#blueprint
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Somehow I feel like generating the BP_Items as Child Actor Components is not the way to do it. Seemingly this leaves all the variables on the BP_Items components uneditable (maybe because changing the variables in the details pane re-runs the construction script, which then clears them and sets them back to default?). I'm also having to do kooky things to get the variables of the child actor components available to the BP_DisplayCase and then one step further to get them available to the editor for edit - basically having to duplicate the variables in the main Blueprint. I'm tearing my hair out trying to understand how best to set up this system in a smart way. Is it easier/best practice to just have the BP_DisplayCase spawn the BP_Items as individual actors? Or should I be using ActorComponents? Or SceneComponents? Or something else entirely?
generally you never want child actor components
but I don't really know what you're doing
because I can't see your code
Hello.
Why when i open new level the HDR Gistogram open as a default show?
Yea I fixed it. My weapon switching is solid. I can sleep now. But maybeโฆ
Construction script for DisplayCase:
When I create an instance, the variables show up in the editor
what you can do is spawn actors at runtime and pass parameters to them
that's the easiest way
expose the spawn parameters to the detail panel
then use them to spawn on beginplay
yeah so this child actor component thing is just a terrible approach?
so what's their use case?
it's buggy and heavy on performance
I thought it would be handy to have all of these individual items be inside the container of the displaycase
I was wrong
so then I could just e.g. drag around the displaycase and all the items would move around together in this box
also I would see if you could expose the FName variable as is on the detail panel. if you have a static data table, then you actually get a combobox for your FName on the GetTableRow node
Oh what do you mean? Yeah I went with the enum as a janky workaround but i really couldn't figure out the best way to do the key on the data table rows
there's also nothing wrong with setting up pre parameterized subclasses from your classes
It seems redundant to have an enum that gives you unique item IDs but then you can't set the first column on that data table to be that enum
the first column remains an FName, but if you remove the wires from the pin you should see a combobox showing the FNames of all the options within the datatable as a drop down
okay I'll try it out. Thanks for the hint
so when you say classes, are you saying I don't make these BP objects but classes instead?
I think I need to learn the distinction there
basically you can have a subclass where the only thing you do is setup parameters exposed from the parent class
so all you modify is data
ah okay so I do it the other way around
so I would make the BP_Item into an Item class, and then set up a subclass for it that spawns a bunch of them from an array and sets their parameters?
Brilliant, thank you for the help!
you can do that, or you could just have it spawn something from a class where that is already setup
that class exists as a separate asset in the content browser
so the structure would still be to have a BP_Item and a BP_DisplayCase but then to use the DisplayCase as the item spawner? I don't really understand
you could have that yeah
๐ฅฒ
and then just instead of setting up all the spawning and parameters at runtime and having to deal with the details panel
I'd like to understand the approach you're suggesting, because it's probably ... better
have a few actor assets in the content browser that inherit from BP_Item and have their parameters preset
ah okay I see. So if I had different product variants, I'd make them all different subclasses inheriting from BP_Item
But I guess that wouldn't be as streamable/on-the-fly. I'd have to set up a subclass for every item variant
@maiden wadi probably has something here about how DataAssets would be the correct way of doing things, but even just as actors you'd be fine
rather than e.g. pulling it from a data table at runtime
sure but in the end you're dealing with a finite amount of elements
right. In this case
and data tables are static data too
but at some point, that may be 10000 different variants
ah so you're saying I can dynamically generate the subclasses?
then have the subclass perhaps generate randomized values
So if going with one of these approaches, how would I then make all of these spawned actors part of a group that moves around inside a box together, so I can drag the whole display case around and position it in the editor?
spawn actors inside of the display case, attach actor to the displaycase
I think spawning the actors has to happen at runtime
so instead of adding child component, I just spawn actor and it's more or less the same, but operating differently
so it's off limits for construction script
hm damn. So then I wouldn't know what the display case looks like before it gets into the game?
however that doesn't prevent you from having the locations for their spawn as scene components inside the displaycase
Right. Another question here. Is it better to make the spawn locations scene components or just an array of transforms as I've done in the example I sent?
depends on your approach. I'd say scene components are easier to manage. but if you have a large amount of data then an array of transforms might be better
okay. So no obvious performance benefits or otherwise?
Seemingly the Scene Components can be dragged around and manually edited after construction. The array I might have to clear again each time it's constructed
@odd ember thanks a bundle! Super helpful to get some pointers and at least a new approach to try
i have a UMG combobox and i get a string out of it as value, how do i convert it to enum?
๐
nothing really that matters
oh one question - is this a good use for an ActorComponent?
Then you combine the SceneComponent and the BP_Item?
actor components don't exist in world
so you need a scene component to get the transform
oh really? So what are they used for?
abstract logic
things that don't need a world
a health component for instance is common
okay. Weirdly confusing name then
๐คท
guys how can i get the players location when he died and then transform it to a transform variable and then add a bit to it so the player will be able to spawn a few meters ahead
i know how to say it but i dont know the blueprint set up for it or how to link them all
i link the spawn point to this variable but idk how to make this variable equal teh players death location plus move it forward a bit
you've already casted
cast fails if object is not valid
thus
it is valid
if success
Castin AND isvalid is sort of wasted
you'd just use the regular cast then
instead of pure cast
So.. use the regular cast? ๐
is it possible to create an event for tiles on a tile map? For example when a mouse is hovered over a tile?
Also.. Wouldnt it make sense here to have the aim transform as an input to the function/actor/event that spawns the projectile?
Is it possible to debug blueprint utility widgets?
the dual cast also doesnt make much sense to me
why cast to pawn and MyCharacter?
surely character is a pawn?
pawn might not be a character, but its not treated differently in this case
Is there a more effective way to do something like this?
Switches.
Yeah I was looking at switch on int but then the attack percentages are equal
if only there was a case
Hey quick question does anyone know how to get the Vector position of a bone in an anim blueprint?
Not as cool as i like them but it works
More generic
Thank you! But thats basically the same thing as I made right but in a macro right? (I realise now I didnt need the third branch)
It will clean up the code thats for sure
Yes, it is
Im confused. How does that change anything?
You'd swap the CastToPawn with your very own CastToMyCharacter, and fetch the transform
so i was trying to make a blueprint using blueprint in ue4
but when i hold left mouse button i lose capture or focus or something like that and i cant get mouse position or hover events
so how can i.. fix this? or atleast workaround it
would surely have your custom transform instead of actor transform,
probably easiest to do this with drag and drop operation ?
That is not exactly beginner level. Don't have a ton of time, but in short if you want to try looking some things up, check out DragDropOperations. You're looking to basically create a Pin UserWidget. It needs to have OnPaint overridden and used to draw your lines. You can create a new Pin widget and pass it to the DragDropOperation's Drag visual to draw a line between the widget you were dragging from to the visual widget at mouse. OnDrop, link up the original dragged widget with the dropped on and start drawing lines there.
You can pretty much make the whole system with one single UUserWidget for the pin.
The pin would just work as an interface between widget A and widget B, with some functionality to bind up a delegate , i think
..
is there a way to just make the hover event work when holding left click?
cant i reset focus or something like that
Not without complicating the system further and relying on other classes.
I'm using FindLookAtRotation and it is lerping over time. However if my actor that the node is rotating moves to pass the target actor's up vector from one side to another (basically in relation to target passing from Y to -Y space), my actor flips. Any ideas how can I fix this? If I track dot product of the target's up vector and moving actors forward vector, it changes positive-negative at this point. I can do select rotator based on this but I can't seem to figure what would be the correct math to flip point back to the original direction after the actor has moved from one side to another
ok with the system i have here
what do i do?
the only thing i need is to make the hover event work so i can know if player's mouse is on the event or not
isnt mouse enter the hover event ๐ค
every event that has something to do with mouse doesnt work
while holding left click
its umg we are talking about right?
uhh.. what does umg stand for?๐
unreal motion graphics iirc
basically blueprint widgets
yes
Looks like it could work. I'd suggest giving yourself something more to go on when you print failed tho ^^ Like inluding ActorName, and/or function name can help alot when troubleshooting alot of things
Hi there, I have a bunch of BPs that need to be set up in order:
game instance: loads from game save
player state: copies from game save
game state: does stuff
pitch: builds self from game state
barriers: position themselves based on pitch dimensions
ball: spawns once barriers are ready
where would you put all this logic? would you call a function from one to the next in order? what do ya recommend?
i realised I can't call a "get ready!" method in the player state from the game instance - would you set this chain up in player controller maybe?
you'd probably want the class executing, not any of the involved classes
so just "get display name" from "self" has atleast gotten you the class who's doing the shenanigans
did you use a button for mouse click?
self, as in the ability class ^^ not the owner of the ability
Anyways, no need when its working i suppose ๐
as in when you are holding the left mouse button, is it on a button widget
Sometimes it's overkill to do this. But in large functions with many possible return or exit paths, it's helpfull to know where it failed.
The more descriptive your print is in such case, the easier it is to track
Would someone knowledgeable be willing to let me pick their brain for a few and maybe help me out with creating some consumables and being able to use them from inventory? Im still new to UE and gamedev so any help would be appreciated tbh
yep
Yes, append combines several strings. ๐
Remove from inventory -> Spawn Actor -> Execute its "OnUsed" function ? ๐
Depends on your item system but you'll either have a Use function which takes an item object/struct or an on use event for the item actor. Really depends on your architecture.
Yeah there's like a million ways to do this
@cold sigil What IS a stored item in your system?
and complexity depends on the requirements of the system
The simplest system would probably be
A stored item is a struct with a field for an actor class.
The base actor class has a Use event.
Subclasses implement the event.
Eating an apple would look like
Read struct, spawn actor from class Item_Apple.
Remove struct from inventory
Call Use on the spawned Item_Apple
Item_Apple's Use event applies -10 DMG to user
Sorry, im trying to get screenshots and put the system into words. Im such a noob ๐คฆโโ๏ธ lmao
ideally the struct would just include the information of the applied effects
10 dmg from an apple. ffs
-10 ๐
Yes that would be the efficient way but it's depend on your system. It'd be hard to do really complex on use effects. Really depends on what you're trying to do.
nvm ๐
including applied effects, you'd still want to spawn an actor for handling it tho wouldnt you
depends on how you implement all the things
gives a lot more flexibility to what it can do, and how it does it
Nah not in a good/efficient system. You'd do it GAS style
you can have it either on the character, e.g. consume item from a struct, or handle it on the object (apple/fooditem) itself
But this guy's new, data driven gameplay is a bit advanced.
Sure, but that's still essentially spawning an actor to execute. Multiple even
No in GAS the execution is handled in the system. No actor spawning.
So when you have an effect with an emitter, no spawn has taken place?
would one of you be willing to talk with me via DM? i gotta go afk for about 20 mins and ill be back. I gotta run the fam to school real fast but i really would appreciate going into this so i can gain some understanding
if you just started use adriel's suggestion, it works fine and you can apply that knowledge later on to other things
Particle effects don't require an actor.
Will I be able to make a blueprint that places an image at the mouse cursors location? I know you can just use software cursors but that isn't working correctly for what I want to do
I just laid out what you'd need for a simple system. If you don't already have a simple inventory system that handles moving items around then you need to back up and start there.
i have a spatial inventory system. Ill start with what you initially suggested and if i need some additional help ill come back
search up Ryan Laley shopkeeper series he has an inventory system in there
You can do that in the HUD pretty easily.
thats what i tried, and got stuck
You can spawn them with an actor but don't need to.
as in the default HUD BP?
Did you build that system or are you copying or implementing something someone else made? Make sure you understand the system inside and out before trying to extend it.
thats a C++ class ๐ฆ
Nah you can make a BP HUD class
gotta run and take the littles to school, thanks for the help. ill be back in the chat here in a few minutes. I used a template from "Reids Channel" (https://www.youtube.com/watch?v=sWSECrtUu_g&t=1264s)
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would I do it with a widget BP?
Depends on what you're trying to accomplish.
just want the image to go to the mouse cursors location
In world space, in screen space, aligned to the XY plane, not aligned to anything, what?
wasn't sure if I could do that solely in a widget bp or a mix
in screen space and just the xy plane its a 2.5d game
You can just draw an image in HUD, look at how the 1st person template does it.
You can prolly do it with a widget too
1st person template crosshair
that doesn't move the image to the mouse location does it? it moves the entire characters rotation
It still draws an image at a specific point on screen. It's up to you to get the mouse location and translate it to screen location
Can't you just override the cursor though, that would be a lot simpler
ah well that first part is pretty straight forward
Yes but I ran into an issue with that no one seemed to be able to help me fix
I used a software cursor but it was weird af
That doesn't exactly describe the error but you do you
I didn't want to get into it but I can if you want
Hey guys so I'm running into a really weird issue with my project now. As you can see in the video below when I initially hold left click everything works fine. The line trace shoots off towards the mouse cursor (albeit a bit of axis). But for some reason after the first time doing I then have to double click to get the line trace to start working and when I hold left mouse the cursor then disappears and is locked in place. I have showcased the code I am using and the fact that I have set the input mode to game only to show mouse cursor in event begin play and this isn't changed with any code throughout the rest of the project. https://streamable.com/a4hq30
I just thought of a potential fix
I'm confused by execution order of pure functions in Blueprints. I read in documentation: "a Pure Function will be called one time for each node it is connected to." I interpret that as that in this case, GetHitResultUnderCursor is called twice, since it's connected to two different impure nodes. Is that correct? Does that mean I should avoid connecting pure functions that cost a lot of performance to several impure nodes? (or just not make expensive calculations pure functions)
so i was trying to make a blueprint using blueprint in ue4
but when i hold left mouse button i lose capture or focus or something like that and i cant get mouse position or hover events
so how can i.. fix this? or atleast workaround it
i just need to know if the mouse is hovering over seq_1 button
...what the fuck is this BP?
what is the world space boolean for? returning a tile location in world space?
Paper2D?
yeah
so if I have the code like this the line trace shoots out but it doesn't go to the exact location of the mouse cursor whereas if I include the x axis it is exactly accurate. The only issue being that I don't want the line trace to move behind the character as it does when I include the x axis as it is a 2.5D game. Anyone got any ideas on how I can fix this?
this is the bp i made xd
@rose elbow What X is that world space node returning BTW?
I don't use that node so how does it know the depth?
what C?
X rather
Instead I do a line plane intersection just using camera location, mouse direction, and a plane through origin.
I actually don't know but for some reason its really far behind my character
I'm doing something very similar but top down. If there's no way to define the plane to project the mouse to, use my system.
You should be generating an AimPosition per frame then using that later to drive aiming.
could you share it?
I just did. Line plane intersection
The line is camera position + mouse direction x somebignumber like 2 x cameraposition.X
This ain't working, am I missing something? It is meant to do this:
n1 = texture2D(base_map, uv).xyz*vec3( 2, 2, 2) + vec3(-1, -1, 0);
n2 = texture2D(detail_map, uv).xyz*vec3(-2, -2, 2) + vec3( 1, 1, -1);
n = n1*dot(n1, n2)/n1.z - n2;
color = n*0.5 + 0.5;
Plane is at 0,0,0 and your plane normal would be 1,0,0
this is supposed to add two normal maps... and what you said sounds like it should make a lot of sense but I don't understand what you mean ๐ฐ
i have a problem where when i hold left mouse button is hovering/hover event doesnt work
They have a built in node for combining normals
i just want to know if the mouse is hovering above something
Did you turn on hovering events in the player controller?
its working if i wasnt holding left click so ig yes?
Pry switches from a hovering event to a click event while clicking
found my problem combining normals:
the texture sampler for normals in unreal by default makes them between -1 and 1. For my code to work I need to turn them back to 0 to 1
wdym, i cant.. click if im holding left click xd?
What is X and Y in this. The cords for in the tile map or world position?
I mean by clicking you aren't hovering anymore you're clicking. Try turning click events off and see if it works
i dont understand
i need the player to hold a button and hover above something
The input event "left mouse button" will still work, it's the built in event call "on click" you want to disable from the player controller
ok how do i do that?
perhaps ask in #paper-2d
ok
Open the player controller and its a box in the details panel
it's probably screen space but I don't know how paper 2D works. I don't want to make assumptions
because assumptions are dangerous ๐ช
๐ช danger zone ๐ก๏ธ
true , it has more than once bitten me in the ass
anyway screenspace resolution is the only place I've seen ints being used instead of floats
but what do I know
I believe the tilemap just contains an array of tiles, and the XY input is basicly converted to an index
used it many moons ago
could be as well
oh ok. Also that Y value makes it more confusing as the tile map uses X and Z
but it has x, y, and layers
^
I suppose they look at it from a sidescroller perspective
i cant find it
is there a good video explaining blueprints
i also wish layers can be more easier to understanding. Layer 0 starts from the top then the bottom
thank you
well if it's meant to be a sidescroller perspective, then top would be the most forward
true
Layer 2 is above layer 1 ? is that not expected
๐คท
is this made officialy by epic games?
yes
or I would think so
read the fine print
how can i send the info of a transform variable to another transform variable ?
the thing is its starts from the top down
layer 2 is layer 0
according to get Tile
Interesting.
Can someone clear up some confusion regarding the behind the scenes of event dispatchers, is it correct to assume that calling an event dispatcher will call absolutely all other actors in the level, looking for the ones that have the bindings?
I would think the dispatcher keeps an internal list of who wants to listen to it
"caling" everyone sounds wastefull
Is exactly what I'm thinking aswell but I cant find any concrete info, like how would it have that internal list of who is listening without iterating trough all actors to see in the first place?
thats the "bind" part
So every actor that creates the binding is essentially added to an internal list of subscribers, so when the call does come its only those that get called
both singular and clearing all bindings
well yeah. you could have started with that
yeah I was just unsure how unreal handles it and wanted to make sure I was on the right page
I understand that clears it up
I want to change the value of an element of an array. Which node to use?
SetArrayElement
Is there any better way to getting a tile in tile map then this?
The tile map will always be at 0,0 in world space
I don't think there it. But it is a function so you don't need to worry too much
It can atleast easily be optimized later if it is a problem. It being a function by itself doesnt mean its nothing to worry about imo ๐
Hey, anyone know why the linetrace doesnt always hit the center of the screen? https://i.imgur.com/tVip65t.png
you need to set "start" to the camera location
and not to the weapon
use "ConvertMouseLocationToWorldSpace"
I tried that but it still isn't centred on the crosshair
this is the closest i managed to get
can you show me what happens when you set it to camera location
You mean like this, right? https://i.imgur.com/rTR8AH0.png
if I use "make array" will it create a blank array?
it goes this high instead https://i.imgur.com/7gl5VZ9.png
first person camera location is different I believe
uhh.. its bcs the default hud is a bit down xd
try making a new widget and you'll see
@ember oracle Your issue is that you need two traces.
Just tried that and its still off centred ๐ฆ
What do you mean?
When you try to shoot from a gun that is not the center of camera, but want to shoot what is the center of camera, you require two traces. The first is from center of camera straight forward. It should start from the camera, and end straight in front of the camera. The second trace should use the first trace's hit result if there was a blocking hit, or it's end point if there was not. Then do a second trace from your shooting point to that newfound vector.
ooooh okay! I'll give that a try thank you
isnt that if you want the bullets to come from your gun?
i mean if the first trace impact location was wrong then wouldnt the second one also be wrong?
you want to get where is your center of the screen pointing at first
then only you trace from your muzzle to that point
ya, that if you want the bullets to come from your gun
but if the first point is wrong so would be the other one aswell
๐ค why would the first point be wrong
yo authaer are you here?
Nope.
whats the diff if you make a second trace
it will end in the same point but from his gun
not necessarily?
It's entirely possible his crosshair could be off center. But you still require two traces for an accurate weapon shot.
because duh?
If you have a weapon held at the hip, and you shoot, but your view is a foot and a half higher, and you trace in the same direction as the view, you'll never hit the center of view.
if you want to shot from your gun to that point
the problem that first trace isnt working from the start
branch on false
OH WOW
was the problem from the crosshair?
Also another easy way to make crosshairs is to make a Userwidget. Add it to viewport and change it's anchors and offsets by 0.5.
that what i was saying from the start!
Much prettier than HUD's drawing.
and you can recoil move it
just make a new widget
anyway ye
the problem was
the crosshair in the template project
is offset'd by 20 in the y axis
ha
when you say a joke and someone say it louder :(
Oh, that's what you meant by default hud. That's not the hud being off, that's someone not accounting their math correctly. ๐
I'm using delay but still why is it printing at once?
First, your print is on the wrong side of the delay. You're printing before calling the delay. But also even if you put it on the right side of the delay, you're only going to call that delay eleven times instantly, and then it'll just print 10 once after two seconds.
loops happen at instant speed
you cannot slow down a loop
if you want repeated behavior use a timeline or a timer
oh ok
or put a delay in the loop๐
not for the faint of heart
true, I guess loops in BP aren't true loops
but I would generally avoid that type of behavior
i usually do make another foreach macro but with get(ref) instead
if only for debugging reasons
what would be the cleanest way to reverse add movement input in a game where the player only goes right/left when chars switch sides? i thought about adding an isFlipped variable and changing input D from pressRight to pressLeft and then in the movement input, add a second addmoveinput if ifFlipped+isLeft but seems convoluted. wondering if theres something cleaner
true yea hmmm...
i have a move_forward and move_backwards input (which are D and A respectively), which do set the axis to 1.0 and -1.0.
something like this i guess
the issue im running into is that the movement part isnt too tricky i suppose but playing the appropriate states. since right now moveForward plays walk forward state etc. so on right side (when char switches) hes walking backwards (with the original 1.0 axis of course cause i havent changed it), but playing the walk forward state.
if the movement scale goes from -1..1 you don't need to flip it
it's already flipped with the scale value
if you need the character to rotate on its axis that's different
so that forward on left side = left? instead of right?
maybe im rotating it wrong then hmm
yea
or scale even
yea maybe im flipping them incorrectly
thats what im using at the moment
other versions i tried had my root motion roll continue going right. this version allows the roll to switch directions once on other side
and run etc
so theres really 2 things i have to solve. 1 is getting the right states to play (as mentioned, right pressed = "forward" states right now, no matter the side), and 2 is just swapping the movement amount if flipped. since walkback is like .85 or .8 of primary walk speed
guess theres a few ways to do it actually
state should be a product of facing direction
which is what you have done
so far so good
hmm ok im missing something then in there for the facing. its just taking the button pressed atm
where are you using SetPlayerFacing?
im actually not at the moment. so that could be a prob lol
Hey everyone, I have a quick question
im just flipping the guy on the right side
I wanted to make a Blutility to move all the actors in the scene at the same time
What should the SupportedClass be ?
wasnt sure if setplayerfacing would have an effect or if that was just another way to rotate the char
try it then? you'll also need a callback for when the other player switches side
hrm do i need that? i ask because my guys already flip if they are considered on the right side, and default back if on left
ah fair
so i wasnt sure if playerfacing did anything there or what really
I suppose if set facing is used on both it makes sense
but this looks right
so what's the issue?
would isfacing change what my actual forward is in that case?
well the prob right now is that when the male robot gets on right side, and you hold RIGHT, he will play the walk forward, and dash forward states, yet move to his right (his new "back")
was trying to come up with a good way to just flip those. because as it stands now, "move right" is really just... add movement input in that direction, and "move left" is .8 of the walk value in the left direction. (so when hes on right side, he walks away from center at 1.0 speed, and walks towards at .8 speed, and also plays the "im still moving forward" anims while walking to the right)
2 issues but one i know how to fix pretty easily, which is the movement speed variable
no, right is right. like actual right all the time
that sounds correct?
Guys if anyone got this issue before i can't save when i call Macro in graph
movement wise absolutely yes (and i can fix the values so when going backwards hes always .8, and when going forwards hes always 1.0). the issue is the states being played
it's a private object, see if you can make it public
since "am i pressing right" just says "im gonna play walk forward". but if you are on the right side, right = walk away from opponent, and should be playing "walk backwards" states
the states should be a product of your facing direction
hmm
hm not sure how to do that. right now im rotating the mesh. capsule still probably facing to the right then
where are you setting your states?
in an event tick. a chain of events, which is basically CHECK TO SEE IF BOTH BUTTONS ARE PRESSED > RETURN TO IDLE > RUN > DASH > WALK in that order. goes down the line
based on input pressed, current state, what tags are valid/invalid etc
that doesn't sound right
generally you'd want states called on callbacks
can you show code?
there is nothing talking about private or public in the function
well movement wise, when im on the left it works properly. so its really about just flipping what forward means when on the right side. movement wise the char moves and dashes and rolls and runs and runstops well. i just have to figure out how to change what his "forward" is when on right side of opponent
does facing actually change what your relation to Y is ?
or is it just making me turn around and face the char, but add movement input 1.0 would still be in the direction it was originally
then again i guess i can just try that
look I can only help you if you're willing to listen. feel free to use breakpoints and the debugger otherwise
where is your macro graph stored ?
in Macro Library
ce is that to me? not sure what you mean
it was yeah
no idea what that is in reference to. breakpoints for what? listening ? i am listening
doesn't seem that way
uh ok
the breakpoints would tell you when you switch your states
im asking a question and you are saying you cant help me if i dont listen wtf
I tried
seems pretty random
tried what? i asked a question and you replied with "i can only help you if you're willing to listen".
that doesnt seem like helping. that seems like a misunderstanding
if you read what I said before that
this is not a reply I can do anything about
you've set your mind to what you think the problem is
wrong
completely
im telling you the current outcome
and im also explaining what the goal is
thus trying to give you more information
certainly not how it reads
quite an interesting interaction lol
@terse elm I'm curious. If you camera always faces the same direction, like a traditional fighting game or side scroller, why not just use basic hard coded values? Right on keyboard/controller is +Y, left is -Y, rotation could be as simple as orienting rotation to movement in the character movement component, or being set by the last axis input that wasn't zero.
@maiden wadithats what im trying to do yea. right is -y in this case cause of the way the level is positioned, left is +y. they are both inputs that set max axis to -1 or +1 respectively.
so regardless of what side they are on, they play the appropriate y movement based on the button pressed (regardless of them moving 1.0 speed or .8 speed when walking back, easily fixable based on is flipped or not)
I would just base it on some simple math from the camera. Get whether the right vector of the camera is more + or - Y.
interesting
thats a cool idea yea. the real problem for me atm is just figuring out the best/cleanest way to flip the states that are being driven, so it knows that when you are on the right side, pressing right (which moves you -y to the right) should be playing "walk back" and not "walk forward" as it currently does on the left side. i had some ideas how to do it but they felt extra clunky so wasnt sure if there was a better way
What you just pointed out has nothing to do with the movment code. That's rotation stuff and should be handled seperately.
yea definitely its two diff probs that im trying to solve. the actual movement direction stuff does work as is, though walking towards player when on right side is .8 speed just due to how the char is setup but thats easily fixable
ah let me look
This will move your pawn along Y axis based on your camera's vague direction.
Is there a node that can toggle use input as touch?
Is there a better way to get a reference to an event delegate, other than dragging the red line all the way over? This graph is going to get GROSS if I keep at this
CreateEvent
You'll love that in widgets. Bindings. Everywhere.
Oh, Destruct. That is a Widget. ๐ See?
Wait wait wait you can CreateEvent on an event that already exists?!
yes
๐ฅ
As long as it shares the signature.
But handle the movement first. This is in world space, not relative. So this won't change based on where the character is facing. After this, you can do something as simple as a Tick, get the other character you're fighting against to decide if the character should face world 90 or -90 yaw.
it is relative to the other character. you walk away from other character > your character slows down
otherwise you can use axis values and leave it at that
Sounds like something you'd handle with velocity dot to forward vector. Can be handled after the rotation.
Lol yes, sorry
ok ill give it a try, ty
how do i get the spring arm to follow the car and still be controllable with the mouse
ill see what i can do
the basic idea is to have something running per frame to check if user has moved the mouse
and if so, stop the automatic camera
wouldnt that just do this
it would snap back to the direction you're going in
what i meant is if i do that
wouldnt that camera move like this when i look around while the car is turning or something
so you dont want the camera to move at all?
no move mouse
camera follow car
yes move mouse while car is turning in circles
camera stops following car and does this weird free move thing as car moves until the cool down finishes and the camera goes back to following the car
how to stop this looping montage?
theres a thing called stop montage
its from anim instance
this one called from char bp
its not stopping if called anim instance stop montage
is there an end montage
i tried
you haven't set the montage to stop
anyway why not just use the animBP instead of trying to wing it through montages?
nah i need it that way
it also allows you to use the anim thread so it's faster
my anim bp
that looks very wrong
yeah, there's a lot of empty space at the bottom, you totally have space for more
who knows
is there a good tutorial out there for specifically character movement and animation blueprints if you could dm me the link to those resources it would be appreciated
like I said you didn't specify the montage variable
still doesnt work
๐คท
anyway I'd still work on consolidating and blending your anim states properly so you don't end up with a massive starburst issue
those anim states are ok
just a suggestion
works that way
i would think you would stop the loop based on notify event
didn't I say that you needed to set the montage to stop?
i changed play montage to montage play ๐
but now i tried and it works with both lol
ill go hide in the corner
BE NOT AFRAID
LMFAO
Is there a good way to trigger some other action when a widget animation COMPLETES?
Niiiiiice
You can also create an animnotify
For user widgets?
I am following this tutorial (https://www.youtube.com/watch?v=VmRggTwhiew) to create a procedural scene
Just the first node is instantiated, for some reason all the others are invalid and don't get instantiated.
Create dynamically generated levels in under 15 minutes! This technique is super easy to expand upon and I personally feel is a nice mix between 'true' procedural and allowing your artists to have some more control.
For this tutorial I've made a short demonstration using the cave pack by Luos which is available here: https://forums.unrealengin...
What can I do to fix this?
Thaanks ๐
I thought that was purely to differentiate nodes by name 
how do i get these orange lines to work?
mine never fire
in ue5 and ue4
even if everything is working
Is the actor/thing you want to use in the world?
nvm
figured it out
i ahd this set to none at first
but i set it to my bp
and now it works
Cool cool
@onyx marsh wait how?
Question, when walking up stairs, my anim loop gets stuck on Jump Start. Any tips on how to not have it be stuck?
Cool, you can help me there ;P
do you want answers or do you want to troll?
Answers would be faster. You trolled first technically
By the time I ask a question on here, It's usually because I checked forums, videos and tried multiple things. Plus I posed on Animation first but most channels other than Blueprint or cpp is slow at getting back.
So yeah, I posted here
Plus there is an off chance you have someone that dealt with this problem already and knows a quick solution
Might as well take the shot and posting in a different category channel.
I can understand if I was a spammy dude, but I am not
Just needs a way to exit. Your only exit is Fist_Jump_loop. You either need a direction out of that for quicker falling transitions, or you need your IsFalling to be changed to something more deliberate for jumping so it doesn't transition on falling. Maybe an "InAirTime" check as well as the IsFalling.
Cool, I'll try that, thanks!
@maiden wadi That fixed it, just needed a simple return to walking if not falling
Thanks man
I swear I tried something like that but it didn't work haha
But it does now so ima run with it!
Literally, instead of flying up stairs.
Legit was doing some Casper the Ghost flying up them haha
I don't have the answers. I'm pointing you to the channel that does
not every issue you have is going to be a blueprint issue
All good, someone helped and was usefull
what does accessed none trying to read property mean?
Any ideas as to why the AIChosenOne variable is coming up as null with more than one ai?
So for a savegame system like half life, I want to save map data, player location, and variables, right?
What's the right way to get the current game time that WORKS while paused
Get Real Time Seconds
Hi is there a way to redirect the velocity? Basicly if I apply a force to the left while the character move to the right I want it to go to the left lose no speed AND have the new force too (so it go faster)
Add them
What happens if they're moving forward and you apply the force to the left? Do they move left with the full velocity, or do they move forward and left?
So to be more clear my character have almost no friction, and I push him where I want with my mouse it's top down and so if I apply an opposite force it slow down
My character move forward and left
So what you want is it to bounce
You want elasticity on the impacts so that hitting a surface in the direction of your motion doesn't stop you, it redirects you
No it already bounce on wall etc, I just want that If I move on the opposite direction it change the velocity angle and then apply the new impulse
SO let's say all my "push" are at 500 speed, if I push 3 time to the right and one to the left it will go at 1000 to the right
But I want it to go at 2000 to the left
The problem is if I add the velocity to the new push it don't work since the velocity is not in the same direction
But what i mean is you want it to simulate the same effect as if it was bouncing
Essentially, if you push left with force of 0, you want it to go 1500 left (in your example)
In a sense I am, that's the point. What's the difference between the object encountering a directional force with 0 magnitude, and it hitting a wall in that direction?
And I bring all this up because adding them, as was suggested, won't work. You're trying to simulate impacting a moving object with 100% elasticity (meaning that the impact absorbs zero momentum). So first, see if Unreal has some tools to help simulate bounces, it just might. But, failing that, it should set you on the right track
For the bounce of the wall I just put a physics material
And I think I know what I have to do, I need to angle the velocity to the new vector but that's the problem all rotate vector things I tried don't work
This is a loaded question but Iโm trying to better understand OOP and encapsulation. I have a health component that I want to attach to characters to handle taking damage. Iโm still confused on best practices to have the component communicate with other systems.
The component needs to communicate state changes to its owning actor so I figure event dispatchers on the actor can handle that. What Iโm less clear on is 1.) how communication should be handled in determining if the character is player controlled for the purposes of accessing their hud 2.) the path of updating the health widget on the hud in this case and 3.) how communication should be handled for talking to the component to attempt to apply damage.
Where im getting caught up is what should be pushing and pulling data and what should be using interfaces vs dispatchers.
Basically your options are either to find a way to get Unreal engine to do it for you, or do a lot of fuckin vector math. Like find the component of one vector along the direction of another and add it to the inverse of... some shit like that. You'll probably have to use a dot product at some point. It'll be nasty
Well im pretty sure im gonna do some math for the next few hours
just to know what dot product do?
I have to google it literally every time lol
I used it once in a tutorial but I wasn't really understanding what it does
then I will google it don't bother thanks ^^
Have you considered instead of making a component for the health, making an abstract parent class that handles functionality like health which all your characters will need?
I haven't. Would you be able to explain that a little bit more? Still new to a lot of blueprints so I get the idea behind attaching components and inheritance with classes, but not familiar with how a separate parent class would handle this and be used in this case. Thanks ๐
these are actually just coding principles, it's the same in blueprints or anything else pretty much
If you get inheritance with classes, this is just that. The only thing special is the idea of an Abstract class, which is simply a class that cannot be directly instantiated as-is. This restriction that it can't be instantiated frees it up to declare functions that are not implemented - After all, what does the implementation matter, if you can't have an instance of the class?
To use an abstract class you need to create a "concrete" subclass of that abstract class. Most languages (but NOT blueprints, to my frustration) will insist that you implement all declared functions in the child class, assuming the abstract class didn't do so
Compared with interfaces, Abstract classes are nice because where an Interface simply declares a bunch of functions with no implementations, you CAN implement stuff in an abstract class
It didn't help ๐ฆ
Are there any ways I could try to debug it?
breakpoints. do a youtube tutorial
an abstract parent class WITH a health component*
Oh I like that
actors should be considered managers for their components
is a good way of thinking about it
and keep the responsibility of a class within itself
Breakpoints are awesome
@hexed barn dot product returns a value of -1 to 1. 1 if both vectors are pointing the same way. -1 if they are pointing opposite directions. Some value in between if the vectors are perpendicular
Well I will surely have to use it, tho I still have a LOT of math to do ๐
My shitty advice: When it comes to vector math in UE, it takes far less time to just plug in some operators and test it to see if it works how you want, than to actually understand vector math
0 is perfectly perpendicular.. usually you use it to check if the value is between .8 and 1 and that will tell you if you're facing something.
And that is shitty advice
Yes. But also, in another way, it's very good advice
all of the dot values can be converted to degrees of separation between the two vectors
Yeah that's why im doing ^^
No. Purposely not understanding what your doing is always bad
There are many levels of understanding
I just prefer to operate on the level which makes the game do the thing, and no further
Then you can't modify or scale your code very well and after a few months won't really even understand your own work..
You don't need to learn things that don't apply but basic algebra from middle school is pretty essential
pretty sure vector math is in calculus... ๐ค
Isn't vector math linear algebra?
I guess 2d
or no, not really
you don't learn about vectors until you learn about the unit circle
and that's trig, which is calculus
I mean I already don't understand my own work but that's never stopped me from modifying or scaling it
I could swear I didn't hear about a dot product until college at least, but I could be wrong
I mean, we've already established I don't know shit about stuff
it's pointless to learn about vectors when you don't understand that vectors carry direction and magnitude
and to do vector direction you need the unit circle
if you're talking about drawing a XY point or a line between two points, sure, but that's not vector math. even if some of it applies
Should this trigger work with multiple ai? It works with one so far
Well I never learn things about vector, just like really basic stuff in math that's all
well now you know: vectors are a combination of a direction and a magnitude
potentially. you're not sanitizing your inputs
GetActorOfClass is a really bad way of doing things
in general
use a cast instead
So cast to other actor?
K
just remove both of those GetActorOfClass nodes and their branches
you don't need them
But without the branch, how will it check to see if its the correct actor?
@umbral ginkgo use either "isActorOfClass" or cast
though in UE that's a little confusing because vectors are really just 3 floats that can be INTERPRETED as having a direction and magnitude. In other cases they're used in other ways as everything from a position on a grid, in the case of a location, to a fucking color
all vectors are floats
whether in unreal or otherwise
Ok, my code is sort of working now
except ive discovered the issue was actually multiple issues
but hey at least im not getting errors anymore ๐
Well, thanks for the help as always
But outside of unreal you can express a vector as an angle and a float, OR as 3 floats, whereas Unreal only really does it the one way
in Unreal you can convert in angle (I think) using vector heading angle
you can do that in unreal too
math used in unreal isn't different
there are functions that do exactly what you ask
I think I sort of get it work
actually when I go right and apply a left force the character go up
without loosing speed
so that mean I just need to correct the rotation
I just need to do another adjustement to the velocity rotation
and I think im good
Well the direction is fixed but not the speed
I did it
I know I'm a bad person, but I kinda love it when you end up doing stuff like this
Hmm in the level blueprint.. any reason I wouldn't be able to promote things to variables?
They are UObjects
show code?
don't you have to drag it out? right now you're selecting the pin, not the variable
most of the time i guess if its an actor I can right click and promote to variable
not a big deal
just wondered
Promote to variable is still an option if you right click the pin. His is just grayed out for some reason
I'm trying to make a dialogue system that plays sounds and subtitles one after the other, but it's only playing the last structure in the array. Does anyone know what I'm doing wrong here?
I need help implementing a mining system. Where you can automatically mine a rock/minerals etc when near it for mobile
Well off top it's a little odd you're using the timer variable b4 you set it
Just so the first one plays with 0 seconds of delay, then increments up for the following dialogue
Okay so I'm having a hell of a time here with something really basic. For whatever reason, no matter what I do, the variable just...doesn't set on the spawned object, and I have no idea what I could be doing differently here.
Hey so im having trouble making a cloud spawner and its just not spawning anything.
This is the game mode (top) which spawns it, and the bottom is the actual spawn box
oh no
i got it nvm
lmao
@spring kayak wouldn't you want it to set the delay to the specific time of each dialog track?
This looks like it is gonna end up making the delay very long after the first few lines
Yeah, I thought I was by getting the duration of the sound and adding it to the timer, no?
Yeah so if the first one is 3 seconds and the second is 5 seconds when it gets to line 3 it'll wait 8 seconds b4 starting
You can select a custom resolution from the "Fill Screen" button on the top right, if you're developing for a specific resolution.
Yeah, that's what I want
I think you just want the timer to be the duration
Doesn't make sense to accumulate the durations unless they're running concurrently.
The idea is that I have an array of dialogue sentences on a trigger, then when the player walks through it, to play each bit one after the other until completed. I want the array to work with any size
My main issue is it just seems to be firing off once, and not delaying at all
Even through I have 3 array elements at the moment
How is it set up within the BP? is it set to only access a specific index?
I've tested that it's going through all of them by printing the index, and the index prints out 0,1,2 so they're all firing pretty much at the same time
Hmm that's odd. Id understand if they didn't all fire. Skipping the delay and firing the rest is weird tho
What do the nodes that activate it look like?
Yeah, it's confusing me a bit
All the nodes light up once (or maybe 3 times very quickly) and ignore the delay
what's the longest y'all had to wait for shaders?
So, I tried it this way and it's working, but the last strings don't get updated, but the sound does??
Same if I add more array elements, the sound updates, but not the strings...
That was actually gonna be my next suggestion. Set up a manual loop like that.
Try using a break point and step through it to see what happens
This is the play event if it helps
It seems to be running through the nodes fine when I simulate it, just not sure why the strings fail after the first two :\
Thats why I'd step through and watch it go node by node and you'll see exactly when it starts to skip
Ahh, I fixed it. I added some extra time to the delay node after Play, it seemed to be overlapping a little bit
Thanks so much for your help MW!
How do I make an EXISTING function on a BP the implementation of an interface function which as the same signature?
I cannot delete this function and remake it, it's used everywhere
OnUsed is defined in a bpi?
Basically, OnUsed was first defined in this object. I need to move it to an interface, so that other objects can also do this
Shit I guess I could sneaky add an abstract class layer and remove the.. .fuck this is gonna be gross
I feel like there's a way to find and replace
Is there a good general rule for when to use Is Valid? I know conceptually it's when you don't know if an actor exists - should I just get used to checking that anytime an event is passing around actors where there's any chance of the actor not existing?
The random example I ran into is I called apply damage and didn't feed the instigator into it, so the binded events elsewhere threw up a runtime error for being None.
Yes, basically
I've made a struct that has a Subclass field
The SubclassID is based on the ClassID so how do I make something like
Class ID 0
Subclass ID 0
Subclass = Consumable
Class ID Id 1
Subclass Id 0
Subclass = Bag
Like this
I have the Struct, and a ClassID Enumeration
Do I just need to make an Enumeration for each Subclass or is there an easier way to do this with Arrays or something
@split orbit I strongly recommend you take a look into GameplayTags.
Sent you a discord PM
I generally don't do PMs
Oh well, I have a rough idea how to use GameplayTags, but don't think they will end up doing what I want
Considering I need to be able to take the data generated and export it to the database
Possibly. What is the data in the datatable? Just integers?
Uhh Integers, Floats, Bitmasks, Strings
I am attempting to create my ItemDatabase for my game XD
Trying to get it to work in engine before writing to the DB
FDateTime will only use my time zone? It won't let me use UTC?
Judging from what I can see, I'd still use tags. All a GameplayTag is, is a glorified FName with a system in place that lets it tier. I don't fully follow the use of your ClassID and SubclassID, but you could keep the identical use with just writing "0.0.Consumable", "1.0.Container", "1.0.Bag". You can convert these to FNames, and then to Strings, or you can break them down by their categories and store them that way by getting parent tags. Getting parent tag on "1.0.Bag" for instance would return you a tag of "1.0"
so why my music stops when there are sfx playing same time?
When in doubt -> Use GameplayTags
Is it sharing a concurrency group?
In any case, try #audio
I'm not really sure which channel this question pertains to, so here it is:
I'm having trouble understanding what player controllers are for and what their bigger picture is in a game's framework. Unreal Engine documentation says very little about it so I only have a very loose idea of what it is(it's an interface between the player and the pawn, whatever that means). I need some concrete examples that are explained step by step to really understand what they're for but I couldn't find any satisfactory videos or articles about the topic online. Can someone point me in the right direction?
Hey guys. I have a Text3D component in a blank project and performing a multiline trace on it, which works as expected in PIE and standalone. But the trace goes through the Text3D component in the packaged build. Would love to know if anything can be done about it. Any help would be appreciated, thanks ๐
They are used for pawn independant controls and functionality
Also in MP they are replicated and are present, for every player, on the server
They have some more use for control rotation etc which is useful in camera setups
PlayerControllers also decide which Pawn is controlled by the specific player
And can come useful for stuff like implementing RTS controls
Also a PlayerController is the player dependant alternative to AIController
Also sometimes PC can be used for more generalized input shared between multiple pawns
Rather than implement it for every subclass
Less relevant but important. don't get into the habit of putting controller related things into your character
Just found UE4 does not support nested sublevels....
Have been transitioning between levels using steaming, an empty persistent level that loads/unloads levels.
This of course broke when dividing individual levels into sub-levels - Only the persistent level is loaded.
Is there a good solution to this? it seems like main options are to
-Try and load/unload each "subsub" level manually, feels like it could work, but suspect it may cause trouble in actor references...
-Drop the main level streaming.
Neither of these sound like great options, is there a better way I'm not aware of?
Is leaving the persistent level empty and loading/unloading via streamjng an issue?
Im curious too because I was under the impression that method was the way to do it
https://docs.unrealengine.com/4.27/en-US/Basics/Levels/LevelsWindow/
Also this. Not too sure what youre doing but maybe this will be helpful
This is what I have been doing, and is fine- so long as the levels you are loading don't have sublevels of their own.
Sorry, but what do you mean by sub levels?
Levels inside levels, that can be streamed or set to always loaded
As mentioned in 2nd doc you linked: https://i.imgur.com/1UbJLFB.png
Well like give me an example
Im not 100 percent sure the implementation youre aiming for
idk where to ask this...
is there a way to reset the rotation of a socket? 
So, I have a level
FirstLevel which is a just about an empty level, it contains FirstLevelLandscape, FirstLevelActors, FirstLevelCinematics - all set to "always loaded"
This is fine if I open the level directly
But I also have another level LevelStreamingController - that attempts to stream FirstLevel, then later load SecondLevel
However, streaming FirstLevel does not pull in FirstLevelLandscape, FirstLevelActors, FirstLevelCinematics
Probably animation
in what context? if you are in SK asset window, you can close and open it again
well i'm using the socket to attach my weapon to my hand.
The problem is, if it's rotated, the weapon will be rotated and i can't animate it predictably...
Right - It seems "nested sublevels" aren't supported, but docs even mention "level Hierarchy" - feels like I am missing something
since i can't see the socket in my 3d animation program
I mean it looks like maybe it is something hierarchical, what it sounds like to me is maybe theres something wrong with where the player is spawning? Like with the streaming volumes?
You could try just importing the rigs and models into UE4 and just animate within? Might be easier to do that?
LOL
It's 1 AM Im trying lmao
You can probably get the socket into your 3d anim program, and do it that way, or work out relative angle for gun and set bones to match
Check out content examples for one method, blends two aimoffset anims
Not even getting to issues with player spawning yet, most of the level does not stream in (due to being in sublevels)
Yeah that, to me, sounds like something fucky with level streaming volumes
or, subsublevels as they would be once loaded in
Not touching streaming volumes - just making a bp call
Don't think its a bug, so much as a feature (nested levels) that does not exist
Ah. Okay
Yeah thats beyond my understanding unfortunately ๐
I thought I knew, but I dont
oh well, thanks for the discussion anyhow! given me some more food for thought
Ofc
Maybe take a break from it for a little bit and come back to it
I cant get a simple save system to work so I just finished a couple other things, and Ill try to mess with saving tomorrow. Dunno if Ill get it but heyo
Whats not working with your saving system? UE's save class and slots seems a bit weird at first, but will probably make sense after it is working
So I tried doing ryan Laleys newest save tutorials and I got the UI system working, but the game wouldnt save the slot and would spit out errors. Im just gonna start from scratch.
I just need the engine to save location, health, what weapons the player is carrying and ammo.
Like it should be fairly straight forward, but Its the UI part thats sort of tripping me up
Could be worth seperating logic from ui, have a couple of keybinds to test save/load - get that working, then link it to a UI
Yeah. Im gonna try that tomorrow. From what I understand, one savegame blueprint is for the actual stats and another stores the actual save slots
I'd say one blueprint is the data that you save (inherits from SaveGame object)
Another will control saving/loading that to a name+slot
Yeahxexactly
If anyone has some knowledge on navmesh generation pls dm me! I really need some help with dynamic generation. Thanks so much! ๐
I have a bit of a broad question, but I don't need a specific answer just something to get me started. How do you handle the flow of the game? Like I have basic enemies, AI and I have combat, now I need to set up objectives/goals and script the order of the game. And a system so if you finish the goal the next things happens. Where/how would you do this? Where would I start learning about this
Hi, guys!
Is anybody know how to write 8 as a below index in chemical formula?
for example NaAlSiโOโ
Number 3 work perfectly as a below index, but number 8 have some problem and is written as a cube in text or string variable
I'm sorry can someone help me with this error? I downlaoded this marketplace asset and got this error when i put it in my project
i would look for a font which supports those and ship it with your project
does that also get rid of the metal index? otherwise rightclick the metal index and pick "reset to default value"
the metal?
remove the wire from the red pin, and clear the reference of the other red pin
the index?
paste/metal
just do what CE said
"input action crouchinput unknown"
that's a different issue
no, it was already on your other screenshot
i'm a nub
It didn't show up after that, you already had that.
it's not allowing me to compile
calm down and add an input in your project settings for crouch
yea, because you reference things that don't exist
problem solved
It happens before text get the specific font.
It happens when I am writing below index 8 inside input field of text or string variable in data table
that's because the Unreal UI's font doesn't support those characters, however if your font does have them they should show up fine in the designer and on runtime
and you named it exactly like the one which showed up in the error, right?
CrouchInput
up to you, you can also save and call it a day
testing streaming pool over 271.800
texture streaming pool
depends, it will just use lower res textures
r.streaming.poolsize 4096 in the console
to give it 4GB
it's the amount of vram which unreal reserves for textures
if your textures exceed it, it will show the warning
everything came into view
i have 64gb of ram and 8gb of vram, does that help?
i mean can i crease it more?
Thanks, you use this plugin? What's the general standard method of doing it, level blueprints? Or it depends heavily on the project?
NEW QUESTION: i have been trying to fix the animation to go straight and turn, by shuffling the feet, but no one I ask that helps me does it correctly, so i'm walking around with the mannequin body turned 90 degrees to either the left or right, and occassionally it's forward. This was after doing a staming / sprint system
I assume since you all are blueprint experts you can help?
thank you sir
thank you sir
Hello! I have a rotation problem in Control rig, but i ask it here too, because its happening in every BP. So rotation around Y axis has a bug, when it reach the -90 or 90 degrees then it start to back in this intervalum and the X,Z axises get a +-180 value. How can i solve this? This little video shows the problem.
what is the replacement?
Do you think the physical animation component of UE needs more exposure or improvement? Not sure if it is at par with the physics animation and ragdoll from unity.
I tried to approach some devs here and on fiverr for contract work improving my zombie physics animation to be blended with hit reactions or death animations and even ragdoll but it seems a few only have delved on it so much. I am not saying they are not good but probably it just needs more exposure or needs an updated tutorial from Epic itself. Even the youtube tutorials about it seems few and old or some are only showcases. I have not polished it to my liking given my noob knowledge.
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Yeah I mean I was comparing it with the equivalent from unity. ๐
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as in, no standardized solution then?
as in, we cannot quickly reference actors and delegates through the level BP anymore?
yeah that's exceptionally terrible
whole point of level BP is easy hookup in a centralized place for level unique events
now you're forced to deal with weird actor managers
I see
yeah I was thinking WP wasn't optional
sounds terrible
I mean the level blueprint solves problems that can't be solved by actor managers is my biggest gripe
I've heard someone say they also gave post processes less functionality and more focused on realism, is that true too?
sure but you cannot place refs in regular actors
For ue5
Not personally that sad to see the level blueprint gone.
you can if you expose the variables
you don't need that level of exposition if you use the level BP is my point
level unique things
should stay in the level BP
the entire point is having a manager that works
the fact that they have issues separating that from the levels is IMO the big issue here
I can't imagine doing stuff like patrol points in a details panel
let alone sift through 30 instances of this
it's just one of those things where if ๐ด doesn't use it, it's not well thought out
Thank you!
You're right! I've changed font from roboto to another one, and the index 8 showed up
i need to be able to connect to server http rest api. the server i need to connect requests apikey, timestamp and a signature for authentication.
I need to:
1- concatenate all the public parameters in the query string format
2 - use hmac_sha256 algorithm to sign the query string and convert it to hex string to obtain the sign parameter
3- append the sign parameter to the end of the parameters string and send http request.
any way to do this through blueprints?
is there any difference between those two when forwarding an event from my character to a component? should one method be prefered?
When should I use a DatatTable vs a PrimaryDataAsset for e.g. storing weapon variables to display in the UI? Or should storing data in general
Realistically, it doesn't matter so much. Consider that a Datatable is functionally the same as a TMap of FName and SomeStruct. You can also put that in a DataAsset. The only real bonus that a Datatable has is it's UI. Some might find it nicer to input data into a Datatable. But they do require a struct made for them. Datatables are just more primitive. DataAssets allow you to add code in them as well which can be great for filtering out information on more complex data. At work we use a combination of both. On personal projects I tend to pretty much just go with DataAssets.
So if it's just a very simple set of data then a DataTable will suffice? As there isn't really a difference functionality-wise between the two
Sure. Either would work just as easily.
Got it, thank you
Found a cleaner way btw (easier to scale): I put a servicer on the behaviour tree that will pick that task if the random int is between 2 values, the values can be read from a blackboard key which can be set per enemy
It's not in the blueprints but it works
If I want to add more attacks I don't need to adjust the macro