#blueprint
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how can i change the image of a button on bps?
ok got it
for example in an image i can set brush from texture but how do i do that with a button
give me a second @trim matrix
If you're using Buttons, you may use the provided brush states instead
There are 4 states: Normal, Hovered, Pressed, and Disabled
the attach to actor is ofc optional
you can make it more of a switch if you wanted, and tehre are other ways to communicate with actors like blue print interfaces
ahhh
if you use a BPI, you need to have it on every actor that needs to communicate thou
its like having walkie talkies ๐
oh my
A lot of info to take in lol
but I got this
I really appreciate the time you took to help me
thank you
what's a "pipette"?
gauge dropper
gotcha
just remember BPI has to be included on everyone that you want to talk to. the character does NOT have it. char just overlaps the cube once, the cube then calls everyone with a BPI and if they have the fitting trigger event, they will be triggered
thanks
so, I guess if you want the cube to do more than one it'll be easier to do BPI?
this confused the heck out of me when i started btw
yes. if you would want to do it the other way you would to have to make the varibale an array, select every actor that you want to trigger with the dropper thingy and then loop through every actor. possible, but if i remember correctly this "hard reference" stuff will slow down the gameengine (not 100% sure here thou)
I was watching a lot of videos and I know the basics about things. I just wanted to get an understanding of connecting two BP and this will help.
wait the pipette dropper where is it in the editor
i mean, it would be possible if you want to trigger like 3 lights. or 10 lights. if you are a masochist, 20 lights.
but if you want to trigger different actor types like lights, maybe a spinning red box, a ventilator and the tv, this becomes pretty painful and you are way better of with the BPI
it only shows up if you made your varibale exposed on spawn and editable
right side of the screen for both screenshots
and always "compile and save" or stuff wont show up ๐
the variable you create in the first picture is that suppose to be the other BP that is being affected?
the type of it, yes
what do you mean "the type of it"
so if your actor that you want to trigger is called "bp_vito" you search for a varible of type "bp_vito"
but when I try to connect it to the "call to custom event" it won't let me
it says it's not compatible with the current BP object reference
Hey, I read that we can't modify a datatable at runtime even within the editor via a bp. I'm looking for a way to store offsets for actors using an editor tool. so In game when I equip an item it would place it in that offset (I want those offsets to not be stored on the items themselves) I'd like to have some kind of storage that I can access with itemId to get the offsets. is this possible?
I am gonna rename the thingy
Data tables are basically static array of a struct.
Is there an alternative I can use that can be modifiable via a custom editor BP? that can also be quickly accessible via BP during gameplay?
The clue is already in what I said.
Actually let me bold the part.
oh got it! Thanks! ๐
you are mixing up the two methods here
huh?
if you are using a BPI i would get all actors with interface, loop through and send each one a message.
if you have a reference to that single light, just pull out from the light and call your event from the light you referenced
interesting
In the epic game market place. there's 1 item. Wanted to find out if anyone by chance has ever used it before. The name of it is "Action RPG Inventory System". has anyone ever played with this before, I just fount out yesterday that support for doesn't exists anymore.
i have a quustion: so i have this giant worm thing and i wanna make an AI for it. heres what i want the AI to do: when its idle to stay underground and randomly jump in and out of the ground, when its alerted to rush to the player- still underground and randomly jumping out of the ground
ping me with some info.
me?
if any. The project is some what old and hasn't been updated. so HELP
Master me? what
Oh no, sorry. Just updating my post.
ah ok
in tutorials i keep seeing this blueprint component called pawn sensor
that shows up in viewport as a green wirefram seeming to depict a range of "sight"
does this come with unreal or is it a commonly known package/blueprint
Getting some weird issues with the BP editor. If I drag and drop a variable to a pin (eg: float variable to a float pin) it doesn't create a get reference.
Same thing with dragging a variable to an exec pin, doesn't create a set node.
Anyone else encounter this?
Never encounter that before, maybe restarting the editor might help
Of course, not sure why I didn't try that first lol
Easy to forget the magic bullet :P
event does not execute even tho it's called
i tried to relaunch unreal two time and even restarted my pc out of desperation but nothing
so i have a child actor that when you touch it tries to let you equip it. the first child works fine and as expected but the second child for some reason does not execute the event even tho it's called
wait am taking some screenshot
will take a minute
no it's a child actor not a component
when you right click an actor blueprint the first click the first option
i checked the code flow in game-play and i can confirm the event is being called
is there any way to attach two components based on sockets? lets say i want to put something in the players hand but since im using a lot of marketplace assets they are a bit all over the place
in terms of transformation or however you put it
you can use "attach component to component" node
no i didn't. i thought they didnt really touch on blueprints for ue5?
Anyone has a method to ease from one value to another and have the value flicker while doing so? So some kind of FInterp with randomness
yeah but i dont thing they changed how event's called
Yeah... but it also has to be smooth ๐
does someone have a tutorial to make a camera movement like sims 4
If you mean RTS like camera, probably
jeaah kinda like that
You just have to be less specific when it comes to looking for tutorial.
i'm trying to use set array elem in an array of structs, this is for inventories of spawned in containers
yes, i know how clunky a recursive array is
yikes, structs in structs
dunno how smooth it is
so what should i do? i'm trying to make it check if it's a new save and if it is, not load a null index
i dont know, i dont nest structs in structs as it gets hard to manage
maybe SetMembers will be better
they're generally such a nuisance, i look for alternaives
also, i didnt mention that but the way that i'm differentiating between indexes is that i randomly assign one in the construction script
Anyone knows how to calculate phase shift for sine, so when I change the frequency sin(x) stays the same?
i have been stuck on this all day. when i jump and move left and right you can float, and i've looked through all of my code, played with all the character movement values, changed engine versions, but i can't fix it, THIS WAS NOT AN ISSUE YESTERDAY. the only thing that changed was i went from 4.27.1 to 4.27.2 and now this happens
I use sin(x) to oscillate an actor. The frequency can change. But when that happens the object jitters.
I guess the cause is, that sin(f*x) =/= sin((f+1)*x)
this is literally footage from yesterday's build
That's why I need to accomodate for the change in frequency somehow
Discord screws up the math equation lol
Use the \ (backslash before the symbol to ignore the markdown *something like this*
this is in bp
?
Yes
so you have something like Sine * offset on a tick or sometihng?
uhhh, math is a little odd to me, but alright
Never mind
i was gunna ask, though, what about a repeating timeline?
just noticed that it works
oh ok
haha well splendid
anybody have any idea what could be causing this?
when i try it in the default third person map, it works perfectly well and good, but with my character, nope
sorry to ask something different, but can you save the game from the construction script?
you can but i wouldn't advise it, it would cause some major lag
lets see what happens lol
It's safer to do it in BeginPlay.
Construction Script also runs in the editor, and that could cause some problems.
ok! i'll try that, is it possible to make a beginplay always happen before something else is?
Begin Play happens before something else, immediately after construction script.
ok, thanks then. i'm asking because my player always loads the game in begin play, should i simply run that code from the player's one in the player blueprint?
like through a cast node
I'm trying to do a lock on function in fps where on input, i look for all actors that can be locked on and using the dot product and distance, I find the one closest to the center of the screen and closest to player.
My understanding of the dot product is that it would give me a result between 0 and 1 where 0 is equivalent to 90 degrees and 1 is literally in front.
However, the values I get span 0 to some hundreds and also in the negatives.
Am I mis-using the dot product?
additionally, if the target is ANYWHERE on screen, it will be larger than a 0-1 ranged dot product minimal result.. so it always targets
it's the location of the target
direction from a to b is (b - a) normalized
normalized
I tried multiple solutions but none worked :/ I think I'm just bad at Unreal lol.. I couldn't find a way to save array of structs as assets that I can edit from editor BP and query from gameplay BP.
that abs may allow to lock on stuff behind u tho
also the forward is always normalized so thats not needed
I used this condition to make sure it is rendered and on screen
hm, still locks on as long as it is on screen....
I used the abs because at different angles, the result is negative so it never locks on
adding an acos after the dot allows you to use degrees instead of magic numbers, useful for setting parameters
now for why its still going through your checks, needs debugging
maybe my conceptualization is bad
basically if my theta is greater than, it shouldn't target
I think this does the green and orange lines
arccos of the dot product should give me the angle
I'm still getting weird numbers between 40 and 100
if i stare straight at the target, the angle is 65
this is wrong
if you tried to get direction from player to enemy, that should be enemy.location - player.location
that's a good catch
yeah fixed it
hah it's giving me the right numbers but not locking on
@zealous mothYou need to normalize the result of that vector subtraction
so it's just a direction, not the full difference
unless you want to bake distance into your dot product, but I doubt you do
Hello,
Do you know why the camera always follows the widget.
How can i disable this?
*the widget follows the camera
widget follows camera because in camera space?????
okay, but when i want to make a progress bar for the health of the character and this i want to put over the character. How could i do this, without following the camera
Do you have any idea?
ah, so a health bar that stays with the actor
add a Widget component to your actor
yes
and you probably want to change the Widget, in the actor, from World to Screen
actually, in my case was the space in "Screen", right now i changed to "World".
Everything works.
... Ooh Man i don't know, sometimes everything is so easy and i make it so difficult to find a solution which stays in front of you
Thank you
np
its knowledge of what's available in the engine already, which is a monumental
its not unheard of to make something from scratch that already exists - a story about jump apex would apply here for me
Is there a way to set up a transition in an animation state machine so that the transition occurs when I call a certain c++ function?
currently I have it working by temporarily setting a bool to true which triggers the transition, but I was hoping there's a more elegant way of doing it
@eternal gate you can do a 2d blendspace and increment a value over time with a tineline or lerp
I dis that for a dancing game
Thanks, but I don't think that's exactly what I'm looking for. Basically what I'm trying to do is trigger a transition from idle/walking states to my attack state, when I call a StartAttack() function in c++
Oh a montage?
Thats how i would do it
k, I'll do more research into them
@eternal gate basically you right click an anim and make a montage. Then in your cpp fn you can play montage.
You can also call triggers mid montage and you can isolate a montage to specific bones.
What function would I use in cpp? Previously I tried SkeletalMesh->PlayAnimation which worked, but my skeletal mesh stopped being controlled by my anim BP after calling it
PlayMontage
Seems legit
The only thing is that montages tend to be an all or nothing. So you will have to tweak movement and smoothing
Sense no one has ever used the Action RPG Inventory System, Does anyone know of a video series that uses components to create Inventory systems. That has a public discord server where we can get help and support.
I all ready gone threw about 6 of them and they have no support.
So you watched the video on how to expand the items in the inventory system?
So what video and what inventory system.
For the Action RPG System I only fount 3 videos and the dev just vanished.
I saw how to add items to the inventory system. They didn't show us how to add things like a Shop. maybe I wanted to add a stove to it. How would I add something like that or even a machine.
if you run it and open 1 of the pots. It's missing the players inventory. So you don't have any way to drag and drop items from the Pods they added. ??? The list goes on and on
@brazen merlin any ideas that you have that I haven't fount yet would help. I would even post them on the Market Place for that Inventory system so that other devs won'y have a hard time with it
These are all the videos he has
Nope, wrong channel. This is ue4 blue print.
doesn't look like they have a channel for blender.
or maya
I dont think this is within the scope of whats been designed for the arpg demo
Well I don't know what the arpg demo is.
Its what we are talking about. I consider the action rpg a demo
Oh, ok, even a demo on the market place still should have some support. This guy doesn't exists any more.
The videos on his you tube channel are 5 years old and nothing update. I think this is wrong. They shouldn't make something like this and post on the market place and then banning it and letting everyone with out help. They should have removed the project from the market place.
Its in the learn tab isnt it?
Theres also multiplayer shootout in the learn and thats old as dirt
Not from what I been reading. I'm not the only one.
As far as the project goes, its really just got functionality for a generic action button masher where enemy waves are encountered. There is no shop or other expansive features
And whats implemented is confined to that system
you mean on the market place. I guess if you good at blue prints. it would be fine. Not for people who just started out. I been doing this for a little over a year and I'm still learning
Its a great learning resource - it has shown me a lot of great features but i dont find working from it attractive
ok,
I have to go on the unreal engine forums and ask on there. I have no idea what to do. Thanks for your help
Action rpg might be outside of your comfort zone but i do agree with you. If there was more support i would probably work with it. It would take me several days just to look it over to understand what everything is doing before trying to add to it
Is it possible to set default values for variables from a data table in an actor, without having to have it be spawned in the world? Trying on construction, and it will spit out the value with print string, even if game isnt running. But it wont update the actual variable in the actor
eg printing the 'name' row from the data table will show it, but if i try and set a string variable to the value it wont
I agree with you all so. It would have been better it they left more videos on it and maybe even some doc's would have help.
Yes, you can get the row of your dt then set that as the struct var to access throughout your bp
yep thats what im doing, it will print a string for example a name value from the data table, but it wont set the name variable inside the actor
Uh, not what im saying, maybe? Not sure if you are following. On BeginPlay you get the row and the output sets the var
not on begin play, trying to do it outside of runtime
Oooohhhh
to set data before its loaded into the world, its for items. i'd like to be able to see the info before having to spawn it etc
Im not sure if its possible, seems like an either or answer
Wait
if that is in the constructor ^
Oh so your saying it doesnt set the var
yeah
so if i compile the actor, outside of runtime, it will print the value of 'name' to the screen. but it wont set a variable of string with the value
try putting a print string on the end of the set name. and is if that prints the name out.
yep, that works, but if you inspect the variable it shows blank haha
Might be a checkbox thing for constructor
ok, one other thing. Change the name of the veribale like TxtName and try that. It could be the Name
hmm no dice!
then we are stump.
yeah haha its confusing the heck out of me
Layer it into a function?
in your details. show us a screen shot of the TxtName variable.
ok, that mite be where your issue is
Check Instance Editable and Expose on Spawn
just showing it does read the data and print it as well
So there was no issue after all?
Yes, that's 1. the other is in the data table. Make sure what you getting back is all so a string and not a Name
the issue is its reading the data outside of runtime (shown by the print string) but it wont update a variable of the same type
the row in the dt is just called name, type string
That's what I mean. Make sure in the data table that what your getting is a String Varable and not a Name Verible.
My spelling sucks.
yeh i got ya, confusing coz of name and variable types haha. its a variable called 'name' that is a string already
The Variable Sting and Name or not the same.
If it is a string then I'm stump. Sorry I have no idea.
thats alright i appreciate the input! its had be confused for a couple of hours trying to fix it
basically trying to load item information (eg, name, description, etc) onto the item actor from the table. but being able to see it outside of runtime on the item.
you could try it from begin play. other then that Sorry I have no idea.
hope you saw this #blueprint message
giving it a try right now ๐
still no dice, might be needing to work out another way to do this haha
i would wonder if using the variable name "Name" is doing something weird or of it were to benefit from constructor-friendly variable calls
so works fine if you spawn the item into the world, just not if you're trying to inspect it outside of runtime.
yes, that was established
ill find another way to do it, doing my head in haha
i dont use construction almost ever so im not aware of the nuances. data tables dont seem like a good fit for them, imo
Hi, quick question. If I create a BlueprintNativeEvent, or a BlueprintImplementableEvent in a component. Is there any way that it can be defined in the actor owning that component?
I think it's called set Owner
I'm not looking to set the owner, but rather allow the owner to define how a method is implemented. though this may go in the cpp channel
You could potentially use an interface - pass along the owner of the component as the target, and have any relevant actors implement the interface. When you want to call that event on the owner, then you call the interface and the actor that implements the interface can then handle that event how it wants to.
If I understand what you're trying to do correctly.
Can't see how this couldn't work
Looks like byref can't change a variable inside a function
structs and maps are temperamental in bp
So it can be done in c++?
dunno, never use it
Question: Is it possible to stop a Niagara particle effect from Blueprint? Set Rendering Enabled is not working...
Itโs not rendering
There should be start and stop for the niagara system itself
StopEmitting or something
A variable inside a function, as in in/out parameters using reference or pointer?
Ofc thatโs possible in c++
Why is bp so inferior lol
Blueprints has similar power, the issue is just that it sometimes takes a lot more nodes to get it done
BP is high level and can be made even more powerful.
Coding will always be shorter except when youโre creating default parameters to pass
That thing of yours can be made into BP callable C++ function.
yea thats what im thinking of doing
Such as tracing instead of a single node it becomes a huge list of things
Deactivate node
that'll stop the emitters
from spawning new particles, allowing the existing ones to die out naturally
Alright, thanks a lot! Going to look for that.
I havent messed around with Material Layers and Materials blend much, but I think its the solution I need for a problem. On a normal material I can set the blend mode to translucent to remove stuff from the mask to see textures below but Im not sure how to set that up using Material layer blend
Hello Guys,Nice to e-meet you all
Unfortunately I accidentally changed my HDRI Back drop blue print and now I can't turn it to it's default
would you please share screen shots of your hdri blue print with me.It would be a great help
thanks
I can't have 100's of actors in my project. I can use the static mesh. I can't interact with a mesh. So how to I turn it from a static mesh to an actor and then when I move away from it. I change to back to a mesh. ?
Why can you not have 100s of actors?
Give us some details what youโre trying to achieve
It could crash the game. Your not to have that many actors. It would lower your FPS
Static meshes you place on the maps are by themselves actors.
Well if all the actors have ticks enabled sure
I know, surprising, right?
dun dun duuuuun
Otherwise their impact is fairly small
If your actor doesnโt need an update, disable tick
well I need a way to add a something like a bush, I need to be able to pick it up
Don't make them able to tick then.
In other words, don't use Event Tick on them.
ok, I don't.
Oh, I thought you have to explicitly disable it in class settings
where it's enabled by default (event tick)
Hey guys. So I'm trying to create an over time effect. So far I've got it to work by simply using set timer by function name and using a counter variable that increments every time the function is firing. Problem is, if I want the over time effect to be able to fire off simultaneously multiple times (say I have several items that I can use, that all has the same 'over time effect') I can't really do that with set timer by function name. Any ideas on how I can create a similar logic but that allows me to run it several times at the same time?
No, disabling that also disables C++ tick
Either you maintain some queue (array variable or w/e) of work that needs to be processed on the next event, and the event loops through the array and does stuff, or each item is its own actor/component that has its own timer logic and/or is bound to a manager/host BP's regularly firing Event Dispatcher. Those are two approaches I can think off offhand
Its actually on the player character that the effect is taking place. But I might have found a simple solution. Instead of trying to run the effect at the same time, I'm just adding the additional effects in a variable and increasing the count, which prolongs the duration. Stupid me.
Yeah that was what I was thinking, and I think just containing it all in arrays or something and then adding to the effect is the way. Thank you for your input!
if I wanted to say, in an RPG style game, switch from an overworld mode to a static battle system mode, how should I look about doing that
like, system wise
should I be using gameStates?
gameModes?
same place and characters in the world, but completely different controls
kind of like your second example
(havent played those games myself, but your description sounds about right)
same location
well, I would want WASD to do different things
ah
is there like, a good video describing how to balance all these?
like, going into this a bit better than the documentation?
seems to be a problem I keep finding myself running into
Idk offhand. I mean, it's a framework for you to use at your convenience. They're convenient because there are nodes available in BP like Get Game Mode/State/Instance, Get Player Controller, Get Player Pawn etc. Some of them have specific properties, for example Game Instance is the only manager class that persists across level loads; everything else gets destroyed and recreated AFAIK.
If you have specific questions, feel free to ask
ah, ty
btw, like, as an example, if I had an fps, and I wanted to switch (what most people would call) the game mode from TDM to free-for-all mid-match, which class would best handle that game logic? (since we cant change the UE4 gameMode mid-match)
without switching levels
would it be game state?
I wouldn't know personally. Speaking generically, if you can't switch the built in manager classes mid-level, maybe you need a family (class hierarchy) of custom manager classes (BP actors) that are spawned by the game mode.
aah, "manager class"
thats a good way to describe them
@chrome fractal Nothing will stop character movement besides the root component, on character classes that is the CapsuleRoot. Character movement by default is already insanely expensive, that's why you can only really have about 200-400 of them running around at once before framerates really start hurting even on a good machine and that is only sweeping the main capsule. If you start including children components into that equation that is going to hurt which is why it wasn't done. You could probably roll your own subclass of the CMC, but that is advanced territory. What is your end goal with the sphere though?
I have a camera at there and it goes around the walls. I just want my camera to collide and not go through walls
I have a camera at there and it goes around the walls. I just want my camera to collide and not go through walls
You normally use SpringArmComponent for that.
I've got a Blueprint that's meant to take a common file-format for lego-models, and turn it in to a model using a pool of static-mesh bricks, but it's not functioning quite right.
public bool arraySet = false; //if this is not public, then the first if statement ALWAYS reads arraySet as false, the reason is unkown to me.
string ldrFile = "A really long glorified CSV sheet"
function brickBuild = A function that reads from an array of mesh names, locations, and rotations, and uses addStaticMeshComponent, SetRelativeScale 3D, SetStaticMesh, SetRelativeLocationAndRotation to place them accordingly
Construction Script Start
If (arraySet = false) {
parse ldrFile into an array named brickSet;
arraySet = true;
brickBuild(brickSet);
}
Else {
brickBuild(brickSet);
}
The expected behavior is:
User drags instance of BP into the level editor
BPi (BlueprintInstance) reads ldrFile, generates an array of mesh names, locations, etc (brickSet)
BPi places the appropriate meshes from brickSet inside itself
User moves the around the BPi, all the bricks follow.
What actually happens is:
User drags instance of BP into the level editor
BPI reads ldrFile, generates an array of mesh names, locations, etc.
BPi does NOT place any meshes.
User manually sets the public arraySet bool to False
BPI re-parses the ldrFile and adds to brickSet, essentially doubling the number of elements within the array
BPI now places the appropriate bricks inside itself.
User moves around the BPI >> the bricks disappear visually, but still hog memory as if present.
The User can set arraySet to false, new bricks will be placed and more elements will be added to the array. This is unusable because it creates a very large amount of invisible, resource-hogging bricks very fast.
I can upload the whole project to gDrive if anyone's interested in puttering around, but for now here's the blueprint node setup: https://blueprintue.com/blueprint/kq0d9hy3/ the sub-functions and macros should not matter, they're mostly dealing with translating the ldr file into UE4's coordinate system.
Why is this not behaving as expected?
My custom build have Datasmith removed, but maybe you could take a peek on how Datasmith actors can carry an entire scene without hogging the editor.
That's not the issue here.
Okay
One of the issues is that there is a memory leak where meshes are being placed in the blueprint, but removed from view as soon as the blueprint is moved, but are still taking up resources.
I'm not sure if anyone here knows anything about callstacks and crashlogs, but I'm kinda in the fudge....
Was working on my project last night, everything was fine, logged off. Came back this morning and whenever I open my character BP, the engine crashes. If I open anything related to it, animations, skeleton, child actors of my character. It crashes. The weird thing is, I wasn't even working on my character last night...
Here is my callstack if it's important
and my crash log is here
I'm at a loss, it opened once, I quickly saved everything and made a backup, but opening again it's right back to crashing, sometimes unreal crashes when opening my project after crashing from opening my character
I have a backup that I can revert too, which I'm fairly sure I made last night right as I logged off. So they should both be the exact same thing, weird
I'm just worried it's some timebomb kind of thing, and I will run into it again
I'm trying to use FoliageInstancedStaticMeshComponent Class for per-instance of Foliage overlap event. But how to transfer the collision data from the overlap event from another blueprint? Does anyone know about this? Thanks!
okay-
why is the documentation of unreal engine so garbo sometimes? 
i wanna know what the "On Notify End" output in the PlayMontage node does-
and the documentation tells me this:
thanks
does anyone know what that output does and how i can use it?
well sure- i've looked at that - but if i add a notify and name it "End" the node output still doesn't do anything...
no thats not how that works
okay 
i'll call it "End"
and when the montage node plays the montage
it will fire Notify Start when the notify should be called
and Notify End when the notify is over
you mean "OnNotifyBegin"
eh yaeah
If you want to know whcih notify is currently "playing" you can get the name via Notify Name
ok i'm doing something wrong...
i have an animation right
and the animation is playing here just fine
but the print isn't getting called

So i have a 3 hit sword combo and for some reason the mannequin doesn't do the combo, i already checked the inputs and the animations look fine, is there someone who could help me?
LOL you're literally doing what i'm doing right now 
Have you looked at the code while playing to see if it is being used
That helps to find out where the problem is
it is not thats the issue im not figuring it out
Is the event firing off?
no, i just double check my inputs again
Then the issue is with the event
i mean i know that, my question is how to solve it
call the event 
or replace it with like "left mouse button" or something
i did both
good job
still doesnt work
that's not alot of info
I cant magically know what the rest of your code looks like
you probably did something wrong while doing it
so try doing it again, this time correctly tho
i mean i just started
You gotta show more
there is literally nothing else
well for one
the instant the montage is played, you immediately switch your int to 0
wait no you immediately increase it
then wait 1 second
and then switch it to 0

why
thats what the tutorial said
Maybe try an easier tutorial just going over inputs and events
And blueprint communication
right
say @zealous fog are you experienced?
i'm kinda struggling with the same thing
i wanna use the "On Notify End" node
but i have no idea how to make it work
like what kind of notify i gotta put onto my animation to make it fire
Not very
You go into the animations
And you can add notify on a specific animation
Hmmm if I was at home I could try it out myself and help you out but unfortunately I'm at work now and don't know enough about this sorry
ah, well thanks anyways, and have fun at work 
ok apparently i gotta make a custom montage anim notify - and add that to the montage, and THEN the "On Notify Begin" works

what an intuitive design
Hey I'm having an issue with a wall climbing system.
My character climbs fine but when I align them to the wall the mesh and capsule will turn and face outwards while climbing and I can't figure out why.
This is what is happening
and this is my rotation code
Already succeed passing overlap data to my FoliageInstancedStaticMeshComponent Blueprint. Now how can I use PerInstanceCustomData for Displacement in material. [SM5] (Node PerInstanceCustomData) Invalid node used in pixel/hull/domain shader input!
Anyone know this? Please!
hi guys! just trying to have a simple restart game button. how do I get a gameMode instead of gamemodebase?
cast
if i have a actor blueprint
i want to be able to use pawn movement components like ai
move
how would I make it into a pawn
or would i have to start from scratch with an empty pawn
the cast fails..
if the cast fails then your gamemode doenst inherit from AGameMode
whats your game mode?
it's BP_ARGameMode which inherits from gamemodebase
well gamemodebase is not a gamemode, so you cant use it's functions
you can only use functions from gamemodebase
if you want to use functions from gamemode, you have to change the gamemodes parent to AGameMode
shit
can I do something like Reset Level then? (i only use 1 level)
the function RestartGame from C++ just calls a server travel to the same map
server travel just means opening a map
okay
i've got reset level to 'work' but the nothing actually changes when i press reset?
i basically want to delete all the actors and reset variables
or even just quit the game and open it again
i fixed it, thanks takain
Anyone have a good toturial for an inventory system , I would use plugins on the marketplace but I'm kinda intimidated by them, any help would be appreciated,thank you
In this guide we create inventory system. Every picked item is added to the inventory and can be placed back on the scene after button press.
Next: https://www.youtube.com/watch?v=c1-wOvEk5dA&list=PLgwhqR8QlpRW6MH361_L7KRzmYE6eFugd&index=10&t=0s
Previous: https://www.youtube.com/watch?v=z8pzCI5TWo8&list=PLgwhqR8QlpRW6MH361_L7KRzmYE6eFugd&index=...
is there a shortcut for adding reroute nodes?
Hi all
Does anyone know how to make a "Offscreen indicator" please ? Any links is greatly appreciated ^^
like this for example : https://www.youtube.com/watch?v=sQf0BMf7oAE
Demo video of the offscreen player indicator mechanic in development for the game "Keepers of the Trees" by Studio Chili using Unreal Engine 4.
Reparent to pawn. Top right of the BP editor. May or may not break things but probably won't.
That's fairly simple. Break it into 2 parts. First, make the screen effect that can draw the indicator when you feed it an input (angle or 2d vector). Then make the logic to calculate that input given a player pawn location, then hook them together.
does anyone have any idea how i can make the line of sight effect less harsh/hard and more blended at the edges or smoother?
You using a render target?
I am using Canvas render target
Blur it
Draw to 1 RT, BLur/Copy to 2nd, use the 2nd in your post process
Here's what an extreme blur/fade looks like
@sonic crow
There's other blurs you can try but I like this one
thats so cool thanks will give it ago
How are you doing your traces? Just spamming a bunch out around the charcter or just aiming at corners?
You can copy this if you want, worked out a really efficient way to set up the traces for various shapes and sizes
Thanks ! But can you give me a little more infos please ? ^^
Can editor utility widgets be reliably used to make debug commands while the game is running? I'm having a real hard time reliably getting anything to work in it once the game is actually running, specifically trying to get a reference to the game state
Should I add a static mesh above player enemy head ?
I have to use widget on my hero character ? or enemy ?
Start by deciding if you want the offscreen indicator to be in the HUD or in 3d space
I want in the HUD please
This is pretty cool, i am using 1 trace per degree, I can also choose a shape as well. I attached my blueprints so you can see how i did it.
Eventually you'll want to trace per perimeter distance, not per angle. If its a cone shape you'll spend as many traces in the back half as the front, which is unnecessary.
Start with making a UMG widget that can be moved around on the screen and rotated like those indicators
so I create a widget blueprint ?
I already have one for stamina and healthbar
and I want add multiple indicator during runtime
if it's possible
or do I have to place my indicators on the widget blueprint and just show/hide them ?
For anyone else reading this, you can handle this with the function "Get Game World" in the editor utility widget to get a world object reference
so in widget blueprint I set an image of my indicator
now how can I attach it to a enemy that is on the scene please ?
true, for now I am okay with a 360 degree view, i plan to play with it later once i have more in the scene to see how it feels. The gaussian Blur, I created it with a custom code node, (code found here https://forums.unrealengine.com/t/gaussian-blur-post-processing-material/14683) , however with my existing setup that node cannot inherently connect to the world aligned texture.
.
Hii
someone have an idea how can I connect two audios at a same event
Image
In this case this is with a flashlight
You dont need to add a component just play a sound cue attached
I guess I have to set the image of indicator in Enemy widget right ?
Iโm trying to make a rail grinding system but the only thing I can find online is this screenshot. Can anyone help me interpret it? Thereโs a lot of functions I canโt find and idk what some variables refer to.
?
I didn't get it
When I press a key I want to reproduce an audio but when I press again I'd like to reproduce another audio
Maybe use flipflop?
how do i get the widget parent actor? (in the widget blueprint)
@empty bay did you try codelikeme on yt?
He has a pretty good skateboard series
Yes! but now I'd like to connect both to toggle blueprint
Is there a way to unit both sounds and connect to toggle visibility?
@empty bay
Uh
how can I get the "owner" get node in widget blueprint please ?
Idk
to get the actor location of the owner of widget
Ig youโd just have to make two toggles
wouldn't it be easier to pass that value from the owner to the widget rather than the other way around
it's ok thanks^^
Eh, his tutorials kinda suck so I always avoided them
Iโll try it thou
the math is right
I tried this
I'm not his biggest fan either but not many options for that type game
but I didn't get it sound both audio
you arent setting the condition to anything new and a flipflop would be better
but now?
I need to connect the other audio
xd
Is there a mix
or smth like that?
@tawdry surge
Oh! I could!
hahahah
I didn't know it
๐คฃ
help
i have an interface widget (health bar) on the enemy, i would like to access the actor on that enemy where the widget is, inside it
you could put the toggle at the start and use "is visible" for the branch
You cannot unless you pass the actor into the widget through the component via GetUserWidgetObject
so you add it to the enemy via component or whut? just pull it into your your graph then if you want to show hp on that enemy
or how did you add that interface widget. or where is it
but then what do i do? do i create the health variable inside the enemy blueprint or the widget blueprint?
depends on where you want it to be. personally i would create it inside the enemy, so if the hp hits 0 i can enable funny ragdolls and set lifespan to 3 seconds (and delete the actor then)
GetWidgetComponent->GetUserWidgetObject->CastToYourWidgetClass->CallFunctionToUpdateWidgetWithOwnerPointer.
its because i need to get the health variable inside the enemy to update the health bar widget, and this needs to be inside it because of the 'get percent' function, i think
Are you using a component, or are you creating a widget and adding it to screen?
component
@rigid fractal Set the widget class here.
Go into the widget, make a custom event and a variable of the character type. Make the custom event set the owner pointer.
Back in the character's Beginplay, do this to set the widget's owner pointer to the character.
Use this in your percent binding.
im a little late,
binding on the percentage is better than mine, i skipped the part with the valid check and was too lazy to add max health
but basicly the same
sorry for the silly question, but how do you put this variable as "parameter" of the event?
ah ok
You can also click on the event and click the plus button here in the details panel.
That'll add the last type you've used, defaults to boolean. You can find any set it to your desired variable type.
got it, but another thing, what is the type of this variable OwningCharacter?
would be the enemy in my case?
k
It would be whatever class holds the health variable you want to display.
you wouldnt happen to have a screenshot would you
then it would be the enemy, but this error is occurring
the health variable is in the enemy actor, not the widget
You're trying to call the wrong function. Delete SetOwner and drag the same line you're dragging here and get the SetOwner event you created in the widget.
While this is true, you should also not change people's approach while they're learning, it just adds to confusion.
Eh.. learning to do it wrong isn't much better
There is nothing wrong with tick when testing things. Event driven is fantastic but it adds to iteration time and only really helps the final product.
Same with using get all actors of class or putting everything in the level blueprint
Its just not good in general, so pry shouldn't learn that way. You'll only have learn the proper way later
hi, how do I get the total sound volume that the player hears for this widget?
While I agree with the level blueprint, there's nothing wrong with GetAllActorsOfClass. In fact it's very useful for abstract level managers to do their thing at setup. And it's actually a lot faster than people realize. It doesn't actually iterate over every single actor in the level.
Has anyone ever experienced an issue where an object will push a character if they are walking but not if they are standing still? I've tried turning on CCD (continuous collision detection) but it doesn't have any different result. This is with the default third person character blueprint here
yes, it is a painful problem, i cant recall, of the many posts ive read, of a proper solution
I see
@maiden wadi I don't think it's that bad, but like tick it has a cost that can add up if you don't watch, and is usually not necessary.
Casting is similarly risky if you don't use it right.
My two cents. The best way for someone to learn (and not be discouraged and give up) is to take the simplest route possible, even if that means the code won't be super-performant. Performance is anyway a secondary objective and only really matters for commercial projects.
^
I've created a main menu but when I click on start button the main menu remains...
the first rule for optimization is don't
@iron boneyou need to detect the hit with the character's capsule and apply an impulse to the Character Movement Component.
Hello
Show what clicking on the start button does. It will only do what you tell it to do.
can anyone know how to make percentage for weapon drop on somthing like this?
@faint pasture
thank you! Going to try that now
@brazen merlinoptimization comes even after performance. Also not needed if you are just learning.
now thats an important distiction i dont see too many people understand
Unreal Engine already has a pretty steep learning curve without having to deal with performance and optimization.
I am of the generation that had 64Kb RAM to work with ๐
Besides that. When you realize that the engine checks on tick if it should split the viewport for coop, you really just stop caring.
And was doing 3D graphics in assembler...
ah, i only go as far back as DOS ๐ข
I also started on the C64
@mild citrus have the menu remove self from viewport
I started in BASIC but my main programming was 1 semester of Java, Minecraft server modding, Garry's mod E2, then this.
Kiddo
I started in blueprint. ๐
@trim matrixPEEK and POKE nostalgia
@trim matrixthat was for when you felt really hacky
I'll agree step one is get it to work (whether learning or not), but teaching newbies to check health on tick is just bad practices and in an average size level with a decent number of moderate resolution meshes. That sorta stuff all over your code will cause fsp drops.
Type remove in the bp search and you'll find it.
What should be triggering it to be removed?
The hit event is not registering still unless I am moving. I'm blocking all of my response channels except the camera but no detection
Ok so you're staring at the button pressed event in the main menu widget.
@iron boneit was working last time I checked. Which engine version are you on?
4.26
Let me show you again
Should I try a different version? Thanks for all the help btw
no, it should work
let me check something
I might try a blank project but I haven't altered any of the code for the Third person character in this one
how can i make an animation only play when i press a button
@iron bone|I had a project showcasing a character being pushed by a growing/shrinking static mesh, but it may be on my other dev PC
Thank you for looking!
can you set dafault values for save games that you can overwrite? say i have an array of item structs that i set a default value for in my save game, can that be overwritten?
this code doesnt work, i tried finding all references to it but there's nothing
t's a huge file, but it needs to be. it's an array of struct of arrays, its the only way i know how to save inventories for every box in the game
@iron bonehttps://we.tl/t-Qbl9DqXfhe
on 4.26.2 had to redo it because I couldn't find the original one
You rule! Thank you so much! Going to study this and cross reference it now
@iron boneyou have to calibrate the impulse based on the speed of the hitting actor. In case you can use Normal Impulse as starting point. I used a fixed value just to show how it works.
So I should adjust that float value according to how fast an object is going to replicate an accurate amount or force?
of force*
To be precise, an impulse is made of a mass times a velocity. So a bigger object hitting at low speed (sledge hammer) may apply a similar impulse as a small object hitting at high speed (bullet).
Noted!
Add "remove from viewport" to this
@iron bone Just remember, if it's a constant push over time, use force. If it's a one-off shove, use impulse. There are use cases for impulse every frame but that's for more advanced stuff.
Impulse = change in momentum
Force = RATE of change in momentum
It's working now ๐
Is there a node that sets scale for box collision?
Sorry if the screenshot is a bit low quality
When I left click, the walls and the floors names are being logged but if I point at the custom object I have made it won't
is there a certain property I have to set for the object?
Cant you simply set scale?
its complicated
I also tried using "for Objects" instead of "by Channel"
If you say so i guess
what is the object you are trying to get and what is the collision settings for it?
Anyone know how to get a mesh's normals in local space in a material?
VertexNormal
local space should be the same as WS
Hi, I was wondering if there was a quick way to tilt a camera a certain amount of degrees on a certain action. I am trying to add wallrunning and would like to make it more impactful to the game.
Thanks!
@steady crescent check if you get a blocking hit on these actors
This is unfortunately not true, normals in local space are not the same as in world space, When you rotate a mesh on an actor, it changes the normal diretions
ahh
just a cube
so i baked my brushes to add textures to my level
and as i anticipated collision broke
you'll want to transform the normals
how do I do that
sorry I'm new to unreal engine, just started today
am i gonna have to manually do collision for every surface
you converted your BSPs to a mesh?
yes
how about per poly collision? cant be that expensive right?
when they're BSP its per vertexpoly
nothing. you have to set up "use complex as simple" in the mesh settings
i miss probuilder so much
and on the object it is true
and the object also blocks
did you make bsp walls and converted them to static meshes? ๐
they did #blueprint message
Well it is false when I point in a way that the ray would go through the wall and not the floor
if that makes sense
I'm not sure...
I just used the first person template
and removed the guns and hands
and removed the firing
oh, i getcha, so its a blocking it because it hits the floor below the object
maybe set the editor window view to view collision
sorry, you are right, it was lol
i replied to both of you ๐
oh ok
4 people talking hard to keep track
did you use unreals "geometry" tools to create a wall yourself?
if you don't know i guess you did not ๐
I just used the first person template
then im positive you did not ๐
whats the issue with the walls tho?
can you make a screenshow of what you want to "click" ?
i thought the issue was the floor is blocking the hit when I want the object to
what kind of actor do you have
getting back to this, can you expand your collision settings so we can see the full setup?
yes
it says type: StaticMeshActor
you are using the first person template? the cube was already in there?
the block or the floor?
I created the cube
I deleted all the precreated cubes
but i did not delete the template walls or floor
how did you create that cube?
can you show me the collision presets on that cube?
i got another wild guess, im starting my engine right now
i think I just dragged it in
from the Place Actors window
maybe that "under my cursor" is not working well in First person
but i want to check ๐
possibly
if thats true, would I have to do a ray tracing sort of thing ?
like
trace the cursor to a world position
ye you do a line trace by channel
and check if ht ecube is there
its easy
alr
just second :3
keep in mind that I am currently using for objects instead of by channel
which one is better to use
this blueprint stuff is so much better than using c# with unity cause although I do like to code, this is just so much easier
ive not been reading all of this, but on a limb, turn off trace complex?
oh sadly you cant see my cursor.
hit shift + f1
when you started the game
your cursor is a little further off, so you are clicking the wall and not what is under your crosshair
just a second i show you a working line trace
umm ok
i see what you mean
so I would need to do a line trace using the camera instead?
there is an option that lets me see complex collision
and its like
just the exact collision the brushes have
can i just like
implement that
automatically
I'll try
yes, I did some more experimenting and what you said is correct
I assumed that UE would take care of that whole cursor thing and lock it to the center of the screen lol
something like this, but the target is a little off
at least its not telling you some random wall that you was not even close to looking at ;D
alr
I'll try this and let you know how it goes
is the sphere the object to click on?
i got it to work
after 3 weeks of googling
brute forcing
giving up
i just clicked random checkboxes until it gave me the desired behaviour
ngl using unreal was the best unity advertisement i've ever experienced
what is the + and the x
could I implement the offset into the line trace??
you can just remove the crosshair offset if you want. but still it feels a little "off"
rightclick on "out hit" and split it
@willow phoenix
where do you see a + and the x?
.
vector * float
vector is the location in 3d space
here we want the world space ofc
and then we take the forward vector, do some magic shit that i don't yet fully understand, and get even more magic
and boom. line trace
is the sphere the click object
like the object I'm trying to click
@willow phoenix
this is as accurate as it gets i guess
you are shooting a ray from the middle of your camera in the direction you are watching times 20000 units
the sphere on the gun is where the projectile gets spawned from
how do I make the range smaller? decrease the 20000?
yep
ok, thanks for all the help!
I really appreciate it
actually one last thing
how would I categorize certain objects
and in this code check if it is in that category
so should I use this instead of the other code
there are quite a few ways. you can check if the hit actor has a "tag" (nobody uses that for some reason) or if its of a special class
ye ik there are tags in unity but wasn't sure about ue
the result will be exacly the same, just tried it by printing out both vectors
alr I'll jus t use my current one then
so in blueprint how do I do something only when the boolean is true
interesting print strings ๐
i din du nnuffin
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_BreakHitResult_HitActor". Blueprint: FirstPersonCharacter Function: Execute Ubergraph First Person Character Graph: EventGraph Node: Branch
you need to check if the actor you hit is valid
before the branch
"is valid"
or you can do a "and" for the branch
actor has tag AND "is valid"
Nar, that'd still result in an error.
Simply because an AND would still attempt to execute the ActorHasTag node which would be trying to potentially access an invalid actor.
oooooh ๐ฎ
Yep
makes sense, thinking about it
they just look different
one is a pure func and one got a branch already included
pls don't proof me wrong datura xD
I think there's one that has a ? symbol in the chooser thingy
found it
The other is just as valid, but the one with the ? saves you adding another branch as crt pointed out.
if it works, it works ๐
lookin awesome
but you are missing the "harder daddy" print nodes
forgot about that mb
ego te absolvo, my child
they serve as a good debugging method
and jus thelped
it doesn't log
cube ^
nevermind
I set it on the wrong actor
oof setting visible doesn't affect collision
alr thanks for all the help @willow phoenix!
set collision enabled ๐
or set hidden
i think hidden removes collision too, but not 100% sure
ye this will work
Nope. Seperate functions.
Anyone know why Open Level By Name would re-open the current map? I checked, the name being supplied is correct... could it be that the map wasn't packaged with the build?
do I need to rebuild the lighting when I set it to not visible in game?
cause now there is just a shadow there
how do I do that in bp
then how do I do it?
how
ohh ok
ohh ok
How can I compile my project to refresh it please ?
Because I added a new Blueprint function with C++ code
but it does not appear
By compiling it.
@odd kiln close everything. Open vs and compile. Then reload ue4.
Don't say you use Hot Reload
how can I please open my UE project with Visual studio ?
without opening UE
cause I have a error when trying to open project that tells me "rebuild manually"
I don't know what Hot Reload is lol
hey so does anyone have a solution to a problem im having
basically I'm making a game
and I have a mechanic where you can double tap the space bar to fly and stop flying
and I want it so that when you move the mouse up/down the player will move up/down
I already tried creating a new inpiut for it and it kinda worked
but it would just stop working at random times
unfortunately*
hmm well im sure you could handle something like this using input axis
just include some bool or character state enum, if flying then add movement input
instead of making the camera move
or is that what you tried
would I need to create a new variable for flying or is there a way I can get the movement mode
I can try to show you what I already have
uum the movement component might have it included already
Basically compiling changed C++ code with the Unreal editor still open
So I made it sorry ^^
I just wanna add some .cpp and .h file
how can I do that without editor opened?
please
yeah theres no blueprint to get movement mode, only to set it
but I can create a variable for the movement mode
is there a way to change a variable to a word instead of a number
This?
so like instead of the variable being 0 (walking) or 1 (flying) I could just set it so it says "walking" or "flying"

