#blueprint

402296 messages ยท Page 806 of 403

gentle urchin
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and just loop untill < current.value

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but

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still troublesome to scale

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manual work at some point

zealous fog
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I mean you will always have to manually add the attack I suppose

gentle urchin
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it could point to an a rray of attacks tho

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which would solve it ?

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Array of floats -> Result picks from an array of attacks

zealous fog
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But now I can easily adjust the rate of certain attacks per enemy instance by changing the percentages instead of having to do 100-all other percentages

gentle urchin
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you could stack the initial check value

zealous fog
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True its whichever structure you prefer its still similar

gentle urchin
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first attack has 100 'chance'
second attack has 100 'chance'
they'd end up with 50% chance each.

add a third attack with 100 'chance'
now they're scaled to 33.33% chance each

zealous fog
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This just makes more sense to me maybe

gentle urchin
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Glad you found something that works for you (Y)

zealous fog
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Now onto refactoring ๐Ÿ˜‚

oak pecan
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Do you guys know why the timeline glitches like that?

tame pecan
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Blueprint debugger is buggy as hell

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dont worry about it

earnest tangle
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Yeah not quite sure what the glitch there is supposed to be ๐Ÿค”

oak pecan
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The output of that timeline gets sent more than once in less than a second

earnest tangle
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The Update pin from the timeline will run once per tick

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(more or less)

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so unless I misunderstand what you mean by "gets sent more than once", this is entirely how it's supposed to behave

oak pecan
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The first time I run the bp everything works but the second time I run it glitches and the actor gets teleported back and forth until the timeline ends

earnest tangle
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The clip seems to show actor scaling so it's pretty hard to say why that might be

oak pecan
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Also the scaling is glitchy

unreal quail
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is there a way to get the length (in seconds) of an animation?

maiden wadi
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@zealous fog@gentle urchin This conversation is exactly the reason I ditched BTs. ๐Ÿ˜„ Currently writing an AIController ActorComponent that can take a DataAsset. DataAsset is populate with a bunch of info relating to Tasks and Conditionals which are allocated to resources, and are picked via weighted randomized Choices.

gentle urchin
maiden wadi
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I find them very.. "Single Threaded"?

earnest tangle
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BT's work pretty well for some things but it definitely sounds like it might not be suitable for that particular thing

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Most of my AI's are fairly linear A --> B --> C type systems and BT's are very straightforward for organizing that type of logic, but if it's not like that then it's probably not

maiden wadi
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Part of my issue is that I don't want to put my logic in a lot of different places. And I want my AI to move, shoot, and consider other tasks at the same time. You can do two of those things at once with a parallel and even then you still need a selector for doing the other conditions. It just turns into a branching nightmare.

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I'm also aware that there are other ways to do that in BTs. Services and such. Just really not a fan of the layout. A few of the AI summit talks kind of nudged me towards feeling a little validated, and one of Tom Looman's blog posts gave me quite a bit of inspiration on another direction.

earnest tangle
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I've never used parallels in BT's

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They just seem incredibly weird lol

oak pecan
gentle urchin
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Try using play instead

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If the glitch disappears, you're calling it multiple times ;)

oak pecan
gentle urchin
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Instead of play from start

oak pecan
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oh ok

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Still not working ๐Ÿ˜ฆ

gentle urchin
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Still gitching?

oak pecan
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Yea

gentle urchin
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Then i got nothing^^

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Try a new component

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Or do your own logic on tick

oak pecan
oak pecan
# oak pecan

This is what happends to the scale value during play

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First time I run it, it always works

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I found the problem

gentle urchin
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Which was what

oak pecan
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When you moved from the vent to the desk to the vent too fast the Setactorscale were overlapping, the one for moving to the desk was increasing to go to 1 and the one for the vent was decreasing the value

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Sorry for my bad english

gentle urchin
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Ah.

zealous fog
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So many things that weave together and knowing where to put what is a bit of a pain

maiden wadi
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They're useful until they're not. They're very single minded. "Find the task to do". And if you want slightly differing tasks, you make anew branch. And then another branch. And then another branch. And at some point it really just starts to look like a shitty switch case statement, and we all know how we feel about large branching spaghetti logic.

earnest tangle
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It kinda depends yeah. It's not necessarily that bad though - you can easily layer the logic with BT's and other stuff

maiden wadi
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I think they're fantasic for some things. But for creating dynamic AI to run a pawn in a game, it just feels either lacking or twistingly complicated.

earnest tangle
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so for example if you have a number of slightly different behaviors you can control the choice of when that logic activates via BTs, but handle the logic itself elsewhere so the BT doesn't need to know about the specific subtype of the logic being used

spark steppe
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is there any difference between those two when forwarding an event from my character to a component? should one method be prefered?

maiden wadi
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Which is exactly my point. The BT turns into a single minded decision maker and not something that does anything.

zealous fog
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You can have BT and still do stuff in the blueprints

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Combining it

earnest tangle
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@spark steppe I assume you mean using interface call vs direct function call? Not much of a difference in this instance

zealous fog
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But you should do what works for you obviously

spark steppe
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one is using the interface "method" vs. direct function call

gentle urchin
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I think he's refering to the electric nodes plugin

maiden wadi
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@spark steppe The reason for the second one is that you can call interface functions like that by passing an interface pointer instead of a UObject one. We use it in a few dynamic widgets at work.

blissful grail
maiden wadi
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Yeah.

raven kiln
maiden wadi
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@raven kiln A while loop is the same as a ForLoop, except that it evaluates a boolean every iteration instead of the loop count.

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To do what you want, you need to start a timer.

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I have to type fast. How else am I going to get any work done? ๐Ÿ˜„

raven kiln
maiden wadi
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Oh. No, I meant typing in here. ๐Ÿ˜„

raven kiln
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That's what I'm trying to do

maiden wadi
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It will. But the moment you press that button, you're blocking the game thread. In a fraction of the second, you're evaluating that loop millions of times.

raven kiln
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Ah so it is synchronous

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I thought the delay in there would prevent that

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0.2 seconds before incrementing

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Ohhh

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OH

maiden wadi
raven kiln
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Timers are what I was looking for, thank you

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Believe it or not I'm a native C dev. I get confused in BP for some reason

maiden wadi
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DON'T TALK ABOUT MY CUBES LIKE THAT

raven kiln
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My brain went: delay == sleep() from <unistd.h>

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Assumptions are bad

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I guess I assumed bp events ran in their own thread or something

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oh well, ty for the quick support

stray moat
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how would I go about making my character shoot only why aiming

blissful grail
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Have a boolean IsAiming and do an if check when you shoot, if IsAiming is true, proceed with shooting, otherwise, do nothing.

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Set it to true or false when they aim.

stray moat
blissful grail
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On your character

glossy bane
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Does someone know if enabling (disabled by default) blueprint and actor clustering in general improve the GC performance? My game is done purely in BP and involves destroying actors constantly and I'm wondering if enabling either of these would improve the GC performance or if I should leave everything as default

unreal quail
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so I have a list of tasks to go to and to try to never have two pawns picking the same I have an IsEmpty bool

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this is the task picking code

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but even with all of this it seems like they still love picking the same task

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I assume AI Blackboards run their own thread and so this BP function is being called in parallel somehow

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that's the only explanation I can find

stray moat
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I have this how would I switch blend spaces now

unreal quail
unreal quail
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the "time saved" from doing it in BP is in the negatives

stray moat
stray moat
unreal quail
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you're not setting is aiming there

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I mean you are but you're setting it to false

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you need to get your Aiming from your character and set the animbp one to the correct value

stray moat
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tried this one i got aiming from my char bp which is hooked to my input action aim, works now after i do this

faint pasture
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@unreal quail if you stagger the task choosing by a random amount of time per agent, do they still choose the same task overlapping each other?

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I'm not convinced you have a race condition, I think you have some sort of fundamental data problem

unreal quail
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@faint pasture I fixed it

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the issue is that the random node is called every time it's value is needed

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which means it was potentially checking if one task is empty then picking another task

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even though on the data lines it looks like it's the same

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this is how I fixed it

unreal quail
outer pewter
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im watching this tutorial and he used linetracebychannel but his have all these options on the right and mine online has 2

unreal quail
stray moat
outer pewter
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it worked thank you guys so much

unreal quail
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np @outer pewter you can also do that with Vectors, Rotators and any Structure pin (which are in blue)

outer pewter
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thanks a lot. im new and this group is helping me a lot

novel rock
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I'm trying to make vehicles that player cant get in and out of.

odd ember
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so, problem solved, you're welcome

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joking aside

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make a trigger box that envelops your cart

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make the cart notify the player in vicinity

onyx marsh
maiden wadi
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@onyx marsh Connect in what way? Not sure of the intention.

final python
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how do I get the drop down that creates a function for the create event?
its not there for some reason

onyx marsh
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so that my program only runs if the player overlaps my actor

maiden wadi
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@onyx marsh Player Start is just an actor type that the game uses to find starting locations, it's not actually your pawn. What you're looking to do is GetPlayerPawn and == that to the OtherActor pin.

final python
onyx marsh
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thank you

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whats a pawn tho

maiden wadi
final python
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yea, I'm also restarting the editor right now, so that could maybe fix it, I haven't tried it yet.

odd ember
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did it get removed?

maiden wadi
# onyx marsh whats a pawn tho

A Pawn is a type of actor that can be "Possessed". Possession basically just links the Pawn actor and your Controller(Actor that processes input), and allows the pawn to process input as well.

final python
onyx marsh
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Thank you

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is there a way to open my content browser in blueprint editor

final python
odd ember
onyx marsh
onyx marsh
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but in bp editor

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so its easier to drag stuff

final python
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I worded that weird, but stuff like casting or making a class variable you can search for it in a list

odd ember
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what would you like to drag in there?

final python
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The player start XD

onyx marsh
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i wanna drag a lamp model

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for my light blueprint

odd ember
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just have a static mesh component

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and select it in the drop down

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really easy

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no content browser needed

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you can also select it in your content browser and press the โฌ…๏ธ key next to the staticmesh component mesh variable

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but if you're adamant about having it

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you can have up to 4 content browsers if you go to the window menu

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so just spawn one and dock it

novel rock
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there is a trigger by where the player sits. but how will that allow the player to sit in any wagon. there are multiple wagons but all the seats are the same (they have all the same name).

odd ember
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inherit from the wagon actor, swap the mesh, done

novel rock
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you know multiple wagons a singular sit point.

odd ember
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that's... it?

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whole point of programming is making things easier for yourself, not harder

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if something is hard to do, you've probably done something wrong

novel rock
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I feel like it might come in handy latter.

sturdy herald
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In Control Rig how can clamp my bones rotation at Y axis, if the limit is not in -90 +90 range? Everytime the rotation reach this 2 value the X,Y axises get a -+180 value and the Y start to back to 0.

haughty ridge
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Guys,I am searching for the 'Set Intensity' target. I guess it have a new name at the 4.27 version. Do somebody now how it is called now?

maiden wadi
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Or what is it supposed to affect?

haughty ridge
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It was supposed to change the intensity of light

sturdy herald
prime stump
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Hi, I thought I'd be simple lol but I'm having a problem with trying to disable the players input while they're on the loading screen whilst the actual level is loading in, I've set them up by using the Levels tab with a persistent level (followed this video - https://www.youtube.com/watch?v=rZm4agCaeSs), the loading screen will load up first, then it'll start loading the players into the level, whilst you're falling down to the map while its still loading in, the players have input, I've tried disabling it in the level BP of the loading screen & the actual level, tried disabling it on the character, in the game mode and on the loading screen widget but none of them are disabling it, is there something I'm missing?

maiden wadi
long whale
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anyone seen this?
copy node not copying
get bunch of empty comment

prime stump
maiden wadi
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And you don't want them to be able to look around at this point?

prime stump
candid nest
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hey how can i make a nav mesh in proceduarlly genrated level

prime stump
maiden wadi
prime stump
maiden wadi
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Something tells me that there's some hidden method to handle that somewhere in the engine, but I haven't personally come across it.

maiden wadi
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Encapsulate the whole place where you can generate the level into a NavBoundsVolume.

candid nest
slim sorrel
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Not sure where to ask this, but I am struggling with understanding how to create a Plane using a Proc Mesh.

Using the Proc Mesh Create function, I would like to create a Plane that matches the width and length of another Proc Mesh.

maiden wadi
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Well, movement only works for so far. So, endless is a relative term.

slim sorrel
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I have this grid, the lines being one Proc Mesh

prime stump
slim sorrel
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I need a Plane under them that matches the size of the grid.

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The grid can be configured to be of and number of rows or columns, so the plane should be created based on the inputs for the grid lines.

maiden wadi
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Sounds like you just need to draw two triangles.

maiden wadi
# slim sorrel

Fairly sure all you need is four points.
0 - StartPoint
1 - StartPoint+GridWidth
2 - GridWidth+GridLength
3 - StartPoint+GridLength

Trangles array should likely be
0,1,2,0,2,3

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If I'm not mistaken.

novel rock
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I don't think i can just swap the mesh from one wagon to another. on wagon has four wheels and the other has two well three, two wheels and one hidden one for steering.

maiden wadi
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Sure you can. Create a function for it. Make the wheels named sockets on the wagon static mesh assets. Function should set the mesh, and then get it's sockets, create a wheel for each one it can find.

agile needle
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Am I understanding this correctly?

So this is just another Object that referennces the actual actor it hit

And the Cast To BP_Block will chage this reference to be of BP_BLOCK

OR.....

Is Hit Actor the actual Actor that was hit and not a reference to the Actor that was hit?

novel rock
maiden wadi
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As opposed to?

fiery swallow
novel rock
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why all the secrecy around making child object connection to multiple posable spawned pawns?

agile needle
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And isn't actually BP_Block?

fiery swallow
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It could be BP_Block, but you won't know until you try and cast it, and it succeeds

agile needle
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right right

wind ivy
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Boyz have you ever experienced a bug where in a blueprint the detail panel of a component is completely empty? it was fine 10 mins ago and didn't change anything lol

flat coral
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Okay so I've got this abstract class, BP_UsableObject. It's used everywhere, there are dozens of child objects of this, either directly or transitively.

I need to split it into a parent and child class, with OnUsed / DisplayOnUsedMessage / GetOnUsedMessage in the parent class, and the StaticMeshComponent and Begin/EndFocus in the child class.

The problem is, if I make a new parent class that declares these functions and set it as the parent of this, it refuses to compile the child class even though the function signatures match. But if I make a new child and try to move the static component and functions down, it auto-deletes them in ALL the other subclasses when I delete them from the new parent

maiden wadi
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Hmm. Never tried reparenting functions in BP. My BP hierarchy is always pretty shallow. ๐Ÿ˜„

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Wonder if I can blow that up the same way.

flat coral
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The problem is I need a version of this which uses a skeletal mesh instead of a static mesh, but they both need to count as UsableObjects for the purposes of like players interacting

brazen merlin
flat coral
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lets see how that works. The auto-delete was really frustrating on that approach but I think I made a mistake last time I tried

brazen merlin
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where you can delete and replace references?

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make sure you back it up or have source control....

maiden wadi
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Reparenting it to a new empty parent, and then creating new functions with the same name in the new parent seems to work. It breaks the functions in the OldParent, but it was getting removed anyhow. All children of OldParent retain their function.

flat coral
maiden wadi
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Created OldParent. Created two Children.

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Created Function in OldParent. Overrode that in both children.

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Created New Parent. Reparented OldParent to NewParent. Then created a function with a default name. Renamed it to match the one in OldParent.

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I had a small C++ breakpoint, but passed it. OldParent auto-renamed it's function to something else, but Child1 and Child2 still use the new NewParent function.

odd ember
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you're not tied to hierarchies with your logic

flat coral
maiden wadi
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Odd. Did you match the signature before renaming?

flat coral
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Hah I thought I did but no

slim sorrel
flat coral
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God I wish I could just turn that OFF

last stump
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So i have a WidgetComponent on an Actor using these current settings. The issue is with 'World' it decreases resolution alot, and it creates a layer of complexity where anytime you set the rotation of the text to face the current player camera, when you move crazy around the actor, you can watch it set the rotation and essentially looks really bad. However, with screen if you begin to move too far away, the widget becomes to overscale. Is there a way to make it to where it wont scale based on the current player and the actor upon distance?
https://cdn.discordapp.com/attachments/455044727029497856/930548522254745610/unknown.png

maiden wadi
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Weird. ๐Ÿ˜ฆ

odd ember
flat coral
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Wait what happened with this? I'm on 4.26

maiden wadi
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Oh, that's a thing. ๐Ÿ˜„

flat coral
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FUCK

maiden wadi
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The things you miss out on when you're too busy using C++.

trim matrix
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Guys, help me out here! I have a character, that character is looking at wherever my mouse are by tracing the mouse and changing it's yaw basically. BUT, when I change to another mesh suddenly when I'm moving the mouse he's leaning to the side so he's lying down flat with the surface.

But, when i'm moving my character with the code in the image, he walks and rotates perfectly. So it's only happening when he's still.

What can cause this? I'm going mad

low heron
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is there a known bug in UE5 where one cant save a struct array with SaveObject, or am I having a complete meltdown?

The struct is just simple int and text...

maiden wadi
maiden wadi
trim matrix
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Oohh ok @maiden wadi , I think the bones might be a bit different. I will investigate this!! Thanks

low heron
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sure give me a sec to grab some screens

novel rock
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what open variable can i plugin here. so that when the player comes in contact with the carDoorCollider i can get the vehicle sitPosition?

maiden wadi
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What is your WagonSitPoint that you have there?

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If that's a scene component inheritor, it should work.

low heron
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save load and the save object nothing fancy going on here

novel rock
zealous moth
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is there an event for when the actor gets rendered?

maiden wadi
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@low heronWhere are you altering Scores?

low heron
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gamemode

maiden wadi
low heron
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or do you mean the actual logic cause that works fine, the struct hold all the needed information both before and after the save

maiden wadi
# low heron gamemode

But where here? All I see is you setting that from the new SaveGame, and then setting the savegame back to it. The logic I can see is creating an empty array and setting an empty array from an empty array.

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@novel rockYou use base classes for this. Do the logic in the base class. For instance if you have a WagonBase, you can put a SitPoint in it. Don't do anything to it. Cast to WagonBase to do the logic from the character. Then make a wagon that inherits from WagonBase, and adjust that Sitpoint to where you need.

low heron
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the first screen I posted is where I create the saveObject then load whatever is in that slot, obviously first time that will be empty.

the actual population of new entries happens when a button is pressed and later saved.

novel rock
maiden wadi
novel rock
low heron
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major facepalm you are indeed right meldown it was then. thanks!

maiden wadi
trim matrix
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If I move it's all good

maiden wadi
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What calls is this making? How are you doing the rotation? And what class is it in?

trim matrix
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Damn I need to get to bed now.. Ill continue investigate tomorrow. Thanks for the help so far @maiden wadi. Much appreciated

gusty shuttle
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How would one Lock Rotation on a physics actor?

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That's the only option we get and I just want to lock rot on the static mesh

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nvm, just figured it out ๐Ÿ˜›

willow phoenix
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overlapping axis in 3d. how do i work around this? i tried making a rubic cube for fun, the other two directions work perfectly fine.

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green circles = axis work as expected, red circle goes mad :c

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y and r are set to 0, they just flip (i guess because of the overlappign axis)

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but how do i fix that?

unique yoke
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If I am trying to just draw a debug arrow that always extends out from the player, how would i manipulate the line end to do so? I know this doesn't work, but I'm guessing I have to do something with the forward vector combined with the actor location?

tight schooner
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Multiply the forward vector by 200 or w/e and then add it to the actor location

unique yoke
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thanks!

tight schooner
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And you'll end up with a location that's 200 units away from the actor in the direction of fwd

final python
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is there a better way of going about making a hunger or water system other than doing a timer on the controller?

serene pike
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Easy question, but I canโ€™t get my head around how to do it:

How do I go about making a linetrace that displays the name of the object I'm looking at?

agile needle
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this pic is the Line Trace From Camera funnction

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Get the first Person Camera's world location

Get the forward vector (Which direction is facinng forward from the the First Person Camera)
Multiply that vector out ( make it longer so it can hit something)

Then add that with the first Person's world location so that you essentially make a long line shooting out from the first person camera location

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You can hook the line Trace Functionn up to an Event Tick so it does it every frame

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idk if this is the optimal way of doing it

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Then oon the out Hit, you can break the output so u can grab the Hit Actor and do a print name from there i believe

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hope that helps, im still nnew to unreal engine so....if annyone has a better solution or if I explained soomething wrong lemme know

serene pike
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thanks for all the help, that's saved me some valuable time. Really appreciate it

subtle hatch
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Hi, how can I add noise to curves?

twin oxide
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Hey ! My bombs are exploding after 3 sec, and are supposed to make any nearby bomb to explode. To avoid bugs, i'm trying to play with collisions, desactivating the bomb collision 0.1s before bomb_explosion spawn, and activating the explosion_collision 0.1s after its spawn

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Here is the final part of the BP_bomb

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the beginplay of the explosion

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and the begin overlap of the explosion (that is responsible for the error ...)

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I thought my delays would allow it to work, but UE still doesnt like it

jaunty solstice
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Construction script issues. Have a resource heavy construction script that attempts to instance several thousand static meshes on launch.
Problem is it often just hangs my level when I open the level. ๐Ÿ‘€

Is there a way to introduce a light delay in the execution of a construction script?

unique yoke
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So here's a weird question. Let's say I have a component that has a variable called Name, that's public and visible to change as a property on the component. How would I handle preventing blueprints outside of the component from directly modifying that variable, since it's not private?

cobalt gulch
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Hi guys, im trying to create a health system which works online. How could I replicate this code?

tight schooner
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I forget if it's possible in BP. You could do it in C++ I think...

quartz pawn
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Hey so I am trying to make my actor essentially destroy when its touched however whenever I do it Server to Client it works but when I do it Client to Server it doesn't. Anyone got any ideas?

serene pike
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any reason why this print on linetrace hit isn't working? I'm not getting any visible debug line and it isn't printing anything, It just shows an error because of the linetrace?

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@agile needle Did you encounter this at all? It pretty much follows your version

agile needle
serene pike
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I don't get why it has problems with any firstpersoncamera access when I'm putting this all in firstpersoncharacter

dark crow
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Well, the error says what's up

serene pike
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@dark crow I don't understand though

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how can I fix it when as far as I know it's all complete?

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from what I've read its basically because its not like a closed circuit?

dark crow
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Where are you getting First Person Camera variable from

serene pike
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well its in firstpersoncharacter so I just brought it from the component list

dark crow
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Should be fine then

Your problem tho is not the LineTrace

But the Variable not holding a reference for some reason

serene pike
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what variable ๐Ÿ˜•

dark crow
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First Person Camera

serene pike
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I'm lost, it looks fine as far as I can see

dark crow
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If it's from the component list, it should work

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There's something gone wrong for some reason

tight schooner
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@serene pike "accessed none" means there's no data. Your variable on the graph, "first person camera", is not set. Maybe just remove the node on the graph and put it back on there if you think it should be working

serene pike
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yeah I just did that

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it worked

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thanks both, that has been annoying me for far too long

dark crow
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Epic ๐Ÿ‘

tight schooner
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Sometimes if you copy-paste stuff between graphs or reparent classes, things like this can crop up

serene pike
#

That's good to know, I'll definitely encounter it again

dark crow
#

Yeah, if it seems like it should work, just try to recreate it

#

It really likes to bug out sometimes

runic parrot
#

Hi! does anyone know how i can call this method of this abstract class in BP?.

#

Found it, you need to remove the "context sensitive" check on the search box

winter kettle
#

macros cannot be called from functions right?

tight schooner
#

They can if they're part of the same class

#

IIRC

#

Macros can't be called outside of the class and cannot be inherited either

#

Unless you put it in a macro library

crimson saddle
#

hey guys I've never used timelines before. How can I use one to rotate an actor when I press a button?

runic parrot
crimson saddle
#

Like do I use add rotation or some form of set rotation?

runic parrot
#

i would suggest to the rotation value you got when starting the timeline as a reference and than lerp that rotation to your desired rotation

twin oxide
#

Niagara system asset dissapearing after a while.
Is there a way to loop it ?

runic parrot
#

it should have a loop check on the setting

twin oxide
#

its a component from an item blueprint

#

i dont see a loopcheck on the right :c

runic parrot
#

Base class here is abstract. is there any way to use the methods of the abstract class without instance of it? :/

twin oxide
#

is it a media player ?

#

(noob here)

runic parrot
#

i don't know enough to understand the question : P

twin oxide
runic parrot
#

you can change like that the property of the niagara particle system or just change it on the niagara particle system (you open it on the editor and look for the loop option)

twin oxide
runic parrot
# twin oxide

Oh my bad, there's no option when you check context sensitive.

twin oxide
#

:c

runic parrot
#

i think you may need to expose the variable of the niagara component so you can change it

crimson saddle
# runic parrot

this was really helpful
If I want to be able to press the button and reverse the action how would I logic that?

runic parrot
#

the timeline has a reverse function

crimson saddle
#

Like ideally I should be able to start the action, reverse it or interrupt and reverse it

runic parrot
#

the initial position is something that is going to change a lot?

crimson saddle
#

yes it changes a lot

runic parrot
#

and how do you determinate if you want to rotate in one direction or the other?

#

if i press the button, how do i know what is the desired final rotation?

crimson saddle
#

I was thinking a boolean but I dont know

#

I just want to flip my object

runic parrot
#

can you show more details of what you are trying to achieve?

runic parrot
crimson saddle
#

I already know this doesnt work but its what I have so far

#

i can reverse it properly mid-motion but it breaks if I try once it finishes

#

I feel like I'm close

runic parrot
#

hmm let me try

crimson saddle
#

I feel like theres a really elegant way to do it that I dont see

runic parrot
#

oh, you are doing a +180 always.

#

in that case, link both execution pins to the play from start of the timeline

#

that may do it

#

also, how does your timeline look like?

#

it should look something like this

crimson saddle
#

If I link to play twice then its not going to reverse

#

for 180 degrees it matters less but I have a lot of other places I could use this if I can figure it out

runic parrot
#

hmm you already have the basic, play with the numbers to get your desired value

#

try multiplying the 180+ by -1 when it's already flipped. But you should get the same behavior, since 180 + 180 = 0 and 180-180 = 0.

crimson saddle
runic parrot
#

Does it change if you use "Play from start" and "Reverse from start"?

#

i'm not sure what is your desired Final Rotator

#

if i press the button and press it again when it's 1/2 done, what should be the final rotator?

#

do the start and final rotation always flip between 180 and 0 or in between is posible?

crimson saddle
#

Press it when it's half done and it should return to the original position.
Press it when it's done and it should return to original position as well, but I can't just save that rotator because it can still move besides that.

zealous moth
#

If using a papersprite or even a plane with a material i can piggyback a rotate towards camera function into the wpo of the material.
Sadly, i have to use umg instead because i need the progress bar logic. Is there a way to throw the whole rotate umg towards camera onto the gpu instead of ticking it in the widget?

crimson saddle
#

In between is definitely possible and I can apply the logic to other degrees like 90 or 45

runic parrot
#

or add a variable "Is Flipping" and use that one as a reference to clean the Original Rotator Variable.

#

as the end of the timeline, uncheck "is Flipping" and clean the OriginalRotator Value.
When entering the function, if "IsFlipping" is checked, use the "OriginalRotator" value as your start rotator instead of the actor "Current rotator".

#

if you want it to return to the original rotator, you need to cache that rotator somehow

halcyon lynx
#

Hi dudes, i have a question. I think should be easy for one of you. I'm new to the engine and I'm trying to make smooth moves with my anims... Right now, its all good except one thing. When i press W + A, W + D and stuff like that, the char rotates too fast, with something like like little punchs. How can I smooth the rotation movement and the rotation speed?

gentle urchin
#

Rinterp

rough warren
#

Hi, I'd like to spawn an actor 9 times with a difference of 300x and for some reason it's not working

strange remnant
#

I wouldn't use event tick to spawn things that way. Try using a loop on a beginplay or in the construction script if this is an actor blueprint

rough warren
#

okay sweet thanks

stray moat
#

need help with making my character shoot , the character shoots even when im not animing

strange remnant
stray moat
#

@strange remnant this what i have so far

strange remnant
#

so right now your character can fire even when not aiming?

sly forge
#

Do ticks impact performance even if nothing connected to it? should i disable start with tick enable?

strange remnant
# stray moat yes

looks like you need to utilize your IsAiming bool in your fire logic

#

perhaps use a branch between InputAction Fire and setting IsFiring to true to check if aiming or not

strange remnant
sly forge
#

Do you keep it enabled if your actor is using movement component?

strange remnant
#

ooo good question

#

let me consult my project

#

i'm pretty sure i have tick disabled on my character blueprint which does utilize the movement component

sly forge
#

Im thinking of completely removing it, but i have to user another method to make my actor move, not sure if possible yet

strange remnant
#

loading up my project

sly forge
#

Actor need tick if you setup the movement component the basic way, it wont move if u disable it

strange remnant
#

oh i was wrong, i do have tick enabled on my character bp

#

though disabling it still lets me move around, so it might not be necessary depending on how it's set up

#

i'm utilizing the basic movement from the first person template

sly forge
#

your actor can still move if you disable the tick?

#

the "start with tick enable"

strange remnant
#

apparently so, though it's my character blueprint actor which the controller is possessing

sly forge
#

i guess im doing something wrong lmao

strange remnant
#

is the actor you want to move your player character or a different actor?

sly forge
#

oh the character can still move, but the pawn cannot

strange remnant
#

and you want to be able to control the pawn as the player?

sly forge
#

wait wat, its moving, i honestly forgot where i disabled it and it stopped moving at this point lol

strange remnant
#

there's a component tick flag on the movement component itself, perhaps you set something there?

#

for reference, my component tick is enabled, though... i'm still able to move with that disabled too

sly forge
strange remnant
#

is it working now?

sly forge
#

yea but my other functions arent

#

i set up a logic to update the speed at run time, they're not working now

strange remnant
#

are you using the event tick for any of your logic in your blueprint?

sly forge
#

im not sure

#

i dont remember using tick for it

strange remnant
#

ctrl + f in your blueprint and search for this little guy

sly forge
#

its prob tied to the actor tick in some way, i'll just make new functions for it

#

yes im not using it in my actor

strange remnant
#

strange... i'm not really sure then

sly forge
#

wait

#

you're right, im using it

#

i did find and found it

strange remnant
#

you'll need to have tick enabled on your actor then to run that logic

sly forge
#

gonna use timers

#

yea i know but i forgot i was using it

strange remnant
#

ah gotcha

sly forge
#

Thanks for helping me see it ๐Ÿ‘

strange remnant
#

sometimes you just gotta talk it through haha! good luck with your project

uncut lark
#

@vital prism Update. I got it working. The save data needs to be put in its own instance, then the save data slots themselves need to be put in their own instances. Im not tripping about separate save slots as of now, but I got it to save health, ammo, and others. I need it to respawn destroyed actors after a save point is loaded

#

Were you able to get your stuff workign?

rough cedar
#

is it possible to add more than one class to this slot? id like for it to look for a few different types of actors

velvet token
rough cedar
#

they do not have the same parent. how would i set that up?

velvet token
#

make a new blueprint actor, open your blueprints that you want to reparent and select File -> Reparent. I would only opt for this option if it logically makes sense that they have the same parent, else you can implement an interface and check the OutActors if they do implement the interface.

rough cedar
#

oh ok this sounds like a big one. i might need to look for an easier way. basically i have this grapple target that i can place around my environment and grab on to. but i want the same logic to work on enemies now.

velvet token
#

sounds like an interface makes more sense for that use case

rough cedar
#

thats only done in cpp?

velvet token
#

no, you can add blueprint interfaces

rough cedar
#

sorry ive never done this how do i start?

velvet token
#

a good start would be this: https://www.youtube.com/watch?v=G_hLUkm7v44 and this is how you can check if a certain blueprint imlements an interface or not https://www.youtube.com/watch?v=uz-XI8VPXgk

rough cedar
#

ill check these now thanks!

split orbit
#

Random question, I am trying to get something to Round UP to the nearest whole number so I have currently 4.3 that I want to round to 5, tried Round but it just goes to the nearest whole so 4.3 = 4

rough cedar
#

i'm probably wrong but would normalize work?

velvet token
split orbit
candid nest
#

hey guys i am stuck i need a help iwant to make a ai like a subway surefer one exactly the same how can i do that

thorny glen
#

hey guys,

#

just want to know Is there any way to export map as in USDZ format?

stray moat
#

after my character enters aim and fires the gun she never reverts back to her unarmed movement state , shes stuck in aim and while shooting she doesn't play the movement animations , could anyone pls help

grand sky
#

Hey guys, I'm trying to directional melee swing right now but I'm stuck. How can I swing the sword with mouse axis changes? I tried like this

#

I want to clone mount and blade bannerlord directional melee combat mechanics

warped spindle
#

Does anyone how to solve my problem?
The thing is in engine the graphics are on medium with everything and when i exported to my phone Rhode settings are gone. I made an menu to set the settings for graphics but รฎศ›i does't work. On editor works very well. If i export the game in dev. Mode and open up the console i can set the graphics with Sg.postprocessquality 1 or others. I don't know how to make this without that console because i need to release IT

velvet token
warped spindle
#

Yeah ,but how? Like in project before i export?

warped spindle
#

Thanks. I will check it

kindred marsh
#

Hello guys. I am a new unreal developer and i need to create some widgets to show some graphs (let's say like the image above). I couldn't find any tutorial that it can help me with that problem. Could anyone help me?

warped spindle
dusky harbor
#

Hey,
I am trying to connect UE4 and Touchdesigner. I would like to send my print string to UE.
Here is my BP connection.
Does anybody know how could i do it.

velvet token
warped spindle
#

This ia what i did.
I made an androidscability.ini and introduce this in there. This file is in project - config- android

stray moat
#

what do i do if projectile is aiming downwards

velvet token
icy dragon
silk vine
#

Hi there,
I'd like to count specific pixels on Texture Render Target 2D (eg for creating histogram). I created BP like this but it is so slow and the engine see infinite loop error ๐Ÿ˜ฆ
Is any other way to read mass pixels at once? How to get an array count of color for a histogram?

velvet token
silk vine
#

Thank you! But my resolve is still anty anty performance ๐Ÿ˜ฆ

warped spindle
earnest tangle
#

4096x4096 is pretty big yeah

#

in C++ you can read the whole thing into an array and iterate that which is most likely a lot faster than Read Render Target Pixel

icy dragon
#

Not to mention, Render Targets have to go through Canvas, which I found impacting performance a lot.

silk vine
earnest tangle
#

Yeah not really an expert on that stuff either... I know there are ways you can use compute shaders to perform logic on GPU but I seem to recall it's a little bit complicated to use in UE albeit possible

maiden wadi
#

This definitely feels more like async C++ territory.

earnest tangle
#

some mad lad wrote a shader for VRChat which runs Linux on the GPU... so I think this should be possible too lol

forest solstice
#

Hello

#

I want the camera to move left and right while the character is moving left and right
I already made a mouse x input for movementcamera in the project editor thing
but I don't know how to connect it to the right thing

#

can I add an input access thing to the blue one on the right so I can connect the movementcamera to the add movement input?

#

does this even work?

topaz badger
forest solstice
#

idk how to do that I'm gonna google it tho

topaz badger
#

you just drag the camera component onto whatever you want to parent it to in the BP view port

stray moat
#

hey guys ,how would I use line trace to make my projectile always shoot forward , pls help

topaz badger
#

also, i could be wrong, but if you just want to move left and right you could probably use a camera arm and constrain all the axis (and rotations!) expect the x transformation

forest solstice
topaz badger
zealous fog
#

Start point is current world position

stray moat
#

yep, i have it ignoring the player now

#

i will try adding another trace

#

thanks , its not very different from mine , I'm just not spawning the projectile in the function

brittle elk
#

hey i have a question my trace is not dead center idk what i did wrong tbh

earnest tangle
#

Are you sure your crosshair is centered?

#

I'm assuming your image is cropped because neither is anywhere near center in it

brittle elk
#

pretty sure imma check again

brittle elk
astral epoch
#

Okay my brain is a little fried at the moment and I forgot basic math.
I am trying to set an object's position to be offset from another object, for example obj1 will always be behind and to the right of obj2.
Should be a simple GetActorLocation + OffsetVector but how can I make this relative to obj2's rotation rather than relative to the world?

gentle urchin
#

Obj2 loc = obj1.loc +(obj1.forwardvector * distance * -1)

astral epoch
#

Something something multiply by forward vector in there?

#

Cheers

haughty nymph
#

is it possible to save my ammo count if i switch from weapon and my weapons are child blueprints.

astral epoch
#

In what sense? Is the player picking up another actor or component as the weapon?

haughty nymph
#

component

#

if i switch the ammo count reset to the normal value

maiden wadi
#

If you need a global ammo count, it might not be best to have it on the weapon itself.

haughty nymph
#

i have a global ammo count in my weaponmasterBp

#

and the guns are child blueprints of it

astral epoch
#

You use child classes to make expansion to the parent/master class. Your global count should not be in that parent.

#

You want a manager for global values, or better yet store the ammo inside the character since they're the ones holding it...

#

Unless of course you're dumping all the ammo with the gun.

haughty nymph
#

ok

storm vigil
#

Hi. I wanted to have a float in range. But the range is a bit wide like 1 to 1000. How do i go about it making it in number divisible by 10 or 100?
I am duplicating several ai and i am using this float value for a transform bone so that each AI will have varied bone rotations.

astral epoch
#

So you want a value between 1 and 1000 but in 10/100 intervals?

#

Why not do a small range and then multiply that by the interval when you use it?

#

0-100 range multiplied by 10.
Results will be 0, 10, 20, 30, etc.

maiden wadi
#

If you absolutely need to get that number from 1-1000, you can divide it by 10, floor and then multiply by 10.

pastel terrace
#

How would I go about making a hot glue gun. I don't know how to make a continues stream of glue that deals damage. Only thing that comes to mind is to put a lot of particles and make it seem like its continues. Is there any other way?

astral epoch
#

Particles would be your best bet I think. Or using the beam particle effect if you're concerned about too many particles.

#

If I recall with beam you can set the beginning and end point.

pastel terrace
#

ok thanks I'll look into it

astral epoch
#

Good luck ๐Ÿ™‚

full flax
#

So I'm starting final assembly of my hospital...If you look at this screenshot I have one instance of the ward BP actor selected in my level, and the blueprint editor open. It's an actor with a bunch of static meshes in it...in the level the floor above and below the selected instance are identical (except the exterior texture). Would you add the windows and doors to this actor or keep them separate in the level? (currently they're all in the level) I'm thinking about creating an actor for each ward, with it's own windows and doors and such...is this too much granularity? too little? How much of the asset placement should be at the individual ward actor level versus adding them to my level itself? Does any of this matter when it comes to performance? or is it just my own organization? As you can see the ground floors have a different exterior texture even though it's the same mesh...would that be further cause to make a separate BP actor for each individual ward? I will need each window, door, and transom to be accessible via blueprint...so that's why I was thinking of this method.

maiden wadi
spark steppe
#

also you can make a simple child blueprint of the other part, which just overrides some materials/textures for the meshs

#

or you make it parametric in the BP itself

full flax
tight schooner
#

@full flax never done anything like this but I feel like this would require some strategizing and an understanding of the various LOD/HLOD and asset streaming systems of Unreal Engine. Someone has to have written about structuring this type of environment...

#

Most of the considerations would be out of performance and memory, and that's more of a #graphics thing

novel rock
#

I put this in the vehicle bp but how do i poses the player or vehicle if there not in the world yet.

#

I mean they will be when after the wagon vehicle is purchased and spawns

#

can i create a variable the "is pawn"

maiden wadi
#

@novel rockWhat event is this off of?

novel rock
maiden wadi
#

Where are the white lines coming from?

novel rock
#

or should i separate the bp so the player has the player poses and the vehicle has the vehicle poses.

novel rock
#

how to i get the vehicle to possess itself?

novel rock
#

nope didn't work

full flax
novel rock
#

what should i do?

#

is there a possess controller i need to use?

#

but its not passed on the start of the game or when it spawns. player spawns on start of game, then player buys wagon, then player gets in (possesses wagon)

#

Thats fine, then how dose the player controller BP possess Wagon?

#

yes

#

This doesn't look right.

#

how do i make a wagon variable that will have the wagon once it spawns?

#

dose that mean the vehicle has to be in the world in order to poses it?

#

how are you able to spawn multiple vehicle's in satisfactory? are they being cloned from a vehicle that already exists in the world?

#

their class? ๐Ÿคจ

flat coral
#

The trick is how to get a reference to an existing vehicle in game, but the good news with that is it's only as hard as "interact with object" is. If you can code picking an object off the ground, you can code getting in a vehicle

#

Yeah if you don't know what classes and objects are, and what it means to "instantiate" something, even if we give you the right advice you won't understand it

novel rock
#

Class is just what you call bp's, if you want ill call them Class instead of bp's

novel rock
#

anything that isn't a class can be an object

unique yoke
#

If I'm storing a reference to an actor and want to clear it out at the end of some logic, how would I do that? I'm not sure what I would set the actor to at the very end

#

Ah that's easy! hah. Thanks

novel rock
flat coral
#

this is the instantiation of that class

novel rock
flat coral
#

So I start with a class, say BP_MyActor, and end with a BP_MyActor *instance

flat coral
novel rock
#

deepening on if its a class

flat coral
prime stump
flat coral
#

I thought he was trying to write "Depending" but then he repeated it and I lost all track

novel rock
#

that's what i want to know.

flat coral
#

Yeah if I said "Deepening" at any point, it was a typo

novel rock
flat coral
#

What exception?

novel rock
#

k

#

so then i need to find out if its posable for a class to instantiate an object that can be possessed.
witch is imposable.

#

?

plush wharf
#

I get a huge lag in my game whenever I load an animation sequence with the Async Load Asset node. It's only a 5 second live link facial animation. Does anyone know what I can do to fix it so I have a more seamless experience in my game?

novel rock
#

The wagon is an actor. or dose it become an object and i need to figure out how to spawn the actor as an actor into the world in such a way that it stays an actor?

flat coral
#

Man why does no one know something until the second everyone knows it...

plush wharf
#

stat unitgraph

flat coral
#

Thank you

plush wharf
#

press the ` key in game

#

and you can type the command in i think

novel rock
#

got it

flat coral
flat coral
#

So then you possess that wagon instance

novel rock
#

that makes senses. so have the spawnActor node set vehicle actor variable and set it to the possess node. why didn't i think of that .

#

no wonder i didn't think of that. i still need to make the level generator. when the level builds locations where vehicle's spawn need to be created in city locations and don't exist yet. i need to make those first.

#

thanks ๐Ÿ™‚

tight schooner
# full flax Yeah I'm getting bounced around form channel to channel with no solid answers, o...

Well to give you something concrete you should look at the HLOD system because that'll allow you to draw the hospital as one fat mesh from a helicopter shot, but break down into individual wings/floors/rooms when exploring inside. You can also look at World Composition. I think you'll just have to google some stuff, read some overviews, watch some tutorials and official UE streams, and gather enough ideas to form a strategy for a hospital that is a solid, easy-to-render piece on the outside but breaks down into high detail rooms on the inside. It's such a complex and situational topic that you shouldn't be that surprised that nobody has a complete solution off the top of their head.

gusty shuttle
#

Quick one, Why is my relative loc on the variable different than the location of the component in the actor?

#

This is stationary, not moving

#

Context, I'm trying to see if A = B so I can activate something. However the relative number is off it's fucking rocker haha

flat coral
#

Because IIRC that will give you the relative location to the actor that initiated the trace, not the relative location to its parent object

gusty shuttle
flat coral
gusty shuttle
#

LOL How would you go about it?

flat coral
#

I wouldn't even do it physics based. I would have like a box collider and use the on overlap to manage BOTH the trigger of the door AND the movement of the pressure plate

gusty shuttle
#

Aye, fair enough, but still, the actual location of the component in the actor is 29, but the relative is 221 for some fucked up reason

#

It's not physics based, it is a box collider

#

I just need a way to know if it reached the bottom, or it reached the top

#

If bottom, open door, if top, close door

flat coral
#

Why not just put a notify on your timeline there

gusty shuttle
#

I could do that??!?!!

flat coral
#

Wait hold on why are you piping the float track from your timeline to delta time in your vinterp

#

I'm 99.9% sure that makes no sense at all

gusty shuttle
#

Well it makes sense because that's how Vinterps work haha

#

Or interp speed too

#

You can use delta time OR the timeline's time

flat coral
gusty shuttle
#

Any solutions???

flat coral
#

Why are you using a timeline at all

gusty shuttle
#

Because I am dude haha

#

Dude

#

lol

#

They work perfectly fine like this haha

flat coral
#

Look if you come here asking for help and your shit's all fucked up, we're gonna tell you about that

gusty shuttle
#

I just tried using it the other way with delta seconds and it launched my test cube comically into space

#

So yeah, I think the way I was using it is fine

flat coral
#

We can't be expected to answer one micro question in isolation when the overall framework is clearly structured very strangely

gusty shuttle
#

OKay well then, how do you use a timeline?

flat coral
#

The purpose of a timeline is to manage a set of values which change over time, not to manage time itself. Actually I think I've got an example similar to what your'e trying to do lemme find it

flat coral
# gusty shuttle OKay well then, how do you use a timeline?

Yeah! So this is an example of a timeline I play when a weapon fires. It handles both the recoil of the barrel of the weapon (which moves backward and then resets) and the brightness of the barrel flare light, which gets rapidly brighter and then dims after the shot

gusty shuttle
#

You guys are clearly right from your experience, however I never had an issue using it for the simple tasks I need to use it for

flat coral
#

Inside the timeline looks like this

gusty shuttle
#

lol I'm not saying you're not true or idiots at all

#

I'm not trying to shit on anybody, I just want to solve this issue

flat coral
#

yeah the trouble with "if it works, it works" is if it works, it may still have dependencies and side effects that you aren't fully aware of which then bite you later on. "If it works, it works... until it doesn't."

gusty shuttle
#

This may be a better way to go about it

flat coral
#

What does your track look like btw

inland stone
#

i got a problem i have a ai turret that targets the player but i wanted to target a vehicle the player is possessing's since the vehicle is a pawn i thought of changing the class to the vehicle but its not working. what can i do to fix this?

odd ember
#

no debug options on that sphere? ๐Ÿค”

flat coral
#

heh that was fast, nice work mods

flat coral
inland stone
#

ok il try that

gusty shuttle
#

@flat coral @trim matrix Thanks for helping guys, I changed my timeline to use it without the VInterp. Could be that many YouTube tutorials were doing it wrong then. Anyways, I have used Timelines for the same purposes like you Grin, all good in the hood. This system worked, however, I still would like to be able to plug in the correct number for the B's in this

#

I'm using arrow components to dictate the bottom or top of the pressure plate

#

And Ideally, I'd like to move them while doing level design and just want to move the arrows

#

LOL

#

I don't doubt that man

#

All I know is that it was working, and I had no clue if it had an effect on frames or performance, I just knew people do it, I have in the past and it worked. But this is a better way now

#

Yeah that's bad, even running a ForEachLoop on a tick

flat coral
gusty shuttle
#

So when the pressure plate gets to the bottom, the door opens. If we put an object on the pressure plate and move it, it screwed up the rythem

#

Hence why I need to know for sure if it reached the top or bottom.

#

If top, close door (if it was open) if bottom, open door (if it hassn't yet)

flat coral
#

I'd just use an Event Track in the timeline

gusty shuttle
#

I have never done that, but wish to know more about it

#

Because that sounds bad ass

#

lol

flat coral
#

This option right here. Basically the idea is you put events into the timeline at certain times, so if your timeline was, say, 2s long, you could put an event at the 2s mark called "PlateFullyDown". Then when the timeline reaches that point, the event will fire

gusty shuttle
#

So you make one, and once it hits it, you use the new track

#

in this case, new tack 4

#

Man, that makes life EASY

#

LOL

#

For a event track, does it matter the value? Or just the time?

flat coral
#

Good question, I've actually never used them lol

gusty shuttle
#

WUUUT

#

lol

flat coral
#

I almost used them once but then just solved the problem a different way

gusty shuttle
#

Bhahaha, friggin guy

#

all good, they might work, still good to explore

flat coral
#

I think in your case, where the timeline might get played a bit, reversed a bit, played more, reversed more, etc, it's a good solution

gusty shuttle
#

Aye

#

Still though, how can I get the proper Z loc from a arrow comp

flat coral
#

what? Why do you need the Z loc to open the door

gusty shuttle
#

Im live streaming so I'm slow to get back

#

I need the Z so I can move up or down like a pressure plate

flat coral
#

But this event is JUST for opening the door right? you move the pressure plate with the other track on the Update pin

#

You gotta lose the mindset that the pressure plate moving opens the door. That is an illusion that you need to sell to your player, but don't buy it yourself. The TIMELINE opens the door, and the timeline moves the pressure plate.
They aren't connected. You could delete the pressure plate entirely and just have a box collider that opens the door if an Actor is in it long enough.

trim matrix
#

Hey so basically, I have a ListView that is for some reason infinite looping. Can I have some help?

gusty shuttle
#

All true @flat coral

trim matrix
#

wait no it isn't

#

it just like infinite loop add things to the list view

flat coral
#

Aww I thought you meant the list view itself continued scrolling until it became the start of the list again, which would actually be super cool and I'd be curious how you managed it lol

trim matrix
#

nono lmao

#

it is rendering the same thing like infinitely

#

for no fucking reason ๐Ÿ˜‚

odd ember
#

get actors on tick is up there with "hey guys I'm making new fortnite 100 player multiplayer"

untold fossil
#

is there a specific reason as to why you can't put an animation asset in a struct as variable? ๐Ÿค”

odd ember
#

does it exist as a variable type outside of the struct?

untold fossil
#

Yes it's called animation asset

trim matrix
#

@flat coral Can you help?

untold fossil
#

I can literally use it in blueprint, but not in a struct

odd ember
flat coral
untold fossil
#

Yeah will do, my editor crashed though so restarting ๐Ÿ˜…

spark steppe
flat coral
#

(I actually don't really know shit about shit tbh)

trim matrix
#

ill ask again in a few :)

flat coral
inland stone
trim matrix
#

Think I might have rectified the issue thinkies

#

bit of my code that requires this

#

and I was using the add node not the addunique

#

so that might have been the issue thinkies

chilly geyser
#

Does anyone know how to send input from a widget to another blueprint with an interface?

tiny meteor
#

hi, I have an enum value, and I need to index into this enum:color map

chilly geyser
tiny meteor
#

any idea how I do that? doesnt seem like there is some way to do it

orchid star
odd ember
#

or use event dispatchers

#

it's what they're there for

untold fossil
orchid star
#

get the colorsmap

#

and create find node

#

it should give you an input for your enum

odd ember
tiny meteor
#

I got it

#

I had to split the struct

#

and it showed a map I could index into

#

I was trying to index into the struct

gusty shuttle
#

@trim matrix @flat coral Sidenote, I figured out why my arrow components were reading weird, they wern't parented properly in the Base_StaticMesh, they were in the moving Pressure Plate

novel rock
#

I want to have randomly generated city locations on Event Begin Play first time. i'm guessing i should make a GameController class instead of using the level Blueprint class.

gusty shuttle
#

Agreed

hollow gorge
#

Hello, I was looking for a resource efficient way to display the current health from ThirdPersonCharacter to my HudWidget. I already have a working bind function in the Widget to the health variable in the ThirdPersonCharacter that operates with casting. Is there a way without casting? Since "bind" seems to be a function, it wont let me implement an event from a blueprint interface. Any suggestions?
Edit: Solved, found a good way lol

gusty shuttle
#

Well thanks @trim matrix and @flat coral . I restructured my timelines and things are much smoother now.

#

Hey man, can't blame a guy for not fully understanding. I watch tutorials, it works for them and I say "surly they must know what they are doing" haha.

icy dragon
gusty shuttle
#

I guess without YouTube dislike buttons, how is one to know?

flat coral
#

Hell even people who are experts at one thing can be dumbshits at another

plush wharf
#

Does anyone know where I can get professional help with Unreal engine? I can pay money. But I am an individual that can't pay thousands for help.

gusty shuttle
#

Well the good thing is, going into UE5 will be a bit more smoother ๐Ÿ™‚

icy dragon
gusty shuttle
#

I'd love to see a section for educational videos, if it was educational or not, instead of a like, dislike button

#

And if you find it not educational, you can leave a note as to why

icy dragon
#

Just talk like you're know what you're doing when churning out shit tuts with bad practices, and like ratio wins

flat coral
#

Tutorials are mostly useful for figuring out how just one little specific thing works, and then you ignore all the structures around it

#

I can't count how many times I've watched a tutorial where it was like "Ok this guy is saving my life right now, but also, if this was an interview I would not hire him."

gusty shuttle
#

@plush wharf You can make a job posting, but you'd have to set a budget max and what exactly you need help with

#

If you want professional help, you have to pay professional prices

flat coral
#

@plush wharf the hardest part of paying for help is finding someone who knows better than the help you get for free here...

#

Like if you asked a question here and got no answers, I actually doubt that anyone saw your question who knew the answer and chose not say it

icy dragon
plush wharf
#

I feel like my question isn't crazy complicated.

flat coral
#

It's far more likely that everyone who walked past your question did so because they had no idea what the answer was. That alone makes it tough to find someone to pay for help.

plush wharf
#

I get a huge lag in my game whenever I load an animation sequence with the Async Load Asset node. It's only a 5 second live link facial animation. Does anyone know what I can do to fix it so I have a more seamless experience in my game?

flat coral
#

Put it another way, no one here is sitting around holding onto secret answers and waiting to get paid ๐Ÿ™‚

plush wharf
#

if you guys know the answer, i'll pay

icy dragon
gusty shuttle
#

I have no clue, never loaded in anims like that before. Way out of my area of knowledge.

plush wharf
#

i will try ty

icy dragon
#

And yeah, in many cases anims had to get right timing

hollow gorge
prime stump
#

Hi, does anyone know why the Is In Viewport for the Loading Screen doesn't actually work here? but the Tab Menu and Pause Menu ones do work? I've checked them to make sure they're valid but it still wont stop the pause menu or tab menu from being able to come up whilst the loading screens showing

eternal flax
#

how i can make a Scene Capture 2D that works on any Map Size instead of following the player? (it follows the Player 0 and for Multiplayer that's not good)

trim matrix
#

Guys how to get list of all ActorBlueprint by command like a "getall"

ping me

icy dragon
trim matrix
#

Hey does anyone know why my ListView is infinitely making elements?

#

It is like infinitely adding them

#

(this event is ran ontick)

flat coral
trim matrix
tawdry surge
#

Why on tick

flat coral
#

Yeah that's the problem for sure

trim matrix
#

Like this worked perfectly fine

#

Only happening now I am using my own data class to pass more things to the entry widget

flat coral
#

Every single tick, you get your PlayerArray from the game state, and add all of them to PlayerListData.

#

Frame 1: you add all players to PlayerListData
Frame 2: You add all players to PlayerListData
Frame 3: You do it again

#

etc

trim matrix
#

and set it as the list view items

#

not add, set.

flat coral
trim matrix
#

There is an add list item too

trim matrix
#

That couldn't be the issue... right?

flat coral
#

It sure looks like the issue lol

trim matrix
#

Hmm

tawdry surge
#

Definitely a built in event for when players join the game too btw. Every frame seems excessive

still delta
#

Hey all, looking for a bit of help! I finally got to figuring that out how to make it so that elements of my UI are both functional AND change appearance dynamically on button presses, but I'm a little stumped as to how to make it so that this applies to the entirety of my UI as opposed to one singular button. As it stands, I would have to replicate this visual code x-times over for every button on my screen, and being that the code is within the Player Character BP (I heard it mentioned in lessons you don't want to have too much in there) I don't want to overwhelm the BP with tons of the same code for each button. Any help would be greatly appreciated!

trim matrix
#

Could I fix it by using addUnique instead do you think?

flat coral
#

In theory maybe (I say maybe because object equality checks can be tricky) but in practice, @tawdry surge is right, better to have it called directly when a player joins, than to scan for them every frame.

trim matrix
#

Yeah

flat coral
#

You don't need to look for something, when you know exactly when it gets created or destroyed

trim matrix
#

But that shouldn't be the issue though

#

It really shouldn't

flat coral
#

I mean, it's an issue. My experience is that big problems hide behind small problems.

#

Also this is a case where the LOE for preserving the functionality of your hack could easily be higher than the LOE for just doing it the right way

trim matrix
#

Oh

#

Found the issue

flat coral
trim matrix
#

It didn't work Grinning because the list view thinks that all buttons are rendering the wrong data

#

So it inf loops

#

And I think when using a list view you donโ€™t need to clear it, you just update it with a new array.

And in that snippet where I add new objects to the array, I am using a local variable so itโ€™s empty by default.

still delta
flat coral
#

you'll still be doing a lil work per-button but I think that's probably unavoidable

still delta
#

Essentially this. Couldn't get the timing right to show my character jumping on second screenie lol, but yea, trying to get this to work all around. Basically I'd create the macro within the Char BP so that I can just use the pins within that same BP per button? I mean that makes sense, cuz I still have to add functionality to all the other buttons and they'd be in the same BP.

flat coral
still delta
fallen summit
#

Anyone run into this problem where it won't let you capture a thumbnail for a blueprint ?

vital prism
#

Good to hear. And sort of, manually loading subsublevels

novel rock
#

two questions, 1. what is the best way to make a infinite procedural terrain?

#

do you make some terrains and stack then one next to the other

icy dragon
flat coral
novel rock
velvet wigeon
sturdy garnet
#

i have added this to my game but when i press left shift to crouch nothing happens? anyone know why

icy dragon
# novel rock ill kook into it

Also there's no such thing as infinite terrain. You either make the world a globe, or have it as a finite flatearthian terrain

novel rock
#

Wow Voxel Plugin is $350

flat coral
novel rock
icy dragon
sturdy garnet
warped spindle
icy dragon
novel rock
icy dragon
novel rock
#

well also save everything destroyed or hidden position, rotation and scale data for incase player goes back to those places.

warped spindle
#

I will try it right now

manic vessel
#

Hi Is ther a better / cleaner way to do this! Trying to show/hide bullet meshes in a revolver cylinder base on ammo count

flat coral
#

Oh hey, my turn.. anyone know why this value isn't actually getting passed to my widget on construct?

#

This is all paused at the same breakpoint. The create call in the parent class where the value exists, and then the Event Construct in the created class where suddenly the value is null

whole citrus
#

Found it ๐Ÿ˜„

zealous fog
#

For some reason my projectiles arent spawning at 90 degree intervals

frigid olive
#

Yo guys

#

Someone experienced with unreal4?

#

And bp

icy dragon
frigid olive
#

@icy dragon i cant post

gaunt ferry
#

is it possable to like get all actors in a level meaning like "Get all actors of class" but you dont have to say a class

#

in bp

muted sapphire
#

how do i see if a character is in a collision

icy dragon
#

I hate it when people crosspost and had to respond to those channels.

zealous fog
#

Made a new test and its even clearer here, and not because of the character I used the spawning on

#

Clean blueprint except for the projectile spawning

#

works for the 180 degrees but not inbetween its weird

#

Fixed it!!!!

#

I had to rotate the forward vector, not the end result of the computation

faint pasture
#

But why

flat coral
#

It's going to be a super expensive operation

gaunt ferry
#

i just need to get the length of actors in the level

flat coral
#

that's going to be like... everything.

gaunt ferry
ionic heath
#

@gaunt ferry you can get actors with tag, just add same tag to all the actors you want

gaunt ferry
#

diffrent

novel rock
#

before i buy voxel plugin 2nd question. how do i go about randomly placing towns, and buildings on the terrain.

grand sky
novel rock
grand sky
#

I mean procedural and randomly generated infinite game

novel rock
main lake
#

How do you make sure to get the player's position height from its feet, so when he's on the ground it's at height 0 ? Because using the capsule component and substracting the half height of it it gives me 2.20005f instead of 0f

grand sky
main lake
#

by height I mean height related to the world, so if I have a cube of 100 unit high, if the player goes on top of it he will be at Z 100

static charm
#

well maybe the ground is actually 2.20005f

main lake
#

nope I made sure it's at 0 on the Z

marble tusk
#

Looks like that mesh has height to it

static charm
#

the floor's pivot is at the top of the mesh, so hes good

main lake
#

so any solution ? ๐Ÿค”

storm vigil
static charm
#

yeah there's other solutions but what you're doing should work fine

novel rock
main lake
static charm
#

oh well here's the problem

#

lol

main lake
#

I just added a scene component to be at the base of the capsule and even with that it gives me 2.1444494

static charm
#

thats a screenshot of in game

static charm
#

capsule doesn't actually touch the mesh

main lake
#

bruh

#

why would they do that ?

static charm
#

i dunno i never actually looked that close

#

lol

main lake
#

so any solution to solve the issue ?

#

problem solved

#

I just to set the scene component to it's Z location minus 2.149994 (the value printed before when I was on the ground)

#

nevermind not solved

#

when I move towards a block I created I keep getting floating points

static charm
#

yeah after googling, it's a hard coded offset when character is in walking mode

#

what information do you want use the ground height for?

#

there's a few ways to get it

#

line trace is usually the most common method

main lake
#

I just to need to do some calculation on the jump to be sure I'm jumping a certain amount of height

#

Like when I jump I need the value of when you reach the highest point would be 125 units

static charm
#

i mean then you don't really need to know the ground height, just the change while jumping.

main lake
#

to do the calculation I need the ground height need to be 0 for the calculation, because I don't want to start calculating floating points

static charm
#

aka, player is at location z: 350. jumps, and now at z: 475, delta is 125.

main lake
#

I set the floor at 0 as a conveniance

#

how would you go about making sure the player max jump height would be 125 ?

static charm
#

you have to test and tune it yourself.

zealous fog
#

in the character movement component you can change the jump height

main lake
#

that's why I need to understand how to calculate what value should I put there from my 125 unit

static charm
#

on jump press, set/save the current vector or just the Z of the player

main lake
#

it will save the Z value when he starts to jump and not when he reaches the highest point

static charm
#

then on tick, you save the max Z

#

also jump z velocity of 495.000092 , makes my character jump exactly 125 units up

main lake
static charm
#

test and tune, using the above pic to test how high i was jumping