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yeah so what's wrong with Datura's suggestion? not complex enough?

dawn gazelle
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If you've already defined the class, then it's already done, you don't need an enumerator to tell you what hte class is.

tropic pecan
final rampart
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Today in self created problems:

Trying to manually get the bounds and center of all these components, without using GetActorBounds due to the inability to exclude components like Skeletal Meshes

tropic pecan
final rampart
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The goal is to be able to have a bounding box automatically and accurately wrap around this collection of capsules

brazen merlin
dawn gazelle
final rampart
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Yeah, I'm using this as creature collision data. The character's regular old capsule component is in its body, the rest of the capsules are added onto it.

brazen merlin
final rampart
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I aint scared of math.

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If all my animal characters were quadruped this would be pretty easy, but some will need to have their body capsules be offset from the Capsule Component, like my dinosaur template:

tropic pecan
final rampart
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That's where it gets a tad more involved math-wise.

brazen merlin
tropic pecan
final rampart
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I've considered that, but I don't actually need the mobility or the detail of a physics asset.

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The final result is intended to be an extension of how the capsule component interacts with world-static actors.

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Which is pre-determined and more importantly, not affected by animation.

brazen merlin
final rampart
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Yeah, I see it.

It might help my matters a bit because if a capsule is rotated, it is always at angles of 90 degrees.

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For Each Loop seems like the best option for me.

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Getting the shape properties of each, account for any rotations and offsets from Capsule Component

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Making the box I'm trying to generate fit around a body is easy enough, regardless of whether it's rotated or not.

What I'm not so sure of is how to account for the legs.

high yew
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why is my camera spawning at the world origin and not in my character? It wont move with it or any thing

brazen merlin
final rampart
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I've been dealing with some fairly heavy duty stuff with movement and collision lately, heh.

brazen merlin
brazen merlin
tropic pecan
# dawn gazelle Then that should be an enumerator variable that goes on your _base_ class for yo...

Ok, so you see in this example result. I'm making a leader and followings. I need it to be possible as I said that I need to have leadership or part member label in their structures in the map variable. Right now, Red is the one leading while the others are following. If in the game storyline that one of the characters were to change leadership, I would presume that having the one with leader will be removed from the map and the one who takes leadership gets added with the information brought in it's structure set in the map. If I edit leadership in the separate classes, then I would have had to duplicate the one's for that purpose and that can be complicated. It would be easy to mark who's roll is what in the structures in the map so that's what I'm asking for cause I have not idea of how to accomplish that function structure.

brazen merlin
tropic pecan
brazen merlin
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tags already exist on all actors, its a name array

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im not sure what you're using enumerations for exactly

tropic pecan
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Is is supposed to be in the structure folder as string?

final rampart
brazen merlin
brazen merlin
tropic pecan
dawn gazelle
tropic pecan
brazen merlin
tropic pecan
dawn gazelle
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But in what blueprint are you actually going to say who is leader or not after the units are already spawned?

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Game Mode? Game State?

tropic pecan
dawn gazelle
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Ok, so you're managing your party through your player controller.
I'm assuming the spawning example you were showing above was also in the controller?

tropic pecan
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From what I can look at, yes. The spawning function is in the player controller blueprint.

dawn gazelle
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Is there any reason you would need a reference to which class the leader is? ie. Would you need to spawn the leader's class again?

tropic pecan
# dawn gazelle Is there any reason you would need a reference to which _class_ the leader is? ...

I'm not sure what you mean by spawning again? Like when they become leader again or change of gameplay style? Those are going to be what I'll later on add. By reference you mean, the structure to the map variable right? It helps tell the character stats, level, and items equipped. These blueprints were originally from "Turn-Based jRPG Template" from PhoenixMarket at the Unreal Engine Market. I don't know any other way of the structure for party system any better than this example work.

scenic kindle
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is it just me or is the event tick just really broken

static charm
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just you

scenic kindle
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cuz it's not checking every tick

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it checks once

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and then never again

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tell me what i do wrong

static charm
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screenshot ur code graph and someone will help you

scenic kindle
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i want to edit the max speed based on altitude

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and it's doing the first part

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but it never changes

static charm
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what never changes?

scenic kindle
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here lemme show u

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my altitude is higher than 100000

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so it should set max speed to 75000 no?

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but it never changes to false

static charm
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you can click on alltitude and turn on Watch value

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so u can see it while degugging

scenic kindle
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i have it on my screen

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the altitude

static charm
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yes but maybe it's displaying altitude from a different saved altitude and not the one in this blueprint

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the Less than equals to code won't lie to you

scenic kindle
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huh ok

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lemme see

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ah yes ty

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in my hud

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i bound the text block to the actual vector

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the altitude remained at 0

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i added it so it updates the altitude variable every tick and it works now

static charm
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nice!

dawn gazelle
# tropic pecan I'm not sure what you mean by spawning again? Like when they become leader again...

It was just a generic question relating to the class of the leader.
Let's go back to your original question....

Arrays are almost always accessed via an index - even if you do a "find" operation it's only for seeing if the item is in the array and returns its index, not the item in the array. So there is no other way to "get" something out of an array. The other issue here is that you're trying to use a class as a means of identifying if someone is the leader. A class doesn't exactly "exist" as anything in the game world. You can't get any information out of it other than whatever defaults are defined in the class. So from an array of classes, you can't determine who the leader is.

In order to "find" the leader in your array, you'd have to loop through it using a foreach loop (i'd recommend a foreach loop with break), and check each item in the array, and do a find on your "Player Units" map, and check if they have the appropriate role -> if they do, then you can store the current loop index in a variable, then you can reference your keys array and get the leader's index from that. Like below...

tropic pecan
tawdry valley
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does anyone have a guide to multiplayer possession for clients in a listen server?

tropic pecan
tawdry valley
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huh that probably would be a good place to post it.

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thanks~

stray moat
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How would I go about creating a character creator system

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I can't find a good toturial on YouTube or anywhereelse

dawn gazelle
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Data Tables, Structures, Widgets, Materials, Meshes and a lot of logic.

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It's a pretty big one and I'm working on it myself right now with no real input from anywhere... Too much to try and explain in Discord.

icy dragon
stray moat
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I get datatables and enums but idk where to start

icy dragon
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Start with just messing with the outfits.

stray moat
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I have modular parts and the materials

icy dragon
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Then put into account morph targets. A LOT of morph targets.

dawn gazelle
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ALL the morph targets.

stray moat
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Im not doing morph targets just changing clothes ,skin and thier colors

icy dragon
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And let's not mention getting the animations to look right with varying heights.

icy dragon
icy dragon
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Just the matter of switching them in BP I guess.

stray moat
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I don't know much about blueprints been following toturial s and learning to do things on my own slowly

dawn gazelle
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These nodes are ones you'll probably want to use to experiment with first. Add static/skeletal mesh components to your character and go nuts.

chrome eagle
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howd you get the nice stright lines? 😮

tropic pecan
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This is the structure I made from what you gave me.

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I'll ask again tomorrow.

peak ore
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Hi, i wanted to print my health in the HUD but the data/variable im trying to get is in a component how do i get it?

silk cosmos
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cast to your player, grab their component, then grab the health

last abyss
chrome eagle
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Thank you ^^

steady thicket
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How do I assign a reference actor in my world to my level blueprint's actor variable?

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I don't know where to access the editable part of the level blueprint

lime ridge
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Is it possible to call a Macro from a Macro Library inside an Editor Utility Widget?

lime ridge
tiny vale
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is this bad code? if yes can anyone point me in the right direction for this?

steady thicket
lime ridge
short galleon
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It destroys the cube but doesn’t show explosion why?

fiery glen
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Not attached to anything?

short galleon
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How or to what

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I thought it’s attached to the thing it’s on

tawdry mural
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then get world location and plug it in

short galleon
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Still not working

tawdry mural
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check if cast is not failing

short galleon
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How do I check that

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This is my second experience with blueprint

dark crow
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Pretty sure if you destroy it, the emitter gets destroyed with it too

tawdry mural
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oh yea because it attached

short galleon
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Yes now it works

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But it won’t destroy

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How do I delay destruction

dark crow
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Delay node?

tawdry mural
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better google first

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my guy

short galleon
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Ok

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It works now thanks

tight schooner
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It's a node

short galleon
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Ok thanks now I’m trying it to respawn at random location inside a room

short galleon
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Need help again it won’t spawn

last abyss
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anything u call after destroying the actor won't work

short galleon
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So I can’t “revive or fix” anything after it’s destroyed?

short galleon
icy dragon
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Often times death state is just a state, not actually destroying the actor.

short galleon
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Ik I have to make a destructible actor but do I have to code everything again like new class

short galleon
icy dragon
dark crow
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APEX Destruction?

icy dragon
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Destroying actor != destructible mesh

short galleon
icy dragon
short galleon
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I want to make a cube blowup upon contact and respawn after x seconds

icy dragon
short galleon
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Oh I’ll try

dark crow
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You could technically have a manager class for it too that keeps track, deletes then respawns, still same thing in the end

short galleon
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It works but won’t destroy

icy dragon
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Please use direct screenshot, not photoing the screen with your phone. I have difficulties reading those kind of images.

short galleon
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Sorry but I don’t use discord on pc but wait a sec I’ll open it

icy dragon
short galleon
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what vector? location of cube or where to spawn it

icy dragon
short galleon
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like this?

keen wedge
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Hi all, I'm trying to set the Line Height Percentage for a UMG text box... its available as a property in the editor, but, unless I'm losing the plot, I cannot seem to find a node to set this in Blueprint? anyone got any ideas?

maiden wadi
small ridge
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Hello, I have a best practice question. I come from Unity, a common occurrence there is needing a field be exposed to the outside (and potentially serialized) while being not editable by other objects. I would do this by having the field private and have a public property around it with a private setter, it make the field read only from the outside of the object's class.
What is the blueprint equivalent of this pattern ? Should I just have the variable be private (how do I change it from the editor if that is the case) and have a public getter in the BP's functions ? Or is there a more concise way ?

keen wedge
maiden wadi
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You'd have to make your own. If you know any C++ the implementation is extremely easy, just annoying.

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My custom RichTextblock widget is literally nothing but this. 😄 Same thing for Textblock. Just different inheritance.

vocal cave
keen wedge
maiden wadi
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The latter. Just need to inherit it and make the new function. Once you inherit the UTextBlock has a MyTextBlock that holds it's STextBlock. It's a protected variable so editable by inheritors, and the line height setting should be public on the MyTextBlock. Just need to call it from a blueprintcallable function.

keen wedge
maiden wadi
# small ridge Hello, I have a best practice question. I come from Unity, a common occurrence t...

I'm not certain how Blueprint totally handles this. This is more common practice for C++ code to hide certain things from designers. But in theory it's the same. If you need to edit things from the editor, making the property instance editable will work. I think you can still then mark it private, and make public getter/setter functions for it. This is semi rare for most blueprint use though.

short galleon
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need a way to turn theese 3 floats to a x,y,z location but make transform cant and make location dosent exist

odd ember
short galleon
keen wedge
short galleon
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aslo is there a way to make it spawn only on grownd? i didnt find it on google

maiden wadi
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Also instead of the ExtendedTextBlock in the function it should be MyTextBlock I think.

keen wedge
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I didn't call the class "MyTextBlock" though?

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...and yet the error goes away when I change it to that? LOL

maiden wadi
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No, the UTextBlock class has a slate widget named MyTextBlock

keen wedge
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that's confusing..

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oh i see..

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oooh, so this might be good to go now then.... need to see how I implement it in the blueprint stuff now (thank you btw... this has been very cool)

maiden wadi
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You inherit that MyTextBlock from UTextBlock, STextBlock is the actual text on screen, UTextBlock is a nice wrapper for the editor to use.

keen wedge
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in C++ yeah? But in the editor,... do I just drag the ExtendedTextBox into the widget? I just tried, but I'm not getting access to my function?

eager peak
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hi guys, ive set up this collision box to rise up slowly (its gonna be water that fills up a room and damages you) but as soon as i attach it to the timeline to set it moving it damages the player even if they are outside the box?

maiden wadi
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You should be able to see it? If you added that in the widget tree, and then in the graph, get that reference and drag off of it?

keen wedge
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Yeah, I added the new text box into my widget, set it as a variable, then in the graph, dragged the variable in, pulled out the pin and started to type "Set Line" and nothing appears?

maiden wadi
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Oh. You don't need the UFUNCTION in the C++ file. Just in the header.

keen wedge
maiden wadi
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I dunno if that's messing with it.

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That's just my custom syntax coloring in Rider most likely.

maiden wadi
keen wedge
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So just this:

maiden wadi
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That looks right.

short galleon
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i have a cube and i want it to respawn after destruction i have respawn and then destruct but i think it destructes the respawned as well how do i make only the fisrt destruct

keen wedge
maiden wadi
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Ignore the error list. Compile build errors are all that matter.

keen wedge
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I renamed the parameter and built again, now have three errors... sigh...

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lol

maiden wadi
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If you're not, then always close the editor before compiling.

eager peak
maiden wadi
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@eager peakWhat applies the damage?

eager peak
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and the vector values im setting to relative locations of other empty asset sin the bp

keen wedge
maiden wadi
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Yeah. But building with the editor open is called HotReloading. It tries to rebuild what it can in the editor. Unfortunately this feature has a long documented history of being terrible. In fact, check out the second pin in the C++ channel. 😄 At best, it just doesn't work. At worst, you lose weeks worth of blueprint work.

keen wedge
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each build attempt seems to be increasing the number of errors... I cannot open the UE4 project now as it says this needs to be rebuilt/recompiled... which fails in vs...

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I dont know how to resolve those errors as I dont know whats causing them ...

tiny vale
maiden wadi
#

@keen wedgeWhat does it say when you hit f5?

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Not the error list, but the actual build error. My assumption is likely that you need to add a build module dependancy.

keen wedge
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it launches it little popup after a few seconds and says there would build errors and asks if I want to continue

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followed by other popups "Accessibility could not be compiled. Try rebuilding from source manually" - which is what I thought I was doing in VS when I was hitting Build etc

short galleon
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does it delete both or just original/how to make it delete only original?

short galleon
silk cosmos
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iIt shouldnt be destroying it. You can set up print strings

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to check if it still exist

tiny vale
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thank u will try ray trace @tawdry mural @swift pewter

short galleon
eager peak
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pulling my hair out with this, as soon as i hook it up to the timeline it will damage the player where ever, standing next to the collider wont trigger it until i walk inside which is working fine, but as soon as i add movement via timeline it just damages the player whereever

silk cosmos
short galleon
silk cosmos
#

every level has a level blueprint

short galleon
# silk cosmos every level has a level blueprint

im doing it in the cube blueprint because its happening there and i dont need to know if other exist how do i print all actors, i have get actors but it does have a out but yk like get all actors->print string

little flame
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hi guys! super newb in blueprints, so please bear with me. Im looking to destroy a list of actors at a certain point in time, any leads on how to do that? would be cool to have som kind of BP that looked for a certain tag and destroyed anything associated with that tag

short galleon
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it dosent print anything when i press p

short galleon
#

why isnt it working

velvet token
short galleon
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but i dont want to print that. that was just a test because in my main code i need to print a array

velvet token
#

which one?

short galleon
#

now it works thanks

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and how can i tp to an actor because i have a random loc generator but cant find it. its not destoryed i checked with the array

short galleon
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i want to make a cube that explodes on contact and then respawnes in a random location within the room, it destroys but i cant find it. SO i made an array tho check how many actors are active. so i found out it respawnes, but not in my room. so i want to telleport to the new cube to find out where it is and why it isnt in the room.

velvet token
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I would make sure that your random spawn range is within your "room", check if it works if instead of random values you spawn it at a specific position such as 0,0,0

short galleon
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yeah but 000 is somewher far

velvet token
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then respawn it at the same location where you destroyed the previous one?

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or hardcode a value in that you know is within your room

short galleon
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i tried that but it respawns instantly it looks like it isnt even being destroyed like it just triggers explotion like a machinegun

velvet token
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so then you know that just your random location is wrong

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how did you get your values there?

short galleon
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i went to 1 end of the room got the cords of my character and than to second etc

split nova
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Is there a way to get actual final values for PostProcessSettings? I mean like a sum of all active PostProcesses.

short galleon
velvet token
split nova
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I though more about sum of all PostProcesses on a level. Final value of PostProcessVolumes player can move into + PostProcessVolumes unbounded + ActiveCamera PostProcess

little flame
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@seanny thanks! I figured that out in the meantime 🙂 just another thing, im calling from level bp is this too heavy to do such thing?

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also ideally it should happen at a specific time, not triggered by an action and so im using delay for that. however I have the feeling this might not be the smartest...? *scratching head

tight schooner
#

To destroy at a set time, use Set Lifespan instead of Destroy Actor

little flame
#

@tight schooner is that more efficient than delay?

tight schooner
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It depends, lol. Generally I'd say whatever works, but there could be complications with using a delay and then calling Destroy Actor on a For Loop

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As opposed to setting lifespan to do the same thing

short galleon
#

how can i check coordinates of a room most efficientley

tight schooner
#

Are they all meant to die on exactly the same frame? @little flame

short galleon
#

expample x= from 4 to 75 etc

little flame
#

@tight schooner well its not super important but yeah?

tight schooner
#

@little flame Set Lifespan is OK. There are other ways to set it up ofc. For example, instead of a manager BP seeking out and destroying a list of actors, you could have actors bind to a manager's Event Dispatcher, and when the manager calls a dispatch, the bounded actors receive the event and run their own suicide scripts independently.

#

Like anything, there's a half dozen ways to set it up

#

And it all depends on your use case, architecture, preference etc

little flame
#

@tight schooner thanks!

tight schooner
#

@little flame oh uh, if you're using Destroy Actor on a loop, you might want to use ReverseForEach instead of a regular ForEach

#

Cuz sometimes destroying things can resize the array while you're looping through it

short galleon
#

why dosent my hp increase by1

earnest tangle
#

Why would it?

#

That's a decrease node

#

Also you're destroying the actor so it doesn't even make any difference if you change the value in it afterwards

short galleon
#

its supposed to show hp and it spawns a new actor after

tight schooner
#

Destroy Actor should be the last node any actor executes. Doing stuff after destruction tends to throw errors

short galleon
#

it works like every time i touch a bomb -1hp

tight schooner
#

Stuff could potentially work but generally it's considered a no-no. Destroy means it's removed from play and flagged for cleanup from memory (in a separate phase called Garbage Collection, but I digress)

earnest tangle
#

The hp variable you're modifying is in bp_explosion

#

If you want to change the player's hp you need to access the correct actor

short galleon
#

there is only 1hp type so it dosent metter where it is its easyest to do when explosion triggers?

#

ok now it subtracks but 0.5sec later its 100 again

silk cosmos
#

Because you're destroying the actor

short galleon
silk cosmos
#

You're storing your hp variable in your actor and then destroying the actor.

short galleon
#

how do i make the variable independant

#

so it dosent destroy

#

do i have to make a new class?

silk cosmos
#

Store it in your player class. Or better yet make a health component and store it in there

short galleon
#

ok but how doesi it know when i thouch the bomb

silk cosmos
#

You can cast to your player character, with get player character as the object and grab the variable from the player

short galleon
#

ohhh yes i did that when i was makind a door though the dorer dosent work since u can walk right throuh it

open walrus
#

Does anyone know of a good tutorial for doing weapon traces? The sword swipes in my game are often very fast and on lower FPS systems a basic overlap or sphere trace isn't really adequate. I tried building a spline based on the tip of the weapon to hopefully get more of a curve but it wasn't very efficient.

short galleon
#

anyone knows why this prints in class bp explosion but not in this class?

#

does it something to do in casting ?

open walrus
short galleon
timber knoll
#

which would create a low poly like arc on low FPS and a more smooth curve on high FPS

open walrus
#

I tried that, I still get weird irregular shapes. Irregular enough that it can occasionally miss enemies.

timber knoll
#

there is no great solution for low FPS machines

#

with the exception of predefined collision at certain timings

#

in general, make your collision bigger than the actual weapon as well

#

that way you have less misses on lower FPS as well but it really depends on your needs

lofty smelt
#

idk if im at the right place here

#

but my firstpersoncamera has collision for some odd reason

#

like i spawn and i can be blocked by it

timber knoll
#

blocked by a camera? are you sure?

#

a camera doesn't have collision

lofty smelt
#

yea that's why im so confused

#

well tbh idk if its the camera

timber knoll
#

can you show some setup?

lofty smelt
#

something is blocking me

open walrus
#

Here's a visual representation of the problem I have, the black curve would be the intended arc, the green line is the actual trace, and the red circle is an enemy. So even if the enemy is right inside the danger zone, there's a small chance they can be missed.

timber knoll
#

try these viewport modes

timber knoll
#

which would mean, depending on the frames you would add extra interval steps to take

open walrus
#

Hmm thanks, I'll take a look at that.

timber knoll
#

you will need to know where exactly those points have to be tho in that case

lofty smelt
#

idk

#

doesnt show anything around me

timber knoll
#

🤔

#

it should show you something if you are being blocked by collision...

lofty smelt
#

idk i just cant move

#

and when i move the firstpersoncharacter

#

the collision moves with it

timber knoll
#

so youre basically saying you just cant move after spawning?

#

have you made sure to attach player controller?

lofty smelt
#

i can move

timber knoll
#

oh okay

lofty smelt
#

but the place where i spawn

#

has collision

timber knoll
#

show me some setup

#

how do you spawn, where do you spawn etc...

lofty smelt
#

if you can join vc

#

that'd be nice

timber knoll
#

can you screenshare here?

lofty smelt
#

yea i've been here for a while now

timber knoll
#

aah okay last time I couldn't

short galleon
#

i need to trigger hp subtraction when bp3rdPersonCHaracter overlaps bp_expolsion

high ocean
#

@short galleonWhat is HP? You are casting to explosion from "hp"

silk cosmos
#

@short galleon store hp either in your 3rd person character or in an actor component that is then stored in your 3rd person character. Then, in your explosion BP, on overlap, cast to 3rd person character, grab the hp variable, and decrease it

short galleon
#

Ok

#

And I accidentally presc Ctrl - a bunch of times and my discord is super small and I can’t read any fixes?

silk cosmos
#

Do ctrl + mouse wheel up

short galleon
#

Not working

sharp rapids
#

Do Ctrl +

short galleon
#

Also tried

#

Also tried restarting

sharp rapids
#

Go To Settings

#

and Change Font Scaling in Appearance

silk cosmos
short galleon
#

Idk it didn’t work so I reinstalled discord

#

its working now

silk cosmos
#

As a variable?

short galleon
#

Oh ok

#

Ohhh I thought u meant store the class hp in 3person character

amber nova
#

so me and my friend working on a project and we enable multi user editing , if i import a model from my local file will the my friend get it to inside his content browser or do i have to resend the project file

small ridge
#

The forums seem to be down right now, so I can't find this information. If you have an object of a blueprint class as input to function and you do not check "pass-by-reference", does it actually sends a copy ? Or does checking "pass by reference" gets me a pointer to the pointer that got passed in the function ?

sharp rapids
#

The later one afaik @small ridge

#

I might be wrong though

short galleon
#

how do i make the bomb crumble upon inpact cant find solution on internet

winter kettle
#

where is a "save game to slot" file saved?

#

like what path in my hard drive does it have

sharp rapids
#

@winter kettle in saved/save games folder in your project directory

winter kettle
#

thanks, I did found the info in the documentation

dawn gazelle
short galleon
#

i have a bug. sometimes when i collide with a bomb it goes off 2 times and than i have 2 bombs respawn etc once i had 100

brazen pike
#

but it would also be helpful to see the rest of the first line

short galleon
brazen pike
#

try setting collision to false immediately upon hit

short galleon
#

ok and why isnt my force working

brazen pike
#

what are you trying to do? send everything flying from that point?

brazen pike
# short galleon

well first of all I can see on the right you are never setting the bomb location

#

you haven't connected up the pins

hybrid ether
#

What is wrong with this player rotation? I try to make it multiplayer and now it's working but amount of rotation is lot lower on other player's screen than mine.

brazen pike
# short galleon

Also although I've never done exactly what you're attempting here, what i'm 99% sure of is that "add force at location" isn't what you're looking for. You might get some more help by following this tutorial and editing the final result to suit your needs: https://www.youtube.com/watch?v=aTyT2XUouf4&ab_channel=TotallyUnreal

In this video we take a look at a makeshift rocket launcher and the fun we can have with physics in UE4.

▶ Play video
hybrid ether
#

I mean when I i'm rotating 90 degrees other player see that I have rotated about 360 degrees

dawn gazelle
short galleon
#

what is an impulse ? inpulse strength

odd ember
#

physical force exerted on an object

hybrid ether
#

@dawn gazelle The airplane doesn't rotate at all but gives very little forward speed as it should

short galleon
brazen pike
#

The higher it is, the further the target object will move in the selected direction.

odd ember
#

that's the general idea behind force yes

hybrid ether
brazen pike
#

I don't think an impulse will work very well for a bomb designed to push everything in a radius

odd ember
#

those planes are the size of sardinia

#

that's huge

hybrid ether
#

Those are huge

brazen pike
#

I first noticed the gigantic palm trees first

odd ember
#

towering over the nations of europe

hybrid ether
#

Its learning cities and countries for children 😄

brazen pike
#

central Italy's flora has been annihilated by the constant lack of sunlight

odd ember
#

RIP 😔

brazen pike
#

and capacity is with a c btw

hybrid ether
#

oh typo

#

ty

dawn gazelle
odd ember
pine idol
#

Given two intersecting road splines, how could you prodcedurally generate an intersection between the two, with curb stones? I'm looking for papers or examples of it, but the only example I found is a plugin for 4.18 with no source

short galleon
#

are these 2 locations gonna be the same?

hybrid ether
#

I really don't know what to do because I'm new at replication but I think this print is correct?

paper galleon
#

This looks very similar to a project by Sebastian Lague.

pine idol
#

right?

#

I assumed he was making a multiplayer clone to sell. lol

paper galleon
#

Same.😅. Even the purpose they stated is very similar. An educational game for children

dawn gazelle
#

The trouble is probably here.... You're adding a local offset on every client. Depending on what values they actually got delivered (I really hope you're not RPCing reliable for these RPCs as input axis basically runs on tick) then their rotations will be different.

#

What you want to do is this, no RPCs needed.

#

Just make sure you enable Use Controller Rotation Yaw in the class settings.

hybrid ether
#

problem with add controller rotation yaw is that world is sphere. at the equator you cant rotate and under equator rotation is reversed :/

earnest tangle
#

Yeah I ran into this when working with characters that could go upside down

#

The builtin logic for it just won't work at all and you have to rewrite it

pine idol
#

yes, if I remember correctly, you need to use quaternions to solve the problem. I too was working on a sphere pawn and camera controller, and could never get it to work right.

#

even the plugins that I found that supported it.. didn't support the planet of size i was making. You'd start noticing things working incorrectly all over the planet.

hybrid ether
#

@dawn gazelleIts indeed "You're adding a local offset on every client" When I tested it: client sees client 1's rotation exactly
multiplied by 2

#

@dawn gazelleWhen I tried to all local rotation without replication and then add it to server but / 2 everything works. This still might not be good solution 😄

#

I think this is the reason. it prints 2 times hello, but it should print only one time

#

That's why it doubles rotation

snow jolt
#

Hi, is there a way to make sure a blueprint execute after the first person character? my blueprint seems to use the previous frame info and causes a weird "delay" effect. (im using the character position and camera rotation to calculate some stuff)

odd ember
#

I mean there is but ideally you don't want to end up in a situation with race conditions

#

what are you wanting to have happen?

snow jolt
#

for each frame i want to get the curent transform of the player, but if i move its feels like its using the transform of the previous frame

odd ember
#

what are you doing where you need to get the transform of the player each frame, before they have spawned? this smells bad

snow jolt
#

im trying to make portals so each frame i need to set the portal cameras to the position relative to the curent player transform. but it feels like theres a frame delay

earnest tangle
#

iirc there's a setting on actors that allows you to choose when it ticks, yours might work better if you change it to post physics

snow jolt
#

setting it to "post update work" fixed the issue completly

odd ember
#

keep in mind that changes the tick indefinitely

#

ideally you shouldn't have the portals be active before player is active. you could as well just check if the player is valid, but that is equally a hacky solution

stray moat
#

Any recommended course to learn blueprinting

drowsy peak
#

I have this Enum (ColorEnum, a list with 4 colors), I use it to change the color of my box when I click on it with the player, now it loops between 4 colors but I wanted it to loop only the colors I chose in a way that I can change any instance to make it loop 1, 2, 3 or 4 colors if needed. What do I have to change for this to happen?

woven wing
drowsy peak
#

I'll try it now and get back

sonic crow
#

What is the best way to setup input (gamepad controller) where you need to press left trigger and then right analog stick to change the "X" and "Y" coordinates)?

drowsy peak
sonic crow
woven wing
#

So every time you click, add 1 to the index, then mod it relative to the length of the list - 1, then get the color from the list at that index.

sonic crow
stray moat
icy dragon
sonic crow
#

I am trying to get a particle explosion to move 3 blocks north and then two blocks east how does one get that right. i want it to move almost like a chess piece, specifically the Knight, currently the bomb is locked to the grid and the explosion is just a set number in a direction. Essentially trying to alter the particle systems direction after a specific distance

sonic crow
gentle urchin
#

Sounds like something id spawn a second particle for tbh @sonic crow

sonic crow
wooden adder
#

How to make the camera always look at the character, got the camera setup on a spline, I want it to always look at the character

tawdry mural
#

Line trace

stray moat
#

Help with character BP I have no idea how it got messed up

gentle urchin
#

This tells us litteraly nothing

stray moat
#

As you can see it doesn't spwn in my toturial map the character is under ground and in my character creator it is half stuck

#

Character is spawning under ground all of a sudden

gentle urchin
stray moat
#

It happens after the thumbnail for the char BP enlarged in first photo

timber knoll
#

you're giving us very vague descriptions of your problem...

#

also, take screenshots instead of pictures

stray moat
#

I'm on my phone

timber knoll
#

but also on computer for unreal 🤔

stray moat
#

i mostly use discord with my phone

timber knoll
#

have you checked the grounds collision?

stray moat
#

yes its fine

#

the thumbnail of my char bp enlarged after i created an actor to do customization with and the spawning issues happened

timber knoll
#

didn't you just ask for resources to learn BP?

gentle urchin
#

Also

timber knoll
#

honestly sounds to me like you might just be trying to work in a big project while you haven't started learning the basics

gentle urchin
#

If its a child , and you messed up

#

Just delete the child and make a new one?

timber knoll
#

if you're new to Unreal / Game dev

#

take small steps, don't try to run before you can walk

random plaza
#

what's an actually good dialogue system tutorial that lets you do a tree system?

#

ping me if you know

gentle urchin
#

Sideways tree, does that count?

random plaza
#

that works

gentle urchin
#

More like a bp branching tree

#

Dialogue nodes

random plaza
#

can you send me a link to it?

gentle urchin
#

2 sec

random plaza
#

i was trying to use arrays withing arrays to do it, but then i realized it was really a bad idea.

gentle urchin
#

I used datatables for a while, but its messy to keep track of

#

Triee to do a editor widget for it but meh

random plaza
#

also, im making an RPG so i have unique NPCs for each tree.

gentle urchin
#

Wait

#

You asked for tut :(

#

This is a plugin :p

random plaza
#

yeah, but i'll take whatever i can get

gentle urchin
#

Worked great for me so far atleast

stray moat
#

Restarting the engine worked

random plaza
#

how do you use it? is there a tut for it?

gentle urchin
#

It mostly says there on thr page

#

Think there was a sample in it aswell

random plaza
#

ok, thanks

gentle urchin
#

Theres also 24 pages of documentation on the page ! @random plaza

icy dragon
icy dragon
gentle urchin
#

With the one i posted also converting to bp events, supporting meta data and whatnot, are there anything obvious that makes it less friendly to quests ?

#

Options are good tho, by all means.

#

Ah nvm. Its completely different altogether :p

sonic crow
#

What is the best way to setup input (gamepad controller) where you need to press left trigger and then right analog stick to change the "X" and "Y" coordinates)?

zealous moth
#

@sonic crow use gates. Left trigger open a gate. That or branches and general input analysis

hard charm
#

guys I want to get the degree of slope of the terrain with respect to my character I would have to use the function get slope degree angles with a line trance

#

?

dapper ore
#

This is driving me nuts. I tried learned from a tutorial on casting. It told me if I wanted to use the "Cast To _" node I needed to make a varible reffering to the obj/class I wanted.

I made the object then linked to to my "Cast to _" node but get an error that I don't need to link my variable object to my node because they are the same but with out it, it gives me an error that it needs an object. What should I be doing?

odd ember
#

like, mouse input?

#

with a gamepad?

dapper ore
#

I fixed my "Spanwer" typo lol. And the value is "none". So is it fine how it is? All I am trying to do is pull a bool from the Spawner Actor.

odd ember
#

it's fine as in you don't need the cast

sonic crow
# odd ember I'm not sure what this means?

I am trying to have a two button input on my gamepad to reach a specific outcome, I am not sure how to setup a two button rule in blueprints ie gamepad facebutton left + gamepad left triger pressed together get x result

dapper ore
#

The "spawner" is using "Is Valid" To create the bool I am trying to pull. I thought it would be best since the goal is track specific objects spawned from it through the "spawner" itself. Is there another angle of attack i should be using?🤔

odd ember
#

isValid is the closest equivalent

#

just use it with a branch

#

yeah but using macros is for losers

#

I have a general mistrust of macros

#

they have some issues with being stateful

#

I say that still using loops in blueprint 😔

dapper ore
#

Then I really dont get it. I need to see another tutorial on casting. Got any recommendations? I already treid the one from Aron Hunt ON youtube.

odd ember
#

you have to "fill" it with a real value when your game runs

#

IsValid is just a check if you have filled it or not

gentle urchin
#

Containers(variables) are empty by default

odd ember
#

actually I found out you can get a bool on a impure cast node and it'll still work if you hook up a pure cast node and then convert it

gentle urchin
#

So the problem at hand is getting the container updated with a reference to the actor in question(spawner)

hard charm
#

I would like to know if this way serves to get the angle of inclination between 2 vectors

#

It is to get the degree of inclination where I am treading

hybrid ether
#

I'm still trying to make plane rotation in multiplayer correct. What I'm doing wrong? Problem: rotation of controlled plane doesn't match. player sees own plane rotating about 2x slower than it should.

#

This "solution" kind of work but It's not how it should be

hard charm
#

guys I already took it out thanks anyway =9

#

🙂

#

For those who want to take the inclination of the terrain in degrees, it is like this

brazen merlin
brazen merlin
hybrid ether
#

@brazen merlinBoth are rotating but left more speed

brazen merlin
#

I also already forgot everything I learned about cos, sin, and tan from a month ago

brazen merlin
dawn gazelle
#

Wanted to share this here as casting is always a common topic... Any suggestions for additions or changes are welcome.
https://docs.google.com/document/d/17bEGQEC1_G5KQKAI3_ixbe4S0BIulEH5w4qS9b7fuqc/edit?usp=sharing

brazen merlin
#

ah, looking closer, i do see it stops breifly in the same regard as the right

hybrid ether
#

still weird:/

brazen merlin
#

hmm, i've never had much fun with the testing of mp, i noticed differences between PIE and standalone launching via the uproject

hard charm
#

I had a problem that with the cross product it did not return the exact value of degrees from where my pj is stepping with the dot it returns the exact value

brazen merlin
#

even if it does persist that way, it is surely confusing without reviewing all relevant input bp

zealous moth
#

would anyone have any idea on how to implement the directional movement from the metroid prime series' morph ball?
Looked into the rolling ball example project, but it uses angular acceleration to move. Additionally, it sometimes jumps in the air if you roll too fast.
The worst part arguably is the "sliding" effect since you need to cancel vectorially torque to move again...
I'm starting to think that they just used an anim graph and just animated the ball rolling while maintaining character movement.... thoughts?

sonic crow
#

How do I get to effectthe rotation by 90 degrees with a press of a button

icy dragon
odd ember
#

also I do want to mention that the #multiplayer channel exists

#

and you can probably get better help there

#

(generally speaking)

faint rivet
#

So Hey, i have a cool Idea for a Melee FPS and bought a anim Pack with 43 anims
i dont aim to use them all(yet) but how you would approach that.
Stuff I want to Anim now are Attacks from Diffrent Directions and Basic Movement

odd ember
#

anim notifies

#

check #animation for how to set those up. for the rest, it's either collisions or sphere traces

hybrid ether
faint rivet
#

ok wasnt sure becuase they are posting how anims are created and im looking for how to implement them

sonic crow
# faint rivet So Hey, i have a cool Idea for a Melee FPS and bought a anim Pack with 43 anims ...

Merging/Blending/Combining Mannequin Animations!

For the people following the series, this episode is the prequel to it. Had to split them up to make them shorter.

★ Tutorials To Help ★
Creating Animations (Blender): https://www.youtube.com/watch?v=a5ALIw3P7H4&t=136s
Creating your Anim BP: https://www.youtube.com/watch?v=ZL6pXqrKfc0&t=352s

★...

▶ Play video
hybrid ether
#

@odd emberThen you cant see rotation but other player can see

odd ember
#

animation is also for technical animation

odd ember
faint rivet
odd ember
#

animation notifies is what you should be looking for

sonic crow
brazen merlin
#

get relative rotation + 90 deg x, but i think you may get some odd rotations in certain cases due to euler calcs

sonic crow
#

Not sure what I am doing at this point, does anyone know how to change the x orientation of my explosion by 90 degrees when pushing a button. the code work if change between 0 and 90, but i do not know how to set my gamepad to change between the two positions

zealous moth
#

@icy dragon i did that but frankly looks quite static. However you are giving me ideas

sonic crow
#

I promoted to variable, how do i force the orientation increase by 90 degrees

final jewel
#

Hello guys! Im new here. I just stumbeled upon a bug in Unreal Engine 4. Where do i submit this bug to let the Epic team know about it?

sonic crow
tawdry surge
#

You need to get the original orientation and add 90 to it

#

With this you are setting it to 90

sonic crow
vocal elm
#

can you filter an array by string or object name? trying to get all static meshes in world with "PW" in the name

brazen merlin
sonic crow
vocal elm
#

thank you, I was searching for the wrong wording

sonic crow
#

still no luck

tawdry surge
#

What are trying to do?

#

Turn the trace shape?

sonic crow
dapper ore
#

I watched a video on "creating actor references" and it helped out immensely. Thank you for the direction. It is now working as intended

sonic crow
brazen merlin
#

I'm guessing you want to change the direction the box trace projects in, in relation to the actors forward direction. So that it points north, east, south, west. This will not achieve that

sonic crow
brazen merlin
#

well its not the rotation, that only rotates the box it itself (think spin it)

#

consider your actor forward vector call

sonic crow
brazen merlin
#

forward is +X, and right vector is +Y, multiplying those by -1 gets the opposite direction.... see where im going?

#

not the character, the bomb itself

#

for N,E,S,W it would be +X, +Y, -X, -Y

tawdry surge
#

^
and in worldspace btw

brazen merlin
#

yes, using GetForward and GetRight vectors will do this

raw orbit
#

anyone got any clue why the 'Play Animation' node can play montages but the 'Montage Play' refuses to? this is inside an animation blueprint by the way

sonic crow
brazen merlin
#

both should be Target is Actor

raw orbit
#

hmmm im not 100% sure about that i thought i had the basic slots

silk cosmos
#

You need to set up slots in your anim bp

#

Just type default slot in the animation blueprint and plug in your pose

sonic crow
tawny hedge
raw orbit
#

well yeah, play animation requests for the mesh as input while this is an animation bp

#

i know i dont necessarily need a 'self' reference but im just not sure why its not working, ill take a look at slots

silk cosmos
#

I'm not at my computer, but this is all you need to do

heavy lion
#

Anyone know how I would go about adding options to the world settings

raw orbit
#

ah, in the state machine, yeah found it

#

yeah, i got it working for now, thank you @silk cosmos

sonic crow
# sonic crow here is an example

i have been stuck on this for 14 hours, feeling burnt out, does anyone have a good resource for me. for this specific problem , may it be a course that covers this , a block post etc... This should be something standard for the unreal engine

#

ty I will research niagara

#

would not work from how i understand it but will research niagara

tawdry surge
#

You almost have it. From my understanding you just need to determine the direction you want the emitter to face..

#

Your video, the player places it on a tile diagonal from them, so I'm not sure how your picking the direction you want it to fire

brazen merlin
silk cosmos
#

Do you want it to spawn the direction your character is facing? You can just get your last movement input vector and make rot from x and plug that into the spawn rotation and it should rotate

brazen merlin
#

@sonic crow and since you want this to perform for each direction, we'd need a for each loop that calls the line trace for each of these directions. Therefore, you can use make array and plug each variant into the Make Array which then plugs into the for each loop

sonic crow
brazen merlin
#

sure thing, if you still struggle, i may be able to get a mock up of the idea

tawdry surge
#

I mean getting working however you can first, but I'd refactor afterwards.
For each loops are awful in BP and you really only need to be tracing the direction you want.

scenic kindle
#

ayo anyone can help

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destroy component for particle emitters don't work

final cape
#

i cant find input action interact in blueprint

scenic kindle
#

ignore the error

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i didn't compile the blueprint

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it just doesn't destroy it

final cape
#

please help

tawdry surge
#

@scenic kindle it's set to auto activate and destroy
So it should go away on it's own unless it's looping indefinitely

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But destroy should work. You just gotta find the right one. I think particle emitter has it's own version of the node

fiery swallow
#

Project settings -> input -> action mappings and create "interact" there

sonic crow
rain egret
#

some interesting stuff i have noticed.
so this is the mesh i made in blender, my code turns this mesh into a ship structure with panels.

but if i add material to the mesh it turns into this

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its a procedual mesh btw

sonic crow
silk cosmos
#

Use an enum holding each direction you want and set it accordingly

tawdry surge
#

How is the player choosing the direction?

silk cosmos
#

there is no need for a for loop

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when player presses some key, switch enum state to that direction

sonic crow
tawdry surge
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Id do a switch b4 an enum, but either way

brazen merlin
sonic crow
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i am not sure how to get it to work in game

tawdry surge
#

Actually thinking about it a little, you wouldn't need either really.
You could define the rotation of the emitter inside the hud's widget for each direction and just pass that thru the interface or binding to wherever you're actually doing the spawning logic

brazen merlin
#

from what i now understand (hopefully this is actually right) you want to choose a direction using an input. As in, pressing "ChangeDirection" once, will change it from north to east, pressing it again will go east to south, and again from south to west, and then from west back to north? Am i on the right idea here?

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and now seeing this new picture, as a correction, it would be a dpad control for each, instead of the same input

sonic crow
#

I cant test the hud because i have not made it yet, hence the d-pad route

tawdry surge
#

Well you have the four d-pad input events.
Off each pressed pin, set the desired rotation and then converge the execution pins to the spawn logic

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Use the rotation you set for the emitter

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No switches or enums or anything else required

sonic crow
#

i managed to get it working but the main objective is to get it working iwth an input

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in short how do i connect the inputs to make it work accordingly

tawdry surge
#

Yeah you only need one spawn node

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That depends on the input

sonic crow
#

I will make the code cleaner another time, i just need to know how to get the input working to select correctly

brazen merlin
#

instead of a switch, reference the enum and use a select, this will choose which of the enum entries to set for the rotation. This also means you only need one spawn actor node since the select plugs into that

tawdry surge
#

Your over complicating it.
You can just set the direction from the input event directly and then spawn it at the chosen rotation

sonic crow
sonic crow
tawdry surge
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If self learning isn't doing it for you, you should hire a tutor to get one on one help @trim matrix

sonic crow
tawdry surge
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Nah I mean literally have a rotator variable called bomb path.
Set it to your desired rotation explicitly off each of the 4 d pad events and then use that variable for the spawn node.
No matter which button you press it will have the correct rotation

sonic crow
#

i have now done so, how do i get my inputs to effect the change

tawdry surge
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One sec I'll show you

sonic crow
tawdry surge
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I mean like this

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short and sweet

faint pasture
#

Is giving the PlayerController a CameraComponent and using that for a detatched camera bad and hackey or alright?

brazen merlin
faint pasture
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This is a top-down view game with some pawn switching, so a camera detached from the pawn makes sense. I'm just wondering if we make a seperate camera actor or just overload PlayerController to act as the floating camera.

#

Rate your general programming ability 0-10

rain egret
#

i made a helm with a compass and i was wondering how i can get him to point in the right direction.
i am controlling it via a animation blueprint and my setup is

get actor location
find look at rotation to 0,100000000000000,0
so the expected outcome would be, the compass should always point towards this direction, however the actual behavior is that the compass will point at different places according to the ships start rotation

tawdry surge
sonic crow
# tawdry surge short and sweet

ty i am trying to figure it out, does not seem to allow my explosions to happen. Also does not seem to work when i connect it from the core enum, odd

faint pasture
#

Do you know what a variable, function, or object are?

rain egret
#

so basically "how to make compass"

faint pasture
tawdry surge
#

you are trying to do the input inside the bomb

rain egret
faint pasture
#

Just find some Intro to programming for noobs stuff and at least make sure you know a little bit about GENERAL programming.

tawdry surge
#

keep that in the player controller

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so the proper way would be more like this

rain egret
tawdry surge
faint pasture
#

Doesn't have to be any specific language. It can be BASIC, Java, Python, anything. Just learn the absolute basics so you're not totally lost right out the gate

cerulean raft
#

Is it possible to pause the game without affecting animations of our character?
I want to show my character in UI bg and when I make changes to it, it updates in realtime and show different equip animations but at the same time the game is paused?

faint pasture
# rain egret

dafuq is that? Just set it in world, no adding or anything

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@rain egretWhere do you get that rotation mode selection?

rain egret
#

hm yea that did it, thanks

sonic crow
faint pasture
#

@sonic crowIn plain English, what are you trying to do?

tawdry surge
#

yeah

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he wants an input event to determine the rotation of an emitter

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he's basically got it tho

sonic crow
faint pasture
sonic crow
faint pasture
#

if that is set on spawn

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if you want it to check on detonation, just give the bombs a reference to your character and read whatever you need off it

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like if I'm running left, spawn a bomb, then run right, which way should the explosion go?

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I'm basically asking if it determines direction when its spawned or when it actually detonates

sonic crow
# faint pasture Is that set in stone when you spawn the bombs or dynamic?

The Bomb is a mesh is scales for a few seconds then gets destroyed, once destroyed it actives a particle explosion, there are 4 different types of particle explosions, I am only trying to deal with the one, the line explosion. The bomb always spawns infrom of the player, but the direction of the explosion (which is only meant to be a line) can be altered by changing the "Spawn Transform Rotation Z (Yaw) of the SpawnActor BP Explosion...all I want to do is for the player to be able to change the direction of this line explosion by (Up, Down , Left, Right) with an input of a mouse button keyboard button or gamepad input etc....the user should have the ability to change the line bomb direction based on a button selection.

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Everything works, I just need to connect it to an input, i do not know how to do that

tawdry surge
#

inputs in the controller

faint pasture
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Yes process the inputs in your PlayerController or Pawn and just pass the direction to the bomb

tawdry surge
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the event delegate in the bomb bp

faint pasture
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I still don't know how you know which bomb to talk to unless you just assume the last one but thats the approach. The bomb knows NOTHING about inputs, just that it has a direction variable and it uses that.

tawdry surge
#

true this assumes one bomb

faint pasture
#

Basically in PlayerController or Pawn

Input -> GetBombUnderCursor or GetLastBomb or whatever -> SetExplosionDirection based on whatever

sonic crow
# faint pasture I still don't know how you know which bomb to talk to unless you just assume the...

I have an enum system that fore the time being I connected to an integer value (enums having a value from 0-3 (for the 4 options) I manuall set that value so that it only fires off the line bomb, now i am trying to get the direction of the line bomb to be controlled by the controller. I have attached to screenshot one of my Bomb BP and the other of the controller BP based on the suggested feedback, is this what you meant?

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my grammer is shot due to lack of sleep sorry

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it still is not working

faint pasture
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@sonic crowYes just set Rotator on the bomb FROM THE PAWN OR CONTROLLER and you're in business

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the bomb does not have inputs

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unless you specifically enable input on it and handle stuff like that but that's an ass backwards way to do it IMO. Just get input in character or playercontroller, and tell the bomb what direction to use

faint pasture
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No not at all

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From your character or playercontroller, get bomb, set the rotation variable to whatever

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You still haven't answered if the rotation is determined at spawn time or can be set later

sonic crow
sharp rapids
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Instead Check for Input in your Controller/Pawn and pass it to the Bomb

faint pasture
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@sonic crowSet this Rotator value from your character

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then when it explodes itll use that value to determine the direction

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thats it

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like 3 nodes

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idk how many other ways to spell it out

sonic crow
#

the rotation is set in the controller, i made sure both rotator variables have the same name in both BP so it can pull that information but it does not seem to pull it

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also there is no node available for the bomb inside of the controller

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only a cast to option

tawdry surge
#

In this case you would cast from the controller into the bomb and set the direction variable that way.
The pictures I posted were using an event dispatcher and assumed only one bomb will be active at a time

gusty cypress
#

Does anyone know how to cut off the units on number? I'm making split time and its usually off from the final timer when all split times are added together

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Heres a pic example of what I think is happening (rounding) which is why I need to cut off units

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it displays milliseconds but I believe therse more numbers after which round up last number sometimes by more than one digit

sonic crow
#

rotating an object before placing it is surprisingly complicated, wish there was a tut covering this topic

faint pasture
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No it isn't, you just aren't listening

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How many bombs can you change directions on at once?

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Just the last place one I'm assuming?

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or is it whichever one your mouse is hovering over?

sharp rapids
sharp rapids
sonic crow
sharp rapids
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Only have it on the Bomb and set it from the Controller

faint pasture
#

Input -> Get CurrentSelectedBomb -> Set Direction

sonic crow
#

these are my current variables

faint pasture
#

literally this simple

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when you select a bomb, set CurrentSelectedBomb

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You actually want something like this if you can ever NOT have a bomb selected so it doesn't try to set direction on nothing

sonic crow
faint pasture
#

like setting variables, calling events, etc

gusty cypress
faint pasture
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@gusty cypress What is the datatype of your raw time value?

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nvm see it

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I would never convert a float to text then back to a float

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keep it all floats and only format for display

gusty cypress
#

but this creates rounding errors (I think) as split times will show one value and then the final times is rounded up

faint pasture
#

So you want the rounded split times to be the truth even if theres rounding errors?

sonic crow
brazen merlin
faint pasture
#

the pawn/playercontroller has a REFERENCE to the BOMB it wants to modify the direction of

brazen merlin
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it doesn't need to be converted to a string, just set the result in a variable at the end

faint pasture
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@gusty cypressIf you want final time to be the sum of all ROUNDED splits, then just round the splits and save them, then add them up at the end

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That'll be inaccurate but the displayed numbers will match up.

sonic crow
#

UE4 seems to think these two nodes are not compatible

faint pasture
gusty cypress
#

Timer(top) splits(right)

sonic crow
faint pasture
#

controller spawns bomb, tells bomb what direction to explode in, bomb runs its explode event, exploding in the last direction it was told

sonic crow
#

here is my BP_Basic Bomb it also has it

faint pasture
faint pasture
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set THAT value from your controller

sonic crow
#

do you mean like this

sonic crow
sonic crow
faint pasture
#

set the float value you named Rotation on Target

gusty cypress
faint pasture
sonic crow
faint pasture
#

oh for fucks sake

sonic crow
#

I was told not to spawn the bomb from my player controller and to set the rotation in the player controller

gusty cypress
faint pasture
#

That's using all the same names you are

sonic crow
# faint pasture

I mentioned that I cant get the blue target thing on the set explosion variable

faint pasture
#

I would call it BombExplosionYaw instead but that's whatever

#

Set the variable type of Target to be your Bomb class

#

You probably have it just as Actor

sonic crow
#

My target is a controller

faint pasture
#

if Target can ever not be a Bomb, then you have to cast like so

sonic crow
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My explosion variable to set is a float

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i create these variables in the player controller

faint pasture
#

Why are you bringing control rotation into this

sonic crow
#

I am trying to follow along, your image had the word "Set rotation" and this was the only viable option, your other image that has the blue target what type of target is that, is it an actor? and how do I get it to have a space on my rotation variable, also just to be clear I am recreating these variables in my player controller

faint pasture
#

You need to back up and make sure you understand exactly what is going on in all aspects of your project. This is a fucking horrorshow lol.

sonic crow
#

Everything in my project works, the only thing that I dont understand is how to get my inputs to change the rotation of my explosion on my line bomb, I can do this I just do not know how to connect my controller or keyboard to make it work in game

faint pasture
#

Ok lets start from the basics, are your control inputs implemented in your PAWN or PLAYERCONTROLLER?

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Which one has the actual gamepad etc events in it

sonic crow
gusty cypress
sonic crow
faint pasture
sonic crow
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They live inside of two blueprints (BP_Bomb) and (BP_Explosions)

faint pasture
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I mean the SPAWNING of the bomb

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you presumably press a button to spawn a bomb

sonic crow
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That would be currently in BP_BasicBomb

faint pasture
#

Does your character spawn bombs or do they only exist on the map?

sonic crow
#

character spawns bombs here is my BP-Basic Bomb

faint pasture
#

Why is that comment called Spawn Bomb when it does not spawn a bomb

#

show where you actually call Spawn Actor

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and spawn the actual bomb

sonic crow
faint pasture
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Show where you actually Spawn the bomb actor (probably in your player controller from the looks of it)

sonic crow
#

created a function inside of my BPcharacter, not the BP_controller

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this is inside of BP_Character

faint pasture
#

So your input is split between your character and controller.....

OK so after you spawn the bomb, promote it to a variable, call it SelectedBomb or whatever, then you can set the explosion direction on it later from input

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but to be honest this is a spaghetti clusterfuck

sonic crow
#

i have removed things out of my controller for now