#blueprint
402296 messages ยท Page 806 of 403
I mean you will always have to manually add the attack I suppose
it could point to an a rray of attacks tho
which would solve it ?
Array of floats -> Result picks from an array of attacks
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
you could stack the initial check value
True its whichever structure you prefer its still similar
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
This just makes more sense to me maybe
Glad you found something that works for you (Y)
Now onto refactoring ๐
Yeah not quite sure what the glitch there is supposed to be ๐ค
Its giving me problems with the game though
The output of that timeline gets sent more than once in less than a second
The Update pin from the timeline will run once per tick
(more or less)
so unless I misunderstand what you mean by "gets sent more than once", this is entirely how it's supposed to behave
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
The clip seems to show actor scaling so it's pretty hard to say why that might be
is there a way to get the length (in seconds) of an animation?
@zealous fog@gentle urchin This conversation is exactly the reason I ditched BTs. ๐ 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.
Sounds close to my plan aswell cant stand BT's ๐
I find them very.. "Single Threaded"?
BT's work pretty well for some things but it definitely sounds like it might not be suitable for that particular thing
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
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.
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.
Try using play instead
If the glitch disappears, you're calling it multiple times ;)
what do you mean?
Instead of play from start
Still gitching?
Yea
This is what happends to the scale value during play
First time I run it, it always works
I found the problem
Which was what
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
Sorry for my bad english
Ah.
Honestly I'm starting to find BTs quite useful but yeah it's a big framework to get your head around
So many things that weave together and knowing where to put what is a bit of a pain
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.
It kinda depends yeah. It's not necessarily that bad though - you can easily layer the logic with BT's and other stuff
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.
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
is there any difference between those two when forwarding an event from my character to a component? should one method be prefered?
Which is exactly my point. The BT turns into a single minded decision maker and not something that does anything.
@spark steppe I assume you mean using interface call vs direct function call? Not much of a difference in this instance
But you should do what works for you obviously
yea, thanks
one is using the interface "method" vs. direct function call
I think he's refering to the electric nodes plugin
@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.
I take it that you're talking about the Utility AI post?
Yeah.
me
@raven kiln A while loop is the same as a ForLoop, except that it evaluates a boolean every iteration instead of the loop count.
To do what you want, you need to start a timer.
I have to type fast. How else am I going to get any work done? ๐
Yes but won't it evaluate to true while the button is held, then false on released?
Oh. No, I meant typing in here. ๐
That's what I'm trying to do
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.
Ah so it is synchronous
I thought the delay in there would prevent that
0.2 seconds before incrementing
Ohhh
OH
It's the same as a While loop in any coded language as well. https://www.programiz.com/cpp-programming/do-while-loop
Timers are what I was looking for, thank you
Believe it or not I'm a native C dev. I get confused in BP for some reason
DON'T TALK ABOUT MY CUBES LIKE THAT
My brain went: delay == sleep() from <unistd.h>
Assumptions are bad
I guess I assumed bp events ran in their own thread or something
oh well, ty for the quick support
how would I go about making my character shoot only why aiming
Have a boolean IsAiming and do an if check when you shoot, if IsAiming is true, proceed with shooting, otherwise, do nothing.
Set it to true or false when they aim.
will it be in the anim bp or weapon master bp , i will also switch blendspaces for the movement
On your character
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
very relatable
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
this is the task picking code
but even with all of this it seems like they still love picking the same task
I assume AI Blackboards run their own thread and so this BP function is being called in parallel somehow
that's the only explanation I can find
I have this how would I switch blend spaces now
set an Aiming bool on your BP catching the input, then on the anim update tick fetch that Aiming bool and set it to your IsAiming
I'm really considering making this C++
the "time saved" from doing it in BP is in the negatives
i set aim on bp and input but not working what do i do
show?
you're not setting is aiming there
I mean you are but you're setting it to false
you need to get your Aiming from your character and set the animbp one to the correct value
tried this one i got aiming from my char bp which is hooked to my input action aim, works now after i do this
@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?
I'm not convinced you have a race condition, I think you have some sort of fundamental data problem
@faint pasture I fixed it
the issue is that the random node is called every time it's value is needed
which means it was potentially checking if one task is empty then picking another task
even though on the data lines it looks like it's the same
this is how I fixed it
that's what I meant earlier, glad it works now ๐
im watching this tutorial and he used linetracebychannel but his have all these options on the right and mine online has 2
right click on out hit then break structure pin
i think you have to break outhit
it worked thank you guys so much
np @outer pewter you can also do that with Vectors, Rotators and any Structure pin (which are in blue)
thanks a lot. im new and this group is helping me a lot
I'm trying to make vehicles that player cant get in and out of.
that player cant get in and out of
I think that's how it is by default
so, problem solved, you're welcome
joking aside
make a trigger box that envelops your cart
make the cart notify the player in vicinity
@onyx marsh Connect in what way? Not sure of the intention.
how do I get the drop down that creates a function for the create event?
its not there for some reason
i want ot make it so other actor takes player start as an input
so that my program only runs if the player overlaps my actor
If you've compiled, try deleting it and recreating it from dragging off of the Event? If that doesn't work, I'm unsure. I've never seen this fail. This is not inside of a library or anything is it?
@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.
no not inside a library or anything, and I've tried that, even looked at a forum post and people were basically like "It doesn't work cause its probably hooked to something wrong", because all he showed was the create event, so that forum wasn't helpful
oh ok
thank you
whats a pawn tho
Odd. I've never seen that error ever. You can make a new Custom Event and all? Does that work?
yea, I'm also restarting the editor right now, so that could maybe fix it, I haven't tried it yet.
does the bind event type exist for that widget?
did it get removed?
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.
fixed it
edit: oops wrong person, but I guess the editor just messed up or something lol, been working for about 6 hours now, so guess it just needed a nice restart
Oh ok
Thank you
is there a way to open my content browser in blueprint editor
the royalty of having 2 monitors lol
how do you mean?
laptop moment ๐
like this thing
but in bp editor
so its easier to drag stuff
mostly everything you need the content browser for will have drop downs to get classes and stuff
I worded that weird, but stuff like casting or making a class variable you can search for it in a list
well you're not supposed to drag stuff into the BP editor
what would you like to drag in there?
The player start XD
into component
i wanna drag a lamp model
for my light blueprint
just have a static mesh component
and select it in the drop down
really easy
no content browser needed
you can also select it in your content browser and press the โฌ ๏ธ key next to the staticmesh component mesh variable
but if you're adamant about having it
you can have up to 4 content browsers if you go to the window menu
so just spawn one and dock it
lol ha ha good one.
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).
inherit from the wagon actor, swap the mesh, done
aww but i want to do it the hard way
you know multiple wagons a singular sit point.
that's... it?
whole point of programming is making things easier for yourself, not harder
if something is hard to do, you've probably done something wrong
how does this relate to #blueprint ?
I feel like it might come in handy latter.
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.
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?
What was it for before?
Or what is it supposed to affect?
It was supposed to change the intensity of light
Its still there, u just need to get output from a light source (which has intensity) or disable context sensitive search.
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?
What input are you trying to disable? Where is the input event that is running that you do not want to?
anyone seen this?
copy node not copying
get bunch of empty comment
Anything on the character really, when loading in the player can still move and look around with the mouse and stuff while the loading screen is still in the viewport
And you don't want them to be able to look around at this point?
the looking around doesn't matter too much necessarily but movement should be disabled
hey how can i make a nav mesh in proceduarlly genrated level
Ive done it before with the Disable Input node for when the player has the Pause Menu open but for some reason that node isn't disabling the players input when loading into the level
That is a semi difficult thing. If you don't care about cheating, you can probably just bind to GameInstance's Pawn Possessed delegate, and check if the pawn/controller is the local pawn/controller, and do a disable input after that. May work. Much cleaner implementations require overriding core framework in C++.
Hmm.. ill give it a go but the game is multiplayer so cheating will be an issue lol thanks!
Thank you so much
I don't have any good BP only suggestions. Only thing that may work is killing the pawn's movement speed. Even if they override it on client, you can't cheat that out. You could reliable RPC it to client on game start to set the movement back to normal and also do the same on the server.
Something tells me that there's some hidden method to handle that somewhere in the engine, but I haven't personally come across it.
Project Settings -> Navigation Mesh -> Runtime Generation: Dynamic
Encapsulate the whole place where you can generate the level into a NavBoundsVolume.
but my level generate when game mode begin i dont know where it will go it is endless
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.
Well, movement only works for so far. So, endless is a relative term.
Yeah i might give that a go until i can find something to disable input properly, thanks mate!
I need a Plane under them that matches the size of the grid.
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.
Sounds like you just need to draw two triangles.
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
If I'm not mistaken.
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.
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.
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?
Isn't that complicating things?
As opposed to?
it's a reference to the actor that was hit
why all the secrecy around making child object connection to multiple posable spawned pawns?
ah kk, so technically this Actor Object Reference is of Actor Class still right??
And isn't actually BP_Block?
It could be BP_Block, but you won't know until you try and cast it, and it succeeds
right right
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
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
Hmm. Never tried reparenting functions in BP. My BP hierarchy is always pretty shallow. ๐
Wonder if I can blow that up the same way.
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
what about making a child of this? seems the parent up route doesnt work, so how about child down?
Yeah the hard part will be replacing all existing parent references to this new object
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
where you can delete and replace references?
make sure you back it up or have source control....
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.
What was your order of operations? Reparent the old parent first then add the functions, or add all functions then reparent?
Created OldParent. Created two Children.
Created Function in OldParent. Overrode that in both children.
Created New Parent. Reparented OldParent to NewParent. Then created a function with a default name. Renamed it to match the one in OldParent.
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.
this is why components are better for this type of stuff
you're not tied to hierarchies with your logic
This isn't what happened for me. The child object's method was renamed along with the OldParent method
Odd. Did you match the signature before renaming?
Hah I thought I did but no
This helps a lot, thank you for this.
Did this time, still renames in the child classes
God I wish I could just turn that OFF
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
Weird. ๐ฆ
if you make it do so custom. you can inherit from it and override
Wait what happened with this? I'm on 4.26
FUCK
The things you miss out on when you're too busy using C++.
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
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...
Sounds like a potential bone issue in the animgraph? Uncertain. Head bones named the same on the two meshes?
Uncertain in UE5. I doubt much has changed there but it's still a gamble messing with beta stuff. Show logic though?
Oohh ok @maiden wadi , I think the bones might be a bit different. I will investigate this!! Thanks
sure give me a sec to grab some screens
what open variable can i plugin here. so that when the player comes in contact with the carDoorCollider i can get the vehicle sitPosition?
What is your WagonSitPoint that you have there?
If that's a scene component inheritor, it should work.
save load and the save object nothing fancy going on here
how do i use and reference something that isn't in the world but will be part of something that may be spawned.
is there an event for when the actor gets rendered?
@low heronWhere are you altering Scores?
gamemode
Generally you do that at runtime. For instance if you Pawn here overlaps another actor. You can check if it's a wagon type, and do the setup then by casting OtherActor to the wagon class.
or do you mean the actual logic cause that works fine, the struct hold all the needed information both before and after the save
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.
@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.
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.
base class of the wagon or the player. i had it in the level bp but i learned that nothing should be in there.
That will always be empty. You're overwriting the slot by creating a new object and saving it to that slot before loading it. There is a function that checks if a SaveSlot exists, you can use that to not create a new savegame if it exists and just load it.
Base Class for the wagon.
k ill try that
major facepalm you are indeed right meldown it was then. thanks!
๐ Logic should be closer to this.
@maiden wadi Look here. I cant find what's wrong but I will keep looking..
If I move it's all good
What calls is this making? How are you doing the rotation? And what class is it in?
The rotation is in the player controller and it's getting the actor location and rotation and the mouse look at rotation
Damn I need to get to bed now.. Ill continue investigate tomorrow. Thanks for the help so far @maiden wadi. Much appreciated
don't apply roll
How would one Lock Rotation on a physics actor?
That's the only option we get and I just want to lock rot on the static mesh
nvm, just figured it out ๐
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.
green circles = axis work as expected, red circle goes mad :c
y and r are set to 0, they just flip (i guess because of the overlappign axis)
but how do i fix that?
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?
Forward vector is "normalized" in the sense that it has a length of 1
Multiply the forward vector by 200 or w/e and then add it to the actor location
thanks!
And you'll end up with a location that's 200 units away from the actor in the direction of fwd
is there a better way of going about making a hunger or water system other than doing a timer on the controller?
Easy question, but I canโt 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?
this pic is the Line Trace From Camera funnction
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
You can hook the line Trace Functionn up to an Event Tick so it does it every frame
idk if this is the optimal way of doing it
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
hope that helps, im still nnew to unreal engine so....if annyone has a better solution or if I explained soomething wrong lemme know
thanks for all the help, that's saved me some valuable time. Really appreciate it
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
Here is the final part of the BP_bomb
the beginplay of the explosion
and the begin overlap of the explosion (that is responsible for the error ...)
I thought my delays would allow it to work, but UE still doesnt like it
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. ๐
Is there a way to introduce a light delay in the execution of a construction script?
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?
Hi guys, im trying to create a health system which works online. How could I replicate this code?
If you can have a private variable, then make a public getter function to act as the interface
I forget if it's possible in BP. You could do it in C++ I think...
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?
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?
@agile needle Did you encounter this at all? It pretty much follows your version
No sorry I havenโt ๐ฆ
I don't get why it has problems with any firstpersoncamera access when I'm putting this all in firstpersoncharacter
Well, the error says what's up
@dark crow I don't understand though
how can I fix it when as far as I know it's all complete?
from what I've read its basically because its not like a closed circuit?
Where are you getting First Person Camera variable from
well its in firstpersoncharacter so I just brought it from the component list
Should be fine then
Your problem tho is not the LineTrace
But the Variable not holding a reference for some reason
what variable ๐
First Person Camera
I'm lost, it looks fine as far as I can see
If it's from the component list, it should work
There's something gone wrong for some reason
@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
yeah I just did that
it worked
thanks both, that has been annoying me for far too long
Epic ๐
Sometimes if you copy-paste stuff between graphs or reparent classes, things like this can crop up
That's good to know, I'll definitely encounter it again
Yeah, if it seems like it should work, just try to recreate it
It really likes to bug out sometimes
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
macros cannot be called from functions right?
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
hey guys I've never used timelines before. How can I use one to rotate an actor when I press a button?
put a timline with a value between 0 and 1.
Than lerp that value and change the rotation based on that value.
ohh that makes sense. What way should I set the rotation?
Like do I use add rotation or some form of set rotation?
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
Niagara system asset dissapearing after a while.
Is there a way to loop it ?
it should have a loop check on the setting
Base class here is abstract. is there any way to use the methods of the abstract class without instance of it? :/
i don't know enough to understand the question : P
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)
Oh my bad, there's no option when you check context sensitive.
:c
i think you may need to expose the variable of the niagara component so you can change it
Fix 4.26 : Scale Mesh Size modules
- Open up the Niagara system
- Go to 'Particle Spawn'
- Under Initialize Particle find the parameter 'Mesh Scale Mode'
- Set 'Mesh Scale Mode' to 'Uniform'
(thanks hopelandgame)
Fix 4.26 : Curl noise force parameters changed
The curl noise force parameters changed in UE 4.26, the frequency value ...
this was really helpful
If I want to be able to press the button and reverse the action how would I logic that?
the timeline has a reverse function
Like ideally I should be able to start the action, reverse it or interrupt and reverse it
the initial position is something that is going to change a lot?
yes it changes a lot
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?
can you show more details of what you are trying to achieve?
Final rotator : Current Rotator + 180
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
hmm let me try
I feel like theres a really elegant way to do it that I dont see
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
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
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.
It's more I want the actual visual of reversing the action, instead of the appearance of flipping 360 degrees
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?
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.
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?
In between is definitely possible and I can apply the logic to other degrees like 90 or 45
Add a "Original position" variable and get it when starting the method, use that one as a reference and clean it when the flipping is done in any direction. If the Variable is clean, get the current and set that one as the original.
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
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?
Rinterp
Hi, I'd like to spawn an actor 9 times with a difference of 300x and for some reason it's not working
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
okay sweet thanks
need help with making my character shoot , the character shoots even when im not animing
what's your shoot logic look like?
so right now your character can fire even when not aiming?
Do ticks impact performance even if nothing connected to it? should i disable start with tick enable?
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
okay
I _ think_ marginally -- I always just disable tick on my actors unless i really need it for something, and even then I typically enable/disable it within my actor's logic
Do you keep it enabled if your actor is using movement component?
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
Im thinking of completely removing it, but i have to user another method to make my actor move, not sure if possible yet
loading up my project
Actor need tick if you setup the movement component the basic way, it wont move if u disable it
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
apparently so, though it's my character blueprint actor which the controller is possessing
i guess im doing something wrong lmao
is the actor you want to move your player character or a different actor?
oh the character can still move, but the pawn cannot
and you want to be able to control the pawn as the player?
wait wat, its moving, i honestly forgot where i disabled it and it stopped moving at this point lol
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
yea i could accidentally disabled the one on the component
is it working now?
yea but my other functions arent
i set up a logic to update the speed at run time, they're not working now
are you using the event tick for any of your logic in your blueprint?
ctrl + f in your blueprint and search for this little guy
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... i'm not really sure then
you'll need to have tick enabled on your actor then to run that logic
ah gotcha
Thanks for helping me see it ๐
sometimes you just gotta talk it through haha! good luck with your project
its working thanks
@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?
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
If the actors share the same parent, yes, else you could get rid of the filter and check for an implemented interface on the Out Actors
they do not have the same parent. how would i set that up?
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.
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.
sounds like an interface makes more sense for that use case
thats only done in cpp?
no, you can add blueprint interfaces
sorry ive never done this how do i start?
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
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
What is the Does Implement Interface Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
ill check these now thanks!
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
i'm probably wrong but would normalize work?
there's a Ceil node to round up to positive infinity and Floor to negative infinity
Thanks I forgot what it was called had a brain fart... been using floors the whole time forgot about the ceiling above my head XD
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
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
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
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 รฎศi 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
You should be able to put all of that in a config file that you ship with your application
Yeah ,but how? Like in project before i export?
https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/Scalability/ScalabilityReference/ last section, and more about device profiles, especially android here https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Mobile/Android/CustomizingDeviceProfiles/
Thanks. I will check it
yes, they do
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?
I Tried with androidsacalabilty.ini ,but it does't work
IT works in editor,but not on phone
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.
without more info on what works or what you tried I can't help you, try checking your logs if the config was found or if something else comes up
This ia what i did.
I made an androidscability.ini and introduce this in there. This file is in project - config- android
what do i do if projectile is aiming downwards
Did you check your logs after trying to change the settings with your menu?
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 ๐ฆ
Is any other way to read mass pixels at once? How to get an array count of color for a histogram?
probably better done in c++ and async? There's a setting in the project or editor settings to increase the infinite loop detection, although that obviously isn't exactly the solution here ๐
Thank you! But my resolve is still anty anty performance ๐ฆ
No. I will try IT when i get home.
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
Not to mention, Render Targets have to go through Canvas, which I found impacting performance a lot.
I think about counting it via GPU but I have no idea to make a shader that does it
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
This definitely feels more like async C++ territory.
some mad lad wrote a shader for VRChat which runs Linux on the GPU... so I think this should be possible too lol
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?
I could be reading this wrong but is there any reason you're not just parenting the camera to the character?
idk how to do that I'm gonna google it tho
you just drag the camera component onto whatever you want to parent it to in the BP view port
hey guys ,how would I use line trace to make my projectile always shoot forward , pls help
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
oh wow its just that easy?
yes
Get forward vector of your character or camera, multiply it with length of trace add it to current world position and thats your trace end point
Start point is current world position
alright i will try that
projectile shooting from behind player and the player blocks it
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
Are you sure your crosshair is centered?
I'm assuming your image is cropped because neither is anywhere near center in it
pretty sure imma check again
fuck u were right fixed it
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?
Obj2 loc = obj1.loc +(obj1.forwardvector * distance * -1)
is it possible to save my ammo count if i switch from weapon and my weapons are child blueprints.
In what sense? Is the player picking up another actor or component as the weapon?
If you need a global ammo count, it might not be best to have it on the weapon itself.
i have a global ammo count in my weaponmasterBp
and the guns are child blueprints of it
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.
ok
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.
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.
If you absolutely need to get that number from 1-1000, you can divide it by 10, floor and then multiply by 10.
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?
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.
ok thanks I'll look into it
Good luck ๐
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.
I think this needs a bit of clarity on the end intention. Is this going to be for a game where you can move around and break windows, go through doors, etc? Is this for some sky view grounds of the hospital?
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
virtual tour at first of the whole hospital...then eventually a mystery game...which will have a lot of more detailed areas and less in others..
@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
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"
@novel rockWhat event is this off of?
this is in the wagon vehical.
Where are the white lines coming from?
or should i separate the bp so the player has the player poses and the vehicle has the vehicle poses.
but will that be a able to work with the inoutAction E key press
how to i get the vehicle to possess itself?
I think i got it i need to cast right?
nope didn't work
Yeah I'm getting bounced around form channel to channel with no solid answers, only speculation...
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? ๐คจ
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
Class is just what you call bp's, if you want ill call them Class instead of bp's
Siiiigh okay give me a sec
anything that isn't a class can be an object
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
objects are more like containers.
Okay think about a call like this. It takes in a class, and creates an object
this is the instantiation of that class
a class that Instantiates into world becomes an object?
So I start with a class, say BP_MyActor, and end with a BP_MyActor *instance
Mostly correct.
deepening on if its a class
No..
I managed to fix it by Disabling Input on the Character on Begin Play and then putting the Disable Input node on the loading screen level BP after the Load Level Stream node and then re-enabling input after the loading screen widget is removed from viewport lol seems to work fine at the moment anyways
I thought he was trying to write "Depending" but then he repeated it and I lost all track
that's what i want to know.
Yeah if I said "Deepening" at any point, it was a typo
i don't care about typos i want to know what's the exception.
What exception?
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.
?
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?
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?
I'm sorry this isn't answering your question but What is that profiling tool?! I've been looking for UE4 perf tooling and striking out!
Man why does no one know something until the second everyone knows it...
stat unitgraph
Thank you
got it
Okay your Wagon is an Actor, but what we mean when we say that is "Wagon" is a class that inherits from (or subclasses) the "Actor" class. Using SpawnActor to create your wagon in the world gives you an instance of the Wagon class, also known as a Wagon object.
yep its doing that
So then you possess that wagon instance
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 ๐
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.
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
Wait is this from like a beam trace or something
Because IIRC that will give you the relative location to the actor that initiated the trace, not the relative location to its parent object
I'm trying to make a pressure plate system, and I need to check if we made it to the bottom, if so, trigger door. If not, if back to top, close door
This ain't necessarily your problem but vector equalities scare the shit out of me lol
LOL How would you go about it?
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
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
Why not just put a notify on your timeline there
I could do that??!?!!
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
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
this number has not changed
Any solutions???
Why are you using a timeline at all
Look if you come here asking for help and your shit's all fucked up, we're gonna tell you about that
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
We can't be expected to answer one micro question in isolation when the overall framework is clearly structured very strangely
OKay well then, how do you use a timeline?
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
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
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
Inside the timeline looks like this
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
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."
What does your track look like btw
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?
no debug options on that sphere? ๐ค
heh that was fast, nice work mods
That seems like it SHOULD detect your vehicle. IMO temporarily disconnect everything right of the ForEach and instead just print the whole list of detected objects. If you don't see your vehicle on it, try removing the ObjectTypes filter and run it again. If you STILL don't see the vehicle, then this code isn't the problem
ok il try that
@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
So this makes it a lot clearer and I'm wondering, if the timeline sets the Z coord, why do you need to check that it's where you expect when the timeline is finished?
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)
I'd just use an Event Track in the timeline
I have never done that, but wish to know more about it
Because that sounds bad ass
lol
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
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?
Good question, I've actually never used them lol
I almost used them once but then just solved the problem a different way
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
what? Why do you need the Z loc to open the door
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
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.
Hey so basically, I have a ListView that is for some reason infinite looping. Can I have some help?
Might be #umg question.
All true @flat coral
alr
wait no it isn't
it just like infinite loop add things to the list view
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
nono lmao
it is rendering the same thing like infinitely
for no fucking reason ๐
get actors on tick is up there with "hey guys I'm making new fortnite 100 player multiplayer"
is there a specific reason as to why you can't put an animation asset in a struct as variable? ๐ค
does it exist as a variable type outside of the struct?
Yes it's called animation asset
@flat coral Can you help?
I can literally use it in blueprint, but not in a struct
can you check which class it is?
Not at the moment, I'm just about to head out for a bit actually. I bet someone else can, though ๐
Yeah will do, my editor crashed though so restarting ๐
search for anim sequence
(I actually don't really know shit about shit tbh)
lmao alr
ill ask again in a few :)
Word of advice, your problem probably isn't going to be solvable without a capture of the issue, and a screenshot of the code
Thanks for the suggestion ,i found out what was wrong i need i to add world dynamic in the make array and now it tracks the vehicle
Yeah true...
Think I might have rectified the issue 
bit of my code that requires this
and I was using the add node not the addunique
so that might have been the issue 
Does anyone know how to send input from a widget to another blueprint with an interface?
any idea how I do that? doesnt seem like there is some way to do it
set your controller as owner of the widget when creating it,
then you can have your interface in PC, and just call whatever with get owning player - > DoStuff
That works! Thanks ๐
what do you mean
get the colorsmap
and create find node
it should give you an input for your enum
you can try using the select node
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
@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
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.
Agreed
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
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.
Most of them don't, and sometimes close to being charlatan
I guess without YouTube dislike buttons, how is one to know?
Also dont forget we all came into this not understanding, everyone here knew nothing about unreal at some point. So there's no judgement for that
Hell even people who are experts at one thing can be dumbshits at another
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.
Well the good thing is, going into UE5 will be a bit more smoother ๐
Dislike count isn't even indicative when it comes to UE tuts
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
Just talk like you're know what you're doing when churning out shit tuts with bad practices, and like ratio wins
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."
@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
@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
Nowadays I'm not even going to YT most of the time for UE tuts and look up for articles instead
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.
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?
Put it another way, no one here is sitting around holding onto secret answers and waiting to get paid ๐
if you guys know the answer, i'll pay
Try increasing the async load time in project settings.
I have no clue, never loaded in anims like that before. Way out of my area of knowledge.
i will try ty
And yeah, in many cases anims had to get right timing
@plush wharf I don't know if it helps but maybe it's covered within this video: https://www.youtube.com/watch?v=EbXakIuZPFo
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
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)
Guys how to get list of all ActorBlueprint by command like a "getall"
ping me
^ crossposted to #ue4-general and it's on UDK
Hey does anyone know why my ListView is infinitely making elements?
It is like infinitely adding them
(this event is ran ontick)
Wait what?
Why on tick
Yeah that's the problem for sure
Worked when I did it like this
Like this worked perfectly fine
Only happening now I am using my own data class to pass more things to the entry widget
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
No - I get all of them, construct this: https://screenshots.foxy.rip/YOJgfZkh
and set it as the list view items
not add, set.
It sure looks like the issue lol
Hmm
Definitely a built in event for when players join the game too btw. Every frame seems excessive
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!
Hmm
Could I fix it by using addUnique instead do you think?
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.
Yeah
You don't need to look for something, when you know exactly when it gets created or destroyed
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
Oh
Found the issue
Turns out in the UserObjectListEntry interface, there is a function and I needed to return the player data object like so: https://screenshots.foxy.rip/uqJMSy5z
Okay so if I'm reading this right, you have both a key bound to Jump and an on-screen Jump button, and you want the latter to light up when you press the former. But the trouble is replicating that to the rest of your control suite right?
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 donโt 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 itโs empty by default.
Correct! So that if I press let's say ability 1 (Input 1), Button 1 would also light up and reset to default appearance when released, etc. etc. for the entirety of my (at least) hotbar inputs.
I mean you could just collapse exactly that screenshot to a macro that takes UIButton, Pressed and Released as input and exposes Pressed and Released as pins on the end to do whatever you need
you'll still be doing a lil work per-button but I think that's probably unavoidable
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.
Basically this is an abridged version of your macro. And then using it is just like one step more complicated than your normal pin
Tyvm! I can see how I'd be doing it per button now, but at least that removes having to do it my way per button to add an extra 20 steps lol. Very much appreciated!
Anyone run into this problem where it won't let you capture a thumbnail for a blueprint ?
Good to hear. And sort of, manually loading subsublevels
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
Voxels, but even then Minecraft world is finite.
Procedural terrain isn't like... a button you can press. I'd look for either a marketplace solution or a long-form tutorial somewhere
ill kook into it
ill check the store

i have added this to my game but when i press left shift to crouch nothing happens? anyone know why
Also there's no such thing as infinite terrain. You either make the world a globe, or have it as a finite flatearthian terrain
Wow Voxel Plugin is $350
It isn't because you bound it to Control right?
your talking about floating point numbers?
I'd think it's worth the price for what you're trying to achieve
:/ yeah i am blind, still doesn't work unfortunately, just cant get crouching to work
Hey. There is what IT says when i try to change the settings of graphics when the game is running on phone.
Yes, but even with World Origin Rebasing, you'd still have to make the terrain consistent
can i [when player moved to distance from center > 1000 move player to transform zero and offset everything else hide or delete anything not closer than 1000]
Try setting the scalability limit in Device Profiles
well also save everything destroyed or hidden position, rotation and scale data for incase player goes back to those places.
Thanks!
I will try it right now
Hi Is ther a better / cleaner way to do this! Trying to show/hide bullet meshes in a revolver cylinder base on ammo count
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
Use a switch
Found it ๐
^ basically crosspost from #ue4-general
@icy dragon i cant post
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
how do i see if a character is in a collision
I hate it when people crosspost and had to respond to those channels.
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
Try using class Actor
But why
It's going to be a super expensive operation
i just need to get the length of actors in the level
that's going to be like... everything.
ikkkk
@gaunt ferry you can get actors with tag, just add same tag to all the actors you want
there are thousands of actors
diffrent
before i buy voxel plugin 2nd question. how do i go about randomly placing towns, and buildings on the terrain.
If you want to just create minecraft like game, i have a tutorial link about that. So u can keep your money
thanks, but its not like Minecraft.
I mean procedural and randomly generated infinite game
oh ok yah cool
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
My bad, i have been miss that link. But still looking
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
well maybe the ground is actually 2.20005f
Looks like that mesh has height to it
the floor's pivot is at the top of the mesh, so hes good
so any solution ? ๐ค
Wow yeah haha thanks ๐
yeah there's other solutions but what you're doing should work fine
let me know if you happen to come across the link. I'm having trouble getting the vox plugin
but it doesn't ๐ค
I just added a scene component to be at the base of the capsule and even with that it gives me 2.1444494
thats a screenshot of in game
Alright mate
capsule doesn't actually touch the mesh
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
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
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
i mean then you don't really need to know the ground height, just the change while jumping.
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
aka, player is at location z: 350. jumps, and now at z: 475, delta is 125.
I set the floor at 0 as a conveniance
how would you go about making sure the player max jump height would be 125 ?
you have to test and tune it yourself.
in the character movement component you can change the jump height
yeah but setting it to 125 won't make you jump 125 units in the air
that's why I need to understand how to calculate what value should I put there from my 125 unit
on jump press, set/save the current vector or just the Z of the player
it will save the Z value when he starts to jump and not when he reaches the highest point
then on tick, you save the max Z
also jump z velocity of 495.000092 , makes my character jump exactly 125 units up
thank you, how did you get the answer ?
test and tune, using the above pic to test how high i was jumping