#blueprint

402296 messages · Page 780 of 403

winged sentinel
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Hmm

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Im not familiar with that one

onyx token
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actor component?

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maybe? rooThink1

winged sentinel
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Ur saying that you drag and drop functions from other bps?

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OHHHH

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lol

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Yes

onyx token
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no, you can add an actor component to your project, and you can add that component to any actor - and afaik the blueprint in your actor component can be accessed

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yea

winged sentinel
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Ik it’s an actor component yes

onyx token
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idk if it lets you access functions tho rooHmm

winged sentinel
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You can make a component that holds functions, and essentially if you use get owner it will affect whatever actor is owning it

gusty axle
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You need to cast the owner to get access to functions

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Or you can make BP function library

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or BP interface

winged sentinel
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And yes you can use a component, reference the component and get the functions in that component, it’s sort of like reusable code for multiple alike actors, for example a health component

raw orbit
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question, im working on my own little inventory system and i want to use objects to store variables related to items... so i was wondering do i need to somehow 'clean up' objects same way id destroy actors once i no longer needed them(like killing npcs > corpses disappear)?

Lets say im moving items around, from a chest to the players inventory or vice versa or just discarding items, what happens to the objects?

grave cape
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Thanks, I'll do that now... You have been some great help in getting me to understand what could be the issue. I'll let ya know how it goes.

gusty axle
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np, glad i help 🐏

gusty axle
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idk i use simple struct array for inventory lol, w\o using objects or classes

grave cape
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I used Target as a tag i belive

gusty axle
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"Target" tag?

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looking at your graph you need "Player" tag hh

raw orbit
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@gusty axle

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I mean this thing

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yeah you can just use a structure to represent items but

gusty axle
raw orbit
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objects can have code in them associated with items, such as lets say... you want to drink a potion and have an animation play etc

gusty axle
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struct based inventory system is easier to work with and save

raw orbit
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its easier to store that in object blueprints

gusty axle
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you can do that in player object or other separated object

raw orbit
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hmm

gusty axle
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and when you use it you call a function that uses item name and it goes to String Switch

raw orbit
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so have just one object instead of creating a gazillion ones for each possible item?

gusty axle
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like i did lmao

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this is my bad boy

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hH

raw orbit
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oh jesus

gusty axle
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it works and it easy to edit\modify and doesnt require much space i think

raw orbit
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im sure theres a better way to do it lol but i think you might be right, using one object for this kind of thing might just be a better solution

gusty axle
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  • its easy to save and load inventory
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well i have 1200+ items so i need the most simple solution lmao

coarse forge
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why not a datatable?

raw orbit
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i followed some tutorial some months ago that used objects and i was struggling to save it since the tut wasnt covering the save / load part but basically the objects needed to be recreated on load each time

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data table doesnt let you manipulate variables runtime?

gusty axle
raw orbit
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if you apply upgrades to items and such.

gusty axle
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its "data base" after all lol

raw orbit
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yeah, read only. hence why its only good for storing initial stats but not upgrades if you have like a socket system or whatever, right

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or then youd have to use a combination of data tables and it would get a little messy

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or just one huge data table that also stored 'upgrades'

gusty axle
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spooky data bases

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I use string array to store properties

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like level, durability, enchantments etc

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and i store upgrades in data base just so they exist

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the most sad data table ever

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heres how i store item enchantments

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when player attacks it sends item data to a function that breaks this string down and uses these values

onyx token
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i store all of that shit in Data Assets rooThink1

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I don't like blueprint structs rooMad

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they be buggy.

gusty axle
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never used deez

gusty axle
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and how to use it

onyx token
gusty axle
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🤔

onyx token
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it's all the same actor... just different data assets...

gusty axle
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Yeah i use the same actor

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but

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i use cavemen method

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string variable to find sheite in data table

onyx token
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good

raw orbit
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@onyx token oh i do that too as far as world meshes are concerned

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though ther are variables id want to manipulate through blueprints, like damage or armor penetration

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might be down to preference even if data tables are technically more reliable

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but if i wanted to make quick alternations i wouldnt have to suddenly change every entry

onyx token
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hmm, never used bigboi data tables...

gusty axle
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i use data tables for item damage and stuff

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and i have a special function that stores an array lol

onyx token
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quick question-
I have an actor in my scene that contains an array with all my items.
Why can't i call it? rooThink1

gusty axle
gusty axle
onyx token
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it is

gusty axle
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This object stores all items that exists on the scene?

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oof hold up

onyx token
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no, it stores all individual items that i have

gusty axle
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this object needs to exist on the scene

onyx token
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tells me it's accessing none...

gusty axle
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like, put it on the scene

onyx token
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oh wait

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lol

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i fucked up, yea, i didn't add it into the scene

gusty axle
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or construct it idk

onyx token
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hm. still doesn't work

gusty axle
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You need to call it lmao

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get it from the scene

onyx token
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okay

gusty axle
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You can go to your Gamemode object, in beginPlay get ActorOfClass and set it as a variable

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then you can call gamemode object and get access to it

winged sentinel
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im trying to create a network replicated function, but i need there to be execution pins on the output of the event. Im trying to do it in a macro and i cant figure it out. Is there a trick to doing this?

onyx token
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i feel dum.

onyx token
coarse forge
winged sentinel
gusty axle
onyx token
coarse forge
winged sentinel
coarse forge
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yes

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i remade the foreach

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to take a delay

winged sentinel
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ah yes

gusty axle
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lmao

winged sentinel
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but im stumped on how to get this to work now

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because it needs to be on a replicated custom event

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which cant have output execution pins

coarse forge
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are events replicated?

winged sentinel
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yes the replication works

coarse forge
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yeah im not sure there

winged sentinel
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thats my custom event

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but

coarse forge
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i've yet to do anything with multiplayer

winged sentinel
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i need the on completed and blend out pins etc

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and the only thing that supports out pins are macros

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lol

gusty axle
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GetAllActorsOfClass in Tick gives me nightmares

coarse forge
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would sequence work

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1 does montage.. 2 does your oncompleted?

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if they are blocking?

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im guessing

winged sentinel
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hmmm

gentle urchin
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Also, wouldnt this be called during execution of said montage?

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Doubt this is how its supposed to be done

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there are these delegates avaliable tho

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Generally all the outputs are avaliable as delegates *

winged sentinel
gentle urchin
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I think i'd pose the question in #multiplayer and/or #animation tho, especially the replication part and common practice with 'synchronized' montage plays

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doubt they are very synchronized really

winged sentinel
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ill pop into that channel for more info, thank you!

winged sentinel
gentle urchin
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their context is animation instance

icy dragon
gentle urchin
winged sentinel
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aha

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thank you!

gentle urchin
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to find them i just turned off context really

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being outputs on a node like that usually means they are delegates (if not always)

winged sentinel
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i see, and is there a way i could condense these delegates into a macro and vars, or is pretty much only on the event graph

gentle urchin
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Not really

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Whats the case anyways

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I'd think as long as you send the event for starting the montage, the rest might be done locally?

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Visuals are just visuals,

winged sentinel
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I want to recreate this node but replicated

gentle urchin
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I got no context to what you're trying to do beyond multicasting a montage play tho, so i could be wrong ^^

winged sentinel
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well\

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I dont mind if the montage runs locally, the problem is that the montage doesnt play at all when i do 2 players client

gentle urchin
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Sounds like the issue could be getting the play event across in the first place?

winged sentinel
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well in single player it runs fine

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just when i switch to mulitplater

gentle urchin
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hence the "across"

winged sentinel
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hm

gentle urchin
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i ment across to a client

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bad wording, sorry

winged sentinel
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its okay i understand now

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thats basically what im workling with

gentle urchin
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is this in the player ?

winged sentinel
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yes

gentle urchin
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Who's calling "melee"?

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who's executing it

winged sentinel
gentle urchin
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and the pawn is owned by the player I assume?

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no shenanigangs in the gamemode for spawning player?

winged sentinel
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correct yes

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nope just direct spawn in

gentle urchin
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let me open a project real quick

winged sentinel
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thanks!

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@gentle urchin not ideal but I beieve a multi case fixed it

finite maple
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How can I make this event node show up in the Event Graph on all Children of this Blueprint?

maiden wadi
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@finite mapleCan't you get it in the same way in the child class?

finite maple
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I can. Was just hoping to save a step if it's possible.

raw orbit
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@winged sentinel may i ask how do you get those sharp... angled reroutes lol

maiden wadi
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Not really I don't think. Overriding is a pretty explicit thing. But then it is blueprint and I'm not sure if there are any way to create default nodes for children similar to the default three. Never cared to look.

finite maple
winged sentinel
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is there a way i can force a custom event or function to not be replicated

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like make it an exception

maiden wadi
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Events and functions aren't replicated to begin with.

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What are you trying to do exactly?

icy dragon
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This server can't help with your relationship, sorry.

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That's still not much to go from. How exactly it doesn't work? Is your character BP actually inherited from Character class? Is your skelmesh component actually used the animBP?

dawn gazelle
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You have this part set up in a loop. I think you want the top set to connect to the set velocity node you have earlier and disconnect the bottom one's output entirely (unless it goes on to something else of course)

icy dragon
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Hook the exec pins from Set Velocity to Set Direction.

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Yes.

icy dragon
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Which is something I should've spotted minutes ago but not, because my mind is drifting elsewhere right now lol

willow phoenix
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@trim matrix

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😄

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np

winged sentinel
maiden wadi
winged sentinel
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Its not replicated

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this is where im running the bp

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and that funciton is being run from here

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and basically its replicating because of that custom event

faint pasture
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Why would an animation have anything to do with what color your character is? It's probably compiling shaders or you unplugged the material.

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Doubt it. You probably didn't save some modification you made. Double check your animBP and all animations.

icy dragon
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Autosaves can't be loaded without using source control (for whatever reason I'm not even gonna ask). So you had to redo things all over again.

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See the last sentence on the message above.

zealous fog
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I want to debug my blueprint of my playable character, however since it is spawned as the player start, how do I select it as my debug object?

faint pasture
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You go back through and fix the stuff that's busted.

zealous fog
icy dragon
faint pasture
zealous fog
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Ah thanks!

faint pasture
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You go through your stuff that's busted and check to make sure it's actually busted, and if it is, you re-import it. If you can't do a little bit of troubleshooting on your own you're in for a hell of a hard time doing this Game Dev stuff

trim matrix
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Hello, i'm trying to play a death animation when my health goes to 0 but it's not really working

faint pasture
coarse forge
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are nested for each loops non blocking?

zealous fog
zealous fog
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Show the blueprints!

trim matrix
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yeah wait

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i'm sending pics

coarse forge
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it seems the first loop moves onto the next index before the second one to the write gets to its next item in the array

trim matrix
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here is the full blueprint

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this is in the player blueprint

faint pasture
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It ain't going to wait for that delay to finish to go to the next loop, it's just going to go.

coarse forge
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ug

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k

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k one sec ill work up an option

faint pasture
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@trim matrix you probably need to use a montage and a slot. Basically you have a conflict between your death animation and your animbp

trim matrix
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oh

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okay wait

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then i'll replace the play animation node with play animation montage

faint pasture
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You also need to put the montage player into your animBP.

trim matrix
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oh okay

faint pasture
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Put it between the output of whatever you have and the final pose. Basically it'll run your animbp but if it's playing them montage it'll run that instead, or blend it in if you have blending

zealous fog
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Like this I believe - the death anim is in my DefaultSlot here

faint pasture
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Yes exactly like that

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Later you could have multiple slots for like upper body, lower body, whole body, etcetera.

faint pasture
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@trim matrix yeah just add the slot player between the blend space and the output pose

maiden wadi
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@coarse forge For things like what you're doing, you should be adding all of those lines to the widget in a single frame, setting them to hidden, and then using a single float on tick to increment by deltatime and show a new text entry every 2 seconds with a little math. At the end of the array when index is not valid, call the next function which can have your delay before opening level.

zealous fog
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Yeah I just made my blendspace a state machine

trim matrix
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hope it works now

zealous fog
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I think you need to reference the mesh

trim matrix
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oh

zealous fog
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not the self blueprint

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might be wrong here

trim matrix
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how do i reference it?

zealous fog
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Drag it from your components into the blueprint

coarse forge
trim matrix
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i don't have my character in the scene

zealous fog
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From within your blueprint

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Drag the skeletal mesh component into the blueprint

trim matrix
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uhh

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ok

zealous fog
trim matrix
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i can't connect it

zealous fog
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Oh well maybe Im using a different setup than you

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Im not super experienced sorry

trim matrix
faint pasture
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@zealous fog character has a wrapper. Character has a play montage function

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@trim matrix there's a play anim montage on skeletal mesh and also a wrapper for it on character, you can use either one

trim matrix
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this one?

zealous fog
faint pasture
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@trim matrix either one will work. You'll see that the one you call on a skeletal mesh component has more options for notifying when it's done etc

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So you don't need a delay, you can automatically just proceed when the animation is done

trim matrix
faint pasture
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@trim matrix you could skip the delay and go straight from on completed to game over, that way if you change the length of your death animation it'll automatically line up

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But either way it will work fine. Does it work?

trim matrix
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wait

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i'm testing

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nope

coarse forge
round edge
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is there a way to check if an input action is currently pressed without having to hook up bools to every input action event?

zealous fog
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Whats not working exactly @trim matrix ?

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The animation just isnt playing?

trim matrix
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yes

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it's not playing

maiden wadi
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@coarse forge More or less. Basically this.

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You can also very easily modify this to alter render opacity instead to fade them in.

radiant bone
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Hello everyone! I have a simple bug that I can't seem to fix:

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This always returns invalid even though HUD Ref itself is valid

maiden wadi
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@coarse forge The create widget is just a Userwidget with a RichTextBlock inside and some exposed variables. You can create the same thing out of a textblock and a simple Construct event.

faint pasture
zealous fog
radiant bone
faint pasture
trim matrix
trim matrix
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it's playing it i think for 0.01 seconds

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and then it comes back to idle

faint pasture
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@radiant bone what is the data type for in-game widget

radiant bone
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HUD Ref:

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InGameWidget:

zealous fog
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@trim matrix did you set up the montage with an animation selected>?

trim matrix
zealous fog
trim matrix
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yes

faint pasture
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I don't know what those purple bars are but those look like some sort of timing. And they look awful short.

maiden wadi
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@coarse forge This for instance would allow a 0.5 second fade in for each line. Little neater than popping on screen instantly.

coarse forge
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which is what im trying to accomplish with the images and the text ha

maiden wadi
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You could potentially use the UMG animations for this. But one it's harder to make dynamic if you don't always know exactly how many lines you'll have. And quite frankly, that system is screwed. I have a few use cases at work where I had to switch critical widgets over to tick math based animations because background loading was causing quarter second frame hitches, and for some reason UMG's animation system will literally just stop in the middle of an animation and never finish it until it's triggered again.

coarse forge
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yuck

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k ill try to work that out

supple osprey
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I was working on some procedural walls in BP. I am using hierarchical static mesh components. Like you see, between different components light is leaking into the shadow. I am a bit confused because all instances are spaced evenly... Did I miss a setting in the BP or in the project settings to fix this?

paper python
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Hey all!
I am learning about GameplayTags, for a project done fully in BPs (no C++).
And I could not access gameplay tags of ActorA from an ActorB using any of the built-in stuff.
The documentation didn't mention any extra steps, and I did manage to access the tag using a custom Blueprint Interface.

So, the question:
What am I missing here? Or is it how things are, and I just need an extra step of a BPI to use gameplay tags? 🤷‍♂️

Pictured are two built-in setups that failed, and a BPI one that succeeds, provided everything else is exactly the same.
Thank you in advance for any insight!

coarse forge
faint pasture
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@coarse forge can you show what exactly you're trying to do?

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Smells like it can be done in a material a lot better than whatever you're doing

maiden wadi
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Those are just Instance Editable, Expose On Spawn

coarse forge
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for the vars correct?

maiden wadi
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Yeah.

coarse forge
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k thx

maiden wadi
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@faint pasture It's been my experience that retainerboxes don't play well with text. Blurs it out and makes it look crappy.

faint pasture
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Well I still don't know what the desired end result is so I have no clue what you're talking about

coarse forge
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im making a story book style cut scene, where a number of images rotate in and each image will have a couple of lines of text, at the end of the full looping of things, either im loading a level or moving on to the next phase of gameplay

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i thought it would be as easy as image1 loop 1-3 text strings, then go to image 2

covert swallow
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Hi, not sure if it's the right channel to ask this, but i'am trying to setup a wheeled vehicle (not for the first time), and again I encounter this issue (which I forgot how to solve), but when I setup my vehicle, my wheels and stuff, even though I specify each wheel bone, all wheels get spawned on the root bone.
On this screen below you can see the wheel collision (using the PXVIS command)

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But as you can see here, the bone names do match

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I saw a video on how to rig vehicles on blender, in case I did something wrong, and I can't see any differences between the video and what I did ...

umbral ginkgo
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Im spawning an actor from a blueprint and it's parented under an arrow which is part of the player capsule component. I want the spawned actor to be able to have collision except if I move the arrow to be inside the capsule, it just propels back the player at 200 mph. How do I make it have collision or just work with the player capsule in general

lucid ingot
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does anyone know why my projectile wont spawn?

gentle urchin
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instantly hiting the gun?

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do a print on the hit event for the bullet

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see if it fires

lucid ingot
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ok

gentle urchin
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also probably no reason to spawn the bullet inside the gun anyways ?

lucid ingot
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Yeah, its firing

gentle urchin
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so print its hit actor

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probably gun or pawn

lucid ingot
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Ahhh

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hmm

gentle urchin
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just spawn the bullet outside?

lucid ingot
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ill try that right now 🙂

gentle urchin
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and do a particle in the gun

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remember games are all about smoke and mirrors, not real gun chambers and bullet firing with gunpowder and a gun-hammer 😛

lucid ingot
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the particle the bullet trail

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do that in the gun itself?

gentle urchin
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the typical "smoke" or "fire" would be on the gun itself

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the trail is just on the bullet

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doubt you can even notice it spawning a few uu ahead of the gun ?

lucid ingot
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Yeah thats all implented allready

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😄

gentle urchin
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and if you can notice it, add more fire ! 😛

lucid ingot
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Found the issue,

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going up close with 2 players, the bullet wont release with velocity.

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its stuck in the chamber.

gentle urchin
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add a linetrace first

lucid ingot
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I did all that lol

gentle urchin
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figure out a golden distance

lucid ingot
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do the distance has to match the gun.

gentle urchin
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if an object is to close (so the bullet gets stuck), just never fire the bullet and apply dmg anyways 😄

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mathc it?

lucid ingot
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man so many mathematical problems.

gentle urchin
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linetrace would start from gun muzzle

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gun muzzle is probably a socket 🙂

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on each gun

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no math needed

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just a golden distance to trace for 😄

lucid ingot
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well

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i never did that part.

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just did the actor has tag

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and tagged the player with the line trace

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pew pew.

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set the physical material of the body parts for dmg

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might be the issue with my line trace 🙂

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bullet decals spawn

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BUT the bullet is not.

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ill just figure out how i did the bullet decals, change the world location to the muzzle bam bullets.

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thanks for the help 🙂

gentle urchin
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Npnp, hope i didnt break anything lol

lucid ingot
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making a back up right now 😄

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good call

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if it breaks i delete, simple as that

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retry

bitter tundra
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https://m.youtube.com/watch?v=2I7qgKzt3E8
So I just found a video online for a gravity bomb projectile, but a bit stumped how they achieved it, does anyone have any good reference material in route to achieve this(or in similarity) by chance for a projectile?

Работает в мультиплеере
Запилил весь визуал, звук, код.
Поднимает все, что хоть как то взаимодействует с физикой, ломает разрушаемые меши, наносит урон актерам.

▶ Play video
lucid ingot
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that looks freaking dope that was be a cool gravity grenade.

bitter tundra
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Yeah, haha
The concept is awesome and customization endless after setup I’d say

faint pasture
bitter tundra
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Awesome, thank you adriel, wasn’t sure if it required further logic related to the gravity scale of each possible actor, but impulse seems like a logical approach

faint pasture
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If I was making that as simple as possible I'd just apply an upwards biased force to all actors within an overlap sphere towards centet then on end apply an impulse away from center.

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The trickiest part will be making it play nice with ACharacter. For physics objects it's completely trivial.

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Upwards bias is to conteract gravity.

trim matrix
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Hi, I have an asset issue with Ballistics FX. The problem is that after spawning a projectile, the projectile always has the same speed no matter how I set it in the variable. Do any of you have an idea how to solve this problem? Thank you in advance for your help.

lucid ingot
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amazing. just bought this thanks

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lol

vital aspen
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I viewed a pickup for UE4. and I'm just having a crap of a day with this pickup. Does someone know of of a video for "Press E to pickup.,

bitter tundra
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The projectile is already impulse driven and activated from gestures I think that will work for me @faint pasture

dreamy kindle
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Hey guys, can physics simulations be recorded in sequencer and saved as a animation file that can be triggered in a level BP for example?

I was trying to save on cost that physics have by Pre recording the simulation?

bitter tundra
vital aspen
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Yes, I do, from the same video series I watch for the pickup.

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anyone. ?

dusky harbor
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hey,

Does anybody knwo how to move the character reaching specific coordinates

gentle urchin
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Like... linear movement? Spline movement? Player movement?

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Or do you mean trigger box?

zealous fog
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Does this do the same thing?

dusky harbor
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just i want to use external coordinate source like OSC Touch Pad. This pad has X and Y coordinates and the character has to move reaching this coordinates

gentle urchin
brazen merlin
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more that there isnt a point to really use both

gentle urchin
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Yeah exactly ^

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You dont need to validate something you're casting to since thats done internally. But you probably want to validate some reference you're not casting to something :)

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IsValid checks if the pointer != null

zealous fog
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Ah I see thanks, so I would never need to put a isvalid immediately before or after a cast?

brazen merlin
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yeah the first pic makes more sense than the second

gentle urchin
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And not pending kill

brazen merlin
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it becomes sort of conditional though

gentle urchin
brazen merlin
#

for get player character, just cast, the player should exist at all times during the game unless you're doing weirdo stuff

zealous fog
#

Thanks you!

#

Thank*

brazen merlin
#

thanks back

faint pasture
brazen merlin
faint pasture
#

Yes or any pawn that's not ACharacter

gentle urchin
#

Get player pawn -> cast to myPawn 😅

brazen merlin
gentle urchin
#

Get player char probably returns nothing at that point? Dunno

#

Pawn is pretty standard class if you dont need or want the cmc amongst other things^ ^

#

Like a flying vehicle could easily inherit from APawn

sharp thorn
#

Hey there, i need some help with teleportation behaviour using blue prints. I set up a teleporter blueprint where a player ball rolls into it and teleports to another location. I got the teleportation working, but would like the velocity of the player ball to be zero upon teleporting.
To teleport i just use the SetActorLocation() method and it works fine. But there is nothing like SetActorVelocity() and i cant seem to find out how to get from my player actor variable to setting its velocity to zero. Any help?
Second question, whats the difference between SetActorLocation() and Teleport()? I just plug the same actor and destination vector into from SetActorLocation() into Teleport() but it does not seem to work. SetActorLocation() works fine though?

gentle urchin
#

Set physics linear velocity should do the trick for resetting it

brazen merlin
gentle urchin
#

Or apply negative force equal to current velocity *-1

brazen merlin
sharp thorn
sharp thorn
sharp thorn
sharp thorn
gentle urchin
#

Works > weird

#

But surely id prefer to just reset velocity^

sharp thorn
#

Other Actor Variable is set by "Other Actor" output of OnComponentBeginOverlap Node

vital aspen
#

well not having much luck in finding a pickup and well not sure why is doesn't work. I need a good video tutorial on a inventory and Pickup system. That using components. Anyone have any ideas. if not I mite be better off trying 1 from the market place.

sharp thorn
# sharp thorn

@gentle urchin same reason why i cannot muliply -1*velocity as force

sharp thorn
gentle urchin
#

You probably get away with get component by class btw

#

From the incoming actor

sharp thorn
#

what should the class be?

gentle urchin
#

Primitivecompoment

#

Lets go straight to the core 😎

shut escarp
#

does anyone know how i can hit someone and knock them back in the direction they were hit?

gentle urchin
#

Direction relative to what

#

The attacker?

#

The weapon?

faint pasture
#

And then for the direction, that depends on how you want to do it. The most intuitive would be to use the aim direction of the hitter

gentle urchin
#

Get unit direction vector outputs the direction atleast. Needs a start loc and end loc

sharp thorn
faint pasture
gentle urchin
shut escarp
sharp thorn
sharp thorn
gentle urchin
faint pasture
#

Primitive components are the simple shapes and meshes. So box, sphere, capsule, meshes.

sharp thorn
gentle urchin
sharp thorn
gentle urchin
faint pasture
faint pasture
#

so your HPComponent might be an ActorComponent, but your InteractionComponent might be a SceneComponent (So it can have a point the interaction happens at), Shapes are PrimitiveComponents, etc.

coarse basalt
#

yo can anyone help me

#

im having trouble hooking up my animbp to my character model

cursive spindle
#

Is there a way to expose these params to Cinematics so I could animate them? This is part of UDS and I need to animate values of Static Moon Rotation
I do not get Expose to Cinematics for the Rotator
https://i.imgur.com/dzkc2LA.png

#

I do not get expose to cinematics checkbox on the rotator

open elbow
#

hey does anyone know why this function doesn't replicate from the client to the server?

lucid ingot
twilit heath
#

you setting a replicated variable client side does nothing

#

for server, or other clients

warm ermine
#

I have a small problem - If anyone could help solve it 😮

Can someone tell me what I'm doing wrong? My enemy health variables Isn't showing up

twilit heath
#

you can't Cast your own player character to TrainingDummy and expect it to become a TrainingDummy

warm ermine
#

@twilit heath What would be the correct way? 😮

twilit heath
#

usual way is add a WidgetComponent on the TrainingDummy

#

then set UI_Enemy_health on it as the Widget

#

on TrainingDummy BeginPlay you do GetWidgetComponent->GetUserWidgetObject->Cast UserWidgetObject to UI_Enemy_Health->SetTrainingDummy on UI_Enemy_Health to Self (need to add a variable of type TrainingSummy to the widget)

#

and change the progress bar binding to read Widget's own TrainingDummy variable you injected instead of trying to pull it via gameplay statics

warm ermine
#

That sounds better already - Thank you for your help 🙂

twilit heath
#

note: if your PlayerCharacter and TrainingDummy share the same base class, or have some kind of HealthInterface on them

#

same Widget Class can then be used to display Health for both of them

sly forge
#

my component has a function inside it called Initialize it creates widgets and stores them in variables in itself i added the component to my controller twice, named the first one Inventory and the second one Storage, the method in the picture used to work as expected but now when i call the function Initialize for the component Storage it creates the widgets and everything else fine BUT it does that inside the component named Inventory not Storage for some reason, is this normal?

#

I checked the function and my controller multiple times, i can't find out why its executing that function inside Inventory and not storage

#

Inventory part works fine

brazen merlin
sly forge
#

it is

#

Target is Storage variable

#

which is the component for the storage

brazen merlin
maiden wadi
#

The second call not do anything inside of your inventory pointer. How are you debugging that this is the case?

sly forge
#

its one component

#

but added twice to my controller

brazen merlin
#

should be Target is StorageComponent

sly forge
brazen merlin
sly forge
#

Its one component named InvnetoryComponent

#

yes man

maiden wadi
sly forge
#

yes

#

exactly

#

i added 2 of it

#

inside the controller

#

named one Inventory and the other Storage

maiden wadi
#

@sly forge What is your debugging method for testing this? Because that has to be what is flawed. That second call will not do anything inside of the Inventory pointer?

brazen merlin
sly forge
#

The second call will execute in side "Inventory" variable not "Storage"

#

All the data of execution will be inside Inventory even tho the target is Storage

maiden wadi
#

But how are you testing that?

sly forge
#

it was working fine since i created it

#

trying to get the data from storage variable

#

but its null

#

there are 2 Widget types inside the main component

#

1 should be created inside Inventory and the 2 other created in Storage

#

i tell here what widget to create

#

this pic is for the "inventory"

maiden wadi
#

The Inventory Target?

sly forge
#

yep

#

using enums

maiden wadi
#

Where is your widget creation?

sly forge
#

Switch on enum

#

a function inside the main component

#

i have prints all over the place

#

they print what i expect them to print

brazen merlin
sly forge
#

I tested with prints

#

it prints twice, one for inventory and one for storage

#

when i disable the first execution "for inventory" it still prints for the storage

#

which should mean its working

#

like this

#

But the data is not inside Storage for some reason

#

this is the component

#

The storage UI is created in "inventory" even tho its executed with "Storage" as target

maiden wadi
#

That Enum is connected though?

sly forge
#

what bothers me the most is this was working for long as expected, now suddenly its not

sly forge
maiden wadi
#

Yeah

sly forge
#

no

#

i unplugged it for testing

#

to force it storage

#

but still no luck

#

i have more than one project with the same way of doing it, all working fine

maiden wadi
# sly forge

I don't see anything handling the data you pointed out here? Does the Storage widget create and add to screen?

sly forge
#

no

#

wait

#

let me sreenshot

#

Heres the variable where i store the widget

#

i use Get controller - get inventory or storage - get the widget

#

Inventory part is working as expected

#

i can get the widget fine

sly forge
# sly forge

The problem is, The execution is happening inside the Inventory even tho the target is Storage

#

i'll try restarting my computer

#

nah restart didnt help

maiden wadi
#

Unsure. But your execution cannot be happening inside of the component named inventory if it's target pointer was Storage. There has to be a debugging error somewhere

#

Well, that or somewhere you've set the Storage pointer to point to the Inventory Component.

#

Which isn't likely given your enum printed correctly.

sly forge
#

im getting no errors, its just the pointers inside the storage are all null, but there are not null inside "inventory" which they should be

#

i mean storage widgets are null inside storage but not null inside inventory

#

i think i found the problem

#

its most likely this, a function deep inside the project lol

#

using the same inventory for both

#

Yep, its working now 😂

candid blade
#

hi! I'm trying to get an object to move on the Z axis to reach a certain point, but I want the speed to increase over time (get faster and faster). I tried a timeline but it didn't really work out as planned, if anyone has a tip that'd be awesome

brazen merlin
#

its usually a linear line, if you curve it, that would give the feeling of acceleration

candid blade
#

Is there a possibility to do it with a float instead of a vector line with a timeline?

#

I might ditch the setrelativelocation and have it continue going up forever

brazen merlin
#

yes, you can use the float output as the alpha for a lerp

candid blade
#

so then I wouldn't be able to use a vector timeline

#

ohh I see

brazen merlin
#

i think in that case you'd also be using set world location

#

you may need to get its location before calling the timeline to then lerp it from that location to an offset

candid blade
#

like so? when I do it this way, the Z axis on the lerp doesn't seem to affect the objects location

brazen merlin
#

the lerp blends from a begin point to destination

#

the problem with this setup is the location being fetched for the lerp is being set by the setworldloc

candid blade
#

how would I call the world location before the timeline?

#

I guess I could set the world location beforehand and then have it set again after the timeline to the new offset

brazen merlin
candid blade
#

oh right I'd just create a new variable lol

brazen merlin
candid blade
#

alright this got it to work. thank you!!

brazen merlin
#

sure thing

haughty nymph
#

im making a multiplayer game but i use a get player controller so where can i change it for

gentle urchin
#

Get player controller is the local controller(s) so you can use that in multiplayer aswell

haughty nymph
#

the node need a player controller

gentle urchin
#

Sounds like doing anything multiplayer is gonna be one hell of a ride

sly forge
#

I wont be using this method but i was wondering why is this not valid?

#

its on the server

onyx token
#

if i want to have a random number that isn't actually random tho, but based on a seed...

What's the best way to go about that? rooThink1

#

maybe like divide it by π and then go down the after decimal point numbers?

sly forge
onyx token
#

yea but i don't wanna tho

#

I want one that i can control

#

where i can do the math to figure out what "random" number it is - which of course means it's not random-

#

but you know what i mean

#

i'll be putting in 1, 2, 3, 4, 5 - and i need this to become like fuggen... 13, 54, 2, 98, 4 or something

gusty axle
#

You can make a research on pseudo random generation algorithms and formulas, or you can use hash functions lol

onyx token
#

pseudo random generation algorithms OhIPanda

#

thank you! i'll look that up rooVV1

gusty axle
#

Np

#

Btw if you need a random number based on location you can use hash, like i do hh

sly forge
sonic crow
#

Fog of war (Line of sight). I am trying to get my fog of war to be initially be pitch black but as you move around the fog of war uses a different material as you discover new terrain and then switch to this blue in the video example, how would i go about this? (Having a basic black fog of war, once the area is discovered it uses new fog of war color)

sonic crow
#

All the resources online show different and really cool ways to implement a fog of war but they dont show how to add the initial state of complete darkness that changes to the standard fog of war once the area is explored

gentle urchin
#

Pretty cool 🙂

#

in the fog of war tut i followed many moons ago we used a rendertarget

#

probably not the best way to about it but worked fairly ok

shadow crescent
#

hey guys, is this the correct way to increment an index?

I must be missing something as further down the line when using a print string, the number is not going up

brazen merlin
shadow crescent
#

I was thinking surely there must be a much smoother method

#

been following a guide online and it's driving me nuts, lol

icy dragon
gentle urchin
#

Sure you dont just want a loop?

shadow crescent
#

I simply wanted to increment once

#

in my case so the player can press E to cycle through related wall meshes in a building game

brazen merlin
#

from the looks of it, you want to access the key of your map, increment it, and ideally store it back into your map

shadow crescent
#

cycle within a buildable group: walls, floor, logistics, machines, storage, etc

gentle urchin
#

incrementing the int is pretty straight,

#

but do you want it to loop?

#

or clamp?

shadow crescent
#

I thought about clamping too

#

most games use a cycle to top then back to 0

gentle urchin
#

yeah

shadow crescent
#

have thought about allowing another keypress to cycle backwards

#

buuuuuuuuuuuuuut

#

regardless of that ... this number isn't going up

gentle urchin
#

so

IF CurrentMeshIndex + 1 >= TMap.length
CurrentMeshIndex = 0;
Else
CurrentMeshIndex = CurrentMeshIndex + 1 ;

shadow crescent
#

those print string functions

gentle urchin
#

your find is the culprit here

#

focus on the index first i'd say

shadow crescent
#

this data

gentle urchin
#

it also doesnt help setting it back to 0

shadow crescent
#

NEVER changes, lol

#

driving me nuts

gentle urchin
#

oh wait

shadow crescent
brazen merlin
#

shouldn't your false output continue the flow?

shadow crescent
#

I thought that too

brazen merlin
#

it just ends with a string

shadow crescent
#

will try it again

gentle urchin
#

iis this like a radial menu ?

shadow crescent
#

oh, I put that string in just to test if it goes false

gentle urchin
#

with several sub menus?

shadow crescent
#

and it's always false regardless how how many times I try to increment

#

nope, just pressing 1,2,3,4,5 for different build groups

#

with the intent of cycling between each by pressing E

brazen merlin
#

well thats because you're not affecting the int of your map

gentle urchin
#

Im confused why there's a map of ints 😮

shadow crescent
#

it's the return node that should handle that?

gentle urchin
#

Like... cant you just used a shared index for any of the build gruip?

shadow crescent
#

this is what I was following

gentle urchin
#

When player switches build group -> Set current index to 0

shadow crescent
#

love the snap point building style

brazen merlin
shadow crescent
#

what time point are you at?

brazen merlin
#

15:17

shadow crescent
#

thank you

#

abd fuck windows

gentle urchin
#

if new mesh index is >= then loop to 0, if false then increment

shadow crescent
#

the amount of times I have been typing and interupted by a dialog

#

frustrates me EVERY time, lol

gentle urchin
#

still confused why there needs to be a map of integers but oh well

shadow crescent
#

I think because of the idea of keeping an index for the current buildable within the group

#

personally, I would prefer to put most of this data in a spreadsheet

#

but I am too noob for that, lol

brazen merlin
#

you can make a data table right there in engine though

#

you just need a struct to define the columns

shadow crescent
#

hmmm

#

would that allow items to have sub groups or multiple tags?

brazen merlin
#

dont make up words

shadow crescent
#

lol?

brazen merlin
#

yeah, lol

#

i have no idea

gentle urchin
#

surely a datatable entry can have an array of tags if that what you need

brazen merlin
#

you can do array names if thats what you mean by tags

gentle urchin
#

datatables are static tho, so no runtime changes

brazen merlin
#

you can do any array

#

yeah what Squize said

shadow crescent
#

I was thinking of a heirarchal structure for my buildables

#

like in floors, I want groups within groups

gentle urchin
#

I'm probably still not seering it,

shadow crescent
#

furnature would be a big one for me

gentle urchin
#

but what stops you from using a single index for different build groups ?

#

do you wanna save the current index in each build group ?

shadow crescent
#

that is a good question

gentle urchin
#

so if player has windowed wall, and moves to stairs, it'll still be curved stairs because thats what he had the last time?

shadow crescent
#

most likely

brazen merlin
gentle urchin
#

it feels ... odd to me but oh well

shadow crescent
#

like QoL improvement for players I feel

gentle urchin
#

Well i guess thats one way of doing it

shadow crescent
#

I think it might be time to rework this whole approach, lol

brazen merlin
#

to look at it another way, your map seems to be used as if it were two parallel arrays

gentle urchin
#

personally

brazen merlin
#

which may be easier to work with

gentle urchin
#

i prefer, and think its better qol to have a static start

#

instead of being surprised by "fuck, i was on X last time" ,

shadow crescent
#

I think for the most part yes

gentle urchin
#

you'll know that "swap to stair, scroll the wheel 3 times"

#

and thats the stair i was after

shadow crescent
#

but if a player has progressed to a tier 3 conveyor belt, they likely don't wanna start at tier 1 and have to cycle each time

gentle urchin
#

tier 3 would always be above tier 1

shadow crescent
#

thats a good approach

gentle urchin
#

but i'd think the converyor belt

shadow crescent
#

just have the index reversed

gentle urchin
#

would still be in the same spot

spark steppe
#

maybe make a hotkey to change the tier

#

like hotkey + scroll, changes tier

gentle urchin
#

^ anyways, we're breaking the tutorial

#

but i agree with Ben , for the record

shadow crescent
#

well, for now ... as my build system is the first thing I am working on, I have number keys for each group and E to cycle

#

nice idea @spark steppe

#

is the data structure approach still COP?

dim kelp
#

is there a blueprint node (or c++) to disable the renderer for a frame so that I can keep the last frame on screen, when I teleport the player there is a scene of the level that flashes that isn't the frame that will be seen after teleport?

shadow crescent
#

You guys have been awesome, thank you. 😊

gentle urchin
brazen merlin
dim kelp
#

:monkaHmm: I'll try the setting max fps suggestion

gentle urchin
#

does sound a tad hacky, i'll admit that

brazen merlin
#

screenshot to a widget sounds pretty simple though

#

pretty sure thats what the programmers did on a game i worked on for unity

#

they also applied blur 😛

dim kelp
#

sadly it didn't work, I'll take a quick video of it

gentle urchin
#

Are you possessing the vehicle?

icy dragon
dim kelp
#

the flash happens after I touch the enemy, you can probably tell what the game is inspired from moon2LOLE @icy dragon I don't mind plugins

gentle urchin
#

I bet thats the culprit, seeing this

#

it appears that you're without a camera for a brief window

dim kelp
#

I think what is happening is I'm getting teleported while the camera is still facing up and then before my character touches the ground (which I'm using the ninja character plugin to walk on all surfaces) it renders another frame then touching the ground updates the plugin movement

#

also pictures of the death logic

gentle urchin
#

But why would it instantly face up ,

#

you're also applying loc/rot to the teleport,

dim kelp
#

when I touched the enemy my rotation was the camera looking straight up

gentle urchin
#

do you need to force camera rot aswell?

dim kelp
#

yea the force is because I altered the plugin so I don't need high poly meshes to have a smooth camera rotation

#

the teleport rotation doesn't actually do anything

brazen merlin
gentle urchin
#

^

#

What if you simply set its transform directly

#

instead of teleport

#

not sure what the diff would be internally but

#

atleast set loc rot works when setting transform 😛

dim kelp
#

I'll give it a try real quick and I guess I could do fade to black if all else fails

gentle urchin
#

some transition for death would probably be good anyways,

#

instantly teleporting looks... interesting 😛

dim kelp
#

:SHRUGGERS: that's true I could probably have the player push a button to respawn

gentle urchin
#

button or not, atleast a fadetoblack, some info about death and auto respawning probably is alright

brazen merlin
#

think dark souls or gta

#

allow the player to see how they lost

dim kelp
#

yea that's honestly probably a better solution than just decrementing their lives counter

#

set actor location also keeps character rotation before moving and even with resetting gravity it keeps the old gravity PepeSpin

#

looks like a fade to black it is, thanks for the help moon2CUTE

brazen merlin
#

im curious why the camera is being messed with, but do it to it, hope it improves the quality of the experience

dim kelp
#

because I'm doing operations on the camera to get the smoothing effect and it seems it's biting me for wanting a low poly game

gentle urchin
#

I'm not gasping how smooth camera and low poly is connected

dim kelp
#

so the way the plugin works is it sets your characters up vector to the plane normal instantly when changing planes so with low poly the angle difference between planes becomes high enough that when you run it has a popping effect

#

I can record without the smooth camera enabled if you would like to see it

gentle urchin
#

Smoothing camera would work directly with a springarm with lag tho, wouldnt it

dim kelp
#

I was using the camera lag before but it was ruining the mouse input

#

am I allowed to link my itch page, because the camera lag version is the last updated version?

gentle urchin
#

oh gosh that was horrible

#

custom camera manager 😄

#

floating behind player, smoothly updating rotation

dim kelp
#

ninja character already comes with one so I had to build the smooth into it because I'm not smart enough to build a whole new camera manager

gentle urchin
#

never done it myself but i cant really see the hardships of it ? Isnt it mostly just updating location and rotation based on a viewtarget and view distance?

brazen merlin
#

doing camera manager work sucks

dim kelp
#

I think it also has to do rotation offsets from the base of the player to the current local position

brazen merlin
#

i might have something similar, i have a tps so the camera is behind the player and i hate the jump that happens when the character goes behind a wall

#

i made a dummy version of the camera - spring arm and some object (i think its a box i hide in game) and i lerp between the two. one has collider check while the other doesnt

dim kelp
#

does that work on gravity not set to -z?

brazen merlin
#

🤷 🙂

dim kelp
brazen merlin
#

i guess?

dim kelp
#

I bought advanced third person camera and camera smart stick, hoping they would solve my problem, but nope they both only worked for gravity set to -z

brazen merlin
#

well im using the standard tps camera

dim kelp
#

I think I am too, as I don't think the ninja character plugin author changed the camera class just the manager

brazen merlin
#

the dummy uses collision while the actual camera does not

#

maybe it helps, but there will be some clipping technically

#

i also have lag on the camera and not the dummy

dim kelp
#

clipping from the plugin? because it feels just like the tps camera where it immediately collides with the wall

brazen merlin
dim kelp
#

ah I see, honestly I don't think the cameras at fault more just the hacked logic I had to build to make the camera smooth so now it's biting me

brazen merlin
#

alright well

#

good night

#

lol

dim kelp
#

moon2BED night

#

thanks for the help moon2CUTE

brazen merlin
#

yep, i too will fade to black

#

but ill be waking up tomorrow

haughty nymph
#

where can i do the player controller on with no index or id in the node

spark steppe
#

you can't

#

get player controller always takes an ID/index

haughty nymph
gentle urchin
#

Ofc they can

haughty nymph
#

no i try it

gentle urchin
#

The id is local

haughty nymph
#

ok i try it

spark steppe
#

also this seems like something that you ask their support, or get from examples / docs

#

chances are way higher to find the required information there, rather than hoping that anyone here has experience with that plugin

gentle urchin
#

I'd suggest not doing multiplayer at this stage

thorny rover
#

Could someone explain why objects(meshes) have no lighting* =_= issues when they are made into blueprints?

spark steppe
#

they are isolated then

thorny rover
icy dragon
spark steppe
#

and my comment was related to lightning, not to lighting

thorny rover
spark steppe
#

it's unnecessary for that purpose

spark steppe
#

if you would set your mesh in the world to movable, you would archive the same

#

and neither that is a solution

icy dragon
#

In the end, those placed in the map are basically just individual actors with just static mesh component.

spark steppe
#

maybe you tell us which lighting issues you got

#

then a proper fix could be suggested

gentle urchin
#

sounds hypothetical

icy dragon
thorny rover
#

It was kind of hypothetical yes. I haven't worked much with graphics and always looked like everything looks okay when i leave objects as blueprints. But yeah good to know, i guess it affects bigger projects somehow? At least you mention it's not a fix.. so probably it affects performance then. Also sorry for my english :)

gentle urchin
#

surely if you share some spawn logic

#

looks like some bugged scale?

#

whats the get transform transofmr

#

and why the cast

#

so is it the initial one having issues?

#

exactly

#

all of them or just the first one

#

its not obvious to me

#

and what does the incoming spawn transform look like? the variable

#

the original

#

default value

#

i only care about its value

#

select it

#

check details panel

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The "NExt Spawn" variable

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the function is not a transform

#

could be,

#

but i'd assume the get function you have next is relative to the first spawned (even if it doesnt make much sense to me)

#

show the function i guess

#

honestly a pretty strange setup as i see it tho

#

o.O

#

Not sure what to suggest here really

#

the logic is .. interesting

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the variable, is it local ?

#

then i guess next thing is to check the transforms with print string

cold sinew
#

Guys i want to make Concrete bridge Part actor
I want to make it Multi layered
1- Concrete
2- Pipes and electricity
3- Asphalt
4- Fences
How can i make it progressable like first concrete they should make if its done then Pipes after that asphalt

#

I want the Idea guys..
i have bridge builder they prepare parts and transfer it via trucks to the location

spark steppe
#

add 4 bools which represent the status of each part

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or make an custom enum for each part, like "Not Build, In Construction, Finished"

cold sinew
spark steppe
#

that depends on your game

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if you just put different meshes, you can use 4 static mesh components

#

if each part has more on to it, like workers which are animated etc. a child actor would probably be necessary

cold sinew
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Its static not interactable

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But how can i make the build progress in your opinion
I use normally Morph Target to fill the mesh

#

This case i should use Skeletal for morph

spark steppe
#

whatever you can handle at this stage

#

yes

cold sinew
#

Sometimes i have the whole proccess but i want to ask to confirm approve the idea xD

#

Thanks thanks

spark steppe
#

you question indicates that you are still learning, so go with whatever works for you now, you can change stuff later on

cold sinew
#

Yes since 4 years im still learning 😫

spark steppe
#

my only advice is, that you make one static mesh which contains the full build bridge part, so you can swap that in once the built is done

cold sinew
#

I want the players to spend sometimes when preparing the part

#

Also im using Physics constraints to connect parts with each other

shadow crescent
#

Best not to get bogged down with what's best if we cannot comprehend as well as a professional.

cold sinew
#

Yesterday at 00:30AM i was half sleeping when i did the weight interaction alex

shadow crescent
#

I have wasted many an hour, lol

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Physics in building is a great idea @cold sinew

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That and other things helped Valheim to impress so well.

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Million sales a week for an indie, lol

cold sinew
#

Its awesome

shadow crescent
#

Yeah

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Might play it later now it's had more dev.

toxic merlin
#

hey guys I have a blueprint actor that has a widget component with a text block that shows up when hovering over the actor. I want to put custom text for individual actors from the editor. How do I pass the text variable from the blueprint to the widget?

#

widget is a component of the blueprint actor

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i have a text variable inside the blueprint

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and binded the text block to a text variable inside the widget

maiden wadi
#

@toxic merlinIf you get the Component pointer and drag off of it, you can call GetUserWidgetObject. That's a pointer to the instance of the widget that the component is using. Cast that to your widget type, and call a function to set the text in.

toxic merlin
#

thank you

maiden wadi
#

Traditionally it's a PlayerController, though it can also be World. You don't really need to worry about using it unless you're making a coop game with multiple people using the same machine.

#

Oh, I didn't look that close. Do not ever use Construct for widgets.

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Always, always use CreateWidget.

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CreateWidget will autoresolve the owner of the widget for you. Does some other widgety things. It doesn't need an owner unless you're specifically creating UI for two players on the same machine, like split screen shooter games where each player has a healthbar.

left fulcrum
#

I made a post process for the character to do night vision but I want to have it drop off after a certain distance, so the sky doesnt become blinding. Is a post process the right way to do this or is there a better option?

maiden wadi
#

People in #visual-fx could probably answer that question a lot better.

left fulcrum
#

ah good call, thanks

tawdry surge
#

@left fulcrum look up fog of war materials. It'll show how to use distance from the camera to apply a falloff effect

spark steppe
#

doesn't post process have some kind of z-depth?

icy dragon
left fulcrum
#

Ill take a look at all of that, I havent messed around with the settings in post process much

icy dragon
spark steppe
#

should be certainly easy if you have access to the z-depth

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something like z-depth to an map range node, which maps from near/far distance to 1-0 and multiply that result with the output color

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so you can make a soft fall off

icy dragon
#

That's what scene depth is for. On top of that, it'd be the matter of aligning the fog of war render target mask with the view

lyric relic
#

Hello, I'm new to Unreal after spending years using Unity. I have a question that I can't find a clean solution for in Unreal yet. any help will be great!

I want to create a global catalog of items in my game, e.g. weapons, potions, armors, etc.. and I want any blueprint in the game to have access to it and for example do getItemById() to retrieve an item.

In Unity I'd add this to a scriptable object array, and have a singleton script that manages it and can be accessed by anyone e.g. ItemsStore.Instance.GetItemById(). is there a way to do something similar in Unreal? even if using a different approach? My main requirement is being able to get those items from any blueprint in the game without having to do something like FindActorsByClass and look for the singleton ItemStore actor manually as this needs to be called a lot and that will slow down my game.

faint pasture
#

Data table or data asset are what you're looking for most likely.

icy dragon
#

Protip: defenestrate anything specific to Unity

lyric relic
faint pasture
icy dragon
#

I think not mentioning parallels to Unity for context would get the same answer, if not better ones.

sonic crow
#

I am trying to import a mesh with custom collisions however the collision system is not working and i am falling through the bridge. when I import it I deselect create collision in ue4

#

if you model your own bridge, with side railings the simple collision does not owrk and the complex collision does not apply in my case but is also not efficient even if it did work, I created my own collision parts inside of blender and i am not usre why it is not working, i still fall through the bridge

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I also did save the collision meshes as UCX_NamingConvention

gentle urchin
#

A bridge

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Would at the very least be 2 meshes

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As i see it

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Railings, and the ground

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Also just having collision doesnt have to mean its blocking the player

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So collision setting also matters

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Altho as long as its blocking pawn and ur using the correct collision setting on the mesh it should work 😅

sonic crow
#

I discovered the problem It was my naming convention fixed now. Naming convention seems to be particular

gentle urchin
#

Wha?

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Never knew that mattered

turbid gulch
#

Hi folks ! I am playing a bit with UE 5, I would like to implement a system for which the user is hit by an object and he gets pushed a bit in the same direction of the object (well, it'd be the resulting vector, ofc). I have enabled physics on a ball sliding on a place, and it hits the character, but the ball is rejected (the character is a solid body). I was starting to detect the character being hit, but neither On begin overlap not Event hit gets triggered. Maybe there are several things wrong. Can you point me in the right direction ? Also a link to a tute or something like that would help me understanding. Thanks

willow phoenix
grave fossil
#

Hey, how can one get landscape size in blueprints? I use "get all actors of class landscape" and then select the first element

#

but after that, it's dark 🙂

#

(size in final calculated size, like in editor)

willow phoenix
#

loop through, add to a variable each time it loops

grave fossil
#

I dont want the landscape count, but the width and height of it

gentle urchin
#

Extent

#

Is probably what you're after

grave fossil
#

aye, extent it is, thanks

honest ice
#

Hello! I am looking for a way to have a lightning arc between 2 objects happen once a projectile hits the first object. Right now i have a blueprint that has a starting point for the lightning arc and an end point characterized by a sphere in the blueprints. I can probably make this blueprint span when I hit the object but how do I tell it what is the end point afterwards?

brazen merlin
honest ice
brazen merlin
#

content examples from marketplace, its free, good for any developer to have

honest ice
#

ooh aight aight

brazen merlin
#

excuse me, its in the Learn tab

faint pasture
#

Also everymarketplaceassetiown.uproject

gentle urchin
#

Gosh that must be quite the .uproject

faint pasture
#

I only grab art assets, I don't believe in code assets. Most of them are pretty s***

gentle urchin
#

True that. Tons of both art and animation assets