#blueprint

402296 messages Β· Page 801 of 403

odd ember
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yes

brazen merlin
# odd ember yes

we have our assumptions, and maybe it is - i thought it was multiple objects, but apparently it only fires once

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i am thinking it has to so with the set var tbh

hexed loom
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brazen merlin
umbral ginkgo
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I fixed my cast and its still not working...

odd ember
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yet you spent like 30 mins complaining

hexed loom
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brazen merlin
odd ember
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I was. what a fantastic specimen

hexed loom
maiden wadi
hexed loom
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umbral ginkgo
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I see we are working on similar things

hexed loom
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umbral ginkgo
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Im also trying to fix a overlap

odd ember
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before you ignite this bond of kinship

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this is standard stuff y'all

hexed loom
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One message removed from a suspended account.

hexed loom
umbral ginkgo
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execpt im failing at basic concepts

brazen merlin
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basic doesnt always mean easy

dawn gazelle
hexed loom
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flat coral
umbral ginkgo
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Your probably not wrong

odd ember
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couldn't possibly be

brazen pike
flat coral
umbral ginkgo
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Should this work now?

odd ember
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no

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use the cast node

hexed loom
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umbral ginkgo
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Should I use player character as the object @odd ember?

brazen merlin
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lol, probably ruffling feathers, but i do a lot of my checks with tags instead πŸ‘Ί

odd ember
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what do you think, @umbral ginkgo ?

umbral ginkgo
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yes?

brazen pike
odd ember
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hmm, let me ponder

brazen merlin
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GetPlayerCharacter has a cast it in anyways, so yeah, just do the cast

odd ember
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!8ball should @umbral ginkgo cast to player character?

torn kettleBOT
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@odd ember, :8ball: Most likely.

odd ember
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well there you have it

brazen merlin
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!8ball is casting the only method?

torn kettleBOT
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@brazen merlin, :8ball: Most likely.

hexed loom
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brazen merlin
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when he's right he's right

hexed loom
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umbral ginkgo
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But seriously though should I use player character as the object for the cast?

wide linden
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So i got a Procedural ADS project and have no idea how he does movement speed could someone help been looking for 2hrs

odd ember
hexed loom
odd ember
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(with the same answer?)

hexed loom
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umbral ginkgo
odd ember
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did this not work?

umbral ginkgo
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Doesn't it check if it's equal to itself?

odd ember
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no that was your code

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the cast node just casts

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or fails if it can't cast

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but if it casts fine

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then you can also assert that what went through was indeed what you cast

hexed loom
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odd ember
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widgets

hexed loom
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tawdry surge
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Pry wanna look up bindings too while you're at it

hexed loom
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wide linden
maiden wadi
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@hexed loom If you just want to see what those variables are, you can also PrintString them.

hexed loom
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maiden wadi
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Yeah, Widgets. Also, Ew, UMG Bindings.

odd ember
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baby steps

wide linden
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anyone help me increase movement speed?

maiden wadi
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Baby steps is putting it in the widget's tick. UMG bindings are just ew.

odd ember
hexed loom
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maiden wadi
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This escalated quickly.

wide linden
hexed loom
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odd ember
hexed loom
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odd ember
hexed loom
maiden wadi
wide linden
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would have to screen share

hexed loom
odd ember
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maybe if you said what object need movement increased

wide linden
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thirdpersoncharacter

odd ember
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character movement component

hexed loom
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terse elm
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hrm interesting. i get reference to my camera bp and i can get/print its right vector. however, it throws mad errors. so i do an isvalid and it no longer prints the vector. its like there, but its not lol

wide linden
hexed loom
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One message removed from a suspended account.

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One message removed from a suspended account.

odd ember
terse elm
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its a separate actor bp

odd ember
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there's your answer

wide linden
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what i got

odd ember
wide linden
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set to 500 but nothing

terse elm
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well i cast top it to get the reference and lik ei said it shows up in print but will throw the errors hmm

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lemme experiment

odd ember
wide linden
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in thirdpersonbp?

terse elm
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im doing a cast to camera_combat (name of the bp), and get owner on the object

wide linden
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or character

terse elm
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guess im missing something else

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lemme see here

odd ember
odd ember
wide linden
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i have player movement in game just extremly slow

odd ember
wide linden
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dont have a component for movement

umbral ginkgo
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I have another branch that doesn't seem to function. Chosen one is the chosen actor of the class this blueprint is of, and component is the overlapped component in On Component Begin Overlap

odd ember
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yes you do

wide linden
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ok let me look around im 2 weeks into this btw so bare with me

umbral ginkgo
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Why?

odd ember
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an actor cannot be a component

umbral ginkgo
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Ahhh

odd ember
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and your component is likely empty

umbral ginkgo
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ok

terse elm
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hm yea not sure how to get this camera properly.

umbral ginkgo
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Is there a pin on On Component Begin Overlap that I can use for which actor is overlaped?

odd ember
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you're already using it

umbral ginkgo
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So thats Overlapped component except it only works for components?

wide linden
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im looking but not seeing anything like that

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using someones project i bought fyi so looking around like a crack head

odd ember
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before we go any further and to stop this mad trial by error routine: what are you trying to do, @umbral ginkgo ?

umbral ginkgo
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Thats a good question

odd ember
umbral ginkgo
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Give me a moment to type this out

wide linden
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yeah its only about the aiming

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so nothing about movement or anything

odd ember
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I don't know what to tell you

wide linden
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fare il figure it out i guess

umbral ginkgo
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There are multiple triggers. When an action by either a player or an ai is preformed, a random trigger will be chosen in the respective bp's of the ai and player which is assigned to the variable of chosen one. Both the player and and multiple ai can use the triggers. Im trying to make it so when the player overlaps with the chosen one, the bp sends a message to the player bp, and when the ai overlaps it sends a message to the ai bp. @odd ember

odd ember
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why do you need all the component nonsense then?

umbral ginkgo
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To be honest im still not quite sure what overlapped component does

odd ember
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why do you need the component at all?

umbral ginkgo
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to check if the overlapped component is the chosen one

terse elm
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hrm need to find a vid. cant seem to get this cam bp and component inside it

odd ember
umbral ginkgo
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Huh

odd ember
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though why you need this in a component is beyond me

umbral ginkgo
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Well what is a component?

odd ember
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it's a vessel for logic

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that you put onto different actors that cannot otherwise be contained in a hierarchy

umbral ginkgo
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like I said, all I'm trying to do is see if the chosen one is equal to which component was overlapped by the player

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But I dont really know how to do that

odd ember
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I just told you

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but I think you could just have a bool on a common character class

umbral ginkgo
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What?

odd ember
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like the type of thing you need to check for needs to be governed somehow as well

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probably by gamemode

umbral ginkgo
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Forgive me for being slow, but you made it sound like I shouldn't use the component (?)

odd ember
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there isn't a reason to, no

umbral ginkgo
odd ember
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use a bool on the character

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called something like IsChosenOne

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then I would make the characters register with the gamemode, and let the game mode pick one of the characters to be the chosen one

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I helped a person out with a tag kind of game some months back

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you're welcome to search for it

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it's the same logic

umbral ginkgo
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Is there a way other than scrolling to go back that far?

odd ember
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well there's search function

umbral ginkgo
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Really?

odd ember
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nah I'm making it all up

umbral ginkgo
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Yeah I dont think the discord devs are capable of making a search function

odd ember
umbral ginkgo
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if only

odd ember
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don't tell me you clicked that image

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it's a screenshot btw

umbral ginkgo
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I cant resist clicking any image

odd ember
umbral ginkgo
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Yes i clicked that

odd ember
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well then you're on your way

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good luck

umbral ginkgo
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wait what

flat coral
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@odd ember you're snarky today πŸ˜›
But I absolutely do not blame you

umbral ginkgo
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I need this

gentle urchin
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If MS Teams just had half the search box discord has, i'd be satisfied.

hexed loom
flat coral
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Can you parallelize multiple instances of the same Timeline?

flat coral
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Wait I could swear calling PlayFromStart restarted it

brazen merlin
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honestly dunno what your asking/trying to do

maiden wadi
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If you need multiple tracks you can use the same timeline. You cannot play a single timeline, and then call that again after 0.3 seconds and have a timeline running at 0.0 seconds and another at 0.3 seconds.

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If you need that, you need multiple timelines.

midnight blaze
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I feel like if I put down certain nodes then I will practically always (>80% of the time) want other, closely-associated nodes. For example if I want the Crouch node then I probably want the Uncrouch node. If I use Add Movement Input, I probably want to get an actor's Forward Vector. So like... I just want a menu where I can click some hotkey on a node and it'll pop up a menu of those most closely associated nodes to make it faster to place them. Does anything like that exist?

blissful widget
midnight blaze
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So many nodes have got names that are similar to others so it's hard to home in on exactly the right one sometimes. Typing something in and THEN having to scroll up and down pages of matches is the worst thing

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Often I'll have two closely related blocks of nodes and they'll differ by like.. only one node. ++ instead of --. If I have one it should be maximally easy to get the other

maiden wadi
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I cannot say that I've ever experienced that problem.

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Once you have used Unreal for a year or so, it's pretty second nature to just right click the graph or drag from a pin and know how to start typing just a few letters to get anything you need.

maiden wadi
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For instance, if you want to increment an int, you just drag from the integer pin and {+}{+}{Enter}

brazen merlin
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i liked that feature for about a week until i didnt, Authaer is right though, it just gets internalized after awhile

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hold b and click for branch

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you start to wonder about faster ways and find out there are πŸ˜›

maiden wadi
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Hmm. I am wondering if I might ditch behavior trees.

brazen merlin
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i just finished my ai lol, but im tempted to check out vis ai

maiden wadi
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I've been struggling to learn to use BTs better. I get the premise but they feel so messy and limiting. They feel constricting and incredibly messy to me. I've been doing some reading on Utility AI. It sounds a lot like how I initially implemented my AI before I started learning BTs. Apparently some of the research also greatly supports it as a pretty solid design style.

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Not to mention I support the idea of not having 50k assets in my content browser just for AI decisions. πŸ˜„

ornate linden
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when doing a lot of "find reference and replace" actions does anyone else have the search functionality hang on "caching..." and just never resolve? I'm doing a lot of replacements right now and i've had to restart my editor like 4 times already

maiden wadi
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Personally terrified of letting Unreal try to replace variables. I'd do it by hand. πŸ˜„

quick lance
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I'm having an issue with setting array elements of a widget container. I have an array of widgets that each has a button with a Size Box child. I create a new user widget and place it inside of the size box - the image on the new user widget works. I then use Set Array Elem on the array to move index 0 to index 3. The image should move with it's parent but it isn't. Is there something I'm missing?

maiden wadi
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Would need logic. It sounds like you're reordering an array of pointers and expecting it to reorganize slate child hierarchies.

ornate linden
quick lance
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I'm doing a drag and drop inventory system basically. Can't use a widget switcher

maiden wadi
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Are you using DropDropOperation?

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When I did that, all I did was have the button use an inventory pointer to call a function to switch slots, whether in the same inventory or between inventories. Inventory system would fire a delegate after it's logic was done. The widget would be listening on that delegate and repopulate the inventory widget then with the new inventory state.

quick lance
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Yeah I've got the drag and drop functionality working for the simple stuff. It's once I do more than just change a texture on top of things that i have an issue

inland stone
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i got a bit of a problem, i have a helicopter that its set up to use pitch and yaw from the mouse axis. The problem is that i have this code that allows me to free look around the mesh when i press the key input but when i release it the camera just reset to its original position and i no longer can control the helicopter using the mouse axis.

maiden wadi
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Generally, I would caution against letting the widgets do more than ask the inventory system itself to alter things, and display the state. State display can be updated from a delegate after logic is ran.

quick lance
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The widgets don't do anything, the problem is that when the system moves the widget, it doesn't appear to have moved

maiden wadi
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@inland stone Is that the problem with the rolled camera? If so it sounds like you unintentionally added roll to the camera or it's spring arm. Just need to set roll back to 0 for one or both if that's the case.

inland stone
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ok il try to see if that works

maiden wadi
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@quick lanceI'm not sure what your inventory is or how you're handling it. But in general it sounds like you've changed the inventory's state, and just haven't updated the widget.

quick lance
maiden wadi
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ActiveAbilitySlot is a widget?

inland stone
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@maiden wadi thanks that works

quick lance
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Each of those slot widgets contain a size box that also contains a widget I created at runtime. the widget i created at runtime has an image. the image persists at index 0 instead of showing up at both index 0 and index 3 (in this case, due to me not running the code to remove it from index 0)

plush wharf
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I am using "Async Load Asset" to load a 1 second Animation Sequences into the game. Every time I load a new asset, I see the game lag for half a second. Anyone know how I can get rid of this lag?

maiden wadi
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But did you reorder the widgets themselves?

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Normally you need to call ClearChildren on the container and then repopulate it from the array of pointers with the new order.

quick lance
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Now i see what you meant. Hmm. Is there a way to reorder them without clearing them? The slots need to persist.

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they're in a uniform grid panel. I think i can figure this out

maiden wadi
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Your only choices are to change the widgets themselves into a new order, or to iterate over them and change their held data and update their internal widgets from the new data.

quick lance
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I could set them inside the array and then change which column the slots are in and that should match right?

maiden wadi
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Should work I think. I've never tried that. I usually just clear the grid and repopulate it. If it works, definitely. πŸ˜„

quick lance
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I need to be able to cast my widget so that I can modify it's uniform grid slot. hmm.

maiden wadi
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GetSlot->CastToUniformGridSlot

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Er

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That's C++, SlotAsUniformGrid

stuck hedge
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Any standard methods for checking if an actor goes 'through' another actor? Overlap only tells you if they touch, but doesn't really tell you anything about how the actor leaves the other actor. They might back up, or go right through, etc. Is the only practical solution to put 2 collisions and see if they overlap the second collision on exit? to be able to determine where they exited? or maybe recording their location on entering and checking it on end overlap to see if they're on the same X or Y axis as entering?

quick lance
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there goes my hero. it worked. thanks so much authaer

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well, it kinda worked lol

terse elm
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for some reason, having a hard time casting to my camera bp from my character. just cant seem to get the reference

trim matrix
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@stuck hedge Doesn't EndOverlap give you a location ?

terse elm
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camera placed in level. works as the set viewport etc. but just cant get a reference to it

stuck hedge
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at least in blueprints those location nodes are not actually populated.

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it's on overlap that gives a sweep result, but it always returns nothing in blueprint. End overlap just gives the other actor. You could get the location and compare it.

blissful widget
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Also end overlap means they aren't overlapping any more, what would the location of "not overlapping" be?

trim matrix
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The location they stopped overlapping at?

stuck hedge
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In theory that would make sense, but they don't include that.

trim matrix
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In theory if you think of it like a pencil on a piece of paper, beginoverlap location would be where the pencil first touched the paper, and endoverlap would be the location where the pencil stopped touching the paper (was lifted off or slid off the side). I guess there isn't a way to detect that though using end overlap.

terse elm
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hrm so i have a camera_bp which i manually place in level. on event beginplay i set it as game cam, and it works great. however, im trying to get a reference to it in another bp (my char) so i can check the right vector of the cam, and compare it against my player facing. for some reason i cant seem to cast and get a reference to it. any ideas?

stuck hedge
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I guess onbeginoverlap you could throw the actor and location into an array and on end overlap find that actor and their original location get the current location and then do some math to figure out if they went through the object or came back out the same side.

trim matrix
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Yeah that's beyond my math comprehension, lmao.

blissful widget
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You can probs sweep on collision end to get a transform

stuck hedge
potent wedge
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Hey guys, I've been relatively new to coding and i have been trying to get the distance between two characters and make one character move faster. So if the enemy is over 200 units away from the player, it runs faster to stay within 200 units then slows down. Was wondering if there's a way to achieve that

terse elm
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hrm think i got it

blissful widget
potent wedge
novel rock
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i set the player rotation to zero when exit vehicle but its still offsets the camera???

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i think this has something to do with it.

faint pasture
faint pasture
terse elm
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i was casting to it so i could then set a reference

faint pasture
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That's not gonna hand you the camera

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how are you GETTING the camera?

terse elm
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i got it with a get all actors of class, then set my class, saved it in an array of 1, get 0, and set ref

winged sentinel
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I’ve been trying for a while to create a β€œnode” system like this, is it possible to do this in bp? It consists of a blueprint for each node and it’s using spline somehow

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But i can’t quite figure out how to make the spline be able to branch off like that

spark steppe
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i think splines cant have branches

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on a branch i would stop the spline and create 2 new ones

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that way it should be kind of easy to walk through the tree

winged sentinel
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I’m essentially using it to make an invisible path that calculates whether the player is moving forward in the level or backward progressing

trim matrix
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hello guys i added one mesh into game and i added all collision presets to block all

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but if i place that mesh in game on land its falling down

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why is it happening exactly? and how can i stop from falling down

foggy widget
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@trim matrix i think you need to uncheck the simulate physic or the gravity . if it wrong ,sorry im also new to unreal.

trim matrix
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@foggy widget where i can find this options?

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even iam new to unreal

brazen pike
trim matrix
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ya find it

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found *

foggy widget
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is it working?

trim matrix
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yes

foggy widget
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How do i setup a sword blueprint to make it able to destroy destructible mesh? i've been stuck for awhile now

flat coral
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Can anyone figure why this event isn't firing when I run into this object?

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Collision is definitely working, the hit knocks it all around the place

flat coral
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And hit detection is DEFINITELY working the other way around because my weapons can paint decals on it

brazen merlin
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i got random guesses only

flat coral
brazen merlin
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alright then... lets see

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try......

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wait hang on

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so whats the setup?

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both mesh and capsule collider right?

flat coral
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No, just mesh

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Literally just a Scene root and a skeletal mesh

brazen merlin
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and it does use physics?

flat coral
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But on a more basic level, yeah the mesh has a phys skeleton, it moves when I run into it, etc

languid hemlock
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heya guys so basically i dunno why but ma blueprint doesnt work :(

languid hemlock
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basically this rotates my box and makes it collectable but it basically doesnt do it :(

brazen merlin
languid hemlock
flat coral
brazen merlin
flat coral
brazen merlin
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you are both SOL πŸ˜† cuz i have not clue

flat coral
brazen merlin
flat coral
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This doesn't work either lol

languid hemlock
brazen merlin
flat coral
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Already tried it, no effect

brazen merlin
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i feel like there's some kind of nuance when it uses physics

flat coral
brazen merlin
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if you disable it does it do hit?

flat coral
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I've tried changing the blend weight to 1 (jellyfish occurs but no hit event) but gotta be honest the other params are french to me

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except I kinda know french

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Deleted the even, still no dice.

brazen merlin
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i dunno, try a clean bp

flat coral
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Will tomorrow. This is pretty damn clean tho

rough cedar
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anyone have a good way to spawn a character from my existing character and play an animation montage on the spawned one? Im doing a quick simple test and this doesnt work. the character just spawns but no anim

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also is there a way to do this all from within a character or does it have to be done in the level bp?

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how can i do it?

timber knoll
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Exactly the same way

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For your anim montage have you set it all up properly?

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Including the defaultslot in your animBP

rough cedar
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ah i was using the sample character and i dont think the blend per bone was setup on it

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ill set it up really quick

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i have it setup on my player character properly can i just spawn another one of those to test this?

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nah didnt work, just spawned the character

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oh nvm that worked!

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yeah it was on the wrong slot. thanks!

languid hemlock
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but it atleast rotates :p

hollow granite
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Hello everyone ^^ Right now i am working on a garden builder game for a jam. For the game i use a game-clock and i speed up/speed down that clock with timedilation. When the game is speed down i get this weird blur effect when the player moves around. My guess was its because the camera moves to fast for the speeddown time. Any way to turn that effect off or do i have to also make the player move in slowmo? Thanks for you help ^^

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Also one more question, i plan on having a dynamic shadow texture that calculates information how much sun falls on that spot averaged over a day. Any ideas/resources how i can calculate such a texture efficently or access the engine calculations for shadows?

hollow granite
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Thank you ^^ yup turning motion blur off got rid of it. Will play around with it later if its ok when the strenght is reduced. Never a fan of motion blur in games generally.

crude dew
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Hi guys how would you stop a component from being affected by the rotating movement component please?

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I have this as a master template for items but i dont want the sword text render to rotate only the itemmesh

hollow granite
crude dew
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Ahh i,ll try it ty

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Still roates the text

trim matrix
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hi! i got a nice procedural wall spline, but my wall mesh need to be changed for 90 degrees, or i have to change something in the BP, is there any soul who can help me with that ?

wild turret
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Hi all, I have several Niagara systems in a level that I want to manipulate with an input from the player when they are within a certain distance.

Is there a way to add a niagara system within a certain range of the player to an array in the player BP, and then set a niagara variable for all systems within that array on a button input event?

An example would be falling leaves from different trees. Falling leaf systems within range of a slam shockwave attack would be added to the array, and then have their point attraction force (located on the character) modified on the attack input so that leaves from those systems would be affected by an outward force from the player.

TIA πŸ™‚

odd ember
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the simplest way is just having collisions for whatever actors are close enough to the player that they need to show particles

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player enters their collision, they register themselves to the player, particles activate as needed

wild turret
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Hmmm, not so much about showing particles, they will be visible regardless, it's more about whether specific systems can be affected by player actions. I'll keep digging.

odd ember
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if it's a slam from a shockwave making leaves fall, then you still need a collision for the shockwave interacting with a collision from the tree, or whatever is dropping leaves

tawdry mural
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will it make any difference in performance if you turn of "start with tick enabled" in every blueprint that doesnt have any tick logic?

odd ember
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yes

tawdry mural
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why they didn't make it off by the default

odd ember
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good question

#

I'd love an option for that

trim matrix
hollow granite
# crude dew Still roates the text

any reason you are using the rotationMovement component specifically? You could just have a addLocalRotation BP on the eventTick with a generic amount or 10 degrees or with variable. Not sure if you can specify components with rotationMovement-Component

crude dew
#

ahh ok ty

#

i thought it was easier to use the rotation movemennt component but this might be a better way if i want to specify components.

potent wedge
#

is there an easier way to actually change the run speed comparative to distance or does this work?

bitter tundra
#

Create a bp for said channel and on overlap with whatever parameters you need

odd ember
runic parrot
#

Hi! is there any way to check the size in KB of one array live?

burnt oracle
#

I partially understand what I need to do, but not necessarily how to (exactly)
I have a relative offset (that is generated) for an animation (FTransform AnimT)
I need to get the world location of a socket on a static mesh component both before and after applying this transform
the problem is that I'm doing things conditionally so I can't just getSocketLocation(), AddOffset(), getSocketLocation()
I need to correctly calculate the position of the socket as if AnimT was applied to the mesh that the socket is on

runic parrot
#

make a method to calculate the position with the offset?

earnest tangle
runic parrot
#

it's all text and numbers

#

when you spawn the actor, you have a "owner" reference you can link

#

i don't know how your system is setup, but to cast an actor on each projectile sounds costly

#

i would pass the base class and play with interfaces so you can send generic messages

earnest tangle
#

Depends on number of projectiles being shot. Interface calls aren't any cheaper than casts

runic parrot
#

oh, i tought they were way more cheaper

earnest tangle
#

It kinda depends, they can be under some circumstances (eg. when some assets haven't been loaded into memory, they can avoid loading them)

#

Anyway, unless he's shooting a fairly ridiculous number of projectiles, casting it should not be an issue

#

You could create some variables to control those kinds of things on the projectile, and then set expose on spawn

#

This would allow you to set them directly on the spawn node

runic parrot
#

base class of Weapon would work nice in here.
With that model you just mentioned you can do something like Projectile (Owner) --> Get damage.
and each subclass of the baseclass is going to return a diferent value

#

BaseWeapon - GunShut (GetDamage) -> 10
- Sniper (GetDamage -> 90

earnest tangle
#

Yeah, it would also make it quite flexible and avoid a dependency to the gun class in general :)

#

Nah it doesn't do any casting in the background, basically when you spawn it, it'll just set the variable values before BeginPlay and such are called

runic parrot
#

yeah, that makes sense too

winged sentinel
gentle urchin
#

isnt it just interp to ?

#

FInterp*

velvet forum
thorny rover
#

Hi, is it somehow possible to change the center X and Y values of touch interface using blueprints?
I would like to set those values at beginplay

hexed loom
#

One message removed from a suspended account.

gentle urchin
#

Wrong input scale?

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

hexed loom
odd ember
#

I have no clue what I am looking at

hexed loom
odd ember
#

multiply scale value by -1?

hollow granite
#

ok kinda stuck on a beginner problem, i have an array of vectors and want to multiply all vectors by a float. I use a for each loop but i dont find an elegant way to update each vector to its new value. Any tips?

odd ember
#

show code

hollow granite
#

i just thought up a solution with getting the vector by ref afterwards and then updating that ref. But is there a more elegant way than this?

hexed loom
tidal marlin
#

What meens this?

earnest tangle
#

string pulling is part of the pathfinding algorithm, I don't remember what it specifically was

#

if you google for "navigation string pulling" you'll probably find an explanation

novel rock
crude dew
#

@peak wedge Thanks!

odd ember
hexed loom
runic parrot
#

Hi! can anyone think of a better way to do this?
Without array/map? (multiplayer)

odd ember
maiden wadi
#

Backwards

odd ember
#

that's what I thought

#

but apparently not

odd ember
runic parrot
#

Storing a ST with info, but the amount of st of the same type i can store should be dynamic if posible, without using arrays/maps.

odd ember
#

what's ST?

runic parrot
#

oh sorry, a structure type (what exactly the structure definition is should be irrelevant in this case)

odd ember
#

why aren't these structs on the character classes?

runic parrot
#

need them to be only data that can be overwriten

#

they were initially on the character class, but i'm moving them to just pure data for efficiency's sake

hexed loom
odd ember
hexed loom
#

One message removed from a suspended account.

odd ember
hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

I don't know where the code is for rotating the character

runic parrot
#

it's on the bigger picture, just trying to figurate out a better way to store a dynamic amount of Structure type data.
With a bunch of variables works fine, but if it can be dyanmic it's better.

odd ember
#

but it isn't the movement code

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

I know it's not where the movement is

#

because the screenshot shows nothing that would rotate it

odd ember
runic parrot
#

the struct is not what should be dynamic, but the number of variable of Struct Type i have acess to.
I'm trying to find a way to imitate an Array, so later on i can populate it with N amount of ST type data.

odd ember
#

so a data table?

hexed loom
odd ember
hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

I'm telling you it's not that code

#

it's not

#

the input mapping gives an axis value

#

that's a float

#

not a direction

runic parrot
odd ember
#

no need for variables even

#

just use GetTableRow and specify the data table

#

maybe it is GetDataTableRow πŸ€”

runic parrot
#

oh yeah, it's the same behavior of the static datable, it's of no use than. The Info on the ST types is going to change.

odd ember
#

well then the structs are dynamic

runic parrot
#

i guess i'm just going to go with the multiple variables way and make a switch to point to each one

odd ember
#

which is going to cause you issues anyhow

#

structs are just copies of data

#

so they should be used as static data and then funneled into individual variables

#

in BP that is

runic parrot
#

what i'm trying to do is just store character information on each of those variables of ST data. the character is going to be different on each one

#

what i was trying to do is to get a Dynamic number of ST type variables so i can populate them. So i don't have a fixed amount of variables on my class

#

sorry if it was confusing

odd ember
#

I would have the character data in the character class

#

otherwise you're violating OOP

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
runic parrot
hexed loom
odd ember
hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
odd ember
runic parrot
hexed loom
#

One message removed from a suspended account.

odd ember
#

how does it rotate wrong?

#

on which axis?

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

can you show the rotation axis?

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

runic parrot
#

can't you just change the numbers on different direction until you get the one you desire? it seems like the problem is not on the code logic, but rather on your assumptions of what the current state of your actor are at that moment.

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

what does 90 do?

#

so it's just the start?

#

not while playing?

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

have you tried 45?

#

actually nevermind

#

set it back to what it was

#

720 or whatever

#

it's not there

hexed loom
#

One message removed from a suspended account.

odd ember
#

try to tick Use Controller Desired Rotation

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

runic parrot
#

but if you press left and right, it does move in opposite directions?

brazen merlin
hexed loom
#

One message removed from a suspended account.

odd ember
#

so once you start moving everything is OK?

hexed loom
hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

have you tried rotating the mesh inside of the actor 180 degrees?

hexed loom
brazen merlin
#

so when was this last working correctly? before the new mesh?

hexed loom
#

One message removed from a suspended account.

brazen merlin
#

uninstall the engine then, i guess engine is broken

#

epic f****d up

odd ember
#

nah

hexed loom
#

One message removed from a suspended account.

odd ember
#

or what happened?

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

I doubt it

#

if it was a genuine bug more people would have this issue

runic parrot
#

agree, most likely you are missing something in the logic. Try following one tutorial about that from scratch

tawdry surge
#

Switch on int based on index number would be quickest

#

Set the delay variable with the switch and then converge the logic afterwards

runic parrot
#

or if you have a variable on player that determinates the delay, put a "Select" on the delay length

brazen merlin
#

sounds hacky

coarse orbit
#

Guys can you make a macrolibrary and make a macro with self ref in it then put it in another blueprint and save? mine gives me error and refuses to save although it works as intented

#

"Can't save "Asset directory": Graph is linked to private object(s) in an external package.
External Object(s):
PrintString

Try to find the chain of references to that object (may take some time)?"

tawdry surge
#

Well the proper way would be to have a member variable inside each player and run it off that. Hacky is quick and easy tho

brazen merlin
#

might be better to ask or explain what you are trying to do entirely than this specific thing, it doesnt make sense right now

tawdry surge
#

I just said player because you said an array of players..
If you want each particular mesh to have a specific delay time you'll need to make a class and set a variable.
If not, then the hacky way will work just fine

brazen merlin
#

how are you moving them?

wide linden
#

Anyone know away to make this is not?

twilit gull
#

how can i get nearest floor to the actor position?
i guess i need findfloor for that, but i cant figure it out how to use it properly

wide linden
#

trying to release aim

#

nvm

#

got it

#

had to make aim boolen

#

if anyone was curious how i did it

brazen merlin
#

so how many meshes and because they are moving, what are they to do? Move from point A to B? Do they arrive at the same time? Do they take the same time to travel, therefore offset movement? Sounds like tick + set loc? What the current array/loop setup?

wide linden
#

ok nvm can still sprint ads

#

mgmm

#

mhmm

#

anyone one know how to stop sprint while ads

tawdry surge
#

@trim matrix first response after you asked the question is the hacky way

wide linden
#

so right now i can glitch it hold ads then tap sprint and you sprint

brazen merlin
#

then i have no clue until i actually see what the current state is. i.e. the bp. That all sounds more convoluted than your initial question

tidal marlin
#

Hello again. And where i can read more about navmesh and pathfinder and how it work in UE4. I now base (Settings, Navfilter, Invoker, EQS and ect) but i want to know how it works in UE4 more deeper.

remote meteor
tidal marlin
#

Pls, not documentation. I've already read it from cover to cover))

remote meteor
tidal marlin
#

I don't understand))
Sorry.

brazen merlin
brazen merlin
remote meteor
#

yeh, before you startsprint

#

you want to check for isAim

#

if true, dont sprint

wide linden
#

ahhh

#

that makes sense

remote meteor
#

hence "you cant sprint when you ads"

vapid peak
#

Anyone know why I can't change to alternate viewmodes (unlit/lighting only) in standalone game?

#

I'm trying to use the console command viewmode unlit but nothing happens

wide linden
#

mhmm ive tried two different things didnt work

tidal marlin
wide linden
#

ive tried with isaim set aswell

remote meteor
#

uh

brazen merlin
remote meteor
#

a branch node

#

and you place your is aim boolean into it

maiden wadi
#

@brazen merlin Tom Looman has a lot of stuff like that?

wide linden
#

which attachments

#

let me try that

tidal marlin
#

Mayby you can find something interesting in Buffer Visualisation and use in postprocess.

brazen merlin
wide linden
#

ok so now i cant sprint let me mess with it abit

#

tysm

rigid fractal
#

is there any node to change the graphics quality?

tidal marlin
#

Base color maybe
@vapid peak

remote meteor
rigid fractal
#

ah ty

remote meteor
#

you need to apply after settings, make sure to read the node descriptions

tawdry surge
#

@trim matrix

twilit gull
tawdry surge
#

top is switch bottom is auto with random number in range

remote meteor
#

and when you spawns, make sure to use

twilit gull
#

this is towerbuilding preview and it has no collisionsdoge

odd ember
remote meteor
#

oh then you probably will want to + Z axis manually if you dont have collision information

#

or you can make sure your preview actor lowest point is at the origin

twilit gull
#

hmmm, okay ty πŸ™‚

#

i'll try to

remote meteor
twilit gull
#

hmmm, on the diagonal actor it goes weird

#

though i get hit location

remote meteor
flat coral
#

Back again, still losing my mind over colliders not firing hit events. I've got a brand new blueprint, completely clean with just the UE4 mannequin skeletal mesh in it. Unmodified except for setting collision to BlockAll

#

Still not getting either of these events firing

remote meteor
#

what are you trying to hit?

flat coral
#

I'm just hitting it with my player pawn

twilit gull
eternal reef
twilit gull
remote meteor
#

whose capsule component is that πŸ€”

flat coral
#

FWIW the colliding actor IS registering the collision. My pawn takes damage if it hits too fast and that's happening

twilit gull
#

thats what i get

eternal reef
#

"Could" explain if your going too fast that the collision does not properly register

flat coral
remote meteor
eternal reef
#

I assume DeadMiner2 is the one you try to hit with another character, right?

flat coral
#

Yeah. I'm trying with the default 3rd person character pawn just in case somehow my pawn is messed up and causing this

#

SHIT

#

Registers hits from the default pawn

#

What's the longest you've spent trying to fix something that wasn't broken...

eternal reef
#

So wait, it does work?

bright harbor
#

so i'm not sure if it makes more sense to put this here or in #graphics but is there a way to stop the camera from clipping into the character model in 3rd person? i have a collision check happening on the boom arm, but this issue still happens

odd ember
#

you can add collision that blocks the camera

#

on the character mesh

#

however that might have some wild consequences

bright harbor
#

it's already blocking the cameras trace channel, but i'm not sure why it's not doing anything to help it

odd ember
#

what is?

flat coral
bright harbor
odd ember
#

I don't think camera has any collision on itself by default

bright harbor
#

the spring arms collision probe is running through the camera trace channel though

odd ember
#

yeah but that's just to tell the camera where to move to

bright harbor
#

as far as i can tell there's no way to add collision to the camera itself

odd ember
#

in case there's an object in between the actor and camera

#

of course there is

#

just make a sphere collision and parent it to the camera

remote meteor
#

it will clip because the wall behind is asking to do so, there are not enough space between the wall and your character

lapis flower
#

let's say I somehow messed up my whole project, is there any way I can recover earlier states of it?

eternal reef
odd ember
lapis flower
odd ember
#

nope, it's a separate application that requires a bunch of setup

eternal reef
#

😬

eternal reef
# flat coral Pawn

Do you use a collision sphere or somethign like that for collision checking or the mesh directly?

remote meteor
flat coral
bright harbor
remote meteor
#

it should behave that way because theres is physically no space between the floor and ur mesh, the camera has to start somewhere

#

i will imagine requiring a more tricky way to totally prevent this

eternal reef
gentle urchin
remote meteor
#

yes

odd ember
bright harbor
gentle urchin
#

You can also do custom pcm

odd ember
#

welp, time to uninstall unreal

gentle urchin
#

With fancy logic for what to do when x happens

flat coral
#

How can a collision only work one way?

remote meteor
#

you can try to cheese it by setting your character capsule to be slightly larger than your mesh and then 1 probe size

gentle urchin
#

You can also offset the springarm when you get near straight up rotation, or when camera is closer than x

remote meteor
#

block collision is a tricky one

#

when the other end isnt blocking your collision object type, there is a situation where the even only fires when the self actor is moving

flat coral
#

The big difference between the 3P character pawn and my pawn that I can think of is the 3p character moves presumably by translation whereas my pawn moves by physics

eternal reef
#

oh did you active generate hit events in your character?

#

(In the moving actor)

flat coral
#

But yeah, hit events are enabled

eternal reef
#

Running out of ideas tbh

flat coral
#

You and me both

odd ember
#

collision has to be the same on both elements to work

gentle urchin
flat coral
#

Okay so check this out... I added a capsule collider that goes AROUND the whole actor... and it WORKS? Even though it has the exact same Collision settings as the SkeletalMesh?

bright harbor
flat coral
#

This isn't a fix though it's just another mystery, I need to know which bone was hit

gentle urchin
flat coral
#

please dont tell me I gotta go in and change this on every bone

remote meteor
#

you can highlight all and tick them πŸ˜„

flat coral
#

We're in fuckin' business. Thank you SO much

eternal reef
#

The usual hunt for the hidden bool that fixes all πŸ˜„

gentle urchin
novel rock
bright harbor
plush wharf
#

I get a hitch (half second lag) in the game anytime I load an animation (soft reference) from a data table. Anyone know how I can stop this lag from happening?

maiden wadi
#

@plush wharf As in nothing at all working or running? Because that's not normal for just calling an async load.

plush wharf
#

once the asset already loads the first time, then it no longer lags when i revisit that item

#

i am displaying flags from different countries one at a time

maiden wadi
#

What happens if you do nothing more than disconnect the white execution line from SetItem to LoadAsync?

#

Wondering if it's previous logic, because ASync loading shouldn't be causing that kind of gamethread spike.

plush wharf
#

Well, I bypassed the async load asset like you said, and it runs without a lag spike when transitioning to different flags

#

I bypassed because it will play a sound associated for that flag

#

I have a rtx 3090 alienware 128gb....

#

the animation sequence is a 1 second clip. Of livelink facial animations I did for metahuman

#

On UE5

maiden wadi
#

I dunno then. I'm not used to that kind of behavior. 4.25.4 and 4.27.2 at least don't do that when loading assets async.

#

Also worth asking, this is in Standalone or PIE?

plush wharf
#

I tried both standalone and in the viewport

twilit gull
#

can i override keyboard buttons when hud widget is active?

maiden wadi
#

I dunno then. Could be the animation or a weird UE5 quirk. Leaning more towards the first, but nothing is impossible.

#

@twilit gull Use the Widget's OnKeyDown override.

twilit gull
#

thats not possible in BP or i'm a bit blind?

maiden wadi
#

Open the UserWidget, hover over the "Functions" part. Should change to "Override". UUserWidget has a huge list of these. OnKeyDown should be one.

#

Note, try to use OnKeyDown before you use OnPreviewKeyDown.

twilit gull
#

oh yes, i found it πŸ™‚

#

now its the least thing to get how its working

maiden wadi
#

You get get the Key pressed from one of the aruments and == it to other keys, and branch off of that.

twilit gull
#

so this way if i have action one on 1 and i open widget with action 2 bind to 1 i get action two?

gentle urchin
#

this seem to work

bright harbor
#

that looks perfect!! thank you so much!! i’ll give it a try after i eat lunch

gentle urchin
#

alternatively you'd limit the angle so they cant look up this way πŸ˜›

odd ember
#

that camera looks like it feels awkward

gentle urchin
#

I agree, it needs some tuning πŸ˜›

#

if it even can feel not awkward, dunno

#

not used to offsets like that

odd ember
#

I think the pivot should still be at the center of the character's neck, not offset

#

usually you do over the shoulder in third person

maiden wadi
#

The way that input works in Unreal is that it will first be processed through UI. Your UI trees that can support focus will try to run OnKeyDown and OnPreviewKeyDown. OnPreviewKeyDown will run first, and starts from the base of the hierarchy of widgets. OnKeyDown is second and will instead start from the very tips of the hierarchy at the lowest children. If nothing returns Handled for that key, then it is processed through the PlayerController's InputStack, which is the Array of InputComponents you've created on actors or Pawns via possession or EnableInput.

#

@twilit gull

twilit gull
#

okay, i see

#

ty!

maiden wadi
#

Note that this is for GameAndUI setting. For GameOnly controls, I don't believe UI is considered at all for input, and for UIOnly, nothing will reach the PlayerController's InputStack.

novel rock
#

i tried all the all the rotation controllers i cold think of.

novel rock
gentle urchin
#

Undo the offset you do when entering the vehicle

maiden wadi
#

Yeah. SpringArm or Camera has had it's Roll value set somewhere. Just needs zeroed out.

novel rock
gentle urchin
#

Im not aware of any component , so .. no?

novel rock
gentle urchin
#

You're probably doing something when entering a vehicle

#

Something about the camera or springarm

wide linden
#

boys my brain is breaking can anyone help me the question is Aim down sights and a sprint to cancle the ads

#

this doesnt work

#

trying to have sprint cancel ads

brazen merlin
#

why is IsAim true when you press sprint?

gentle urchin
#

Was about to ask

wide linden
#

ive tried both

#

true and isnottrue

gentle urchin
#

...

wide linden
#

neither work

gentle urchin
#

If you're unsure of the state

#

Of a bool

#

Consider renaming it

brazen merlin
#

sounds like you dont know what you're doing to make this work

gentle urchin
#

So its obvious what it is

wide linden
#

thats true

gentle urchin
#

IsAiming = true should have very clear state

wide linden
#

Yeah is there another way to do this

#

to make one input cancel the other

gentle urchin
#

Not without knowing things like binary states πŸ˜…

wide linden
#

yep idk why i ask any body anything in this discord

#

always get smart ass response

#

later leaving this discord

#

waste of time

brazen merlin
#

true, why waste time help a newb who should be learning all the base concepts anyways?

gentle urchin
#

Was about to say

#

I should also leave this discord

#

Clearly its wasting my time

flat coral
brazen merlin
#

its slackers, not help everyone for free service discord

gentle urchin
#

Clearly responses would improve if there were payment on the table^^

flat coral
#

This discord wastes my time and saves my ass in equal measure

gentle urchin
#

Yeah same

flat coral
#

But if I wasn't here, I'd waste my time some other way, but what would save my ass?

gentle urchin
#

There are moments ^

brazen merlin
maiden wadi
#

I get about one out of every twenty of my questions actually answered. I learn a ton from just following conversations though.

flat coral
gentle urchin
#

Top 1%

#

Hard to help

brazen merlin
trim matrix
#

Hey, so basically for some odd reason my list view item in my widget is not actually being clicked on when I click on it. Like this event (image attatched) doesnt even fire off at all when I click on any item in the list view: https://screenshots.foxy.rip/FXPgzzOG

maiden wadi
#

16 hours a day of Unreal over three years will do that. πŸ˜„

gentle urchin
#

Lucky if i get in an hour or 2 during the day

flat coral
brazen merlin
#

i stare at the engine for 3 hours on average, just absorbing it

trim matrix
eternal reef
#

Thinking all day about your project and then not doing anything at all when you would have time is the way to go

flat coral
#

IMO you should throw some debugging in there and make SURE that your list view is getting click events somehow before you try to debug it further

#

...Take it from someone who just spent like 4 hours trying to fix something which was not actually broken

trim matrix
#

Idk if there is seperate ones lmao

maiden wadi
#

I mean what is the binding from?

trim matrix
#

Wdym binding

maiden wadi
#

How did you get that node in the graph?

trim matrix
#

Uh

trim matrix
eternal reef
#

From the list of widgets you can pull in, which one did you use

trim matrix
#

Just pressed that one

maiden wadi
#

For which Widget class though?

flat coral
gentle urchin
#

Click != selection change

trim matrix
gentle urchin
#

To my limited knowledge

trim matrix
gentle urchin
#

Visibility on the list?

trim matrix
#

And idk why - didnt change anthing

maiden wadi
trim matrix
#

It is literally just Visible

gentle urchin
trim matrix
#

That one

flat coral
trim matrix
#

So like, when I try and click on anything - it just does nothing at all

trim matrix
#

Not the one I have or on item clicked works

#

Nothing fires

flat coral
#

See that makes me even more sure you got something else catching the click

trim matrix
#

It isn't a child of anything either

trim matrix
flat coral
#

Copy / paste this widget BP, and then in the copy, delete EVERYTHING but your list

#

Is this widget BP a child of anything or do you directly call AddToViewport on it?

maiden wadi
#

Hmm. Seems to work fine.

gentle urchin
#

So..

#

Nothing in the ui works?

flat coral
#

actually that's agood question, can you click OTHER buttons?

gentle urchin
#

Or just any event in listview?

trim matrix
trim matrix
#

Everything on the menu works like the combo box, the buttons

#

They all click and make noises and stuff how I want them too

#

The ONLY thing not working is the list view

maiden wadi
#

Can at least confirm that dropping it into my main screen widget it runs.

trim matrix
#

That's literally it

gentle urchin
#

Vr multiplayer, sounds like a not-my-sunday-project ill admit

trim matrix
#

πŸ˜‚

#

It is actually a mod for a VR game called Pavlov Flush

#

But thats not the point

gentle urchin
#

True

trim matrix
#

The point is, it works like a normal widget

gentle urchin
#

Ye

trim matrix
#

And I am emulating a mouse click through my own methods of trickery and tomfoolery

gentle urchin
#

So there's the problem πŸ˜…

trim matrix
#

And it is rendering etc

trim matrix
gentle urchin
#

Worked*

trim matrix
#

No

#

Works

#

It works on my inventory widget which is sharing the same interactor thingy

gentle urchin
#

Its in the past now πŸ˜‚

trim matrix
#

The problem is with the list view and the fact that I cant fucking click on it or anything in it

gentle urchin
#

Did it ever work?

trim matrix
#

Yeah like yesterday and the past 4 weeks

gentle urchin
#

The listview?

#

Soo... sourcecontrol back?

trim matrix
#

Dont have it Flush

gentle urchin
#

Erhh

#

πŸ₯²

trim matrix
#

Yuh....

#

I didnt even change anything tho

#

Just woke up, loaded UE and it wasnt working

gentle urchin
#

Things can happen between close and open

trim matrix
#

Well thats a lie

#

I changed things, but nothing that should affect whether it should be clicked or not

zenith trout
#

can i put 1 blue print class into another like spikes onto floor (viewport)?

maiden wadi
#

There's only three reasons it wouldn't work.

  1. Something else is on top of it.
  2. The ListView itself or the children you're putting in it don't have visibility.
  3. Pointer device is broken.
trim matrix
brazen merlin
maiden wadi
#

Worth an ask. Do you have any game wide retainer boxes?

trim matrix
maiden wadi
#

Do you have access to the editor's Widget Reflector?

trim matrix
#

Yeah can open this thing

maiden wadi
#

Wait. Are you using the uh.. Pointer thing to hit world space widget components?

gentle urchin
#

Widget interaction component

trim matrix
gentle urchin
#

Most unstable thing i've used beside my toaster

trim matrix
#

Thats at least what it is called in the Pavlov VR community anyways

gentle urchin
#

I experienced exactly what you're doing so ditched it

maiden wadi
#

The component itself has collision on the interaction's trace channel?

gentle urchin
#

The rest of the ui is working.. so

#

It sort of must be?

trim matrix
trim matrix
#

Because I can do OTHER stuff in the widget

#

Like I can press buttons etc

maiden wadi
#

But that specific widget component displaying the widget in world space, it has correct collisions?

novel rock
maiden wadi
#

Can you see the little dot thing display on it when pointing at it?

trim matrix
maiden wadi
#

Has a debug draw for it. Don't remember how.

trim matrix
#

Dot thing?

#

Ok I am lost now dies

#

Does it have something to do with that canvas panel being hit test invisible?

#

Or would that not even matter in the slightest

maiden wadi
#

You can't use that, I wasn't thinking that this was for VR.

trim matrix
#

Oh right the debug thing

maiden wadi
#

what about this thing here in the widget interaction component?

trim matrix
#

Thats my interactor

#

There is no debug thing

maiden wadi
#

Inside of that actor there has to be a component.

trim matrix
#

Just that in the code

trim matrix
maiden wadi
#

WidgetInteraction

trim matrix
#

Oh then yeah

gentle urchin
#

Ye its there

trim matrix
maiden wadi
#

Do you see that purple mark on the widget when pointing at it?

trim matrix
#

No not really

maiden wadi
#

It's probably not hitting the widget component then

trim matrix
#

No but it is!

#

Thats the panel

#

I can click EVERYTHING on there

#

EXCEPT from the list view

#

Everything EXCEPT from it

maiden wadi
#

Do you have DrawAtDesiredSize set to true on the WidgetComponent that this widget is displayed on?

#

Just to be sure there isn't a display/collision mismatch.

gentle urchin
#

Just for kicks, is there any settings on the listview that can be relevant ?

gentle urchin
#

Or in the child widget, is there a visibility setting there?

gentle urchin
#

Open the playerbutton widget

#

Or..

#

Is that even in use?

#

I dont know how listview internally works..

trim matrix
#

Yeah it is

gentle urchin
#

If it used events on the entries,

trim matrix
gentle urchin
#

Or if all events are passed through the list and forwarded with the interface....

#

Based on some in press location ...

trim matrix
#

Its updated like this

#

And that function looks like that

gentle urchin
#

This is noo good