#blueprint

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sand yacht
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nope just one floor

strong halo
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how exactly procedural?

sand yacht
# strong halo how exactly procedural?

The Backrooms is a random, infinitely generated horror game that relies solely on atmosphere. I checked it out, so here's my review of this mini horror game.

Grab The Backrooms here:
https://www.reddit.com/r/playmygame/comments/c6a67v/the_backrooms_game_a_random_infinitely_generated/

Follow me on Twitter:
https://twitter.com/Forge_Labs

Vide...

โ–ถ Play video
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planning on remaking this game

strong halo
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looks like a simple maze

sand yacht
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yep, however I cant really find any tutorials on actual mazes

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problem is I want to be able to add custom rooms in the generation, as well as different meshes spawning from time to time

atomic salmon
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@umbral ginkgoyou can turn the trigger box into a blueprint and spawn your actor from it

umbral ginkgo
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Thx will have to try it

strong halo
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@sand yacht you can make a number of prefab sections, add metadata specifying door position, and fill the level with those prefabs

tawdry surge
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Or brute force and just have overlapping sublevels and choose which one to load with a switch and a random int in range

sand yacht
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thanks for the suggestions ill start looking into it

lyric marsh
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Im tring to create a steering wheel in VR that locks to your hand anyone have any resources to look at

faint pasture
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Start with grabbing a ball. Once you got that, grab a wheel.

lyric marsh
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Thanks @faint pasture yeah I've got grabbing objects etc working however when I use for example Look at rotation, the rotation isnt around the x axis and once it reaches a certain value on the Y or Z axis it starts rotating backwards till it snaps to the other side

manic river
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Is it possible to use soft references with Get Actor of Class node? I'm not sure if it makes sense as I will have to cast to it anyway so it will be always loaded regardless

mild jacinth
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Hi, so I have an issue where one of my blueprints acts weird and crashes the whole engine. I'm getting the " EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000030" error and when I remove it from Content browser, open project, project opens, and i can quickly pop the blueprint back in folder and open it - everything works. When I compile through VSCode 2019 then it passes aswell, what could be the problem?

manic river
mild jacinth
manic river
atomic salmon
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@lyric marshif you still have issues you should ask this in #virtual-reality because hand tracking/motion controller tracking techniques are specific to VR

trim matrix
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Anyone help, if I know packman moves 11 tiles per sec and a tile is 8x8, packman base speed would be 88 tiles per second.

Is there any math that I can use to covert this into the max walk speed of the character movement??

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Please

gentle urchin
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tilespeed * tilesize

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altho your sentence doesnt make sense to me

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either the speed is 11 tiles/sec or its 88 tiles/sec

trim matrix
gentle urchin
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see,

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pixels per sec.

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!= tiles per sec.

trim matrix
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I will have wrote it down wrong, now that's cleared up though, how would I if possible get the 88 pixels per sec to a number character move could use ?

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I awful at maths like really bad so I hit walls when math becomes involved

icy dragon
gentle urchin
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^

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best solution

trim matrix
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Interp between ??

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One thing I'm not using it tiles so ATM I don't have anything which says it's travelling between tile A to B at this speed

icy dragon
trim matrix
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Don't think I'm using grid either

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Just standard player character with free movement

icy dragon
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So instead of moving X pixels per second, move X tiles per second, and have interpolation in between.
That is if you want to replicate pacman the way it supposed to be.

trim matrix
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Well kinda of I think I am to far in to start redoing how player works so was just wondering if there was math to be able to take know values and workout best speed value kind of

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Or I'll have to do it by eye

gentle urchin
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the math is just distance you wanna travel over time ,

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so again, tilesize * tiles per second (11)

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gives you the speed

trim matrix
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So 968

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That seems fairly quick well for ue4 that fairly quick

gentle urchin
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if your tilesize is 88uu then yes

trim matrix
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Don't have a tile size as I'm not running based on tiles, in simple terms it's a mesh of map, approx size of packman and ghost

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Ghost use ai controller standard

gentle urchin
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Tells me nothing, but as long as you know that's the equivalence of your tilesize, then good stuff (Y)

trim matrix
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So they don't adhere to tiles etc and packman is top down character stripped with wasd control method

gentle urchin
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Tilesize == the size of whatever you call a tile

trim matrix
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I don't call anything a tile, I'm feeling like I might have to do this by eye.

gentle urchin
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If you dont call anything a tile, then why do you care about pacmans tilespeed? its not gonna translate to anything

trim matrix
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Because the packman game uses tiles so it's speed is based on the 11 tiles per secs etc

gentle urchin
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right,, so you need a comparable reference.

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If you dont have that, the entire idea of equivalent speed goes out the window

trim matrix
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Yeah I'm thinking I'll just have to time packman moving in game and math it best I can with my version

gentle urchin
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Your map is the same size as packmans

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right?

trim matrix
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Just abouts

gentle urchin
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So then you know the just abouts tilesize aswell.

trim matrix
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Easier to alter it if not its only mesh end of the day

gentle urchin
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if ur not sure, you can always make a editor bp to measure.

trim matrix
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Well my mesh is in blender and I have a top down ref of the map

sharp rapids
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Or 1100 cm/sec

trim matrix
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Well I've found that

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Which kind of give me sizes.

gentle urchin
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Super easy measuring;

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Measurepoint is just actor. Measures the accumulative distance between all the measurepoints

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in your case, just use 2.

reef turtle
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Hello everyone ,
I'm facing situation which sounds easy to solve, but i'm unable to figureout good solution.

I have 5 UI panel at different location (same class)
at every location I want to give value in public variable

such as, at location 1 Apple value is 5 ; but at location 2 Apple value is 15 , and 99 at 3rd location n so on..

and I want to print these values, as per location button is pressed.

any kind of help , idea , suggestion would be appreciated.

thanks ๐Ÿ™‚

gentle urchin
trim matrix
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Sorry messurepoint ??

gentle urchin
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Nope, this is just for measureing your mesh, since you tell me you dont know the size of a tile

trim matrix
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Ohh

gentle urchin
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so just add them to the scene, 1 measurer and 2 measure points;

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then click "Measure" on the measure actor

trim matrix
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Rightt

gentle urchin
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appears when Call in Editor is set.

trim matrix
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The actor would be the maze mesh

gentle urchin
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the mesh you're measuring, yes

trim matrix
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Right I'll give this ago tonight then see how far I get

gentle urchin
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this is just to get the relative size of your tiles/map, not ment to be used in the game

trim matrix
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In the screenshot I sent I have the pixels of the map not sure if that helps

gentle urchin
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seems like ur very close to just knowing the distance tho

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the green line is your tilesize

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from wall to corner

trim matrix
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Rightt

sharp rapids
mild jacinth
manic river
spice smelt
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is there a way to switch between the two rotation types in blueprint?

trim matrix
spice smelt
trim matrix
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Oh prob my phone then

sharp rapids
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@spice smelt I believe there are separate nodes for setting location rotation in relative/world space

trim matrix
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I'm looking through discord on my phone so prob that

spice smelt
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when you set that to world, the attached object ignores its owner rotations

sharp rapids
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@spice smelt world and relative location both exist all the time
You cannot change the behaviour from one space to other. Objects exist in both spaces simultaneously

spice smelt
sharp rapids
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You don't change the behaviour, you just change the way of looking at the value

spice smelt
trim matrix
# gentle urchin

Thanks it's my stupid phone I'll need to wait until tonight when I'm on my pc to load up discord on there things will show much clearer then

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Thanks for resending it though appreciated

gentle urchin
mild jacinth
faint pasture
spice smelt
faint pasture
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Uh since when is this a thing?

gentle urchin
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think it's been there for a while

spice smelt
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so back to my question, no way of changing it in blueprint? I tried anything with "rotate", "rotation" but no autocomplete on that regard came out

fossil crystal
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having an issue in VR whenever i try to teleport through a door its porting me onto the roof

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how can i prevent that? same thing if i put the teleport arrow on the wall it will take me onto the roof, i want to disable that possibility

tawdry surge
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@spice smelt wouldn't you just have the cylinder not parented to the cube and rotate them independently

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Still in the same BP

spice smelt
fossil crystal
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Here's my NavMeshBounds doorways its extremely narrow, how can i adjust this?

spice smelt
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imagine a camera on the commander cupola of a tank, you might want it parented to the cupola, but without following its parent rotations

tawdry surge
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Id use a socket for that

fossil crystal
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NM i think I got it, How can you prevent teleporting and your shoulder is inside a wall?

sharp rapids
rare gale
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@unique falcon Did you get your projection working? I hadn't seen that way of doing it before so I'm curious if that worked for you.

sharp rapids
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no docs on this either ๐Ÿค”

sharp rapids
calm rune
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Is there similar node but for blueprints? I want to place random blueprint actor. Currently it works only with mesh since I could only find the static mesh node

trim matrix
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@gentle urchin so found this which helps alot kinda shows where tiles would be

tight schooner
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Don't think there's a way to change the class after spawning

brazen merlin
tight schooner
# spice smelt is there a way to switch between the two rotation types in blueprint?

I had a use case for this too but I was lazy and ended up setting rotation on tick ๐Ÿ˜…

Thinking about it again, there might be a hare brained workaround where you have a scene component attached to the tank body (or whatever the working metaphor is) that has the special world rotation setting on it, and then dynamically detach/reattach the turret component to the tank body or the scene component depending on the desired transform-inheritance behavior.

trim matrix
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That should help hopefully once this speed thing is sorted which I'll try tonight

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What would be best way of the level system. Like could I create a table which has the levels and what values need setting on each level

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Then when a new newlevel start increment level and pull through the needed values for that variable ?

cursive temple
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Trying to understand the Primary Data Asset (PDA)and Data Asset (DA) relationship but having an issue. When I create a PDA with the variables I need, then create a DA from said PDA, none of the variables show up on the DA. What am I doing wrong?

faint pasture
tight schooner
# cursive temple Trying to understand the Primary Data Asset (PDA)and Data Asset (DA) relationshi...

Data assets are weird. Dunno where you went wrong but I'll briefly describe the workflow.

Make a new BP class with the parent class, Primary Data Asset. Add a variable for testing. Compile/save.

Make a new asset of type: Miscellaneous --> Data Asset ... and select the PDA class you just made. If you open your new data asset, you should see the variable, and the parent class (top right of UI) should end with an "_C"

cursive temple
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Yeah, that is the video and process I was following. Looks like it is bugged in 5.0 as I just tested in 4.27 and works as expected.

tight schooner
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oh ok, couldn't tell you about UE5

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the more I hear about UE5, the more I'm certain my current project wouldn't survive the migration...

cursive temple
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Yeah, coming back to Unreal after 10 years in Unity and thought I would give 5 a go, but looks like it still needs to cook awhile longer.

trim matrix
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I want a way to same at this level, these are setting to apply to everything. Then next level apply all these setting.

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Is it data struct I'm thinking of ??

faint pasture
kind forge
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Hello. How can I make a high resolution screenshot of the level for my minimap and bigmap?

hybrid ether
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Quick math question: I have float range in 0 - 100 (0 = blue team, 100 = red team). I want flag be y = 250 at float 100 and 0 but when float is 50 flag y = 50. Like Conquest flag system.

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Like this

waxen gull
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look

spark steppe
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think of it as range 0-50

waxen gull
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move score from (0 to - 100) to (-50 to 50)

spark steppe
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that's even better^

silver river
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can anyone tell me where my error is?

spark steppe
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yes, between keyboard and chair^

waxen gull
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then it is just (Score of 50 = 100% of Flag max Height; Score of 25 = 50% of Flag max Height)

hybrid ether
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Okay!

waxen gull
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@silver river is that self made or imported ?

silver river
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Also I seem to have an error here, anyone know what might be the cause?

waxen gull
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answer my Question maby ?

spark steppe
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he's just copy pasting from blueprints from hell -.-

waxen gull
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xD

spark steppe
silver river
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just googled it guys, tryna be funny here

waxen gull
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k

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ahah xD

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Blueprints of hell

silver river
spark steppe
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what do you wanna see? an empty graph?

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with a comment "Look at c++ sources for details"

silver river
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I want to see extremely pixel perfect straight lines

waxen gull
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Got a question too btw.

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Trying out some stuff with data bases

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and came to this

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the thing i am missin there is the force to manipulate not just which item is stored

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i want to manipulate the amount aswell

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dont know how to make it tough

spark steppe
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is the storage component self made?

waxen gull
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yea

spark steppe
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then change that array to an map, which has the item first, and integer as key (for the amount)

trim matrix
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Hi, i created a int variable that i setup to 0 when Ai enemy reach a targetpoint, now i want to tell to the Ai AnimBP to play an animation when this happen

waxen gull
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this ?

trim matrix
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i calle d the variable and check if below 1

spark steppe
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that slot should be added to your animation blueprint, how it overrides the actual behavior is up to you, as you have to implement the slot in your animation flow somehow

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slot montage should perform better than polling the value each frame

waxen gull
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@spark steppe ?

spark steppe
waxen gull
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its grayed out

spark steppe
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that's weird, what is the datatype of the array?

solid nexus
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Heyo - What's the best method for attaching a static mesh to another mesh at a specific location? I thought it would be 'AttachActortoActor' or 'AttachComponenttoComponent' but it doesn't allow me to enter a specific location.

solid nexus
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I'm trying to make it so the player can place mines on objects at specific locations

waxen gull
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@spark steppe Data Table Row

young sandal
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How to disable cursor ray-cast so that it does not react to collisions
I think the problem is here:

spark steppe
spark steppe
solid nexus
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So you're saying detect the hit of where the player is placing it, and get the nearest socket name to attach to? Does it have to be a socket though?

spark steppe
solid nexus
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I don't necessarily want it to attach to a socket - I'd like to be able to place it anywhere on the mesh surface

spark steppe
solid nexus
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Ah good call, thank you!

waxen gull
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@spark steppe Sure i can do it, thing is that i lose the functionality of this heavenly Drop-down menu i can select my item with:

young sandal
spark steppe
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but i'm not sure if you get a good result if it doesn't collide with anything either

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what is wrong with it colliding with anything btw?

waxen gull
young sandal
spark steppe
spark steppe
young sandal
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and so on from every wall

spark steppe
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well, custom collision channels are the way to go to exclude/include certain things to respond to traces

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and then you can cast on that channel

dawn gazelle
# waxen gull this ?

You can't use a structure as the key for a map, that's why it's greyed out. Change the variable temporarily to an integer or something like that, then change it to a map, then you can specify your structure as the value, and whatever you wish as the key.

spark steppe
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but it also depends on what behavior you actually want, so it's hard to point you in a certain direction

solid nexus
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@spark steppe Worked perfectly, much appreciated!

spark steppe
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so he would need the amount as value and the struct as key

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maybe you can make a custom struct which has the data table row struct and an integer?

waxen gull
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had internet timeout

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last thing i asked how you would setup a storage box system where you can individually decide whats and how much is inside

dawn gazelle
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Seems a little messy of a system to make things slightly easier on the developer's end.
One could easily use a map variable with a just the row name as the key and an integer for a quantity. Assuming all your items are in the same table of course.

waxen gull
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sure

spark steppe
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guys.... i want to know if the custom struct works ๐Ÿ˜›

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can't launch the engine right now

waxen gull
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what happend ?

spark steppe
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yea create a new struct, add the data table row struct as one field, and an integer for the amount as 2nd field

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then you could use that struct on an array

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however, it's less optimal, as searching for items is pretty much like unfolding russian dolls ๐Ÿ˜„

dawn gazelle
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That would work.

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But.. yeah...a bit messy to unpack.

waxen gull
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trying right now with a little clucky idea

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to add in a second tab i can change amount

spark steppe
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thanks

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guess you could make a custom struct in c++ which has the amount value in the row description

waxen gull
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Is there an Construction script for Actor Components ?

spark steppe
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no

waxen gull
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something similar ?

spark steppe
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not that im aware of

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begin play event is a thing iirc

spark steppe
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well, the c++ struct also loses the search function for row names

waxen gull
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however

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got a way

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even while its clunky a bit

spark steppe
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which is it?

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it's weird that it loses it's functionality, the editor probably has some edge case which adds the search method for exactly that one struct

waxen gull
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i add another list to it

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once i got to set another Amount for something ( like coins) i can update by a funciton and then set it to the desired amount

spark steppe
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yea, but that's nuts

dawn gazelle
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Agreed

spark steppe
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as you could have an item with the same name in 2 different tables

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maybe not in your game, but generally speaking

waxen gull
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yea

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i mean it ok

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name is just so that i know what i am changing

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for amount

odd ember
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what is this for?

dawn gazelle
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You really should only be using the data table row as a means of reading the details of an item.
The row name can be used as an "ID" for the item. You then use that "ID" as the key in a map, with the value as an integer for the quantity, and there is your inventory.

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If you're going to have item slots where you can have the same item in multiple places in your inventory, then you do a custom struct array but you don't need to store the reference to the data table still.. Just the item ID, and a quantity for each slot.

waxen gull
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...

tight schooner
# waxen gull Is there an Construction script for Actor Components ?

you can do something hack-y... calling a custom function in a component via the host's construction script. But you can't get instance-overridden variables/data from the component; I've tried. I'm not quite sure if setting variables on the component also works this way. I have some vague recollection that it does weird things, so you should use BeginPlay for doing anything real for setting things dynamically on components.

Using an editor-only function (or editor utility widget) like you're doing is OK though for level design purposes.

waxen gull
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wtf is going on xD

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this all is just a setup for viewport

waxen gull
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to setup loot inside of storage boxes

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manually

odd ember
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you could have a function be called there. but that's not the same as construction script to be fair

waxen gull
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at the end it might be just a waste of some RAM and CPU

odd ember
waxen gull
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to change loot inside

odd ember
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data tables can't be changed

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outside of the data table editor

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they're supposed to be static data

spark steppe
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he uses a array of row handles to define the loot on the lootbox actor

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so he can select items from his table

odd ember
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what you're probably looking for is something like a DataAsset

waxen gull
faint pasture
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A data table would represent ALL loot available in the game or whatever. Loot inside something should be an array of structs or handles or something like it.

spark steppe
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that's what he does^

odd ember
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so for that to work you'd want some sort of datatable query

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which again doesn't exist

spark steppe
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it does exist

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Data Table Row Handle Struct ๐Ÿ˜›

waxen gull
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i have an idea

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Big Noob Code Presentation in Programmer Parlor Voicechat

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nvm

odd ember
tight schooner
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I have a general, somewhat academic BP question. What's the closest thing to making a globally accessible variable? Niagara and the Material Graph have an asset type called a "parameter collection" that, once made, can be slapped onto any graph/module, and that's pretty convenient. But for BP, I have to find and/or cast to a manager class, and manipulate an object reference to get the data out of it. I'm wondering if BP has a formal system that's more like a Parameter Collection.

odd ember
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@waxen gull I would take a look at DataAssets and see if they could work for you

waxen gull
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join dc

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i can screenshare to you if you like

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be warned

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i have bad english

faint pasture
spark steppe
waxen gull
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know any moderator ?

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who does not have anything else to do xD ?

spark steppe
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they are in the user list on top?! ๐Ÿ˜„

icy dragon
odd ember
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they solve problems like nothing else

tight schooner
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@faint pasture@odd ember thanks... I'm looking into it

icy dragon
waxen gull
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ohh k

icy dragon
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Delete it, for your own safety.

waxen gull
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lol

trim matrix
faint pasture
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Ya, row being level, data being a struct representing all the data you need.

trim matrix
shadow crescent
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hey guys, is it possible to have an editable parameter feeding this sign node?

odd ember
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I mean for something as simple as pacman you could define the levels through curves or math

shadow crescent
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k

odd ember
gentle urchin
trim matrix
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So at the moment i have 2 measure point in the world and one measure

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the measurepoint has the code

gentle urchin
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fair enough

trim matrix
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and the measure actor is empty so far

gentle urchin
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you did it the other way around but its ok ๐Ÿ˜„

trim matrix
#

do I have this wrong way round

gentle urchin
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now just drop 2 measure points in the map

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and press the magic measure

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ignore the bp_measure , it can be deleted

trim matrix
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thats the two white blobs next to each other

gentle urchin
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select one of them

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and press the 'measure' button

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in the details panel

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a print should show up in the left corner of the viewport

trim matrix
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2.27uu apparently

gentle urchin
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2,27m*

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227 uu

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so thats your tilesize

trim matrix
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well i did have print string meter but then saw you changed it to say uu instad

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*instead

gentle urchin
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227uu * 11 =

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yeah but i also removed the division ๐Ÿ˜„

trim matrix
#

ohhh

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i did not notice that haha

gentle urchin
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2497 is your movespeed

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which is quite high

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11 tiles per second

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you'll fly through the map

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TRON got nothing on you

trim matrix
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yeah just calculating it it

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i need my map bigger then in that case

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much bigger

gentle urchin
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Not really,

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i think the speed is wrong ๐Ÿ˜›

trim matrix
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in what way

gentle urchin
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let me check

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im not scientific,

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but looks closer to like 9?

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tiles per sec

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well anyways

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play it out and test it

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If its to fast just adjust it

trim matrix
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Can anyone tell me how I can teleport my player to the end position of the cinematics camera?

primal stirrup
#

Anyone that has experience parsing info from json using varest? cant wrap my head around it !

odd ember
trim matrix
# odd ember there is a teleport node

I've tried that, however when I get my camera actor and get its position and rotation, it positions the player in the right place, but even if i hook up the camera's rotation, its not in the right direction

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opposite direction actually

primal stirrup
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@odd ember thank you - ill check out #plugin-dev ๐Ÿ™‚

odd ember
willow cedar
#

Is there a way to set Max Velocity of a player. I use Add force to fly around, and would like to create a cap for it while still keeping control.

trim matrix
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900 odd would be

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600 is defualt foir player charactor

trim matrix
odd ember
trim matrix
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so i've been trying to work out pac man speed

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so far we have worked out that 8 tile size which is what the game uses turns out to be 2470 odd uu

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which turns into something like 900 roughly speed way to fast in UE4

faint pasture
#

Pacman moves 11 tiles per second or 88px/sec so move him at that based on your chosen px size. I'd just do 1uu=1px to make things easy.

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Then you can directly translate everything.

gentle urchin
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^thats why the relative distance was part of it. Measuring the relative size, one tile (8 pix) is now translated to 227uu

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which makes for an insane movespeed

faint pasture
#

Everything is relative, just choose your scaling factor and go from there. I'd do 1px=1uu or 10uu

willow cedar
trim matrix
faint pasture
#

That would mean you can just translate everything with the exact same numbers

odd ember
#

on the CMC

faint pasture
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He'd move at 88uu/s

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And a tile would be 11uu across

trim matrix
#

this translate i'm not really getting

#

so what i need to be doing is checking my map size then at this stage

#

LogBlueprintUserMessages: [BP_MeasurePoint2] Distnace: 3,084.004uu

faint pasture
#

Pick a f****** scaling factor and stick with it.

trim matrix
#

so far that is the UU map size across

faint pasture
#

I would go with one pixel equal one Unreal Unit. Then you don't have to do any math

#

Make the map 224x288

#

Etc

trim matrix
#

well i am concerned the map size of the would be tiny

#

as the 224x288 in pacman game terms is in pixels

odd ember
#

maybe just realize that you can't translate the speed 1:1

#

and focus on trying to match it as much as possible

#

a 10 min job instead of a 4 hour job

trim matrix
faint pasture
#

You can if your scale isn't off in like seven different f****** ways. Just match everything up pixel to uu and it'll be exactly the same

#

Or pick whatever ratio you want to scale things up by, it doesn't make a difference in the end other than making your job more difficult

trim matrix
#

so time a simple movement from the classic game and match in ue4 version

willow cedar
#

It keeps adding force, and I want to set a hard Velocity Limit

trim matrix
#

so we have 3.5 seconds for pacman to travel from left map edge to right

#

so @gentle urchin never guess what

dapper ore
#

I am fucking going bonkers. I started a fresh level. I imported the top down starter content. I put in player spawn point and set the world settings to include the character, game controller, and game mode BP's and my move command will not trigger. My inputs are going through, but I don't know here it broke. Is there is setting someone where i have to click?\

trim matrix
#

well just tried and 3.5 seconds to travel from left to right, in UE4 for it to roughly match I am looking at pacman going about 800 roughly

faint pasture
#

Set his speed to 88, make a tile size 11, and call it a damn day lol.

#

It's not rocket surgery

trim matrix
#

abd he is zoom zoom

icy dragon
#

Or just interp movement between tile, problem solved.

trim matrix
#

i'm not using tiles

odd ember
trim matrix
#

one thing i havn't copied but may as well have is the movement isn't base on tiles like it is in the classic game so taking the tile size 11 and setting his speed to 88 isn't an option unless i gut everything and start again making things with tiles being the method of movement

trim matrix
#

the speed roughly works he just zoomy for now

icy dragon
#

So, you're essentially making PacMan clone, is that correct?

faint pasture
#

Dude if you want a 1:1, just do literally that. Copy sizes and speed 1:1. It'll match up pretty much exactly.

odd ember
#

doubt it will lmao

#

on the surface it's an easy job

trim matrix
icy dragon
faint pasture
#

It'll get you closer than eyeballing it when the numbers you need are right on Google.

trim matrix
#

to get the same things implemented into UE4 so for once I myself can say yes it's a copy but still a working game on this occasion based on something already out there

#

one thing I have major issues with is i'll start out with a game idea and will lose track it'll then be disgarded

#

so this way i can prove to myself I can kinda do with my mind put to it

icy dragon
#

If it's not going to be mechanically faithful to PacMan mechanics, might as well treat it as a generic maze game.

trim matrix
#

well i'll get it as close as I can to Pacman

trim matrix
#

but so far sounds like i've gone about things movement in this case completey wrong way round

#

but ha ho see how fair i get before i shelf it

faint pasture
#

2Pacman

odd ember
#

I don't think copying it is going to net you the results

#

you can't translate pixels 1:1 to units

icy dragon
#

If you want to be faithful with Pacman mechanics, use the tile based movement. I never said teleport from one tile to another, but use the tile to make interpolated movement between tiles.

trim matrix
#

well from what i can see from reading up on something provided by someone else in here , the movment is constant

faint pasture
trim matrix
#

and the Tiles tell the game firstly when the actor is

#

and then when it comes to option what way payer can turn

icy dragon
#

go to one tile to another in constant rate, interpolate the movement in between. you get yourself a pacman movement.

trim matrix
#

for example AI has a target but only decides one tile ahead of it's current

faint pasture
#

Unless he can clip corners

icy dragon
faint pasture
#

So you're saying turns and stops can only happen at tiles.

trim matrix
#

??

#

turns and stops only happen at tiles ?

faint pasture
#

If that's the case then yeah I'd just pathfind to 1 tile away

trim matrix
#

turns can only happen at tiles the allow it

#

the AI will never full 180 as it has 4 option

#

left, up, down, right

odd ember
trim matrix
#

only time it will full 180 is when in chase

faint pasture
icy dragon
#

The only time when pixel accurate collision matters in Pacman is collisions with ghosts against Pacman.

trim matrix
#

yeah the collision is base on centre pixel of the ghost being in same tile of the centre pacman pixel

#

there a glitch you can do in classic game that if you can cross into a another tile and ghost is crossing into your tile exacly the game won't detect a collision

odd ember
#

sometimes it's not worth going the hard way

#

I'd say this is one such case

trim matrix
#

for something I'm not releasing this plus tpacman would sue me i'm not fussed about being dead accurate to the extreme

odd ember
#

nor does it matter

#

small imprecisions in game speed are not really perceptible

#

so you could just have a side by side comparison with the game and tune it

trim matrix
#

yeah improvements can always be made

odd ember
#

but you could find as well that having the exact game speed is a detriment etc.

crimson depot
#

I'm trying to make a rotate function that lets me move a camera centered around an actor. I have a spring arm with the camera attached and the mouse moves the camera but everything is sluggish. It's not just slow, it seems like it's resisting movement at some points. Any ideas? Here's my BP.

odd ember
#

we're in the realm of design, so some level of intangibility is OK. as long as you don't rely on it excessively

odd ember
trim matrix
#

I know about Set view target with blend, is it possible to keep cinematics from stopping automatically, blending the cinematic camera to the player camera, and then stop it?

trim matrix
#

I did last time no one answered

trim matrix
#

Well I asked a different question

#

no one answered

crimson depot
odd ember
crimson depot
#

I looked at some forum posts to get the gist of it and then tried to do it myself probably should have just done that from the start

trim matrix
#

which actually work quite well all rand from the Ai Director like you mentioned other day

odd ember
trim matrix
#

in like good way

#

?

odd ember
#

yes

trim matrix
#

what i like about this which i've managed to do with you guide of course of get the AI Director to do the work let AI just request means I can keep BT clean and providing the AI Director is in the world the AI will have a Ref to it

#

plus all i do is give the AI Director the locations in an array and walla it'll increment etc

odd ember
#

that's how it should be

#

it's stuff like this that avoids you painting yourself into corners with solutions that are too specific

trim matrix
#

how you mean ??

odd ember
#

well consider all the solutions that didnt work

#

because there was too much stuff in one place

trim matrix
#

true

odd ember
#

I think you'd benefit from popping the coordinates into a grid or step size though

trim matrix
#

how difficult would it be so pick whip an actor from the actor to grab it's vector

odd ember
#

so they always go towards the center of a "tile", even if a tile doesn't exist

trim matrix
#

you so in photoshop you can select a colour from a colour of a pixel

#

trying to think of examples

#

it's fine if not just thought how hard would it be to implemnet only for editor functions like

odd ember
#

it allows you to pick color from anywhere too, viewport included

trim matrix
#

so could i make something to do same for other things ??

odd ember
#

what do you want to do?

trim matrix
#

i was just gonna for quickness select the targetpoints for the arrays instead of copy and paste but it's not essiental

#

I want to go more on this you've mentioned

odd ember
#

well

#

if you consider that you have an AI director, you can also have a grid manager

#

that manages the grid

trim matrix
#

brb gonna grab me a cuppa

odd ember
#

that you can then query for locations

#

so let's say you have an approximate location, you could feed that into the grid manager and it would give you the center of the nearest tile

trim matrix
#

i'm back

#

i like the thinking

#

that would mean when in chase move they will still try to catch player but would be centre of grid which means as this is bassically a grid they would be going to places roughly central

brittle mortar
#

how do i get all children of a class as an array

odd ember
patent ermine
#

Looking for some input/ideas. Lets suppose I spawn 1000 actors with a billboard component that always faces the camera. Think of it like a real estate listing. When zooming out in a browser, these points get grouped together. So if a number of actors are within a given radius, they would get grouped into a single actor and displayed as one. But when zooming in, they would ungroup, and appear at their proper position. Any ideas as to how to best achieve this?

odd ember
#

so it becomes more about what kind of pattern the ghosts have

#

and feeding them coodinates that fit that pattern

odd ember
#

so you'll have less manual input

trim matrix
#

well the ghost idea is they have patterns

odd ember
#

yep but currently you set those up manually right?

#

with a system like this you could automate it

trim matrix
#

the chase stuff yeah

odd ember
#

oh okay

trim matrix
#

they grab random from nav mesh could be up against a wall etc

odd ember
#

if you're already doing it then no problem

#

ah yeah fair

trim matrix
#

what would be better is only give the location if it's not up against a wall

odd ember
#

the grid manager could definitely still help align them

#

also

#

I would turn the ghosts so they face forward

#

towards the camera

trim matrix
#

also there isn't a way to keep them central to nav mesh ??

#

hmm well they look toward travel direction at min

odd ember
trim matrix
#

camera is looking from above

odd ember
#

no I mean visually

#

because right now the ghosts look more like pellets moving around

trim matrix
#

oh yeah so turn there mesh

odd ember
#

they don't have that ghost shape

trim matrix
#

hang on I know what you mean

umbral ginkgo
#

why is this not working. Trying to spawn in an actor and attach it to a game object but the final 'attach actor to component' bit messes it up. How do I fix this or is there a different way to achieve this?

trim matrix
#

so like that

odd ember
trim matrix
#

and then by turning off the contrller yaw they always face same way

odd ember
#

the actor bounds can stay the same, the mesh turning is just visual

trim matrix
#

yeah well thats what i've done

umbral ginkgo
#

k

odd ember
trim matrix
#

i do like the idea if i'm honest

odd ember
#

it will keep all movement consistent

trim matrix
#

could i maybe use the Grid then to grab a path so get a path to a location using the grid ??

odd ember
#

that's a little more complex but you can definitely grab a path and just feed each point of the path into the grid manager

#

before allowing AI to move to that point

#

you could do it as part of the new location request

trim matrix
#

hmmm thats what i'm thinking

#

use this request path for chase as well.

odd ember
#

yep

#

build patterns

trim matrix
#

have it request a location which would be player for example and return it a location to move to and repeat that

umbral ginkgo
trim matrix
#

that's all it's doing now for the patrol thing increments on index it was on

odd ember
#

when you attach

trim matrix
odd ember
umbral ginkgo
#

@odd ember Thx man much appreciated as always

trim matrix
#

i think i prefer the rotate to face just smoother

odd ember
#

or FinterpTo

trim matrix
#

cmove has something already i think see how that works first

odd ember
#

sure

trim matrix
#

@odd ember if I have a button and i don't the text on the button to cause issue what would i set so it's not detected is it non hit or something ??

#

found it

umbral ginkgo
#

does a boolean return to false if its condition is not currently met?

#

I know in traditional languages you'd use an if/else statement

odd ember
#

but if it's a function of something then it can change

umbral ginkgo
#

K thats what I thought

#

Do you have an idea how to make some sort of condition where an actor can only be spawned once until destroyed where it can be spawned once more and so on?

elfin brook
#

Hey do someone know how to make a trapdoor that have 2x door open like this but it should be something like Squid Game that when a player go on it then maybe it go off or maybe not. hope someone that can help me with that

#

i know its something with box trigger or something but i dont know how to set it up

#

made it work like this but the trap go off when i click play

dreamy ice
#

how does one just play a single animation then return back to the anim blueprint? play animation doesnt return to the blueprint. would play montage do that?

elfin brook
#

is it a answer to me or do you ask? @dreamy ice

dreamy ice
#

im asking lol

elfin brook
#

ok sorry ๐Ÿ˜›

dreamy ice
elfin brook
#

@dreamy ice can you show me?

#

i got 2x door in one blueprint

steel zealot
#

Hey guys. I have a bullet decal spawn each time the projectile hits the wall, but I'm trying to shrink it down so its not as big when it spawns.
This is my setup for it. I also tried shrinking the PNG itself. Any thoughts?

Edit: just figured it out myself. rip

faint pasture
#

When do you want it to go off?

elfin brook
#

when a player go on it should be random for each game

#

@faint pasture

faint pasture
#

One thing at a time. You want it to go off when a player goes on it.

#

You want Event Begin Overlap

#

The Trap Actor needs a trigger volume, I'd add a box collision, set it to overlap pawn.

#

or Playform_glass rather

elfin brook
#

can i share screen so you can see if i do it right

faint pasture
#

Sure

elfin brook
#

should i call you or where do you want to

faint pasture
#

call is fine

vestal plank
#

hello, im trying to get the turret to shoot the first enemy with tag that come in contact with it attack range then once it die, go to the next enemy, but i dont know how to get the array's location and such, is there another way?

#

it point down when i have that ^ code above

odd ember
vestal plank
#

how would i do that?

faint pasture
#

behavior tree is your friend

#

that and perception

#

Is this gross and bad or ok? Sick of managing camera actors or components for our floaty camera

#

The actual math will be a lot more involved but that's the general shape of it

#

just PC drives a position and rotation around that is used as point of view

vapid ibex
#

Do you think it's a valid way to ensure there's only one instance of an actor on the level?

faint pasture
#

I'm not 100% sure if there were 2 that they'd not destroy each other

#

Enforce it from somewhere else like Gamemode

vapid ibex
#

Hm

dawn gazelle
#

Something like this in game mode.

vapid ibex
#

Not just destroy actor?๐Ÿค”

dawn gazelle
#

You can only ever call destroy actor from the actor itself.

odd ember
dawn gazelle
#

lol

light token
#

Hello. I have an architecture question. I have an WareHouse Actor and a Ship Pawn. Now I want those actors to have a selection glow when I select them. I could make a parent Blueprint SelectableAbstractBlueprint or something and have the warehouse inherit from that. But the Ship is a pawn so I won't be able to inherit from the SelectableActorBlueprint. How do I go from here without having duplicate code laying around?

tight schooner
#

Maybe a component. If they share a component, and your selection tool can check for & get the component from the actor, then the component can pull double duty as an interface

#

in addition to doing the usual stuff of giving the host actor more functionality (selection glow and other game logic related to being selected)

light token
#

Alright thanks. I'll look into making a component for that. I was also just reading about macro's but I think the component functionality is a good way to dive deeper into.

supple bane
#

How can I do something to an object that a radial force object affects?

brazen merlin
supple bane
#

Ex: I shoot a rocket, how can I make the explosion(radial force) effects multiple objects

brazen merlin
#

force affects phsyics object

supple bane
#

ty

#

wait

supple bane
#

SO I just need to get the object that the force hits

brazen merlin
#

hmm

#

you could use GetAllOverlappedActors

#

i believe that has a radius

#

SphereOverlapActors, thats the one

#

because its a one time thing, no need for a sphere component

supple bane
brazen merlin
rough wing
#

Accessed none even when variable is not unassigned/null

#

Inside an animation blueprint

brazen merlin
#

well if its not valid, the you cant set the bool

#

use the IsValid macro

sharp rapids
rough wing
sharp rapids
#

The variable 'Sonva' is not valid

brazen merlin
#

you want this node

rough wing
#

Yes thats why i connected the not valid branch, to show it isnt valid

sharp rapids
rough wing
#

but the variable is assigned

brazen merlin
#

its not though

sharp rapids
#

It's just compact

rough wing
brazen merlin
#

wtf? never seen that

sharp rapids
#

It'll go ahead whether the variable was null or not

#

You should only use the 'Is Valid' node

rough wing
#

that isnt the problem

brazen merlin
#

the way im reading that is when IsNotValid, it is trying to set the bool variable on a reference that doesnt exist

rough wing
brazen merlin
#

maybe use two setter nodes, one for is and the other for is not

sharp rapids
#

Are you sure the variable is valid?

brazen merlin
#

reference doesnt exist when not valid, but your telling it to get the bool variable

sharp rapids
#

Maybe the cast is failing?

#

Try a print string after the 'Cast Failed' pin

rough wing
#

I already checked

#

its not failing

#

the reference is there

sharp rapids
brazen merlin
#

get rid of this

#

duplicate your Set IsAFK

#

and set the checkbox for one to be on and the other to be off

sharp rapids
brazen merlin
#

and unless there is a way to determine when the player goes AFK, it would be better to update this variable on the event

#

if Sonva is set in this bp... and the variable to be set is in this bp...

sharp rapids
brazen merlin
#

it should not because bp begin play fires before hand

#

i have this for my anim bps

rough wing
#

I found the problem

#

I have a parent animBP that I derive my animBP's from

#

Child animBP's don't work for some reason

brazen merlin
#

this is the child anim?

rough wing
#

this is parent

brazen merlin
#

do the child animbp's have the same stuff?

#

you may want to print string the cast failed to see if the child anim bp is failing to "get pawn owner"

rough wing
#

I have it set up like this because I don't want to repeat code on different animBP's

brazen merlin
#

like.. are the child abp blank or do they have the parent calls?

rough wing
#

Oh yeah Im calling

sharp rapids
#

Ah, we do have control,

#

my bad

rough wing
#

I dont think it matters though, it called by default

#

I called it just in case that was the problem

brazen merlin
#

where's the begin play one for the child abp?

#

you've got Event Begin Play > Parent: Begin Play in that child abp too?

rough wing
#

Yeah

brazen merlin
#

silly, but i must ask, do these users of the child abp have it hooked up in their bp?

rough wing
#

hooked up what?

#

This is the child bp

brazen merlin
#

sorry, not the anim bp, the character bp

sonic crow
#

I am trying to reference the location of my character and the location of my bomb spawn so that I can control the rotation of the spawn of the bomb explosion, how do I reference the player character in another blueprint? I am missing reference at GetActorLocation

brazen merlin
#

you can use GetPlayerCharacter

west ferry
#

is there actually no built in way to create a blueprint set from a blueprint array?

#

This just seems like such a common thing I can't believe it doesn't exist

#

am I missing something here?

brazen merlin
#

bp set?

sharp rapids
west ferry
brazen merlin
#

wait, cant that just be a for loop of the array to feed the set?

west ferry
#

yeah that is all it is but I just can't believe they don't have it

#

they have set to array

#

but they don't have the opposite - array to set

brazen merlin
#

wouldnt it be due to the limitations of the set?

#

like if you have a bp array of the same thing 3 times, it wouldnt translate to the set

west ferry
#

well in that case I would expect a set with one element

#

theres nothing incorrect about that

#

TSet constructor can take a TArray

#

I don't know why this isn't exposed in BP

sonic crow
#

How do I get the rotation between my character and bomb spawn location? I think there is something small I am forgetting here

surreal peak
#

Blueprints were not meant to be a replacement to C++. They were meant to allow Designers to take over simple things, until users started making full games in them.
The support for Blueprints is, and will always be, limited.
You will find limits in every direction.

west ferry
#

I just created a macro to do it for now

sonic crow
#

ty will give it a go

west ferry
#

Still think it is weird that they don't have it

surreal peak
brazen merlin
surreal peak
#

You are normalizing a Location

#

Which completely changes it

#

You ever only need to normalize directions

#

Well, +-

#

Rotation between Character and Bomb depends on what you want that to be

spark steppe
surreal peak
#

Angle between Character Forward and Direction from Character to Bomb?

#

Or just the Direction from Char to Bomb turned into a Rotation, like Ben posted

lone pond
#

hey guys i just started learning unreal engine today and i'm making a basic fps. i have experience with java. i have an event for taking damage and want to update the value for armor post calculation into a ui progress bar but aren't sure what to use

#

what should i connect the set part to

spark steppe
#

there are a bunch of ways to solve this, which somehow depend on your gamedesign

surreal peak
#

I mean, you have a good start, to be fair

spark steppe
#

i would add a event dispatcher to the character, like onArmorChanged, and let the widget subscribe to that event

surreal peak
#

You already got your Armor Value reduced (might want to clamp that though)

spark steppe
#

then you fire the event in your character when the armor value changes and you get the event in the UI and can update the progress bar

lone pond
#

ok

#

that sounds good ben

#

thanks

surreal peak
#

Yeah that would be the optimal solution

spark steppe
#

also the hardest one ๐Ÿ˜„

#

usually beginners go for polling the value from the character... which isn't good

lone pond
#

k

sonic crow
lone pond
#

as long as i know the algorithm and the names of the functions i should be fine

surreal peak
#

With the Bomb Spawn Location being the From, and the Character Location being the To

lone pond
#

thanks

#

i'll check those out

surreal peak
#

I can't f*ing type today

#

TRUE, not TRY brain, thx

#

And a typo again. brb coffee

spark steppe
#

yea, if he has some programming experience, he might get it with that 12 minutes of video, otherwise fall back to some easier solution

#

the earlier you understand them, the less mess will be produced ๐Ÿ˜„

surreal peak
#

One of my employees came from a Java background. They had trouble getting their head around it at the start. Sometimes having prog experience can be a curse.

#

But yeah, 100% better to learn it correctly from the start

#

But then again, the prototype I work on atm has bindings

sonic crow
surreal peak
#

Thank Ben, he already suggested that to you :P

sonic crow
#

Thanks Ben ๐Ÿ™‚

spark steppe
lone pond
#

oh ok so if i'm understanding correctly an event dispatcher is like a messenger that tells other parts of the overall code that things happened

#

and from there those things can be altered

spark steppe
#

yea, but only those who subscribe to the event before

lone pond
#

how do i get lets say a ui aspect to subscribe to that event

spark steppe
#

does your character exist in the level before you add the UI?

lone pond
#

yea

#

i think the ui is init upon run but the character is pre-existing in the world

spark steppe
#

then you can use the begin play event of the widget. there you would get the player character, cast it to your character class, and bind the event to a custom event on the widget

lone pond
#

ok

#

let me try that

spark steppe
lone pond
#

kk

sonic crow
#

What is the best what to get actor location at button press over the get actor location at spawn?

lone pond
#

is there a way i can use a gameinstance

#

cuz i think if its possible it'll be much easier for me

surreal peak
#

For what you previously asked: No

#

GameInstance is not meant to be used for gameplay code

icy dragon
#

I'd only use GameInstance to store values.
(e.g. for storing data to save)

sonic crow
icy dragon
lone pond
#

wait you know how in java u can do //bleh to comment stuff and then uncomment it later

#

can i do a similar thing with code blocks

#

in ue4

#

don't wanna delete the code but wanna have it remain idle

surreal peak
#

You could just disconnect the exec (white) wire

#

There is also something you can enable to then "disable" selected nodes

lone pond
#

just removing the white line coming out of event should do the trick right?

maiden wadi
#

It should. Unless there's stuff after it that you want to run.

light token
#

Hello. I've got a strange problem. I spawn an actor and want it to have the same location as the other actor. Now the values in the GetActorLocation are valid and change. But the SetActorLocation fails. Why does it fail?

timber knoll
#

GetOwner is valid?

#

Probably not

light token
#

Yes, I printed the values of the X and Y and they change

timber knoll
#

๐Ÿค”

#

You should still have a check for that as well tho

light token
#

Will do

timber knoll
#

Are you sure it fails tho?

#

Iirc the return node means it hit something when sweeping

#

But you donโ€™t have sweeping on

#

I could be wrong tho been a while since I worked with BPs ๐Ÿ˜›

sonic crow
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When I launch the bomb there is an x second delay. Then the bombs (mesh) actor gets destroyed and it is replaced with the explosion. Everything works well except for the fact that my code gets the actor location of my character at the time of the explosion and not the time of pressing the button to spawn the bomb or alternatively at the time of spawning the bomb in the code. I would like the explosion direction to be decided at time of launching the bomb and not at the time of the explosion so that the game play feels more natural. How does one go about this?

light token
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Yeah the boolean returns true if the location was succesfully set

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(from the hover over menu)

timber knoll
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Aah okay good

light token
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Yeah it's really strange to my why this fails.

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I'm using this in a component, can that make a difference?

timber knoll
#

Not that I know off

light token
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I found the error (and now there is stuff happening

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The blueprint didn't had moveable enabled. It wasn't throwing any warnings. After removing the node and adding it again it showed me the warning.

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Thanks for your help

timber knoll
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The explosion etc

timber knoll
#

Good job debugging ๐Ÿ‘

sonic crow
# timber knoll Does your bomb implement itโ€™s own logic?

The bomb does have its own BP, some of the logic is in the TopDownCharacterBluePrint for spawning the bomb, the rest of the bomb logic is in the BasicBombBP which would include the explosion logic, however the bomb explosion logic also has its own BP with some of the logic handled there. But I dont think the BP_Explosion is needed to fix this

timber knoll
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Hmm from what youโ€™re saying it just sounds like the one placing the bomb is taking care of the explosion

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I havenโ€™t checked the video yet tho

last abyss
#

why don't you spawn the basic bomb bp while using the find look at rotation

sonic crow
timber knoll
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Ooh wait

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Exactly what I said

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Youโ€™re getting the player locatioon for explosion

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That is incorrect

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You should use the bombs location

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I assume youโ€™re making bomberman

sonic crow
timber knoll
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Basically you want to spawn the bomb on the tile and let it take care of EVERYTHING else

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The player shouldnโ€™t be aware of the bomb

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Then the bomb just has a delay on beginplay

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After which it does the explosion

sonic crow
timber knoll
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But you said it uses the player location

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Which is literally what you have written, the player shouldnโ€™t influencd the bomb after spawning

sonic crow
# sonic crow this already works yes

the problem is you dont want the bomb to fire in the wrong direction, i want to make use of my characters position at launching the bomb to determine the bomb explosion direction

last abyss
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is the bomb the expanding circle?

timber knoll
sonic crow
timber knoll
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Yes exactly

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On spawn you can set itโ€™s rotation which then becomes the actors world rotation

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The bomb knows itโ€™s rotation

sonic crow
timber knoll
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Well regardless the bomb should just use itโ€™s actor rotation

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And not a find look at

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You can manipulate it later without issues

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On spawn, pass in the Z rotation of the player

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Then in the bomb BP you do the explosion in world space

sonic crow
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I am not sure how to make sure that the bomb always spawns infront of the character in the correct rotation if I do not do it this way by default.

timber knoll
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If you need to rotate the bomb, you just change the Z rotation and the explosion will also have different rotation

sonic crow
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The z rotation should work but for whatever reason as you can see in my code it is the y rotation that makes it work

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The rotation of my bomb already works, it is just using the wrong time, i want to use the spawn basic bomb rotations over the spawn basic bomb explosion

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long story short, only thing I need help with is pointers for one thing.When I launch the bomb there is an x second delay. Then the bombs (mesh) actor gets destroyed and it is replaced with the explosion. Everything works well except for the fact that my code gets the actor location of my character at the time of the explosion and not the time of pressing the button to spawn the bomb or alternatively at the time of spawning the bomb in the code. I would like the explosion direction to be decided at time of launching the bomb and not at the time of the explosion so that the game play feels more natural. How does one go about this?

timber knoll
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Well thatโ€™s what Iโ€™m trying to point you towards...

rapid robin
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Hello. Is there a way for me to know in blueprints if a controller is currently being used (rather than keyboard & mouse)?

timber knoll
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And then check if the key is from a gamepad

sonic crow
rapid robin
timber knoll
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Or the other way around (mouse moved/key is not gamepad) means you are doing keyboard input

sonic crow
timber knoll
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That was an answer on error1st ๐Ÿ˜›

rapid robin
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Sweet, that sounds good, will try. Thanks @timber knoll

timber knoll
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Iโ€™ll get on my pc to check your vid

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this is the issue, right?

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this is confusing me a bit

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since it's not even shooting where the player is looking

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well nvm on that, look at rotation

sonic crow
# timber knoll

yes it is using the character location of the explosion spawn and not the at the time of the bomb spawn

timber knoll
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yeah that's exactly what I was pointing towards

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the bomb shouldn't be using the player character at all for the explosion

sonic crow
timber knoll
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it should just get it's initial values

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this should have the players rotation

eternal reef
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Havent read throught he whole conversation
Cant you just spawn the bomb based on actor location + forward vector * given length
Make it so its forward direction always faces away from the player and for the further calculation use the rotation of the bomb?

timber knoll
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then on spawning the explosion

sonic crow
# timber knoll

The problem with this is that the bombs rotation has not impact on the rotation of the explosion

timber knoll
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but it should

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oh wait not the bomb sphere

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the spawned bomb

sonic crow
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it would only impact the bombs position and not the bombs rotations

timber knoll
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if you spawn the bomb facing the correct way

sonic crow
#

I mean bombs explosions rotations

timber knoll
#

and use it's world space forward vector for explosion

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the explosion will go along the rotation the bomb got spawned in

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meaning the explosino will have the rotation of your bombs spawn

sonic crow
timber knoll
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not the players current look at towards the bomb

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but why does the bomb not have impact on the explosion

eternal reef
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Well it seems like you derive the rotation of the actor for the explosion itself and not from the bomb

timber knoll
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the bomb causes the explosion, so it should be responsible for the explosion

sonic crow
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The short answer is the bomb spawn location is perfect, it also determines where the bobm explosion location will be, however it has no impact on the rotation of the explosion ie) 90 degrees , 270 degrees etc...

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The rotation is handeld on the Bomb explosion spawn

timber knoll
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yes we aren't talking about location or length of the explosion

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just talking about the rotation you give the explosion

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that should be inherited from the bomb

eternal reef
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Try adding an arrow component to your bomb which faces forward, make it visible ingame and see whether while waking around it does not rotate with your pawn
Then derive the rotation of that arrow for further calculation, see if that works

sonic crow
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which means it just explodes upward

last abyss
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you need to plug in the rotation of the 'basicbomb' into the spawn of the bp explosion, and on your character you need to alter the rotation of the bomb

eternal reef
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Because BP explosion is alawys set to rotation 0 which is why it always goes up

last abyss
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(you already changed the rotation on your character, so now just have the explosion take the bomb's rotation)

timber knoll
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so I created a small example which uses this logic...

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as you can see the projectile flies towards where i was initially looking when placing the sphere

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this is literally all it does

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just passing the rotation from player as initial rotation to the bomb

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and it uses that to spawn the explosion after a delay

sonic crow
timber knoll
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no worries ๐Ÿ˜›

light token
#

Hello. I've got a very strange problem. I have a PlayerShip that I'm making AI for. If the player hasn't selected a location the vector is at 0,0,0. A service reads out the player vector and sets it in TargetLocation. Now when I try to find out if the player set a target the ship just disappears. If I add the first branch in the execution the ship disappears... any ideas?

timber knoll
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you should get more assistance there ๐Ÿ™‚

light token
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Alright, I'll go there. Thanks

gusty plover
#

Hello, I am having a wierd replication issu. With my character I try to trigger an animation of an other actor. The animation is playing for both server and client, but cannot be seen by each other. Meaning the server cannot see client's animation, and the client cannot see server animation

eternal reef
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Are you multicasting your animation?

worthy carbon
#

Hi i want to learn blueprints in ue4, does someone knows a good tutorial got me?

odd ember
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if you look at the pinned posts in the channel

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there's a bunch

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the blueprint communication one I would consider especially important

odd ember
#

you're probably in the wrong channel. #cinematics for sequencer

keen monolith
atomic salmon
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@worthy carbonhttps://learn.unrealengine.com/course/2436619

gusty plover
gusty plover
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ah sorry no

fluid lance
#

Is there any way to add components via script? I'm trying to convert all attached static mesh actors to static mesh components with the same mesh/relative transform. The node "Add Component by Class" doesn't seem to add anything visible in the inspector (calling it via an editor function)

wheat herald
#

How can i spawn randomly an object on a sphere surface ?

trim matrix
#

is there a way to have a specific Level set the game mode stuff ??

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so the MainMenu uses it our gamemode stuff pawn class etc

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then the actual level uses the proper stuff ?

fluid lance
fluid lance