#blueprint

402296 messages ยท Page 783 of 403

icy dragon
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You can create C++ classes in editor, but make sure to disable the Hot Reload

odd kiln
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and then I have to open my UE project into VS?

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to compile it ?

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or can I do it in the editor

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?

icy dragon
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Once you make the classes, close the editor and open the .sln file. Do the coding in VS, and compile there once you're done.

odd kiln
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but I don't have .sln file

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so I'm looking for open my UE project in VS

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but I can't figure it out

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oh I will do it from editor I think

icy dragon
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It should be in your project folder and generated the moment you make C++ class. If not, try generating Visual Studio project from the .uproject

odd kiln
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it's ok I opened it from File -> Open Visual Studio from edit

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thank you so much !

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I have to reopen the UE editor after compiling in VS ?

dawn gazelle
fleet raft
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well I guess I'm wrong then lol

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also is there a way to make it so that when I'm flying my character follows where I'm moving

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like so that if I look up with the mouse then my character would point towards the mouse and also move up

dawn gazelle
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To move towards where your camera is looking, you need to take the forward vector of the camera * by your scale (how much you want it to move) and feed that into your movement input.

steel zealot
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Hey guys. I have an In-Game settings menu that pops up on 'Tab' press and disappears on a 2nd press, but my issue is that it's only working once. Once I close the menu, when I press tab again, it just causes the mouse cursor to appear but no menu. Not sure why this is happening. Am I missing something?

sonic crow
mild citrus
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Why when I start the game I see a quarter of my screen

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I tried to press f11 on viewport but it still show the same

fierce birch
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@mild citrus try shrinking the widget

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question, trying to make my main character ref valid but its not working, this is in a weapon anim bp

mild citrus
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this?

fierce birch
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apparently it fails

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yes

mild citrus
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How can I apply the changes?

fierce birch
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compile

mild citrus
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because it restarts

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I did it

fierce birch
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is this played in a new window

mild citrus
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but nothing happen

mild citrus
fierce birch
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are you playing this in a new editor window

mild citrus
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mmm

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I don't think so

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I'm pushing the play button

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but nothing happened when I pressed compile

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and saved

fierce birch
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arrow right to the right of play

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the little one

mild citrus
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yes

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is it?

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nothing...

fierce birch
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click the button to the right of play

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the little triangle

mild citrus
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Oh no

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I pressed lunch

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ok

fierce birch
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no

mild citrus
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I press there

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in the little triangle

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what next?

fierce birch
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yes

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new editor window

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and full screen it

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if that doesnt work show bp

mild citrus
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Ok

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Yeah it works, but the other problem is that I'm not able to see the cursor

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Only if I press on the credit button

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And return

fierce birch
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well you have to set show mouse cursor

mild citrus
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let me show you

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I did it

fierce birch
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?

mild citrus
fierce birch
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why add player to screen

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replace with add to viewport

mild citrus
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oh

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hahaha

fierce birch
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and check mouse cursor

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when its not checked its false

mild citrus
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where?

mild citrus
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because I'm in level blueprint

fierce birch
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why

mild citrus
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Never mind!

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Now it showed up*

fierce birch
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this is in level bp

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nvm

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check the box in set show cursor

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and replace add player to screen with add to viewport

mild citrus
fierce birch
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yes now check the next block over

mild citrus
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?

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SET?

fierce birch
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see the red block

mild citrus
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Oh

fierce birch
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its called a bool

mild citrus
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Thanks ๐Ÿ™‚

fierce birch
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it can be toggled true and false

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np

mild citrus
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Can I bother you with one more thing?

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it's everything easy

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for you I guess

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hahah

fierce birch
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yes?

mild citrus
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Is there a blueprint which allow me to repeat the action

fierce birch
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?

mild citrus
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I mean when I press R key again

fierce birch
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flip flop

mild citrus
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it hides my flashlight

fierce birch
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what are you trying to do, and what is is on

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try to make bools more descriptive

mild citrus
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I have this flashlight

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I click on visible to hide it

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now when I press R

fierce birch
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toggle between hide and show correct

mild citrus
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I want to show up

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?

fierce birch
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you want to hide and show the flash light by pressing r correct

mild citrus
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yes, I do

fierce birch
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one sec

mild citrus
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Ok

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an one more thing is pretty difficult to make a simple animation with blueprint like move the flashlight move it back from camera viewport

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Because it's not realistic that it shows up and hide suddenly

fierce birch
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?

mild citrus
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ohh ok

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Let me try

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Did you understand that I wrote before?

fierce birch
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no

mild citrus
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hehe

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I wonder if there's a way to animate the flashlight

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when I press R instead it appears and hides

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like this

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Animate in the X axis

fierce birch
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its called a timeline

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use the value to set the actor location

mild citrus
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so should I use actor location and timeline?

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Well I think I'll keep it simple for the moment

fierce birch
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something like this

mild citrus
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@fierce birch Thanks a lot

fierce birch
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np

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a is current loc

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b is new

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add a float curve

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add a key at 0

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and a key at 1

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give it the time you want

mild citrus
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๐Ÿคฏ

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hahahah

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float curve where ought I connect that?

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No worries

mild citrus
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๐Ÿ˜„

fierce birch
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@mild citrus wdym

mild citrus
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@fierce birch

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are you there?

fierce birch
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Yea

mild citrus
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For one hand I have the light and on the other I have the flashlight visibility

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How can I create a condition

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I would not be able to turn on the light if I before press R (take out the flashlight)

fierce birch
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wait

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add audio component

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what is that for

mild citrus
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Let me show you

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with images hehe

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I can turn on the light

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but before I want to take out the flashlight

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Because it doesn't make sense turn the light without keep the FL at hand

fierce birch
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get rid of the top code and integrate it with the bottom code

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plug in spot light for both targets as well

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i believe you can use multiple

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if not than add a spotlight visibility at the end of each visibility

mild citrus
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Yeah I could

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but there's no chance

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with a blueprint

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do that condition?

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I don't like

fierce birch
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?

mild citrus
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==

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that things that programmers use

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haha

fierce birch
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you want to enable the light when you have your flash light out correct

mild citrus
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I want to have the possibility to take out the flashlight but without turn it on

fierce birch
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ok

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under event tick branch and is on

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wait nvm

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isnt the way you have it good with you

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i mean if i were doing it i would make it turn on as soon as i take it out but

mild citrus
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Nvm I'll do like you said

fierce birch
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get rid of the bool because its not relevant and the check as well

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then there

mild citrus
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Using delay BP I can slow down when the character take it out?

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because I have an audio

fierce birch
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up to you

mild citrus
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but delay is the blueprint?

fierce birch
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its a node

mild citrus
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that!

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haha

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Thanks

fierce birch
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np

sonic crow
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How do i change my LOS system to focus on meshes over collision meshes? (demonstrated by the bridge

sonic crow
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does anyone know why the words preview shows on my mesh?

lost solstice
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you have to bake lighting for that to go away

lost solstice
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np

trim matrix
lost solstice
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looks pretty cool ngl

icy dragon
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Looks like toon shading post process to me

sonic crow
sonic crow
azure smelt
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Hey there good people, I am trying to implement some IK to my player pawn for a VR game. Everything is working as it should except for the head of the mannequin. It seems that the headbone of the skeleton is offset by 90*degrees, so is there a way to fix the skeleton headbone and rotate it to it's correct position? or can someone help me with fixing some blueprints I made to compensate for the offset?

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The nodes at the bottom are what I added to deal with the offset nature of the characters head. I added a -90 to the z axis which is where the offset rotation is occurring, but then when I would look up or down the head would rotate to the left or right instead of chin up chin down. So I connected the "X and Y" of the Break rotator to the make rotator and swapped them around. But now there is an inversion going on, so if I look up the characters head moves down.

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I'd really appreciate some help with this.

lost solstice
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@azure smelt i followed this tutorial from a book by Mitch McCaffrey called Unreal Engine VR Cookbook which talks about inverse kinematics and i managed to find the chapter online talking about it at this link https://www.informit.com/articles/article.aspx?p=2767093&seqNum=2. I have seen other tutorials online like this https://www.youtube.com/watch?v=EKR8ogonD68&feature=emb_logo which follow a very similar process but this is what I have used and it works great. See if you can fit it into what you have

This is the easiest way I found to get yourself a VR body with arm Inverse Kinematic (requires Motion Controllers) and full thumbstick locomotion. This step-by-step tutorial shows exactly how to do it. Note that room-scale movement is not supported and you will end up out of your VR body. Standing/walking in place works after the initial re-cent...

โ–ถ Play video
azure smelt
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I appreciate this. I will have a look

spare vessel
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How do I get these scene capture components to only display their own camera?

azure smelt
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then choose the camera you want to use, and under "Scene Capture->Texture Target" and change the Texture target to that second material you made

azure smelt
lost solstice
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the just look at the article i sent that covers it all

azure smelt
lost solstice
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No worries! ๐Ÿ™‚

dry seal
atomic salmon
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@azure smeltI have not implemented head IK in my video tut above but the principles and the technique are identical to what it is done for the Motion Controllers. The most difficult part is to figure out how to adjust the rotations depending on the orientation of the head bone.

lost solstice
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omg i had no idea that was you but now the name makes so much sense

atomic salmon
lost solstice
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haha your vr tuts have helped me a lot so of course I would spread the love

atomic salmon
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I have been doing mostly vehicle stuff lately, need to go back to VR at a certain point. Or do a bit of both.

rugged epoch
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Hey guys, is there any curve editor tool where the X axis is not based over time so we can edit it freely?

gentle urchin
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isnt time just relative to location on X axis, and could be anything you wanted really?

stable plume
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Can anyone help with this?: it seems if material slots are swapped in order (ie if Element0 = Slot Name 02-Default on one mesh and = Slot name 07- Default on another) Set Material by Name doesn't work properly but seems to be using the Element No.

rugged epoch
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like that

gentle urchin
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I'm not grapsing at all what you want to do ๐Ÿ˜› what would the curve look like in your example, and why cant it fit in a regular curve?

rugged epoch
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the curve could look like this

gentle urchin
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looks loke a regular curve, tilted

rugged epoch
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okk I'm gonna try again to do that with the existing tool but I tried before but no success

gentle urchin
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and if you add another point which would be "lower" than 3 in that example, it's no longer a curve

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also a ton of help here;

rugged epoch
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oh ok, I saw the issue, I was thinking to do the pattern vertically like on the image

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but I can only do that pattern horizontally, and yes it can work lol

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@gentle urchin thxs for your help anyway

pure valve
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Hi!
I have repeatable crash, when I try to delete component in BP editor. (see screenshot). I have no any idea how to fix it or get workaround. uasset files doesn't have human-editable text.

stray moat
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how would I trigger a jump start animation then check if it has land on the ground using line trace, character controller or physics collision the play the jump end animation afterword's , I'm using these animations

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JumpIdleStart & JumpIdleLand

pure valve
gentle urchin
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having it upwards or sideways doesnt really matter, its just a plotting point

rugged epoch
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@gentle urchin I'm trying to do a spray pattern for my weapon system, and even though I can draw points like that, it's not very flexible like that free graph editor I told you about

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I'm starting to think that I will have to use some external tool or a plugin

gentle urchin
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spray pattern for a gun ?

rugged epoch
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just an example

visual hamlet
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downloaded a project, whenever i press play i get these errors. Not sure how to fix it ๐Ÿ˜ž

gentle urchin
# rugged epoch just an example

If you added a few more points i guess i could see the spray pattern, and possibly understand why it wouldnt work, but it kinda sounds like a curve is not what you're after

rugged epoch
rugged epoch
zealous moth
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@gentle urchinI fixed that vector issue btw, it had to be non-relative rotation rather than relative. Relative rotation off the speed vector doubled the direction

gentle urchin
rugged epoch
visual hamlet
stable plume
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Can anyone help with this?: it seems if material slots are swapped in order (ie if Element0 = Slot Name 02-Default on one mesh and = Slot name 07- Default on another) Set Material by Name doesn't work properly but seems to be using the Element No.

humble vine
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I'm using timeline to lerp from one location to another (don't mind the Update note connected, it actually is, this is just replication of the setup) but what ever float I place in the timeline to return, I always arrive to the destination from the Lerp before. First I used logical 0 to 1 float on the timeline... but I was arriving to target when that variable print screened about 0.4. Then I changed the ending float on the timeline to that and now I was arriving around 0.16... Change to 0.16 and I was arriving at 0.1. What am I not understanding with the Lerp node? Isn't it suppose to be strictly 0 alpha at original location, 1 at destination? It just always gets from A to B in about 40% of the end value set regardless of what that value is

earnest tangle
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What are you doing with the lerped value?

gentle urchin
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so .4 would be 40% towards B

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Its important to cache the variables tho

humble vine
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yes, but regardless what the end value is on the New Track 1... it always arrives to B at 40% of that value

gentle urchin
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Otherwise the delta would change for each evaluation

humble vine
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so when timeline from 0 to 1, I'm at B fully in 0.4

earnest tangle
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Are you using set location or something with the return value?

humble vine
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if I make the timeline from 0 to 0.16 max, I arrive at 0.1

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yes set location behind the lerp

gentle urchin
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as zomg asks, we need more context

humble vine
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linked to update

gentle urchin
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the getters

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and the setters

earnest tangle
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You're not doing any other math like using + on the vectors?

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most issues I've seen with Lerp similar to this where the target location is reached too early tend to be because the lerped value was being added to some other value (via + or add relative location or such) instead of using it as an absolute value

humble vine
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this should be all related nodes to the location change

gentle urchin
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well there we go

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both your inputs are constantly changing

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caching them will solve it

humble vine
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ah i see, because i'm flying towards the goal the start value constantly gets changed

gentle urchin
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Yupp

humble vine
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Awesome guys, thank you so much for quick reply

gentle urchin
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With pure linetracing you'd need to check the distance to the ground i guess. Sounds prone to errors tho

stray moat
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yeah the animation package i bought requires the jumps to use system like that ], im think of using another jump now

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if you look at the pdf in my post

icy dragon
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@stray moat Usually that kind of jumping wasn't done with root motion, or not moving the character capsule upwards with the animation

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So your character has the jumping animation, but the character capsule isn't actually jumping, just disabling gravity temporarily, and only line trace downwards if the capsule don't touch the ground

stray moat
stable plume
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Can anyone help with this?: it seems if material slots are swapped in order (ie if Element0 = Slot Name 02-Default on one mesh and = Slot name 07- Default on another) Set Material by Name doesn't work properly but seems to be using the Element No.

atomic salmon
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@stable plumeIf you open your mesh in the static mesh editor you can change the names of the material slots

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SetMaterialByName uses those names to match the material slot ID

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Same for a skeletal mesh

wispy star
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Is there a way to make a BP out of selection of actors?

wispy star
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as exmaple i have this:

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and i want to convert it to bp

atomic salmon
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@wispy stardon't think is possible with parented actor in a scene

wispy star
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@atomic salmonwhat if i select several w/o them linked? can i attach light particles, etc and merge them into bp?

atomic salmon
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Try it

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If it works it works. I don't think it does though

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What you have in the level are actors and you want to convert them to components

brazen merlin
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Isnt there the convert to bp option in the details window?

wispy star
rustic zealot
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Hi, i was wondering how i would make each go thought each one of the nodes on the left one after another, from multiple inputs, but in a way that is exc one of them and then on the next execution it will do 2 and so forth. almost like a sequencer but not doing all of them one after another

atomic salmon
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@brazen merlinworks only if a single actor is selected because then it knows what to turn it into as root component

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@wispy starI am afraid it is not possible as suspected. Maybe we some editor automation but not out of the box

tawdry surge
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@rustic zealot switch on int. Just increment the 'case' value after each execution

stable plume
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@atomic salmon - I didn't change the names but kept the default names from 3DMax - but all the models have the same name for the same Material. I set the Material at Begin Play also - but as some came over from Max in a different order my code seems to be ignored and it uses the previous order ๐Ÿ˜ฆ - it's gotta be a bug - was hoping there was a work around

atomic salmon
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@stable plumeit is unlikely. Can you show a screenshot of the material slot names from the static mesh editor and your code with SetMaterialByName?

stable plume
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@atomic salmon

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@atomic salmon

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@atomic salmon

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@atomic salmon See they're swapped in order (First 2 images)

atomic salmon
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@stable plumeyes the order doesn't matter, that is the whole point of using the name instead of the slot ID

stable plume
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That's what I thought ๐Ÿ˜„

atomic salmon
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When setting the name in the SET node did you copy/pasted it from the material slot name box?

stable plume
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Jeez -can't remember

atomic salmon
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Just to make sure there are not trailing spaces or something

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Which would prevent the name from matching

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The other thing to try is to completely remove any space character from the material slot name and try like that

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Next is to remove the leading number and use a name starting with a letter

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Even if it should work regardless

silk hinge
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ahah I'm having a pretty weird Issue, I got a "Begin play" not getting trigger when I spawn an actor, I've been checking, i'm spawning the right actor x)

stable plume
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@atomic salmon I just copied and pasted the names and it still doesn't work as intended ๐Ÿ˜ฆ

atomic salmon
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@stable plumewhat are you assigning to the slot? A dynamic material instance or what?

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The problem may be on that side of things

silk hinge
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Engine reboot, problem solved wtf x)

stable plume
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@atomic salmon A Material Instance

atomic salmon
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@stable plumelet's do a simple test.

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Use GetMaterialSlotNames to retrieve the slot names then assign new materials to them based on those names. See if that works.

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So you do GetMaterialSlotsNames-->Get(0) for the first slot and Get(1) for the second one

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and use those returned names into SetMaterialByName

stable plume
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Like so? @atomic salmon

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Naw - still getting same result

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Wait hang on

atomic salmon
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@stable plumeok what's up?

spark steppe
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can't you put the text in an array, always set the 1st element, and remove it after you have set it

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and when the array is empty, stop

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@rustic zealot

stable plume
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@atomic salmon They seem to be permanently changed now

atomic salmon
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@stable plumesorry what?

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Meaning it works that way?

stable plume
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@atomic salmon sort of - I need to do more testing but it certainly made a difference. The 3rd material is used on certain meshes but not all so I guess I'll need to set this on each Child rather than just on the Parent?

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Thanks for your help btw

atomic salmon
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@stable plumeok sounds good. Then print the names out of the array and double check them with those you were using before. You need to assign the material to the mesh actually having the slot and living in the level.

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You are welcome.

rain egret
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I have encountered something weird. I have a parent pawn with an attack event, I made a child of this class and linked it to the tick event with a bool triggering it.
Hereโ€™s the weird part, the parent pawn runs the even per tick now

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The parent does not have this code tho

maiden wadi
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Does it stop if you disconnect it in the child?

stable plume
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@atomic salmon Yer the names are all correct - still not working as intended - any other ideas?

rain egret
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basically the parent executes the childs event

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how

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and it only happens when the child is in the scene

onyx frigate
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HI I have a simple problem but yet strange: I have a timer with an handle, and it seems it's going faster than what it should be

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Tried to find some information on internet but I don't get what is the problem ...

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It's set to Looping every 1/10s, and I based my calculation on TimerElapsedByHandle. And the timer is going faster by 2/3 on a 15s base

brazen merlin
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so it repeats at 0.1 intervals but you noticed it is actually going at 0.066?

onyx frigate
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well not really that

atomic salmon
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You should try to reproduce your problem in a new standalone project and see if it still happens.

onyx frigate
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I calculate the elapsed time this way on the Timer By Function trigger:

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which seems to work, but it's actually going faster than it should

brazen merlin
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i dont think thats right

onyx frigate
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I take the duration, set it up. calculate elapsed time like this at each trigger of the timer and then check etc ...

brazen merlin
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thats going to add the time elapsed to an increasing buildup of time stored

onyx frigate
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GetTimeElapsed is basically getting the time between the last trigger, which is fine IMO

brazen merlin
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GetTimerElapsedTime should be all you need, shouldnt add it

night sparrow
onyx frigate
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That's what it returns:

brazen merlin
onyx frigate
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Well, when the cooldown (which the timer is used for) is finished yes.

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But while it's on, it's 0.1s + Elapsed = 0.1 + 0.073... = Elapsed

brazen merlin
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oh okay, whats the timer bp part look like

onyx frigate
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yeah, that's what GetElapsedTimeByHandle is returning.

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My timer is set to update each 0.1s

brazen merlin
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so its just a timer with 0.1?

onyx frigate
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0.1s, looping for 15 seconds, with Elapsed time = Elapsed + GetElapsedTime

brazen merlin
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when does the get timer elapsed call happen?

onyx frigate
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and it's going faster than 15s XD

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Inside UpdateCooldown Method:

brazen merlin
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alright, so its not 0.1, but something dependant of framerate update

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not sure what you are doing or how you are setting update fps

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though that explains the fluctation in values

onyx frigate
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just tested with 0.1 (forget UpdateFPS) and that's what Elapsed time is returning

brazen merlin
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well a timer is not quite frame or tick dependant, so again, when are you calling the check to see elapsed time?

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as it might be better to check the time at a more reliable moment

onyx frigate
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In the method UpdateCooldown linked to the timer

vital aspen
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Trying to figure out this inventory system and the pickup is a pain in the butt. Giving me a headache. anyway. I wanted to add something like a stove to my project. It's just I would have to use a new letter "F" to interact with it. The issue is how. Would I have to setup a new linetrace and go threw thew old setup. Or is there another way to do this.

onyx frigate
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when the timer triggers it

brazen merlin
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gotcha

onyx frigate
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0.2s delay doesn't change the fact that the timer is faster than what it should do

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well "delay" ... 0.2s update rate

brazen merlin
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i have to get to work, but i would test, in a separate bp in a blank scene, this specific situation - check timer time

onyx frigate
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good idea

brazen merlin
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gotta run

onyx frigate
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Have a nice day ๐Ÿ™‚

maiden wadi
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It's usually best to put the actual call in somewhere like the PlayerController or HUD, and get that and call it. Allows easier setup, and any widget can set that on destruct. Destruct is ran when widget is removed from it's parent.

night sparrow
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@maiden wadi Can u navigate me? i can play stream. Im non programmer.

maiden wadi
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Open up your widget class that you add to viewport.

#

Hover here over Functions. Override should show up. Click it and you'll get this list.

#

Select Destruct there.

#

Then you can do one of these. whichever is used for you game. That should allow input from controller again.

#

This event should run when you call RemoveFromViewport.

#

Er. RemoveFromParent.

gentle urchin
# onyx frigate Have a nice day ๐Ÿ™‚

According to what you show it does seem you're calculating elapsed time wrong? In the last screenshot you say the values are what the timer handle elapsed time is, but that doesnt make any sense unless you're resetting the timer every time, which just makes it even more wrong

#

Elapsed time is already internally handled in the timer manager, so there's really no math to do. If you wanna chec how much time it actually took, the closest thing i can think is on tick doing elapsed time, and reseting on timer function (printing its value right before the reset)

onyx frigate
#

I just wanted to avoid on tick :/

gentle urchin
#

Or trust its internal elapsed

onyx frigate
#

well I just changed elapsed to be Elapsed + 0.1 with a 0.1 trigger and it'S actually accurate

night sparrow
#

@maiden wadi it took me some time. But i tried both options and it doesnt work

onyx frigate
#

but I am wondering if it's not wrong doing that ...

gentle urchin
#

Like.. why are you calculating elapsed ^^?

onyx frigate
#

0.1 trigger, is trying to calculate the elapsed time in the triggered function and update a cooldown on the UI

#

Cooldown is 15s, want to show a decreasing 15s down to 0

gentle urchin
#

Elapsed time would accurately display this

#

If only called once

#

So cd - elapsed = remaining cd

onyx frigate
#

Yep. And I was doing that in the called method from the timer

stoic narwhal
#

I'm trying to do a box trace based on an mesh's size and orientation, I can't figure out how to get the orientation of the physical mesh, any ideas?

#

*please dont say "GetWorldRotation"

onyx frigate
#

because even though the timer has a 0.1 frequence I didn't want to trust the precision of it to calculate the remaining time but rather trust the timer internal clock

#

which would be working in this case if I used the tick, but all I've seen about it is: try to avoid it

gentle urchin
onyx frigate
#

yeah, ok then ๐Ÿ™‚

gentle urchin
#

Especially for something like ui update

#

But i wouldnt use it to decrement the actual cd

onyx frigate
#

I had another option, which is querying the cooldown gameplay effect remaning time, but it seems a bit too muhc performance wise

gentle urchin
#

Id have another timer for the actual cd

onyx frigate
#

(didn't tested it but I heard gameplay tag queries are not the fastest)

gentle urchin
#

But thats me doing easy solutions ๐Ÿ˜…

onyx frigate
#

guess you're right. if it leads to an actual precision issue then i'll have it changed ... !

gentle urchin
#

But unless this is the next big competitive game to play, it doesnt matter that much imo

flat coral
gentle urchin
#

And as you say, if you later findnout that the precision must be dealt with, well.. then you can do it at that point^^

stoic narwhal
gentle urchin
#

Components bounds are rotated with its world rotation tho so whats the issue

#

Pretty sure thats all im doing aswell

#

Could double check but... stairs..

stoic narwhal
#

these are two static meshes, their rotations are exactly the same, the box traces would look pretty much exactly the same if I input getworldrotation into the orientation pin

onyx frigate
#

@gentle urchin Thanks !

gentle urchin
#

Or rather, what did you do to it, if not alter its rotation

flat coral
#

^

gentle urchin
#

Vertex offset?

stoic narwhal
#

Both of the pivots for the mesh components are the same

flat coral
#

what's different about them, then?

stoic narwhal
#

So both of these items have the exact same rotation in unreal

#

their rotations are 0,0,0. One of them however is at a 45 degree angle (as it was imported like that)

#

if I do a box trace for each of the items using the code above, it gives these results.

flat coral
#

You don't want a box trace I think, you just wanna know if your mesh is overlapping something. Right?

unique falcon
#

Hello i'm making a tank game and i have problems with rotating the tank turret.
I use physics constraint i'm not sure why it's not working

gentle urchin
#

Not sure you can solve this without fixing the mesh import really

supple dome
stoic narwhal
#

Thats a good idea, but it will not work for this case as I'm tracing by a specific channel, and at a specific size

exotic warren
stoic narwhal
#

Snaps i stg

flat coral
#

I think what you need to be looking into is the collision system. You're basically checking if an arbitrary mesh is overlapping your target, the fact that the mesh is box-shaped is just sorta coincidental, it doesn't help you if the "box" is rotated like that

gentle urchin
#

Isnt bounds auto generated aswell?

stoic narwhal
#

The collision system would be a good way of doing it... if it didn't specifically have to use a box trace. Trying to find a solution here for the box trace orientation

gentle urchin
#

You'd somehow need to read out the mesh vertexes to figure its size

#

Assuming you already know its box shaped

stoic narwhal
#

I'm also not using the exact bounds of the item too, I'm using one slightly smaller, for another reason. It's a bit of a faff

unique falcon
flat coral
stoic narwhal
unique falcon
stoic narwhal
stoic narwhal
flat coral
gentle urchin
#

Guess you could always hardcode stuff but where's the fun in that

flat coral
#

^

stoic narwhal
#

Yeah its annoying because there's literally hundreds of things that will use this.. and hardcoding would take a while

gentle urchin
#

Surely

rigid fractal
#

is it possible to show/hide an element that ta inside the ui widget? without having to remove the entire ui
which blueprint component should i use?

stoic narwhal
#

Thanks anyways folks, I'm going to bash my head against the wall until one of my few braincells will figure it out

gentle urchin
#

I'd argue that meshes rotated like this at import is the original issue

#

But if it cant be helped

#

Whelp

stoic narwhal
gentle urchin
#

And for sure couldn't be rotated in game like its normally done?

#

Ngl gotta be one hell of a feature

#

I think theres a node for fetching mesh verts kinda

#

And if it doesnt already exist, it most likely can be made

unique falcon
stoic narwhal
#

Save it as a rotator not a float, I think its because you're hitting the max angle ๐Ÿค”

#

Not 100% sure

unique falcon
#

nope still same thing

neat stream
#

We all agree that you can't have A BlueprintCallable function that you can trigger without putting it in world ?

brazen merlin
#

Ill disagree but its vague

neat stream
#

If I don't drag and drop my actor in world I can't get to see the button in the properties panel

#

Basically I was trying to put buttons in my DataAssets ๐Ÿ˜‰

brazen merlin
#

Hmmm haveny work with da so dunno

#

They are widgets though

#

Not actors afaik

flat coral
#

Because it wouldn't be visible right

neat stream
#

MySelf cause I'm lazy to reference gameplaytags by hand ahah

flat coral
#

Wait so you just wanna change some configuration at runtime?

neat stream
#

No Basically to explain, I am working on an inventory system and wanted to reference each object with a unique gameplaytag .. composed of Inventory.Items.[ItemName] ...

#

I hate the gameplaytag window

flat coral
#

I've actually never heard of gameplaytag before

brazen merlin
#

The window is rather off putting to use

flat coral
#

how do I see this Evil Window ?

brazen merlin
#

I think theyre a solution to nesting structs

#

Ive not worked with them lol pretty recent i think added in .24

maiden wadi
#

@neat streamWhat is so bad about the gameplay tags window? I haven't ever had an issue with it and I use it almost daily. O.o

pulsar rampart
#

HI I have a problem i made a simple movement code that make the player move but when i press the key W it goes backward and S goes forward and D goes left and a goes right so can anyone help me plz?

neat stream
maiden wadi
#

@brazen merlin@flat coral GameplayTags are basically a super version of FName. For starts they're specified in an ini file which allows you to easily specify them in the editor via the window. They're used for tagging data mostly but they can also drive gameplay logic. The basic idea is that they're a hierarchy of FNames.

Inventory stuff is a good example. You can have a base tag of like InventoryItem. Then something like InventoryItem.Consumable. Anything using that parent tag could be consumed with some specific logic for it. EG InventoryItem.Consumable.HealthPotion could be used to look up data in a DataAsset or Datatable, get the row struct and apply effects to the character. Another tag could be InventoryItem.EquipItem. That could send the inventory data to a different function to attempt to equip said item.

You could do this same thing with FNames, or even Strings. But those both require parsing through the FNameToString, or the String. GameplayTags on the other hand are extremely fast to compare or use because at their core they're just numbers.

flat coral
flat coral
pulsar rampart
maiden wadi
neat stream
#

are you using the HUD class from the game mode ?

flat coral
#

BTW is there any way to get around the limitation that we can't have Delay in functions?

#

I've got a lot of things that REALLY should be functions, but instead they're events in the already-crowded Event Graph, just because they need a Delay

brazen merlin
#

you can also make multiple graphs

flat coral
zealous moth
#

@flat coral the while point of functions is complex inputs and outputs. It is meant to be working as one without timings. If you want delays, then you have to use events. The difference is that events do not have outputs.

flat coral
#

awww you can still only have one tick even tho

zealous moth
#

Tick is a singular event you can use for multiple triggers.
The issue with many is that they put things that shouldnt go on tick
Alternatively if you dont need tick but a specific interval you can use timers.

flat coral
#

I'm PRETTY careful with Tick in general but still if my multiple graphs are different "Categories" of functionality, it's sad that I still need a "master" graph where any tick-related functionality has to be, cross-category

brazen merlin
#

they are ticks with names you can fire and clear when needed

flat coral
#

No I'm just happy about the multiple graphs because right now I"ve got some horrorshow shit like this lol

#

And like... no one of those events is THAT bad, but it's just a LOT to have in one place

zealous moth
#

@brazen merlin they are even better since they are time dependant not frame dependant

brazen merlin
#

and thats after breaking other logic into 6 other graphs

flat coral
#

I probably have EXACTLY this same function lol

brazen merlin
#

if its tps template, then yes, i didnt really touch it

#

oh wait, thats my graph LOL

flat coral
#

Oh no, all my stuff is custom. Blank slate

#

Oh hey, what's the call to create a timer then?

brazen merlin
#

set timer

#

you can plug in delta seconds to essentially run it as a frame-behind tick

#

hang on i got an example

brazen merlin
#

remember it can also be a function instead

flat coral
#

Oh rude that it calls the function by name though, that's just asking for trouble

brazen merlin
#

yes, the name you type it must match the function exactly

#

therefore copy+paste the name after making the function

#

and no, it cannot be a variable

#

but its also not hard to search for all timers in a bp

#

I usually go with
Function: MyTimerFunction
Timer Handle: MyTimerFunctionTimer
That way if i change the function, i have to change the timer and that reminds me of what the name should be for the timer since every time can make a handle

#

and if its not world delta seconds then Time: MyTimerFunctionTime

brazen acorn
#

in the reference viewer, is there a more direct way to actually see why a reference is being pulled in? E.g.

#

I want to see why mainmenu functions is directly referencing the MGH_Instance

#

I need to break this reference.

odd kiln
#

Hi all

#

I have a Camera (TPS) in my Hero BP and I have a SceneCapture2D in my Enemy BP

#

how can I make to link my TPS Camera (Hero BP) to my SceneCapture2D (Enemy BP) please ?

#

I tried to "SetWorldRotation" of my SceneCapture2D with the rotation of my Hero BP Camera

#

but it's weird, it does not follow my Enemy Character like my Hero

brazen acorn
flat coral
mild citrus
odd kiln
#

What I want is that when I move my Hero Camera, I wanna that my Enemy SceneCapture2D move too

#

Like if I control the 2 cameras at same time

flat coral
#

I mean you can put as many cameras on an actor as you want I think? I'm not sure what determines which of them you see through, though

odd kiln
#

I'm trying another method

#

Does anybody know how to make an Arrow (in BP Character) always pointing to the north, and never rotating with CapsuleComponent please ?

brazen merlin
#

on tick, you'd be setting the rotation to counter the rotation of its parent

odd kiln
#

thank you @brazen merlin

#

no method without tick ?

#

(for performance) ^^

brazen merlin
#

you could use a timer instead

odd kiln
#

it's better performance than tick you think ?

brazen merlin
#

yes, timers you call when to fire and can stop them

odd kiln
#

great! thanks a lot !^^

zealous fog
#

Does the add input events run on tick?

#

Wow grammar

fluid stratus
#

Any way to beable to add a delay between loops in a for loop? There was a task wait delay in the macro but can not use a delay node.

odd kiln
#

I need a little help please^^

#

I get the distance between 2 components of my BP

#

Does anyone know how to copy this distance and paste it for 2 others components please ?

brazen merlin
brazen merlin
brazen merlin
odd kiln
#

I already know how to communicate

#

@brazen merlin

#

The problem is that to have the distance between two components I finish with a "VectorLength" that has a "float" output

brazen merlin
#

That gives you distance, yes

odd kiln
#

but I don't know how to convert this VectorLength to Location again

#

between two others components

brazen merlin
#

Why do you need to?

#

Are you trying to solve midpoint?

odd kiln
#

I want to get the distance between an Arrow and the Camera

#

and copy/paste it to another Character which has Arrow and Camera too

#

to place the Camera of the second Character like the first Character

fluid stratus
odd kiln
#

the problem is that the Camera and the Arrow are not parent or child

#

I have an Arrow that does not move or rotate, always pointing in the same World Direction

#

when I move my mouse, my camera is moving too

#

like basic TPS

#

I just want a simple thing I guess but I can't explain myself x)

meager spade
#

Do you just want to show the distance between you and arrow like Xmeters?

odd kiln
#

no I will explain better in few seconds, I will try ^^

#

I have Camera TPS of Character1, and another Camera for Character2

meager spade
#

Also, fuck I didn't know arrow components are editor only

odd kiln
#

My Character1 is looking forward and my Character2 is looking on the left (he's on the right of Character1)

#

I just want that the Camera of Character2 point in the same direction of the Camera of Character1

meager spade
#

I'm just using it to show what's forward in a ghost building mesh so I could easily change it to a decal

#

Yeah I'll change it to a decal then, quick and easy

meager spade
#

It's just for construction, it's not like you're going to be constantly placing buildings ^^

odd kiln
#

but my Character2 has a "SceneCapture" Camera not Standard camera,

#

is it ok if it's SceneCapture ?

meager spade
#

Should be, I'm not sure

#

I'm not too knowledgeable about the details

odd kiln
#

to get the rotation of the camera of Char1

#

which node should I use please?

#

GetRelativeRotation ?

#

it always give me the same result

meager spade
#

WorldRotation

fluid stratus
#

hmm tried to to make a for loop. But sadly I will keep trying.

meager spade
odd kiln
#

and then I just paste the result of WorldRotation to the other Camera of Char2 ?

#

with "SetWorldRotation" ?

meager spade
#

Yes

#

You'll have to update it continuously

fluid stratus
odd kiln
#

but the camera does not rotate around my Char2

#

like my Char1

meager spade
#

Are you calling it in tick or in begin play?

odd kiln
#

in tick

#

the camera of Char2 is rotating but on itself

#

should I set RotationAndLocation ?

meager spade
#

I'm not entirely sure what you are trying to do but their rotations should be the same

odd kiln
#

I'm just trying to sync two differents Cameras

meager spade
#

Should they be in the exact same location? If so yes set them to be in the same location as well

odd kiln
#

the same location but relative to another component

#

the "arrow" lol

#

and each character has an arrow

meager spade
#

Then I think you should be fine setting world location to the same as Char1 but also have the relative location that you need

odd kiln
#

so I can set the World rotation of the Char1

#

but I have to find the Location of Char1 relative to the arrow

#

right ?

#

and set it to Char2

meager spade
#

I guess, it's hard to tell without all the details

#

Sounds like it should be right

odd kiln
#

but do you know how can I find the relative location between two components ?

meager spade
#

Don't you just want the distance?

odd kiln
#

Can I make it with distance only ?

meager spade
#

Or does the components themselves have relative locations as well?

#

There might be a get distance to for components as well. I don't have the editor open, if both components have a relative location of 0, 0, 0 you could just use get distance unless you don't wanna account for Z

odd kiln
#

the two arrows (of each character) has 0 0 0 in location

meager spade
#

Should be able to use get distance to or w/e it's called with the two actors then

odd kiln
#

GetDistanceTo is just for actors no ?

meager spade
#

I have no idea if there's one for components as well

#

But if their relative locations are 0 0 0 they are the same as the actors

#

If you haven't changed their locations they are the same as the actor

odd kiln
#

yes for the arrows they are the same but for the cameras the location is changing because I move the camera

#

maybe I can subtract two "WorldLocation"

#

to get distance ?

meager spade
#

It's too late for me to do this kind of math rn, sorry

odd kiln
#

no problem, it's already nice to help me, thanks a lot ^^

meager spade
#

Yw, hope you'll resolve it soon

odd kiln
#

thank you ! I'll try !

brazen merlin
meager spade
#

Or will it force the loop to do execute in multiple frames?

brazen merlin
brazen merlin
#

works for when i want to see series of tiles generate one after another instead of at once

odd kiln
#

I solved it thanks all โค๏ธ

spark steppe
#

thats some crazy spaghetti

#

usually you would do delay, and then let it call itself with the new index

obtuse herald
spark steppe
#

PastaEngine

brazen merlin
#

yeah, thats the ForLoop spaghetti with a spicy delay

gentle urchin
#

Is that macro reliable ?

brazen merlin
#

only one way to know ๐Ÿ‘บ

gentle urchin
#

True that. I've had success with it myself aswell (altho i moved the delay outside ), but its not super clear to me how reliable it is ๐Ÿ˜„

#

being a macro, using a local variable

brazen merlin
#

well i use it to see my tiles spawn

#

~2000 meshes

#

they spawn in an instance for my game, but when i debug i like to turn that on

#

used in a few places

#

also nice for demo vids

gentle urchin
#

Yeap! I havnt seen any unreliable behaviour from it, my tilegen made about 1m tiles with ease ,

#

This macro saved me from a 10 minute editor freeze

brazen merlin
#

ah i see, never thought to use it as an anti-freeze, maybe it is reliable

#

purely for testing, code works in either case

gentle urchin
#

yepp. just surprised how it retains the value. Guess im just put off by local variables in functions ๐Ÿ˜›

brazen merlin
#

local vars in macros are wacky, not like in functions, but they work, just have to be wired

#

learned from the best though (epic macros!)

#

just look at this beautiful DoOnce, courtesy of epic

#

reverse forloop is pretty tasty too

gentle urchin
#

I hope thats not an original macro

brazen merlin
#

you bet ur bacon

#

wait, original... i did not make

#

original epic, yes

gentle urchin
#

yes yes

brazen merlin
#

yes

gentle urchin
#

epic original โ„ข๏ธ

brazen merlin
#

Array to HLSL Float Array

#

never ceases to amaze me

#

if these macros work, then i can make my own for sure

#

delay doesnt seem that bad anymore

gentle urchin
#

I agree, they seem pretty nice now that i've seen this ๐Ÿ˜›

#

looks like some auto generated macro by some untrained AI

humble vine
#

Is it possible dynamically change the duration of timeline? ...as in change the ending time while keep the value it returns at that time

gentle urchin
#

You can adjust its playrate, yes

tight schooner
brazen merlin
#

few are this mad

humble vine
#

Sorry I didn't quite understand, it only gives me these inputs

gentle urchin
#

get the timeline component reference -> set playrate

#

both playrate and playback position (if you for some reason wanted to adjust that aswell) is avaliable

humble vine
#

Ah, I feel dumb now, of course it can be called like this

#

Isn't the playback position same as "new time" btw?

gentle urchin
#

It's alright, we've all had that feeling at some point in life ๐Ÿ˜›

#

yes, it is

humble vine
#

Thanks for the help

tight schooner
#

Play Rate is a speed multiplier. I find it handy to make timelines of 1sec. duration and set the play rate like, 1 รท intended duration in seconds = play rate

gentle urchin
#

^yeah same. Makes them very flexible

humble vine
#

That makes sense use timeline length as constant. Makes easier to keep track relationships with other timelines when they all have the same base. Thanks for the tip

brazen merlin
#

math

gentle urchin
#

is powerfull^2

light token
#

Hello. I have a problem. When I try to make an Event Dispatcher in the Level Blueprint, it's set to READ-ONLY mode. Is it even possible to create an Event Dispatcher in the Level Blueprint?

maiden wadi
#

I doubt it. The level blueprint isn't really meant to be referenced by anything else, so you wouldn't be able to bind it anyhow.

light token
#

Ah alright, then I'll make a variable in the player character for it. Thanks a lot!

rain egret
#

Can I have a blueprint make a variable automatically?

gentle urchin
#

Not really

#

For what purpose?

#

Closest thing is adding to an array afaik

#

But very limited

opaque river
#

anyone know much about stencil outlines? because i made it, it works on one test level, ported it over to another project and now changing the depth doesnt change the color like it did on the previous

#

no idea why it wouldnt port over

rain egret
#

I have a actor component that automatically generates a damage model and attaches it to the parent. It also does all the calculations over a event dispenser. Like you got a kiln, engine room and etc. and when I want to add a new airship to the game Iโ€™d need to either limit the new airships stuff to what the first one had, example only two cannons, two motors etc.

I am just tryna make a smart system

tight schooner
#

@rain egret Dunno if this helps but I do something similar, where I have a damage model component for enemies that have different groups of physical components with HP pools and stuff. I use a custom struct array for that.

#

So I can always define a new shootable group by adding another index to that array ofc

rain egret
#

Thatโ€™s actually a pretty good idea. Thanks

dapper bramble
#

Is there a way to get occlusion culling via an see-through plane?

#

Like I want to hide actors that are behind a plane (between the camera and the actors) but I wanna see through that plane

#

I tried distance culling volumes, but they don't seem to work on moveable objects

neat stream
#

Hey guys, quick question, For an advanced inventory system with item durability.... Is an Array of Structs a good option?

wary shadow
#

Hi there, sorry for the dumb question, but is it possible to import plug-in function inside a custom BP function library?

neat stream
wary shadow
maiden wadi
#

Some people do do arrays of UObjects though. Just depends I suppose.

neat stream
#

arg I don't wanna save objects ๐Ÿ™‚

maiden wadi
#

I like structs. But I also use FastArrays, and I don't want to translate that shit back and forth. It's easier just to leave it all in a single struct.

elfin phoenix
#

Hello, Im developing a procedural powerline system using a spline component, and Im almost done (using multiple resources found online and putting them together, because my coding skills are so-so.) After few days of development i find myself blocked because of one feature i wish i could add to this system.

  • right now my blueprint spline system spawns a static mesh whenever I add a point on a spline
  • rotates the spawned static mesh actor taking the rotation from the direction of the spline, and it can be adjusted
  • spawns a cable component between each spawned static pole (using the sockets inside power pole)
  • cable component is using its own custom shader that imitates wind using WPO ( time + sin method)
  • system is using two variable structs (one with main variables and one that holds and overrides the main variables) you can add some slack to the cables to the intersection you choose, make the cable more thicker etc

what i want to do?

  • I wish i could add an option to add a another static mesh (another pole variant) into a desired point on spline instead of the standard spawned pole. I know i should use a static mesh component in my "override cable struct" but i dont know how to wire this up together to make it work
#

here is my section that spawns a poles along spline and defining their rotation

#

i know i should add something to the "set static mesh" node into "new mesh" slot but how ๐Ÿ˜„

spark steppe
#

so what you want is to define the pole mesh variant for your current actor?

#

or should one actor be able to spawn different poles?

elfin phoenix
#

here is my struct

#

i want to be able to chose for example "point 2" on my spline and define that i want another pole here

#

right now it works like this

#

first i need to define the index to generate the cables - so i type in a cable socket name - that corresponds the name of the socket inside, after that it spawns a cable components

#

and second struct can override the actual parameters - i put the socket name, number of the spline point and then i can add more slack to that cable or change its width

#

i wish i could add to the "cable override settings struct" a possibility to add a different mesh and say "i want this mesh to spawn on the second position on the spline instead the main one"

#

here is the struct that overrides the parameters

spark steppe
#

then add a static mesh object reference to the struct, which by default has your standard pole

#

that can be used on the set static mesh node to set the corresponding mesh

elfin phoenix
#

i add it here but right now i want to override it and be able to chose where i want to override this

spark steppe
#

i just told you how to do it

elfin phoenix
#

ok, so i probably missunderstood you ๐Ÿ˜„ sorry ๐Ÿ™‚

haughty crypt
#

is there a way of getting an event to fire when moving an actor in Simulation?

maiden wadi
# neat stream FastArrays ??? woot?

It's a C++ thing. They're more or less a struct with an array in it. But they differ from normal arrays because instead of sending the whole array at once, it sends the array's struct's one by one and also has callbacks before they leave the server, and after they arrive on the client. Very useful.

haughty crypt
#

I tried get velocity on a tick event, but velocity doesn't change in simulation when moving an actor

#

to be specific, I'm not moving this actor through code, I'm moving it using the gizmo in editor

maiden wadi
#

@haughty cryptBy Simulation do you mean that you set a component on the actor to simulate physics, or?

#

Oh.

haughty crypt
#

no I'm simulating the game

#

and if not, is there any way of binding a specific value in an asset to the location of said actor

rain egret
haughty crypt
#

during simulation??

rain egret
#

yes

haughty crypt
#

I tried it recntly just by adding a print after the construction script

#

it didnt work

rain egret
#

alright in this case try the n tick variant and set it to replcate notify

#

a function should appear. whenever the location changes this function is now called

haughty crypt
#

I'm really sorry for asking but how do we change the n tiock variant?

molten hound
#

Hello awesome people. I am making a game that takes place in an arena and I have meshes that look like real speakers all over the map. I am trying to do positional audio which is the easy part but I want it to work like a real sound system ie, one audio source but have it sound positionally from the speakers position. I have dragged in cues for each speaker with the same sound file but it just replicates. Any ideas?

haughty crypt
#

thank you!

rain egret
#

select it in the variable option

neat stream
haughty crypt
#

@rain egret didn't seem to work... maybe I'm not implementing it correctly, but I've added a print to the OnRep_Location function

#

the variable is a vector

rain egret
#

thats weird

#

sorry bt if that didnt work i dont know either

#

why are you running it in simulation anyway?

haughty crypt
#

how is it calling when the location changes?

#

oh I'm making a tool, trying to cheat my way a little by skipping some C++ steps

granite gull
#

Hey, ppl. I have a c++ component that I inherited from a plugin and made little custom modifications on. For some reason my blueprint actors keep resetting their component upon engine restart / etc. Anybody got a clue?

icy dragon
granite gull
#

@icy dragon , I did compile with editor still open but my actors reset after that

icy dragon
granite gull
#

@icy dragon , thank you. I will close the editor, open it again and do the adjusments, I hope it works this time.

icy dragon
tawdry surge
#

Live coding is the future (Although I still just close the editor and recompile cuz im paranoid)

granite gull
#

@tawdry surge , I bet there has to be an option to disable HotReload

tawdry surge
#

Yeah, just don't do it

icy dragon
grave relic
#

Anyone that could help me spot the issue

meager spade
tawdry surge
#

@grave relic you don't have any aic npc's

thorn ermine
tawdry surge
#

Do an isvalid check

grave relic
#

That fixed it

maiden wadi
#

@granite gull If you enable livecoding, you can set a setting for it to not show the console until you specifically use it. You can find it in EditorPreferences -> LiveCoding -> General -> Startup. I have mine set to Start Automatically but hide console until summoned. Doing this stops and form of HotReloading, and optionally allows you to livecode if you want without the console always being in the way.

#

@thorn ermineI can't say I've personally had any Livecoding issues. You just can't change any form of function declaration(This is everything in the .h file and also the function declaration above the function in the .cpp file, or any code in a class constructor. If you're only modifying the body of a function it should perform fine.

thorn ermine
zealous fog
#

Is there a way to assign a custom depth stencil value through blueprints? I wanna have everything black and white through a post process but when I press a button I want to exclude a few items from that post process and have them be in color.

#

If that makes sense

icy dragon
sharp fox
#

where i can post water problem

granite gull
acoustic tundra
#

hey, I'm trying to spawn my BP_Rocket with the SpawnAIFromClass node, but it doesn't spawn. Any other AI I select does spawn. Does anyone know the issue?

timber knoll
#

probably collision

acoustic tundra
#

of the rocket, the bp it shoots from or both?

#

oh yeah it spawns now by removing the rocket collision

willow phoenix
#

"get hit result under cursor by channel" goes straight through my wall and ~~blocks ~~ cubes i placed behind that wall because i thought it was a collision problem. results in my character (top down character setup, using the "Simple move to" Node) going on a super long walk around the entire gym-level.
Can anyone explain to me what is going on with that hit test? (it works fine on on all the other block and walls, even thou it "blasts through" it seems to go to the nearest point. except for the lower third of this wall)

zealous moth
#

is there a way in the engine to change a texture's base rotation or flip?

icy dragon
zealous moth
#

bleh i wanted to avoid doing that

gentle urchin
#

wrong skeleton?

haughty nymph
#

no i found my problem

gentle urchin
#

k

haughty nymph
#

i forgot somthing

trim matrix
#

I have a question. When I am creating a variable and am able to select specific class/object references how can I also allow children to be included? If I make a variable of type character i cant set a character_child to it

haughty nymph
#

i dont no what the problem is

twilit heath
gentle urchin
#

So any child of "Character" will be assignable to that variable, or show in such class list

trim matrix
#

It doesn't though

gentle urchin
#

better show some inheritance and lack of options then

trim matrix
#

I'll send screenshots after my meeting

acoustic tundra
#

I'm trying to track my mouse cursor with a trace by channel. However, as you can see in the video it looks like it resets its location when it's far away from the center of the screen, any help with this?

zealous moth
zealous moth
#

you want to track it as a function of where it points IRL or on the screen?

willow phoenix
#

and be amazed what happens

#

๐Ÿ˜„

balmy light
#

Does anyone know of a tutorial that can show me how to make a "minecraft style" respawn menu?

#

Where when you die, a menu appears and you can either respawn or go to the title menu

main lake
#

Does anyone know how I can compare 2 arrays of boolean with 1 array being the current state of each lever (6 levers in total) and the second array is the win condition if all the levers are in the correct state (0 or 1 for each lever).
If all the levers are in the right state, I need to open a door.

zealous fog
#

I'd reckon any pause menu system tutorial would help you with that

#

@balmy light

balmy light
#

Okay, thanks!

zealous fog
#

It's basically just a pause menu if you think about it

balmy light
#

Yeah

tight schooner
#

If there's not a match, set a local boolean variable to false and break from the loop

#

Make the default value of the local boolean variable "true"

#

And then on the return node of the function, output that local variable

earnest tangle
#

you can also directly return from the loop

#

this simplifies it a bit since you can avoid the break :)

tight schooner
#

Like put the return node in the loop body?

#

Never tried that... Seems kinda icky

earnest tangle
#

it's fine, a common pattern in C++ too

tight schooner
#

Oh ok

sand shore
tight schooner
#

@main lake if you do the no-local-var approach, you can put multiple function return nodes on your function graph

tight schooner
main lake
#

I found a node called "Identical" it's checking if 2 arrays are the same or not

tight schooner
#

I never knew

main lake
#

same I just discovered it now

#

but now I'm really confused by my code because I'm using a Dispatcher

#

Like is it possible to see the properties of my Player class, because I have a variable being an object reference and I set it to Instance Editable, and I want to drag and drop the door in the scene I want to open if all the boolean are the same as the WinCondition booleans

wheat herald
#

How can i create a variable that stocks hits numbers ?

icy dragon
wheat herald
#

I mean, i want a variable initially equal to 0, and on each hit, it increases 1 by 1

brazen merlin
#

"counter" is the concept

icy dragon
#

Actually now that I think about it, someone never dealing with programming before might never heard of int

#

But might be familiar with the term integer

wheat herald
#

np, I know what's an int. But i just don't understand how to mess with the Event Hit node and a int Variable node to get it increase 1 by 1

icy dragon
#

Just use IncrementInt node on the variable.

sand bloom
#

Does collision just not work if you make the mesh/cube too small?

#

I have it on

#

but as you can see it's ignored

#

i'm so confused

#

although if I scale the actor it still doesn't work

#

Has anyone ever had this weird issue before

#

No matter what I do it refuses to work and i'm just using the unreal engine cube mesh so idk what's up

timber knoll
#

what about the sphere? does it have collision set up correctly

#

collision will work no matter the size, it will just become less accurate

sand bloom
#

The sphere works, with anything else besides this that is

#

hence why i'm so confused

#

the sphere does have physics enabled

#

but it's just a cube that doesn't move so it should block like everything else

timber knoll
#

sure but have you checked if it collides with the objecttype that the cube uses

#

in the collision details

sand bloom
#

I did change it to worldstatic a few min ago to check but it didn't seem to change anything, neither worldstatic or worlddynamic seem to do anything

#

And it should block

#

It says so in my sphere and has done so for countless other meshes and blueprint actors

#

๐Ÿค”

#

I really don't understand what's up lol

#

this should be basic functionality

timber knoll
#

could be that the physics ignore too small collisions but that would seem weird to me

sand bloom
#

Yeah

#

I scaled the actor to test but still nothing

#

So i'm officially stuck

#

I had this system in the construction script which would save me a ton of time

#

I guess I could try making it outside of the actor later

#

:/

fossil linden
#

hm

#

for pyhsic & projectile stuff they collider should be in top in the hierarchy @sand bloom

#

then it should be working fine

sand bloom
#

It does work for everything else just not this thing for some reason

haughty nymph
#

im trying to make a enemy attack with animation but the animation dont work

wheat herald
#

"Hit Count" initially at 0. Why is this always printing "1" for each hit. Isn't it supposed to increment by 1 for each hit ?

wheat herald
#

respawning nodes .. so yea i understand this issue now. How can i split in 2 the Exec from Event Hit, so it goes in the Print nodes, and the spawninig nodes ?

blissful widget
#

You're adding to the variable? What did you expect?

Do you have to store the result? Don't think ++ reassigns, just adds one I believe.

icy dragon
#

It's basically int++ in BP macro form.

blissful widget
#

Ah fair, I guess would need to see rest of the function then. Or just set breakpoints to look at how the data changes there.

I'd step through all references to that variable and ensure nothing funky is happening though

wheat herald
#

Yea it reassigns, it just that after the print node, i have respawning nodes, that's why it keeps showing "1". I've tried without the respawning nodes, it shows "1, 2,3 ..."

icy dragon
wheat herald
#

But i need to keep the respawning nodes, how can i solve that ?

icy dragon
#

You can use the same getter node

trim matrix
#

yo guys you know of making blueprints easier to connect to

wheat herald
#

did this, it keeps showing "1"

trim matrix
#

is there any extensions that would connect an execution pin if I drag it into a node instead of aiming it to the execution pin ๐Ÿ˜‚

trim matrix
maiden wadi
#

@wheat herald Your variable needs kept somewhere that isn't being destroyed. I presume this is some form of projectile or something. You're spawning it, getting a hit event, incrementing from 0 to 1, then destroying it. Next instance of this that is spawned starts at 0, does hit event, increments to 1 and dies, repeat.

wheat herald
maiden wadi
#

You have two choices. Either reset all other state and keep that actor and set it's new location instead of destroying and respawning. Or, make this actor's death event NOT call destroy actor. Instead make it get a spawner manager, pass itself in. Manager can get that hit count, and pass it into the constructor of a new enemy, or store it for later spawning. Then destroy the actor after that. That way your integer persists.

#

One is.. more performant. But completely unnecessary unless you're spawning a ton of things. Spawning code is heavy if you're doing it dozens of times a second. Two is simpler, allows much easier state control, simpler code, and should be used to avoid potential bugs unless you absolutely need the performance.

random plaza
#

how do you dynamically make instances of levels? say i have a small house level and i want to be able to place versions of it in the workd and enter them.

random plaza
#

ive never heard of sublevels, can you create them procedurally in blueprints?

icy dragon
#

Oh, sublevels are not for procedural map.

random plaza
#

so what would i do for a procedural level that you can add to your save file dynamically?

brazen merlin
icy dragon
random plaza
#

this isnt a roguelike, the house would be generated as an instance by me for a buildable house. its the only thing loaded when you enter a house.

brazen merlin
#

for me, i would need to back up and understand the bigger picture to this idea

regal basalt
#

Hello everyone ๐Ÿ™‚

I have a little question about Blueprint events, let me know if I'm in the wrong channel.
This could help other people as well ^^

I'm trying with DoOnce, but the fact I have to reset it doesn't allow me to do only once.

How to Fire Event Only Once in EventTick ?

maiden wadi
#

Why do you need to reset it if you only want it to happen once?

regal basalt
#

Because it will happen again later

#

here you see there is 3 "states"

trim matrix
#

@icy dragonhave you seen any plugins or anything of what I mentioned lol

regal basalt
#

I thing a plugin would be overkill ๐Ÿ˜„
So this is a working way :

maiden wadi
# regal basalt here you see there is 3 "states"

Can I ask what your actual intention with this is? The logic is slightly confusing. As I don't even think your FadeOut is doing anything since you're calling FadeIn directly after, and you're immediately setting your DoOnce back to reset in the same execution. Those nodes aren't async, so that doesn't wait til FadeIn is done to execute, it's immediate.

random plaza
regal basalt
#

@maiden wadi On that last image you see the exact intention

#

But instead of doing Reset by hooking, I would like to do Reset as a on call function

maiden wadi
#

But what is the FadeOut for? Won't that just be overridden by FadeIn?

regal basalt
#

Cause the way I do is not clean

haughty nymph
#

how can i make my character that you can't shoot through it

#

i forgot how i can do it

maiden wadi
#

Block Collision/Trace Channels.

regal basalt
#

okay maybe this way is less confusing :

golden frigate
#

is there a way to apply a spawn transform to a geometry collection

regal basalt
#

I tried this but it doesn't work :

maiden wadi
regal basalt
#

bascially the idea is everytime I switch a sound, it switches only one time by setting a new parameter in the sound Cue component.

maiden wadi
#

Same for the others, but replace the SelectedAudio != Num with the number you're setting before setting the number and doing to audio.