#blueprint

402296 messages ยท Page 796 of 403

terse elm
#

which blend poses is that

#

oh duh nm

odd ember
#

by enum

terse elm
#

hrm theres a lot that come up with enum

odd ember
#

well make your own enum for them

terse elm
#

ok. yea lemme try to get the dash working without the statemachine and instead just do it in animgraph directly

odd ember
#

basically your enum becomes your state. you can then make it concurrent by blending state machines with other state machines, as simple or as complex as you want

#

anyway not really blueprint material so I removed it

terse elm
#

just gotta wrap my head around it. funny enough i do this stuff at work all the time but we have a layer on top of unreal that lets us handle all the transitions. so you dont really have to set much up in the state machine for the core elements

#

have to get a lot more in the weeds without all the fancy tools created by engineering lol

golden vessel
#

Hello, I'm just wondering why this code wouldn't work with multiple objects that use this same blue print

terse elm
#

@odd ember thanks for the help btw (and duke too). gonna try some of the suggestions and see if i can get what im looking for ๐Ÿ™‚

#

@odd ember i created an enum. how did you manage to get a blend poses by enum to show all the entries? mine only shows one entry. was trying to show all my options in one node

maiden wadi
#

@golden vessel By default, the first thing to consume input is the first thing to use it and then nothing else can. To stop that, you need to disable input consumption on the event.

#

So if you have 50 actors all same class, all with input enabled in them, and you press W, only the most recent one to have input enabled would run the W key press event. If you disable Consume Input, all 50 instances would run the event.

odd ember
terse elm
#

ooh

#

lemme look. thx

#

in the blend poses via enum node? checking now

#

ahh i see

odd ember
#

click the node

terse elm
#

yea i right clicked on the lil man and added the pins from enum

odd ember
#

cool yeah

terse elm
#

ill def have to experiment with this

odd ember
#

animBP isn't true bp but a weird amalgamation

#

so different rules apply

#

also because it runs on a separate thread from the game thread

#

that's why the lightning bolts are important for performance

#

if you don't see them your animations are running on the game thread

terse elm
#

ahh ok. interesting

odd ember
#

yessiree, we were discussing blend poses

#

by enum

#

I know ๐Ÿ™‚

terse elm
#

i think im understanding it more. now i just need to figure out which way to go to get the result i was originally looking for (trying to get duration of anim). i guess i can use montage and call certain ones like dash in the animgraph directly, and then just use statemachine for the idle/walkf/walkb hmm

#

time to experiment ๐Ÿ˜ฎ

#

hmm

#

so dont call the animmontage of the dash in the animgraph? interesting

#

i need to see if i can find a tutorial for the sorta thing im lookin to do

#

yea i have all that setup. dash works perfectly in regards to movement in the right direction

#

so now i have a valid call, just need to feed it into stuff

#

my current setup is sending the bool to the statemachine that allows me to go from idle to walk, or dashf, dashb, or walkb etc. that all works. my original goal for understanding all this better was to specifically get time remaining on an anim (or montage) so i could feed that into a lerp or a timeline for the movement, so i could get a cleaner movement over just launch player

pastel terrace
#

I am using Animation Starter Pack and I can't seem to be able to change jump z velocity. Why is that? Any pointers?

terse elm
#

normally id use root motion and ignore all of this. just dont have that option atm ๐Ÿ™‚

pastel terrace
#

Figured it out

smoky rivet
#

doesnt play a sound

#

on collision

#

it previously worked when the shells glitched inside the gun and hit each other

#

but at no other time it plays a sound

#

ive tried breaking result and using that hit location, same issue still occurs

#

ran thru debugger and its not registering any hits at all

#

ive also turneed on simulation generates hit events on my static mesh

#

nvm figured it out

#

needed to be turned on in my object parent

#

as that was a child class

maiden wadi
#

@smoky rivetSimulationGeneratesHits is for things SimlulatingPhysics = true.

ornate linden
#

I have a bp which is a child of another bp.

I have a component that has a variable (of the parent bps type) i want to set a default for.

my child bp doesn't show up in the list. If I change the variable type from parent bp to object it allows me to select the child bp, but not when i select parent bp.

Any idea as to why that's the case?

maiden wadi
#

@ornate linden For Classes, or Pointers?

odd ember
#

child as in inheriting from?

#

or child as in child actorcomponent

ornate linden
#

Like here. i've made battles a variable, but i can only find my BP_HallwayBattle in the list when Variable Type is Object.
even though it's a child of BP_BattleBase, if I make the variable type BP_BattleBase, BP_HallwayBattle doesn't show up

odd ember
#

setting default for objects doesn't make sense

#

it's a pointer to an instantiated object

wintry holly
#

How do I get the difference between two world space yaw rotations? I don't get this -180 / 180 degrees system.

odd ember
#

you can set a class variable and construct/spawn the object from that

ornate linden
#

My intention was for this object to just be a set of data for this battle so i can just set a default variable on a npc and their dialog will be able to use that battle data to construct the encounter.

the same way my behavior tree does.

but i suppose they work differently such that i can't just have a collection of data i have as a default parameter?

odd ember
#

it's fine to have that

#

but you have to understand that an object class and an object instance are two different things

#

what you're asking for is an object instance

#

that's a pointer to a reference that has to already exist somehow

#

so either you make it exist, or you grab it from somewhere else where it already existed

#

setting a default object instance doesn't make sense because the BP doesn't know how to construct one on its own, especially if parameters are required

#

but try and change it to a class variable and you should have it available

ornate linden
#

That did indeed work. So using it as a class with defaults preset and not an instance of the class is the way to do what I'm wanting.

odd ember
#

well the class is just a template. it doesn't exist in the world until you construct it

#

or spawn it, if it's an actor

#

constructing it makes an instance out of a class

ornate linden
#

Utilizing a class without instantiating it is just kind of wild to me, but it works i suppose. since i'm not actually ever instantiating it, im just using it as a default data set to construct a battle later

odd ember
#

you should instantiate it though

#

static classes aren't supposed in BP

ornate linden
#

is there a better way to do that? a static data vehicle? Like it's just a holder of strings and actor types and lists of npcs. I'm not actually using it to achieve anything other than providing data to something else later on

odd ember
#

a struct

#

a data asset

#

but a data object is completely fine

#

it's honestly a good way of doing it

#

as long as you remember that you have to instantiate it

#

data tables as well

#

but data tables can't be written to

#

most static data in BP is made to be read from, not written to

maiden wadi
#

DataAssets are really nice if for nothing else than the fact that you can put static data there and then also create functions that you can use to sort or pull data from.

odd ember
#

they do require cpp though ๐Ÿ˜”

last abyss
#

they do? what part of them requires cpp, i've been using them with blueprints only

odd ember
#

creation of new ones

ornate linden
#

do you have in instantiate the class if you're never writing to it or using some custom function it contains?
I've been doing something like Class > Get Class Defaults > and then just using the data.

odd ember
#

well if you just have default data and it works, no harm

ornate linden
#

sweet

#

thanks for the help, as always

last abyss
#

I've been making primary data asset blueprints to create new ones that define the variables, then data assets can inherit from it is there something wrong with that?

odd ember
#

nothing wrong if you can

#

I'm curious how though

#

ah

#

primary data asset is exposed

#

fair enough

last abyss
#

okay, was panicking a bit x_x

slim vector
#

How would one align a landscape to a splineComponent within an actor BP (not a landscape spline)? I'm trying to create a custom road tool, and I'd like to be able to adjust the behavior of the landscape on a specific landscape layer based on the spline within my road actor. I'm not using a landscape spline because their data is hard to access and modify without opening up the engine entirely. Any thoughts?

odd ember
#

you're probably going to face the same issue with a regular spline

#

I don't know that you can access terrain data like that

#

I would recommend asking in #cpp perhaps

maiden wadi
#

Pretty sure half of the discord just got blapped.

odd ember
#

what happened?

astral epoch
# odd ember what happened?

Well I messaged earlier today and now just got told I need to verify by phone to "confirm my identity" before sending messages.

#

Which seems really dumb given they asked for my phone number when doing this and I'm sure anyone who wasn't me could've used theirs if they happened to be logged in at the time.

#

anyways irrelevant to what I wanted to ask

high ocean
#

@astral epochikr? these "verifications" are more a pain in the arse for legit users than impediment for frauds pfff

astral epoch
#

So you know how when you create a class you can specify things to be exposed on spawn, allowing certain variables to be filled during initialization?
Is there any way to do this for classes created by the game mode (i.e. controllers/player pawns) when a map is opened?

astral epoch
high ocean
#

@astral epochafaik no, and it wouldn't help too much either since the order in which anything under game mode spawns differently after cooking. If it's what I understand you want to do ๐Ÿ˜›

#

you want to ref some other stuff inside the gamemode bps - right?

odd ember
#

what was the question?

astral epoch
#

Hmm, I'm not hugely familiar with the spawn order but I can give a rundown of what I want to happen. I'm not doing it yet but its good to know when I get to that point.

The player moves around a world-map and upon selecting a location can go to a local map that naturally uses a different controller to handle gameplay.
My idea here was that when the player chooses a local map location, they are prompted to select what units they want to bring with them.
When the local map opens, that selection is used to fill variables in the player controller (specifically, a list of units they control)

#

I figured the controller would be the best place to store a collection of different pawns the player could control but isn't necessarily possessing at that moment.

#

And since a controller is made via gamemode at level instantiation

#

If that makes sense?

#

Eh... think of it like Total War's grand campaign maps?

high ocean
#

@astral epochI think I get it, but I would store all of that in the GameInstance instead. I'm abusing that blueprint too much lol ๐Ÿ˜…

astral epoch
#

Oof, I did that in my last project. Mostly for save data tbf but I get your point.

#

That might actually be a good shout though.

high ocean
#

I have about 50% of my game implemented in GI because I switch maps for every encounter and instead of tracking 195109 bps for their vars, I just keep everything in GI and pull it to other actors whenever/however needed

#

so I kinda' do what you do there, but the other way around-ish ๐Ÿ˜…

astral epoch
#

I'll give it a try now, just a quick throw-together to test the theory.

pastel terrace
#

I am using Animation Starter Pack from the Market Place. Can someone give me pointers about how this works? (Picture) I've seen other ways of implementing Crouch, but this is going over my head. I am guessing it has something to do with the Animation Blend Space

nocturne stirrup
#

Hey, can anyone explain character controllers and characters to me? All the example projects I have to look at just use the default controller which I can't find a blueprint to look at. I could make my view spin, but not look up or down. Is the Player Character Class supposed to be used only with the default controller or something?
I'll be in unreal hangout if its easier to chat

high ocean
#

I've tested it and it will spawn in one order during this UE session, close the engine and will spawn in some other order in another - totally unreliable ๐Ÿคทโ€โ™‚๏ธ

maiden wadi
#

@pastel terrace I strongly recommend just using the already implemented Crouch function in Character.

astral epoch
nocturne stirrup
astral epoch
#

Do you know how to set up game modes?

#

Your controller won't do anything if you aren't using it.

maiden wadi
#

In Blueprint, you don't do that. You put the input controls in the character. You get access to those inputs when your pawn is possessed.

astral epoch
#

As for what goes in pawn and what goes in controller.... it varies and frankly I've seen people put everything into a pawn before if they don't plan on swapping characters during gameplay.

maiden wadi
#

If the inputs relate to the pawn, like movement, jumping, and such, they go in the character. If they don't, they may go in the controller.

astral epoch
#

What Authaer said honestly.

nocturne stirrup
#

Ah

#

okay

maiden wadi
#

Great example if you play shooters is the tab menu. WASD moves your soldier. Tab opens up a KDA screen. WASD goes in the soldier pawn. Tab goes in the controller. Cause you can kill off and unpossess the pawn but still see the KDA screen.

odd ember
#

nevermind you said that

astral epoch
#

That way I can use an AI controller as well to send messages to their controlled pawn in much the same way.

#

That way same soldier could be possessed by player or AI, ya know?

odd ember
#

entirely depends on what they're doing with their game

astral epoch
#

True, though I think that applies to everything we'd discuss here really.

#

Its all down to your design approach.

odd ember
#

I like to put camera controls in controller

maiden wadi
#

That also only works in singleplayer. You can't send controls to an AI controller from a client. Doesn't exist there.

astral epoch
maiden wadi
#

It's worth noting that you can enable inputs in an actor without possessing it as well. As all Possession does is call EnableInput at some point on the client for their Pawn.

odd ember
#

pretty sure it also possesses camera, no?

astral epoch
#

Yeah tbf I've always found the whole possession... a bit weird.

#

I get where its coming from from a certain perspective but it doesn't work for all genres or designs.

odd ember
#

which genres does it not work for?

astral epoch
#

RTS?

maiden wadi
#

Possession will find the first enabled camera on the actor. Pretty sure if just calls SetViewTarget.

astral epoch
#

Technically you'd be possessing the god-eye looking over the world.

odd ember
#

in rts your camera isn't a pawn

astral epoch
#

But that's just for moving around the camera. The real interaction with the world comes from selected units.

nocturne stirrup
# odd ember I like to put camera controls in controller

So trying to replicate the third person template using my own blueprints, and then add a second camera for first person.
I'm not sure what I did wrong but, if I had camera pitch working, then yaw didn't and vice versa. I tried both in the controller and the pawn

odd ember
#

okay...? any particular reason I got tagged?

nocturne stirrup
#

You seemed like you might know from the things you've said so far?

odd ember
#

ah

#

fair

#

take a look at the springarm settings

#

there's something about control rotation there

nocturne stirrup
#

Thanks for the tip

odd ember
#

if there isn't a spring arm, your camera follows the movement of its parent actor

flat coral
#

Okay so I'm trying to add an emissive color that IN NO WAY changes the material (as a sane default so that instances can add emissive color if they want to but don't have to)

#

But whatever I try, it changes it.

#

0 alpha, it still changes the material's appearance. Tried it with max brightness, zero brightness, kinda out of ideas.

odd ember
#

probably more a material question than it is a BP question

flat coral
#

I oculdn't find a channel for that

odd ember
flat coral
#

Oh hot damn, there we go. I'll take my business there then ๐Ÿ™‚

maiden wadi
#

As far as how Input works in general. The APlayerController class has an array of InputComponent objects. This array is the InputStack. When you call EnableInput on any actor, all it does is create an InputComponent on that actor and then have the player controller add that component to the top of it's input stack. When controls are processed in the controller, it uses this stack to determine where that control should be routed to.

high ocean
#

Heh... how would I do this?

#

I have this setup - but instead of the print string, i want some node that would break my game - i know how it sounds

flat coral
#

I mean you could just use Quit right?

#

Or do you need a stack trace?

high ocean
#

I have blueprint break on exception enabled, and in case I forget to put in the actor type, I want the blueprint to break so I can catch it before debugging for two hours again only to find out I've forgot the ActorType

flat coral
#

Oh interesting, you need a Throw statement. I dunno if BP has that

high ocean
#

What node would break the game? Something that is supposed to always return accessed none or something

maiden wadi
#

If you're using C++ at all, you could just make your own static.

high ocean
#

๐Ÿ˜ญ I'm not @maiden wadi Just said like 3 hrs ago, I just can't learn that matrix stuff ๐Ÿ˜ฆ

flat coral
#

I mean if you can learn Blueprints you can learn C++. Code is code ๐Ÿ™‚

flat coral
#

Lemme check! Gimme a sec

high ocean
#

I've got a shipped title on bps, turn-based strat+rpg, so i'd say I'm decent with bps. Can't understand more than 2 cpp lines tho lol - I've tried (not hard) but I have :P@flat coral

high ocean
maiden wadi
#

I would probably just do an EnsureAlways.

flat coral
maiden wadi
#

You can pass a string to the function through the BP node, ensure always. When running in debug mode, you could see the string, and also f5 past it.

odd ember
#

I stay away from that can of worms

maiden wadi
#

I'm too lazy to learn that. Rotators work just fine.

high ocean
#

@odd emberlol Craz ๐Ÿ˜„ wasn't talking about matrices, but rather the movie - but I guess you knew that - good joke. From what I remember from school derivatives & integrals were way crazier than matrices but meh, I'm bad at math ๐Ÿ˜›

maiden wadi
#

Matrices are on my list right before learning basic C++. Classified under useless information I'll likely never care about due to it being unncessary.

flat coral
#

Honestly you only need to learn enough C++ to realize it's what you know already, more like the same language with a different accent than an entirely new thing. Then it all clicks.

high ocean
#

I'm pretty sure of that, yet I never touched script/code before blueprints, so it is how my logic works - only. So far, haven't found a translation, that's exactly the problem ๐Ÿ˜

flat coral
#

BTW in case it'll save you a moment or two, this is the quick and easy code to get a runtime error

odd ember
#

I still don't understand why

flat coral
#

Word though that WILL print 0.0

odd ember
#

isn't a breakpoint going to do the same?

high ocean
#

@flat coralI did it like this:
Great idea! Thanks! ๐Ÿ˜„

odd ember
#

missing the insults at the back end of the latter line

high ocean
# odd ember isn't a breakpoint going to do the same?

Yes, it will. I'm just going to continue making stuff, and at some point, I'll forget to properly set the name/tag of the stuff I make and it'll take me two hours to figure out why some stuff is behaving weird. I want to avoid that.

flat coral
#

But his point is it'll hit the breakpoint on that print statement hte moment you do

odd ember
#

all you're making is a spicy breakpoint for yourself

flat coral
#

Like dont put the breakpoint on the branch or whatever for temporary testing, put the breakpoint on the print statement AFTER the branch and just leave it forever

high ocean
#

@flat coral I wasn't testing anything, and I don't want to visit this ancient code ever again - that's the very point of it. I know how it works, just forgot to set the tag properly for one of the bps inheriting from this. Then it doesn't get indexed properly for tracking, and some spawns/spawn locations get out of hand. So, I want to make sure I never forget to set the tag, and if I do, all of a sudden, this happens

flat coral
#

But you don't have to. Just put the breakpoint and leave it. You won't revisit the code unless you trip that switch, same as if you made this function

high ocean
#

I often intentionally leave taxing/game crashing code (like not checking for validation for instance) and I want my game to crash whenever things aren't working perfectly ๐Ÿ˜„

flat coral
#

A debug is like an intentional crash except it wont accidentally crash the game for release copies

high ocean
#

@flat coralwhat?! I've tried that, and as soon as I close the engine, the breakpoints stop working (become yellow)

#

truth is, it was way back, maybe an engine bug? are they not supposed to work like that? only for current session?

#

i assumed they just stop working once you end the session

high ocean
flat coral
hardy merlin
#

Where can I get that test material that measures distance? It looks like a grid.

high ocean
#

I'm sure you are right, especially since it already happened. Need to find better solutions ๐Ÿ˜ - keep the traps for myself only somehow

inland stone
#

I'm using this aim blueprint for a turret in a vehicle the problem is that it uses the third person camera view instead of the vehicle i posses and it no longer tracks the aim. What can i do to fix this?

flat coral
#

Of course, I'm not doing any bullshit as bad as this. I'm talking, like, skipping long dialogs or the control splash screen, or a bunch of screen prints.

high ocean
#

@flat coralI remember I also found some "hidden" stuff about marking certain functions/nodes as editor only. The problem is that the engine crashes so much when you activate/deactivate those that I just dropped it.

flat coral
#

Ok my turn to have a question. I've got this cute little function that gets my player controller typed because I do that All The Fucking Time

#

And normally when I use it, it looks like this

#

But I just tried to call it in another BP and it's suddenly demanding the World Context Object when it doesn't usually?

#

What's going on here? where do I get a World Context Object?

#

This isn't a multiplayer game, so if you get a controller it's the right one.

odd ember
#

because objects have no conception of "world"

#

so they need some object that has a conception of world to tell them which world

#

I have a similar type of controller

#

but I never use the GetPlayerController function

#

I get the hard ref pointer that I've stored in a game mode from when the game session started

flat coral
#

I haven't fucked with my game mode at all. Is it safe to store new variables in there?

odd ember
#

the game mode has interesting functionality that is completely overlooked when it comes to spawning controllers and players

odd ember
flat coral
#

Sure but you still have your defaults right?

odd ember
#

everything gets flushed on a hard load

#

but equally, game mode handles spawning

flat coral
#

I dont mean store it there at runtime. I mean "Should i put my 'isDebug' flag in the GameMode instead of the controller"

odd ember
#

I guess you could yeah

#

keeping in mind it might get reset between levels

flat coral
#

Reset to what though? The default value, surely?

odd ember
#

yes

flat coral
#

That's the only way I ever set this ๐Ÿ™‚

odd ember
#

should be fine then

flat coral
#

So how do I get a reference to my current game mode?

odd ember
#

GetGameMode

flat coral
odd ember
#

where is this class you're in?

flat coral
#

Is it because it's an object?

odd ember
#

yeah

odd ember
#

what is your intent with this

flat coral
odd ember
#

what is it?

#

like one boolean isn't answering the question

#

you wouldn't need to reference game mode in an object for that

flat coral
#

Well except that's where the debug mode flag is stored

odd ember
#

in an object?

flat coral
#

In the game mdoe

odd ember
#

doesn't explain why you need to reference it in an object

#

that's the part that doesn't make sense

flat coral
#

But this class is a bullet decal manager. It handles reading the physical material from a hit object and returning the correct bullet impact decal for that

maiden wadi
#

You can GetWorld in a UObject, but it requires an outer. I believe you also need C++.

odd ember
#

the outer is the same as world context

flat coral
#

What I'm trying to do is have it spawn a crazy bright glowing bullet decal in debug mode if the hit object doesn't have a known phys material

#

But I can just make this an Actor that just seemed really weird to me because this will never be placed in a world

odd ember
#

is there any reason it's not an actor?

#

ok I see

#

you're trying to make a subsystem without a subsystem

flat coral
#

Yeah the idea of it physically existing or having any physical properties at all is... wrong for it

odd ember
#

game mode doesn't exist physically either

flat coral
#

That's why I thought I'd be able to get game mode from the object

odd ember
#

yet it is an actor

flat coral
#

WHAT I didn't know that lol

#

Well shit, if that's the pattern I can work with that

odd ember
#

all the objects that needed a world were originally created as actors

#

because subsystems weren't a thing back in the land before time

flat coral
#

What's a subsystem? That might be what I want

odd ember
#

it is what you want

#

but it is cpp only

flat coral
#

This is a bit of a weird class because in THEORY it's a component attached to the gun that's making these decals, but in actuality I need it to outlive the gun actor itself (so that the bullet decals it tracks persist if that character dies and the weapon despawns)

#

Man, it's rude that actor isn't on this list...

odd ember
#

probably to do with downcasting

#

I'd recreate the BP

spring nebula
#

How does the Sleep Family work for a physics object? I can't seem to get my physics object to go back to sleep. I've tried the custom family and jacked up the Custom Sleep Threshold value but nothing seems to work to put this object back to sleep automatically.

odd ember
spring nebula
#

Didn't even see it there. I'll check there.

lone eagle
#

does anyone know how to add a random integer from 2 ranges

brazen merlin
lone eagle
#

yeah

#

so i can add a random int from range 1-5, meaning i have a 1/5 chance for it to be 1 or 5

brazen merlin
lone eagle
#

im trying to make my coin pickup return random values

#

im trying to make a store system but im having such a hard time

brazen merlin
#

sounds like you are doing it though? or at least understand what to do here.... GetRandomIntFromRange > the output is your random number, where's the issue?

lone eagle
#

is that a

#

damn, im tired

brazen merlin
#

are you writing your own random?

lone eagle
#

honestly im not sure

#

im learning

brazen merlin
#

lol, its a node that allows you a random int in range, shouldnt need to write your own

lone eagle
#

oh yeah it works

#

now i need to figure out how to increase the cost of upgrades with each successful button press

#

i appreciate the direction conrad!

#

and i figured that out too

#

damn

#

things usually dont go this way for me

lone eagle
#

does anyone know if you can set the visibility of objects independently from a widget

icy dragon
lone eagle
#

is it possible for it to be?

icy dragon
#

I don't know what's the hold up here, being it's supposed to be directly executed on the actor.

lone eagle
#

i was able to set my player character to an invisible state when transitioning to a different camera

#

is it different because its the actual player controller

brazen merlin
lone eagle
#

collapsed node?

icy dragon
brazen merlin
#

sort of, its not called collapsed, but its a node for controlling widget-specific visibility

lone eagle
#

oh, no

#

im not trying to hide the widget

#

im trying to hide

#

static meshes?

brazen merlin
#

SetHidden node

icy dragon
lone eagle
#

thanks guys!

brazen merlin
#

not sure what you're doing it for, so to add in, you may also need to use SetCollisionEnabled if the mesh has collision, since hiding does not turn off collision

lone eagle
#

ill explain my idea if you dont mind

brazen merlin
#

sure, and it might help to do so in the future, kinda depends

lone eagle
#

i collect parts and bring them back in order to repair my vehicle, i have set upgrade levels at predefined costs etc. Im wondering if i can add a visual update within every upgrade level

#

so if it was a car, it would be split into 4 parts. level 0 being fully invisible, level 1 being the car body with no wheels, and the next 4 levels being each wheel

#

if you get what i mean

brazen merlin
#

based on this idea, i would setup all the meshes and then hide them, then have the code to unhide them when the upgrade happens, i assume an int that increases after bringing parts

lone eagle
#

yes

#

so i shouldnt add them all to an actor BP? but i should place them in the world as individual meshes?

brazen merlin
#

you could make it a bp

#

build it in the bp, then place in level

#

they could be just meshes in a level as well

#

you'll need bp logic, so its up to you, but that is the option

#

depending on further ideas, it might be better one way or another ๐Ÿ™‚

#

however they get placed, you'll be adding them to an array so you turn on each one as the upgrades progress (meaning the array order determines which unhides first)

#

if its through a bp, then you'll be using a make array to add all the components into on begin play - then reference them whenever the upgrade bit happens

lone eagle
#

i see

brazen merlin
#

if they're in a level, then you'd have an array var thats editable and then you can add those meshes to that array through the level editor side (instead of bp)

lone eagle
#

im not too experienced with arrays when it comes to unreal

brazen merlin
#

in general, its a harder programming concept to work with when just starting

#

but they are just a list

lone eagle
#

i wonder if i can just set the object to invisible in the instance, then calling it to become visible after all my upgrade checks

brazen merlin
#

the functions and methods around them are the tricky part

brazen merlin
foggy escarp
#

Yep

brazen merlin
#

lol, i guess thats what its called

brazen merlin
lone eagle
#

sorry if i seem ungreatful with your explanation

#

its hard for me to put your advice into action with my inexperience

#

and i have a deadline

brazen merlin
#

nah i getcha, you're fine

lone eagle
#

looking for an easy way out :p

brazen merlin
#

deadlines suck, def makes it trickier

#

yeah, do it how you can then

lone eagle
#

you helped a lot though

#

gave me an indication of the logic needed

#

trying to see if i can reference my static mesh in a widgit through a cast to

foggy escarp
brazen merlin
lone eagle
brazen merlin
#

gl ๐Ÿ˜

untold dust
#

Hello everyone

#

I have a real clue for you lol

maiden wadi
#

32

untold dust
#

I made a topview game, I would like the mouse pointer change uppon it position relatively to the player, like I want to make it change on all position around the character.

#

if the pointer is at the right, the pointer arrow change to right etc...

maiden wadi
#

So an arrow facing away from the player pawn?

brazen merlin
#

sounds cardinal

untold dust
#

something like htis

#

this

#

if the mouse is at arrow position then change mouse pointer

icy dragon
maiden wadi
#

Well, the math for rotating the arrow is simple.

untold dust
#

yes it's already done this

#

it's the BP math for this I just don't get it... I tried many thing without succes lol

maiden wadi
#

GetPlayerPawn, ProjectToViewport. Use Point to find point relative to widget's center location. Find the look at rotation from widget center to that new point. Use Yaw to drive the angle of the image in the cursor widget.

untold dust
#

ok I will try it out

#

thank @maiden wadi

terse elm
#

is there an easy way (or tutorial) on how to pass a value from an anim notify or notify state to the animbp so i can use the notify to enable certain transitions? seems simple in concept but you cant set variables in notifies, so i think im missing something obvious

brazen merlin
terse elm
#

hrm. thats what im trying to do i think.

#

been looking for tutorials that cover it. lots of notify and notify state tutorials but cant seem to find one that shows how to pass a variable to the animBP

#

i guess you could cast directly to an anim notify?

brazen merlin
#

anim notify states run on tick, but i dont think you can set vars in them. Im talking about anim notify events which you create in the animation itself

terse elm
#

i couldnt seem to set a variable on the notify either. let me check to be sure

#

yea i cant set a var within the notify either hmm

brazen merlin
#

you cant set a variable directly in an animation afaik, but to have the notify event

#

in your anim's graph, you can then get that event to do whatever you like when it fires

terse elm
#

thats what im tryin to get, nice. do you know the node for that?

brazen merlin
#

not the network of states but the logic graph of the anim bp

terse elm
#

i couldnt seem to find it

brazen merlin
#

when you right click on the animation timeline, there is an option for notify events and you can make a new one

terse elm
#

yea

#

i created actual notify bps so i can reuse them

brazen merlin
#

so you make a new one, then you can find that in the logic graph

terse elm
#

thats what i was expecting but i can only find the on start/end/fullblend ones (if used) when i rightclick

brazen merlin
#

a visual aid may help here

terse elm
#

logic graph being event graph or anim graph? i only see Cast to Anim Notify node

brazen merlin
#

yes, event graph

terse elm
#

yea i have notifies already created

#

i have a bp created for a regular notify, and a state (was testing both)

#

created from blueprint > notify class (and notify state class)

lone eagle
#

@brazen merlin sorry for the unnecessary tag, but i feel super proud of myself

brazen merlin
#

your anim bp will be using these notifies, not another bp

lone eagle
#

i took our conversation and actually made something work

#

thank you so much

brazen merlin
terse elm
#

conrad yea im in my anim BP. they just dont show up lol. cant figure out why

brazen merlin
#

and your in the event graph of your animbp?

terse elm
#

yeah 100%

brazen merlin
#

and you right click then type the name of the notify event that you made?

terse elm
#

i only see the 3 for start/end/fullblend end, if i set a string in there

#

yep

brazen merlin
#

gimme a screenshot

terse elm
#

ok sure

#

those 2 being referenced at from the actual events on the node in the state machine

#

ok so heres the issue i think

#

if i right click on the timeline, and then make one (as mentioned) it shows up as you said. i might be mistaken but i was under the impression i could create a notify that could be shared / reused. so i could just call the same one in diff anims in same animbp

brazen merlin
#

you sure you made notify events and not notify states?

terse elm
#

yea

brazen merlin
#

yes which?

terse elm
#

yes to notify event only not states

brazen merlin
#

okay, because earlier i was reading you saying states

terse elm
#

i created both to test but neither show up as reusable. only the in-timeline created ones show up

#

yea i did both to try either outcome

#

err either option

brazen merlin
#

alright, well anim notify events will appear for all anim bps so long as they are the same skeleton used

#

might actually be across different skeletons come to think of it...

#

but the point is that they can be shared ๐Ÿ™‚

terse elm
#

i right clicked my anim, created notify (not state), local_test, i go to my animbp, right click, it shows up. which is great, that always worked. however, when i go to another anim on same rig, and right click, it doesnt show up (because i created locally, which i understand). so then i manually created one in bp (notify not state) and it wont show up ๐Ÿ˜ฆ

#

creating from there

brazen merlin
#

yeah dont make from there

terse elm
#

if i do it on timeline, it wont show up for any other anim on the same skele

brazen merlin
#

so you want to use an event you made on another animation?

terse elm
#

yea the use case is this: i have a dash F, a dash B, a roll, whatever. lets say those 3 anims. in each of those anims i want to enable movement lets say halfway through, but only if input is detected. so i wanted to use a notify for that. the thing is, the notify would(should) be the same (AnimNotify_EnableMove) for example, but i just cant get it to show up like that. i thought you could reuse them by creating them manually.

brazen merlin
#

ive only ever made notify events from the right-click menu via animation timeline (the picture i posted earlier)

#

and they show up for all other animations i have

terse elm
#

hm somethin goin on. weirddd

brazen merlin
#

yeah...

terse elm
#

watching tutorial said the right click variant was only local lol

brazen merlin
#

oh... hmm

terse elm
#

maybe its outddated ill try to find another. cause this would solve all my issues if it worked lol

brazen merlin
#

well, i am making notify events in montages specifically - but the "local" only makes sense if it means the skeleton, since the creation of the notify event is not a part of the anim bp. It's made in the anim asset, not the anim bp.

terse elm
#

oh montages hmmm im doing it on a pure anim. let me try to be sure

brazen merlin
#

i doubt thats the reason, but maybe it is ๐Ÿ˜›

terse elm
#

hrm yea doesnt seem like it. tho.. i think that helped a bit. i noticed when i went to right click. the ones i went to add were listed as skeleton notifies

#

but i didnt create skeleton notifies

brazen merlin
#

skeleton notifies are the anim notify events

#

reinforcing the idea that these are tied to a specific skeleton

terse elm
#

ok i see. thats interesting. im so confused why the manually created one doesnt work. wonder if it has to a skele or something to show up

#

cause i just noticed the notifies DO show up under skele notifies for other anims. i was looking in the list.

#

let me test real quick (appreciate the help btw)

brazen merlin
# terse elm

i think making the notify this way is actually extending the class logic

flat coral
#

Is there a good way to write a comment in BPs that isn't attached to or containing nodes? If I just wanted like a big text block to ramble about why that function got so fucked?

terse elm
#

hmm. in the tutorial it showed how that could be reused (and you could have stuff inside it of course)

#

like they have actual bps

brazen merlin
flat coral
terse elm
#

wait a sec. this is uh... weird. now some other notifies are showin up hmm

brazen merlin
terse elm
#

lol

flat coral
#

Working for yourself means going from starting these comments with "This approach is obviously not ideal" to "Ok so this fucking sucks but"

terse elm
#

trying one thing. if it doesnt work ill use the original idea.

#

hmm

brazen merlin
flat coral
#

The honesty to realize that the next time you look at that code, you'll wonder what the fuck you were thinking

terse elm
#

ok hmmmmmm

brazen merlin
terse elm
#

yea this is def confusing but ill try the way you suggested. this tutorial led me astray! normally id blame removal of dislikes but.. dude does great tutorials so i must be missing something

cinder comet
#

how would i do something 10 seconds or so before a timer ends?

brazen merlin
cinder comet
#

would this have to be event ticked?

brazen merlin
cinder comet
#

ah gotcha, i may try to do this differently then

brazen merlin
#

you could fire another timer off that is 10 seconds shorter

#

timers are tick based too, so either way...

terse elm
#

damn i def must be missing something cause being able to create my own notify would be perfect. must be a setting somewhere lol. i can get function of notify but i cant run it inside the animgraph lol but if i could make it pure/const i could just check the value

#

apparently the ones you create manually (via bp) can be used on other skeles too. hmm if only i could get reference to those in my animgraph once placed on the timeline

brazen merlin
#

and the events callable by the anim bp event graph

terse elm
#

yea they are but i cant set any script inside them like i can with the custom ones. like i could make a call directly to it in animgraph to see if its been called. right now i think i haver to call the anim notify, then use it to set a bool (or whatever). which is fine. it will work too i think

#

and you can color code them

brazen merlin
#

alright

terse elm
#

i appreciate the help! ill get to the bottom of this! lol

brazen merlin
#

lol alright, good luck

terse elm
#

lol

#

i can definitely cast to it from the animgraph

#

not that i want to but interesting lol

#

looks like its a bug thats been happening for quite a while lol

gentle urchin
#

how about anim notify states? ๐Ÿ˜„ Found those fun to play with

maiden wadi
#

Wait. what's a bug?

gentle urchin
#

Apparently anim notifies

#

doubt it but oh well

#

never liked them anyways

brazen merlin
#

being part of the conversation, im not entirely sure, i think it has to do with anim notify events

#

not showing up somehow or maybe its PEBKAC i really dont know

terse elm
#

googled it and there were quite a few bug reports on custom made ones (manually made via bp) not showing up on animbp eventgraph for as an event

gentle urchin
brazen merlin
#

i dont think we need to start this again

terse elm
#

i created like 5 or 6 of them via right click, create blueprint, then went down to anim notify. i can set the notify in the anim, but cannot call it in the animbps eventgraph

#

can right click on anim timeline and create them and they show up

brazen merlin
gentle urchin
#

being templates i assume logic is ment to be done inside it?

#

this makes alot of sense imo atleast

terse elm
#

yea and you can do some logic, customize it, etc

#

tried for like 2-3 hours, just wont show up when i rightclick animbp eventgraph no matter what i do lol (as anim notify). i can cast to them since they are bps lol

gentle urchin
#

sorta off topic for bp tho

terse elm
#

figured it was eventgraph bp

brazen merlin
gentle urchin
#

wasnt ment for you, was just a general comment, to myself included xD

brazen merlin
gentle urchin
#

Right right

#

so that part worked straight out of the box

#

but when making a notify bp in the content browser

#

these are different

#

I imagine they are ment to just internally handle the logic tho, and not fire events elsewhere

#

ofc, if you need them to, it can always happen

terse elm
#

yea those are the ones that wont show up in the rightclick add animevent etc

#

ill keep experimenting

gentle urchin
#

so this one is made using the new class 'guide' , with AnimNotify as parent

#

I believe its only ment to handle things in the class tho

#

atleast thats what i get out of it

#

when added to the anim montage, it wont show up as an event in the animbp

#

I believe this is by intention tho.

terse elm
#

hrm i watched like 10 tutorials that shows it working. damn hmm

#

read a bunhca bugs about it as well. how some wont show up unless you make a new one, or close editor and reopen (all of which i tried)

brazen merlin
gentle urchin
#

right, but as an extension, wouldnt the inherited interface still exist?

brazen merlin
#

lol i guess not, did you search for test2?

gentle urchin
#

ofcourse ^^

terse elm
#

did you try creating one with montagenotify under parent anim notify? i didnt try that one. though im using regular anims not montages

gentle urchin
#

test and test2 would both show

brazen merlin
#

well why would test2 exist as an event call? its contained in its own class.... it would all happen there then right?

gentle urchin
#

Thats what im also thinking/suggesting

brazen merlin
#

the first anim notify was made and somehow connected to that skeleton, whereas the custom anim notify is just a class

#

suppose it wont show up if it doesnt know which skeleton to work with

terse elm
#

ill try to watch a few more tutorials, see if they say the same thing. the first like 5 or 6 all said it works and showed it working lol

#

ill go watch em again to be 100% sure

gentle urchin
#

the same goes for the default classes aswell

#

they behave differently

#

thats a default class

#

same behaviour

terse elm
#

hm

gentle urchin
#

So I doubt its a bug

#

๐Ÿ˜„

terse elm
#

ill watch again. but ive seen it work in a few diff vids, and read some bugs on it as well

#

so who knows whats supposed to happen anymore

#

its crazyworld!

obtuse dawn
#

hello so im stuck on a door im doing for my new game I want the player the hit E and it will send them to another level but it is not working

#

here is my coding

gentle urchin
#

that gate serves no purpose

#

and blocks your input

obtuse dawn
#

I deleted it and it is still not working

gentle urchin
#

is the overlap triggering?

obtuse dawn
#

yes

gentle urchin
#

and are you using the default thirdpersonchar?

obtuse dawn
#

yes

gentle urchin
#

the widget is showing?

obtuse dawn
#

yes

gentle urchin
#

do you have any onconstruct event in the widget?

brazen merlin
#

and are you sure the input fires?

obtuse dawn
#

I dont know how to see

gentle urchin
#

Print string

#

should be your go-to for tracing logic.

#

Atleast i prefer it way above the debugger

obtuse dawn
#

its not printing

#

somthings wrong

#

do you think that cause the code is in a different blueprint it would cause that?

gentle urchin
#

who knows

#

widget bp could have some silly stuff to consume the input

#

so i'd check there i guess ?

#

But

#

nvm

#

the door has no input enabled

#

๐Ÿ˜„

#

OnOverrlap -> Enable Input
OnEndOverlap -> Disable Input

brazen merlin
#

assuming your input call is on the door bp, id assume it is not allowed to fire in the bp

obtuse dawn
#

how do I fix that?

brazen merlin
#

well its an assumption, i wasnt clear on what, but did you try a print string from the event?

obtuse dawn
#

yes

#

ok I got a work around

brazen merlin
#

so pressing the input doesnt fire the string right?

#

or was this a print string about the widget

obtuse dawn
#

instead of a widget they just get teleported to the next level

#

I dont know what was wrong with it

#

and no it dose not fire the string

brazen merlin
#

maybe Consume Input on the event needs to be off

obtuse dawn
#

well I got a work around might have to fix that later

gentle urchin
#

Enable Input (Y)

#

Works like a charm

terse elm
#

alright got it to work. got my custom notifies to show up lol

obtuse dawn
#

I think that messed it up cause now I cant move when I move away from the door

gentle urchin
brazen merlin
#

uhm.... where is this input being called?

obtuse dawn
#

in the door bp

#

I got an idea

#

nv

#

I got it

#

it working

trim matrix
#

I have a question, does this work? Will the array actualy change.

obtuse dawn
#

what is dat

#

I did this

#

and had an input event ready in the thirdperson bp

trim matrix
obtuse dawn
#

oh ok

#

what is it suppose to do?

trim matrix
#

Remove items from the array.

obtuse dawn
#

oh I dont know much about arrays

trim matrix
#

it has to do more with the array being inside of a structure.

#

Did your question get solved? @obtuse dawn

gentle urchin
trim matrix
#

ok thanks

#

Thats what I was wondering

obtuse dawn
trim matrix
#

nice

obtuse dawn
#

side note if I wanted to save the game after the player got teleported to the other level would I just use save game?

trim matrix
#

The two ways to transfer data between levels are: 1. saved games

#
  1. putting the data inside the game instance
#

You would want to save the game before the player got transported if you are using a save game

obtuse dawn
#

but would that just put the player back there?

trim matrix
#

depending on the data you need to transfer, the game instance could be a better choice though

#

If you used a save game, you would need to write code to load from that save game once you entered the new level.

#

If you put the data in the GameInstance, you would not have todo anything because the game instance would be intact after a level transition.

obtuse dawn
#

so say I wanted to save would I need to write more code after that to load the save?

trim matrix
#

yes

obtuse dawn
#

do you have a screen shot of what that would look like cause I have no clue how to do that

trim matrix
#

I mean

#
  1. Load save game
  2. Cast to the custom save game class you made
  3. Retrieve variables stored in that custom save game class
  4. Use those retrieved variables to set data for the new level
obtuse dawn
#

I just want a save game quit, start and load

#

I think I have somthing that might work

trim matrix
#

worrySalute gl

obtuse dawn
#

nv the test failed

#

its fine

brazen pike
#

Anybody know of a node which acts the same as a Lerp except instead of the alpha being between 0 and 1, it would be between -1 and 1?

timber knoll
#

just do that manually

#

from range -1 to 1, add +1 and * 0.5

#

that makes it 0-2*0.5 = 0-1

maiden wadi
#

You can already pass negative alpha to the Lerp node. You're not limited to just 0-1

#

You can pass 2 to it as well and go twice the distance of A+B

timber knoll
#

yeah my example is just in case you want to have that -1 to 1 as the normal range

#

but I guess there would be no point since it's linear ๐Ÿ˜…

gentle urchin
#

didnt know it supported extrapolation aswell ๐Ÿ˜›

brazen pike
stray moat
#

keep getting this error can anyone help it doesn't recognize anim instance of my mesh , using modular character , head is the master of my master pose component

gentle urchin
#

your either casting to the wrong type,

#

or using the wrong input

#

warning says it all really

timber knoll
#

you are trying to cast the instance to a different class

#

Char_TPS sounds like CharacterThirdPersonShooter

#

that's not an AnimInstance

stray moat
#

i get the anim instance from mesh in my character bp which is the Char_TPS_BP

gentle urchin
#

Looks like you're already inside the Char_TPC_BP aswell, seeing as the mesh is avaliable?

#

I would think you wanted to cast to something like "MyAnimBP"

stray moat
true wadi
#

Hi, Here is a question I'm facing:
I want to disable CharacterMovement when the UBlendspace1D is activating, similiar like the behavior of montage. What's you easiest idea to do this? I'm not sure if it's a good idea to make animNotify to interrupt the movement component. I wish there is easier approach.

maiden wadi
#

Well. Something else is driving that to change. You could rely on that in the character as well.

true wadi
#

It's the standard CharacterMovementComponent that I wish to suspend. It's just I'm not sure in what manner is easier.

maiden wadi
#

What changes your BlockBlendAlpha?

true wadi
#

it's a tap position, user input.

#

the position is converted to polar coordinate and the angle is the input BlockRollDegree.

final python
maiden wadi
#

@final pythonDon't reset state.

final python
true wadi
#

Maybe I can try override the UBlendSpace1D node? Is there a "Node activated" where I can add a custom event and "Node deactivated" as well, so I can toggle the movement on/off?
By doing so, I don't need to worry about if the character is hit suddenly and switch to a AnimMontage without restoring the movement capability?

lost solstice
#

am i able to get a scene component array to appear in the child of a class similar to how a customfloat or bool can be modified on a child class in the details panel?

gentle urchin
#

If you mean regular instance editable array, sure, why not

wintry holly
#

Which node is that? It looks kind of like a subtract, but I don't think it's the case.

gentle urchin
#

dot

wintry holly
#

Thanks

zealous fog
#

I want to make a system so that if 2 enemies are engaging with the player other enemies dont engage until they are dead or disengaged. My idea was to have an int represent # of enemies engaged. I want this variable to be accessible by all enemies where would be the best way to store it, level blueprint?

final python
#

your enemy controller

#

probably

#

but it may have to be on the player controller instead, since then you can increment that variable in the enemies when they agro to the player, then the player controller can store it.

#

either way, one or the other, I'm pretty new as well, but the level blueprint is for a few things that only pertain to that level, and I, for the most part almost never use it, except for main menus or something like that

#

so if you go to a new level then that variable will not transfer

zealous fog
#

Player controller would probably be best I think

#

Yeah its only 1 level but you never know if you're gonna make more anyways

#

Gamemode maybe

#

Could increase difficulty

#

Have more enemies engage

#

Depending on which gamemmode you're in

final python
#

exactly, and it could also potentially maybe be done somehow in ai stuff, which would be a hell of a lot better than both those ways, but I'm not quite sure how.

gentle urchin
#

using an AI director

#

Ai registers to the director at beginplay, director handles all cases of "what to do when... X"

trim matrix
#

How Would I set up a Multiplayer Widget ?? Like health bars ? I done most of my work in C++

gentle urchin
#

widgets are client only tho

#

so as long as the rest works, picking up the variables should be pretty straight forward

trim matrix
#

No clue about BP's BRO I am a C++ develeper Ill figure it out through C++ Never really touched the BP system why i asked and I asked the multiplayer thread 10 times last night been up 13 hours trying to figure it out

#

They keep linking me here so whatever

gentle urchin
#

Widgets are way easier to handle in bp according to sources

trim matrix
#

MMM maybe to some

#

I feel so stupid

gentle urchin
#

most of us have been there ๐Ÿ˜› with that feeling

trim matrix
#

Ill try another 4 hours but might go C++ route I thought this be so much easier

gentle urchin
#

Whats the trouble anyways ?

#

Setting up the widget in general?

trim matrix
#

Well Had It first then I f^^^^^^^^^^^^^^^^^^^ with the mutliplayer video by ryan now I cant even find stuff that was there before.

#

If i figure out how to get the widget back up to my health system Ill link a bp and ill see where I have to go next

zealous fog
#

or is the director a specific class

gentle urchin
#

its not super logical to have it in the playercontroller as a component, but in a singleplayer game, why not ^^

#

Or spawn a separate actor and somehow track that reference where needed

zealous fog
#

How do you set a class to be globally accessible? Arent all classes accessible through things like interfaces?

gentle urchin
#

Not really, no

#

i mean... sure they can be but it involves somehow getting a reference to the actor in the first place

#

either by dirty methods like get all actors of class ,

#

or by some collision detection (or god forbid hardcoded references)

icy dragon
zealous fog
#

Thanks Squize!

gentle urchin
#

Even if you want it to be a separate actor, you can easily make it accessible by saving a reference in some global location like gamestate, playercontroller, game instance etc

#

So while all AI register to manager, manager registers itself to some easy-to-access bp ๐Ÿ˜›

#

If you were to need a ref to it from elsewhere, ofcourse. If not, then ignore that part

#

AI manager would most likely handle itself to a very large degree

final python
#

how can I get all my foliage meshes from one level to another, like in the foliage drag and drop spot, I have all my culls setup, and I really really really do not want to have to redo all them in the new level, especially once I start streaming levels, since I am going to make a large scale survival game

gentle urchin
#

Almost sounds like culling gone wrong

#

would they really have the same location in another level?

#

Sounds very unlikely

final python
#

no

trim matrix
#

@icy dragon I might just have to try I don't understand Bp's At all I know how to get the hud to appear but sometimes like if I follow a guide like ryans , there is a different layout like I have a BP_Base I made with pure C++ so I work around it but there stuff when u convert or pull from a interger box that player char is not even in there.

final python
#

... hold on pics inc

icy dragon
final python
#

sry idk why they are that large, but how do I get those to the new level

#

without having to manually drag them all again, since I have culls on them

gentle urchin
#

Ah. Probably easiest to copy the level at that point

#

not sure if there's another way

trim matrix
#

Yes why I tried to do Player_Controller Pawn and Player pawn to local controller however, They never showed up when I tried to pull from BP_Base or BP_Character but they would be in a third person that was just made

#

Anything that was not C++ showed up anything with C++ was not there

gentle urchin
#

sounds like wrong meta on uproperty?

trim matrix
#

Maybe but followed his guide 100Percent

gentle urchin
#

like..

trim matrix
#

I even deleted tags and stuff from the UMG side now I can't even pull anthing back up

#

I have those Squize

gentle urchin
trim matrix
#

my Upropertys are fine

gentle urchin
#

okay then

trim matrix
#

I been coding 17 years however, I am talking widget side nothing is showing up when I pull from a character that isnt bpC++ that C++ char shows just not widgets

gentle urchin
#

there's no difference

#

there's no "widget side"

#

no difference

azure bolt
#

Hi, I'm having some trouble with the destroy actor node. I know through testing through breakpoints and print strings that the object (build piece in this case) is indeed being destroyed. But it does not actually destroy it, or it is still visible at the least. The same object variable is used elsewhere in the blueprint and works fine, so I don't really know and why this is happening... anyone have an idea?

trim matrix
#

Those show up

#

I am saying the ones I make on the just forget it I am straight 13 hours past my sleep I will figure it out thanks

gentle urchin
#

You say its used elsewhere, but is that also pre-placed?

#

im sort of doing the same stuff ,

#

and it simply works really

azure bolt
#

Well you can see in the third picture, its doing the line trace (build trace) and then setting the location fine, that runs on event tick, and will only run when the bool IsInBuildMode is true.

and this is mine

gentle urchin
#

its easy to check really

#

just add thje print to the top, as you probably did before

#

insert it during "IsValid"

#

before the next isvalid

#

What's reseting the DoOnce btw?

azure bolt
#

I checked via breakpoints, and yes it is flowing through there

gentle urchin
azure bolt
#

This event on the end

gentle urchin
#

So

#

could it spawn a second one?

#

in the building,

#

add a print to the Event Destroyed

azure bolt
#

It seems to think its been destoyed

gentle urchin
#

Sounds more like its spawning twice, doesnt it?

azure bolt
#

Thats just me rapid clicking

gentle urchin
#

Not that part ๐Ÿ˜›

#

Add another print

#

to the placeableblocks beginplay

azure bolt
#

daamn you right ๐Ÿง

#

so its somehow just spawning it again after idestroy it

#

thats odd

#

Should only do that if IsInBuildMode is true

azure bolt
gentle urchin
#

you really should consider spawning the actor on click, and not on tick

#

apparently there's some race condition going on here

azure bolt
#

Yeah, honestly. I might try that

gentle urchin
#

Not saying do like me but, its what im doing atleast xD

#

UI button

#

which handles the deletion of any old actor if a new is pressed while one was active etc

azure bolt
#

Thanks for the inspiration! I'll try come up with something

feral ice
#

how do i detect if a player is inside a collision box or outside

#

nevermind haha solved it

#

simple question

#

thanks anyways ๐Ÿ˜„

#

although while im on the topic why does end overlap not have a bool like begin overlap

boreal scroll
#

Hi, how i can fix/rewrite this?
Array with delayes : [1, 5, 5, 10, 10] trying to run it with ForEach

Actual:
Run at 10h 00m 00sec
Output at 10:00:01: "Array index: 4 Expected delay time: 10.0"

Expected output:
Run at 10h 00m 00sec
Output at 10:00:01: "Array index: 0 Expected delay time: 1.0"
Output at 10:00:05: "Array index: 1 Expected delay time: 5.0"
Output at 10:00:05: "Array index: 2 Expected delay time: 5.0"
Output at 10:00:10: "Array index: 3 Expected delay time: 10.0"
Output at 10:00:10: "Array index: 4 Expected delay time: 10.0"

icy dragon
# feral ice

Because checking for "sweep" (Set Location, but put into consideration collision checks between start and end point) is not necessary for End Overlap.

hexed cloak
#

What is the correct way to do multiple options on an open level node? I need to do Listen and blsLanMatch

last abyss
earnest tangle
#

@boreal scroll ForEach does not work correctly with delays like this. You need to iterate it manually

icy dragon
boreal scroll
gentle urchin
#

What you could do is if this is a one time thing, subtract deltaseconds on tick (or seconds on a timer that runs each second) and branch it

#

triggering their related event, and either reseting the value if its looping, or remove it

icy dragon
#

The loop macros uses Sequence node, and Sequence node disregards latent nodes like Delay.

gentle urchin
#

adding the delay on the 2nd part of the sequence probably would work

earnest tangle
#

Pretty sure it's just inherent to how delay works. There's only one delay per node active at any point in time

gentle urchin
#

its just a single delay in a delay node yes

#

its not some stacked thing

earnest tangle
#

Doing this on tick or from a timer and comparing time would probably make most sense in a BP implementation yeah

boreal scroll
#

@gentle urchin @earnest tangle I'll try to do that, thanks!

torn kettleBOT
#

:no_entry_sign: Skrypt#1997 was banned.

hexed cloak
#

Smoked

limpid lintel
#

rip

stiff raptor
#

if you ask what is very painful about blueprint, here's my answer, lol

icy dragon
stiff raptor
#

yea

eternal reef
#

Or add additional custom events

icy dragon
#

Not a completely clusterfuck mess of cables

gentle urchin
#

this looks like it could've been done differently

#

if nothing else, atleast stuff the actual stuff in a function and call that 30 times aswell

quick imp
#

Ight bet

#

I apologize if this is in the wrong chat. Ill delete it and move it

hexed cloak
#

Nah it's blueprint related haha

quick imp
#

Well damn lol

#

i guess ill reput it xD

gentle urchin
#

this code makes my eyes hurt

quick imp
#

I apologize

zealous fog
quick imp
#

let me simplify it, and get rid of all the widget stuff

gentle urchin
zealous fog
gentle urchin
#

If thats a director, or you wanna increment it directly on the player pawn is surely up to your discression^^

eternal reef
#

Love the reroute nodes

hexed cloak
#

Why? They're so useful lol

gentle urchin
#

^ I agree

zealous fog
#

Couldnt you intercommunicate by sending such data through the blackboard?

#

Maybe im misunderstanding blackboards lol

quick imp
gentle urchin
quick imp
#

What is looked like xD

gentle urchin
#

loop->sequence->DoOnce still is mad to look at

#

along with the reroutes and compactness of it all^^

#

I dont see why you need the do once really

#

it will only happen once

#

by nature

quick imp
#

Yeah that true. Wasnt to sure what I was doing ig

dense pulsar
#

Anyone willing to give me a few pointers in adding spline points during runtime? I can't seem to find anything relevant to what I'm doing. I have a line trace used to add the initial spline object, and then run another line trace to indicate where the next point should be. But I can't figure out how to implement it. Here are some attempts I've made:
https://d3kjluh73b9h9o.cloudfront.net/original/3X/9/4/94adb54ba0c5111c0c60304e1379b300e706d67a.png

https://d3kjluh73b9h9o.cloudfront.net/original/3X/5/4/5481fb09a00afc9f37c09c14c76a5ad5eba56dcb.png

quick imp
gentle urchin
dense pulsar
#

So would the next index be 2?

#

I can't seem to change it up at all.

gentle urchin
#

I ended up removing them first

dense pulsar
#

Weirdly enough I can't find much of anything when it comes to adding spline points in runtime

gentle urchin
#

then i used a bool to track if it was the first point

#

after that its just adding them

#

which just seem to work

dense pulsar
#

Ahh. So I have it set to create the mesh at construction (since it's a fence), and then I'd remove the points at begin play, and then re-add them? How do you determine the number of points?

#

Is it just the distance between points divided by the length of the mesh?

gentle urchin
#

If this is in editor, you'd run some logic in the construction script i guess

#

im using it for something else, so i dont do any division (yet anyways),

dense pulsar
#

I have this in the construction script

gentle urchin
#

but when i did it's just knowing some limit you wanna pursue , and divide the vector length by <= target length

#

Wait wait

#

ah

#

well this seem correct ? Assuming the spline is made correctly ?

dense pulsar
#

If I manually add it via the editor it works fine

gentle urchin
#

the spline points?

dense pulsar
#

Yeah. Everything is fine if I do it in the editor/viewport.

#

But I can't seem to add them during runtime.

#

And I can't find anything on it either

#

It's a player crafted item so I need them to be able to place it, if that makes sense.

gentle urchin
#

Cool cool

#

there was some issue with it if iirc

dense pulsar
#

Ah really?

#

Surely there's got to be some way around it

gentle urchin
#

surely there is

smoky marsh
#

What's the issue?

#

Run time splines?

gentle urchin
#

ye

dense pulsar
#

Yeah

#

This is how it looks if I place it via the editor/viewport

#

But I can't figure out how to add points in runtime. I can't find any documentation or anything

smoky marsh
#

I'm guessing these are fired from some event by the player?

dense pulsar
#

I add the initial spline object via a trace, which works fine. But I need to be able to add points with the next trace.

#

Yeah.

#

I have a pretty system so far for placing objects and constructing structures, it works great. I just can't figure out how to add to spline specifically

smoky marsh
#

So the flow would be place original point -> add point -> reconstruct object-> add next point -> reconstruct object... and so on

quick imp
#

When this runs through its loop, once it finds a session and attempts to join. Does it stop looping? Or do i need a gate or something?

dense pulsar
#

So would I spawn the initial object at the first point, or would I use the traces to get the two points and spawn the object using them?

#

^ I'd use a for loop with break

smoky marsh
#

It should end since you're leaving the scope

quick imp
#

Oh?

smoky marsh
#

Also, for the spline, how does your construction script look?

dense pulsar
#

And this is how it looks when placed view the editor/viewport/not-runtime:

#

It's ugly but it's a prototype

gentle urchin
#

worked like a charm

smoky marsh
#

What I would do is try and update mesh after each add of new spline point

dense pulsar
#

It should be updating automatically is the weird thing.

gentle urchin
smoky marsh
dense pulsar
#

Oh I'll try that, thanks

smoky marsh
#

Updating the template?

gentle urchin
dense pulsar
#

The construction script should handle that, right?

gentle urchin
#

not for runtime

#

since you're not directly placing it

dense pulsar
#

Ahh

quick imp
dense pulsar
#

Would I... get the distance between the first location and the second and divide by length of mesh?

#

I have numeric dyslexia so I'm especially dumb with math, I apologize

quick imp
#

Would it be best to add a sequence to the break on the loop or off the first exe for the join sessions?

#

Not to sure if it would matter ๐Ÿค”

quick imp
#

This is what I did...

smoky marsh
#

You could add a for each with break and on success break the loop

gentle urchin
#

join is latent

#

so doesnt work very well

quick imp
#

Mmmm

smoky marsh
#

It should just leave the scope and ignore the other results anyways

gentle urchin
#

if you want to sequentially try to join a match in order, you need a custom foreachloop with delay (or manual loop forwarding)

gentle urchin
quick imp
#

Mmmmm I want to just test join only on a condition of player count then start putting in other conditions like pings and what not...

smoky marsh
#

Set it to a do once

gentle urchin
#

then the loop is wasted

smoky marsh
#

It seems to only want to join the first viable server to me

gentle urchin
#

throw it out, do get, and check validity on first index

smoky marsh
#

So loop through all found sessions, get the first that meet x criteria, join it and close the gates

gentle urchin
#

^that *

smoky marsh
#

Reopen on next opening of menu or whatever

quick imp
#

I was thinking about using a gate... Ill give it a try

smoky marsh
#

Well not a gage

#

Gate

#

A do once

#

That's essentially the gate you're after

quick imp
#

Mmmm

#

Ill see what I can do lol

smoky marsh
#

You could also have all valid sessions thrown into an array

#

And then fire an event which randomly picks one to join

#

This way whatever arbitrar network code that find session does won't lead to some very predictable and biased server finding

gentle urchin
#

Or list them, and let the player pick one ๐Ÿ˜„

smoky marsh
quick imp
#

Originally I had all the sessions get added to an array of session joinable based off current player count not equal to max. Then out of those get the lowest ping, then join.

gentle urchin
smoky marsh
#

I was very confused originally why it wasn't adding to some list, hence why I snooped around. I'm familiar with shads other template so it helps

quick imp
#

I have a serverlist setup, but this like you said is something of a quick match. As per the name, matchmake.

smoky marsh
#

Why did you throw out the ping idea?

#

That sounds wonderful

gentle urchin
#

I see, yeah that helps ^^

#

you could check for the lowest ping on avaliable session during this quick matchmake ๐Ÿ˜„

quick imp
smoky marsh
#

Well the ping idea sounds simpler since it ensures you have a sorted list before firing your event

#

Instead of worrying about sync

quick imp