#blueprint

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quick grove
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ok thanks

digital palm
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Hey, little problem with a line trace and a knife. As you can see on the picture, there is only one line trace, it's not working on every tick. I'm doing the linetrace inside a base weapon class so when the left click action is called, I'm firing the line trace function. Any idea?

velvet dagger
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I have a question that might be a littleee stupid but, does the amount of code affect a games size?

willow phoenix
velvet dagger
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Thank you guys :)

willow phoenix
digital palm
willow phoenix
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with the knife??

digital palm
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yes, no?

willow phoenix
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you want to have a lasergunknife that is permanently shooting?

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you could have a box collision on that knife and on overlap deal damage.

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i guess that would be more suitable for a knife

digital palm
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Yea and only damage if attacking, ok sounds to be a better idea

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tks!

willow phoenix
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np:)

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procrastination on a whole other level for me today

eternal drum
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Help

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Why does this move the uv map

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and this tile it /make it bigger?

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does it have to do something with the U and Vtiling values?

earnest tangle
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think of how the maths and values work

brazen merlin
earnest tangle
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in ths first example you always add the same amount into the coordinate

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so for example 1 + n, 10 + n, whatever, so you get an offset

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the second one works much in the same way but with multiplication

eternal drum
brazen merlin
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adding and multiplying give two different results as you have posted

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TexCoord + 2 would look like TexCoord. TexCoord * 2 would show you the texture tiling twice

earnest tangle
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You need to understand the maths and how it works

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1 + 2 = 3, 2 + 2 = 4... but 1 * 2 = 2, 2 * 2 = 4, and so on

brazen merlin
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yes but TexCoord + any whole number won't look as anything as really changed

earnest tangle
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Yeah it's just an example because it's easier to do maths in my head with full numbers lol

brazen merlin
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it is, but to understand what adding does (in the case of uvs), it shows its effect with decimal numbers

brazen merlin
eternal drum
earnest tangle
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this is a great video on this topic btw, with very good visualizations that will help you get a better intuition for the math https://www.youtube.com/watch?v=IUZ1exyk6hw

In this episode of 5-Minute Materials we look at the basic math operations; Add, Subtract, Ultiply & Divide. These are THE most common shader math nodes you'll be using in the shader graph and are vital to achieving any level of success with your materials. I've tried to keep this as broad as possible to try and offer a basic understanding of wh...

โ–ถ Play video
umbral ginkgo
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hi y'all

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Yesterday I asked on here how I would use an array to randomly select a random actor of a certain class and disable all of the other actors of that class temporarily (I have already managed to get the array working). Someone suggested I use the for each node to check each actor and use a tag for the one I don't want disabled.

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how tf do i use a for each loop to do that

brazen merlin
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so you've got a bunch of actors and some have tags?

umbral ginkgo
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Yep

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or waiot no

brazen merlin
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and what you want to do is get just one actor from that array at random?

umbral ginkgo
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i misread that

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I just realized that this is very confusing to read

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Ok, what i need to do atm is assign a tag to an actor chosen by an array

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which sort of leads into what I wrote previously

earnest tangle
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so you have the actors in an array? and you need to pick one from this array at random, and disable the others?

umbral ginkgo
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but the problem is the array only gives the number of the chosen actor

umbral ginkgo
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except the array already works

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i just gota disable them

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if that makes sense

earnest tangle
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use Random From Array to pick a random one, then foreach loop the array and disable any actor which does not equal the one you picked at random :)

brazen merlin
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you dont need a for loop

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it sounds like all you need to do is pick one and give it a tag

umbral ginkgo
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yes sort of

earnest tangle
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You don't even need a tag for this.. just stick the selected one into a variable

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(important to do that from the random from array node, otherwise it will keep getting new ones at random)

brazen merlin
umbral ginkgo
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Yeah I realized how poorly written it is

earnest tangle
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yeah it sounded to me like the tag was just a suggestion previously :)

umbral ginkgo
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yes the tag was

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tag and for each loop were

brazen merlin
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is the tag important to determine if it should be disabled or something?

umbral ginkgo
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no the tag was what someone else suggested to assign to the actor chosen by the array

brazen merlin
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oh

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so without too much technical jargon, what are you trying to do?

umbral ginkgo
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ok, I have a bunch of actors in the scene and one is randomly selected by an array. What I'm trying to do is disable the other actors except for the one selected by said array

brazen merlin
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what do you mean by disable?

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the rest makes sense

umbral ginkgo
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So the actors are triggers

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and I want only the selected one to be able to be triggered

brazen merlin
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the last node isn't right, but i think you have already

umbral ginkgo
brazen merlin
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this is actually more preferred

umbral ginkgo
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this is what my code looks like atm for the array

umbral ginkgo
brazen merlin
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this is assuming that all are enabled, so only disabling is called

umbral ginkgo
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Oh, could I use random instead of last index?

brazen merlin
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getting the length then a random int is what this node does, yes

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two nodes in one

umbral ginkgo
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huh came here to try and implement a new function and ended up neatening up my code lol

brazen merlin
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always a good byproduct

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btw, in case the one that is chosen is also disabled, it would be to be enabled, so:

umbral ginkgo
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Ok, will have to try and implement this

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i'll come back if i have issues

brazen merlin
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rgr

umbral ginkgo
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(expect me to come back in 10 minutes completely and utterly confused)

brazen merlin
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10 min? thats not too bad

umbral ginkgo
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Could be worse...

true marsh
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Is there a way to check if an AI is on a navigation mesh?

earnest tangle
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you could try projecting its position to navmesh and seeing if it's different by a sufficient amount.. might be some other ways besides this too

eternal drum
true marsh
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@brazen merlin Perfect thanks!

umbral ginkgo
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this'll probably be more helpful on second thoguht

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what'd I do wrong?

brazen merlin
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hmm, it might be the wrong data type

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right click that warning node and refresh, might also be bugged

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refresh it then compile to double check

umbral ginkgo
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oop

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it was buggewd

brazen merlin
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ah ok

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wasnt sure with an array name "actors" since you have a specific class

umbral ginkgo
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huh didnt know abt that

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thx

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now to test it

brazen merlin
umbral ginkgo
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Yeah, that will probably save me many hours of confusion as to why something isn't working

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also it worked

brazen merlin
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great!

umbral ginkgo
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I'm amazed by your knowledge

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thank you as always

brazen merlin
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for sure

flat coral
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Any advice for cleaning up blueprints like this, which aren't completely fucked, but are definitely still a little fucked?

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(Other than "less inputs", I know it's got too many inputs ๐Ÿ˜ฆ )

cunning hornet
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That honestly doesn't look too bad in my opinion

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I know that's probably not what you were wanting but, I'm unsure of what I would change :/

flat coral
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Honestly that's actually useful feedback. I'm self-taught and working alone, so I have no idea where the bar is for how messy a blueprint can be

cunning hornet
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I was wondering if anybody would have advice on how to fix this unwanted behaviour? Currently I have set input bindings to help pan the SpringArm of my camera to rotate either 90.0 or -90.0 degrees based on whether the user uses the L/R triggers (Q and E on keyboard).

However, whenever the SpringArm's rotation is set to 90.0 or -90.0, the character's rotation will snap back suddenly and I'm unsure how to fix it.

The game has the rotation and shoot mechanics tied together.
I use the Arrow keys to control the rotation.

Here's a video showing the unwanted behaviour (will show it working at first then the unwanted snapback after)

brazen merlin
cunning hornet
flat coral
cunning hornet
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Sorry for how outrageously large and messy this is (I've had to split up screenshots into 3 images)

flat coral
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Haha suddenly I feel better about my little BP

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Hold up, am I reading it right that this starts with a "turn left / turn right" input, and ends with firing a rifle? sorry if this is too into what your game is, but are those... separate things usually?

cunning hornet
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it's supposed to be a twinstick shooter, so whenever the character rotates they will also shoot (like Geometry Wars)

flat coral
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Actually that's my advice is to break this all up into different events / functions. Like unless I'm wrong the last screenshot is just literally the exact same thing 4 times. Whenever you find yourself duplicating logic like that, it's an indication that you should consider making it a function

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Also iirc input axis events fire once per tick while the axis is held right? If the tickrate is shorter than those delays, you could run into weird race conditions

umbral ginkgo
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If anyone is familiar with unity, in it is a system where next to each game object (actor in ue4) is a check box which enables/disables the game object it belongs to. When it is disabled, the game object is not visible and cannot carry out any scripts attached to it. Is there anything similar to this in unreal engine?

cunning hornet
flat coral
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(And half the time, you'll fix the bug by accident and not even know what happened)

cyan token
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Can i switch to c++ as i learn it more if i want or is it all one?

flat coral
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You can defs mix and match blueprints and C++ in the same project. In fact, I think most have to: Some stuff like the UI system doesn't really have C++ support, or at least it didn't when I first looked into it a looooong time ago.

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Now what I'm NOT sure about is what actually changes when you pick C++ vs Blueprints when creating a project.

earnest tangle
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afaik all it does is it just creates some source files for you

quick lance
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are timelines the only alternative to event tick if you want to do something very often?

earnest tangle
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nothing of actual consequence differs

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@quick lance just use tick if it needs to tick

winged sentinel
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Would anyone know how to implement look acceleration? I tried a time line and a float curve and neither do look acceleration correct

quick lance
earnest tangle
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That's a very very cheap check if you use a bool or an enum or something

spark steppe
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also timers exist

earnest tangle
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you can also disable and enable tick, no reason to use timers to emulate it

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(and unless you manually uncheck the checkbox, all your actors tick by default)

spark steppe
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but it can get quite messy with a lot of frequent things

earnest tangle
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Yeah it's one of those "it depends" things :)

spark steppe
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and if you don't want to do something every tick, timers are way cleaner to implement

quick lance
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so far I have basically nothing using tick, and i was hoping to keep it that way.

earnest tangle
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something like checking if the actor should receive some kind of knockback physics effect or such based on if(BeingKnockedBack) { stuff } is so cheap you won't even know it's there

flat coral
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Actually that brings up a question I had the other day, which is, if a tick pipes right into a branch to nothing, is that as cheap as it sounds?

earnest tangle
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Set Actor Tick Enabled can also be used to manually turn it on and off at runtime if you find it useful to be able to do so

quick lance
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that makes sense. My ultimate goal with that question was in search of a way to have my character move forward during an attack animation. like dark souls or DMC

earnest tangle
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@flat coral yes, empty branch does nothing, so the cost of this would depend on what the condition for it is

flat coral
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Let's say it's just a boolean on the class (of course you could disable tick in that case but y'know)

earnest tangle
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Yeah boolean checks are very cheap to do

azure smelt
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Hey can someone please help me with some blueprint stuff? I'm using a plugin called "VRExpansionPlugin" and I am trying to set up the player pawn in my game. I copy pasted the player pawn from the example project but the blueprints are coming up with errors. My first problem is that the Variable type "Enum MovementMode" Doesn't exist in my project but does in the example project. I couldn't find where this Enum came from or how it was made. What do i do here? I would really appreciate a hand.

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These are the nodes from the example project.

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These are the nodes from my project.

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Don't worry haha i found what i need

flat coral
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For future reference, I always like to port the example project over in its entirety, and then delete what i DONT need

mint grove
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hello everyone im trying to set up 2 handed weapon handling for my assault rifle ive followed vr macros video to the letter but it doesnt seem to want to work i cant get the overlap to work

velvet dagger
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I feel bad and lazy for sticking to the 3rd person template, does it make me lazy if I were to finish my game with the main character built off of a template?

velvet dagger
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I really hope that's the case because I don't want people to play my game and be like,"Wow this character is literally built off the third person template? Man that's low quality AND low effort"

azure smelt
brazen merlin
velvet dagger
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Thank you guys a lot for the feedback and the tips :)))

flat coral
# azure smelt I prefer the opposite

So I could specify, the reason I port the whole thing then delete is so I can leverage the reference finder tool when deleting, it'll automatically make sure the deletes are safe

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So I don't accidentally remove something I actually need

lucid ingot
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LOL im sorry but as a dev this looks like a BP to me...

gusty axle
lucid ingot
gusty axle
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the filth of ue blueprints ๐Ÿ—ฟ

winged sentinel
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im trying to use a timeline to make accelleration only for my xbox controller, and it works except when i release the stick im still spinning

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is there a way i can get it to scale up, just like games with aim acceleration?

winged sentinel
lucid ingot
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but let me look

winged sentinel
lucid ingot
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on finished your never completing a cycle

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it will always update the rotation and never finish

winged sentinel
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i see, i thought stop was suppoed to take care of it

lucid ingot
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look at your graph ๐Ÿ™‚ your adding the yaw to the update

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thats a crazy way to calc accel tho!

winged sentinel
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lol ik i tried this too but nothing happened

lucid ingot
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what are you overall trying to accomplish?

winged sentinel
lucid ingot
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acceleration over time with stick input?

winged sentinel
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not just linear input

winged sentinel
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it makes it a lot easier to aim with a joystick, at least for me

lucid ingot
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man. I remember my xim4 days trying to prevent this LOL

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i remember a solution

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let me see if i can find it

winged sentinel
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thank you, ive been like scanning google for hours now lol

gusty axle
lucid ingot
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where did i find this video.. this is going to drive me nuts!

vocal sand
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hey sry yall, i came for some expert advice, i know nothing about the program, but have a friend who is taking a class and going insane cuz he cant figure out a problem that is probably easy for yall

winged sentinel
vocal sand
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he is trying to have his character step onto a platform and then the platform forces him in a certain direction, anyone that can help ill pay

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but need asap, like let me pull you into disc to explain

winged sentinel
lucid ingot
vocal sand
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ill pay 50 right now (just dotn tell him im payin gyall)

lucid ingot
winged sentinel
vocal sand
winged sentinel
gusty axle
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Well literally conveyor like you said, you step on it and it moves the character\objects

lucid ingot
winged sentinel
vocal sand
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ok, with that his "conveyor" is based of an arrow that slowly spins, and hes trying to force the player to move based on the current rotation

lucid ingot
winged sentinel
gusty axle
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You can make a box collider that has the same boundaries as platform itself (same size basically) and when any object overlaps the box it adds it to an array. In tick function make ForEachLoop, get object location, add to object location platform direction vector multiplied by DeltaSeconds and multiplied by Speed. If object ends overlap just remove an object from array

lucid ingot
gusty axle
lucid ingot
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The way its coded, you either do it his way, or nothing works btw.

winged sentinel
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except for god damn aim accelleration lmfao

lucid ingot
winged sentinel
gusty axle
winged sentinel
lucid ingot
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you have to do it all yourself with even more code.

winged sentinel
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like ill go from 80 to 40 back to 120

lucid ingot
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that i have no idea.

winged sentinel
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eh i gotta check it out then maybe im doing too much shit on tick

lucid ingot
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but like i said, write your own tagging system, write your own movement component. forget what he taught you. recoil is a breeze.

winged sentinel
lucid ingot
winged sentinel
winged sentinel
lucid lynx
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Is there any reason why an AnimBP's BeginPlay event would fire twice? I first thought it was just two of the same actor, but it's not that.

winged sentinel
cursive barn
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hello, everythings gone to not nice

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so lets say im making a game, right? movements ok you can look around properly blah blah yadda yadda

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Then i notice "oh shingleberries on a bush, my health regen script isnt working

brazen merlin
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thats quite a jump from the template "blah blah". so that means you have a health/damage system right? and that works regardless of regen?

cursive barn
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yeah

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have a little box to test health system

brazen merlin
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so whats the problem with the regen?

cursive barn
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no idea

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i think its calling upon an unknown variable but i checked and its definitely calling upon the right variable

brazen merlin
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well there's got to be some idea of the problem

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throwing errors? nothing happens? works too well?

cursive barn
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well i think the problem is that the engine is calling upon the wrong variable, cus i have it set up as if "if SHP=0 then wait 2.5 seconds then add 5 to SHP"

brazen merlin
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alright, well i guess its time to post the bp in question

cursive barn
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im opening it up the bp rn

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cus ive kinda set it aside

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worked on other stuff like animations and weapons

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ok

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so

brazen merlin
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glad to hear it works?

cursive barn
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nah

brazen merlin
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lol ok

cursive barn
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here

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i havethat

brazen merlin
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alright, well a tick and delay is not great

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not sure where that picked up from, and the sequence i assume was doing something at some time

cursive barn
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im bringing up the damage node

brazen merlin
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to understand - you want to allow health regeneration when health reaches 0 right?

cursive barn
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when shields reach 0 i need it to wait 2.5 seconds without damage to self to regen the shields

brazen merlin
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because its me, ill suggest you use (maybe also learn) timers

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when shields reach 0, which fires off the branch, you set hp and shield, thats fine, after that you can call a set timer

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that timer would run for 2.5 seconds like you want, and once it does, it would fire an event or function (whichever you prefer) to start the health regen

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i guess you could do it with tick, but id recommend a timer for the regen as well

cursive barn
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ok, ill try that

brazen merlin
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let me know if ya get stuck

cursive barn
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oh i found it

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when calling the function, the game needs the shields to be less than 0, but 0 is the base number

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nevermind

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im dumb

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its asking for the item to be less than 0

brazen merlin
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where?

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oh i think i see where

cursive barn
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yeah

brazen merlin
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yeah, i guess a =< to get that

cursive barn
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i just set the number to be .99

tulip mason
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Or yeah that

brazen merlin
# cursive barn

i think it makes sense to check for less than or equal to because you only want this firing if it is 0 (or less in certain cases)

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suppose you could also change the number in the < to 0.01 and might be good

cursive barn
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i made it fire if the number is less than 1

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therefore the shields would recharge completley

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i need to add a delay tho

brazen merlin
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alright..

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sounds like you got this

cursive barn
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oh trust me something is bound to go wrong

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but this was helpful, thanks

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actually

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quick question how do i do a "check if a function is active" sequence

brazen merlin
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uhm

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like?

cursive barn
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If function "Damage Modifier" is active then dont fire current function

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i was gonna use a branch

brazen merlin
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dunno what damage modifier means as a function

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or how its call

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sounds like it would be a one off sort of thing

cursive barn
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here

topaz badger
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and then in order to break out of that current function, use a gate

cursive barn
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do i use "is tracker active?"

topaz badger
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gates dont have anything like that

cursive barn
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im confused

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i shoulda just used c++ but no i had to go with the drag and drop mess

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the blueprint literally looks like multicolored spagetti

gentle urchin
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once gotten used to, bp's are great for quick iterations ๐Ÿ˜›

cursive barn
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it still looks like multicolored spagetti

gentle urchin
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Proper organization handles that ๐Ÿ˜Ž

dreamy basin
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https://youtu.be/QKFOH7vEGMM
I'll be quick. I was watching this tutorial, and @ 15:30 there is this node to get the player view called "Get Player Viewpoint". I cannot find it in my UE4 4.26.0. Any idea why? How can I solve this?

Sorry if there's anyone who can help me out or show me how this blueprint is made would be a big help for me

#Niagara #Tutorials #Laser

Salut ! Dans ce long tutoriel Niagara (Unreal engine 4), je prรฉsente une mรฉthode pour crรฉer un systรจme d'arme ร  Laser complet ร  partir de rien. Nous allons crรฉer les diffรฉrents emitters et systems Niagara et nous allons ensuite les implรฉmenter dans le template "FirstPerson" pour รชtre utilisรฉ dans des FPS. Vous pourrez...

โ–ถ Play video
brazen merlin
brazen merlin
cursive barn
dreamy basin
# brazen merlin that's a custom function, you can see it in the left side panel area under funct...

ya but in this tutorial he is not showing the nodes how he did that custom function but in his comment section he had tagged a document for the get player view point
i am new to unreal that y i dont knw how to create that
https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/GameFramework/APlayerController/GetPlayerViewPoint/

Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint

icy dragon
cursive barn
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i have

jaunty pond
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hello guys is there a way to change the weight (mass) of skelatal mesh

trim matrix
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hello folks, if there's any mixed BP/Cpp users here, can you enlighten me on how BP and C++ mixes together? or advanced BP users, why BP's your preference

icy dragon
gentle urchin
jaunty pond
brazen merlin
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yep, that'll change change the number ๐Ÿ™ƒ

jaunty pond
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ohh thanks for advice ill try this โค๏ธ

icy dragon
trim matrix
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ah, no no. I mean how you usually work with both of them. percentages of Cpp to BP, where and how you use them, etc

gentle urchin
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Bp is my preference for iteration speed ! ๐Ÿ˜„

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Runs circles around c++

trim matrix
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yep can relate with ya there but i've asked the Cpp folks on their opinion and they did say Cpp's better for a larger mainframe/project for multiple reasons

gentle urchin
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Yes,

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Cpp is way faster. Way more optimized

icy dragon
gentle urchin
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And gives you s ton of tools thay bp wont, atleast not out of the box

icy dragon
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Most pro people use BP for prototyping, and use that as reference to translate into C++ code.

gentle urchin
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Any heavy operation should likely be moved to cpp, and probably most of the other functions aswell

trim matrix
gentle urchin
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As i just experienced myself when working on my AI, anything counts

icy dragon
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Expect a lot of crashes when loading assets in C++, wrong reference and boom

gentle urchin
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my current workflow is make the stuff in bp, Then translate that to a parent class written in c++

gentle urchin
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About 90% is moved to cpp

trim matrix
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unless it's prototyping

gentle urchin
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Indeed

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It is

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Im probably very inefficient at it aswell

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Litteraly just sat down started with c++, very noob at it

trim matrix
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same!

gentle urchin
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(Yet gained 80% performance purely from the transition)

trim matrix
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hence me asking both cpp and bp chats their opinions

icy dragon
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There's also Nativization but eh...

gentle urchin
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Exactly ^

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Heh screw nativization

trim matrix
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nativization? heard of it but never looked into

gentle urchin
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Its deprecated in ue5 tho isnt it?

icy dragon
gentle urchin
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Had a lot of issues

trim matrix
#

mmm...

icy dragon
icy dragon
trim matrix
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i see

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"I encourage BP usage in my project but with some ultimately strict rules, for example core-gameplay loop related things can not be coded in BP. Frequently spawned, tickable things can not have a BP base class
BP usage for coding/logic is only an option for me if it's not causing a performance impact and if it is faster to achieve than C++"
you agree with this?

gentle urchin
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Im not as strict, but it makes sense

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As I said, at the end of the day everything has an impact

trim matrix
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yeah, just gotta balance out how it impacts

gentle urchin
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Wether you can take the cost or not is sort of up to you and your project

icy dragon
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Just make sure not to use Event Tick in that case.

trim matrix
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timers would work perfectly, right?

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considering you can just delete/remove em

icy dragon
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I've seen some people tried to use insanely low looping timers just to circumvent "tick is bad" statement, not knowing it's worse than that.

gentle urchin
#

The entire premiss about tick being bad is mostly made for newcomers abusing it for no reason tho

maiden wadi
#

Even blueprint tick is perfectly fine in a lot of circumstances. I use it quite often for widget animations. Tick only really needs to be avoided in the sense of how many of something is going to be ticking at once. If you're making a city builder, of course you want your 300 citizens to tick in C++. But the one graph display for food production is perfectly fine to tick in BP most likely.

gentle urchin
#

Tick has its purpose

icy dragon
#

^ I have yet to work on making the functions more "universal", atm you need to reparent the widget to use them

maiden wadi
#

I'd probably move it to C++ at some point, but there's really no need to stress over it. If your game has performance problems, fix them. Otherwise you're just wasting time that can be spent making another system. Iteration is an important tool that isn't expressed enough to newer developers.

gentle urchin
#

Dont optimize untill you need to -ish

#

Even then, learn about the profiler, figure out the culprits, and go from there

#

Its hard to optimize if you dont know the cause

maiden wadi
#

Sometimes it's hard to optimize even if you do know the cause. ๐Ÿ˜„

gentle urchin
#

Hehe yepp. Some operations are slow no matter what

spark steppe
icy dragon
spark steppe
#

i see

#

does it work on 5.x?

#

but from what i can see, it only allows one tween at a time for the BP nodes, right?

#

also wtf did he implement all easing methods on his own Oo

icy dragon
maiden wadi
#

@swift pewterWhen you break a struct in blueprint, you're creating a copy of all of it's properties. What Squize is saying is that you need to get the copy's array, modify it however you want and then call SetMembers on the struct to use the copy's array to set the array on the original.

#

No. On the original struct, call SetMembers. You can click on the SetMembers after creating it to checkbox the array property. It'll add the struct's array as an input pin and you can set it there.

#

That won't work either. You're creating a new array every loop from the struct's break and adding one thing to it. Then getting the struct's own array and setting it's array to it's own array each loop. This should probably be dropped into a Function where the HitActors array can be copied to a local array of pointers before the loop, and the loop can add to that. Then at the end of the loop, you can set members in the struct.

#

Structs are probably one of the most fantastic things in Unreal. But using them in Blueprint is downright infuriating unless you're just pulling data from them. ๐Ÿ˜„

lost pecan
#

ive added a new component to one of my native classes.. im initializing it in the constructor as usual
the component is showing up as expected in the first blueprint class that inherits from the native class.. i can select it, see its default values, etc. however, in the child blueprint class the component is showing up as just an empty reference, and its also reading as nullptr at runtime

#

making a new child blueprint class seems to fix the issue, but is there any way i can fix it for my existing child class? ive tried duplicating it, without luck

eager ridge
#

hey gyus little question here but i cant get it to work ๐Ÿคทโ€โ™‚๏ธ

i wanna do a super simple "set bool at animationstart and end" thing but this time it wont work and i dont know whats the problem.

as i said its rly simple but something dont wanna work here ...

#

well it turns on animationstart to true like it should but at tzhe end it wont turn back into false

#

thats the whole problem here and i dont get it ๐Ÿคทโ€โ™‚๏ธ

unrealdocs and the forum dont have anything useful here for me

cold raft
#

Is there a way to call a function by name from Blueprints without using a SetTimerByFunctionName?

earnest tangle
#

Don't think so. Any particular reason why you want to do this? It frankly sounds a bit iffy

cold raft
#

I have a list of strings (what is mouse hovered over) that map to what function is called - eg Plant > fnHarvest, Ore > fnMine, Tree > fnChop

wheat herald
earnest tangle
#

@cold raft ah - tbh this sounds like a case for polymorphism, but if you only have a small number of them you might have a simpler time with a switch

cold raft
#

Thanks, I currently use a nasty IF statement which works, and isnt that performance limiting but it would have been nice to have a callFunctionByName

obtuse herald
#

Already heard of Interfaces?

spark steppe
#

jesus christ

#

switch on string is a thing

#

how did you even take this screenshot? ๐Ÿ˜„

cold raft
#

for my code I need 8 screens

spark steppe
#

yea i can tell

cold raft
#

๐Ÿ™‚ Thanks all, yes I have heard of interfaces but was focused on getting things running first.

obtuse herald
spark steppe
#

also event dispatchers are a thing

#

so what ever the mouse is hovered over, could subscribe to an "onInteraction" event on the player

#

which just generically can be fired by clicking or something

obtuse herald
#

Honesty there are so many ways

spark steppe
#

yea, anything is probably a improvement at this point ๐Ÿ˜„

atomic salmon
#

@wheat heraldif you want to spawn a target actor in your level and then have the actor re-spawn itself in a random location when it is being hit by a projectile, the best thing is to have the target actor manage its own life. So the target actor will be spawned once by the level blueprint (or it can be placed in the level directly). Then as soon as it recognizes being hit be a projectile, it spawns another instance of itself somewhere else and then destroys itself. This is the cleanest approach in my opinion. Or you can define an invisible target manager actor which spawns and re-spawns target actors as needed.

spark steppe
#

why not just teleport the actor?

azure smelt
#

Hey everyone, I'm working with quite a complex blueprint system for a VR pawn. When I'm trying to fix some errors with it but when I change a variable type or add a new variable the engine crashes? what do I do?

atomic salmon
#

@azure smeltwhere is it crashing? Can you show the crash log? You can try a project clean-up.

wary shadow
#

hi, does anybody know why if I open the project directly from Unreal there are these errors in the BP and therefore if I play it crashes. If instead i build the project from Visual Studio everything works properly :/

azure smelt
#

@atomic salmon I checked out these lines in VS and they seem fine.

finite flax
#

Hi everyone, quick question if i may. How can i remove the selection icons above? And force it to play in VR immediately without having to choose between the different game modes?

What youโ€™re seeing right now is from Collab viewer, i know a regular VR temp already exists but i need to use this, thanks for understanding

atomic salmon
#

@azure smeltdifficult to help as the crash seems to be coming from a custom plugin (probably a null pointer somewhere)

#

--> UnrealBodyPlugin

azure smelt
#

I will try a debug tomorrow and see if something comes up. I don't think it is the plugin in though. I will disable the plugin and see if I can fix the BP errors.

atomic salmon
#

@azure smeltwell it looks like the plugin is crashing probably because of a missing reference to an animation instance

#

that's what I can tell from your screenshot above

#

but not having seen the code it is hard to be more specific

azure smelt
#

It's an IK for fingers, body, hands and head in VR. I set it up on a simple pawn and it was working fine except the head was rotated 90* so I decided to follow some further instructions and copy a file of a Pawn.uasset that is based around the "VRExpansionPlugin", to see if the same error would occur.

#

The Vive Pawn from the VRExpansionplugin is quite heavy with blueprint nodes and the errors I'm trying to fix aren't even related to the "UnrealBodyPlugin"

#

I think to fix it I will need to disable the UnrealBodyPlugin, Then edit the blueprint nodes so I get 0 errors then re-enable it.

#

I appreciate the input, you might be right.

atomic salmon
#

@azure smeltyou can set a breakpoint before the crash and back-track from there. See if you find what is causing the null/invalid pointer.

quick grove
#

guys do u know how can I just cast a widget into a function?

#

I mean... which object should I choose?

atomic salmon
#

@quick grovenot 100% sure you understand what Casting means. What are you trying to achieve?

quick grove
atomic salmon
#

@quick groveI assume you want to "talk" to a widget. For that you need a reference to it. The reference can be stored in a variable at the moment the widget is created or it can be retrieved in other ways, but it is hard to tell from what you posted above.

quick grove
atomic salmon
#

@quick grovein general: you create a widget from within your character, you store a reference to the widget instance (return value in the Create Death Widget above). That reference is your widget, so you can use it to talk to it directly, there is no need to Cast it.

#

Casting is used when you have a generic reference and you want to make it specific, but this is not your case here.

quick grove
#

and not to all the other players in the server

#

this is the entire function

atomic salmon
#

@quick groveUI elements are supposed to be local to the client anyway, but the same principle applies.

#

If you still have troubles it is more a question for #multiplayer

quick grove
#

ok thanks

hasty river
#

Hey! Does anyone have some idea how can i make that the player squeeze between objects like in this example ? https://www.youtube.com/watch?v=qC5KtatMcUw 3:39

Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.

Join Technical Director of Graphics Brian Karis and Special Projects Art Director Jerome Platteaux (filmed in March 2020)...

โ–ถ Play video
spark steppe
#

that's just "normal" movement, like make an animation sequence and control the playback speed with the player movement

median phoenix
#

Hello. Is there a way for the random integer to return the same number? I tried doing from stream but with no luck
I need both of the montages to sync with each other
https://i.imgur.com/BtAEzRp.png

willow phoenix
#

@median phoenix just promote it to a variable

lucid ingot
willow phoenix
#

i gues atomik got a good point here ๐Ÿ˜„

lucid ingot
median phoenix
#

But I need these montages for firing and stuff

lucid ingot
#

Yes man

#

hold on

#

ill show you. its simple af

gusty axle
#

blueprint interface curled up in the corner lmao

#

I remember ive did something like that before but using Case

lucid ingot
#

choose a slot

#

blend the slot with your locomotion

#

and it will sync.

#

or you can do it this way

median phoenix
#

Thank you

lucid ingot
# median phoenix Thank you

If you have an issue do not hesitate to ask. trying to understand this the first time was like learning chinese

median phoenix
#

I have so many issues that at this point it'd be a wiser choice to hire a programmer, but I keep trying...

lucid ingot
#

i feel you bud! Don't give up tho! I went from not knowing a damn thing to atleast understanding things. Once you play around with things, it becomes second nature to you ๐Ÿ™‚

#

Anyone did i calculate velocity correctly here?

night flare
#

Quick question: I want to define a blueprint which only contains a structure as variable, so I can create as many subclasses as I wish only to hold different values for that structure. Is there any way to do that without using actors? At the moment, I have to spawn an actor, use the stored structure values and then destroy the actor which seems like a bad way to do things. Suggestions?

spark steppe
#

you can extend UObject

soft mulch
spark steppe
#

however, why do you even use a struct if you have an object?

night flare
#

I'm working in blueprints

night flare
spark steppe
#

yea, but you can still just define variables in said blueprint object

#

be aware that data tables can only be changed in the editor, not on runtime

night flare
#

yep, suits me perfectly ๐Ÿ˜‰

spark steppe
#

then they might be the best choice

night flare
#

Job done, thx folks ๐Ÿ˜‰

zealous moth
#

when i start my project, I get several warnings that will disappear on compile. The annoying part is that they always reappear... is there a way to remove them?
for context, I borrowed some logic from another project and pasted it in.

tawdry surge
#

In general ue doesn't like that. If you remake the things listed it will stop

void needle
#

how can i use my functions?

#

in bp

earnest tangle
#

What functions?

void needle
#

a new function

#

i cant add to event begin play - play function etc.

tawdry surge
#

If it's a function you made in BP then you just pull off an execution pin and type the name of the function to get the function call.
If you made it in cpp then you have to expose it to BP

void needle
#

i got it from one of plugins

#

and it says i cant use this function because its not blueprint callable

#

it says that graph isnt editable

#

so i cant set it to bp callable

#

is there any other way to call functions without adding them ?

tawdry surge
#

Then it's probably not meant to be used in blueprint.
If the graph isn't editable it means it's read only. That wouldn't stop you from calling it tho, just keeps you from changing it

void needle
#

how can i call it then?

tawdry surge
#

That picture is from inside a function, so I'm not sure what you mean, unless that's just a random thing you made..
If it isn't meant to be called in BP then you're probably supposed to use cpp, but you can always make it BP callable and see what happens

void needle
#

i cant make it bp calllable

#

look at the graph

#

that is what i was sending

#

that i cant even edit it

#

o

#

h

#

you mean to make it editable through vs

earnest tangle
#

Why do you need to be able to call this function anyway? It seems it must be part of how Dungeon Generator works

void needle
#

its the start of the dungeon

#

im not so sure, maybe i dont need to call it

#

but without calling it, nothing happens

earnest tangle
#

Yeah you probably don't if it's not bp callable

void needle
#

then how can i use it

earnest tangle
#

I would assume it's meant for you to be able to provide your custom implementation to choose the first room, and it's just used by default by the plugin

void needle
#

sorry for probably stupid questions

void needle
#

i added my first room

#

but it just doesnt spawn

earnest tangle
#

If the plugin isn't doing what it's supposed to you probably need to consult its documentation, it's pretty hard to say because I've not used this one

karmic shadow
#

I got a group of AIs and when they run towards a certain point.... they collide with each other and the running animation is disturbed... Is there any way to solve this?

gentle urchin
#

^ would be better if you studied the plugin/documentation yourself. Thats quite a big ask.

drowsy flame
#

hey guys how consistent is timeline? Sometimes it seems it doesn't work for me

gentle urchin
#

Pretty consistent

#

Show some code :p

drowsy flame
#

its bp no code ๐Ÿ˜„

tawdry surge
#

BP is code

drowsy flame
#

nvm turns out I had to use play from the start and reverse from end. Else it would snap to position when I was going back and forth between two positions

lost solstice
#

I know you cant do multicast delegates in blueprint for unreal engine but what would be the closes equivalent that would have similar functionality to that of a multicast delegate?

safe iron
#

Hey guys, I have run into a problem with AIs and guns

winged sentinel
#

@lucid ingot enhanced input is gonna work I think 4.27 has it exposed for blueprints, itโ€™s experimental but im sure itโ€™ll be okay to use

safe iron
#

So as you can see I am casting to the First Person Character to get the rotation and the Forward Vector the gun should fire the projectile, but I have made AIs use the same character class as the player, the player uses a child actor of First Person Character and AIs use child actors of First Person Character as well, this to make it more simple for me to code Health and Death, as well as bots for multiplayer modes, but when AIs try to shoot, the projectile gets shot in the same direction the player is looking at, I was aware of this for a long time and I found a temporary solution for it, which was not casting at the First Person Character at all but instead to fire the projectile from the Scene I have put in the weapon actor getting the forward vector and rotation of the actor, the thing is that it didn't work, the projectile was fired sideways so I had to adjust manually the rotation in order to make the gun shoot forward, but this method is inaccurate and unpractical, so my question is if is there a way to cast to the First Person Character actor or child actor that is using the gun, whether it is an AI or a player, and get its rotation instead of always getting the player's rotation? I know this issue is caused by the node "get player pawn" being the target but every other targets I tried ended up giving an error or a warning, I also tried setting a variable as target and setting the value as self everytime an entity used a gun, the projectile didn't even spawn with this method

#

Also sorry if I have not been 100% clear, I am not english, I am italian

faint pasture
#

Is there any sort of data source I can write to at runtime? I need to make something analogous to a map editor, but it's more of a texture editor. I think my options are either making an editor mode Plug-In or just making a level for doing this. If I can write to a data table or data asset at runtime, that would be what I need

winged holly
#

how to get name of current element of an BP enum ?

#

'enum to name' outputs wrong name

faint pasture
#

Are you sure it's out putting the wrong name, what is it outputting?

fossil crystal
#

GM, VR trying to modify my Level_BP so i can teleport inside (green nav mesh seen on left) What am i missing ? its not working on the right

winged holly
#

I know but I want to map value to its name

#

that 'enum to name' should output G3A3

#

๐Ÿค”

faint pasture
#

@winged holly convert to string first.

safe iron
#

help?

fossil crystal
#

am I posting my VR issue in the right place?

winged holly
#

@faint pasture lol enum to string works fine, logically they should output the same

faint pasture
#

Yeah that's freaking weird.

faint pasture
#

That sounds like a navigation problem though, what's different between the right and left? Did you make your level bigger?

fossil crystal
#

thank you

#

nothing is differnt, just moved around the navmesh

faint pasture
#

Did you move the navmesh or the navmesh bounds volume

fossil crystal
#

it was a level BP from a NON vr game

faint pasture
#

Have you tried rebuilding navigation?

fossil crystal
#

so im assuming i need to do something specific to it to make it VR compatibly

#

have not, unsure on how to do that. ill google

faint pasture
#

Just hit the build button up top

fossil crystal
#

thank you trying now

#

its putting it on the top

trim matrix
fluid compass
#

Hi I'm trying to set the actor location and rotation of a primitive object anyone have any idea why the node is not working?

#

this is for AR i set a pin then set the actor location of the primitive object to the pin's location

#

level is an actor object that holds the "starting platform" which is a primitive cube placed in the level and has children which are the remaining platforms

trim matrix
#

this is my add item to inventory function

safe iron
#

Nvm found a fix by myself... probably...

wheat herald
atomic salmon
#

@wheat heraldexactly, well done!

calm mesa
#

How in the frick do you disable automatic tangents on newly created spline points?

#

all I want is to be able to add new spline points without being given a completely different tangent every time

gentle urchin
#

You can set them to linear if thats what you want

calm mesa
#

that doesn't solve my issue

#

as soon as I create a new spline point by alt+clicking, no matter what I do or how I set it up, it's immediately gonna calculate a new tangent first thing

#

I want it to keep the tangent of the point before it

gentle urchin
#

think you'd need to manually do some work with the splinecomponent then

trim matrix
trim matrix
# winged holly <@!127902729677963264> lol enum to string works fine, logically they should outp...

It might be helpful to think of it something like this.
NameType variable - back end data storage/transfer. NameType variables only support basic text characters. Alot of back-end systems will take NameTypes. This is because name variables are more basic and do not have all the extra text features that are unnecessary for simple data storage.

StringType variable - any text that a user will input into the game. String variables are designed to support anything a user could type pretty much. A example for when to use a string: if your game allows you to set a HeroName for the main hero, it would be best to store that HeroName in a StringType variable. That way the custom HeroName could technically support any text characters the player tries to type. This also applys for things you type into the editor. Its important to remember that you typed the EnumName G3A3 into the editor.

The NameType variable can be kind of misleading in name lol. I hope you might see why if you want to get that user inputed value of G3A3 you would need to turn that enum into a string type.

leaden helm
#

Framework question. Making a singleplayer game, need to store variables that stay in memory between map changes. I forget if they should be in PlayerController, or PlayerState ? I also forget where is best to do the save/load operations, likely the same spot I store the persistant variables

hardy fable
#

Player controllers can transfer info from one to the next, but it has to be set up manually to copy the data, whereas the game instance is never destroyed ever, so it's always safe

leaden helm
#

Ok that makes sense. Just read player controller and state both get destroyed on level changes. But I'm very likely to have my player switch between a town and overworld level

#

and likely to have a different pawn in town vs overworld

hardy fable
#

Yeah. Best go with game instance then. Again technically when you transfer from one player controller to the next there is a time to cast from one to the other to transfer state in a function called OnSwapControllers but I don't remember if blueprint has access to this

leaden helm
#

Ok thanks. I've had this sorta thing set up before, but havent done gamedev in over a year ๐Ÿ™‚

brazen merlin
# leaden helm and likely to have a different pawn in town vs overworld

you could have the same character class with an overworld child and a town child version for whatever specific needs. It would also be better to use a player controller to handle all input logic so its not bound on the character class (although with class inheritance, all input logic could be on the base character class since both children would draw from that)

leaden helm
#

right now I'm thinking town will be a FP or 3rdPerson character, but overworld is a vehicle

brazen merlin
#

design wise, you dont need to worry about different characters until you see the differences needed, i.e., you can just work with the character class in full and then child out later

#

ah, forget what im saying then lol, didnt know it would be that different

leaden helm
#

np, I didnt specify ๐Ÿ™‚

brazen merlin
#

then it would be better to keep input on the controller and not the characters

#

personally, i would make a function library for things that fetch from the game instance, like inventory or money or whatever

leaden helm
#

Thats a good idea ๐Ÿ™‚

#

I just got the engine code modifications that make my game viable working this morning, so I'm still planning things (mostly in my head, terrible storage medium)

brazen merlin
#

yeah, too bad there's no kind of document that can contain the designs of your game....

leaden helm
#

some ideas are going in a txt file, but others are floating in the noggin

#

K Thanks for the help ๐Ÿ˜„

cold sinew
#

What can i use to build a pawn from many parts and when its done will be possessable ...
Other than Collision box

#

I saw Game call Wrench using Scene Component as socket

gentle urchin
#

As long as you start with some pawn baseclass the rest can easily be modular

mild flare
#

Hello,

having an issue where a muzzle-flash is supposed to be attached to the weapon of a player, server sees the client do the shooting and the muzzle-flash moves along with the muzzle of the weapon - but the client-side (if the server shoots) spawns the muzzle-flash emitter in the world where the weapon's muzzle was at the time but doesnt move along (hope it's clear what i try to say lol) will attach the blueprint and a video of the issue. anyone sees what i am doing wrong?

cold sinew
#

Its Tower crane i want to snap parts and use bolts to attach it and when all parts connected player will be able to possess it

brazen merlin
cold sinew
#

Ah ok got it

#

Thanks

unreal wing
#

Hey everyone, does anyone know how to make a third person character jump, bu the camera not move with it? I always found it annoying when the camera moved when the third person player jumped. Any suggestions?

faint pasture
#

The camera has to move eventually.

unreal wing
#

yah that im aware of, but like when the player is in a static jump, the camera automatically moves

faint pasture
#

Well that's because it's attached. Either use lag in the spring arm component or use a separate camera.

unreal wing
#

like instead of using a spring arm?

hallow harness
#

you could just play an animation without root motion

unreal wing
#

hmm that might work

hallow harness
#

on second thought thats probably not what you want, you have to just detach the camera and make it follow on xy axis only then reattach when the jump is finished

sage magnet
#

Could somebody help me out with my task here. I need to detect a collision between a button and another component located on another actor. I've noticed Begin Overlap have an output in a form of "Other Component", but I can't figure out how to use it.

hallow harness
#

dont you just cast to your component

sage magnet
#

Do I have to get the reference to actor first though?

hallow harness
#

no i think you can just cast

#

try it

sage magnet
#

But that would include every primitive component of that type regardless who have it, correct?

hallow harness
#

yes

sage magnet
#

hmmm, alright, thanks

winged sentinel
#

Quick question, are structs basically interfaces but just for variables so u can share them across multiple bps

hallow harness
#

i would say so

#

you use them as variables tho

winged sentinel
#

Aha like a black board

#

Thank you

#

Are there any extra steps to replicating a strict or is it the usual procedure like any other variable

hallow harness
#

its the same, but make sure to replicate only the variables that you need

#

i remember i used to have this 50 var struct and i repd the whole thing

#

it lagged really hard

#

i only needed to use 3 in the end

gentle urchin
sage magnet
#

Honestly, structs are a pain in the ass to deal with.

#

I'd make a global actor (let's say game manager) and use maps instead

gentle urchin
#

They do require a tad extraz but as long as you keep in mind that any read from it is a copy, and cant be directly manipulated, its fine imo

sage magnet
#

yes well I'm speaking from a perspective of storing stuff and changing it dynamically. It was pain, we moved to maps.

Again, every case is different.

gentle urchin
#

I got the same perspective, yet a totally different experience by the sound of it

#

Maps are also a hastle in bp

sage magnet
#

you do find, you validate, you implement logic

#

idk dude, seems easy to me

gentle urchin
#

Tried iterating over a map?

winged sentinel
gentle urchin
#

Cant directly foreachloop them is just the tip of it :p

sage magnet
#

tldr it's a collection of whatever the fuck you want with unique identifiers.

hallow harness
#

I use maps inside my structs ๐Ÿ˜Ž

gentle urchin
#

Map is a container of keys paired with a valie

winged sentinel
gentle urchin
#

Global actor with the variables should be way easier

hallow harness
#

i've never tried that

gentle urchin
#

Never used them myself either (never had the need) but the idea is pretty straight forward

winged sentinel
#

Basically I have an AI Director bp and an AI service and I want to get a value from the director to the service

gentle urchin
#

Do the director have a ref to the service?

#

If so you could just make the service function take the inputs from the manager

winged sentinel
#

this is how i have it rn

#

i did a cast

#

but it doesnt replicate those variables

#

even tho in the director i have them exectute on server

#

but when i run get all actors of class inside of the service itself it works just fine

gentle urchin
#

Replication.. pff ๐Ÿ˜… not my forte

winged sentinel
#

not mine either lol

gentle urchin
#

Gonna dodge it for as long as possible :p

hallow harness
#

ok so i might be able to help

#

make the variable you need an input

#

on the server function

#

then plug it in before when you call it

winged sentinel
#

checking now

hallow harness
#

oh actually

#

if that doesnt work try adding a delay with value of 0 between begin play and get all players

gentle urchin
#

Doesnt gamestate contain an array of players(via playerstate?)

winged sentinel
#

this is how i have it, still doesnt work

#

only in offline it works

hallow harness
#

is the actor replicated

#

i have no clue about the gamestate

winged sentinel
#

it is replicated

hallow harness
#

can you print string the players array

winged sentinel
#

yes

hallow harness
#

it should print out all players through server

#

i could try it myself real quick

winged sentinel
#

seems like its printing client

hallow harness
#

give me one min

#

im gonna try it

winged sentinel
#

okay thank you

gentle urchin
#

Exi's answer a while back. Probably still very valid

#

Through the controllers the pawns should be accessible

hallow harness
#

thats probably what you want

#

it beats doing it this way

winged sentinel
#

isee it, im gonna try adding it right into the service

#

thank you the help!

hallow harness
#

i did get the other way to work tho

#

you just spawn the detector from the character and save it as a variable

umbral ginkgo
#

I had a system which made an array out of actors from a specific class which would choose a random one and then disable collision on all of the other actors apart from the selected one, except I cant seem to get collision to work. Can anyone help?

winged sentinel
# gentle urchin

so its returning the player state but how can i get the actor the playerstate is controlling

hallow harness
winged sentinel
#

my ai is trying to check for the nearest player to it

winged sentinel
#

nvm got it its

gentle urchin
winged sentinel
#

thank you, get pawn private is returning the correct value over a string, but now my ai wont move lol

#

it might have to do withg something on my end tho, as the values are fine

#

@gentle urchin @hallow harness Thank you both for your help, AI is fully replicated now with all players

hallow harness
#

nice ๐Ÿ‘

bright harbor
#

so i'm trying to run a while loop that checks the players location and runs nothing until the player hits a specific goal point, but when i try, it says it's an infinite loop

umbral ginkgo
#

I think it could be an issue with updating the actors

brazen merlin
#

well the string after the clear isn't suppose to be there. that's the enable collision logic, i wasn't sure exactly how you were doing it

#

sorry, that is confusing

umbral ginkgo
#

Where should I put the string then?

brazen merlin
#

nah, just remove it, replace it with enable collision for the Target actor since that is the one chosen out of the array at random

umbral ginkgo
#

I cant do that cause the string is (temporary) player feedback. It tells the player atm which trigger works

tiny prism
#

How do I create a blueprint like this? I am new to blueprints so any help would be appreciated.

tiny prism
#

yeah, but how do I get the bottom Target?

#

I only can get the first variable tunnelspawner to get set

#

How do I get it to where the Next Tunnel can be set to "Target" variable?

brazen merlin
tiny prism
#

I solved my own question. I had to make it instance editable

umbral ginkgo
#

But do you have any idea why after one index, all the triggers disable

brazen merlin
umbral ginkgo
#

Oh i thought you were asking for me to send it

brazen merlin
umbral ginkgo
#

ok, so i took out the string

#

but it still disables after one index

brazen merlin
#

i honestly dont know how you did it, but you don't want the array plugged into the disable trigger function

#

use the Array Element output of the for loop

frank salmon
#

hey all, does anybody know how to orbit the camera around an object but without the spring arm?

brazen merlin
icy dragon
#

I think ALS did use custom camera manager stuff (which admittedly is frickin painful to work with, but it's something I had to get used to)

frank salmon
#

indeed, but it seems that ALS uses more anim oriented, rather than vector oriented

brazen merlin
#

so like, why cant a spring arm work though?

frank salmon
#

i need many functionalities on a single camera, and the spring arm is bringing more issues to the table

umbral ginkgo
#

Should I put it in after clear?

frank salmon
#

distances, snapping on collisions, interpolations, control, etc

brazen merlin
frank salmon
icy dragon
#

It's been like 5 years since the last time I used that P.O.S.

#

I won't be able to relate to Unity stuff aside from very basic terminologies

umbral ginkgo
brazen merlin
#

yes, the loop will turn off all of the colliders in the array. the chosen one will not, and if it accidentally does, when the array loop finishes (completed) it will enable the chosen one's collider

crimson depot
#

How can I get an array of files in the current folder that an editor utility is in? I'm thinking I can use the asset registry and then loop through everything until I find the editor utility and parse the directory but that seems kind of hacky

zealous fog
#

Hey guys Im a beginner in Blueprint and made my first code without any tutorials, and I was wondering, is this a good way to handle taking damage on an overlap

#

also have on end overlap that it sets the boolean "Is overlapping" to false

winged sentinel
#

Seems good, to me at least

brazen merlin
# zealous fog

i think the delay will keep firing even after you've left the overlap area

zealous fog
#

Hmmm you are right

#

But why? hehe

#

I get why, but how do I stop it lol

#

Putting the branch before the delay?

brazen merlin
#

that would allow for the case to cease, i think you'll also need to have an end overlap event so you can turn of IsOverlapping

zealous fog
#

moving the branch worked! Thanks!

#

Lmao I just found out there exists a "pain-causing volume" ๐Ÿ˜†

hybrid ether
#

Hello, I have multiplayer where every player have replicated variable "team" red or blue. Players spawn projectiles and my goal is to make same team minions "no collision to that projectile". Example shoot behind your own minion to enemy minion, then projectile would go throught minions but hit enemy minions?

tiny prism
#

What is the "GET" component called?

spark steppe
#

get array element? or something

#

or just "get copy"/"get reference"

#

the projectile will probably still be stopped by the collision?!

#

i've not worked with projectiles yet, but for actors you can set them to ignore the collision of specific other actors

dusky harbor
#

Does anybody know how can i take the coordinates into 3 different Print String.
One Print for each of X, Y, Z

reef tinsel
umbral ginkgo
#

I was trying to get this done earlier but realized I explained what I'm trying to fix poorly. In simple terms, I have a bunch of trigger actors and one is randomly chosen when your player interacts with a separate trigger. The rest of the triggers are supposed to be disabled except for the chosen one. Once your player interacts with the chosen one, the whole process can be done over again. The problem is this can only be done once with my current code before all my triggers are disabled. Anyone know why?

reef tinsel
reef tinsel
#

every other class that react to this collision will also have to be set, the overlaps and stuff

reef tinsel
umbral ginkgo
#

I really should have thought of that sooner

#

thanks

reef tinsel
#

it must be that

#

if not, it has to be something else, I seen no problem in this function

heavy lion
#

ok. I am going out of my mind trying to rotate a moon based on the time of day

#

i have an alpha of 0-1 for the length of the day

#

Im plugging that into a lerp rotator and then set actor rotation

reef tinsel
#

and what happens ?

heavy lion
#

if I set the x Rotation to lerp between 90 to 270, the moon rotates through the sky from east to west correctly

#

But If I alter the other angles, to apply a tilt. It goes in reverse

#

I just cant seem to apply a tilt to it

reef tinsel
#

the moon is an actor? I'm thinking the pivot is in the 0,0,0 of the world ?

#

x rotation is a roll, so if that is going from east to west, the forward vector of this actor must be to the left of the moon ?

#

a pitch should be the y rotation

heavy lion
#

The moon is a BP actor which just includes a moon mesh which is far away from 0,0,0.
But the actor itself is 0,0,0

reef tinsel
#

yeah, it should work. try to lerp the x and y rotation individually and then make the rotator to feed it to the rotation node

crimson depot
#

How about using a spring arm? Make Rotator > Add Relative Rotation

#

on spring arm

reef tinsel
#

the last time i messed with rotators, the x and y went from -180 to 180 but the Z went from 0 to 359, I don't know if it's still like that

#

a spring arm should work, but this should work too

heavy lion
#

I cant get it to work at all

#

If I enter any other values it gets to a point and then pops to another location

crimson depot
#

The only reason I say that is I was trying to do something similar with a camera and it was giving me weird behavior and I just gave up and used a spring arm

heavy lion
#

I dont get why that would be different. Still setting the rotation in the same way no?

reef tinsel
#

you can also try rotating the actual actor in the level and then do the bp rotation just in X

eternal gate
#

I'm putting together an Animation Blueprint using a state machine. I'd like to provide animation data for the output pose by getting animation data from an actor. Is there a way to do this?

#

Below is basically what I'd like to do. Is this possible one way or another? The "Fire1Anim" is a UAnimationAsset object

brazen merlin
barren relic
#

Im trying to make a checkpoint system and respawning works, but when it tries to spawn at the checkpoint location I get pending kill errors even though the only thing that changed was the spawn transform

devout latch
trim matrix
#

guys what's the difference between subsystem, game instance and game instance subsystems??

eternal gate
barren relic
brazen merlin
barren relic
#

ill try it

brazen merlin
brazen merlin
eternal gate
brazen merlin
#

open up your idle

eternal gate
#

yeah

#

or did you mean the anim asset?

brazen merlin
#

nah thats right

#

select your animation node

#

in the details there should be a "make pin" checkbox or something

eternal gate
#

don't see it

#

unless im blind?

brazen merlin
#

ah, thats right, its a bit different now - go to bind, then expose as pin

#

that will give a pin on the anim node, drag off that and promote to variable, give it a name

eternal gate
#

ah, I think I see now, ty

brazen merlin
#

you can now set that variable to whatever animation you want

eternal gate
#

awesome, tyvm

brazen merlin
#

sure thing

strange comet
#

Can someone help me with this where the prompt doesnt go off screen

brazen merlin
strange comet
brazen merlin
#

the return value of the create widget, promote that output to a variable, then reference that

strange comet
#

Like this?

#

because this didnt work

#

lmao

brazen merlin
#

yeah, not quite

strange comet
#

Yea im kinda dumb lmao

brazen merlin
#

you need to set the variable after the widget gets created

#

nah, you're not

trim matrix
#

hello

thorn trellis
#

Hi anyone who is still learning ue4 and is relatively new!
I was once like you
I was only able to use casting and didnt understand interfaces
I just learned how interfaces work
oh my god is it so much better than casting
you should learn interfaces too and save yourself the headache of refactoring that I'm about to deal with to get size maps and references down

#

Dont be like me

trim matrix
#

I was wondering if someone could help me im trying to make it so that the player cant jump before the landing animation fully plays

thorn trellis
icy dragon
trim matrix
#

can somebody help me fix this

icy dragon
trim matrix
#

im trying to make a tribe/group/clan system right now and i got a pretty good idea of what i want and how im going to do it, but how to save infomation of the groups? im going to run server with database in the future so i just need a temporary way to save the info until im ready to implement database.

#

well I did something here but honestly dont know what im doing lol

#

@icy dragon

brazen merlin
#

immediately after the OnLanded event, before IsJumping, put a RetriggerableDelay

trim matrix
#

how many seconds @brazen merlin

brazen merlin
#

well, 1 second will mean that when the character lands you cant jump until that elapses

trim matrix
#

how about when im falling

brazen merlin
#

on landed fires when you fall and land

#

it is not tied to jump

#

jump is another form of causing falling

#

thats what i got for my character jump

trim matrix
#

I can still spam jump

#

right just before the landing

strange comet
trim matrix
#

@brazen merlin

brazen merlin
#

try a bigger number, like 3

trim matrix
#

it is 3

brazen merlin
#

that is 0.3 sir

trim matrix
#

im stuck in the air

brazen merlin
#

?

brazen merlin
trim matrix
#

Do i need to create other variable?

brazen merlin
#

i dont know

#

you need that delay?

trim matrix
#

my issue is that its possible to jump again as soon as you land, even before the landing animation is played

brazen merlin
#

just a moment ago jumping didnt keep you in the air, now you say it does, the retriggerable delay is onlanded, so jumping shouldnt be possible, i havent a clue dude

#

you know what it is, you're using delays to re-enable bools, and thats a no no

#

your bools should enable when the anim or action finishes

#

thats something to link up with it specifically, using delays wont solve it

#

not with input events

#

so for the jump input, lose the delay

#

all you should need for the on landed is this

trim matrix
#

idk bro it doesnt work

#

fk it

#

idk what else to tell you

brazen merlin
#

do this for the jump

#

one of the branches is missing to check that jumping is already active

marble violet
#

Is there a better way of removing widget from viewport? cause when I remove from parent and then check is in viewport it returns true.

#

I can add delay, but it doesn't seems efficient

south notch
#

Hi!, im pretty new in unreal and i need help with this, when i convert the float to this ToText Node, i don't know why but, i can't get the float with the dot, i want an 1.000 but always get 1 000, sorry if i can't explain myself, idk how to talk eng
There's a pic of the Healthbar with numbers and the BP

trim matrix
#

why is this false

#

im so confused

#

nvm

#

I get it

#

you're a legend dude

#

it works

#

thanks so much

#

Big shout out to Conrad

#

๐Ÿ’ฏ

brazen merlin
trim matrix
#

does anyone know how i could make dedicated server save files?
or can refer me to documentation on it

chrome fractal
#

If I attach two actors with attach actor to actor node and I have parent actor how can I found the other attached actor.

atomic salmon
#

@chrome fractaluse can use Get Owner to get the topmost actor owning a component or actor component

#

From there you can use Get Children and similar to get the attached actors

chrome fractal
#

I have the parent in hand I want to get the actor which is attached to it via attach actor to actor node

atomic salmon
#

@chrome fractaldoesn't work is hard to interpret. What happens exactly? Your attached actor is not listed or what? Can you show your code?

chrome fractal
#

Both arrays length are 0.

languid linden
#

guys whats difference between creating a duplicate and a child actor? don't they both work in same ways?

atomic salmon
#

@chrome fractalyou are getting the list of attached actors before the attach to takes place

timber knoll
#

Meaning that a child will change when the parent changes

#

A copy on the other hand, will not

chrome fractal
chrome fractal
timber knoll
#

And as an extra on inheritance: you can also extend parent functions or complety change their implementation inside the child actor.

languid linden
timber knoll
#

Not quite

#

An instance is what you have in your scene when you place the blueprint

#

Every object is an instance of your blueprint class

#

Itโ€™s very similar to copies

#

Usually you have child actors for things like: weapons, enemies, ...

#

Where you have a base weapon/enemy and then each specific enemy is a child from that base

languid linden
timber knoll
#

Exactly what I said

#

You can choose to extend logic, or completly overwrite

languid linden
#

so what should i do to make death function work in child actor?

timber knoll
#

In your case you want to extend, so right click the node in the child

#

Then you can add a call to the parent node

languid linden
#

where do i extend this? in construct script?

timber knoll
#

Which is basically copying the logic (but if it changes in the parent, it will change in the child)

#

Where you have the event or function

languid linden
#

can you give me example?

timber knoll
#

How have you set it up? Can you show us parent and child

languid linden
#

because i have that function in child and when i call the that function it not working

#

wait should i make a vidoe or screenshots?

timber knoll
#

Just screenshots are fine ๐Ÿ™‚

languid linden
#

this is in parent

#

this is parent

#

my child zombie AI

#

i created a grenade actor which has collision and on overlap calls death function in zombie child

timber knoll
#

but you are using destroy actor

#

not death?

languid linden
#

sorry i was checking it let me change it

timber knoll
#

you should actually not even cast if it's the same function

#

just call the function from AI

sharp rapids
timber knoll
#

don't think he overrides it

sharp rapids
languid linden
#

like this? now it not working

sharp rapids
#

don't know if it's overriden or a separate function

languid linden
#

that death function is from parent which is not working in child zombie.