#blueprint
402296 messages · Page 785 of 403
Hi, is it possible to trigger a custom event due to a console command? I saw that’s possible inside the level BP, what’s about the pawn one?
@gentle urchin Sorry, Can you screenshot me the whole timeline settings when u have time? It seems I am little confused about the length
Oh, I think I get it
It's vector track
As i mentioned id use two float tracks instead if i did it again,
Vector track was cumbersome to work with
Locking only locked them partially etc
Yeh, but I have to follow since zero experience with this animating shits 😄
Experimentation is golden 😎
Hey all, just a very general question about using tinelines: basically I'm using SuggestProjectileVelocity to add an impulse to an object and move it towards the players vr hand for to achieve a similar effect to half life's Gravity Gloves, but I wanted the object to slow down and sort move towards the hand just slightly when it is within a certain range.
Anyone know the best way to achieve this, so that I keep some of the initial velocity of the object, but add a slight velocity in the direction of the hand?
If you're controlling one thing, then you probably should be using a single timeline. OpenDoor should plug into Play, and CloseDoor should plug into Reverse.
The float output from your timeline should be a value from 0-1 over a certain duration, ie. if you want your thing to move within 1 second, your timeline should be 1 second long with your curve ending at a value of 1.
@dawn gazelle
Yes, but I want to recreate that "gate fall" bounce that gates do when they fall quick.. for realism
And that way (using only 1 Timeline) on reverse it will "bounce" again going up
Actually that little "bouncing" thing is screwing my whole mechanic. Otherwise its working perfectly
Then add more key frames to your timeline and make a curve at the end going to 1, curve back and going to 1 again
Can you screen your timeline
You can create external curves and set the timeline to use them. So if you want something different for closing than opening you can do something like this:
OK so the closing animation does play sometimes and it does so correctly
If you use that reverse method does it work then
I have working variant of this, and the closing animation plays the exactly start animation but on reverse 🙂
But i need to play without that little bounce effect
actually just wanted to create a macro that could cast an array into another :o
and since I would need it to be somewhat flexible (change the class I want to get) I need some kind of "dynamic cast" if you understand ^-^
But I got your point :D
https://blueprintue.com/blueprint/qs2zzhn8/ this is the working version @zealous fog
Its almost like @dawn gazelle BP
And I need to find a way to play it on reverse, without this bounce animation.
the reverse lerp was the entire reason for using two float curves ^^
one for forward, another for reverse
As I said, you can use two float curves and change them, or you could even have the two curves defined in the timeline and switch them based on the playback direction:
I will try this now :))) Thanks!
sounds like #multiplayer
oh right
I've been looking around for a UE4/5 Criminal System guide, but I've only ran into a Unity based system which is based on C, does anyone by chance know of any good documentation for setting up a criminal system within UE with BP?
Not sure what the definition of a criminal system is?
Aim is similar to gta's wanted system
Sounds like some form of GameState or PlayerState variable. And based on that, AI can switch their logic if it's high or low enough to do things. UI can display it from there as well.
Brilliant, thank you!
That's a pointed direction I can run with
Add in a few dispatchers for statechange, and you're good to go
For instance. Low wanted, Ai detects player in vision. They ignore you unless you're very close. If you get closer at low wanted, they might attempt to arrest. If at high, them seeing you at all might trigger their arresting state.
If it's multiplayer you'll probably put this in PlayerState if you want it per player. GameState if you want it for everyone. If it's Singleplayer, GameState is probably simpler and easier to work with. Just depends on your necessity.
I can do multiplayer, but still undecided if I should bite that off or not, my first self publish multiplayer didn't do so hot so was considering a sp-storydriven, but I'll probably do it in playerstate regardless
I appreciate the help folks!
anyone got a clever solution to make the TopDownTemplate have a "Max Walk" Distance? So if i click into some maze, the char does not go to town instantly?
i thought of making an "test char" that walks super fast and records the distance it took him
but im not sure, this seems a little overkill 😄
if i spheretrace from the char in a visible line, going around corners is painful
I haven't looked at topdowntemplate so not sure how it works, but if you want to limit the amount of distance you can move at a time, you could probably add a variable into the character which has the allowed distance, and then keep deducting from it every time you move by the distance moved
i tried to have the navmesh on a cylinder shape and attach it to the player too, but that did not work iguess
if it reaches 0 then don't allow any further moving
yea but i don't want him to move at all if thats something thats really far away
If it's using navmesh based movement, then you could get the path length
that sounds great! do you know how this node is called?
its using the "simple move to"
Hi guys, I need some help with using interactions to open widget menus. This is the blueprint I have to show the prompt once my character is within the collision box, but I can't seem to figure out how to make it so when I press 'E' it closes the prompt and opens up a new widget... Any help would be great!
@willow phoenix I don't remember it off the top of my head, try searching for nodes with the word "nav" or "path" or such in them and see if any of them sounds like they would give you the path
nice ill check it out! thanks mate 🙂
was looking for something with "distance", glad there is already somethhing in the engine 😄
I would consider look up on BP interface, and have the interact button send interaction function call.
So set up an interaction interface, add it to the object I want to use, and then add it to the function in the object blueprint?
damn thats working better than a charm, man you are my hero
Pretty much. So the gist of it is you have your character BP have an input action event to call interaction interface function, with the object pointed by linetrace from a camera responding to it. Interfaces are more one for all with the communication, unlike Event Dispatchers which are more specific with it
Would I be able to use the widget interaction component to do the line trace? My issue is that I'm relatively new to blueprints and I'm trying to work on building a prototype on my own so I'm really unfamiliar with all of this
Better do the line trace starting from the camera center
The point of doing the line trace is to determine the priority, in case you overlap with more than one interactables, and to prevent getting cheesed by interacting on something you don't look at
So this is what I need to change, I'm building a sailing prototype game and at the moment I take control of the ship by changing the control scheme in the Character_BP, I need to change this so when I interact with the Helm object, I can use that to switch the controls, and attach the player character to the socket so they remain in the right place. I've tried using line trace all day to interact, but at the moment it doesn't seem to work, which is why I have it set to collision because the interact prompt only comes up when you're within the assigned collision box
I just thought that was easier than using line trace
The problem is now I have change the way it's done to separate the controls for the ship, only I can't figure out how to get it working if I don't use what I already have
having the ship bind its own controls, and pushing its input component on top of the input stack
that part is actually documented
Sorry, binding in what way?
hey is there any way to trace a custom event? i tried using a breakpoint but the stack trace says whatever called it has been deleted.. when i try "find references" nothing shows up... but it is getting called because it does break
@hearty sandTry the FindInBlueprints window. Search for the exact function name.
yep thats what i needed! this actionrpgstarterkit i got from the market handles spawning in its inventory BP.. no wonder I couldn't find it
This worked perfectly for one door 🙂 But If I have simultaneously two doors one that fall down, and another that goes up -> this way the sequence fails again ::)) Cuz the falling door for example play's the right animation, but the lifting gate plays the reversed animation
Since they both share 1 timeline :))
Then you can have 4 float tracks... One for open/close of the first door, and one for the open/close of the second.
you don't need several tracks for that, you can just invert the result for one door
But how do I split the timelines? My doors all shares one timeline
Even better
Which is more performance efficient?, one nav invoker for the the entire playable area (about 30k units length and width) or each character given its own smaller nav invoker (about 50-100 characters)
Assuming it's not open world type of game (90000 m²) with smaller ped spawn range, then single nav invoker could work.
I did some tests, it seems like the performance difference between either option is almost negligible
Hey Folks ! 👋
Hope you're good !
i'm actually diving into some Utility Widget.
I'm searching for something, but i don't know how to do or even if it's possible.
I've actually selected a bunch of assets in my level.
And i want to "bake/save" them somewhere as a Blueprint Actor (with everything in it) or just a prefab.
I don't know if it's possible.
If someone have an idea or ever exeperienced that, would be awesome !
you are aware that this is an engine feature? (combining selected actors to a blueprint in editor)
if I want to leave a print string node forever on screen, do I need to put 99999999 on the duration? or is there a way to mean "inifinity"? 🤔
Yes, but i want something to automatize that, the selection is automatically done then i want the bake to be one click too (in order to save me time on right click, merge actor, choose location)
Hey! I plan to use only one component, the capsule, instead of the entire Actor with w the components. Tell me a rational decision or not?
I'm getting these errors but when I try fix them by selecting the widget asset it just doesn't do anything
and they do still exist just in different locations than before
My blueprint looks like this. "Actor hidden in game" is unchecked. The actor is visible in the editor, everything but the light is invisible in play-mode. Any ideas what's going on?
This BP was made by placing lights/basicShapes in the level editor, then going Blueprint>>CreateBlueprintFromSelection
When I add a new mesh to the Blueprint int he BPeditor, it is listed as a SteticMeshActor, and stays visible after hitting Play
Hi, very new to unreal! I'm having a hard time finding how to listen to the end of a particle system. I would assume there is a bleuprint box to listen to a niagara system "ending"? Maybe this is a bad assumption. Do I have to create a an event in the particle and go through that?
Hey.. can someone help me , please?
I finished my game and I wanted to try it on my phone. In package i selected full rebuild and then made the install APK. Nothing works. I mean on PC now i have a lot of bugs. They were working perfectly before and on phone those bugs are working ,but there are still some other bugs. I don't know how to fix this
You can get this event in your blueprint if it contains your system by right clicking it. Otherwise, if you have a reference to the system, you can also bind to it's finish event dispatcher.
Will try around with these! thanks!
Is it bad to cast to your main character if the main character is always in the scene the class is loaded anyways right? Or should interfaces still be used?
Crosspost in #ue4-general
I've just been looking into soft/hard object references and I've got a question. I'm using data tables pretty extensively, and say for in an inventory system; a data table with 100s of items, each item with its own icon, mesh, sound, class etc... If I access that data table in game, does it load all those references? or just the references when I get a data table row?
In the above DataTable example, the asset that is referenced is a lazy loaded asset (TSoftObjectPtr handles this). If the Asset field type was set to UTexture, all of the assets would be loaded whenever the DataTable was loaded.
In unreal, can I have an actor with physics get attached with a physics constraints to an actor that has physics disabled and moved by setting its location.
Anyone know why 'set percent' isn't working? I am printing the 'current hp' value after it's supposed to set, and the correct value is being pulled in, but the progress bar never updates. I can even use a 'get percent' to print the progress bars percentage afterward and it shows the correct progress, but the bar itself on the widget never changes.
i am also curious about this too. I tried soft objects in the past but wound up not using them (i cant recall if it was because I didn't want long file paths in my data table - using excel - or because i couldn't get them to work at all). I have somewhat tested the performance (i tihnk) as I had many different assets referenced from my data tables and haven't noticed an spikes in spawning situations (though i have not profiled this yet)
i dont believe the string is accurate, maybe it is, it's grabbing from an output that may not change at the right moment (or at all?). If this is a function you made, you can provide an output from it. I dont exactly understand the need for this function. If it is for umg stuff, those update on tick, so you can just make a binding instead
I did it on tick with the same result, which is why I moved it to a function that's called when damage is actually taken.
Neither update the progress bar.
I just changed a bunch of my datatables to soft objects, and didnt notice any change in them. But havent been able to run a test cause I have to fix/change a lot of code to handle the async loading. And naturally because so many files were "dirty", the autosave crashed my ue5 again
Both the current print, and a print statement attached to 'get percent' show the correct value, but the bar doesn't move.
@leaden helmIf you have a Datatable with 100 entries. Each row has a hard pointer to an Image, Sound. Mesh(which also has a default material or two applied). If you so much as put this inside of a class that gets referenced, you have now loaded over 400 assets into memory. You don't even have to use the table. It just needs to be in a class that gets loaded.
The function is inside of the health bar widget. It's called on the character blueprint that receives damage. Everything except for the progress bar actually moving works.
Sorry to pop in unannounced, but does someone know how to make so that my widget shows the textblock I’ve put in? I have already made the triggerbox blueprint that shows the widget whenever you click E in the said zone and removes it whenever you leave the area, but the text won’t show up. Cab someone guide me please?
Thats what I was afraid of. I'm changing to soft references right now, so that should stop that. But I reference this data table in multiple blueprints, does it get loaded multiple times? or just once into memory and referenced?
No. Once you load an asset, you can access it multiple times from any pointer pointing to it. You still "Load" it using the same function, but that function is designed to get the current loaded asset, and if it's not available, load it and then pass it back. So only slower if it's not loaded. For a few or smaller assets, you won't notice this much if at all.
Ok. So I may get a slight delay when I"m changing my vehicle mesh (larger file prolly), but for smaller objects it should be fine. Thanks 🙂
Hello ! What should I change in my setup to make the transform of my projectile be on the left side of the arrow instead of the middle ?
Should I remove the BoxComponent and make the static mesh the root ?
Pretty sure the issue is you're setting the SetPercent node to HP which is 50. Progress bars go from 0 to 1. So you need to divide CurrentHP/MaxHP to get the appropriate value to put into the progress bar.
@leaden helm Think of it this way. You have a mesh that is your character's eyewear, maybe sunglasses. You have a StaticMeshComponent in your character for this. By default this is just a static mesh component. No asset. Very lightweight class without the asset. When you load your soft ref, this takes extra time the first time to load these glasses. But then three hundred other players show up with the same glasses, these glasses all load instantly because one already loaded the asset in and the other soft refs resolved nearly instantly. Now all of those characters go away and you're left with your own character's glasses. This is the last pair of these in your game's existence at the moment and you unequip them. This goes and nulls the asset reference in the static mesh component you had them in. Garbage collection can now come along a little later and sweep that asset away from memory to allow other things to load quicker.
Some times you might hear that most of this is largely useless for smaller games. But you never know where your game is going to scale. You don't know if you're going to end up with 6 massive DLCs adding major content and new stuff to the game. And the use of Softrefs for assets is incredibly simple.
Yeah, that was it. Weird because in the editor, setting 'percent' in the details panel to '1' shows a small sliver, and setting it to 100 shows a full bar.
Yeah. My previous projects never used softrefs, but thankfully(and unfortunately) they never got very big. And my system is decent enough I never noticed issues myself. This time I'm planning a bit further ahead
@dawn gazelle Thanks. The editor must have a bug.
Now to figure out how to animate the reduction so it's not a sudden 'jump'
Hey, sorry for the delayed answer here.. I am trying to find a way of how to split my timeline to different actors. Until this point I have an interactive door BP which holds the information about the door. If I place another actor of the same door I adjust only the target location which is a simple Vector and points where to move the door.
Do I need to create two different blueprints for each door?
when this event will be called?
what do you mean by that, I am trying to understand -> How to place the timeline exactly on the door? It's now in my event graph
using "set movement mode"?
i searched for "set movement mode", but this function isn't calling anywhere. then how this event is still calling?
Found exactly what I was looking for. Thanks for the help guys!
It is there. I have an Door which have defaultsceneroot -> Cube (which is the door)
If I duplicate the actor the timeline stays the same
Is it possible to do it in this configuration? https://blueprintue.com/blueprint/pt7zro-k/
I have 1 pressure plate that activates 2 doors. One up and one down
The first goes down, the second goes up and vica verse on actorEndOverlap pressure plate
How can I play them at different times
does collapsed graph in blueprint have negative impact on performance?
you have to point a respawn point variable
Click on the 'respawn point' variable and under details there's a 'default value' section
Or set it on construction/begin play
what do you connect to object when casting to a widget class?
oh lol
didn't know if it was like getplayer character when referencing a character bp
Yeah you'd pass the referenced testhud object you created earlier.
Quick question, if I'm trying to SpawnActor attached to a different actor, do I use the target socket's world location or relative location?
(I've tried both and they're both fucked, but in very different ways)
it works but says that not sure if that'll cause problems down the line
yeah me big dumb
Ok, so, let me try once again to explain where my exercise is failing and why I cannot understand what you've saying trying me to help so much ❤️ (thanks btw, u are awesome!!)
I have a pressure plate and doors...
Here is my BP for PP: https://blueprintue.com/blueprint/19cgzb0w/
Here is my BP for Door actor: https://blueprintue.com/blueprint/pt7zro-k/
Here is the timeline:
So, The result of this is:
My main goal is:
For polishing purposes, I want my doors to have a little of that bounce effects like they are simulating physics. (this curve is ugly, don't look at it, i'll polish it)
But, now, the problems are:
First door does not bounce when falling (the bounce animation is played when the door is going up - dunno why)
I don't know how to separate the doors to be playing different animations and curves
I tried what @trim matrixand @dawn gazelle suggested, by making two separate timeline curves, but that is the result.
Also, it has some glitchy effect when leaving / entering the actor's overlap
Everything is working perfect If I am using only 1 curve and does not recreate that bounce effect.
But If I try to make the curve and recreating this, everything fails 😄
SetMovementMode exists on the character movement component which is normally attached to character actors. There's built in code that changes the movement mode of a character, such as when you jump you're set to falling.
Maybe a base actor and each door type a child?
@trim matrix Yeah... That's why I was thinking of a way of just releasing the door and setting simulating physics on, but for some unknown reason I was not able to do the BP using physics and my doors disappeared...
I was not able to lift up the door and return it to the original place after falling with simulate physics on..
I thought it will be easier overall
God, so much troubles for stupid polishing
@trim matrix is there any tutorial or a brief overview of that approach with the data assets? first time hearing that
So... what to do if no matter what the function i'm looking for refuses to show up?
thanks, this also also explains some things for me (also using data tables). I do have a follow up question if you don't mind answering. I use several data tables - usually one or two are referenced by different classes (AI references 2 tables for example, while the world gen class references a different 2 tables) - and from what I understand, the data table is hard pointers - which means that if my struct (which defines the data table columns) has classes or w/e in it, then those are loaded into memory when? Once the first AI is spawned or already because the code knows to spawn the AI on event begin play (it sounds like once it gets spawned rather than any time sooner).
But here is where i am curious, as i do not put classes into my data tables since those may change in location (and i dont like how long they are when working in excel, personal preference). So what i am doing, and maybe this already is what soft objects do, is defining classes as names. Therefore, my data tables are primarily bools, floats, ints, vectors, and names - some of them in array form - but that's literally it, no classes or objects or w/e. Would this mean, that my data table is not hefty even if i have a large volume of rows because the data types are "light" and are not actually hard pointers?
Outdated docs I'd assume, look through the entire section instead of trying to find it?
Thank you very much, I'll take a look and try to figure it out
what is it you're trying to do?
I can't find anything related to "value", "handle", or "normalized". Everything that works for sliders doesn't work for radial sliders.
getting and setting radial slider values
which for regular sliders is quite simple
oh what kind of slider you using?
its slate function you have to use c++.
ah right idk then
I just know how to change the value of a normal slider with a float using a function
if you try searching it up on google someone may have made it already and you can just copy the code
thats how I got this
you can inherit from UMG component URadialSlider and access its protected variable"<TSharedPtr<SRadialSlider> MyRadialSlider;"
Hey everyone, what is the best way to call or trigger something from a blueprint into my sequencer?
Im trying to activate a random zoom-in effect from a camera blueprint into the sequencer
That's pretty much what soft pointer are, yes. Basically they're a weak pointer to the type(Weak pointers won't stop garbage collection), and then a path(string I think) to where that asset is located on disc. So you datatables are more or less that. As for when things get loaded, they're loaded as something needs them.
For instance, Just to set up a single straight hierarchy, and this is a very rough explanation. If you have a spawner class instantiate from your game mode, that has a datatable pointer set to a table used to spawn monsters, that datatable uses a struct to populate from a CSV style data storage. That struct has a hard pointer to an image that is the icon for these monsters. So your game loads the level, GameMode needs to instantiate, but it references that spawner. So the spawner needs loaded. But the spawner has that table, that table needs loaded, but it references these images. So first all of these images need to be loaded, after that the datatable, then the spawner, now game mode can finish loading it's CDO to be instantiated.
this example here is using soft objects?
Hard pointers in everything in this case.
ok
Hi, is there a way to bind a listview directly to a datatable?
For example, I want to know if the ListView will automatically add an item, when an Item is added to the Datatable?
Hmm are you able to assign widgets to ai controlled players? I can't figure out how to link my second players health bar widget to the ai controlled player
hmmm. So by using a soft object, will that get loaded in lazily (?). I currently have various places in code that access a data table (again, the AI may reference it to determine its attack anim or what to drop when it dies) but these are names, and usually occur once (i get the attack anim array and then set that as a variable in the specific AI when it spawns) but these are always names, not actually class references. If i use soft objects, is there a limit in their flexibility vs. a name?
When I get the data table entry specifically, i look up that name in another struct of maps (name|class or name|texture) which is what finds the actual asset. This is the only struct that has this setup, sort of a global dictionary for all asset look ups. The convenience is to manage where these assets live or to change that asset without having to change the name (and therefore where the code calls the name look up). Is this more roundabout that just doing a soft object? Does the soft object require a file path of the asset?
Hey ! has anyone had experience with spawning meshes from an array on a spline?
all except the spline part
Hello. I've got a question. I have a project which contains background items (actors) and a play area (actors) now there are users of my game who want to disable the background items in the game. Before I implement something hacky I'd like some more eyes on this. How would you solve it? I was thinking of adding a tag to the background items. and set them to auto disable visibilty, and enable the actors with the tag if the game mode allows it. But maybe there is a smarter way I don't know so I'd like somebody elses look.
it's about the treasure chests in the background. I'd like to disable them for a specific game mode.
can you not add these specific actors to an array so you can access them when needed?
Yes I could do that
that's what i would do
That's a good idea I think. So no tag?
tag doesnt seem bad either, at least in this case
But it needs to be a blueprint right?
uhh, not sure
It are static mesh actors if Im right
I think I'm going with the array method
thanks a lot!
i would say tag is more versatile than an array if it is different class type objects
i think tag is at the actor level though
it means that you can tag different classes and still look for them
if you use an array, that is specific to the class - sounds like static mesh class in this case
i could have a tag on a pawn, a physics actor, a particle (maybe?) - whatever has the tag property on it basically
Ah alright, thanks for explaining
Yeah I'll figure that out first, what different kind of items I have
I have kind of an open question... I'm working on a Crash Bandicoot style game. Basic 3D 3rd person platformer.
My question: how should I handle the camera? At the moment I'm using the typical 3rd-person "mouse-to-look, wasd-to-move" controllscheme, but the crash games don't let the player control the camera...
I could easily just turn off the mouse-input looking, BUT it's hard to ensure that the camera is pointing in the right direction, especially if my levels aren't 100% straight lines.
I'm imagining some way of telling the camera to subtly change which direction it's pointing depending on where you are in the level, but I'm not completely sure how to go about wiring that up.
Thanks a lot for the initial help!
Is there a way to calculate a normalized distance, but in a kind of oval-shaped fashion? Here's what I want:
i thinks its more like using several cameras, each one setup for the area, kinda of like the cinematic shots in the older god of war games. And you'd set the camera or blend the current camera to the next section via trigger. Could probably have a spline control camera position (but then what about rotation?) and based on some parameter like distance or position, progress the camera through the spline. This is all off the top of my head, ive worked with others who were making this sort of thing and i recall something like this, though i dont know what they did exactly
you'd treat it like a box then, rather than a circle, unless you want the heavy math to figure out positions along the circumference
Is it possible to keep the particle effect's location and movement relative to the camera? If I move the camera 1,000 units right there is a brief flash before it respawns.
So, just solving separately for X and Y, and separately for Z, with different distance normalizations?
🤷 not sure the entire goal there, but if we are talking math i think you have to treat it as width, height, depth
@brazen merlin In the event of using soft object pointers. It only loads up the asset path. I'm unsure how you're loading the stuff from names alone. You'd have to at some point point to a hard pointer to compare the name?
As far as the basics of SoftPtrs, they're pretty simple. If you read C++ basics, then it's mostly a ton of code surrounding two major properties. These are on TPersistentObjectPtr which is a template for the TSoftObjectPtr which is what you specify in your structs or whatever as TSoftObjectPtr<UObjectClassName>. For the properties in question, one is a FWeakObjectPtr, which is a pointer that doesn't stop garbage collection. The other is the ObjectID, that is the GUID of the asset in question. This ObjectID is used to load assets via an FName converted to string.
thanks for the breakdown, really appreciate the time and answer. I'll be reading up more about this then. It sounds like im doing things in a different order: getting the name, looking up that name to find the object class, therefore the last thing in the chain is the hard pointer.
im curious about how what im doing affects gc too
btw sorry for the off-topic, but can lasers apply force?
is it possible to create a laser effect that apply force on object when it's targeted
Something like this.
i honsetly dont know too many of these nodes
Lorash know math better than Conrad brain
Well, it's just a custom node I made:
ah 😅 that explains it
haha yeah that is the part that is throwing me for a loop too
I've amassed some over the course of production X)
yeah.... you dont wanna see my func lib
yours is neater
not sure if the ending bit of getting the length would help, would it?
im not sure 😂 i dont even get what this is for
gotta run though
Is it possible to activate my movie render through the level blueprint?
Is it a level sequence?
Yeah it is
In this case at the start of the level
Just drop it into the level then and click autoplay
Oh yeah that I have no problem. but its actually rendering out that sequence as a video Im having troubles with
Because I have a camera blueprint keyframed to orbit around a city that has a random zoom in/out effect. But that effect doesnt take place when i render out the movie. So I need a way to call/activate that in my sequencer
Is it a sequence you rendered out to an actual movie? If its a sequence it should play it directly in game the way it was created. If it's an actual video file you'll probably need to create some sort of full screen ui and render the video on it
Idk I'm not very familiar with video
Yeah sorry for not knowing the right terms but I want to hit the "clacker board" in the sequencer and output the video with the zoom efffect
Yeah me neither lol. Everything works when I play my scene but I just dont know how to have these blueprints take play in the sequencer
I guess im not understanding what you are trying to do. Just dropping it into the level and selecting auto play should start playing it automatically on level load, but you can also pass the sequence object into the level blueprint and use play sequence on it
If it has a special non player camera you may need to switch to it first
Yeah I guess Im not hitting the "Play Scene" button im hitting the render button in my level sequencer. and for some reason it doesnt capture the zoom effect in the sequencer. Maybe because I dont have the blueprint keyframed or something?
Fairly new to the discord, has anyone compiled a list of the best UE5 tutorials? as I'm ramping up on the tool, if we don't, maybe I'll start making a list. If there is already a list, would love to see it!
From what I understand, render is if you want to export it to a gif, jpg, or mov/mp4 video. Play scene is when you want to play it in game.
But it should export it exactly how it plays including any camera movements that are key framed
Yeah I want to render and I think its because the camera zoom in/out is part of the blueprint but its not like "keyframed" so it doesnt know to zoom in/out
Yeah pretty sure that's why
I think you can move your camera movements to an event and add the event to the sequencer
Yeah Im going to try to do that I just dont know how atm haha
Create a new custom event and attach your blueprint nodes there instead of im assuming on begin play, and change begin play to call the event.
Okay Ill give that a go! BRB
It's probably not right but not sure what else to do
Without doing the actual camera movements directly in the timeline
Yeah its going to take some trial and error. Ill get back to you!
peoples i have a problem, i make this https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimHowTo/AimOffset/
But now i can move my camera around and the character dont move with who i view
Is that UE5?
Oh. Looks weird. Anyhow. Is this in the Anim Blueprint?
Is this here in the Animation Blueprint?
This.
Also. That tutorial is bad. Replace GetControlRotation with GetBaseAimRotation.
Left click your mouse on the little person and drag the line to the other person
ok now i have
and @maiden wadi now replace getcontrol with you say
that is wird
weird
why lol xd
Control Rotation is local only. If this ever ends of multiplayer, then you'll need GetBaseAimRotation
but why buggy
Having issues with a timeline. The output value is always 0 the whole time it's playing, even though that's not what it's supposed to be in the graph it contains. Anyone have a notion of why this isn't working?
my weapon goes up but not down why?
and when i disable this in the player pawn the player dont turn arround why that @maiden wadi
But yeah I like to start the timeline on a separate call, just to keep everything as separate as possible. This pattern, with almost exactly the same timeline, has worked just fine in other classes which makes this double weird
What would cause a breakpoint to be skipped but the print statement to still fire after said break point?
Okay this timeline issue is getting even weirder. I added an event track and tied that to a simple print, and it DOES print each one, proving that this whole timeline IS playing. And yet I'm still just getting 0s from the others.
...What the hell is wrong with this timeline lol. I guess the "Update" event was only ever called at 0 and at the end, and never in between? How do I fix that?
What are you trying to do?
I'm just trying to set the opacity of a tracer beam when a weapon fires. The beam should flash for an instant then go away
Oh and have a light appear for a moment too, that's Flare Brightness for the muzzle flare
Yeah that should be pretty straightforward
Where are you playing it from?
You wouldn't happen to be calling it on tick now are you?
Yes, but not constantly or directly.
There's a refire delay (which I've set to 2s for debugging so there's plenty of time for the timeline to elapse
I don't see a call to Play From Start there
HandleFire is (for now) a separate event which contains alll the steps
play from start's the second last step there
And then, without all the bullshit print statements, my timeline is just this
But your issue is that it outputs 0 the entire time?
Yes, except I'm starting to think there is no "whole time". I think somehow the timeline is only outputting the start and end values and nothing in between
0.03 seconds
And your Refire delay?
Right now? 2 seconds
.3 might be too short of a time for timeline
Oh?
Timeline can be odd/not smooth depending on frame rate it isn't reliable
and at that small of an interval you are testing its limits is my guess
Hmmmm shit that makes this complicated. I'll pull a couple decimal places off all these values and see where I'm at
what happens with like 5 seconds
In a 60 FPS game, that's barely two frames, that's nearly indecipherable.
We're talking about two frames of bright light in a dark corridor, it'll be visible.
Also you can probably do that in a material?
the opacity over time deal not sure you need a timeline for that
and at that short of a time just make it binary light or no light?
How would you do it with a material?
It should probably be binary, slowingi t down worked but it looks like shit 😄
Just look up Unreal Material Flash/Blink https://www.youtube.com/watch?v=kxHLw8r-4gE
Quick brief into a pulsing and flashing emissive material. And yes, I am recording in a onesie!
But yeah it happens, you expect a timeline to keep track of time but then like you try to keep track of really small numbers and boom it can't handle it lol
I feel like maybe it should be a niagara emitter setting over life.
Like I expect Breakpoint to hit but then it doesn't XD Thanks epic. You can do Nanite but my breakpoint won't trigger
@maiden wadi why so
Ah yes for particle FX yeah
Pls help
That's a good idea, it's already a niagara emitter, I could play around with that easily
@devout pecan You turned off character using Yaw control rotation.
yes the docs say that
But how make that on… when on is buggy
It seems you already have the parameter. You likely just need a module that updates that color's alpha on emitter update. Can't remember which one it is offhand.
hey.. i asked a similar question earlier, and got an answer, but I don't think the person that answered me understood what I was asking.... THOUGH: it was a clue that I'm going to need soon.
video of what I want to do: (timestamp is important)
https://youtu.be/u7ozq0q1Irk?t=52
How can I make my camera follow the player, and rotate with the turns in the level like in the above linked video? At the moment I'm using the typical 3rd-person "mouse-to-look, wasd-to-move" control scheme, but the crash games don't let the player control the camera...
I can easily just turn off the mouse-input looking, BUT I don't know how to make the camera turn when the player goes around a curve in the level. (again, see the vid above at around 55seconds)
He should run when I press d also To the right there he remains but so and goes forward
How
Did you start with the ThirdPerson Template project? That should get you going well.
Your control axis events aren't set up to handle that via camera view direction then.
The Third Person template has all that wired and setup for you to study FYI
What I must make
It’s a blank
I have Code forward etc in cpp
Left right
I would advise the same thing as Nonlin. Check out the third person template. You don't need a new project, you can import it into your current project.
I would have the camera follow a spline that is driven by the characters position near the spline points location while getting a look at from Camera To Player Character using only the Z Axis
Yes but I only need the animation when aiming and who he looks the weapon moves
aha ok.. i'll have to look up splines.. but that does sound promising
Yeah the spline would trace the path, never done anything like it so there are probably edge cases I have not accounted for
@hallow wraith Actually there is probably a better way. Maybe they just lerp the camera position once the player has moved a certain amount left or right but don't lerp for forwards and backwards
Yeah I think its a fixed camera on the pawn that just lerps around to follow the player but with certain min/max threshold on the varying axis
right on
i'm like half way into figuring out the spline so I'll try that first.. but the other sounds simpler. 😄
thanks
Such a great game Crash is, good luck!
OK so spline works, but the player char goes out of view when the camera snaps to the spline lol
I was thinking you have your map laid out and then you put the spline on the path of the map then the character is confined to the path of the map and hugs the spline. But the later idea I had might be more flexible.
indeed
I did find this https://www.youtube.com/watch?v=o-zyGY2qhZI
In this tutorial we will learn how to smoothly move a camera along a spline, as well as have the camera track the player (optional, for if you wanna do a classic "Crash Bandicoot" style game). And move the player according to the camera.
👀 looks promising.. thanks
Check the end to see if that is what you want.
What exactly is a spline? Is it like a dolly / tracks? I understand its use with cameras but i heard it being suggested for other things like holding variables (iirc?). In that case is it like a timeline or vector? Am a bit confused because camera spline is easy to conceptualise but other usages for example are?
Spline is like a vector track, which can be extended, curved and whatnot, with specified tangents if desired
Practical for anything from movement (following a spline) to generating splinemeshes (morphed) following said spline , like a fence, road, or tubes etc
Can anyone steer me in the right direction? I have a widget inside of the player character that will serve as a phone the players can use. When I press "1" the phone comes out, and I would like to have the player be able to click on the names that will be populated on the right of the screen, as well as be able to chat on the left side. I have a widget interaction component inside the player as well, but it's not allowing me to do anything on the phone (click / type). Any help getting this to work will be much appreciated.
Picture of what it looks like visually as of now
Ah, so it's similar to GTA V's.
I never go far with widget component, but the setup should be the same with any other 3D menu in Unreal
GTA's phone is exactly what im looking for. And its just because its on the player himself that I think its different. Im trying to set focus on the input message box, and thats not working either.. Im at a loss lol
Construction scripts work in a compiled game, right? Is there a performance benefit doing it somewhere else?
Yes, but it got executed before Begin Play, so some things might not work and you have to redo it in Begin Play. It'll be apparent even in Editor.
Performance wise, there's barely any difference, its execution order is before Begin Play, and that's about it.
I asked this the other day but can't find the response now. I just need to grab all of the environment lights (street lights and such) in my time of day manager to turn them on and off at certain times. What do you think is the best way to do that?
You might want to do that with timers and get the value every few tenth of a second or so. It doesn't have to be on tick
The day cycles are pretty slow, so it won't even need to be every few seconds. More asking the best way to get all of the lights, not how/when to turn them on and off
Most performant way haha
Well, if you have the lights contained in a scene component, looping and casting isn't bad
Though you might as well want to side load the job to C++
Thank you
Question, if c++ is more efficient why wouldnt you just nativize everything?
Dont know much about nativization but it just turns BP into C++ or not?
Doesn't always work? I tried to nativize my project and it failed.
I'm new to the engine and have very limited experience with C++ but my best guess (and this is a guess) is that you need the player controller to interact with the widget, without programming / integrating the controls to control the widget you won't be able to interact with the widget (i guess). So you would need to implement that functionality
another guess but i'm thinking a lot of the engines functionality doesn't use native C++ functions, but otherwise it seems C++ is more efficient for calculations whereas BP is more efficient for essentially, blueprinting the codebase. Iirc the recommended practice is to create the Blueprints and then convert it into C++ for best efficiency etc
why so buggy?
this docs: https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimHowTo/AimOffset/
Say i must disable Use Controller ROtation Yaw
but then its buggy
Couldn't you just tag all your lights and use get objects with tag?
That's what I did haha
Nativization sucks.
wrong answer
It's not that reliable, and difficult to setup, manually translating BP code to C++ code is way easier.
i use it daily, out of 100 different blueprints it didn't work once and i fixed it the same day.
I never understood the difference between blueprint nativization and c++ code. I thought it automatically compiled into c++ anyway at build time.
Eh, I say UE5 getting rid of Nativization is a good frickin riddance
That's what Nativization supposed to do.
Without it, BP codes will just executed through its VM as if it's a compiled scripting language.
Even at build/package time?
yup
How much less performant is it?
like 1000x slower
Ark was originally built on blueprints. I remember modding it and seeing the blueprint references.
but c++ is so fast that blueprints are still fast enough for general gameplay things.
Can you mix?
Think of it as scripting language, more akin to Lua
Hey all! Was wondering if I could get some assistance here. I'm currently following along on one of the Unreal Learning Courses (Blueprints & Gameplay for Game Designers) and was wondering if anyone had any idea why my code isn't working as intended. I'm currently at the section where you add the health widget & debug to the screen. I've set it up appropriately as far as I can tell (Pressing P diminishes player HP by 10 on the widget, and level is restarted once player HP reaches 0), however, my healthbar turns black instead of red as intended after falling below 50. Any ideas?
What is your background color set to?
Hmm interesting
Maybe it's just a bug? I'm not using UE5, but the project is specifically compatible to 4.26, not sure if 4.26.2 is too much of a difference
use widget reflector and see if its really red or black.
Newbie here, not sure how to do that if you could elaborate
Woah you can resize your application there too thats nice
more space for my viewport
Tyvm! I'll try that out
Quick niagara question, I've only ever used systems that auto-play on an actor. How do you play an emitter or system via blueprint?
AH it's on the parent class, I was looking for it in the Niagara section. Thanks!
Or Spawn one when you want it via Spawn System At..
That seems expensive. This is for bullet traces from a rapid fire weapon, so I'd have to spawn multiple systems per second
I can only assume it's more costly to spawn a system than activate one
At the bottom there is a pool method
Object Pooling is to optimize for those situations
it should then recycle them as required if set to auto
so it will spawn the initial batch of lets say 20 and then recycle
In one situation (I was using the older Cascade version though). the first spawn caused a hitch due to loading the assets in so I just hid it somewhere on the map to pre-load it
Well now that's interesting. I'll give that a shot tomorrow, getting weird behavior with my current approach
if you use bp its already loaded, dont worry works fine
@still delta @trim matrix the background is set to blue by default.
You have to set it to white. I had the issue a few days ago
Hey I have a question
How to change the visibility of particle between 2 cameras?
I want to make effect visible through the Camera when I use Camera A
And I want to make effect invisible when I use Camera B
@burnt citrus are those cameras controlled by the same owner or different?
I made a blueprint class that has a static mesh component, in this case it's a door. If I place that bp (and thus door) in multiple places, how can i get all those components in the level event graph? I'm trying GetComponentsByClass, but I don't know what to feed it. My custom bp class isn't in the list of component classes I can choose from.
This being for doing something like: when the player presses E, I check which door in that list the player is in front of and open it or whatever
@ornate linden why though? You dont need a full list of all doors. Each is its own isntance you can do stuff with.
In the door blueprint : On Begin Overlap with Player - set a boolean to true. Then on Action press/E key press, check the overlap boolean. then open door. (door blueprint setings needs to have Auto recieve input from player 0 instead of disabled.
@static charm hah nice one. I wouldve done a trace with interface
yeah there many ways, are all valid. persoanlly i just enable Apex destruction and knock the door down.
@zealous moth I'm only doing what I'm doing because I wasn't sure how else to do it haha. Ideally, I suppose, I'd need a way to bake into the door bp itself that if the user is by the door then if they press E it does the opening events. I believe I was trying to capture a key press earlier within the door bp and it wasn't picking it up
Both my way and gallonmate's are valid.
also destruction
yeah to recieve input from players, by default regular blueprints have input disabled. so you have to change it.
I'll look for that setting then. Also how does that work? how does it know when to listen for the user? or will every single door on the map check if i'm next to it whenever i press E
recieving input can get a little messy with a lot of instances but by default only one bluprint will work at a time.
but all your door inputs will see the input, just only one will execute
which is fine because you would only be in front of one door at a time
make sure to also disable boolean on End Overlap
There we go I found the setting for input on the bp and keypresses are working from it now. I'll head back in and see if I can get it to work now.
So, If I wanted a function that does something that I know I'll reuse on a bunch of different components or possibly levels, is there a place to define that so that everything has access to it?
I made a public function in the level bp, but components within that level didn't seem to be able to use it.
Tyvm!
you can make a Blueprint Function Library, which lets you create functions that you can reuse in your project.
Awesome. I'll mess around with that and see if I can get it to work.
Hey all, just a very general question about using tinelines: basically I'm using SuggestProjectileVelocity to add an impulse to an object and move it towards the players vr hand for to achieve a similar effect to half life's Gravity Gloves, but I wanted the object to slow down and sort move towards the hand just slightly when it is within a certain range.
Anyone know the best way to achieve this, so that I keep some of the initial velocity of the object, but add a slight velocity in the direction of the hand?
Worked like a charm. Thank you.
@high marsh Try enabling root motion in the animation asset, there is also a allow physics rotation during root motion that could work here too?
Same owner
tbh, I want to make FPS
and I want to switch Third person camera and First person camera
To synchronize gun effect location, I have to switch effect visibility
If im making a rhythm game, and Im deciding when to play an ingame event based on notes in a song, should I measure that time from the start of the song in milliseconds? or something else? (and if I did, should that be an int, or a float?)
how did you get the capsule to unfollow the player? lol
because of the animation?
if i'm not mistaken you could get away with an int as long as you don't use decimals, should be ''faster'' too
as long as you don't need a value bigger than 2147483647 you can use an int
measuring the time from the start of the song is one way to do it, there are probably others but i lack an idea for that
floats are for anything decimal related and extremeley large numbers ( 1.175494351 E - 38)
(iirc)
it's been a year since i last did anything C++ related so don't take my word for it anyway
if anyone can correct me on anything i appreciate that
ah
Im just wondering if that's a good way to do it seeing as how poeple like doing world delta seconds for stuff, and idk if ms are even easier than just saying a note appears at 1.2345 seconds
Well i don't know enough about the engine to say for certain but personally i would say yeah, i think your way should be more convenient even. You'd have to check with other people tho cause i don't know if i'm missing something here.
just kinda spit balling here on the idea, sequencer can show the entire length of a music track.... maybe there's an interactive way to check for things
@high marshtry with blueprint the attach to node and attach it to your skeletal mesh
ooh
hope its cool, just judging from the name
yeah you might want to actually program it to trigger on the note in question instead of timing it out in ms per track
would also be better for ur workflow
I'm just spitballing here too but i reckon conceptually you'd copy some data from the track (waveform clipping or w/e) and have it recognize when that piece of data is being played, have it trigger upon overlap or w/e. Just from a conceptual p.o.v dunno if there's better ways to do it or if it's the right concept but yeah that's how i imagine it rn.
you want it to recognize the note so maybe hold the data of the note being recognized
correct me if i'm wrong btw i learn that way too
hmm, im not sure how far I want to go with it ultimately, but its gonna be a guitar hero/DDR typa game
you know how a sound clip can play but the game itself (visuals and input) can hiccup?
yeet
i wonder how that is linked for unreal, like how all game logic is on the main thread
yeah that's gonna bug aint it
i thought about a few that rely on the audio, but i figure its not that simple, sequencer seems like it connects though
yea, that's what im worried about, synchronization with stuff
ive only made fps's and simple stuff so far
not a lot of precise stuff
but audio hasnt been too big for me until now
someone else here may be better informed on audio (like in the audio channel)
tru
at least to answer this problem
lol yer good, I havent had much experience myself
i know some different devs (fresh devs) they did audio in their own problem-solved ways
looks like sk0g mentions this briefly in the ai channel
the take away term is spectrograph, though ive never "converted" audio into one within engine (or for use in)
just worked with it in audio software
If you're in 4.26 or newer, look into Quartz subsystem.
UE4 (current version) has a system called Quartz used for timing stuff musically. I think a more advanced version of it (and various other sound synthesis systems) have been rolled up into #metasounds ? I haven't really looked into it. Quartz is usable for precisely timing spawned sound playback to a tempo.
Using pure BP to time stuff is wonky in practice
hmm
cuz its fidelity is quantized to the framerate ofc. Quartz is meant to be the solution
omg, i was just logged into epic and i went back and it asked me for login, now saying this is a new device, wtf
is quartz made by epic?
yes
i would recommend it from what i've gathered it's in the ballpark you're looking for
Yes, it is part of Unreal's new audio engine
not that my recommendations hold weight or anything lol but it's part of UE's audio engine (good way to put it)
Yeah, Quartz is first in 4.26
I myself have been messing with Quartz to make Idolmaster clone lol
The thing I dislike about Quartz though is its BP dispatcher tempo events are slightly delayed (like 50ms). I had to wrap it in additional code to correct it. IDK, your mileage may vary. But queueing up audio playback to the next quantization event has been reliable.
https://www.youtube.com/watch?v=lj05ZgxRTA0&t=4042s
this is also a good one to watch if you have some free time @grave apex
ooh! timestamp!
not particularly informative but can help with orientation
timestamp is arbitrary it's where i left off :p
Well, not really, but Miku did appear as DLC in one of the main games
but it's just a few minutes after an interesting segment i suggest rewinding like 10 or 20 minutes from there
metasounds are ue5
I think Dannthr is the guy who made Quartz? He's pretty active in #metasounds and #audio
I've got other people making the music for me so far, I can use premade stuff with this right?
Also the latest Idolmaster game is a UE4 game
(Bandai Namco might use their own quantizing system for it)
like, its not just for like generating synth stuff?
Quartz is mega bad at tempo changes, so whatever you're using should have a rock solid fixed tempo
Prog rock is a no go then 😂
I haven't looked into it deeply but it seemed like it has to reset the timing system to e.g. change BPM and that creates a huge tempo stutter in the process. That's what I recall anyway...
didn't know that, still fun to listen to Dannthr go wild lmao (or that's another guy?)
Both Dan and Aaron are active in #audio
They're my favourite duo from the audio team lol
i know all the usernames on this discord, yes
Speaking of which, I still haven't completed my OpenMPT integration to UE4 😭
@grave apex https://youtu.be/lj05ZgxRTA0?t=1949 listen from here if you just want to listen to something interesting for 10 minutes or so haha
edit: it's indeed about metasounds more than quartz tho
to answer the direct question, Quartz is for queueing playback of spawned audio components. i.e. playing a imported wave file at the exact right moment based on a running tempo.
you spawn a sound and tell Quartz to queue it up for the next tempo event (bar, quarter, 8th, 16th, etc.)
aah
If I have a door BP I've placed in my level, and I want a static mesh actor like a chair to move when you enter (by pressing E, which the door is checking for), how would I go about that?
Should I have the door BP try to grab the chair as a target somehow? maybe through accessing the level scope somehow?
Do I make a global function to call which is able to access the level and chair somehow?
not sure how to go about this.
A similar use case would be like pressing E at a light switch and it turning a light on.
not sure how the two different blueprints can interact with one another
Seems you can do it through events.
Also its starting to feel like I should make everything into a blueprint before placing it instead of having a bunch of static meshes. cuz any items i want to move or do anything with via events would need to be a bp
Whats the best way to make a physics object always land right side up. I thought maybe I would apply rotation based on the difference between its up vector and the z axis but Im not entirely confident on how to do that or even if thats the right way to do it
What I'd do with a light switch/light scenario is, yes, to have blueprints set up for both the lightswitch and the lights. Within the lightswitch you can have an exposed array of light blueprints. When the lights and lightswitched are placed into the level, you can then set the lights that the lightswitch controls into the exposed array on the lightswitch. Then when you interact with the lightswitch, you loop through the array, and turn each of the lights on or off.
The door and chair could behave similarly, but instead of using an array of light actors, you could use just a generic actor array and use an interface to trigger the event on the actors that should have some behaviour after the interaction with the first object.
The array idea sounds pretty cool. I'll try to do that way. Thanks!
Is there a way to use the Mouse X/Mouse Y event without having to hold down the mouse button?
Not as input events usually. Save a Vector2D. On Tick get the delta of current mouse location on screen - start location. Then save a Vector2D after you're done.
Calculate trajectory and then apply necessary rotations yeah
With some math you can get exact time of impact etc
hi, how to change a landscape by using BP? i want to change the shape of a river during gameplay
the river should be a bp Actor, with a spline that you can modify
but i created the river through a height map, it's a real place on the earth
so i need to find another way ...
fill it up then use a river actor
emmm, alright, i will try
oh wait i missed the last bit, how do you want to change it during gameplay?
I don't think it's possible in runtime
The heightmap has to be dynamic, somehow, which can be painful to setup more than voxelised landscape
Is it possible to use TakeHighResScreenshot and use the resulting image for another function? My goal is to dump the image into a save file to use as a thumbnail.
Right now I can't figure out how to actually get the image that the TakeHighResScreenshot node produces.
An alternative I think would be to use SceneCapture2D, but it seems more like a roundabout way of doing what I want.
i think you need it to be in the content folder though
As far as I can tell the node will dump the image into the project folder, but where I'm lost is how to actually take that image and do something with it in-engine.
oh, so you cant some how load that onto an image via variable reference?
The return pin on the node is an AutomationEditorTask type variable rather than an image.
ewww
can I add data in data table at run time?
No
Is there any other alternative?
Data tables are read-only data effectively. If you need to save stuff, you store it in a save game.
But till now my whole structure depends on datatable.
It doesnt change the fact that you cant write to a data table
datatable is static
you're only supposed to read information from there
you could get from the data table to set your struct then change stuff there, but thats about it
But if I need that to be saved for further use when I open the game again is it possible?
You could save the data in a map of Name -> Your Table Struct in a save game - if your map contains the table row name, then load the data from the save game, otherwise, read the row from the data table using the row name that you look up in the map.
youd be using a save game as Datura mentioned
Ok thanks a lot. I will try it.
Heyas, its possible to Reset the Jump Count from a trigger or an event?
i'm pretty sure this can be done with C++ at least
So I have a skeletal mesh on an actor turret
I make this turret actor a child in a pawn via a actor component who creates and adds a reference to it.
The animation blueprint keeps telling me tho that accessed none is trying to read a value.
I have printed out the two variables I have in my animation blueprint, mainly a reference to itself and to its parent, and both return the correct thing, none of those has null
How come I still get the accessed none error
I also added is valid nodes all over the place
dunno if this is what ur looking for tho
Thank you. Right now I'm going the SceneCapture2D route. It seems like I'm almost there as I'm able to accurately get the screenshot I want when saving the game. My issue seems to be actually attaching the image to the save file.
ifstream stands for input file stream it's a standard function for loading files into the application
ofstream for the opposite, to upload files from application to folder
<@&213101288538374145>
:no_entry_sign: Gabii#4346 was banned.
Does anybody know, why i always receive error "infinitive loop detected".
I want the actor to change the position when i step over
Show your problematic BP setup in question
If you're moving Puddle1 and it overlaps something again, then it's going to move again, then on that move, it may overlap something again, so then it moves, etc.
how could i fix this, do you have any idea?
You need some way of preventing puddle1 from constantly being moved. Like, is it supposed to move whenever anything overlaps with it?
my expose on spawn variable somehow isn't exposed on spawn, tried recompiling and closing/opening the editor like 10 times
Is that a C++ type?
nope it's an enum created in blueprints
And that variable is part of the Class you specified on the SpawnActor node?
Did you try to refresh the node itself?
Hello, I'm looking for some advice for building a "sword in the stone" type of situation. I want to make the player spam a button to remove the sword and have an animation of the character struggling to remove it. I'd like for the animation to start playing in reverse from where it's currently at if the player isn't spamming the button fast enough. Planning to bind the amount of presses to a progress bar as well
I've already made a somewhat janky progress bar that fills when you spam a button fast enough but not sure how to approach tie-ing the animation to it
The state should be saved as a float or something somewhere. At button press, add to that float and save a second float of the last time that was incremented up as game time. At tick check if the last time that was incremented up is GameTime - LastTimeIncremented > 0.5ish. If true, lower the float. Then your animation can poll it as well as your progressbar.
Thank you! Much appreciated advice - One question, which node would I go to to save the state as a float
Really depends on how you want to handle it. My initial thought was that you had an actor you were interacting with. The state could be saved there.
Just looked up "single frame animations" and this seems very helpful and relevant to what I'm doing. Thank you!
I kinda doubting on the loading of it, but perhaps preloading all of the anim sequences at once on memory is possible through BP?
Wait, I've been interpreting as a chain of separate anim sequence assets
Is that the case here?
Get angle between Impact and Normal and rotate Impact by 90 - angle
is it possible to get a url using blueprints? i want to read http://127.0.0.1:5000/gyroscope_read which just returns text content, however it apparts that there isnt a way for this to happen
dumb question... what is actually changing when I "add controller YAW input"... like what component in my player is getting rotated? I want to disable controller yaw input and control my player's rotation programmatically, but I don't know which property to change.
Hi all, quick query regarding Timers... I'm using a SetTimerByFunctionName node in Blueprint, passing it a Time via a variable. I had assumed that if I later updated the value of that variable, the Timer would be updated...
As an example, if the variable was initially set to 1 second, the looping Timer would fire every 1 second, if I updated the variable to be 5 seconds, after the first firing, the second firing of the loop would occur after the 5 seconds.
That doesn't appear to be the case, so I assume my interpretation of how it works was wrong. Does this mean that in order to change the time between each execution of the Timer I need to ClearAndInvalidate it, and then SetTimerByFunctionName again? Seems a bit heavy handed as an approach. I looked at the SetMembers option, but it doesn't appear to expose anything I can set.
Thoughts would be very welcomed 🙂
more specifically: I want ot change the direction the player goes when you press the 'move forward' button
i dont no what is wrong with my enemy attacking
Interesting.
Breakpoint and check path.
This was my first thought on how to do it, yes. Setting a timer kind of sets up a new execution thread and it will keep rolling until it's reset.
And add fail task if casy not sucsrss.
However, you shouldn't actually have to call a reset node...it should be enough to set the same timer again with a different loop value
where the breakpoint
Right click on cast node, add breakpoint, start.
And after use step.
I want to SetActorLocation my actor to a point location FVector. I pass desired actor and vector. everything works perfect, but I have an issue where my actors clips into the ground. I think its because the point location where i move the actor is barely above the ground and actor has its root near center of mass. Is there any way around this so my actor can properly teleport above the ground instead of clipping into it?
Hi @tired cypress, thanks for the reply. Yeah, I assumed that by setting the variable that it was referencing to a new value that would be enough, or, at the very least I could set a member on the Timer but that doesn't appear to be the case. I'll give the clear and invalidate approach a try. Thanks 🙂
@stuck plazaNot sure if there's a default function for it. You could simply set the actor to location, but add the actor's bounds Z value to the location. Then do another movement with sweep straight down for twice the actor's size. That should set it flat on the ground.
Does anyone know what Create Action Instance does? I can't really find documentation on it and someone mentioned it would help with setting a streaming level's transform in editor
It works just setting the timer again
I'd ofc never connect it up like this, but for testing purposes, it works
Presumably each call to SetTimer is creating a separate reference/object somewhere though isn't it? So, I'd still want to clear/invalidate the each one?
dowloaded a project, message log says this is the reason for the infinite loop detected error im getting. not sure why?
Guess i didnt even consider that. Expected some internal signature to handle that part
Local integer + 0 doesn't look right to me in the value output
Yeah, that's what I was thinking... I grab the reference for the TimerHandle when I first call it, so I think as long as I call ClearAndInvalidate on that, I can then call SetTimer again, effectively creating a new "one" <-- what ever a "one" is in this case 🙂
Yepp! That's usually how i do it aswell, check if the handle exist, and if so, clear and invalidate. Never really changed the frequency of a timer like this before 😛
ah i see, any clue on what i should change it to? im quite a beginner with this.
Try changing the 0 to 1
I'm using it to spawn enemies. I get a random Time value from two thresholds, and then pump that into SetTimer as the Time value. It was only today when I changed the thresholds to extreme values to test something else I realise this wasn't working... sigh...
Thank you so much! i was stuck with that error for ages
I see. Sadly there's no random to the actual execute, only to the start delay and its variation 😕
Sorta wish the timer had a variation to the execute aswell sometimes
figured it out.. "Get/set control rotation"
Yeah, feels like something you could write a wrapper to go around to extend it, but more hassle than you'd expect etc. I also discovered today that the InitialStartDelay is not separate from the Time delay for execution... so if you have a 3 second Time, and a 10 second InitialStartDelay, you get a 13 second total delay... again, not what I wanted... had assumed the InitialStartDelay would be first, then the Time delay used for each iteration after... so now I'm having to do a hacky 0.1 approach for the first Time value to get something to spawn straight away... can't set it to zero as that Clears/Invalidates the timer... 😄
You could have the initial code call the spawn function to have an initial spawn aswell
Hmm. Am I missing something in my blueprint? I am trying to get my controller to register hover over buttons, but whenever I turn my controller on and play, I get nothing on the buttons.
As for randomization you could (altho sounds like more work than it should be) as you suggested clear and invalidate, and set a new one..
Or keep the timer low (0.1), and have a time window where there's an increasing chance for something to spawn, up to 100% chance when >= MaxTimeBetweenSpawn
Yeah, I considered that, was trying to keep it all tidy/same way etc... my OCD 😄
i start the game and its going wrong
Yeah, I think I'll stick with the clear and invalidate for now, its straight forward. this wasn't something I'd planned to work on today so I'm already a bit behind on other features... joy..
Thanks for your replies and help 🙂
You add breakpoint?
It stop you on node?
yes i add
What path it go. Breakpoint not help fix you code, they can see where problem is.
it stops when i want to walk to the enemy
What you have I think is ok, but it would be in your UI widget, where you have the buttons for example, you'll want to access their OnHover/OnClicked etc events, and then fire the audio then.
The audio is set to play on beginplay, it's bgm.
I am trying to troubleshoot why the ui isn't letting me use my gamepad to navigate
Oh I see, sorry... misunderstood. Have you got the gamepad set up in the Project Settings -> Input ?
How? Do you mean the path from the AI or path from the way he is walking.
Yes. I can use the gamepad inside of player controller levels. Sometimes it works, but I have to sort of jump through hoops by clicking into the ui from the editor during playback, then back out, etc. It's random.
I think that "click in the editor" thing is fairly "normal" behaviour, e.g. you need to focus the viewport in order for the other inputs to be determined. If you clicked outside of the viewport in the editor, you're then focusing the editor, not the game. A short video clip of the exact issue might help?
@keen wedge The problem is it's not consistent. Sometimes even clicking into the game window doesn't let me use my controller. The point I was making is that it's not consistent and there appears to be something wrong.
I'll make a video in just a bit, finishing up some things on the ui.
okey dokey, was just a suggestion as sometimes the issues are quite hard to understand via text only etc.. you'll obviously know exactly whats happening as you're familiar with it 🙂
I seem to be getting an error in my code in this specific section, not to sure if i forgot something or did something done, maybe a fresh set of eyes can spot something
low quality screenshot
perhaps this helps?
Make Corridor from A to B on X Axis is being rejected by on all other axis it is working i ma not sure why
Here is the trouble I am running into with controller:
As you can see from the video, when I first come into the game, I press a button on the controller and you see a 'print string' message show up. Once I am in the main menu, the controller doesn't navigate through the buttons. Once I click 'play' and go to the second screen, the controller starts working. If I go back, it retains focus (sometimes), but loses it others and I have to click with the mouse again to retain it. If I go onto the third screen (which loads a new level), I can't use the keyboard to focus anymore again.
do you have the right level by your open level
What does that mean? Am I going to the right level? yes.
I just want to navigate my buttons/ui elements with a controller without having to jump around hoops or click into the window with my mouse first.
why do i get error messages sometimes and if i compile again i dont?
i think you're on the right track of considering focus, you can specific which button should have focus right when it loads. It may also be an issue between keyboard or gamepad being recognized first
It was my understanding that controller and keyboard for player 1 were mirrors of each other. How do you specify which button has focus on load?
Is that what the widget focus pin on set input mode is for?
its rather specific, you need to hook up the exact button (possibly the widget, but i think moreso the button) - it should be highlighted when you start the game right up regardless of input
Yeah I figured. I thought that pin was for the window you wanted to show on focus not an actual element /widget
it kinda can be
focus can be a widget container or a very specific thing
i think there's different nodes
but you want one for the button
I'm going to give targetting the actual 'play' button object from the created widget and see if it works.
Is there a way to have the controller use the onhover actions? Its putting a little square box around the button but not using the hover state.
not sure, this is #umg related if you want to ask there. I dont work with it too much, and how i have it setup may be different from yours
(looks like you have 🙃 )
Oh you have to use has keyboard focus node
Thank you Conrad
I'm using set visibility to hide a component. I like that the hitbox stays, but I don't want the shadow from the lighting to stay. Is there a way to do that? remove the shadow of the component when it's gone and when i make it visible again the shadows come back?
and there's not like a light componenet attached to the hidden component in any way, it's just like the ambient light source casts a shadow, and i want it to continue casting shadows on everything else, just not the hidden component, so i can't just turn it off
All my lights have Mobility set to Movable, so i assume that means they're dynamic and should change with the environment
try Set Hidden, that should completely hide it including no shadow casting
I tried Set Hidden In Game (is that the correct one?) and it didn't seem to do anything. I also tried it chained together with the Set Visibility one and it did the same thing as just having Set Visibility.
I tried it also just now with New Hidden checked in case I had the checkbox backwords, but it did the same thing, which was nothing as far as i could tell
and the actor is mobile right? not static?
try hiding the entire actor and not the component
This is the thing I'm using it on. I'm hiding the door static mesh, but wanting to leave the floor static mesh visible and all that.
So i guess to answer your question, the thing I'm hiding is static i believe? since it's a static mesh apart of the bp. and I think it's considered a component and not an actor?
I think I figured out what was happening. My lighting is so wild that the shadow of something else across the room is shadowing my character and the doors shadow is actually gone. Thank you for the help. I ended up looking up a video on hidden in game and ended up messing with the objects settings directly and figured it out.
Is there a way to make my car always try to land on its wheels while it’s in the air? Like apply a force so it rotates until it’s parallel to the ground
You could probably do something like get the normal of the bottom of the car and see if it is more or less down, if not bring it closer to being straight down? Or compare it to the negative of the normal of the ground below
Do you happen to know of a tutorial for how to do that? I’m not sure what I would search for
@olive cloud
not really, that's just something I'm spitballing here, though I'm sure there are tutorials for something like that
there are tutorials I can see that make an actor always face the player, you could probably adapt that but with the ground instead of the player
I can't seem to get any where with the Market place Inventory systems and you tube videos don't all was have any help for the project. I need a way to build an Inventory and Crafting system that's easy to follow and has a discord server with Help when I need it. Anyone have any ideas.
If you lower center of mass it will always roll back
Also you can shoot a ray down and use dot product to calculate angles, which can then be used to add torque forces
There’s a lot of papers and videos online explaining the physics but you will still need a general understanding on the topic
Car physics are fairly hard, at least from my experience 😅
How would I go about creating an exposed array of bps?
The only way I know how to reference a component bp in my level is to drag it from the world outlier into the level bp. but this doesn't work for any other bps as far as i can tell
My guess for "exposing" it would be to make a function in my global functions bp that returns the array of bps, which then my actual component can run actions on. But I would need to be able to get access to the bp in the level. so do i need to get the level somehow? and then access the component bps within it somehow?
Or am I thinking about this in the wackest way possible
After creating both your lights and lightswitch blueprints, within the lightswitch blueprint, create a variable of your lights BP. Then change it to be an array. Then click the "Expose on Spawn" and "Instance Editable" options in the settings of the variable.
Then in the editor, when you place your lights switch, you can add any of the lights you've placed in the level to the switch's array.
Yeah I’ve tried the lower center of mass and it seems to help after it’s rolled on its back but I’m trying to make it harder for it to end up on its back I guess. I might try the ray but I’m not sure what I would look up to find those papers or videos.
Hi everyone 👋 I got a question that I haven't been able to find an answer to. Hopefully someone can chime in with some help.
I have a collision box that I need to scale on a certain axis. How would I make it scale in only one direction?
For example, I want one side of the box to stay put and the other side to grow in the given axis direction
This helped a lot. I learned a lot from going through that. Thanks for the help.
Like a collision box you've placed in your level? Did you click on it, go to the "details" tab, "transform" section at the top, and then change the x y or z values? if the lock to the right is locked you can click on it to unlock so everything doesn't scale together
No. I know how to scale the box, but if I scale it along an axis, it scales the box from both sides in both directions
For example, if I scale along the x axis, it grows in both the negative and positive direction
I only want it to scale in one direction
Ah. I'm not sure. other than scaling it and then moving it to compensate afterwords
Maybe... Maybe if you root it to a dummy Scene Component in such a way that it sits on top of (or adjacent to?) the scene component
And then scale the scene component??
That was my initial thought but that seems complicated for something seemingly simple
If I scale the scene component, wouldn't that scale every child under the scene component as well?
Yeah, so make sure there's nothing under it but the collision. Sorry if I was unclear — I didn't mean make the dummy Scene Component the root of the entire BP
I'm not sure that'll work in my case since the BP will have multiple components to it
I guess I can try to move everything out of the scene component
Not sure what implications that has though
I mean like ...
Root -> static mesh of your cool spaceship or whatever -> the dummy Scene Component I was talking about -> your collision box
But wait, would the scene just scale in both directions as well?
Scale the dummy Scene Component
Right
Not the root,not the static mesh etc
Wouldn't the dummy scene scale in both directions?
Not if you don't want it to? Every scene component has a transform
With a 3D scale
A value for each axis
Right.. I'm following so far
So scale it on the axis you care about and see what happens. I actually don't know. I don't have UE4 open so this is just a stab in the dark
I know from experience that scaling along an axis scales I'm both the positive and negative directions of that axis.
But attaching a thing to a dummy Scene Component and manipulating the component is a general way to solve the "I want to transform a thing as if it had a different pivot point" problem
When you attach the box to the scene component,move the box so that it sits above the component.
Not at relative zero
What happens when you scale it?
My hope is that scaling the dummy component will also scale the box's relative location to that component
At the same time
If it doesn't then welp,it was worth a shot
Hey, Can anybody help me how can i avoid the error "infinitive loop detection" .
box vs scene component, lol
g2g... good luck with your issue
As I said, you are moving Puddle1 constantly as it probably overlaps with something again after you've moved it. Are you intending to have it constantly move?
yes, always when i step on the puddle, the puddle has to change its position
Ok, then you need to make it so the overlap only moves it when your player steps on it. Currently as your code is, it will overlap with anything it can, and move whenever it overlaps with anything, not just your player.
I'm getting this wild error while trying to loop through my array of bps where it's hiding all the wall bps in the array except 1 in particular. doesn't matter where in the array i have that wall bp, but it doesn't hide it. The weird thing is it hides the point light that's part of the wall bp, but it's not hiding the wall or the torch components. the loop does print the name of the wall though.
the walls are all the same bp so i wouldn't imagine they would do anything differently. there's no wall behind it, because if i delete it there's nothing there. I also deleted the wall and copied another into it's place from the wall next to it and added it to the array, still does it. i tried rebuilding, didn't do anything.
Sorry. Got caught up with something. I appreciate the help. I'll give it a go and let you know how it goes.
Hey I have a question
I want to change effect visibility between several cameras
I want to make first person and third person camera, so I have to switch visibility of effects to synchronize gun effects
Maybe there's a second copy of the wall at that position? Perhaps even delete that wall and place it again?
yeah, tried that. i deleted the wall and copied it from the one next to it and then added it back to the array. i can try it again
nope still did it
if it's not obvious, maybe it has something do with the rest of my code somehow. i'll dive deeper into it
it's always something stupid. i took a second look and cycled through every object on my level and there was actually a wall behind it but it's visibility was toggled off so i couldn't see it when i deleted the wall in front of it and clicking in the empty spot clicked on things behind it. but i guess it's still there when the level plays. wild. thanks for the help again.
yes, i can'f find a solution... I tried with "Do once" , also with other loops but nothing... Do you have any suggestion, what could fix this problem?
Thank you for your answers!
... i deleted a bunch of code so that i could test to see if it was a problem and now that i know it wasn't i want to put it back... but undo doesn't work? does playing a level delete all your undos or something?
if you haven't saved close the editor without saving
and yes, there are some actions which flush the undo cache, not sure if playing is one of them tho
if you saved but didn't add anything to the code within the last hours/days, you can check the autosave directory for a recent version
Hi, any idea why the camera is set in the middle of the body instead of the player camera ?
Is there a way to run the player character through a "Move Component To" function? I think I was using that before I deleted it and couldn't undo. It was moving my player to a new relative location over a period of time so it naturally looked like they were moving a distance.
getting the parent component of the player character didn't seem to work
nvm. got it to work with Get Player Pawn > Get Root Component > Move Component To
So it did work but the problem now is that because the location of the box is scaling with the scene, the box now moves too. I need the one side of the box to stay stationary and the other side to grow in a certain direction. I'll keep playing with this. Maybe the only way is to calculate it's position at it grows.
how do I tell the BP_Tool to set its "In Use?" boolean to true from within the character bp?
I tried this.
Also tried cast to BP_Tool, but the BP_Tool component reference returns a yellow error when wired into the cast to.
Does bp_tool have the inuse? Variable?
If so, drag bp_tool into the editor and you should have access to it's variable
What's the type of BP_Tool?
Like give us a screenshot of the variable details when in the Event Graph tab not the Viewport
You need to do this to get the actual reference to the actor:
That object can then be cast to your actual class.
You need to cast it
oooh have to plug child actor into a cast to?
yep
Getting the child actor from a child actor component only returns an actor reference.
So you cast that actor reference to your appropriate class to access what you need.
sweet
Well, you can get the "Other Actor" and check if that is your player.
It's still scaling in both directions though. If you move the box farther from the 0,0,0 the scaling is more visible
set the box's location farther
I want the box to scale in one direction only
if you want a way to scale the box in such a way that one extent moves while the other stays in place
there you go
I want one side of the box to stay put while the other side of the box grows
yeah check out the entire video
no, its actually moving
its just harder to tell because you have the box so close to 0,0,0
change the position to something farther than 0
it might work. i'll test it out
I really do appreciate the help though. I dont mean to shoot your help down
I managed to get it. For future reference, in case you ever need it. You need to use the initial size of the box in the calculation. Heres the BP for it
I have a cube inside my blueprint I need to delete a small part of it, lets a small cube chunk needs to be destroyed in the original cube. How do i do this?
Are you trying to dynamically destroy the chunk of the cube?
like at runtime?
yes inside the blueprint during the game
exactly
so i have my cube and i need a little cube out of it to be gone
This sounds more like a job for a particle effect
😦
Look into how to use Niagra and how to make particles using meshes
something like subtractive cube that works in outside of the blueprints
i wish it worked inside the blueprint
is subtractive cube something that unreal provides out of the box?
Hi everyone, I’m trying to figure out how I can get the value of whether an object or actor is visible to my player, for example if the player goes behind a wall, it’ll return not visible and vice versa
gotcha. ya I would say that your best bet is probably to use niagra particles
or somehow fake it
to where it looks like your cube is being cut but acutally you are just moving it and scaling it
hide that behind some effect
Heres a link to an effect that makes things disappear
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hi, guys today I have created a disintegration particle fx ...
i really didnt want to go for something expensive graphically
just something very simple
like taking out just one cube
out of my cube
what Im thinking is that you can spawn two or 3 of this particles to mask out the cube so that you get the shape you want
basically a cube, and cut a small cube out of it
well thats exactly what im trying to avoid
because i want to avoid creating more cubes
thats the problem im trying to avoid
i want to have one cube
and take small cubes out of it
without having to create 1000 cubes
Hi all, Is it possible to have a volume that would make objects inside of it invisible. So if I had a long cylinder and placed half of it in this volume then that half would be invisible and the half outside the volume would still be visible. I have been looking around and found things like Cull Distance Volume and portals which allow you to l...
seems this thread had the solution but the answer is no longer available
5 seconds of google and this is what i found but I dont think it'll work for you
3 votes and 8 comments so far on Reddit
there are some good suggestions there
but they all fall into the same issue im trying to avoid
that is to avoid more actors
I mean, at some point,more cubes have to be made
if you split a cube, then you end up with 2 pieces regardless
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this is the best solution so far
lets say you have a cube and you take one small cube out of it. you have 2 actors. but you can delete the one that was sliced off
saving memory
Quick question, is there a way to move the default CapsuleComponent on player characters? I'm trying to compose the collision out of 2 spheres, one at half height and the other at full height in order for the player to fit into crevices that are half their height. (disabling the top one when the character is in one of these spaces) Is there a way to do this with the default component?
I noticed it only has a Scale transform, and not a Location one.
ya I dont have anything better than that. that's probably how I would do it too except make an invisble actor that cuts out an exact cube
thats what i will do thank you man
the only thing im not sure is how more expensive is the slicing process than just making thousands of cubes
Hmm im working on a 2.5d fighter game, and the camera is following the 1st player. What's the best way to ensure both actors are always in the camera (camera zooms out if either are out of frame)
hey peoples i have a question in a tutorial gives a CameraShake when create a blueprint with class but i always have CameraShareBase
in tutorial is this
its the Matinee Camera Shake? rn?
From what I have seen there's no way to adjust transform or rotation on colliders as root components. Typically I dynamically change the collider or half height when neededbans switch it back after.
I am using date-time variable to store my in-game timer, I can easily format this to text but how would I make 3 int values (min,sec,mil) all in 1 int to perform math like how long has passed since X time
I feel like if I add all 3 ints it might not work... like 60 secs, 99 mils, would adding them account for this
because if I added them it would think 01:00.00 is smaller than 00:45.21
How does Unreal handle compatibility with raytracing? If a non RTX supported card is used, does it simply not work? Is there a way via blueprint to check if RTX is supported with the current GPU or not? I have a workaround using the DLSS supported node, but that locks into Nvidia only GPUs, excluding AMD.
I'd like to automatically switch off raytracing effects, and grey out the RTX settings in my options menu whenever it's not supported.
Can someone point out what's wrong with this setup, both ChildActor1 and Actor2 have simulate physics on, and when I move the PlayerActor it moves ChildActor1 with it, but Actor2 stays the same.. I was expecting it to move because of the physics constraint which has Linear and Rotation Locked on all Axes.
-> PlayerActor
-> ChildActor1 (not child actor component)
-> Physics Constraint Component connecting ChildActor1 to Actor2
-> Actor2
how do i replicate SkeletalComp->RecreatePhysicsState();
Are you trying to determine the timespan between two datetime variables?
i have a system that allows different levels connected to one another, like subareas in mario odyessey, the system works fine, but on one or 2 of the levels, i have multiple player starts, and when i just open the game on one of them the player doesn't spawn in the right spot, it spawns where the player should come from if they came through the door, does anyone know how to easily set a player start as the default one to use unless told otherwise?
hey panda man, check out game mode, sounds like you want to override the way it determines player start
ironically, i just took a look in there, because that's where i was setting the player spawn, via the override on the find player start, and i just fixed it
Solved
Also, did you get my other message about what you're trying to do a couple nights ago? The issue with using datetimes and pausing the game?
i'm trying to Draw Box in Canvas Render Target how would i do that? (how would i convert the Vector to Vector2D)
I've got a hit result and I'm trying to rotate a Niagara system so that it looks like it's coming out of the surface that was hit. Anyone know what component of the hit result I should be using? I suspect it's the Impact Normal but I dont know how to get a Rotator from that vector
i believe the impact normal returns with the relative up vector
So in that case I'd make a rotator from the Z axis? That might be it, I tried X axis and the results were odd
try it
Fuckin weird. Inconsistent results depending on which wall I shoot. I wonder if my niagara system is using absolute coords for some stuff.
maybe it is x
YUP scratch all that, I turned on Local Space on all my emitters, I'd missed the biggest one
it works now 🙂
Thanks!
alright
Man I dunno why Local Space defaults to off. That's been the source of like 3/4 of my weirdest niagara issues
itll stick eventually
Hello everyone. Quick question. Can I rotate a bone in the actor blueprints? From a skeletal mesh? Or do I have to setup a Anim Blueprint to do it through it? (the object has like 5-6 bones on it and I wanna rotate only 2 of them)
Then you’re looking for anti roll forces
Rocket league had a GDC talk for example with a lot of these topics covered
And here’s someone’s thesis about some of the physics
You basically will want to calculate based on suspension how much the car is leaning sideways
And then add a force on each side based on compression which will make the car stabilise faster
Here’s one on anti roll: http://projects.edy.es/trac/edy_vehicle-physics/wiki/TheStabilizerBars
Have you tried set bone rotation by name?
I’m not sure it’s possible, but that’s a node I’ve found
What is proper way to make this work? input is actor class ref but I want to spawn building with default value. First pic: cant select default value. Second pic spawn parent object only.
you would change the input of your event to BB_Master_Building Class Reference
Look, I know this is gonna sound stupid, but how do I add a delay to a ForEachLoop node so that there's a delay between each loop?
Just dumping a delay at the end there doesn't really work
you don't
what you can do is make an for loop in it's own event which recalls itself with the new start index once a iteration is done
however, even that is a bit wonky
Huh. Thanks, I suppose.
Recreate the For Each Loop macro but with delay in it
Yeah I just did that. Too many hacky solutions online.