#blueprint

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gentle urchin
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Pretty sure my suggestion works but w.e.

split orbit
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Well the Stat points start at 3

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But increase as the character level does

gentle urchin
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And level start at

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1? 0?

split orbit
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So at 1-29 its +3
30-50 its +5

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This event only fires off when the character level increases

gentle urchin
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Thats new info , and your method doesnt solve that

split orbit
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It seems to be though

At level 14 you get 13*3 (39) extra stats from the base of 30

gentle urchin
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Level up to 40 and check.

timber knoll
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This literally subtracts 0 at the end ๐Ÿ˜›

split orbit
gentle urchin
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So, it worked at lvl 40?

split orbit
gentle urchin
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29* 3 +11* 5 = 261 + 55

visual vigil
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how to make a char move in a circle??

timber knoll
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By using an angle as movement

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Then you can calculate the actual movement with a radius of the circle

visual vigil
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tried it not working

timber knoll
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Can you show us?

split orbit
# gentle urchin 29* 3 +11* 5 = 261 + 55

30+(28 x 3)+(12 x 5)

Level 1 is +30
2-29 is 28 levels of +3 (Total of +84)
29-40 is 12 levels of +5 (Total of +55)

Total should be 169 for 40

And I broke it XD doesn't work for the 2nd stat tier

timber knoll
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Is that skillpoints per level?

split orbit
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Yeah

timber knoll
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If you save the used SPs you can just do level-1 and level -30

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Clamp first to 0-28 second to 0-10

brazen merlin
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(clamp((cLvl - 1), 0, 28) * 3) + 3

timber knoll
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And then multiply, subtract used from total

brazen merlin
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use a setter as Squize suggests

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though with changes in the general formula, it may best to use a data table or data curve

split orbit
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Well I am trying to get it as dynamic as possible in case the player chooses a race that has a different starting stat curve

brazen merlin
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you can have a data curve to use for each race if you want

timber knoll
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Agree then you donโ€™t have to do any calculations

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And can change it for any race at any point

brazen pike
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On the off chance I'm missing something obvious can anyone take a quick look?

Trying to make an inventory system where items are stackable, if the items the player is trying to pick up (when added to the existing stack) exceed the max amount allowed in one slot then a new stack should be created... However on the fourth pickup it will consistently fail to create a new stack. Looking at my blueprint here it seems like it doesn't realise that it would exceed and is just trying to fill the existing stack. Anyone know why this might be the case?

https://blueprintue.com/blueprint/_cz5e34l/

https://www.youtube.com/watch?v=rB6FHnzuHEc

visual vigil
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My Bp for circular movement. Doesnt work. can any1 help

willow phoenix
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thats basicly telling the capsule "dude. did you know that 1 = 1?"

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oh wait

visual vigil
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no thats other actor

willow phoenix
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that was Z

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๐Ÿ˜„

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then you need to show more of the part where you calculate & tell what is not working. stuttering, not working at all?

split orbit
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I might got it lets see 40

timber knoll
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For circular movement you want circle center + sin,cos * radius

visual vigil
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it just puts me in space right now

timber knoll
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And also isnโ€™t Y up in UE?

willow phoenix
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Z is up

timber knoll
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Aaah okay good

willow phoenix
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at least if you not changed it

split orbit
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Ayy it worked

willow phoenix
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@visual vigil do you really want to change X and Y axis for the same amount?

visual vigil
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isnt x and y calcualted from sin angle??

timber knoll
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No

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Cos is horizontal Sin is vertical movement

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And you shouldnโ€™t be multiplying it by your current values, only multiply the result of the cos and sin by your radius

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Add the multiplied value to the circle center for correct position

willow phoenix
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not sure about the circle calculation part, i guess eezeh did not draw the cool "S" during math.

but right now you are rotating left and rotate the exact same amount forward towards the ground (and beyond).

timber knoll
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???

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Where is my math wrong

willow phoenix
timber knoll
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That makes no sense to me hahaha

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Iโ€™m talkig horizontal vertical based on whatever perspective you want to move

willow phoenix
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thats the cool S im talking about

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XD

willow phoenix
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it is perfectly fine, i tried to say that my math is shit because all i did is draw this crap all over my stuff

timber knoll
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Lol ๐Ÿ˜…

willow phoenix
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the gizmo thing is trying to explain what he is currently doing at the same time

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with the X+Y movement

visual vigil
visual vigil
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doesnt work๐Ÿ˜ฉ

willow phoenix
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what do you want to do? just turn the character around?

gentle urchin
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Whats the purpose? ๐Ÿ˜„

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running in a circle?

visual vigil
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move along a circle

willow phoenix
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how often to you call that event?

visual vigil
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in tick

willow phoenix
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is it on tick?

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ok

visual vigil
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its going diagonally now

gentle urchin
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isnt the character supposed to rotate?

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since you're avoiding rotation input

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which is odd, at best by the sounds of it

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Just for testing, if you add 1 to Z rotation on tick, the char will run in a circle.

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if you want it to follow a circle, adjusting the rotation accordingly would do the trick

visual vigil
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let me try

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Doesnt work

gentle urchin
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yes it does

icy dragon
gentle urchin
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this litteraly just runs in a circle

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'run' without animation that is. Slide is more like it

icy dragon
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Unless I wrongly imagining flying companion, that is

visual vigil
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let me try above

gentle urchin
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probably dont need * 2 in float either,

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i got confused by my actual pawn moving forward aswell

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๐Ÿ˜„

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Yes.

icy dragon
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I swear I answered that question before...

gentle urchin
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Im always surprised when the bringer of context asks for context to what the answer was contextually given to

icy dragon
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"Someone else's opinion"

Weird mindset but okay.

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Because I know full well even different (source) builds will trigger .uproject changes and rebuilding every time

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Updating hotfix version won't cause you any issue, except if you're building the engine from source code

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If you're updating hotfix in launcher, no loss whatsoever.

gentle urchin
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and if for some reason there is a problem between hotfixes, the hotfix is not the cause but super fragile code ๐Ÿ˜›

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code that barely worked in the first place

icy dragon
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I mean, for fuck's sake, I managed to get FSR working on my custom 4.27.0 even though they said it has to be 4.27.1+

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The only real problem with different hotfix version is that you have to rebuild your project if any of you comitted changes to the .uproject file, due to hotfix versions from the launcher have different build ID association

That's not an opinion, that's a fact

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I accidentally kept 4.26.0 and 4.26.1 together a while ago, and assets still work, but because it's a "testbed" C++ project, it has to go through rebuilding the project

marble warren
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i still using 4.26.1 even make my UMG widget ๐Ÿ™‚

brazen merlin
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once i finish this game, im thinking ue5 will be stable enough

icy dragon
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If only backporting Oodle and Bink didn't snowball ๐Ÿ˜ซ
At least I got to implement FSR as a plugin, now that I'm in 4.27

visual vigil
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why does casting from my animBP to my char fails during 1st couple of frames???

brazen merlin
visual vigil
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its on begin play

brazen merlin
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that is weird then

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it should only fire once, there's not other things that might call the same thing?

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or multiples of the same character in scene?

visual vigil
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no only single

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does event graph fire 1st or anim graph??

brazen merlin
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oh boy, i did a test of that awhile and i dont recall anymore

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but i cast in both abp and character bp

visual vigil
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i am talking about event graph in animbp

brazen merlin
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yep, i do a cast there

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and i do a cast in my character bp

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so they both know of each other

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try get pawn owner > cast > set reference

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then my update anim event gets that reference

visual vigil
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I am getting none referenc error for rider

brazen merlin
twin oxide
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Hey ! I have a problem with Simple Move to Location function. I've done as any tutorial video says, in a 3rd person template with starter content, and nothing happens. Here is the part of the character blueprint. Am i doing something wrong ?

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(My goal is to move main character, not any AI pawn)

brazen merlin
twin oxide
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And when i split the vector, it shows the default 0;0;0 which is fine for me in this level

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and that also work in tutorial videos :c

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do we need a navmesh even if its not an AI pawn ?

brazen merlin
twin oxide
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alright i prolly need to step up on this, thx

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It works now ๐Ÿ™‚ Do you know if there is a better method to obtain same result (asset moving, not teleporting), but with precise goal location ? I see that the character stops before the goal

gentle urchin
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there's acceptance radius in the move to node

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internally

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depending on what you want you can either decrese it by using the node that allows you to specify this,

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or you can move differently. Lerped movement is one option

brazen merlin
twin oxide
brazen merlin
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It does have that input method but the function of how to move is what you are doing

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Sounds like you already checked it out though

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What i suggest is to look at other tenplate projects to see how functions work, how they are setup. Youll learn a lot by observing how things work even if certain parts are different from your goals

twin oxide
twin oxide
gentle urchin
twin oxide
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yep, this means i will have to set up AI pawn that will become player's (real) character

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but thx ๐Ÿ™‚

gentle urchin
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so we're back to the lerp ? ๐Ÿ˜›

twin oxide
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searching for it ^^

gentle urchin
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seems like simple moveto uses some overlap agent

twin oxide
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i'm deeply studying 'lerp + timeline" solution :p

gentle urchin
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sounds like it would be pretty close to the actual location

twin oxide
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yeah but i'm working on a chesslike grid, so movements needs to be precise

gentle urchin
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lerp is solid then

twin oxide
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i think so

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currently, cannot make the timeline work, for some reason

gentle urchin
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there's a lerp component

twin oxide
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making a float going from 0 to 1, and connecting it to "alpha"

gentle urchin
twin oxide
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oh

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i probably was trying to do this the hard way

gentle urchin
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thats one crazy lerp

distant skiff
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so I'm building a showcase map for an asset pack,which i spawned in as a grid using this blueprint

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I now want to place a text with the name of the asset next to each placed asset, anyone has some tips?

gentle urchin
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200 would be your desired movement speed

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if you're adding multiple points, you'll need to set the entire duration of it, so you'd need the distance between each control point and divide that by the speed

twin oxide
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i'll check that , thx so much

split orbit
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Ok, so I attempted to follow a tutorial to get a generalized gist of how to make a widget toggle-able visibility

I did everything they did but when it comes to actually use the Widget function, I can't call/cast it to ThirdPersonCharacter

Its just not even an option under the Hud Variable

I didn't make the 2nd half where you make it disappear as well, cause I didn't get it to show once I got this far

willow phoenix
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link to the tutorial maybe?

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did you enable "context" when dragging of that third person character cast?

split orbit
# willow phoenix link to the tutorial maybe?

In this video I explain how to best setup a heads up display widget with toggle windows. For example, how to push a button to open a character sheet widget making it visible, and then push the same button to close the same widget and make it hidden. I also include how to update the widget when it has been toggled to be visible.

Support me on Pa...

โ–ถ Play video
willow phoenix
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did you notice that your "get player character" node is different from his?

split orbit
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Yes I did, and I tried a bunch of stuff to change it to work with ThirdPersonCharacter

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But I just keep reverting it when it fails XD

willow phoenix
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he is using third person character template too, or am i mistaken?

split orbit
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He is not

willow phoenix
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what is he using then?

split orbit
willow phoenix
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๐Ÿ˜„

split orbit
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I had the correct video pulled up and linked the other one I was currently watching to try and figure stuff out XD

willow phoenix
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would you mind sending me your project? im really wondering where you did get that node from lol ๐Ÿ˜„

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or what do you want to create. maybe i can show you a "shorter" way than a 20 minute video

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just hide one widget?

split orbit
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Basically I press C and it shows/hides the widget

willow phoenix
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third person template, right?

split orbit
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But its not calling/Casting the Widget's Function to the ThirdPersonCharacter

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Yeah

gentle urchin
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library id think

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@willow phoenix

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only place i can reproduce it ๐Ÿ˜›

willow phoenix
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press c: first time you press C you create that widget (it becomes visible)

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press C again, you hide the widget (collapse it)

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press C again, you make it visible again

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no need to do anything within the widget to set this up

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you can, if you want to set up something within the widget of course. for testing i added a progress bar over the middle of the screen

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@split orbit

split orbit
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I have a BasicHud widget that contains the other Widget inside it

Gonna mess with it your way real quick

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Ayy looks like it worked

willow phoenix
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๐Ÿ™‚

visual vigil
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how do i attach a cable start to player socket hand

spice smelt
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sorry I'm a bit confused: how am I supposed to pass an event to an event parameter in a function outside of an event graph?

icy dragon
spice smelt
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because it has to work in edit mode

icy dragon
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It won't.

spice smelt
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why? ๐Ÿค”

icy dragon
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Because Timers mainly runs in runtime (in-game), which is different than editor mode.

spice smelt
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oh

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guess i'll run it every tick then ๐Ÿ˜ฆ

icy dragon
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Setting a float on BP tick isn't that bad tbh, barely making a dent in practical use

spice smelt
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no i was just starting

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i need the thig to hide when it's too close to an unique object and show otherwise

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so it's a 3d distance check for each instance of the thing

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and we need as good fps in edit mode as possible

willow phoenix
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can i get the actual variable name in blueprints? for example if i want my variable thats called "Random Number of Kthulu" to print with printnode (not the actual value ofc, the name of the variable)

spice smelt
willow phoenix
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i was wonderin how my blue prints accepted names like "Random Number (of Kthulu!)"

spice smelt
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you mean functions that accept stuff by name?

odd ember
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generally you can't unless they are objects

spice smelt
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or functions

willow phoenix
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so this is not possible,r ight?

odd ember
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blueprints don't support reflection

willow phoenix
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thats kinda sad, would be nice for bugfixing and printing stuff

spice smelt
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nor does c++

willow phoenix
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๐Ÿ˜ฎ

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oh really?

spice smelt
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full runtime reflection is interpreted languages land afaik

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and blueprints compile to c++ so...

odd ember
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cpp supports reflection

spice smelt
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Unreal's c++, partially

odd ember
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but to expose reflection to BP is a different matter

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any CPP, really

spice smelt
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still far from being java's levels of reflection

spice smelt
odd ember
spice smelt
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C++/CLI is not C++

odd ember
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cli is just a compiler lol

spice smelt
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it's a non standard language extension, as is clang reflect

odd ember
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sure but to say CPP doesn't support reflection is false

spice smelt
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I didn't?

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I said it doesn't support full runtime reflection

odd ember
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anyway BPs have some degree of reflection exposed in some functions, but you can't write your own reflection in BP

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Set Timer by Function Name and the Create Event node

spice smelt
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really? O.o

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oh

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somehow I assumed they compiled to c++ like gml in game maker

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well that's what the debug mode / release mod distinction is there for

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if it's all turned into bytecode it's weird that there isn't full runtime reflection in bp though

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"add method"

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"add field"

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"get value by field name"

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not sure about C#, Java certainly does

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it's like the only thing i like about java ๐Ÿ˜†

earnest tangle
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I'm kinda curious what possible use would you have for "add method" at runtime ๐Ÿค”

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Unless you're making "blueprint programmer the videogame"

odd ember
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technical debt is a myth you guise

spice smelt
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uh?

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and how would you add and remove each instance in memory of the thing to that map?

earnest tangle
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How much memory did you save with this black magic anyway?

spice smelt
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it was a preexisting project

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it's not like you can always freely choose what to work with

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there are n instances constructed around the program in various points

earnest tangle
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Yeah so that doesn't really mean it was actually a good idea, or a necessary thing to do to save memory

spice smelt
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you either modify the constructor, which we couldn't

earnest tangle
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It is an example of what you could do, but the question is should you do that to begin with

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Or a subclass with the extra field I guess

spice smelt
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and how were we supposed to make instances magically appear in that map every time a new one was constructed?

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when?

odd ember
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well most this channel operates on the idea of easy fixes, so I can't imagine anyone reflecting on their code

spice smelt
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we did NOT have access to the type

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couldn't change the constructor's code

earnest tangle
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There are quite a lot of other ways this could be done without weird reflection tricks tbh

odd ember
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but weird reflection tricks are cool and edgy

spice smelt
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tbh i don't see how any of the alternatives given here would have achieved the same result.

earnest tangle
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You could quite easily have made a lookup table that's stored somewhere where the values can be looked up from

earnest tangle
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I dunno I was mostly curious if there was some legitimate reason for the peculiar reflection usage... and frankly it sounds to me it was just a case of "we were stuck with a poor codebase" :)

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which I guess is a legitimate reason to do weird things you wouldn't necessarily otherwise want to do lol

spice smelt
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i'm genuinely curious, I just don't want to clutter the blueprint channel with blueprint unrelated and ue unrelated stuff ๐Ÿ˜…

earnest tangle
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well if you want to talk about it sure, but I have to admit I don't know if I have the full picture of what you were doing, so my idea might not really work the way yours did

trim matrix
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When you save a game, can you save actors etc in the state they are in? Example if a player actor has a few actors assigned to it via variables and you save that actor, will those variables and their states save or does each object have to be saved separately?

dawn gazelle
trim matrix
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Yuck

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I can see that being super messy in a large game.

odd ember
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you wouldn't do BP saving in a large game

trim matrix
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You have to save your state somewhere, and I can see having to account for every object, item, state of everything that needs saved being a pain in the ass to keep track of and manage.

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Example persistent levels throughout saves. I suppose a separate save could be saved/loaded for each level to keep track of that though.

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I could see why you wouldn't want to save an entire bp/object though that save file would be huge

earnest tangle
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you serialize the data into a binary format in C++

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it's reasonably straightforward to do save stuff if you have that set up

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reconstructing object refs is not quite as simple but it's possible to do as well

trim matrix
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But as an example, if an enemy is supposed to be dead after save, you have to recreate that enemy in the exact state that marks them dead on load, correct?

earnest tangle
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Yeah

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You would probably set it up so that you have for example a boolean flag or a state enum

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which you would set up and then in your enemy initialization logic you check it

trim matrix
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Yeah that may be a bad example but similarly for anything you want to persist you have to do it per item across all levels and possibilties. I can image that's a nightmare. Is it possible to make per level saves that handle saving/loading on level open behind the scenes?

earnest tangle
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I'm not quite sure what you mean "per item across all levels and possibilities"

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Saving shouldn't really care about levels or possibilities in this way

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You save the position and other variables, and your initialization logic just handles whatever you need it to do

dawn gazelle
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It's a bit simpler than that I think. Each actor has an ID. You get all actors, and create a map variable where that ID is the key and the value can be your save structure and you save that. When loading, you loop through the map, and feed in the values to the associated actor.

trim matrix
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Yeah but are you saving an actor object, or just variables? If for example an enemy dies and drops ammo, and you come back and want the ammo to still be there, how would you tell the level to load it? I could see when its predetermined actors but if you aren't storing an actual actor does it have a way to point to an asset in the project and save it so you can reference and load it later?

earnest tangle
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You need to store the actor class

trim matrix
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Or maybe you save the class and spawn one in on load

dawn gazelle
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Just variables. and yea, you can store Actor Class so you can respawn things that are dynamic.

earnest tangle
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basically the save data you store contains actor class, actor name, and actor data

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you can of course store some other bits too but those are usually a good start at least

trim matrix
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Okay I think I get it. Then you can just get all objects in the level, store their class and data, save that to a slot and reverse it on load

earnest tangle
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Yeah

trim matrix
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Is it possible to save a save state? So you have a conventional save/load menu that also ties to separate individual level loads?

earnest tangle
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Sure

trim matrix
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Well I mean can you have individual level save files associated with a single save game file, so you can have multiple play throughs going at once? Or do they typically put the level saves inside that game save file?

earnest tangle
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you would probably just save them into different slots if you have multiple playthroughts

odd ember
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I save them in profiles

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I basically have nested save structs

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But I wrote a CPP save system. I could never get the BP one to work properly

earnest tangle
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doing a complex save thing in BP seems like a pain, because you'd need a gazillion structs and so much glue code to move data between those structs and your actual actors :P

trim matrix
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Yeah I was thinking of saving each level into its own save file that is only saved/used under the selected main save slot. Like they can have 5 save slots that make different main save files, but each slot has multiple level saves behind the scenes.

odd ember
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FArchive base

odd ember
trim matrix
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It would be a save that has a collection of all the actors in it, saved by level

odd ember
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sounds like at the bare minimum you would need a custom level script actor for that

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and again not sure how that would work with level loading in BP

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really a subsystem is what you would want

trim matrix
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So I guess instead of one large save file, there would be a bunch of different save files saved within a single main slot. Was thinking when you hit level end, it goes through each actor in the scene, saves it to a level specify save file, then saves the main slot with that levels save. On level load, load the main slot, load the level save, loop through and recreate all actors.

odd ember
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but that's not something you can write in BP

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first thing would be to check if you can create and setup your own level script actor to add in the functionality per actor

trim matrix
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Yeah I don't plan to stay on bp forever, and don't need an advanced saving system yet, but wanted to know it's limitations.

odd ember
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otherwise you will write repeat logic for every level

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I'd also create a save system Interface

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just to keep track of what to save

twin oxide
dusky harbor
#

hi, a stupid question but...

How can i take the object from other actor and use it in the current BP?

odd ember
dusky harbor
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i don't know... maybe i am doing something wrong.

"Cylinder1" is the static mesh, that i want to use in other Blueprint and take its location.

What i have to connect to target?

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๐Ÿคฆโ€โ™‚๏ธ

trim matrix
#

You can't directly access it in another blueprint. You need to pass it as a reference.

unique falcon
marble warren
#

I agree , content examples, unreal online learning ๐Ÿ˜Š

spice smelt
#

the fact that this works makes me wonder: how is lifetime managed? Are items referred to in a graph nodes like shared pointers?

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I thought remove child would have deleted the instance

maiden wadi
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@spice smelt Remove child doesn't delete the object. It just removes it from it's hierarchy parent. Assuming that you have no other pointers pointing to it anywhere, it will be garbage collected within around 60 seconds.

crisp lance
#

[Material Editor]
The editor freaks out about my Texture2DArray parameter because I don't specify any. But I don't want to specify any, because it's fed from the cpp code when the instance is created. How can make sure it understands that?

dawn gazelle
crisp lance
# dawn gazelle You need to specify a default. If you're creating a dynamic material instance, ...

I indeed always set the parameter of the dynamic instance with SetTextureParameterValue(MyName, TheArray).
But here it's a level above, in the Material itself. It feels weird to set a non-None default in material for something I'll anyway provide at instance creation.
What would I even set? If I quickly try to create a Texture2D array (with one texture inside) I get a different, cryptic error ([SM5] (Node TextureSampleParameter2DArray) Coercion failed: MaterialFloat2(Local2,0.00000000): float2 -> float3) Something expects two floats instead of three, but I have a hard time finding what.

dawn gazelle
crisp lance
#

Aaaah alright, indeed it was the UVs. Thanks a lot!

faint pasture
mild shell
compact vapor
#

iv'e got a pretty simple program, but I'm having a weird hicup with generating random integers.

I have a map of integer keys and string vlaues, and I am using a random integer to pick a random key from dict and output that keys value.

There are 2 prints in the code, one for the random integer itself, and one for the value of the randomly picked key (along with the boolean output).

Only problem is that the two prints are not synced.

Key 1, should only return "Book one" but yet when I output to screen, sometimes one print will say 2, but the other print will say "True Book one".

It's almost like both prints are using different renditions of the random integer.

#

Anyone know what is going wrong?

maiden wadi
#

@compact vapor Your issue is pure nodes. You're actually running the random integer function twice.

#

Every time something accesses a pure node in blueprint, it'll run that function. So if two nodes with execution are connected to one pure node, that node will still run twice, potentially giving different return values.

compact vapor
maiden wadi
#

Pure nodes are nodes without white execution lines.

#

To give you an idea, I numbered your logical order.

compact vapor
#

Thanks @maiden wadi @trim matrix.
That Helps out a ton.

Just tested it out and I totally see what you mean.

As soon as I noticed that each call of a pure node recall's the node, I set it to a variable.
Then each time the other nodes needed it, I just drew from the container.

is this how it would usually be done / more what you guys were thinking?

maiden wadi
#

Quite likely. Also consider dropping this into a function to use local variables instead of polluting your main class's variable list.

compact vapor
trim matrix
#

Why I get that error ?

marble warren
#

What the error?

icy dragon
#

Widgets are mainly client side, and Game Mode is server side.

twin oxide
#

Adding control point position to my interp to movement : It adds the right vector (800;800;20), but i end up seeing my object going (-800;800;20), what the hell happening with "x" value ?

trim matrix
icy dragon
trim matrix
icy dragon
zealous fog
#

I assigned a parent class to a BP, because I want to have the same beginplay functions working on it, how do I add this node manually:

trim matrix
trim matrix
haughty nymph
#

If go to my map from my main menu my zombie AI dont go to me if i in his range

#

and if i go from my normal map its working

dawn gazelle
# zealous fog

Right click on the Event BeginPlay node and there should be a "add call to parent" option on it.

icy dragon
# trim matrix

Can you edit that Main Hud widget? It seems that the Create Widget failed to return anything

dawn gazelle
dawn gazelle
#

Try disconnecting the return value and connecting it to the Add Viewport node again.

icy dragon
#

I did ask him to move functions from Game Mode to Player Controller, so it might not it, but I might forgetting that pasted BPs are not refreshed

trim matrix
#

I made a new one

#

test widget

#

but nothing

maiden wadi
#

@trim matrix Are you testing with multiplayer settings?

dusty shale
#

Hey, I am learning/messing with a project which recreates God of War's Axe throw

icy dragon
#

Ah shit, so it's MP

trim matrix
#

I need to replicate it ?

dusty shale
#

and am having trouble understanding what is happening here...

#

Can anyone explain ?

icy dragon
#

But theoretically it should still just works

maiden wadi
#

@trim matrix Widgets aren't created on Dedicated servers. So it'll never be valid.

icy dragon
dusty shale
#

why we are adding cameraLocation to it

#

and why we are subtracting pivotPoint's relative location from it

dawn gazelle
# trim matrix yeaaa

If you're running on "Run as Client" multiplayer, BeginPlay fires on both the client and on the server version of the player controller. This means when your player controller starts on the server, it is trying create a widget on the server which the server cannot do. If you put a "Has Auhtority" node before the widget creation and connect to the "remote" pin, then it'll only exec on the client side, which should then prevent the error.

icy dragon
# dusty shale Why we are multiplying *throwDirectionVector* with 250

Shouldn't the tutorial supposed to explain what the algo is doing?
I haven't checked it yet, so I don't know how the pivot point is located, but the gist of it is that you set the location with offset from the camera. Throw dir should be the forward vector, which is the forward location of a rotation vector.

lilac haven
#

let's say I want to have multiple damage types from the same event. do I use Apply Damage multiple times while changing the damage type class?

brazen merlin
#

Dont have it check world dynamic

#

Then your character cant have anything world dynamic on it

#

Otherwise you might just be able to hack in a doonce and worry about it later

#

So does this sphere grow?

haughty nymph
#

My Ai dont want to move to me if i start my game from my main menu

brazen merlin
#

Is it changing size in a timeline or something? How long is it changing for?

#

Thatd be easiest

fiery swallow
jolly delta
#

I made a projectile with a sphere collision. It sometimes gets collided with objects having collision and works the way it is supposed to. But sometimes with higher speeds it just passes through the same object...

#

How could I fix that?

#

heres the projectile bp

#

and heres the sphere collision's collision settings

brazen merlin
#

Better you utilize projectile movement component instead of actual physics

umbral ginkgo
#

what should I use as the object when casting to a class?

brazen merlin
umbral ginkgo
#

So ya know when you cast to another class?

brazen merlin
#

Casting always requires a reference

umbral ginkgo
#

Yeah, but as of recently Ive been just using get actor of class

#

which doesnt work well

#

So I was wondering if theres a better way of doing it

brazen merlin
#

No it doesnt. You should be storing references in your code. Ie, setting variables for thing you want to reference elsewhere

umbral ginkgo
#

Oh, that makes sense

#

wait but how would you get those references?

brazen merlin
#

Blueprint interfaces are a great method for when bps need to talk to others, but the concept and execution might be tough to grasp

umbral ginkgo
#

Yeah, I've been trying to use event dispatchers atm

#

are interfaces better?

brazen merlin
#

Interfaces do not

icy dragon
zealous fog
brazen merlin
#

Aside from getting them to work, you canT really go wrong with bpi

icy dragon
#

Basically any classes that uses the interface can know what to do with it

maiden wadi
#

Oh boy.. The interfaces and casting discussion again.

umbral ginkgo
#

What have i done

icy dragon
brazen merlin
icy dragon
#

Wouldn't it be nice if BPs have phones or walkie talkies ๐Ÿ˜ซ

umbral ginkgo
#

YES!

icy dragon
#

At least them BPs can play Diablo Immortal when they're not in their working shift

brazen merlin
#

I would like to have such a layer of abstraction that debuggin is more cryptic than usual

icy dragon
umbral ginkgo
#

beat me to it

brazen merlin
umbral ginkgo
#

And I should use interfaces for that?

brazen merlin
#

No u dont have to

#

You just need to have the reference accessible ๐Ÿคช

umbral ginkgo
#

But then how do i do that?

brazen merlin
#

But these vague questions will only have vague answers

umbral ginkgo
#

Here lemme screenshot what im trying to do

#

Spawn box trigger is getting a reference to the box trigger class

#

or at least I hope it is

#

And I'm trying to figure out what to use as the object

brazen merlin
#

I would imagine you want thia class to know about its reference on begin play

umbral ginkgo
#

Which class?

#

the one the photo is in or the class of the reference

brazen merlin
#

And you would bind to this event on begin play also

umbral ginkgo
#

It already is

brazen merlin
#

No its not

umbral ginkgo
#

The event in the image?

brazen merlin
#

Ill give you a mockup, on phone atm

umbral ginkgo
#

k thx

dusky harbor
#

hii, i am wondering why my BP communication doesn't work.
Right now i have 2 BP. One BP "Stones" where i have as Static Mesh Component Stones and one second BP with Box Collision.

I am trying, when i come over the Box (On Component Begin Overlap) to change the scale values of the stones, but it doesn't work.

Somebody with any idea why?

umbral ginkgo
#

It could be the conversion

#

Check and see what it does

dusky harbor
#

which conversion?

brazen merlin
# umbral ginkgo k thx

Right. so Trigger class has the collider which, if the player overlaps, will fire its event dispatcher. The Reciever class has its binding to the event called by Trigger ED, which is linked to a a custom event in Reciever, and the fires the logic you want to do. The tricky bit..... TriggerActor is a blank actor variable that is exposed - in your level, you would hook up the Trigger class to the Reciever's TriggerActor variable so the cast can succeed (as it is of the type it is casting to, therefore able to find the ED of the Trigger and bind it)

brazen merlin
haughty nymph
brazen merlin
umbral ginkgo
#

K

gritty elm
#

i changed my skeletal to other skeletal, now it's animation blueprint does showing the skeletal mesh

#

how i can again assign skeletal mesh to that animation blueprint?

#

as you can see, there is no skeletal mesh showing

brazen merlin
# umbral ginkgo K

Same concept as the dispatcher. But there is no casting. Trigger class calls the trigger event. Receiver class (the MyTarget reference) calls its code. The 3rd picture is the BP interface which holds the function that the other two class know about (both classes have this interface hooked up in their Class Settings). You still need to do hook up the trigger/receiver in the level to specify what it the trigger should call on

umbral ginkgo
#

Gota love that awesome logic

#

But seriously tho thank you

brazen merlin
#

that is what you will find in the video posted early about blueprint communication

#

if you get lost, watch that video, Zac explains it all very well, these are dense concepts

vague dome
#

Does anyone know why this cast would fail or where i should look to fix it? the passenger is a character reference

vague dome
#

yea, i tried watching it, and it gets the correct character but returns none for the get controller

brazen merlin
vague dome
#

character

brazen merlin
#

Get Controller (Target is Pawn)

dusky harbor
vague dome
#

@brazen merlin that was too obvious ๐Ÿ˜… do you by any chance know what would be correct way to do it?

brazen merlin
#

Get Controller as Character lol

brazen merlin
# dusky harbor yes, The stones overlaps in their BP when the player steps over. But how could i...

#blueprint message the answer is actually in this picture up here. Check for Character on overlap then do your logic. Sounds like the stones of the overlap also matter, but its better to specify the target (at lease from what i assume you want). Read all that stuff up there on dispatchers and interfaces. You want to learn those and it will help you here and with other communication between bp problems. There's also a vid link that you should watch

mossy mist
#

hi, how can i get a character movement components orient rotation to movement to work with set velocity

#

the object is moving but not rotating towards the movement

#

rotation rate on all axis is 180

#

object is using flying

umbral ginkgo
vague dome
#

@brazen merlin sorry to bother you again, but im not getting any nodes from that and im not been able to find help on google, how would is that supposed to look like?

dawn gazelle
# brazen merlin Get Controller (Target is Pawn)

This wouldn't matter. Character inherits from pawn so the Get Controller (target is Pawn) is valid to use with Characters as well.
@vague dome by chance are you possessing a different pawn/character like a vehicle or something?

#

or is this by chance something multiplayer?

dusky harbor
brazen merlin
dawn gazelle
# dusky harbor Thank you, man! Look here, when i am moving my actor into the Box , it seems th...

Casting is not a means of getting a reference to something. It is a way to make a less specific reference more specific to allow you to access the variables and functions that the more specific reference has.

"Other Actor" in this case is the thing actually overlapping with your box collission and it returns an "Actor" reference which is the lowest level class of an object that can exist in your game world.

If your "Other Actor" is your character and your character is overlapping with the box, then when you're casting to "TestSpieler" you're basically asking "Is the Other Actor of class TestSpieler" and if so, the cast succeeds, allowing you to access the variables and functions from the "As Test Spieler" pin on the cast.

"Other Actor" cannot both be a "TestSpieler" and a "Stones" object at the same time. Only one trigger of the overlap will occur at a time and return the appropriate "Other Actor" that caused that particular trigger of the overlap.
What you need is either:
A) A reference to the actual "Stones" object that you want to change.
B) Have your "Stones" object actually trigger an overlap, then you could cast "Other Actor" to "Stones" (which I'm guessing is not really what you want to do)

umbral ginkgo
#

@brazen merlin Didnt sound like you lol

brazen merlin
umbral ginkgo
brazen merlin
umbral ginkgo
#

Ok

brazen merlin
vital aspen
#

I have an inventory menu ui that I can get it to open. I can't get it to close. any one have some ideas.

brazen merlin
# umbral ginkgo Ok

when you expose the variable, it shows up in the details of the class that has that variable, then you just plug in the other one (drag and drop, or dropdown menu, or w/e)

umbral ginkgo
#

I don't see an option for expose variable

brazen merlin
umbral ginkgo
#

Yea ok

dusky harbor
umbral ginkgo
brazen merlin
umbral ginkgo
#

Ok thats the details panel I was thing of

rose citrus
#

Does anyone know why this is happening? I'm trying to debug my BP to find out where the problem is, but it shows it stops at the do once, even they it still did the print string after the do once

brazen merlin
rose citrus
#

it loaded the instance of the get level streaming

#

but there is alot more stuff after this so I'm trying to find out where it stops, that's why I'm so confused why it shows it stops here

#

I have no idea how to find out where the problem is

brazen merlin
rose citrus
#

If I load a different level, the debugging shows past the do once

#

It's so weird

umbral ginkgo
brazen merlin
umbral ginkgo
#

Dispatcher

#

I'll look into interfaces later tho

umbral ginkgo
#

for the actor

brazen merlin
#

so the same trigger can activate multiple receivers

#

just plug in that same trigger to each receiver you want

umbral ginkgo
#

Other way round

#

Or wait

brazen merlin
#

so you want multiple triggers to activate the same reciever?

umbral ginkgo
#

so the way I have it there are 3 recievers but one is randomly chosen

brazen merlin
#

ohh, randomness

umbral ginkgo
#

but the variable for the chosen one didnt work

brazen merlin
#

this would be better as a bpi then, since the trigger can have an array of the receivers, and you can have the logic there to choose at random

umbral ginkgo
#

Ok

#

for now I'll stick to what I have

#

but when the rest is working i'll get to work on that

fossil condor
#

hey guys, any idea what am I doing wrong here? the goal is just to sort the PartsList array into a new SortedParts array, based on the Z location of each part:

brazen merlin
# umbral ginkgo Ok

as an alternate, for dispatchers, the receiver class can have a Int variable called ID. set the value for each of the receivers to be the target of the dispatched event (0,1,2) and in your trigger, choose a random number between min and max. A little harder to keep track of, but the trigger can then call the even on the receivers and only the one with the matching ID will get called. You can add inputs to EDs, but you'll need to remake or update your custom events in the receivers to include this Int value to be passed along. ๐Ÿ˜„

umbral ginkgo
#

But in that case I'd have to rewrite even more :/

brazen merlin
umbral ginkgo
#

Yep

fossil condor
#

it doesn't seem to be adding all parts, and it also doesn't seem to be adding them in the expected order

#

I'm confused because to me the logic looks right

brazen merlin
#

try some breakpoints and watch your array variables

fossil condor
#

yeah doing that right now

#

thanks

dawn gazelle
#

Might be because of this bit having the "include all descendants" checked. You're getting the relative location which if you have child objects can sometimes be 0.

fossil condor
#

for context, this is the Build event that timer is calling at the end:

#

I removed some redundancies but still no luck

unique hollow
#

How would I make my camera follow the rotation of a bone?

#

via code

#

I don't wanna switch this hierarchy

#

at all

#

either

#

i tried this

#

but it doesnt work

fossil condor
#

I solved my issue. The problem was I wasn't removing the "used" indexes from PartsList, so every time I reordered it it would get the wrong part instead of the "next" in line.

#

this is what it does in case anyone is curious

winged sentinel
#

why when i set my camera Z to 0 it goes above the ground? Im trying to set my camera (eye height) to a specific amoutn so my assets are scaled correctly

dawn gazelle
winged sentinel
#

But I think itโ€™s cuz my character is at -90 and itโ€™s snapping to the grid which is considered 0

#

Rookie mistake

#

So anything I set in x would be the half height of the camera

brazen merlin
fossil condor
#

Will do!

quaint bough
#

i want to make different playable "heros" with different abilities, do i make a character base class and every new hero would be a subclass of it where i change how abilities function ?

brazen merlin
#

Component based methods may also work which may allow some mix and matching

quaint bough
#

i had the idea to share the base function of attacking having health etc their only difference is the ability

brazen merlin
#

Oh i get that, theres a little more than that when it comes to making it all. Perhaps you could work with a parent and one child to realize the first character before making the rest

#

But it woukd help to know, as best as you can document, the operations of the character and the different abilities

quaint bough
#

also for the ability do i make a function in the parent class like Spell1 which fires when pressing button x and override the functionality in the sub class ?

#

if thats possible at all

brazen merlin
earnest inlet
#

Hello everyone, how do I transfer all control from the keyboard to touch control? I did everything according to the video tutorial, but it wasn't shown how to set up the game for the phone, the only thing I can't configure in the control is that my character always moves forward, also moves to the left and to the right, but does not turn, I need him to turn 90 degrees when he reaches the turn

earnest flax
#

Hello everyone, sorry if it doesn't make sense but I am wondering if I can somehow change the directx version via button and blueprints? thanks for help

umbral ginkgo
#

Im guessing you mean for settings?

#

See if you can find some obscure documentation or posts on it

#

Its functionality could be bound to c++

earnest flax
earnest flax
umbral ginkgo
#

Did you try the 3rd page of google?

#

If so, then idk

#

especially if there's no documentation on it

young sandal
#

Hello. Help me, how to make an easy check. If the light is on, then ignore it, if it is off, then turn it on.

#

You can link to an example.

#

It should be very simple, but I can't figure out how to build the logic. Because, I use the set in visible function.

icy dragon
#

Though that's ambershee's point brought to me yesterday, which makes sense to me.

icy dragon
remote brook
#

Hello everyone, do you know any good source to read to get overall understanding of code patterns using blueprints? Like how to create object manager to spawn/track or maybe pool the objects? Or how to create singleton type managers so all info will not be stored in a game mode bp any other implementation of the common design patterns in bp? Do I need to enhance event system with some dispatchers/ topics/ queues ? I just need the best practices to design the code structure in UE. Thank you in advance!!

brazen merlin
zealous moth
#

I'm trying to make a sprite look at the camera at all times, would there be a material method of doing this?

earnest tangle
brazen merlin
zealous moth
#

Interesting ty

sly ibex
#

New here looking for some assistance with some blueprints and help with understanding how to do a few things with picking up objects as well as fixing some level issues if someone could?

vital aspen
#
#

try that series of videos. He will teach you just about everything you need to know

sly ibex
#

Thank you

sand bloom
#

this is a good one

#

and in general googling specific issues on google or youtube can help tons

#

in my experience

sly ibex
#

I just have tried SO many tips on youtube and it seems that all of them just dont work, and when they do its small things like making lights flicker

#

Ive been doing and remaking the code for picking up items and it just never works, or the videos are 5 years old

vital aspen
#

try his videos. He can and will help you

sly ibex
#

Ill give it a shot

#

Thanks

vital aspen
#

Matt is some what hard to reach. If you have any issues. post here. Some one will help when they can

sly ibex
#

Will do!

high yew
#

HEY! How do I get the angle of the Slope that my player is on. Like for terrain???

sly ibex
#

So I copied Matts pick up code so i can have object be interactable and it works, although i uh.. cant put the object down, no matter how many times i press the button

#

Not only that but when you look down the object makes you fly across the map with collision

sand bloom
#

make sure to follow the steps exactly so that it matches his example code

#

and another useful thing is using print strings to find out the cause of any errors, it can help pinpoint the exact location sometimes

granite copper
#

I've made a blueprint which makes an actor spawn in different locations and respawn after being destroyed. But I'm getting errors although it's working fine.

#

This is the blueprint

wise swan
#

how do i dynamically add buttons to a scroll box?

icy dragon
#

Be it Vertical Box, Horizontal Box, Grid Panel, etc.

wise swan
#

how can i do it dynamically using bp?

#

ik i can do it manually

icy dragon
wise swan
#

and then add the box to scroll box?

icy dragon
wise swan
#

oh ok

#

lemme try

#

wait should i do add child to horizontal box or simply add child?

icy dragon
icy dragon
#

Wait
Why you're creating another horiz. box?

wise swan
#

playerArtifacts has the image name which is used to load the texture2d asset and then assigned to button upon construction

icy dragon
#

That horiz. box goes nowhere

wise swan
#

default horizontal box is a widget bp which has a horizontal box

icy dragon
icy dragon
# wise swan

And you don't need to create another widget again replacing the horizontal box in BP, just replace it with your user widget in the designer

wise swan
#

im confused

icy dragon
# wise swan im confused

In the Designer hierarchy, replace the Horizontal Box with your User Widget, that you said already have its own Horizontal Box

wise swan
icy dragon
#

Yes

wise swan
#

so i need to go through the loop adding the Dyn_Horizontal_Box to scroll box?

icy dragon
#

Anyway, gotta move this to #umg

wise swan
#

ok

timber knoll
#

By having them seperate in your material

#

They should both still be executing

#

But currently you are just letting one overwrite the other

#

Yep

glass crypt
#

What would cause a FoliageInstancedStaticMeshComponent child to become invisible when setting a custom data float?

jolly delta
#

*it works

jolly delta
#

for some reason idk

#

only if physics on the sphere collision is enabled it works

dawn gazelle
# granite copper

Post your error messages. I have a feeling it is because of this though as you're feeding in the SpawnActor return value at the far right into the bind at the top left which means that the bind is trying to read a value that does not yet exist until the first respawn happens.

What you probably want to do is create a "Spawn" event and hook up your first bit of code as you have, right up to the respawn event, to which you call the "Spawn" event after your delay.

granite copper
#

@dawn gazelle
These are the error messages I'm receiving

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue_1". Blueprint: ThirdPersonExampleMap Function: Execute Ubergraph Third Person Example Map Graph: EventGraph Node: Bind Event to On Destroyed

Blueprint Runtime Error: "Attempted to access Reaper_Test_BP_C_0 via property CallFunc_FinishSpawningActor_ReturnValue, but Reaper_Test_BP_C_0 is pending kill". Blueprint: ThirdPersonExampleMap Function: Execute Ubergraph Third Person Example Map Graph: EventGraph Node: Bind Event to On Destroyed

#

May I know how do I create a spawn event?

heavy flume
#

can someone give me a brief overview of how to copy the player settings from UT editor to Unreal editor? im trying to setup the same movements from UT editor to normal Unreal editor

storm dove
#

what does this letter icon mean

leaden raven
#

does anyone have a tutorial on using timelines to move something along the z axis in a blueprint?

#

actually nvm ill just try and get an actual animation to work instead

dawn gazelle
granite copper
#

Okay let me try

dawn gazelle
granite copper
#

@dawn gazelle Yooo I got it thank you very much!!!

sharp rapids
#

Does anybody know what calculations might be required to rotate an array of vertices around a pivot point?

#

I have an array of vertices, I want to rotate them around a pivot and then create a mesh using them

#

But I can't quite make out the maths behind it

gentle urchin
#

Rotate vector around axis

#

Is a node you can use

trim matrix
#

hi, i have a character wich is linked to default physic asset of unreal, i'm trying to use the ragdoll on her but look like its'nt working

sharp rapids
trim matrix
#

i have seen that in here i dont have physic assets file linked, i need to associate it?

#

ok i have just tested a begin play and set ragdoll, now it's working

#

but this logic bp not working if i cast the hit to the object i want

limber tinsel
gentle urchin
#

A car wont be a plane no matter how you cast it

dense lintel
#

I am semi new coming to unreal 4.27 from blender (and ue5 sometimes) I have managed to get 2 separate animation blueprints to work individually on cc3 characters. One blueprint is livelink face, the other is my perception neuron live body mocap. What can I google to figure out how to combine the 2 anim blueprints to work at the same time on a single character? Overall goal is to get face and body live at the same time. Thank you in advance!

dense lintel
#

incredible! Truly appreciate your guidance. I will research combined blueprint now. Thank you so much. I will move further questions to #animation

#

thats been my method the issue i have been struggling with is what nodes connect them lol

#

in the event graph what node connects 2 evaluate live link frames ?

#

i think this is my only missing component now

#

ok understandable

#

thank you!

fiery swallow
#

Anyone knows what happens if you try to Async Load an asset that's already been loaded? Does it just return completed immediately, or does it try to reload it each time?

balmy vessel
#

so im currently having an issue with the UMG Widget blueprint architecture. I have a master UI widget that containts other widgets that makes up some of my scene controls (im making a scenario editor so theres a list of objects you can drag in and camera rotation buttons) but the issue is for camera panning which uses the mmb to drag around, I need a transparent image so that the mmb can be captured. The issue is now as im developing a world space widget that will hover over a selected object so you can move it on a grid, this world space widget cant see any mouse events as theyre being captured by this screen space widget

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is there a good work around or should I try and move the camera panning to c++ with action/axis mapping?

fiery swallow
#

like, instantly?

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you'd be surprised with this engine xd

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I'm just nervous it will end up loading many of the same assets into memory

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it doesn't specifically say it checks if there is one already loaded

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it just says it loads one

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Hahahaha thanks for the reassurance. And yeah I'm actually in the documents right now trying to make out what it's actually doing
:p

ruby cobalt
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I'm wondering how I can set actor transform using quaternions

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I don't think BP supports this directly but can I just use my BP with quaternions and at the end send the values to a C++ script that sets the transform?

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not sure how to jump from BP to C++ I never used C++

unique hollow
#

how could I copy bone transforms to a timeline?

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I have a bone meant for camera movement in Blender

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you can see the way the camera moves

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but I can't copy the transforms from the camera bone onto the camera

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I tried this yesterday and it didnt work

ruby cobalt
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thanks

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I actually got what I wanted with euler angles but now I'm facing a different issue.. if I send my data to a blueprint class actor.. I get the desired results.. but when I control the Player, it doesn't match

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depends on orientation actually

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i don't think so.. why would it work with a normal actor but not on the player?

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they get the same data.. I matched both with the same mesh inside so I can compare check this out

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this is my player: yes I know it's odd to look up like this.

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I have an actor with exactly the same mesh.. same position.. they are controlled by the same source

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and this is my viewport.. coming from the player camera.. see how it matches initially.. (i can see the mesh camera from the actor)

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and then.. they offset

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it looks like an order of operation thing..

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i'm using a player because I'm using a split screen to output two systems to two displays.. but maybe I should give nDisplays a shot instead.

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or maybe I can use splitscreen and select any cameras to use as point of view?

#

those things are kind of hard to find tutorials for

balmy vessel
#

Hey, so ive got an issue. Im using widget blueprints for a scenario editor, to control a list of assets that can be dragged into the scene and placed in grid spaces. The issue is i want to be able to left click, select an object and have a world space widget with arrows and other options come up that the user can use to move these items around. The screen space UI has a transparent image that listens out for the On Drop of the drag drop operation for the asset buttons, but this obviously blocks mouse events from reaching the world space ui. Any solutions or work arounds?

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im fairly new to unreal as i got put on a project at work with it and had no previous expeirence with it until 2/3 months ago, so im struggling a lot with the differences from unity

brazen merlin
zealous fog
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They go over it in this video

tired cypress
ruby cobalt
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I want to move the camera component that is within my character but I want to do this from another BP

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i know how to target an actor this way but I can't figure out how to access the camera within a specific character player index

tired cypress
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If it's already in the character though, there should be a way to reference it

ruby cobalt
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I also need a way to specify player index because I'm going to have two players (split screen)

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i'm just not comfortable with fetching components.. it's a bit different than using paths

tired cypress
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Yeah I see what you're saying

flat coral
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What's the best way to show FPS in game consistently? I've got this on BeginPlay in my controller, but stupidly it toggles the FPS counter, so it's only there every other time I run the game

icy dragon
brazen merlin
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Or get fps of scene and print string with really short duration

flat coral
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what, just have a tick function that grabs the delta time and divides 1s by that?

brazen merlin
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There is literally a get fps node

flat coral
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oh nice

icy dragon
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Though ideally you want to do the update on C++ tick, as to make it less disruptive

glass crypt
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I've been racking my brain trying to figure out why my foliage is invisible when setting PerInstanceCustomData. Any ideas?

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^ Translucent material with a default opacity value of 1

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^ function to change PerInstanceCustomData at runtime

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^ foliage is always invisible

glass crypt
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I'll try there too

velvet dagger
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Ack, I'm making a third person character from scratch and I'm having a little issue with the character. I want to make it where when the character is walking, they'll walk in the direction of the camera. It just won't work, what can I do? :/

remote belfry
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QQ. Where is typically thought of as the best place to store/save Player info like current quest/mission/whatever? Player character, game state, etc... ? My first inclination is the player character, however, I figured I'd bounce the idea first just in case there are potential problems.

trim matrix
icy dragon
remote belfry
remote belfry
velvet dagger
zealous fog
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What are you doing that isn't working

maiden wadi
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Game instance sounds like a terrible place to store that. Sounds like a fantastic place to never save the state of quests and lose it when a game crash happens.

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Quite frankly, no gameplay data of any kind should ever be stored in the GameInstance for any reason. Save it before, and reload it after level transition.

velvet dagger
maiden wadi
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@velvet daggerAs in pressing W makes the character walk in the direction the camera is facing?

velvet dagger
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Yesss

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And then it'll rotate the character to that direction :)

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Rotating the character is probs a whole different thing

maiden wadi
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Sec. Don't have the engine open. First the rotation needs to have Use Control Rotation Yaw disabled on the character, and Orient Rotation To Movement or whatever it's called turned on.

velvet dagger
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Alright, did that :)))

maiden wadi
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That'll solve your rotation issue. As for actual movement, you can rely on the camera manager. It'll keep you from having to get a reference to the actual camera.

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Are you still using MoveForward, MoveRight axis events?

velvet dagger
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And also, does having the camera in the spring arm cause any issues with this?

maiden wadi
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No. Doing this through the camera manager will make it so that it will never matter if you're in the middle of a camera animation, or which camera you're using where, or anything will matter. Camera manager always keeps a reference to the camera your game viewport is using and allows you to easily get it's rotation values with ease.

sly ibex
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I managed to get this all set up and it works, how do i delay the foot steps so they are slower in between steps, and how do i lower the overall volume of them

velvet dagger
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Is it placed inside the character by default or do I have to manually do it?

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Is it even INSIDE the character? x d

maiden wadi
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Player Camera Manager lives on the PlayerController.

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It has a global accessor though.

flat coral
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Is there a blueprint node to round a Float to a specific number of decimal places?

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I know about Round but that just makes it an int

maiden wadi
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Is this for numerical, or text display?

brazen merlin
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floats do have some innacuracy, so i hope you're not doing something super precise

flat coral
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Nah I've done my time debugging fucked up float bugs before. This is just for pretty UI numbers ๐Ÿ™‚

brazen merlin
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format text

maiden wadi
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ToText

flat coral
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And then just do substring?

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Nah I'm gonna write the tricky math bullshit it'll be fun

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I just wanted to make sure i wasn't wasting my time doing something already included

maiden wadi
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ToText(Float) has two parameters that allows you to specify the amount of fractional digits to allow.

brazen merlin
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oh wait, either work, i just decided to not include the text

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but yeah, toText has the math in for you

flat coral
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oh, sweet, thanks!

brazen merlin
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all credit to Authaer

maiden wadi
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I have a C++ function that does the same call as ToText(Float). Just does a MOD equation on the float by 1 and compares if the return value of that is > 0.05. If yes use 1 fractional digit, if no use none.

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Allows very easy cleaning of floats for UI use.

brazen merlin
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sounds less cumbersome than shifting the decimal around

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always like seeing and using % when possible

maiden wadi
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FText UTarrionUILibrary::FormatFloatToText(float Value)
{    
    FNumberFormattingOptions NumberFormatOptions;
    NumberFormatOptions.AlwaysSign = false;
    NumberFormatOptions.UseGrouping = true;
    NumberFormatOptions.RoundingMode = HalfToEven;
    NumberFormatOptions.MinimumIntegralDigits = 1;
    NumberFormatOptions.MaximumIntegralDigits = 324;
    NumberFormatOptions.MinimumFractionalDigits = 0;
    NumberFormatOptions.MaximumFractionalDigits = (FMath::Fmod(FMath::Abs(Value), 1.f) > 0.05) ? 1 : 0;

    return FText::AsNumber(Value, &NumberFormatOptions);
}
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More or less if it's not close enough to a whole number, it allows a single decimal point. If it's within 0.05 of a whole number, it cuts the decimal off entirely for the display.

brazen merlin
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yeah i getcha

sly ibex
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Is someone able to assist me with the my code? I am really lost here.

gentle urchin
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Id suggest using anim notify instead really ๐Ÿ˜…

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Then you can time it perfectly

zealous fog
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Man, the modulo node makes life so much easier

gentle urchin
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Indeed it does :)

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Modulo is life

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Usable in a ton or situations

zealous fog
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It was quite tricky to get my head around

gentle urchin
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Its a good compliment to division

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Theres a division(whole and remainder) node, which is this 2 in 1 really

zealous fog
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Im using it so I dont have to set a int to 0 again after using it in a loop

velvet dagger
# maiden wadi

I finally got to try this code out and it kind offf works, I wish I had some software to send a clip of what's happening

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Might be something else causing my issue so I'm gonna look into that :)

gentle urchin
zealous fog
gentle urchin
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Well fancy that !

zealous fog
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Basically if I want this to fire 60 times before the branch is true, I set the lower int to 60

gentle urchin
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Makes sense

zealous fog
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so every time the remainder is 0 it fires off

gentle urchin
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This could also just be a forloop tho

zealous fog
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Yeah I got it from an unreal learning video

gentle urchin
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But yes. Or if you were doing rows or smth

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Rows and columns. It could swap row per x length using a modulo

unkempt valley
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Hello everyone! I have a basic blueprint that gives me a rudamentary day night cycle. However for some reason my brain cant wrap around how to make the sun rotate the opposite direction. How would i go about this? thank you! here is the blueprint Hopefully it can be read from the screenshot distance. otherwise ill zoom in wherever needed. thank you!

zealous fog
gentle urchin
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Its a loop that takes and int ^^

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Or two ints

zealous fog
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So many nodes

gentle urchin
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Loops from first index to last index

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Helpfull in cases like this

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Theres also while loops

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But they are easy to mess up

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In a while loop for your setup it would be "While(tracesPerformed<LengthOfTimer)"

unkempt valley
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NVM i figured it out

zealous fog
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Ah nice

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Thanks

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Would it work the same here though because I am looping it in a timer

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What its meant to do is when the timer event has ran 60 times I want to stop it

gentle urchin
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Ah no that wouldnt work

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You have a latent loop

zealous fog
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But still now I know of the for loop so its still a win

gentle urchin
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A potentially slow one

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For loop and while loop (and other loop macros) are 'instant'

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They do it n times right after each other

brazen merlin
zealous fog
#

Well what I am trying to do is have a sphere trace expand, over a second (or more) from a the character to a larger area

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so over a second I want to perform 60 sphere traces each gradually bigger

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So I figured I do it on a timer instead of a tick

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and then when its done 60 I clear the timer

gentle urchin
brazen merlin
brazen merlin
gentle urchin
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It helped bigtime when proc generating big landscapes with bp only mode enabled

brazen merlin
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as Squize says, thats for a latent check, that is over time

zealous fog
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Yeaah I think I made my first spaghetti code tho

brazen merlin
gentle urchin
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Also avoided the 10 min editor freeze ๐Ÿ˜…

brazen merlin
brazen merlin
zealous fog
#

Sorry, Im a bit confused with all the terms ๐Ÿ˜…

brazen merlin
#

latent means over time

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run a loop it happens in that frame (sorta)

gentle urchin
brazen merlin
zealous fog
#

so latent check = check over time?

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Before and after the cleanup hehe

gentle urchin
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Latent == not instant

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I suppose

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This can be cleaned up more^ ๐Ÿ˜„

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But its a start

zealous fog
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How would you clean it up more?

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I am trying to write clean code from the beginning

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I find it quite relaxing making everything neat too lol

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Since a lot of people call it boring

brazen merlin
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that suppose to fire?

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anyways, i like to promote timer handles to variables if im going to clear them later. Create Event is also nice so you can move your event away from the timer

zealous fog
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I promoted the handle to a variable since the blue line was bugging me lol

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Ill look up the create event node

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cheers!

brazen merlin
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drag off from the even delegate of your timer

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search create event

gentle urchin
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You dont need a do once,

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No reset

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No sequence

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No macro for times per sec(but i guess some prefer it. Its litteraly just 1/timespersec)

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Save the origin location on keypress before timer is setup

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Along with reseting current index to 0

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After trace highlight into branch to clear timer when enough traces are done

brazen merlin
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just rewrite the damn bp graph then Squize

zealous fog
#

Some great tips

zealous fog
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But saving the origin on keypress will clean it up a bunch

gentle urchin
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Not at pc :( but yeah its a start

flat coral
#

So I need to have a map from all my physical materials to which bullet decal they should use. What's the cleanest way to store that map? Standalone struct?

brazen merlin
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doing an enum|phys mat map or something?

flat coral
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yeah pretty much

brazen merlin
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but what about bullet decal?

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maybe phys mat|decal

flat coral
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Decals are just material AFAIK

brazen merlin
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so, bullet hits phys mat, that tells it which decal to spawn?

zealous fog
brazen merlin
flat coral
#

Might need to reorganize its materials

brazen merlin
flat coral
#

Ah I see what they've done, they use a limited set of master materials and then made instances for each individual bullet hole

brazen merlin
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master vs instance dont have any performance diff afaik, just convenience of similar logic

zealous fog
#

Weird

brazen merlin
zealous fog
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Yeah Im looking at the BP while I play and the set timer is fired off but nothing is fired off from the event (tried print string as well)

sly ibex
brazen merlin
zealous fog
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its 60

brazen merlin
brazen merlin
#

then plug it back to the event directly ๐Ÿ˜›

sly ibex
sly ibex
#

Thats why i used a blueprint sound cue, since i didnt have a model

brazen merlin
#

could try to check last location and measure distance to know that enough has been travelled to play a sound

zealous fog
gentle urchin
brazen merlin
brazen merlin
brazen merlin
#

you can also use absolute value for the velocity checks so you not checking - and +

zealous fog
#

For some reason the #per second was always 0 even though I dont set it anywhere in the BP and its value was 60

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I recreated the variable and it works again

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now the create event works as well

brazen merlin
#

super

zealous fog
#

It works!

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And is clean

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Thanks guys

brazen merlin
#

slick

frank viper
#

Are DOONCE nodes unreliable?
I had a few and they were working fine and then suddenly when I added many they bombed out and none of them worked.
Is it perhaps because they are all instances of the same function in the Engine or something?