#blueprint

402296 messages · Page 777 of 403

willow cedar
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Ah, thanks. That's what I am currently doing, but I am running into Multiplayer issues with this.

sharp rapids
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Can you show the structure you are using for Party Members?

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You should be able to do this in your 'Spawn Party Member' function itself

sonic crow
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Does anyone know how to check for this, spawn bombs have no collision but gain collision when player mesh leaves it, also making sure you cant plant bombs on tiles with other bombs etc....i am happy to scrap my entire logic perspective to this, i feel this should be basic, should I be using tags or a different system where i just reference the palyer etc....I dopnt want to use time delays because that would be an ugly solution that would not work as well as the actual solution and I did play around with collision object type node with no luck....what is the best way forward (Ideally clean code of blueprints)

gentle urchin
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Just block the bomb trigger untill player has stopped overlapping

sonic crow
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oh i see that makes sense for the bomb stacking

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cool

spiral sand
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@sonic crow have the collision set to ignore the player

maiden wadi
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@sonic crow I don't think you want to spawn them with no collision. This sounds more like a state setup issue than a collision one. Theoretically you could just leave collision alone because you need it to detect bomb placement and character overlap. So changing collision is going to get messy. Instead, you could just make some state variables. For starts, when you spawn a bomb, give it a pawn or playerstate reference that refers to the player/ai who set it down.

For example. If you take your BeginOverlap and EndOverlap events, and on both of them run the same function. This function checks if one state has been set. Lets call it bBombArmed. So If bBombArmed = true do nothing here, it's been set. If bBombArmed is false, then check if it's owner's pawn is overlapping still. If it is, do nothing. If the owner's pawn is not overlapping, set it to armed.

spiral sand
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have it so the player has to be slightly off from the center of the square and spawn it with an offeset...

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or use begin and end overlap like Authaer and Squize have suggested. (There be many solutions yo)

maiden wadi
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What is supposed to happen after the bomb is armed?

gentle urchin
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For bomb placing id just do a linetrace for the tile ahead of the player

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Centered so it'd hit any obstacle/item there

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Possibly 2 linetraces.. one straight forward first^^

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For walls

spiral sand
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or an alternative to Squize's idea a detection radius around the player instead of a linetrace, or an offset. Like seriously the list goes on for how to solve this sort of issue.

sonic crow
sonic crow
spiral sand
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offset from the player

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not the title centre

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the player has to be x-UU from the centre, it spawns at the centre.

sonic crow
gentle urchin
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Havnt played bomberman so dont have a good reference on it

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If it explodes after 2 sec regardless,

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Whats the collision for?

sonic crow
sonic crow
sonic crow
sonic crow
maiden wadi
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So you want it to ignore player collision until player leaves, and then player should not be able to walk over the bomb again?

sonic crow
gentle urchin
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But...

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The 2 seconds

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Will overrule?

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Or do you want to delay those 2 seconds untill the player leave ?

sonic crow
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The bomb will detonate regardless, I do not want to change the player collision only the bomb collision because it would make more sense

maiden wadi
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I feel like this might be better done on the player than the bombs.

gentle urchin
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I feel dumb for not understanding th use of collision here

sonic crow
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If it is done on the player I am happy to give it ago, but if i plant a bomb and I am next to a wall and my player has no collision I would most likely be able to walk into that wall

maiden wadi
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At bomb placement, get overlapping characters, and set their collision to bombs to none. On character's end overlap, if they are overlapping no bombs, set their collision to block bombs.

gentle urchin
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The bomb detonates 2 sec after placement. Collision is a non-issue

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Ohhhh

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I see, thanks Authaer.

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That made sense

sonic crow
maiden wadi
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Bombs should have a different collision than walls/floors. The bombs and the end overlap would only change the collision channel the bombs themselves are specifically using.

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This would keep your bomb collision on the bomb left alone, so no bugs with placement stuff, and let your players walk out of any bomb paths they find themselves in without being able to walk through walls.

sonic crow
maiden wadi
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Not quite, one sec.

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Are you using a Character base for the player character?

languid linden
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Does anyone know how to save and get material of a object. im storing material in material interface but it fails when material is not default material.

sonic crow
maiden wadi
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I would start by making your bombs collision only block one channel. By default, player capsule should also block this channel. Directly after spawning a bomb, check if player is overlapping the bomb, and if so set their collision to ignore the bomb channel. On player's end overlap, check if player is overlapping any bomb types, if so do nothing, if not set that collision channel back to block.

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It should eliminate most of your cases.

sonic crow
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When you say channels I assume you mean the collision capsule (I removed collision and physics from all other 'channels' including bomb sphere, sphere collision)

sonic crow
sonic crow
# maiden wadi Collision channels.

thanks 🙂 I will read all the docs I am familiar with this menu section, the terminology of calling it a channel is a new one for me but it makes sense.

languid linden
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im having problem with materials.

hoary junco
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Im trying to make a inventory hotbar for the player but this "Select" button doesnt want to be called from the "Hotbar" widget.
This pic is from the inventory widget

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This is from the hotbar widget

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Im calling it in 2 different widgets and it only works on the inventory

maiden wadi
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Where are you calling Select's OnClicked delegate?

hoary junco
maiden wadi
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Your hud object has an object named Select in it. Select has a delegate named OnClick that you're binding in both of those places, but where are you calling it?

hoary junco
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Or what do you mean

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Because the Use, Drop and Select works in the inventory widget but then I cant replicate it to the hotbar widget for some reason

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Its not calling the "SelectClicked" when clicking the select

surreal peak
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What Authaer means is that they just want to see where you call the delegate.
And that's meant literal. But I assume you placed the call into your custom button widget when you click the native button?

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If a click doesn't work, try using the Widget Reflector to see if there is something overlapping your button

maiden wadi
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It's a little odd that one of those bindings would run and the other not, unless those are actually two different instances of the same widget class.

lavish marlin
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hey, im new to unreal and im making a 3rd person platformer. At the moment i am using the default camera settings, is there a way to edit the sensitivity of the camera?

icy dragon
tawdry surge
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I think if you change them in the controller it's more universal

hoary junco
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The actual button works just fine because it calls the function on the other widget but not in the other

trim matrix
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I am trying to make vents, that when player interacts with in he will go into it, but the problem is that for some god damn reason I have Warning on linetrace by chanel and I don't know what the reason might be...

umbral ginkgo
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Trying to make an array, assign the index to a variable, and print the index to the screen but it only prints 0. What am i doing wrong?

tawdry surge
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You're never setting index because it's not connected to any execution pins

umbral ginkgo
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What would I connect it to then?

tawdry surge
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The white line is the flow of logic

umbral ginkgo
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Yes...

tawdry surge
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So the set isn't connected.
Connect it b4 the print

umbral ginkgo
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in set?

tawdry surge
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Since you want the print to use the index you set
It has to be set b4 you print

umbral ginkgo
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ok

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ill try it out

tawdry surge
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If you are trying to return the element at the random index you'll wanna set the index b4 " the chosen one"

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Then you can just plug the output into the get and clean it up a little

umbral ginkgo
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I connected set to the other set and it still only outputs zero

tawny hedge
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needs input exec

umbral ginkgo
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OHHHHHH

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wait but what would I connect it to

tawny hedge
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inbetween one of the nodes

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try between these two

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input and output both

tawdry surge
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Connect the back too..

umbral ginkgo
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Yea thats what I did

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it seems to be working now

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thx

tawdry surge
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Everything starts from an event node and flows along the white line through the connected nodes. If it isn't attached to the chain it won't happen

umbral ginkgo
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Ok got it

drifting condor
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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.

icy dragon
drifting condor
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ok ill try that. thank you!

trim matrix
icy dragon
trim matrix
icy dragon
trim matrix
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yes

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i tryed even place new linetrace

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Still the same

supple dome
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you are using the results of the trace before it even execute, the sequencer node executes top first then bottom

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try not having the second sequence node, and place the line trace before the timeline

icy dragon
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Shit, didn't even notice it due to cable spaghetti

trim matrix
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I did that but it didnt work, but I found out what was the reason

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I didnt check this

mild flare
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Hello 🙂

it might sound weird, but is there another, elegant way to check if a certain bone was hit (with projectile) using a branch for that right now

maiden wadi
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Not sure what else you'd want?

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I mean if you have specific bones you always check for, you could make a switch for it. But if it's just a single bone check, an if statement or branch is your only choice really.

mild flare
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reason why i ask is, i have a chain that checks if the killing shot of the instigating player was a headshot and then it fires an event in the playerstate that just counts up, to keep track on the players performance. now there is an issue, on the client-side everything is being calculated perfectly fine but the server just counts it once and even if the last (lethal) projectile hitting the head-bone it doesnt fire it again. so i am looking for a solution and was trying to workaround the branch to find the issue

maiden wadi
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Not sure I'd know how to help with that. Personally any damage would simply pass in what it hit and that would fire off whatever needs to be handled visually afterwards. Saving the last hit bone and calling the damage application or visual application elsewhere and referencing that saved variable sounds messy to me.

mild flare
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hmm people always told be to save individual player related data inside the playerstate? is that not correct?

maiden wadi
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In a very vague sense that is correct. But something like the last damaged location doesn't quite sound right. That's character specific data that doesn't really need saved in most cases.

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For instance. High level walkthrough of a character being shot in the leg with animation affects and floating damage numbers.

mild flare
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hmmm i will re-work then and just send the calculated numbers like "Headshot Kill Score" do the owning playerstate, ya?

maiden wadi
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Line trace, you hit the target. You get what bone was hit. You call a function saying "This bone was hit for this amount of damage." This could be a server call or local. Server might do checks after this call to see if it's relatively capable. But leaving that stuff out. You would simply check total health, subtract, if player is still alive, set leg damage state, the animgraph looks at this and polls from it. Then a multicast from this character that calls HUD to spawn a floating health widget for the damage display.

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This is all assuming no prediction. This topic turns from five minutes to five days when that gets added. 😄

mild flare
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lol ya haha

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but makes sense, thank you for your advice!

maiden wadi
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The point being that nothing is saved here besides the things that need to be. Two health variables. One for overall and one for the leg that animgraphs can use to check if the player might need to play a limping effect if you want that detailed. Everything else is passed through the chain of events and never actually written to a variable. It just happens and discards it or passes it along.

trim matrix
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hey guys

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Im trying to make it so that if my character is crouched and tries to jump or sprint , it will bring him back to idle

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instead of jumping or sprinting right away

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I did this for now

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but doesn't work

gentle urchin
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Plugging it right into the branch gives the same result

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If you want to invert it for any reason, then there's a "not" node

trim matrix
gentle urchin
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Yes , with a ==

sonic crow
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Not sure what I am missing, these are all default nodes in unreal. I am trying to check collision between player and bomb and once the overlap ends i want to change the state to block. The first image i thought should make it work because we are inside the bomb bp, we casting it to the palyer controller and then changing the collision response based on the overlap ending. Also i am now getting errors linked to my physics and collision not sure why or how to fix

swift mauve
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Has anyone run into issues on 4.27 where certain key presses aren't fired if Shift is held down?

sonic crow
trim matrix
maiden wadi
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Not really. If you're adding it in the construction script anyhow, why not just add it to the actor and edit it in the construction script?

sonic crow
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anyone know why this code does not work at all?

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you can get this affect with construction script, as you can see my grid was made in my construction script and editable in the viewport

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is this error bad? Constraint in '/Game/TopDownBP/Maps/UEDPIE_0_TopDownExampleMap.TopDownExampleMap:PersistentLevel.BP_BasicBomb_C_1.PhysicsConstraint' attempting to create a joint between objects that are both static. No joint created.

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i can and i can procedurally change the length the number of tiles the color etc...

sonic crow
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creating editable features they show this in this light tutorial https://www.youtube.com/watch?v=z1SD-d9yJmQ&ab_channel=UnrealEngine

Here in this video, we work inside our Light Blueprint on the Construction Script which we then use to expose parameters of our Blueprint that we can adjust inside the Level Editor. This makes it easy for us to have custom settings for each individual instance of our Light Blueprint in our level.

▶ Play video
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I have two custom events, neither one works, was wondering if i am mising something obvious

sonic crow
faint pasture
maiden wadi
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I'm fairly certain that Matty is looking to edit all of the component's properties and be able to drag it around in the actor's viewport as if it was a default component and such. It's a little different than being able to edit properties on the actor and have those update the components.

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You may be able to do this via some form of editor tools. But that is some deep dark territory of Unreal that you're not going to find many tutorials on.

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@sonic crow The bomb doesn't need to know anything about the player here. The bomb just needs to exist and explode and call like Apply Damage on stuff it hits. When the character sets a bomb down, the character themselves should check if they're overlapping the bomb and if so set their collisions. And on the character's end overlap, check if they're overlapping any bombs, and if not set the collision channels back to normal.

sonic crow
sonic crow
rigid fractal
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im doing a damage system and wanted to get the object that entered the player collision box, how i can only get the element that entered this area and not all actors with the 'enemy' class? im using the 'on component begin overlap' event

rigid fractal
faint pasture
faint pasture
rigid fractal
faint pasture
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Other Comp is the component on the Other Actor that actually triggered the overlap

sonic crow
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i am pretty sure there is something wrong here, how do i get my overlap to read the correct information

mild flare
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I really need some help, asked yesterday already but no response

context: I want to count headshot-kills and non-headshot-kills by players (FPS), I am storing these information in the individual playerstate.
In the chain I basically check if the last bone hit name = head and therefore count it as a headshot-kill, it works perfectly fine for the client.
but the server side never gets the check passed even if it was a headshot.

is there anything i have to re-think when it comes to store information in the playerstate on the server-side?

screenshot shows the check

i am stuck with this problem for many many hours now, re-worked the chain multiple times, tried setting this to reliable with no different outcome, hope someone can point out my mistake

worthy frost
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send the hit bone

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in the server function

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likely the server hits a complete different bone

trim matrix
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hey guys Im trying to make it so that when my character is jumping he cant jump before the landing animation

worthy frost
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server can hit differently than the client

mild flare
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hmm good call, will check the projectile/weapon blueprint

trim matrix
rigid fractal
trim matrix
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tried this but honestly dont know what im doing lol

faint pasture
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What are you trying to do to it?

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Say it was a Character, you'd go

Other Actor -> Cast to Character -> Launch Character or whatever

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If it was NOT a character, the cast would fail

faint pasture
sonic crow
trim matrix
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pls somebody help me

sonic crow
trim matrix
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Im trying to make it so that when my character is jumping he cant jump before the landing animation

faint pasture
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@trim matrixYou want to delay setting CanJump to true until the landing animation is done

trim matrix
faint pasture
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Right now you're setting it instantly

trim matrix
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you mean this?

sonic crow
trim matrix
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yeah

rigid fractal
sonic crow
mild flare
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@worthy frost check for the Last Hit Bone Name it is the same on client and server-end, any other idea?

trim matrix
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He told me I need to use the Event on Landed node @sonic crow

marble summit
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Not sure if this is the right spot for it, but does anyone know what "factory" is in the Create Asset? I'm trying to do some easy asset creation w/ an editor utility widget and can't find any data on what factory is

sonic crow
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Not sure which way is the best way to make this work

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Just to Confirm (EndOverlap) am i referencing the character mesh and the bomb correctly, alos should i put this in the level bp, how do i know if the BP is working

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here are some of the notes I followed created the BP "Instead of setting collision on and off, you can add or remove collision channels to your bomb, or update it's characteristics (switch them between block, overlap or ignore).

The idea is that your bomb, for the channel where your pawn lives, should be overlapping first (collisions on but on overlap, not ignoring the pawn), and then update that channel to block. If you need, take advantage of the custom collision channels.

The node that you would be using for that end is the Set Collision Response to Channel, that will give you fine grained control on the collision response between bomb and pawn.

Also remember that in order for End Overlap to work you need to have a collision between your bomb and your pawn, but one that is set to overlap on that particular channel. After you end the overlap, you can then update that collision channel to block. But if you don't have it set to overlap first, it won't do anything (it's not overlapping as far as the engine is concerned, so there is no event)."

swift mauve
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e.g., parent class implements shift input action event for sprinting, child class implements an action with the F key. If you hold down shift, pressing F doesn't trigger the event in the child class

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Wasn't an issue in 4.24, recently upgraded to 4.27, so not sure if it's a new feature/functionality or if something just got corrupted with the conversion process (or not converted correctly)

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actually, scratch that, there is functionality that doesn't work simply at all/fire the event in the parent class when the shift key is held

sly forge
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how do i delete a node from a blueprint without opening the editor?

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i disabled a plugin and forgot to delete the nodes it uses before disabling it now it keeps crashing everytime i try to open the project

swift mauve
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@sly forge You have to afaik. They are binary files. You can re-enable the plugin by opening the *.uproject file in notepad and setting the plugin to enabled.

sly forge
tidal wren
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udemy courses vs youtube tutorial

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which is best for learning unreal engine

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dont care money

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which one i shold prefer

raven geode
# tidal wren udemy courses vs youtube tutorial

I'm also a beginner, but I would say work through some of the official video and text tutorials on the Unreal website. If you are able to complete many of those tutorials and guides, then you should be able to progress by searching for more specific and advanced guides. If you find the tutorials hard to follow, then search for a youtube or udemy course that works for your learning style.

tawdry surge
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Depends on the course or channel.
Both can be good and both can suck

raven geode
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I'm invoking SetActorLocation and SetActorRotation from a child actor blueprint. The latter is working, but the former doesn't seem to do anything. Any thoughts as to why?

tawdry surge
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Is the actor movable?

raven geode
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The parent actor, its static mesh, and the child actor component itself are all set to movable

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as are the DefaultSceneRoot and StaticMesh of the blueprint

tawdry surge
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Well set actor should be moving the whole actor.
You probably want the set world or relative location nodes to mess with individual components.
It'd be easier to tell with screenshots tho

raven geode
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And this is the parent hierarchy

swift mauve
tawdry surge
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Ok. Im not sure what the goal is but it for sure shouldn't be on tick.
And you are setting the relative location so you're moving it 30cm forward on the local y axis. You also are just grabbing a random instance of the component instead of the one you are currently using

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So that's why it isn't moving

brazen merlin
#

Sphereoverlapactors

rigid fractal
brazen merlin
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Yes

rigid fractal
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oh yes, but what is this for exactly?

brazen merlin
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To get all actors around the player

oak fiber
#

i cant for the life of me figure out how to take control of a paper character

rigid fractal
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he is attacking everyone

brazen merlin
#

Please explain, in as much detail possible

rigid fractal
# brazen merlin Please explain, in as much detail possible

im doing a melee damage system, where the player attacks enemies, so i used a collision box on the player to detect every time an enemy approaches and save that enemy in a variable, so far so good
the problem is that when i attack a close enemy, the others that are far away also take damage, and that wasnt supposed to happen

rigid fractal
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but when there is already an enemy saved in the variable and approaches it does not save the other i imagine, it just replaces the value of the variable

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and what do i use to check if the variable is valid?

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alright, i will test

distant scroll
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can someone help?
i just dont get it, how is that something can be created in Construction Script yet doesn't work, only in Event Graph as Begin Play? here is in the picture what is it actually

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maybe i forget a Check button somewhere? cause i thought Construction Script would be reasonable here cause its more like in the map-building phase, and not on actual gameplay start
however, because its connected to physics/collision, maybe thats the reason?

rigid fractal
#

like this?

raven geode
rigid fractal
#

its not changing the value of the variable, that branch always goes to true

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ah wait

tawdry surge
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@raven geode unless it's being run by an input, you should pry use a timeline

raven geode
rigid fractal
#

is actually working, but when i press an attack key nothing happens
is this correct?

wispy star
#

Greetings, is there a way to get KillZ value from World settings in the BP?

rigid fractal
#

it actually worked, sometimes it goes and sometimes it doesnt
but anyway its taking the lives of all enemies at the same time :/
@swift pewter

brazen merlin
tawdry surge
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Quickest way I know for sure is get all actors of class->world settings class and get the first one.
But I think you can pry get it from the level BP too

wispy star
round shale
#

could someone help me with a spawning predicament im trying to figure out?

brazen merlin
brazen merlin
# wispy star enemy

would the enemy also spawn the same particle if they die by some other means?

wispy star
brazen merlin
rigid fractal
brazen merlin
#

help... maybe, propose a new solution, preferably

glad compass
#

my AddCharacterPitchInput isnt working, I know I am getting a value when I move my mouse, but it isnt turning my character. AddCharacterYawInput works just fine.

mild flare
#

need a little advice here,
context: i am building an fps and I store the player performance info like kills, headshots etc in the playerstate.
now i want to build a winning screen where the game displays the best performers in these categories, do i let the gamestate handle that? makes sense, right?!

brazen merlin
mild flare
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the info will only last as long as the match goes and into the end screen so i will keep my hands off the game instance now, thanks!

brazen merlin
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still might be better to store them there and clear them when a new round starts

unreal quail
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how am I supposed to interpto between two variable transforms with a timeline when it doesn't give the deltatime?

mild flare
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@brazen merlin hmm you are probably right

unreal quail
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what

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I guess I'll just use a lerp

gentle urchin
unreal quail
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wouldn't it not be the timeline's deltasecond tho?

gentle urchin
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What would the difference be ?

unreal quail
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timelines can tick at a lower rate than the world afaik

gentle urchin
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If so thats new to me

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Thought only physics could have sub frame steps

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Another question would be

unreal quail
gentle urchin
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Even if it could,

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What would the point be ?

unreal quail
gentle urchin
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Lets say it did, for the sake of the argument

unreal quail
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the interp wouldn't be executed correctly if deltatimes are wrong

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if I have an interp that's supposed to be over 2 seconds but I fire it every 0.5 seconds 4 times but I tell it I fired it every 0.25 seconds then it'll stop halfway

glad compass
gentle urchin
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Why would delta be wrong ?

unreal quail
#

...

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because it's the deltatime of the world not the timeline

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here's another good example

brazen merlin
unreal quail
#

I can link you that if you want

gentle urchin
#

Thats all good and fine

unreal quail
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and that is SPECIFICALLY because timelines don't tick as often as "tick"

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which means their deltatime isn't the same

brazen merlin
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even though ive heard in multiple epic videos that timeline is just a heavier timer

gentle urchin
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Simple test

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Add print to tick

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And to timeline exec

unreal quail
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actually I wanted a timer...

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thanks for reminding me of it's name

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but timeline is still more performant than tick

brazen merlin
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i would recommend a timer over anything else, but many ppl on here believe it is not accurate enough as tick

gentle urchin
#

Nobody argued its performance

unreal quail
brazen merlin
unreal quail
gentle urchin
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Even in the forum post you posted theres a comment about its ram usage. Wether thats better or worse compared to another performance metric is dependent on many other things

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If you care about optimization tho,

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Go cpp.

brazen merlin
gentle urchin
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Theres missing context to it. What you do on tick is more important than if you use tick or some other tick-like method

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Doing 1m linetraces is heavy regardless of if you do it on tick or on a timeline.

unreal quail
# gentle urchin Go cpp.

I'm using almost full C++ I'm just trying to do some visual stuff on blueprint to not have to recompile on every visual change

brazen merlin
#

i agree that a tick should not be run to decide when to do something or not, only for updating a value constantly because it needs to be. The video's suggestion of replacing tick functions with a timer or timeline are sound, thats what i would do. Tick is my last resort; usually timers are used instead

unreal quail
#

that's why I'm lost when using bp

brazen merlin
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i prioritize it as timer, then timeline, then tick

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it depends on control needed as well

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aside from theoretical performance difference, each also have slightly different features

gentle urchin
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They all serve their needs as i see it

#

Tick is perfect for things that are relevant on a frame to frame basis

unreal quail
#

well in any case it's a single lerp executed every turn change so I don't really care about performance

gentle urchin
#

Updating a transform faster than it can be rendered makes little sense to me

brazen merlin
#

if i could only have the last 30 minutes of my life back

unreal quail
#

for the 4th time

gentle urchin
#

Timelines run on the main thread,

#

So it shares tick

unreal quail
#

if your timeline ticks less often than the world, and you use interpto it's going to end too soon

#

and therefore your final transform will be only at 80% of the way

gentle urchin
#

And if it ticks more often, you're bugged out aswell

#

So doing interp on tick is good, in conclusion

#

Or on tick-like :p

#

To invent a new term

brazen merlin
#

i think some offness will happen regardless, its unfortunately called lag - best to set the location target at the end once the ticking/timeline finishes to account for it

gentle urchin
#

Timers cannot access anything beyond world tick either

#

Atleast not in bp

unreal quail
gentle urchin
#

Yepp

unreal quail
#

for me at least

brazen merlin
#

its a different setup

brazen merlin
#

not sure if better (vague) but for your needs, sure better

#

both of you just stated cases where it could

unreal quail
#

I mean with a timeline that has a float value the last update will always have the max value

gentle urchin
#

Yeah

unreal quail
#

which means it'll never be off

gentle urchin
#

Id imagine a lerp being clamped anyways ?

brazen merlin
#

on the finish exec of the timeline, why not set the desired value as insurance?

#

thats all im saying

gentle urchin
#

If you're going the road of not trusting your code or a lerp we're in for a whole world of pain😅

#

Way out of scope for this convo tho

brazen merlin
#

apparantly its not the code

gentle urchin
#

Was mostly for the sake of the argument, but fair enough^^

#

Personally i find myself using tick way more often than i use timelines or timers really 🥲

unreal quail
#

doesn't look nice to me

gentle urchin
#

^ if there was a big delta difference, yepp

#

Snapping like that is ugly

unreal quail
gentle urchin
#

Did you test this? Im surprised if thats true ^

brazen merlin
unreal quail
#

but as I said a lerp with a float value going from 0 to 1 in a timeline already fixes it

gentle urchin
#

True, im just curious for science

#

Ill test it tomorrow :p

brazen merlin
#

and what is uglier? it being off from the actual destination or a snap at the very end in case it is off

unreal quail
#

it's an edge case but well

gentle urchin
#

Just setting low fps should do the trick no?

unreal quail
brazen merlin
unreal quail
#

😅

brazen merlin
unreal quail
#

I don't use any tick whatsoever

#

it's kinda shit that timelines don't give you their deltatime tho

gentle urchin
#

All movement is tick related :p

#

Its shit if its not the same as tick delta

#

If they are equal then its fine

brazen merlin
unreal quail
#

yeah true

#

ok guys we can talk about the semantics of my sentence but I was hoping you'd get my point

#

if the engine didn't tick there would be no game

#

so let's not play on words

brazen merlin
#

lerp on a timeline, do it

unreal quail
#

I finished it before this debate even started

#

I'm going to push and sleep 😆

gentle urchin
#

Already ahead of you lol

unreal quail
#

this is what I ended up doing in case you were curious

#

nothing too fancy but it allows setting custom curves on the speed of the animation so it could be fun to play with

gentle urchin
#

Yeah timelines are great for that

#

You could achieve it with the interp aswell but more work for the same result

brazen merlin
#

That was the start of the convo 😋

hybrid ether
#

I have AI that have run behaviour tree. When I spawn those AI's to level their controller's beginplay doesn't execute. Image from controller and that print string doesn't execute why?

#

If I place that AI to level and press simulate it executes but if I use spawner (spawn actor from class) it doens't.

gentle urchin
unreal quail
gentle urchin
#

Event tick 😏

#

As they say, dont optimize before you need to optimize :p altho, i also try to stay ahead of it to atleast some degree.

unreal quail
#

I'm doing that on the level blueprint

#

I'll create a new actor called "handle camera interp" just to use it's tick

gentle urchin
#

If you plan on controlling some camera in such a way id probably just make an actor with a camera and do it on its own tick :p

#

Could set up pretty flexible control methods that way

rigid fractal
#

i literally explained the entire system, i just need a solution

brazen merlin
round shale
#

can someone help me make a spawner that does the following pattern
spawn both of 2 types of enemies, with random x number of enemy 1 and random y number of enemy 2, as long as x + y = z being the total amount of enemies i want spawned

#

i starting to get familiar with arrays but i have no idea how i could implement them in this kind of spawner

tight schooner
round shale
#

thank you, and i also figured out if im just doing 2 types of enemies i just need to use the random array of 1 enemy type and use the remaining total index for the amount of the other enemy type

tight schooner
#

Yeah, lots of ways to do it

#

Could also put a branch in the loop driven by a random boolean, which then spawns one type of enemy or the other

round shale
#

for example im getting 7 enemies and number of enemy 1 is randomly chosen at 4, you already know there are gonna be 3 second enemies

#

so i dont need to randomly choose for the last enemy type

gentle urchin
#

While loop (condition = amount to spawn >0) -> spawn actor from class (class = select class from bool(random))

faint pasture
#

@gentle urchin@unreal quail Y'all need to get big brain.

#

Then you can just fly the camera around however you want by changing those variables on PlayerController

gentle urchin
#

Thats neat^^

unreal quail
unreal quail
#

actually jokes aside I have a simple spectator pawn but I don't want to hardcore the transforms on it, it'd be too ugly

#

and I don't want to make some kind of hacky tag based or class based FindAllActorsByX just to find the two different positions the camera could get at

#

so Level Blueprint seemed to be the place to do that

faint pasture
unreal quail
#

and LevelBP is good to get the specific instances of the two camera actors to swap between that are placed in it

faint pasture
#

Timeline is just a temporary tick, really. Yeah Level BP is where I'd do a level specific thing like "camera swoops from this point to that point" but if it's a common thing just make an event that works on any level.

#

Typically cameras are moving every frame or at least have the capability so camera being controlled on tick is perfectly ok

gentle urchin
#

^ Exactly , anything thats relevant on a frame to frame basis is suitable to be updated on tick. Thats one of the best use cases for it i can think of.

#

Movement is one of those things

#

The cost of the movement is equal to the operation itself regardless of shere you put it. Event tick has overhead, and timeline has overhead. C++ version of tick got much less overhead.

lost solstice
#

Im trying to condense some of my event graph down into functions but when running the function version of a blueprint cluster it doesnt work properly but when called from the event graph it works fine. The function is being called off a thumbstick axis if that changes anything?

sharp temple
#

is it possible to make a login/registration system in blueprints for MongoDB without the plugin?

minor wolf
#

hey i have a class in C++ which im trying to map to blueprints, but im unable to use the Spawn Actor from Class node. my class derives from AActor which i thought could use that node. am i missing something?

gentle urchin
#

Should be all you need really

#

Rebuild with editor closed?

minor wolf
#

oh nice. i restarted the editor after i built. i built again with the editor closed and it works now? i guess the hotreload stuff was breaking it

honest palm
#

Hey there, I'm so confused, there's values going into these arrays but when I print the contents of the struct afterwards (or watch their values in the debugger) apparently they didn't get added, I have no idea why. Does it not actually change the arrays in the struct? I.e. does add array make a copy of the arrays from the struct rather than a ref? It just seems to add nothing.

#

It's meant to have these 4 numbers in each of the elements in the struct

#

I tried changing the get to a ref as it was copy before but that makes it worse, the debugger can't even seem to track it anymore

gentle urchin
#

There's a set members in struct node that works with struct references

#

So you'd need to feed the new arrays into it

faint pasture
honest palm
faint pasture
#

You can't get a struct and modify its fields, you need to actually set the struct.

honest palm
#

Oh god, ok

#

Ok finally it works, thank you very much for your help both of you :)

#

Darn, UE5 really does not like an array of structs of arrays lol

violet crystal
#

how do i like

#

see what a widget can do

#

I dont even know if thats the right question to ask because I'm really at my wits end with this

#

the widget in question must also have a class specified

#

i didnt start this code so I dont even know what that class is supposed to be or what constitutes one in blueprints

#

i just want to make a texture pop up when my player steps near a button

#

and also allow them to press the button

#

ive given up on making it so it only happens when the player is near the button and looking in its general direction because the less time i spend in blueprints the better for my sanity

#

legit should have just ignored my proffesors and learned cpp, and i'd probably be so much farther down the line by now

faint pasture
#

If you want to display an image in the HUD, spawn a UMG Widget and add it to the viewport

violet crystal
#

a texture is set and becomes visible in the hud

#

whats a umg widget

faint pasture
violet crystal
#

thnks

frozen spear
#

thank you, you solved my issue...i was having an issue getting a custom cone collision to return actors...it was not detecting actors that were not currently moving...turned out using this monstrosity of an auto generated collision for my custom shape was the actual answer for me as well

ionic crescent
#

Hello I am making an endless running for learning practice. I want to be able to go under obstacles, I have a duck down animation but as you can see my capsule component just collides instead of my character. Is there a way for me to use my characters mesh as collision for my objects? I have tried to alter the obstacle and the character collision settings to no avail.

#

If i make the capsule component shorter i can go under things but then i will always go under them, not because i ducked but because the capsule is just smaller. i wanna be able to duck under

#

Thank you very much for any help

brazen merlin
#

read around that area

foggy escarp
violet crystal
#

i already know c++ and i'm used to coding with scripts

faint pasture
#

You are not going to make a game without ANY amount of blueprint work so just deal with it.

violet crystal
#

with blueprints im not just new to unreal but also new to any kind of visual scripting

umbral ginkgo
#

I’m trying to temporarily disable all of the actors of a class with the exception of one that is chosen by an array. Does anyone know where to even begin with this?

#

Sorry if im slow to respond

trim matrix
#

hey guys
Im trying to make it so that if my character is crouched and tries to jump or sprint , it will bring him back to idle
instead of jumping or sprinting right away

#

I did this for now
but doesn't work

regal fulcrum
#

One thing I am not seeing in the UserWidget's PlayAnimation is a way to get the total time in BP. I am looking through the code and most of the methods are not exposed to BP at all... what I am I missing?

#

I want to fire off some logic after the widget animation has finished playing

#

I could just write some code to expose it in BP, but it feels like there has to be a built-in way to do this already

twin scaffold
#

Hi, can I ask a question about an error I'm having? Google wasn't much help for this one.

twin scaffold
sonic crow
#

i am trying to check if items overlap (i have two examples in the image neither works) not sure why it is not working or how to check if it is working

twin scaffold
umbral ginkgo
#

K thx

twin scaffold
trim matrix
#

Do I put this in the event graph of my character

#

or the third person character?

#

@twin scaffold

twin scaffold
twin scaffold
#

The selected component is the one I'm using for the check.

#

Here is the component in the viewport

twin scaffold
#

Now for my question:
I'm destroying an Actor and getting "pending kill" runtime errors for the various components. I even used IsValid blocks:

sonic crow
twin scaffold
sonic crow
# twin scaffold Which object needs to be aware of the end of overlap? or do both the player and ...

I am in my CharacterBP, I am referencing my BP_Bomb collision capsule. My character by default can walk through the bomb, once my character no longer overlaps, the bomb overlap changes to collision component type that blocks my character (from overlay to block). This would be to have the same effect as the Bomberman game, you plant a bomb once planted there is no collision until the character moves away from the bombh and then the collision box appears on the bomb preventing the character to overlay or walk through the bomb

sonic crow
brazen merlin
# sonic crow I am in my CharacterBP, I am referencing my BP_Bomb collision capsule. My charac...

So the setup I would go for:

Player has collision channel Pawn - note that it is the capsule collision we care about, not the mesh

Bomb spawns with collision channel BombSoft - similar to player, we should have a sphere or box collider with collision settings, not the mesh

Because the bomb spawns in Player location, BombSoft ignores Pawn channel. The Bomb's collider used EndOverlap to change its collision channel from BombSoft to BombHard - BombHard blocks Pawn channel.

twin scaffold
trim matrix
#

@twin scaffold maybe in the transition ?

#

idk bro

twin scaffold
# trim matrix

Unfortunately I am unfamiliar with that control feature. It looks like something else is setting those variables. So you must dig deeper.

trim matrix
#

fml

twin scaffold
#

IsCrouch -> Set Crouch is very strange 🤔

trim matrix
#

ive been on this shit for hours

twin scaffold
#

You may want to research however this works:

#

That may be the key

trim matrix
#

oh I know dw

twin scaffold
#

prolly good to know how it works anyways. Could be good utility in the future.

sonic crow
# brazen merlin So the setup I would go for: Player has collision channel Pawn - note that it i...

I have created two custom collision type one called bombsoft and the other called bombhard, i made the default one bombsoft and set it to ignore instead of overlap as you mentioned, and i tried to reference the overlap (not sure i did it correctly) and at end overlap i set it to bombhard that is set to block. I did this inside of my character BP, MY character collision capsule is on for collision and set to pawn. Print string does nothing. The main thing I need is to know if I am doing the overlap check correctly, pretty sure everything is wrong at this point

twin scaffold
#

If print string does nothing, then the problem is with your collision setup. Why is there an _Event_0 at the end?

sonic crow
twin scaffold
sonic crow
twin scaffold
#

It's a voice channel.

brazen merlin
sonic crow
twin scaffold
# sonic crow no idea what that is

I think I mentioned this before, but it may be better practice if you want the bomb to change it's profile, run the code in the bomb instead. It will make things easier.

twin scaffold
trim matrix
#

@twin scaffold

twin scaffold
trim matrix
#

@sonic crow hey bro

twin scaffold
gentle urchin
trim matrix
#

can somebody pls help me

plush storm
#

does anyoneen have a bp tutorial that they know actually works for multplayer (not on the same lan)

plucky copper
trim matrix
# plucky copper what u tryna do

Im trying to make it so that if my character is crouched and tries to jump or sprint , it will bring him back to idle
instead of jumping or sprinting right away

marble summit
#

Does anyone know of any good sources for learning editor utility widgets? I'm trying to find a way for a widget to edit the components of a blueprint, e.g. change the skeletal mesh hair on a blueprint

#

I've found how to do it on instance level actors but not in a way to save it out

brazen merlin
regal fulcrum
regal fulcrum
# plush storm can i host servers?

If you have to ask that question, then you are in for a world of pain to try to take that on. A simple listen server setup might be a better first step.

regal fulcrum
trim matrix
#

yeah I want it to go back to idle

regal fulcrum
#

Yes, that's where you would do it

trim matrix
icy dragon
#

Before setting Is Jumping, do a check if Is Crouching is true.

trim matrix
#

yeah

#

but I am on the right track

icy dragon
#

The pseudocode:

if (bIsCrouching)
{
   StopCrouching();
}
else
{
   Jump();
}
lost solstice
#

anyone know how i can get event graph blueprints to function the same way if they were inside a function. It does all sorts of wack things inside the function but works fine outside

gentle urchin
#

You should show some code that could highlight the problem

#

there's no immediate reason for a function to behave different from a correctly setup function

#

It being the case could be anything from wrong use of variables to wrong use of functions 😛

plucky copper
#

@trim matrix this

gentle urchin
#

the last one makes more sense^

plucky copper
#

much more lol

gentle urchin
#

also, i think there's an existing bool for crouching

#

in the cmc

#

makes sense to use that instead

plucky copper
#

yeah I think he already made a diff one from earlier post thou

gentle urchin
#

Yeah, I noticed. I'd suggest sticking to the state of the state handler ( the cmc) instead of trying to make ones own system that works in parallel ... imagine the pain when crouch gets invoked from elsewhere and the states are not updated properly etc due to this sort of thing

trim matrix
#

damn yo

#

it works but not my jumping animation wont play lol

brazen merlin
plucky copper
#

make sure set whatever bool you made after jump

gentle urchin
plucky copper
#

prly is jumping

brazen merlin
brazen merlin
gentle urchin
#

It's early, im still drinking my coffee lol

#

Me neither

brazen merlin
gentle urchin
#

is Falling is the temporary state of jumping

#

so thats also covered really

brazen merlin
#

use that one all the time

gentle urchin
#

I also think internally

#

they're interlocked

trim matrix
#

ffs mate

gentle urchin
#

so one cant crouch while jumping

#

and visa versa

lost solstice
brazen merlin
#

and for my needs, i also distinguish between jumping up and falling down with the apex event

brazen merlin
trim matrix
#

anybody see anything wrong

brazen merlin
trim matrix
#

I broke my jumping animation

#

might have to do a bunch of CTRL-Z

#

ffs

#

im fkin sick of this shit

plucky copper
#

no its easy

trim matrix
#

I know its easy that's why im so mad that I cant get it to work fk man

lost solstice
brazen merlin
#

honestly more confusing with them in functions

lost solstice
#

all this blueprints when its on the event graph works yet when its in the function it doesnt. it would just be easier to leave it on the event graph though wouldnt it

trim matrix
#

so

#

my jumping animation works

#

but

#

I CANT LAND ANYMORE!!!!

#

ARGHHHHHHHHHH

brazen merlin
lost solstice
#

probably

plucky copper
#

its probably you have wrong transition rules in animation bp

gentle urchin
brazen merlin
# lost solstice probably

get motion controller data is not getting the same data, it doesn't have the Select node like in the graph version

gentle urchin
#

I bet the values is not updated properly by the custom logic

trim matrix
#

IT WORKS!!!!!!!!!!

#

@plucky copper

#

BRO

#

YOU'RE A LEGEND

plucky copper
#

lol

trim matrix
#

HUGE SHOOTOUT TO ESTAMNIA

#

THANK SO MUCH DUDE

lost solstice
plucky copper
#

you can do one more thing I think

trim matrix
#

HAHA BRO

plucky copper
#

is change transition rule for start jumping to is falling instead of is jumping

#

if you know what that means

#

then u can remove the bool at end

brazen merlin
plucky copper
#

or just leave it if you want

trim matrix
#

yeah I think ill leave it but thanks for the tip bro

#

freakin saved me

plucky copper
#

lol

trim matrix
#

somebody give this guy a special role

plucky copper
#

gl on ur journey

lost solstice
trim matrix
gentle urchin
#

Love it when x works, y doesnt work, and whatever z is sent in screenshot is not what x looks like , but was changed at some point in time

#

Whats the point in spotting mistakes in something that deliberatly is different due to reasons?

brazen merlin
gentle urchin
#

That sounds like a plugin one could make !

brazen merlin
#

and no one here seems to know about the FREE Blueprint Snapshot plugin which can snapshot any size graph at full res

gentle urchin
#

Yeah that one is golden

lost solstice
#

i didnt even know that exists

round shale
#

ok i need help here badly, i followed a tutorial to make an animbp for an enemy character.

#

this works fine for the single spawned character, but when i have the character spawn an actor to do the same thing i get an infinite loop error here

gentle urchin
# lost solstice also sorry

No worries, it's very common, and is generally a positive thing from a learning perspective. It suggests that the person tried to fix it themself, which in turn show interest to learn.

#

Just hard to help directly without walking up the same avenues that you've already visited

brazen merlin
round shale
#

its just spawning an actor with the same bp but im trying to find a way to have the same animation bp apply to every spawned actor

timber knoll
#

That should be default if you set it in your blueprint

glass crypt
#

What's the fastest way to do interactive foliage? Whenever I chop a tree and the instance is removed there's a performance drop for about a second.

timber knoll
#

I think you might want to just not use foliage in that case 🤔

gentle urchin
#

Does it have to be removed?

#

How about just scaling it to 0?

#

At some amount of instances it may pay off to split it in several components aswell

brazen merlin
#

yo thats a good point, set hidden wont hitch as much as a destroy because of gc

gentle urchin
#

Cant toggle an instance hidden afaik

brazen merlin
#

sorry, i meant scale 0, in my head that means set hidden

#

i mean, it achieves the same as set hidden

gentle urchin
#

Makes sense. Yepp^^

brazen merlin
#

gunna be heading to bed soon lol

round shale
#

ok i solved my issue by making an external spawner

glass crypt
#

Ahh cool. I'll try scaling to 0. Thanks!

dreamy basin
#

Can anyone help me with any tutorial or any documentation for how to setup a laser blueprint with the help of line trace i am trying to make a laser beam gun

gentle urchin
brazen merlin
rapid robin
#

Hi all, I've added controller bindings to our steam game, however when I test it out, it only works with an Xbox Controller, not a PS4 (or PS5, apparently) controller.

So Xbox: fine in editor and fine in dev build.
However, when testing with the PS4 controller, the buttons/sticks do absolutely nothing, until you hold down the PS button. Then with that held down, some buttons do something (generally not what they're supposed to...).

Anyone else had this weirdness going on? I have a vague feeling that Steam Big Picture is trying to do something clever and is overriding bindings somewhere??

icy dragon
rapid robin
#

I take that back, just testing in editor with PS4 controller, and it's doing the same behaviour...... What have I done to deserve this?

jaunty pond
#

Hi all, I've created small vehicle system, how ever when I go and hit a car, its not simulating physics on the hitting car, all though it registers the hit. Anyone have an idea about this ?

atomic salmon
#

@jaunty pondif the actor being hit is not simulating physics at the moment the collision happens, it won't react to it

#

you need to manually Add an Impulse to it after you have turned on the physics

#

you can use the information from the Hit Results (Hit pin) to get the Impact Normal and add an impulse along it

jaunty pond
#

thanks will try

civic herald
#

Ended up figuring it out, I just had to resave like 30 assets. Now the shader compiles are gone. I guess if they aren't saved correctly they won't be able to be added to shader map and it'll just get recompiled every start up or something.

rapid robin
#

Update: I just launched the default ThirdPersonExample map in 4.27.1, and can control the dude straight away by plugging in an Xbox controller. Plug in a PS4, and nothing. Anyone any ideas what a dev needs to do to get PS4 controllers supported?

atomic salmon
#

@rapid robinhttps://letmegooglethat.com/?q=ue4+ps4+controller

#

😉

icy dragon
#

I'd say go with your damage type enum.

#

That being said, if you do use Unreal damage, you may also make a derivative class out of it containing the enum for the damage type.

jaunty pond
#

this is only happening with the skeletal meshes

atomic salmon
#

@jaunty pondto which component are you applying the impulse?

jaunty pond
#

I just want the car to react to getting hit by another car. Adding impulse is not ideal. When I hit a static cube or any other static mesh it reacts accordingly. But for whatever reason when I collide with a skeleton mesh the object never reacts.

hard crypt
#

Hey all, I'm following a tutorial updating my character Blueprint and for some reason I don't have the 'Integer + Integer' action (Tutorial on right and my screen on left) 🤔

supple dome
hard crypt
supple dome
#

yes

#

if you connect two integers into the add, it would be the same

atomic salmon
#

@swift pewterdifficult to tell by only reading your code. What you want to do is start adding some Print String to log some key quantities and check what happens when you have the double damage.

#

Is it because the event is called twice? Is it because the damage actor array has double entries? etc.

#

Irregular bugs are the most difficult to diagnose. That why you need to log the key values and, when it happens, go back and see what came with it.

#

That very likely happens because the event is called twice. You have to figure out why that is the case.

#

is it possible that something you are doing inside the loop re-triggers the event?

gentle urchin
#

@swift pewter it would seem you're trying to manipulate an array in a struct. you have to set the struct again for that to work, since you're effectively just working on a copy

rose elbow
#

So If you have root motion enabled does any code that affects the movement of the character become useless?

tidal marlin
#

Hello. How i can fix Execution Stack Overflow

#

I need collect many objects. And if i save project it crash

rose elbow
#

So with this code I was assuming it would move the player from its current location to 0, 0, 0 over time but instead it just teleports the player and I don't event have that selected?

gentle urchin
#

The alpha must be changed over time

#

In this scenario you'd want a timeline

#

If you hover the teleport bool you can see what its for

rose elbow
#

how would you connect the timeline to the Alpha value though? theres no kind of float output

gentle urchin
#

you must make it

#

double click the timeline

#

add a new curve

rose elbow
#

oh yeah ofc

gentle urchin
#

make the cruve however you want it

#

curve becomes output

rose elbow
#

forgot you had to do that

#

ok cool i'll try it out cheers!

gentle urchin
#

you must also cache start position if you want it to move according to the timeline with proportional speed

#

and it could be wise to block input once the move has been started

#

something like that

rose elbow
wary tinsel
#

is there a fast way to know where I have a compile error in all my bps without opening one at the time???

icy dragon
wary tinsel
#

GetVectorParameterValue called on MyMaterialCollection with invalid ParameterName 'None'. This is likely due to a Blueprint error.

#

because I get this as a warning, results is two different behaviour in editor and standalone

hybrid ether
#

Why this AI is stopping to trigger? Turret have trigger to check actors in side or outside range. But Ai move to stops to that trigger. In video I set runtime trigger radius smaller then you can see Ai goes further in.

willow phoenix
#

is there a way to "group" (ctrl+G) an actor to another via blueprints?

willow phoenix
strange solar
#

does anybody whether its possible to get a dropdown for the names of a datatable to be passed via a function?
i have to manually write the name if i plug this into the functions input

gentle urchin
quick kettle
#

Are there any more detailed bp api manual?

strange solar
gentle urchin
#

gameplay tag seem tow rok tho

#

altho, you'd probably want the row name as a default value, not as a function input dropdown ?

#

If so you can just input the entire row handle

strange solar
#

i need a function that searches out of the datatable so thats why i wanted to pass the row name

subtle nova
#

I'm sure this has been asked many times, but I can't seem to find an answer anywhere. I have an NPC that's a skeletal mesh, who needs to ride on a moving platform, but they're not moving with it. Having the skeletal mesh as a child of the platform doesn't do anything.

wheat herald
#

Hello, so using the fps template, i made a simple level blueprint that spawns an element (SpawnActor node) when i hit the play button. But i want this spawning event to repeat every time I shoot the element. Anyone has an idea how i can achieve that ?

gentle urchin
atomic salmon
#

@subtle novaif your NPC is a Character the ability to ride a platform is built inside the Character Movement Component.

#

@wheat heraldthere are few ways of doing it. One way is to have the "element" you are shooting at recognized when it is being hit and re-spawn itself.

#

I assume it is not re-spawning itself exactly as is and in the same location. You probably want it to re-spawn in a different location each time if this is a kind of shooting game.

strange solar
fossil skiff
#

Hey guys does anyone know how to do a system where when you are falling and you detect a ledge, you auto climb it like the als?

wheat herald
sage dune
#

getting an infinite loop error here but...why ? what am I not seeing here

atomic salmon
#

@wheat heraldin this case your actor only spawns on Begin Play. To generalize, you can create a custom Event called Spawn Me or similar. Then you can call it from Begin Play and from the Event Hit, after which you can destroy your current actor because it has been hit by the player

#

The effect is that your actor will spawn randomly on Begin Play and each time it is hit by the player

willow phoenix
willow phoenix
sage dune
willow phoenix
#

not 100% sure, but i would check if the thing you want to set a parameter on is "valid", because it seems you are destroying something later

#

where is your function called?

sage dune
#

DestroyVFX is a function in c++ that just destroys the pieces once they've faded out. Probably not the reason it gives an infinite loop error I think

willow phoenix
#

oh and the delay breaks your neck i guess.

sage dune
#

yeah

willow phoenix
#

you could set a timer by event on begin play

#

then you don't have to use a timeline

sage dune
#

yeah...I'll just do that then. Although it is going to bother me a while why this is happening. But yeah that settles it, thanks for the help!

willow phoenix
#

because you are making something dependend on something that you _wait for it are setting a little later

#

imagine the delay would be 2 seconds

#

you are running something of > 0 but you adapt it after the delay

#

so the script still runs, gets delayed and set to below 0

#

well i have no fkn clue, but thats my vague guess 😄

sage dune
#

aaaah yesss. I was looking at this in a very Unity kind of way. Of course, coroutines there yield the execution during wait, but not here.

#

Thanks mate, I can be at peace now

willow phoenix
#

thats the coolest thing somebody have ever said in here to me ❤️

subtle nova
atomic salmon
#

@subtle novaok then it doesn't have that capability built in. You will need to write some code to track the platform and have it move with it.

subtle nova
#

Hmmm, ok. I'll see what I can do! I was hoping there was an easy way to just lock the skeletal mesh to the moving object.

atomic salmon
#

@subtle novawell you can attach it to it at runtime, but it may not look good. It may work though.

daring adder
#

Dunno if anyone else had this kind of dilemma but I've been trying to figure out a good approach to showing/hiding widgets with a key press while simultaneously preventing the actual gameplay from handling other inputs. For example: when you open a character screen you shouldn't be able to move with WASD. The most obvious solution would be the SetInputModeUIOnly. But then the widgets won't be able to react to key presses unless all of them are already created and listening. Seems like a big overhead when dealing with a large project. The input handling logic would also need to be implemented separately in each and every one of them since they each use different action mappings.
So far all of the show/hide logic is in my player controller and the widgets are created once they are needed, not all at once. This approach however causes my abilities, camera etc. to be able to be interacted with while a full-screen widget is visible and InputModeGameAndUI is set.
Does anybody have a guideline for this kind of situation?
Edit: Forgot to add that widgets don't seem to be able to listen for inputs while in InputModeUIOnly. This makes it even harder because now it would be tied only to keys and not action mappings.

atomic salmon
#

@subtle nova Check out Attach To Component

icy dragon
daring adder
icy dragon
daring adder
#

Wouldn't that cause the controller to stop receiving input regarding UI open/close?

#

Or is that pawn-only?

icy dragon
#

That's pawn only.
Unless you somehow handle the UI input in the same pawn class.

daring adder
#

So that would mean that only the controller receives all input presses... Hmmm... That might actually be good! It would help me separate all of the game logic from the controller logic.

#

I'll test that out. If you remember anything else, feel free to tag me again

#

Thank you for your help 😄
Edit: Seems to be working nicely. Doesn't even interfere with my other input systems that I have in place. I think that was it!

vagrant flicker
#

Hey. Can I get little help? I am trying to make a sphere that on hitting object spawns an explosion and destroy itself.

When my character is standing still its working, but when it's moving it glitches and spawns the explosion to the character itself.
https://imgur.com/a/2g0Mymd

Here are the BP's:

https://blueprintue.com/blueprint/6mas0-y_/ - Push Spell
https://blueprintue.com/blueprint/or3m8n5m/ - Explosion
https://blueprintue.com/blueprint/njbqd98s/ - Third Person Character

#

What am I missing?

faint pasture
#

@vagrant flicker Make the sphere not collide with the character that spawns it.

vagrant flicker
#

@faint pasture Oh... I am feeling so stupid right now. Thank you very much! It worked!

#

I thought I had some BP issues

#

Any thoughts how can I make the actor to destroy after seconds even if did not hit the objects?

#

Cannot find a way to make "if hit" else " "

#

The event hit does not have pin for the statements

daring adder
#

Sure, that's easy

#

Just set a timer when you fire it (on its BeginPlay for example)

#

When the timer finishes, destroy the actor

#

If the actor is destroyed early you might need to clear the timer but I'm not sure if it doesn't clear automatically already

#

Just for safety I'd add a ClearTimer node before DestroyActor

vagrant flicker
#

I may just add "delay node" that way maybe I wont clear the timer

#

instead of timer, is it good practice?

#

OnBeginPlay -> Delay 3 sec -> Destroy Actor

daring adder
#

Depends on where the engine keeps the delay info. If it's the same actor then it would be cleared along with it. I might be wrong but I think delays are kept separate so deleting the actor would then result in the delay refering to a null

#

Why don't you just test both solutions and see how they work? They're both really simple to implement

#

You'll get some experience from it as well 😄

vagrant flicker
#

Thank you very much!

uncut lark
#

How taxing are dynamic material instances? Im thinking about recreating the animations sort of like how Fear Effect did the faces and such where the texture just changes on the face

icy dragon
uncut lark
#

gotcha

#

okay, Ill try messing with it and profile it a bit. Just a passing thought is all

brazen merlin
vagrant flicker
#

Nice, so instead destroy actor after delay i can just say set life span

languid linden
#

im trying to get all the static mesh components but it keep giving me actor components :<

maiden wadi
brazen merlin
faint pasture
maiden wadi
#

It's just that whoever wrote the function forgot the specifier for the auto cast on the array. 🤷‍♂️

languid linden
#

thanks bro

brazen merlin
languid linden
#

finally got working, i was struck on this for week. you guys are real god send help.

#

🥰 👍

vagrant flicker
#

Is there a way for the sphere to collide with the object that "simulate physics" is off? I am experiencing troubles, my so-called projectile (the sphere) collides only with "simulate physics" objects and pass through others

#

Tried different collision presets for the ball and objects that are unticked simulate physics, nothing worked

faint pasture
vagrant flicker
#

This is the sphere, and the pillar. Sphere goes through the pillar.

#

The sphere collides only with the object that are ticked with "simulate physics" and ignores my character

wheat herald
faint pasture
#

@vagrant flicker I'm pretty certain that projectile movement component likes to move the root component. Replace the default scene root with your sphere collider

wheat herald
#

where should I have created it?

atomic salmon
#

I understood you had a shoot at target spawning and re-spawning itself

vagrant flicker
#

@faint pasture Thank you! It worked. Now the sphere is bigger than usual, but I'll try to adjust the radius

atomic salmon
wheat herald
#

this is the level bp, here i've added the custom event as you said @atomic salmon

#

and this is the projectile bp, where i added the last node trying to destroy the object, but i can't target it

dawn gazelle
# brazen merlin i think you want to Cast it to the specific actor and from that cast, access the...

@languid linden This isn't the answer... The thing is if you hook up an array of a specific type to the loop which takes a wildcard array, it'll set the type that gets output for each object.
You can see in the first screenshot that it's giving me "Instanced Static Mesh Component" on the array output because I connected the array pin to the foreach loop after choosing the component type.
In the second screenshot, I've selected "Skeletal Mesh Component", but the output pin on the array is still an "Instanced Static Mesh Component".
What likely happened is you hooked up your Get Component By Class node to your loop before selecting the class.

The proper way to fix the problem would be to disconnect everything from the input and output of the array, set the class on your Get Component By Class, then reconnect your array output pin to the array. You'll then have the appropriate object type being output in the loop, with no need to cast.

brazen merlin
dawn gazelle
#

Sorry, not meant to be offensive in any way.

languid linden
dawn gazelle
#

The cast works, sure, but it's completely unnecessary if you connect the loop pins after selecting the class of the component you're looking for.

brazen merlin
modern musk
#

Hey, probably a bit of a noobie question, but I've read that avoiding excessive use of casting in blueprints is a good idea, as when you cast to a specific class it calls all instances of that class (rather than just the single instance you may be attempting to access). I was just wondering if getting a reference to the class via an interface avoided this problem or not (i.e., if instead of casting from object A to Actor class B, I implement an interface called "GetActorB" on Actor B and plug a "Self" node into it, then call that interface on Object A)?

quick grove
#

guys do u know how can I use a delay in a function?

dawn gazelle
languid linden
quick grove
#

ok thanks!

dawn gazelle
indigo bough
#

Forgive me if this is an easy math question, but I want to set the position of the root component (the middle block) to be an exact (variable) distance from the furthest left point, while also being center between the other two points on the right. Is there a way?

#

(Ignore my terrible 'straight' lines)...

velvet dagger
#

plz healp

tawdry surge
#

@modern musk yes. That's kinda the point of interfaces and event dispatchers/delegates

#

Does anyone know if the launch character node is dependent on anything?
I'm using it for a walljump and it seems to only work a fraction of the time

faint pasture
#

@indigo bough Here I'm calling the 3 points left to right as Point1, Point2, Point3. The center of your 2 right points is Point4 = (Point2 + Point3)/2 And your TargetPoint is Point1 + Distance * Normalize(Point4 - Point1)

#

I'm sure there's algabraic ways to simplify it to one expression but I'm doing this on a phone.

faint pasture
austere cliff
#

So I have a projectile that when it hits a player I get the bone name and so on, but the problem is my capsule component is in the way, is there a way to make my projectile ignore my capsule component

willow phoenix
#

how much details do you need? what are you struggling with? if you just need the gravity, its under "character movement"

velvet dagger
#

I'll mess about with the gravity thing though, thank you :]

willow phoenix
#

there is a function called "is falling"

#

use this and the "and" bool, check if jump key is pressed

maiden wadi
austere cliff
#

Will look into that thanks

willow phoenix
#

@velvet dagger

#

hope that helps 🙂

tawdry surge
#

@faint pasture If you were asking if I'm sure I'm not immediately hitting something
I shouldn't be. It's supposed to make the player launch backwards while climbing on the wall, so I'm up off the ground when it's fired.

autumn plover
#

Most of my project is done in rpc, but I noticed when emulating latency clients input begins to to delay and becomes less responsive. Is there an easy fix or do I have to change all server rpc's to client then server?

lofty smelt
#

hello guys

#

i followed a tutorial on a dialog system a while back

#

and everything worked fine up until recently when i edited some stuff

#

i just checked the full video again

#

everything seems the same but isnt functioning the same way

#

does anyone have any idea on what i did wrong or is anyone willing to walk through the system with me to see what the issue is?

#

please im genuinely freaking out lmao, this was for a school project which was due last week

#

and its decisive for my final exam

willow phoenix
lofty smelt
#

im first trying to get somebody to help

#

are you willing to help?

lofty smelt
willow phoenix
#

but its impossible to help if you do not even provide any information besides "im doooomed"

lofty smelt
#

IM DOOMED

#

mr

#

its quite a few things

#

i need somebody who's actually willing to help with all this

#

no im actually looking for someone to join vc with me

#

so i can share my screen

#

bcs uploading this in screenshot aint an option

velvet dagger
willow phoenix
#

and from there you can get/set gravity

velvet dagger
#

Omfg

#

Thank you so much :]]]

lofty smelt
#

okay so basically

#

this behavior tree should be ran

#

but i just get the first part

#

and cant skip through

#

nothing

willow phoenix
#

well, its running from left to right /top to bottom, depending on what you expect the "ai" to do

lofty smelt
#

ye ye i know that

willow phoenix
#

if you would zoom a little further out, i think i could reach that tree from here

#

😄

lofty smelt
#

but the code is bugging

#

lol

willow phoenix
#

x doubt. pretty sure you fucked something up

lofty smelt
#

where

#

how

#

its so hard to explain

#

without being able to show and tell

willow phoenix
#

well, if you are too lazy to provide some screenshots and a description, im not wasting my time trying to help you lol

lofty smelt
#

its not about being lazy here

#

its just too much

#

because i dont know where the issue lies

#

i can send screenshots of everything i have

#

it will take ages for them to upload already

#

its a dialogue system

#

i press on a character

#

it shows dialogwidget

#

i can reply

#

this is all defined in the behavior tree

warm swallow
#

Is there a more organized and clean way to do this?

willow phoenix
#

you can just set them in the default settings?

warm swallow
#

I could

willow phoenix
#

if you have to, just go right click these and collapse nodes. problem solved 😄

warm swallow
#

Oh yeah, thanks

willow phoenix
#

im in good form today lol

#

damn you katniss, my nemesis! :reeeeee:

#

xD

#

What mental illness does Katniss have?
Katniss's symptoms suggest that she might have post-traumatic stress disorder (PTSD), as well as Major Depressive Disorder (MDD).26 Mar 2015

#

you activated my trap card!

#

best part is

mild flare
#

quick question!

i have a scoreboard where the players appear depending on the team they are playing for. how do i sort them or put them in order depending on how many points/kills a player has? like player with most kills is on top?

willow phoenix
#

good optimaziation tips here

#

i made it exactly 9000, so vegeta can still bugfix scan it

quick grove
#

guys do u know how can I create a lava material which is animated?

mild flare
#

@willow phoenix ty! will try to make it work 🙂

#

@willow phoenix you set it in the gamemode, its also possible to to that in the gamestate, right? or whats the difference here?

willow phoenix
#

leave blueprints alone! >:/

mild flare
#

ok lel, thank you! do you mind if i ask questions as i try to copy your bp? 😛

willow phoenix
#

i know, made me look up c++ xD

mild flare
#

@willow phoenix already have a question to the input you did on the beginning of the function, what type is that input?

willow phoenix
#

i made a struct where i put all of the stuff i needed in my leaderboard

#

names, score, deathes etc

mild flare
#

oh ok

willow phoenix
#

it really was.

#

stuff kept breaking and when i was done i just wanted to save it. and after that i wanted to limit my scoreboard

#

and this was the moment i decided, im going to be a unemployed youtube-consumer

#

youtube removes dislike button? no problemo, just download some plugin that connects to the api and shows the publicly saved dislikes they now hide

#

youtube fixes this fauxpas? just add random numbers from 1-5000 as dislikes

willow phoenix
#

here you go mate

quick grove
#

do u know a place to find HD lava textures for UE4?

willow phoenix