#blueprint

402296 messages · Page 775 of 403

civic herald
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Not sure why you wouldn't be able to return a TQueue were you getting compile errors?

hexed inlet
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Error: Unrecognized type 'TQueue' - type must be a UCLASS, USTRUCT or UENUM

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Which is amusing since I've been returning TArrays just fine

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I guess that's normal though... like you can set a blueprint variable to be an array.. but not a queue

civic herald
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You may need an include.

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#include "Containers/Queue.h"

earnest tangle
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@hexed inlet correct

hexed inlet
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Ah the C++ already understands the queue

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Righto

earnest tangle
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there are quite a lot of TThings which don't work with BP's

hexed inlet
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Time for plan C

civic herald
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Oh yeah Blueprints are dumb lol.

hexed inlet
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thinks of a plan C

earnest tangle
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you mean plan C++ alex

hexed inlet
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lel

civic herald
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If i had to take a guess there's likely double the content or more in C++.

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There's also a few Blueprint only features which is really dumb.

hexed inlet
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Yall seen the great Niagara BP function node

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finds it

civic herald
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If you're looking for blueprint function code it's in the engine folders like k2 functions.

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and the code is super ugly reflection logic.

hexed inlet
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Found it

civic herald
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wtf no way

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lmao.

hexed inlet
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This is a UE function, not mine lel

civic herald
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no way.

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stop lying.

hexed inlet
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Make a Niagara Particle System object, and yeah, extend off it

earnest tangle
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wtf is that node lol

civic herald
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Im more upset that it's lower case.

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then anything else.

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that means it's a blueprint created function so they could add spaces in the function name.

hexed inlet
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even a full stop

earnest tangle
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Where is that node even from 🤔 I can't find it in the source

hexed inlet
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I like that, because you are indeed wondering if the name is ever going to end

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The full stop is there to reassure the reader

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It's over.

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I only know the BP way of producing it

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Perhaps if I had a built UE I could say, but I don't

earnest tangle
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Yeah I have no idea, I can't actually find even a class called NiagaraParticleSystem

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Maybe it was added 4.27 as I'm still in 4.26

hexed inlet
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ah mabes

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I can make a variable, or add it as a component, to get the function either way

fringe mauve
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Ty

desert solstice
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Hey guys! Would anybody be willing to help me out in voice chat between now and later today? I'm doing a project for school and one of my group member got the dialogue plugin. And I'm trying to have certain animations play on certain dialogue options . I created an event but I'm unsure how to go about the blueprint. I'm also not that experience which is why I'm asking to vc cause I know I'm gonna be confused.

waxen gull
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My Problem: When i try to call an event which should add another Entry to my Tile View, notting happens

brazen merlin
waxen gull
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yea

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i am calling that event trough my HUD

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same problem with Wrap box

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childs are added

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but not renderd for some reason

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when i trigger event by Construction it is rendered tough

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tick function INSIDE of where the function that has to be called is works too

brazen merlin
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if the string calls multiple times, could it be that they are drawn on top of one another?

waxen gull
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none of them is visable

brazen merlin
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try #umg I'm not too familiar

weak zenith
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How do i make my spawned actor launch?

faint pasture
weak zenith
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it got nothing of them

brazen merlin
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Launch Character works with Character class, if Spike Ball is above that, it cannot be used

weak zenith
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ah damn is there another way?

faint pasture
brazen merlin
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for actors, enable physics and use impulse

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Projectile Movement component is better if you can get that working

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Spike Ball sounds like a "bullet" type treatment

weak zenith
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hmm

faint pasture
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Yeah it all depends on what you want. If it's bullet like, use projectile movement. If you want physics everywhere and for it to be knocked around, use physics.

weak zenith
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but how do i make it move forward?

faint pasture
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Start with getting it to move it all. You're thinking like five steps ahead of where you're actually at

weak zenith
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yeah mb

brazen merlin
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you can test projectile movement in the bp viewport using simulate

weak zenith
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yeah i did but it just fell down

brazen merlin
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check out the projectile movement component settings

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probably need high speed values

faint pasture
heady zenith
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There's no way to pause a timer inside of an uObject?

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Why can I create a timer but don't pause it?

brazen merlin
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get timer handle, pause timer?

earnest tangle
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I think timer logic requires a valid world and UObject based BPs don't have GetWorld() implemented

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so if you want to use timers and other world-requiring nodes in a UObject based BP, you need to inherit from a C++ class which implements GetWorld

heady zenith
brazen merlin
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ohhhh

maiden wadi
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Why UObject though? Using UObjects is rough in blueprint.

earnest tangle
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I dunno I think they're fine in BP's, you may just need that base class for it in C++ for GetWorld

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but without GetWorld they can be a bit annoying yeah because half of the nodes you want aren't available :P

heady zenith
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I want to create a Weapon system and I find it easier to use UObject to have the info and logic of the weapons

maiden wadi
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That sounds painful.

heady zenith
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It is HAHAHA

maiden wadi
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Personally weapons should be an actor or component. Most likely an actor. Because specially in multiplayer scenarios you need networking.

heady zenith
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Thanks!

warm rock
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Hey Is there any reason why adding or setting relative rot of a camera component in my character not working in runtinme?

opaque river
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Having trouble pulling a variable from the PC blueprint in a UI widget component is there a different call? Can't find a viable object after making a cast to PC

undone kiln
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how is item-picking-up mechanic usually implemented? with linetracing or with the collision detection of the respective actor?

spark steppe
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collision

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or rather collision overlap

faint pasture
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So basically the closest interactable object within 90° of forward is what we interact with, and we pick it up if it is a pickup object

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@swift pewter I wouldn't do it like that. I didn't read the whole thing but I would just have a reference called closest enemy, set it to null at the beginning, set it to any enemy that passes all of your condition checks and is closer than closest enemy

spark steppe
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i would only store one enemy in a normal variable and overwrite it if the one in the current iteration is closer

faint pasture
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So you only have to do one pass through the array

spark steppe
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beat me to it 😄

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do you clear all arrays before you start the loop?

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or is it a function with local variables?

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ok

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well yea

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you add only those who are in range, but you still use that as index for the array with all enemies

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so your indexing is wrong

faint pasture
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I didn't read the whole thing but anytime you are removing indexes, things can get weird because you are offsetting the stuff that comes after it. You are really just making it far more complicated than it should be.

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Just iterate through the array once, setting closest enemy if the enemy is closer than closest enemy and passes all other checks

real tree
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Hey! I'm attempting to use the SteamBridge plugin to add proper SteamInput support to my project, and whenever I attempt to get it working, it results in the controller type returning as "Unknown" (instead of my PS5 controller for example), and I can't get it to pick up on inputs.

Am I doing something wrong? I've tried to change the Index of the controller to 1 (as in player 1), and that didn't work either.

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Unless I'm missing a step in getting SteamInput to work or something. I got my SteamInput actions bindings and stuff set up on my Steam App ID. My Steam Controller shows up as unknown as well.

trim matrix
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Button in order to select all nodes of event?

real tree
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Huh?

trim matrix
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I am talking about Blueprint nodes

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looks like without paying 12$ for a plugin nah

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sorry 11.99$

snow aurora
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Hey does anyone know how to get the size of an object in a blueprint

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I know that GetActorScale3D works but that gives me the result in a weird type of scale

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I mean it doesn't really give it in cm

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The thing is I want to use location values and scale values together

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and the location values is in cm I think

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and the scale of the object is its own scale it isn't in cm

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And I need the radius of the sphere that I am using

uneven chasm
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Howdy! - Doing a level tutorial. On a level transition the input controls of my Rolling Ball are inverting. I got around this by cloning the level that behaves as expected, but I'd like to know what I did wrong. Is there a setting in the project or level blueprint I am overlooking?

faint pasture
snow aurora
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Yup I just found that but how do I use it

faint pasture
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It returns the world aligned box that would contain the actor.

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Do math on that and you can fit a sphere to it. Hint, Pythagoras theorem

snow aurora
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Oh ok

nova tartan
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can i update a spline to snap to a bone via blueprints and stick with it and resize in game... im making powered body armor.. flexing dovetailed hoses with airbag piston heads.. powarmor.com = pneumatic body armor.. pick up 36,000lbs... https://www.artstation.com/marketplace/p/VX3jP/powarmor-com-pneumatic-body-armor-pick-up-36-000lbs .. https://www.youtube.com/watch?v=BTnlIfcZnDg

www.powarmor.com
Building better powered body armor for the human race. apache.org/ open license free to copy modify.
This project is still in design phase, I am only showing my demo drafts/ older work.
Air powered hollow universal direction joint (shoulder, hip, bird-wing..) Locking, lightweight, free to move when off, scale-able, spin-able, st...

▶ Play video
faint pasture
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Or actually you can probably just get the length of the vector that represents that bounding box if it just returns a size in XYZ

snow aurora
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I just need the X axis value

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so I think it just returns it

faint pasture
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You shouldn't just need the x-axis value, but you do you

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That will just tell you what size and x, you need size and Y and size and Z unless everything you deal with is a square or a circle

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Oh okay you don't need to fit a sphere around the thing, you want to get the size of a sphere. Then yes, X will work.

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I thought you were trying to fit a sphere around an arbitrary actor shape

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But you can also just look at the size of the sphere at scale one, and then just multiply that by the scale. Most built-in meshes are 1 m

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Do we have a design channel somewhere? For general systems and gameplay design? I thought we had one.

earnest tangle
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There was something along those lines but it was always offtopic

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:D

faint pasture
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All right so I got a couple of general design questions or just trying to get people's opinions.

First one, has anyone here ever completed a game with an additive damage/armor model? That is, where armor is a flat reduction in the damaged model rather than a percentile reduction. So a shotgun that shoots seven pellets at 10 damage each would deal 70 damage to an unarmored Target but 35 damage to a target with five armor. A bolt action rifle that hits for 50 would deal 50 damage to an unarmored Target but 45 to the armored one. Making the shotgun more efficient at soft targets and rifle more efficient versus hard ones

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I think a system like this could be very interesting but it would take some very tight tuning as each point of armor is much better than the last, and how good it is depends on the incoming damage values

timber knoll
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It doesn’t really sound too useful tho imo design wise

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You will have to tweak a lot, to make sure you don’t create a boring progression system

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Also keep in mind you are just limiting yourself completly

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When you could add a damage reduction curve, and start with a linear one which you can later adjust if needed

brazen merlin
timber knoll
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Terraria has very similar armor progression as to what you describe, and it honestly feels boring in terms of armor

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What makes terraria combat fun is the buffs and weapons

brazen merlin
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if you can keep the formula itself to the combat interaction so that it's all in one place, you can tweak it as you develop. The annoying issue is the influence of levels or stats on these modifiers

versed sun
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Does anyone know how to fix this error? Every time i load project , i get these errors. If I select all nodes and "Refresh Nodes" , the errors are fixed and everything works. Until the next time the project is opened.

sly forge
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hello, how do u pass object reference thro rpc?

timber knoll
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Replicate the reference

sly forge
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no other way? like converting it to something then converting it back when client receives it?

timber knoll
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Well you can have different functions set up based on if it’s client, server, ...

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But that would just be overcomplicating

timber knoll
waxen sorrel
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Got a problem here I used to create new components inside a BP actor executing an custom event from editor, but when you reload the level after save everything, the data inside these components get lost
So I moved the logic to the construction and now in game there is no data...

Someone knows a solution for this ?

timber knoll
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Which exact pin is failing when launching

sly forge
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i dont know, replicating everything doesnt seem the right way to me

sly forge
brazen merlin
waxen sorrel
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Na isn't data between levels, I wanted to create instance mesh components

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but each time I reload the level the instances components inside my actor have no instances data

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if you call that from an editor custom event

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Custom Event -> Add component -> Add instances to it -> Save all in level, reload the level, magic are empty

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it total smells like a bug but

gentle urchin
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Not sure i get what you're doing. Are you saving each instance's transform, and reloading it on beginplay?

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Or are you somehow just saving the component?

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Or not at all?

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Ah, generated at editor time

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Right but its not saved anywhere

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It needs to be saved if you want it to persist

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And somehow reloaded in-editor time when you open the level again

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Not sure thats directly possible? Dunno if construction script is triggered in editor

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Like.. when opening a level

waxen sorrel
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I'm doing something like this

gentle urchin
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Exactly

waxen sorrel
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I got a placed actor in the world, where I click that it generates an array of created components and each component have instances

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once it was generated all looks fine

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once you save all, close the engine and reopen, all the instances inside the components are null

gentle urchin
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Its dynamically added at editor time,

waxen sorrel
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and yeah that HISCM array is public visible editable per actor

gentle urchin
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So the actor doesnt know it should exist when you open the level

waxen sorrel
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so the componentes are there per actor, but have no instances data

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well I got other version when this get executed in the construntion

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and is ignored too in the packaged game

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otherwise in editor works

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when you hit play

gentle urchin
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Are there a reason for it being a editor callable function? Like, couldnt you just call the function at beginplay?

waxen sorrel
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Well I got 1000 boxes and want to get these baked in the world with static light

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so why the data don't get stored properly ? idk

gentle urchin
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Hmm ...

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Well that i dont know how to solve ^^ you need them to exist at editor time to bake them i guess

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So it must be statically added

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Which is a hastle.

waxen sorrel
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Maybe is a bug or limitation given these components are inside an array

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🤔

gentle urchin
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Probably more because of the dynamic nature of the setup, but i could be wrong

waxen sorrel
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well there are a lot of tools that store the data properly when you press custom editor event

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like otherwise you won't be ever able to store data

gentle urchin
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That'd be handy. I've always expected to be a very manual process to handle things like that. Should be integrated as an option already

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So one could dynamically create static content, so to speak

royal warren
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Does anybody know why for some testers of my game their mouselook doesn’t work, but for others they can play it just fine?

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I have raw input enabled

earnest tangle
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Controller input messing with it? No idea tbh.

waxen sorrel
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whats mouses fail ?

royal warren
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One of the mouses that fails is a Logitech, but one mouse that works is a Logitech

waxen sorrel
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@gentle urchin Okay just confirmed if you do the same but with components previusly added in the BP then works

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the instances keep after reload the level

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the engine seems to don't like you storing new components into arrays

waxen sorrel
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maybe have different keys ? like more keys of the normal ?

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and detect it wrong ?

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Mine is logi and have like 8 keys

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maybe the engine is mixing concepts of the axis or something

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with the wheel or idk

royal warren
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Okay I’ll ask about that

gentle urchin
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I bet on the latter

waxen sorrel
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I bet because you add dynamically the componentes

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so I bet the only way to get this working is adding the components as external actors ?

gentle urchin
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I would expect that to work yes^^

waxen sorrel
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Feels bad man

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😆

gentle urchin
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So a workaround could be spawning them in a separate class during editor, which reparents to the actual owner class at beginplay? Maybe 😅

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What if

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The actors just gets replaced at begin9lay

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They would exist during baking as their regular non-instanced meshes

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And at beginplay get swapped for ism versions

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Baked light is still baked , yes? No?

waxen sorrel
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yeah

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well the light keeps baked but no for these surfaces then :p

green eagle
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I need a master! ..giggity..

I need to either add a variable to "staticmeshactor" or.. something else..
I am using the Foliage Brush to place my Trees, I get the instance data easy, its transform, name or mesh, etc.
I NEED! it to have Health. So each mesh has an HP that is cached per instance. Or a work around.

Currently the system is a Builder Pattern mix.

The Brush places Instances of the single mesh.
When "Tool" hits SM gets instanced data > Transform, Index, and name.
Data goes to builder class which uses the SM and scale to know what happens and the location for where to spawn.
Index is used to remove instancedcomponent data from class and/or save for repopulate.

Little stuck on how I could add a variable to the Brush Class, StaticMeshActor class, or if theres another direction to take the "HP" aspect.
Thanks in advance and feel free to ask questions

gentle urchin
gentle urchin
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Sm... sounds like you should just straight up replace it with an actor

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Usually foliage is ism or hism

royal warren
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@ me if anybody has any ideas or have ran into a similar issue

gentle urchin
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You could also go super advanced and replace the ism with another ism untill it would 'get chopped down' if it were a tree but that'd be a hastle

umbral ginkgo
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Does anyone have an idea on how to use the input from a trigger to activate my blueprint that's not in the level blueprint? Basically, I'm spawning an object when 'E' is pressed but I want it so this is activated by a trigger instead

green eagle
# gentle urchin You could on hit convert it (replace) it by an actual actor

Id like to use that as a last resort as it would be the most costly i think.. well.. if another class just replaces the origin class it wouldnt change much except the new var and a plash of cpu when making the switch.. thats actually not a bad idea when thinking of it in a grander scheme. Still curious if anyone knows of a trick with adding the var to the current class. Or a methodology that allows the use of the brush with a hierarchy great thought though! thanks

green eagle
green eagle
gaunt ferry
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is it possible to receive HTTP requests in ue4 without a plugin?

gentle urchin
green eagle
gentle urchin
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It becomes a tad more work if you have to create the new components on the fly etc, but still very very doable

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Some master actor needs to keep track of it tho

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Not specifically what stage something is at(because that'd be defined by the component they belong to)

green eagle
umbral ginkgo
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Yes for the most part..

icy dragon
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I wager you need to have libcurl for that

umbral ginkgo
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Im just not sure what an instanced reference is

gentle urchin
gaunt ferry
green eagle
# umbral ginkgo Yes for the most part..

So you have a class which is the "file" when you place things that are of that class but are a little different you use "instances" which is like a "copy" that isnt a copy.. its a reference to the the original class but different variables. So the class is used "once"-ish and the instance data is simply just saved as the changes particular to the instance.

If that helps

icy dragon
gaunt ferry
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do you know where ue4 saves the "Save Game" Data?

green eagle
green eagle
green eagle
icy dragon
icy dragon
umbral ginkgo
gentle urchin
gaunt ferry
icy dragon
green eagle
gaunt ferry
icy dragon
green eagle
# gaunt ferry send and receive data

Most modding is easier to do through JSONs I guess if you wanted to use blueprint to mod you can run the data in a bp and convert the data to a data table and thats close to using json to create it

gaunt ferry
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im very limited

green eagle
gaunt ferry
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Like i cant use any plugins no added cpp and alot of core functions for ue4 got removed from the game

lime gazelle
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Hi! I want to have a recoil mechanic sort of thing for the player (not the gun), so what I mean is say I shoot at the floor; my player will go upwards, if I shoot forward my player will go backwards. Does anyone know how I can do this, or good resources to look at?
Like I've got the horizontal movement working but the vertical is not, I assume due to gravity?

green eagle
green eagle
green eagle
green eagle
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make sure to tag me otherwise ill never know

lime gazelle
lime gazelle
green eagle
green eagle
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man.. my meds are on point today.. that or im just manic and in a good mood.

green eagle
lime gazelle
umbral ginkgo
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had to walk away from my pc for a moment

green eagle
# lime gazelle I'll try again now and Ill get back to you

A non physics idea or three..

So no matter what you get the "directional" data the same or similar way.
Its how the player moves that is gonna be cray cray.

You can.. trigger jump and use the movement component of the player to tell it the speed/direction..
In this case if you want them to be able to like.. machine gun their way on top of a building...
You would need to have it set the "inair" or whatever the boolean for JUMP so it doesnt null if on the second "shot"

A less sexy way is with the magic of LLLIIINEEEAARRR INNTERRRPULATIONNN!!! sorry..
LERP
Pick the "distance" you want them to "transition" get the direction data as well as the current world space location data.
Use LERP'uh derp to go from A(current location) to B(Current Location plus distance in reverse direction of shot) then use a timeline or another metric for how long that LERP takes.
Might have to play with some collision stuff there so that like.. people can't teleport through walls and sheet

umbral ginkgo
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@green eagle I'm still a bit confused, how do I "link" (for lack of a better word) the custom event and the trigger together? And by trigger let me clarify by saying the box trigger actor thats pre made in the engine

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would I use a bool parameter?

green eagle
umbral ginkgo
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Sry cant rn

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i get your point tho

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its very complicated

green eagle
green eagle
lime gazelle
umbral ginkgo
green eagle
green eagle
brazen merlin
green eagle
green eagle
brazen merlin
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always? huh, don't worry I get knocked down by others as well

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i guess i can look

green eagle
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I didnt know there was a launch function

lime gazelle
green eagle
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nice

green eagle
brazen merlin
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its fairly new

green eagle
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Makes sense

lime gazelle
restive token
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I have the resolution as a string (for example "1920x1080" or "1360x768)). How can I split that into two so that I can feed it into this node:

brazen merlin
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to humor the impulse method, it can work, but phsyics would need to be turned on only when fired, but iirc it's not reliable, i think once enabled to physics then disabled, something bugs

green eagle
brazen merlin
green eagle
odd ember
lime gazelle
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Worked prefectly ty!

brazen merlin
restive token
odd ember
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arguably it would be worth doing in cpp just so you could use FName

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but eh

quick lance
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Hey folks, I'm trying to get an actor to move from point A to point B at a constant rate but capping out at max 1 second. I imagine one of these Vinterp To nodes could be helpful

green eagle
brazen merlin
green eagle
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Sometimes thats what we are struggling to see ya know

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get that tunnel vision and forget to try the word cut when we keep thinking slice

brazen merlin
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yeah, i would've made videos but Matt Wadstein beat me to the idea and is better at it

brazen merlin
odd ember
odd ember
restive token
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you need to break it to feed the combobox

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but Conrad already solved it

brazen merlin
# green eagle https://discord.com/channels/187217643009212416/221798862938046464/9160885721871...

XD you said 20 minutes ago, but i think helping Ollie made time go by fast. sadly that's above my paygrade. hilariously enough i spawn 1000+ meshes and dont use instancing or anything (heresy i know) so that system is unknown to me.
I recall something that this kind of sounds like. I think the person trying to have "progress" or hp bars for foliage swapped it out for another actor on its first hit. They might have done something different though, it was a big system they had already and they knew more of it

odd ember
brazen merlin
restive token
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I think we're talking about two separate parts

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my part (with the strings) feeds the combobox

brazen merlin
restive token
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so that it can have the "x"

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then what I asked is after, when I choose something in the combobox and apply it to the resolution node

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yeah it worked perfectly, thank you!

brazen merlin
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oh i see, right because its already a string at that point

restive token
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Yeah because the combobox gives me strings

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but that node solved it, wooo 😄

odd ember
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I think I'd do a map instead

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but maybe it's not great for UI

umbral ginkgo
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@green eagle This is the code and im trying to swap E and F with trigger inputs, which is in the player bp

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and heres the trigger for good measure

green eagle
# brazen merlin XD you said 20 minutes ago, but i think helping Ollie made time go by fast. sadl...

lmao dammit. Yeah @gentle urchin turn me on to that concept which doesn't seem bad and my mind ran with the idea for a moment which came to a few ways that it could be very useful and used dynamically.
Only idea that I was avoiding was going into the backend but I also think I would have to boot up custom engine to make that change cause its a source file. double damn. They then mentioned something that made me really miss Houdini cause I thought they were talking about it as a replacement tool for the brush but I still dont have a license so I wouldnt be able to use the tool if i did make it..

#

Out of curiosity what is the Is Valid checking? Theere is also a couple "IsValid nodes" you can use too instead of the branch

#

ignore me i just saw

icy dragon
green eagle
brazen merlin
green eagle
#

he is pretty green getting into interfacing might be a steep rabbit adventure for them in the immediate moment.

brazen merlin
# green eagle

uhh, it might be better for the trigger to know when it's been overlapped, but maybe you know something about this setup that i dont

green eagle
#

one moment

umbral ginkgo
#

@green eagle YES IT WORK

green eagle
#

show us what you got

umbral ginkgo
#

k lemme just set up amd's shite software]

green eagle
#

man i really dont wanna make that repo class

brazen merlin
#

just make enough of an argument that you dont need hp for foliage

green eagle
#

right

#

i need to check out "launch"

brazen merlin
#

🤔 launch the foliage...

green eagle
#

nah just Launch node being new to me

brazen merlin
#

its character and lower, actors cant access it

odd ember
#

need CMC

green eagle
#

yeah.. like jump..

#

still pisses me off..

umbral ginkgo
green eagle
#

push back, and stuff is such a common question or making a pawn non cmc jump

odd ember
#

yeah not having jumping foilage in the year of our lord 2021... disgraceful

green eagle
#

oh god dam you guys

umbral ginkgo
#

oh lmao

green eagle
#

lmfao

umbral ginkgo
#

@green eagle here

#

it probably should be improved upon but ehh it works

#

Is begin overlap just ageneral event or is it specific to the box trigger

green eagle
#

Well that is using anytime the capsule itself overlaps something

brazen merlin
#

begin overlap is tied to the capsule

#

indeed "something"

#

may want to check what is being overlapped as it could cause some issues down the line

umbral ginkgo
green eagle
#

carefully

indigo bough
#

I have this pulley/block and tackle setup, and I'm using cable components between each fixture point (and my plan was to add a small mesh that appears to wrap around the inside wheel of each block), but I wondered, would there be a reliable way to do this without a cable? Stretching a cylinder mesh between the two points, maybe? I'm just concerned about the amount of cable components which will add up once I have 20-30 of these in the same ship.

umbral ginkgo
green eagle
umbral ginkgo
#

def

brazen merlin
#

Trigger has overlap event, check OtherActor = Player Character, could be a cast i guess, set your is valid bool to allow input

#

The event dispatcher method:
make event dispatcher on player called "TriggerTouch" or something clever

on the Trigger, event begin play > get player character > cast to your player > bind event "Trigger Touch"

Trigger has overlap event, checks for player (other actor = player character), if true, call Trigger Touch which informs player

green eagle
#

awww...

brazen merlin
#

please read carefully

umbral ginkgo
#

def lol, almost missed "on player"

green eagle
brazen merlin
umbral ginkgo
#

Especially from I lol

#

is that gramatically correct?

brazen merlin
green eagle
#

idk of any free tuts on it. Sure WTF Interfacing is a good one.

umbral ginkgo
#

You make it sound philosophical lmao

brazen merlin
green eagle
#

Like youtube search "wtf interfacing" Casting, event dispatching and function libraries in the future

brazen merlin
#

a pro at grammar, of course!

umbral ginkgo
#

Oh my god

umbral ginkgo
#

r/woosh

#

wait no

#

its r/swoosh

#

waiyt

green eagle
#

Some reason it still doesnt open up nodes to the actually cpp data for me when i tell it too..

#

could of sworn you helped me fix that a month ago @brazen merlin

green eagle
#

double dam

umbral ginkgo
brazen merlin
#

you say in game, so now i think this is level bp

umbral ginkgo
#

No i meant the trigger box thats in the game

#

like that instance of it

brazen merlin
#

again.... its in the bp

umbral ginkgo
#

wait theres a bp for box triggers?

#

The box trigger built into the engine

brazen merlin
#

right... so this is level based, i guess not bp. Trigger is a misleading thing. It's a box collder that fires an overlap, but i despise using anything in level bp, so naturally im thinking this is a bp of its own

umbral ginkgo
#

the spawning system is in its own bp if thats what you mean?

brazen merlin
#

you can make one! make a new blueprint class, choose actor, give it a box collision, set collision to overlapAllDynamic

umbral ginkgo
#

Oh ok

brazen merlin
#

the spawning system looks like its in the character

green eagle
#

Whats an imposter intended for and used for? Im not familiar with the application of them when doing shaders and the stuff im fiddling with useses them

brazen merlin
#

i think those are pre-rendered 2d versions of a 3d model for rendered efficiency

#

not sure how in depth unreal gets with them, but i think they react to camera angles, if not completely then somewhat

#

lighting does change on them a bit i believe

umbral ginkgo
#

@brazen merlin So I did what you suggested by making my own trigger and I see now why that makes more sense

brazen merlin
#

great

#

it might get tricky, but now you can have many triggers than behave the same if you please

umbral ginkgo
#

I think my end goal will be to have one trigger class that spawns and another that destroys the spawned actor

brazen merlin
umbral ginkgo
#

Yep thats what im thinking

#

Man coming back from other engines is weird cause you have to re-learn all the terminology

#

Still getting used to saying actor instead of game object lmao

brazen merlin
umbral ginkgo
#

wait what

#

Whats the difference between the two then?

brazen merlin
#

objects are more abstract

#

they dont have a transform

#

actor class do

#

there's some other crap, but yeah

#

most cases you're working with actors

umbral ginkgo
#

Sounds like it

#

Thx for the help @brazen merlin

civic herald
#

Is there a way to prevent ue4 from recompiling shaders every time you load a project? It seems once compiled you can move between maps and not recompile, but reloading the editor will make it do this compile again. It's only about 1200 compiles, but man that 1-2 minutes is annoying af.

icy dragon
civic herald
#

Yeah i've been looking into that but can't seem to find any info on how to properly do anything about it.

#

I tried using a local ddc and that didn't make any noticible changes either.

#

kind of lame since it took like an hour to generate it.

green eagle
#

you using a repo or a custom engine build?

#

@civic herald

bright harbor
#

is negating a vector the same as just multiplying it by -1?

#

like if i wanted the down vector of something

#

would i just take the up vector and negate it?

spark steppe
#

yes

bright harbor
#

aight thanks

distant mirage
#

I've got a school project I'm currently working on and I know this question is super basic but how do I change a static mesh to another mesh? I'm making blinds that start closed and when I press the E Key it changes to Blinds Open with no animations. Just a model change.

icy dragon
#

Sorry, I misread your question

#

Get the static mesh component, and use a node from it to set the mesh.

distant mirage
#

Okay, ill see if that works tomorrow. If not I'll reply to you if that's okay?

icy dragon
#

Yeah, sure.

distant mirage
#

Thanks

sonic crow
#

How can I make it so that I can walk through an object (no collision). This image is the object

brazen merlin
#

you have three colliders that i can see - capsule collider, sphere collider, and the static mesh. Be sure to set collision for each

sonic crow
#

ty it works but how do I now activate it or change the preset from Nocollision to eg) pawn based on the character leaving the collision area of the sphere (Default it is turned off, character leaves collision area of the sphere it is turned on

brazen merlin
#

bp node - SetCollisionEnabled

sonic crow
#

ty

half willow
#

I have set up an input for TAB. In editor it works fine but packaged, pressing TAB just never fires? any ideas?

sonic crow
#

I am trying to reference the mesh of a different blueprint (my character mesh) inside of my Bomb blueprint. How does one reference other meshes or collision capsules not inherent to a blueprint inside of it?

#

I set the object collision to ignore only pawn, I am trying to make it that my character is not initially affected by it andas you can see with the blueprints once this condition is true then the collision changes to enabled (Although I am not sure what enabled means in terms of the preset

#

The other issue is that I think my code is running once and I need it to be checked until the object is no more

#

I am trying to spawn a bomb inside of my character, and the collision effect to only take affect once my character leaves the collision area so that once i plant the bomb i can choose which direction to move but afterwards I am stuck until the bomb explodes

brazen merlin
brazen merlin
delicate scroll
#

Hey, thanks for the reply. I'm working on a system that lets you select items from a store (ie. themes or unique 'trinkets') checks if the player owns it. If they do, it's selected and implemented. If not, then it lets them buy it and adds it to what they own.
I decided to go with a Set for this because a Set doesn't allow duplicates. But I suppose just a normal array would work fine as well though. I did manage to get it to work though with a Set. Maybe I'm not understanding "immutable." I thought that I did, but now I'm second guessing. Because how it's set up right now is as described above: click the button -> Does the players Set contain this item? -> yes? Spawn actor/No? add item to players Set. Then when clicked again it will spawn the actor.

civic herald
green eagle
# civic herald Sorry, yeah it was a custom engine if that makes a difference?

Yeah. I’m in bed though. When running custom builds you have to set it up. Should run through repo. Can’t think of it off the top of my head and I’m in bed. Remind me tomorrow(8hours) if you have no luck still I’ll dig into how my custom build data struct is managed. Sorry for the lack luster reply. Add custom ue4 in your troubleshooting searches. GLGN

iron wyvern
#

any guesses on what the Return Value is applied to here? https://twitter.com/ozmant/status/1295690678144503808

The delayed leaning is done using the Vector Spring Interp node, honestly had no idea it existed but it works quite nicely. It lerps a vector to the desired position using a basic spring.

tight schooner
#

@iron wyvern doing some light googling about this Vector Spring Interp node, I'm going to give you a wild guess, but I never used this node before, so again this is just a guess.

It seems like Vector Spring Interp has some overshoot-like behavior that you wouldn't get from linear interpolation functions. My guess, based on the dude's Twitter videos, is he has a world-space head target location vector hovering above the box-pawn. Without the Vector Spring Interp, it would be absolutely fixed above the box, but thanks to the interp, it has some whiplash/overshoot motion.

And then somehow he's converting that 3D overshoot into a rotator for the box, and I'm not sure how he's doing that off the top of my head. Maybe you could get the X & Y difference between the interpolated target and box-pawn and derive some sort of rotation out of that. I'm sure you could experiment and figure something out.

distant mural
#

Hi guys,
I am still new in unreal. I have animation with control rig, and I need to feed my control rig with position of ball for correct interaction.
How can I cast my ball location to my _AnimBP or what I am doing wrong? thanks for answer. marked input is where I am actually stucked at. and no nodes works for me

devout geyser
#

The marked area should be a reference to the AnimBP not the sphere @distant mural

distant mural
distant mural
#

@devout geyser Thanks man. Since my animBP is not referenced in world, or with mesh, this still doesnt works for me, but at least i know where to look.
Btw. Dont you know, how to get animation blueprint reference?

devout geyser
#

'Get Player Character' > get mesh > 'Get Anim Instance' then plug that in that reference

faint pasture
#

@delicate scroll Or a map

winged grail
#

Hello guys i need help with this problem, nothing happens in game with either of them connected. I am new to Unreal engine so i cant think of a solution 🙂 Its an first person project and i wnated to gain ressources from the BP

icy dragon
#

Doesn't seem like it by the screenshot.

winged grail
#

ye they were connected but i deleted and created them again so you could see which things i used in the screenshot

#

i connected on clicked to the branch and it didnt work and after that i connected e and that didnt work

#

i tought it would be more confusing when i connect them both to the branch :/

icy dragon
#

Are you doing this in Pawn?

winged grail
#

as an actor bp

waxen gull
#

Can sombody tell me why my Variable is not being set ?

#

i try to set INT

icy dragon
winged grail
fiery swallow
waxen gull
#

widget was created already

fiery swallow
#

Looks like you create the widget and immediately set the variable right after? Maybe adding a little delay before setting the variable can fix your problem

winged grail
waxen gull
#

i am pretty sure that variable only will be set

#

when command before was executed

fiery swallow
#

Are you gonna try the suggestion?

waxen gull
#

nah

fiery swallow
#

Kk

waxen gull
#

was related to add item

devout geyser
#

np @distant mural

late current
#

Hi Im new to unreal. I am trying to make a door open and close with a box collision. I followed this tutorial (https://www.youtube.com/watch?v=veD-eAIaIBI), but it doesn't work as it's suposed to. My door starts spinning like crazy when I walk in to the colission box. please someone help me!

Support me on Patreon: https://www.patreon.com/bartkamski
Join me on discord: https://discord.gg/DgUTZwm
Check my UE4 marketplace assets: https://unrealengine.com/marketplace/en-US/profile/Bartosz+Kamol+Kaminski

Here is link to PART 2 where I show how to make doors opening always opposite direction to the character: https://youtu.be/LZkDZef...

▶ Play video
zealous moth
#

what was the BP node for camera swapping at the controller level?

icy dragon
zealous moth
#

no no, that one swaps cameras between actors

icy dragon
#

Might be something else I forgot then

zealous moth
#

if you try to swap cameras without manipulating the controller camera POV, it will default inside the character

#

there was another manip but I forgot it...

faint pasture
late current
#

Thx that worked a little. If I set it to somthing like 10, it opens correctly, but it doesn't close. Instead the door opens even more when I step out of the collision box

faint pasture
#

Your problem lies within your timeline and math to determine the door rotation. Runner duck debug it and you'll figure out where it screws up. Or just show a screenshot of your BP around that timeline and the timeline tracks themselves.

late current
#

Thank you so much for helping me! I figured out a (not so clean/pretty) way to fix my problem

eternal reef
formal wren
#

Anyone understands why replacing a render target texture with itself using "Draw Material to Render Target" clears the Render Target?

#

I expected it to not change at all

last tangle
#

Hey can I get some help with blueprints? I'm trying to cast to a game instance blueprint and it works in one blueprint but not another? Idk why

#

Works here

#

Not here

icy dragon
last tangle
#

Both are widget blueprints

icy dragon
#

Just a tip: 🪟 + Shift + S to take screenshot, and you can paste the image to Discord PC app or web browser client

last tangle
#

Kk 1 sec

#

this should be good

#

Idk why it isn't working

icy dragon
last tangle
#

I used the cast failed to check if it failed quickly

faint pasture
#

@formal wren you can't read a render Target in the same material being written to it

last tangle
formal wren
last tangle
dapper bobcat
#

Cause you're asking the Game Instance if it is coins, and that doesn't seem right

last tangle
#

Yes

#

WAIT IT JUST RANDOMLY STARTED WORKING

#

???

dapper bobcat
#

Weird

last tangle
#

Idk

#

Thanks sm anyway 😅

formal wren
#

It works if I convert the RenderTarget.TextureTarget to a byte array before assigning it as TextureParameter

#

But that's incedibly slow and expensive

crimson hornet
#

Is there a way to change the rate scale in a montage in 2 different montage sections?

trail wing
#

Hi I have an annoying bug with particle, the scroll bar won't show me all the emitters present and I have to extend or strech the window to try to reach the ones on the far right, I'm on 4.26. Tried to submit a bug report but website indicated an error when I did so. I'm on 4.26, is there any workaround about that ?

faint pasture
#

You would render to one, then fade to another. Then copy back to the first if you wanted to

#

Holler if you figure out an efficient copy

distant mirage
#

I've got a school project I'm currently working on and I know this question is super basic but how do I change a static mesh to another mesh? I'm making blinds that start closed and when I press the E Key it changes to Blinds Open with no animations. Just a model change.

#

This is what I got right now

sand shore
#

Does the event even run?

#

Drop a Print String node, see if the text appears when you press E

eternal reef
faint pasture
#

@distant mirage Get mesh component, set static mesh on it.

#

@formal wren That's probably slow as shit but I'm interested.

odd ember
#

dear lord

#

yeah I can't imagine getting a lot of performance out of that

#

render targets being what they are

cerulean raft
#

Anyone tested the enhanced inputs?
I was experimenting and the triggers are not working as documented,
What is actuation thresold?

odd ember
#

haven't tested them

#

but threshold sounds like deadzone

#

in fancy pants terms

cerulean raft
#

that's somewhat true

faint pasture
cerulean raft
#

The normal triggers like Released dont work and if you put actuation thresold above 1, more than half of them don't work

odd ember
#

I would refer to #cpp and perhaps even GB specifically for this

#

if anyone's been around that particular block, it'd be them

cerulean raft
#

If anyone with experience on enhanced input can give some insights on how to setup a button which can do different things on say hold and tap.
I managed to do it with normal input with gate and bools but , maybe we wont need them with enhanced inputs?

odd ember
#

I don't think anyone's experienced with enhanced inputs lol, it's literally a new thing

#

but yes one of the problem they said to want to solve were input chords

#

but I know next to nothing of the system and haven't even had a chance

cerulean raft
#

I thought it came out a year ago or so..?

#

I was looking through echo's bp and found out about it, then a couple 5-6 month tutorials on it so I decided to experiment on it

light token
#

Hello. I created a binding to a text field. I want to set it to the amount retrieved by this function. But it's not updating the values. Any ideas?

cerulean raft
#

Experiment not going well😂
It's really good for some of the stuff+ we can do our custom logic as well.

cerulean raft
odd ember
#

maybe the trade was not so good? 😩

#

bad jokes aside, debug it with breakpoints

#

you'll see the values and where it nulls out

light token
#

hmm it's not being called

#

Thanks will give that a try

#

Oke the binding function as a whole isn't being called

#

Do I need to do something special with it?

odd ember
#

if so, go in and delete the bindings in the designer UI of UMG

light token
#

No I didn't :/

#

It was the first function I made

#

It gave this name by itself

odd ember
#

what did you bind it to?

light token
#

A text field

odd ember
#

I mean where does the text field bind to?

light token
#

To the amount of TradeGoods in it's inventory

#

But I put a print in the function itself and it's not even being called

odd ember
light token
#

yes

odd ember
#

exists as in instance

light token
#

if I close the window, reopen it

#

it has the right value

odd ember
#

sounds like the widget exists before the inventory does then

light token
#

No, I create the widget later

#

inventory is initialized earlier

#

what should I see when I put in that print function?

#

is it on tick or something? or only when it changes?

odd ember
#

those kinds of bindings are supposed to work per automatic

#

to me it sounds like the inventory doesn't exist

#

before the widget does

#

since it shows up the second time around

#

but I have no more information

dusk flame
#

Does anyone have an example of using a CoreRedirect for a UMAP?

light token
#

Yeah I call another function

#

which I need to remove since I use the bindings now

#

it sets the right values on construct

#

Alright thanks for your help

#

I'll take a look at this tomorrow with a fresh mind

dusk flame
#

I think it should be a class redirect, right?

odd ember
#

I have no idea of what those are, and I'm not sure they are to do with #blueprint ?

dusk flame
#

Well its a blueprint asset 🙂

#

Its a blueprint asset I want to redirect

odd ember
#

what is a blueprint asset?

dusk flame
#

I guess I will ask in different channel though amegablobsweats

odd ember
#

I still have no idea what you're talking about?

dusk flame
#

For example changing an Enum, or property name, or asset path location.

odd ember
#

are you talking about redirectors?

dusk flame
#

Its used on load time to crawl all assets, and do what amounts to a binary find and replace on all assets.

#

Although the two are closely related.

#

I would like to add a Core Redirect for a UMAP which I've moved, from filepath Content/A/ to Content/A/B

odd ember
#

/ProgrammingWithCPP/

dusk flame
#

I mean its an ini file. You can use it perfectly well inside of blueprint.

#

But like I said I will leave here

#

Seems most of my questions don't apply when they are even directly related to blueprint assets shrug

odd ember
#

you're not exactly inside the blueprint graph doing this though are you? because then you could just show your code and be done with it

dusk flame
#

I mean I'm not here to argue about what this channel is about 🙂

#

I tend to think of Blueprint as encapsulating a lot of the in-engine modifications, but that's seemingly a point I'm continuously wrong about.

odd ember
vapid hatch
#

anybody got an idea how i can find all references to my self defined enums in blueprints? i tried the searchbar already but cant figure it out

eternal reef
#

Did you try the reference viewer?

vapid hatch
#

yes, but i need all the references in 1 blueprint
so every single variable, input, output etc thats using that 1 enum

#

the reference viewer only tells me what blueprints use it in general

eternal reef
#

Not sure how exactly it is called, but right clicking on the enum variable you have stored in your bp, by right clicking you get a list of all references

#

(solely in that single bp)

vapid hatch
#

thanks, but not quite what i need

odd ember
vapid hatch
maiden wadi
#

This is one more place that blueprints suck ass. They're not great at exact property finding. One reason to very uniquely name each property if you use it's type a lot.

vapid hatch
maiden wadi
#

Haha. Yeah. I had a string variable I had to do that with at one point in blueprint. 47 files. over 70 references. Really had no choice but to open each file and go through them. 🤷‍♂️

vapid hatch
#

the search is really powerful but it cant do this?!

#

this is gonna be a bigger problem than i thought

maiden wadi
#

The "Find In Blueprints" can find you everything in your project using the same name. But it's up to you to go through them.

vapid hatch
#

i think i found it

#

i figured it out

odd ember
#

well the bulk edit matrix exists, but tbh it's not easy to use

vapid hatch
#

All(ObjectClass=<class>)

sharp rapids
vapid hatch
#

this works for enums and scructs too

vapid hatch
#

@sharp rapids you got an idea how i can remove reroute nodes from the results?

daring adder
#

Is there a way to switch to "Input Mode Game And UI" without losing the ability to move your camera with it (without clicking)?

#

Without "Game and UI" my widget doesn't register mouse scrolling but when I switch to it then my camera stops responding to mouse movements.

sand shore
sand shore
#

No clue if this is actually a valid operation

sharp rapids
green eagle
zealous moth
#

I'm working from a first person template and want to implement a swap to the third person view. So far it worked fine, I add a spring arm and I can lerp from up close to far back.
My issue is that once in 3P view, the actor doesn't rotate following movement direction. I tried to force it but it just doesn't want to.
I compared with 3P template but I cannot pin point what is the difference.

odd ember
#

check the springarm camera settings

faint pasture
#

That's a setting in the CMC

zealous moth
#

i can use "Use controller rotation yaw" but it rotates even when idle, which i don't want

#

checking

odd ember
#

check your controller

#

your analog input might be broke

zealous moth
#

controller looks fine

random plaza
#

How exactly do you search a struct array for a single variable?

faint pasture
#

@zealous moth can you confirm that your desired behavior is that capsule/charmesh rotation is driven by Control Rotation when in 1pp but oriented to movement in 3pp?

faint pasture
zealous moth
#

in 1pp it works as intended with orient rota to movement always ticked

faint pasture
odd ember
faint pasture
zealous moth
#

maybe my setup is not correct...

faint pasture
#

Show the rotation setup for your spring arm, capsule, and CMC

zealous moth
#

general:

#

character

#

spring

#

also spring

#

camera

#

@faint pasture what happens is that the character will retain the last known rotation and go that direction rather than adjust to the new camera

#

angle

faint pasture
#

uh so you're saying it orients to your aim input when in 1pp but you don't have Use Controller Rotation yaw checked?

zealous moth
#

yup

#

oh snap it doesnt anymore

#

ok, yeah had to check the use controller rotation yaw

#

however, in 3pp when not moving, it will also rotate, which is bothersome

late current
#

Im following a tutorial but this thing does not seem to exist in the version im using 🤔

zealous moth
#

trying to figure out a way to have that smooth rotation only when in 3pp but cannot

zealous moth
late current
#

omg what xD. I don't yet understand a thing about unreal engine

#

but thanks!

faint pasture
#

@zealous mothThis works for me

#

Use Controller Desired Rotation is overridden by Orient Rotation to Movement if it's enabled

#

That's how you switch from Control Rotation driving the yaw to Movement doing it

random plaza
late current
odd ember
#

then you can use that to compare if two structs are identical

undone kiln
#

Is it possible to generate random RGB values in the Material editor an use them as a material color?

random plaza
#

i'm using the same struct for everything, the struct contains the world location too, so i cant use an equals because i have a unique transform for each one that determines where it goes in the workd on loadign a save file.

odd ember
random plaza
#

how would i do that?

#

is there a tutorial?

odd ember
#

possibly?

#

just have two of the same struct parameters, have a bool return value, break the structs apart and compare what you want/need

faint pasture
random plaza
faint pasture
#

If your struct contains the stack number, just use a map of Names to Structs then update the count

#

Name = Corn, get the struct, add 1 to the count

random plaza
#

ok! i'll do that!

odd ember
# random plaza

you could do an equals function that does FirstStruct.ID == OtherStruct.ID && FirstStruct.Name == OtherStruct.Name

faint pasture
real tree
#

I'm wondering something. How would I make something that's similar to how the InputActions work (where it doesn't have to be hooked up to anything beforehand), but have it derive from something like event tick, for a system that can poll through my own input system?

#

Just hooking the logic up to the event tick just seems very messy and not that modular.

faint pasture
#

What are you trying to do that you can't do with input events?

real tree
#

Basically, I'd like to do something like this which has it's own event tick built-in that let's me call stuff that querys SteamInput if an input action is pressed.

#

I'm trying to implement SteamInput in my project (properly, at least in the idea that it's not riding off XInput), and I'd need to find a way to interface with my gameplay logic.

zealous moth
# faint pasture <@!383068958221139970>This works for me

yeah but my issue is that there is rotation added/set on the character even at rest without movement. I was hoping that when you rotate the camera around, like in the 3p template, and only when the W key is pressed, that the character rotates towards the direction

real tree
#

I already got it to where it will tell me what controllers are connected (as I have that hooked up to the game instance right now, as that's seemingly the lowest level way that I can currently initialize it while having it consistent across level loads).

#

I just need to implement some systems for polling inputs and analog stuff, while grabbing my controller handles from the game instance.

faint pasture
#

The control rotation should only be driving the spring arm rotation, and in first person, it is also used by the character movement component to drive direction. You are doing something else if moving your camera around in third person rotates the actual actor

mild flare
#

Hello hello,
is there any way to read (from Event AnyDamage) the not only the causer (that works for me) but the player taking damage or dying?
I am using a pretty simple "Server_KillPlayer" function to kill a player but there is no instigator - can provide screenshots if needed.
Trying to use the information to have a killfeed

faint pasture
#

When the receiver dies, it tells something that it died and who killed it

#

If there is no instigator then just consider it the environment, like falling off a ledge in OverWatch

real tree
#

I'm thinking I may have to find a way to put together a plugin that will basically create new FKeys based on a config that will bind the FKeys to certain SteamInput FGD actions, and do it that way for the tightest engine integration.

At least that is similar to how other input plugins function.

odd ember
drifting condor
#

Hello, is there a better way to add constraints to the key pressed function? I'm trying to invert the direction of my character but both the w and s key have the same function rather than the character facing forwards and s would invert the direction an vice versa.

mild flare
#

@faint pasture @odd ember this is the dying function, it just reads the health of a character and kills it - in the "dealing damage" part of the blueprint its dealing damage until it detects that a player has 0 health and runs the kill-event. i can screenshot the damage part aswell, its super messy tho

I cant figure out where to read what entity died for the killfeed

odd ember
#

but I think how you have the damage happen is the crucial part here

odd ember
late current
#

I'm following a tutorial. He has this (interfaces) how do I get that? what did I miss?

mild flare
#

@odd ember this is the damage-part until the server kill player is being called

odd ember
#

if it implements the function, you can look at the overrides

#

it should be there

faint pasture
odd ember
real tree
#

I thought Enhanced Input was with 4.26? Unless there's an entirely new system I don't know about.

faint pasture
#

@mild flare Why not do damage, check if hp<0, then call Kill with a parameter of the actor that's doing the dying.

cerulean raft
#

I suppose documentation wasn't there when it came? It is now tho

faint pasture
#

Or just have it all in 1 place like we do. HP component just checks HP after DMG and calls Kill on self.

odd ember
late current
odd ember
faint pasture
#

Server side stuff doesn't need to be seperate systems or objects. You can have the server sided version of the HP component do everything, even notifying GameState of the kill

odd ember
#

also please clean up your BPs 🙏

real tree
#

Unless there's something here, I don't know if that's what I'm looking for. Since there is no proper implementation of SteamInput in Unreal Engine, I'm trying to figure out how to bind individual actions to FKeys and Axis events, make those configurable from a plugin settings panel, and then allow those to be called like normal inputs.

mild flare
#

@odd ember @faint pasture the dying is fine, adriel (i guess) // maybe i am not understanding you correctly rn. it is reading the hp and killing/respawning - that is all fine. problem for me is that i want to read if someone got killed by a player and basically display both names "player X killed player Y" reading player x is working perfectly fine for me but getting the name of the killed player linked to the killer does not make sense in my mind

faint pasture
#

Either use centralized managers or don't. I like them because I've read too many ECS books but try not to scatter your logic all over the place.

real tree
#

Input Actions in Enhanced Input aren't really Blueprints in the sense that I can poll input in the sense that I need to.

faint pasture
faint pasture
#

Like are you trying to do combos or in-game routable input like Kerbal space program or what?

mild flare
#

@faint pasture thats the rest of the chain, the very end is just printing strings to debug and figure out what info i get

faint pasture
real tree
#

Well, for starters, I'm trying to poll for inputs from any of the input bindings I have in my ActionsManifest file for SteamInput, and I'd ideally like to find a way to hook that into FKeys and InputAxis bindings which I then can call like you would with a regular UE4 input.

I'm thinking I would need to put together a plugin settings menu for configuring these actions individually, and creating a new binding would make a new FKey that can be added to InputActions.

#

That might be a poor way of explaining things, but from what I see, the RawInput plugin (as an example) makes a set of new FKeys that can be added, but due to the action based way that I'm setting up, I'd need to be able to add new FKeys from inside of the editor that calls to see if the respective input is being pressed.

mild flare
#

@faint pasture makes sense, will do in the cleanup process - any idea how i can read and "combine" the killer and the killed?

faint pasture
#

Otherwise a client could just kill anything

mild flare
#

true - will try that, thank you!
will do an update or ask further questions maybe 😛

faint pasture
#

Typically for client side hit detection, all you RPC is stuff like "I just shot that guy and it hit at that location" and the server can do some anticheat checks and proceed.

faint pasture
#

Or you can move the RPC back to "I just shot my gun in this direction"

#

Or even back to "My inputs are this x x x x"

#

But the further back you get the less responsive things are and the tougher reconciling the local view to the server you will be if you want things responsive. It all depends on your design. If you're making Civilization, you can just pass over inputs. You can't quite do that if you are making Counter-Strike

#

Right now you're saying "I killed that guy" which is a bit ripe for abuse IMO

mild flare
#

i understand

quick lance
#

Hi all, I want to knock back a character a variable number of units, I want it to go at a minimum speed, scaling up so that the character will always arrive within 1 second. Does anyone have any suggestions on how I could implement this?

faint pasture
#

Most games do "I just hit this guy with this attack" and the server does some sanity checks and accepts it.

faint pasture
tight schooner
# undone kiln Is it possible to generate random RGB values in the Material editor an use them ...

No... I think random values are limited in the material graph and they're evaluated per pixel so you can't generate a color that is shared to all pixels, unless it's some pseudo random thing derived from a shared value like object world position.

The practical approaches involve BP. Either make a color parameter if one instance of a material needs a color, or make a Parameter Collection if you need a lot of materials to share a color (e.g. a team color). And then set those parameter values with BP.

real tree
#

I think I wrote down a better explanation for the kind of specification that I'm particularly trying to wrap my head around.

quick lance
#

I basically want to create a system where I can pass in the knockback force and know that the character will only be knocked back for a max of 1 second. I tried some whack timeline vinterp stuff but the nodes kinda unclear to me how it functions (outside of the obvious start and end locations and time) Using vinterp and all that got me a character who was knocked back for 1 second, but if i barely hit them, i don't want them knocked for the full second.

orchid veldt
#

I have a question about the difference between an Event Dispatcher and an Interface...

#

In my project, I am using an EventDispatcher to allow the player to use whatever weapon is currently equipped (seen in this capture).

#

When I switch to an Interface (event node slightly to the left), the weapon stops working.

#

All other weapons work whether an EventDispatcher or an Interface is used. This weapon is the only one that doesn't work with an Interface.

gentle urchin
#

You'd need to message the interface like you do with the dispatchercall ,

#

But now with context

#

E.g. a reciever reference

#

The dispatcher allows you to notify whoever cares to listen for it

In such setup id say dispatcher from player to gun would be the way to go? But then you'd need some return method. Alternatively set your weapons up in hieriarchy based on a master weapon class. No interface/delegate needed

faint pasture
quick lance
orchid veldt
#

This is how the Interface is set up on the PlayerBP

#

This works for all other weapons.

faint pasture
mild flare
#

Another question:
Can you read how long a string is? like i know i can use Get Substring to set the maximum lenght of characters in a string, but I want to detect if it is longer than lets say 8 characters, then i want the string to be followed up with a "..." which i can do i BuildString - so how do i read the length of a string?

orchid veldt
#

Is there a fundamental difference between an Interface and an EventDispatcher? My understanding was that they functionally worked the same, but the set up was just a bit different.

faint pasture
quick lance
faint pasture
#

Velocity and force are not the same thing.

brittle mortar
#

Hello everyone, I have a very difficult task, I need to create instances on an object using the material how can I do this. I really need your help

faint pasture
quick lance
faint pasture
brittle mortar
mild flare
#

@orchid veldt ty!

quick lance
faint pasture
#

A launch is a one-off event. Adding force is continuous, has to be called on tick or a timeline. What you are probably looking for is root motion

cloud grove
#

I put some assets inside a BluePrint, but I noticed that the LOD doesn't change for those assets. I'm checking it using the LOD Debug View. Is it expected?

faint pasture
cloud grove
#

Yup, if I place the raw mesh on the level, the LOD changes

brittle mortar
#

to make the material create a hairy ball )

quick lance
faint pasture
#

Compare throwing something through the air versus sliding it across the ground

quick lance
#

or I can add a slight addition to the upwards velocity to ensure they're not like scraping across the ground

faint pasture
#

Test it with lag. Without using gas you have to bust C++ open to even get a Sprint working well in multiplayer, how do you plan on making this sync up?

quick lance
#

I plan on dealing with that when I get to it. If I don't have the feature functioning at all, then considerations for lag are moot

mild flare
#

hmm I hate/love widgets - can't figure out to fix this error. or does this question belong in #umg ?

tight schooner
#

All I can say is "accessed none" means the data isn't present

#

In your "player controller ref" node @mild flare

#

Your target doesn't have that data. That's all the error means.

mild flare
#

hmm i tried something here and it didnt work... cant fix it.
I want the multicast be "filled" from the server and send to every other player - in game it works, but still there is that error message

#

so the player contrl. ref (which is getting the errors) is working, what else could cause this then?

topaz plover
#

how do i add SDL to unreal C++?

earnest tangle
#

Why would you need to add SDL to UE? Also this seems like a question for #cpp

topaz plover
#

i need to read certain key information

#

oh yeh sorry thought i was in C++ 🤩

mild flare
#

@odd ember @tight schooner @faint pasture thanks alot for the help! Killfeed is working thanks to your help! hope you dont mind me @ you

odd ember
#

not sure how much I actually did help but good work

jovial charm
south bone
#

I'm trying to get my plane_gun_controls blueprint to reference those two particle systems "LeftGunSystem" and "RightGunSystem" but it won't let me set the reference to them in the details window.

#

How do I get those references into the "plane_gun_controls" blueprint if it wont let me select them here?

odd ember
#

on begin play

gusty shuttle
#

Real quick, does anyone know what the default action mappings are for Teleport Right and left? seems like my standard project missed the inputs. For VR

earnest tangle
#

🤔

#

I'm not even sure what those would do since most VR games using teleport controls just... teleport

#

they don't teleport left or right

#

Unless that's teleport using left controller and teleport using right controller separately for some reason

gusty shuttle
#

Yeah, I guess when we start a default, VR template, it does not auto fill those inputs which is weird

hearty dagger
#

Hello , i have an Blueprint which add multiple HISMs Components for different Meshes. The Instances are generated with an Custom Event which can called in Editor. Everything works fine, but move the Actor the instances are vanishing and i have to hit the Custom Event. Problem here is that i want a generated House and then move it to the right place...

south bone
#

nevermind i was misspelling children when searching for nodes lol

tight schooner
#

When you drag an actor, it runs the construction script again and it seems like your instances aren't surviving the jump

#

So maybe if the data lived in a public variable, it would survive

umbral ginkgo
#

Trying to make an event dispatcher where when a trigger is overlapped by the player, it casts to the event dispatcher which is used as an event. What am i doing wrong now?

#

forgot about this

odd ember
#

haaaave you tried connecting stuff?

#

where's the event node you want to bind?

umbral ginkgo
#

in a different blueprint

#

connecting stuff isnt a bad idea

odd ember
#

but also

#

I don't know what you're really trying to do here

umbral ginkgo
#

K so

#

I have a box trigger thing

odd ember
#

a child actor component is a big no no

#

pretend that it doesn't exist as a component

umbral ginkgo
#

Idk how else to reference

odd ember
#

what do you want to reference

#

a child actor component is not a reference, it is an actual actor

umbral ginkgo
#

Huh

#

So i want to reference the player character

#

The only way I could think of was dragging and dropping in

odd ember
#

that's not how this works

#

references are stored in variables

#

components are attachments with their own systemic logic

umbral ginkgo
#

Oh ok

#

so how do I reference the component and not the actor?

odd ember
#

no

#

you kill the component

#

and forget it ever existed

umbral ginkgo
#

oh ok

odd ember
#

bury it deep in the desert

umbral ginkgo
#

he'll swim with the fishies

odd ember
#

next to the thousands of ET game copies

umbral ginkgo
#

yes

odd ember
#

so you want some sort of overlap right

umbral ginkgo
#

yep

odd ember
#

explain to me, in non technical terms

#

what you re looking for

umbral ginkgo
#

so when the player overlaps with a trigger (which is its own component) it spawns a cube for now on the player

#

the problem is

odd ember
#

that's not non technical

#

that's your own solution to your own problem

#

I need to understand what you intend to do

#

not what you're trying to do

umbral ginkgo
#

ok, trigger spawns box as child of player when player walks into it

odd ember
#

again, this doesn't explain anything non technical. what is the box for, what arey ou trying to do with it

#

is this an assignment?

umbral ginkgo
#

No personal project

#

just messing around with mechanics

odd ember
#

ok

umbral ginkgo
#

box is purely visual

odd ember
#

use a collision component like a box or sphere collision (sphere is cheapest)

#

once you've added it to the trigger actor

#

right click on it > add event > OnComponentBeginOverlap

hearty dagger
#

@tight schooner 🤦‍♂️ i could slab myself.... have overseen an if state... thanks for your help, else hadn't seen it.

odd ember
#

Other Actor pin > cast to <Player Character> object

umbral ginkgo
#

Then use an event dispatcher to activate the code on the player blueprint?

odd ember
#

you dont need an event dispatcher

#

you have the reference from there

#

you can call functions directly from the player reference

#

watch this

#

it'll explain everything

umbral ginkgo
#

Ok will do

south bone
#

I called this about 149 times in the editor and now I have a bunch of invisible particle emitters that won't go away. They aren't visible in the world outliner and I can't find them in the details window when I select the particle system components this was called on. Where did they go and how do I delete them?

#

deleting the particle system component this was called on does not delete them either so I'm lost.

odd ember
#

how is this called?

south bone
#

it was called every frame just to see what happened

#

but i reloaded the level and they went away. it was an engine bug i guess.

#

im going insane

odd ember
#

you can set the pooling method and see if it helps