#blueprint
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the reason this shit happens is i have an every tick line trace to tell if something's in my crosshairs
By the amount of it, it looks like its trying to be accessed on tick
Trace has an out bool
Telling you if it hit anything at all
On a side note. Traces have their own boolean that tells you if this trace hit anything. Always good to branch on first before testing the hit results.
Yeah, what Squize said. ๐
I made an inventory system using a tutorial on youtube and got it working, and I also did a shop using a tutorial, now the issue here is that when I enter the Shop and exit it, I can no longer enter my Inventory, it just freezes my character and the mouse cursor is visible, as if it ignores the Widgets from being created, but this ONLY happens after I entered the shop and exited it.
Any help would be greatly appreciated and i can provide with screenshots if needed
oki
Might give us a hint of what we're looking at
Ok launching unreal
Inventory opening as well. Sounds like part of it is running and the other part isn't.
Ye^
ok, i see at least 2 smart people are around, gotta repost this: #blueprint message
the problem is an actor component (no matter what kind, scene/mesh/...) can't be set to static
but when inheriting the blueprint, i can change it in the child ๐
Is it possible to make a Box Collision scale in the editor only upward and right and left but not downward using an exposed variable of type Vector please ?
Also how to make when you modify the exposed Vector variable it changes the scale of the box collision (still in the editor).
try to wrap it with a scene component to add a fake pivot, then scale the scene
^ this
or do math
Math would move it
Makes it hard to place :p
Offsetting it upwards by half its size
My original guess would be UE5 fuckery. Seen a couple of mobility setting problems with UE5 so far.
Doesn't happen on 4.27.2
yea, it also doesn't happen on all actors for me, so there must be something thats causing it
thanks for looking into it
I'm not touching it. ๐ UMG and Slate are fragile enough without beta stuff blowing it up, and that's where most of my work is.
But how do you detect when I change the Vector variable in the editor to set the scale of the box collision to the one I set in the vector in the editor ?
Are you on ea2 or source? Pure curiosity
ConstructionScript runs when InstancedEditable values are changed.
Oh interesting, I thought construction script only executes once (when the game starts)
Thats beginplay
ue5-main
Technically a ConstructionScript can not run at game start too. If an object is placed in the level, it will not run the ConstructionScript. Spawned Actors will always run it.
Allows you to randomize stuff in the level editor, but not have it randomize when you load the level each time.
which can bite you in the butt
when it invalidates build lightmaps because of the construction script ๐
I'm a big fan of Prefabricator so far. As far as free tools go, it's absolutely fantastic.
That and NiagaraUIRenderer.
later one is on my bucket list, too
but porting it to UE5 seems to be not trivial, so i have to wait for the author to do it
Just to clarify with this, it only updates when in the level editor. It doesn't run the script again while in gameplay when one of those variables changes.
Thank you ๐ And for my question sent more than an hour ago, do you have an answer too please ? ๐
This?
Yes
Do you need clients to know what zone the server thinks they're in?
First thing you'll need is a zone checking function. Write a function that gets overlapping zones to the pawn, and pick the best one.
If your clients don't need to know the updated zones at runtime, and it's just assumed, then it's as simple as GameMode just getting all playerstates from the GameState, and iterating over them. Getting their pawn and checking what zone the pawn is currently in.
If on the other hand you need clients to know this before the time is over, like a little display, then I would probably have the server version of the pawns do an update on overlap and end overlap. Run the same function from above to test which one they're in the best. Set this zone on the pawn's playerstate. GameMode can then gather playerstates in the same manner and run off of that.
I tried playing "Standalone Game" mode but i still need to click on the game in order to aim the camera using the mouse after talking to an npc or when returning from the game menu.
This is the Shop exit button code
This is the toggle inventory code
If there is a way to show you the blueprints faster than me doing screenshots that'd be awesome lol
Like I just need a visual confirmation telling the player he went through the zone so he made his task (the task is to go on that zone) also there's a timer for the players to go to a zone.
Like for instance player must be in Zone A between 8:00 and 9:00 after 9:00 if some players didn't enter that zone they get punished.
@fickle dune This is likely your problem.
How do I remove the widget without "removing" the widget, would remove from parent work?
This HudCanvas is stored in the PlayerController. You've removed it from screen, and put a new one up, but I don't see anything setting that value in the PlayerController. So this reference in the controller is to a widget that still exists, but is no longer in the viewport. So you are adding your inventory back to where you intended, but where you intended to add it to isn't where you intended.
The shortest route to where you want to get, is to call RemoveallWidgets, and make a function in the controller that adds the HUD it already has back to screen, or recreates it and resets the pointer. Either way.
Then you can call that function in place of creating the new widget and adding it where you did in the shop code.
Found it!. i need to set the game mode
I posted a question about blueprint communications and behaviour trees in #gameplay-ai if anyone here knows anything about that please see if you can help me ๐
@maiden wadi Like imagine this : It's a school game where you need to be in Class A between 8:00 and 9:00 AM if you're not there between these 2 times you get a red cross on your bulletin, same Thing for Class B be you have to be there between 9:00 and 10:00 AM if you're not there you get a red cross again, and after 3 crosses you get punished.
Well, like I said, I would start with a function that determines your active zone. In this case it's actually much easier, because all you actually need is the required zone and a contains check on the pawn's GetOverlappingActors. Same check can be used locally and on server. Where you use it depends on you.
You could use it both on client and on server to set a playerstate value. Server can use that to do it's punishments when the timer goes off. UI can get the same value to display if the player is safe or not. Can be checked on a timer, or Overlaps/EndOverlaps, whatever.
the thing is there's sometimes where people have different places to go, like maybe Player 1 has to be in Class A for sciences but Player 2 has to be in Class B for English lesson both between 08:00 and 09:00 AM
Doesn't change much. Just make server set it in their individual playerstates.
If your zones are replicated actors or whatever, then all you need is a pointer to one. Fast easy to use and compact replication to client.
Hold so I do nothing in the GameMode ?
Sure, you still do the punishment check there. Doesn't need to hold any values though, it can get them straight from the pawn/playerstate
So do you confirm that any variable I create in my BP_Character are server sided right ?
Any property you create anywhere can be server authoritive if you set it only on the server and make it replicated. Clients can still hack the value locally, but it won't do them any good. GameMode will get the value that the server set. Without an RPC from the client to set that value, client cannot affect what the server set.
How would I do that? sorry I'm a noobie lol
After your RemoveAllWidgets, don't Create a new hud widget. Remove that CreateWidget node. Leave the AddToScreen there. Instead, Get your controller, and cast it to your controller class, get the hud widget you already have and add that to viewport instead.
okay that worked! thanks a bunch!
Net Cull Distance Squared - If I want something to stop replicating at more than 5000 unreal units, would I do 25000000?
welp i spoke too soon as soon as I use my HUD it does it again lol
is that correct?
Looks right. Where does it break now?
as soon as I add the "Target Player HUD" it breaks it doesn't show me the inventory after exiting the shop
but if I remove it, it works
actually even removed it doesnt work
I also have the shop keeper trigger that triggers the shop UI if you'd like to look at that
Hmm. I'm uncertain. That is the only thing that would have broken current logic that I've seen. I would start putting in printstrings starting from your inventory toggle input keys. Print out each segment and find where it's not running correctly to add the inventory to screen.
Nothing stands out. You're reenabling the state when exiting. Good to learn debugging habits though. Just put some printstrings through your logic starting from the input event through to the inventory widget creation.
Good to learn debugging habits though. Just put some printstrings through your logic
๐
nice authaer ๐
Print strings and break points find 95% of my issues
Blueprint debugging is infinitely easier with printstrings. Blueprint Debugger is a trashpile.
indeed, still funny out of context
Amusingly, I end up putting a printstring anywhere I need to break anyhow, since it's usually at the end of a logic line... and you can't see pure node inputs from the node you break on.
Don't have a problem with the debug filter tho, aside from it's always on no object
usually it jumps to the correct object if it hits a breakpoint
however, it's sometimes not showing variable content correct
which in the end makes it useless for 90% of debugging purposes
Oh I just use it to make sure all my nodes are firing like I think they should be.. then I move to print strings and breakpoints to actually debug.
It's mostly just a plug/comms check
@maiden wadi Is it possible to create a struct and put a boolean in it and when it's checked it opens a submenu to be able to put values in it like for instance :
HealthRegeneration? : Boolean
- Amount to regen : Float -- The submenu starts here and only shows if HealthRegeneration? is true
- Instant regen : Boolean
Please ping me if any answer ๐
Maybe. I vaguely skimmed over that, but it was definitely C++ area.
But I need it without doing c++ code ๐ฆ
I dunno. I've never cared enough to look through. Editor modding is less of an interest to me than gameplay coding.
Do you know anyone in this discord who could know the answer ?
So now I gotta add an item to my inventory when bought, this is the code for inventory adding but it won't add it lol
It also wont compile because i gotta add something to the cast but not sure what tbh
the answer would most likely be no
Any suggestions for my spawning code? I know it sucks
how do you expect that to be answered
Hi, does someone know how can i make a container that store "stats objects" and validate that the stats object does not have the same values? Like if i already store an "Defense stat object" i would not want another "Defense stat object" stored again
not sure. I guess Im just wondering if it could be done better
What i'm trying to achieve is a dynamic stats system, like most rpgs have
It could definitely be done without an interface. Base classes are your friend.
Personally. I would make a Map of GameplayTags to Floats.
Whats a base class? Have never heard of it
But what if i have an immunity stat rather than a float stat, like stun immunity
A class that all of your AI inherit from. So you can cast to that and call a generic function on after spawning the AI. Base class can have some logic in it if you want, and children classes can also alter that or not.
GameplayTag Value
PawnStats.Immunity.Stun 1.0
How would I make the ai a base class?
CanBeStunned? Return GetStatByTag input PawnStats.Immunity.Stun get value back. If Value > 0.0, return true.
Any idea how to do this? trying to add an item to my inventory through clicking a button, everything works as intended except it doesn't add it to the inventory
not sure what to input there in the cast, or if even the cast is needed
Nothing. You need the inventory, not a Strawberry.
Inventory is likely on the Character. Unsure of where you have it.
Yes the inventory component is on the character
GetPlayerPawn->CastToYourPawnClass->GetInventory
Probably the wrong way to do it because it didn't work lol
But made me feel like i was a real coder lol
i got it working lol
jesus im terrible at this but i love it
Do you know how to create random gameplay tags for a sub-category?
okay im probably annoying at this point, but i forgot how to do this lol
So i'm trying to make it so you cant take this strawberry unless your health is below 100
Is this correct?
You did: Health >= (larger or equal) 99 with that
A simple way to remember the ">" or "<" symbols would be to look at which side "expands" (greater) and which side "narrows" (smaller).
@fickle dune I'm quite new myself, but for what reason are you storing a character's variable in the game instance object? Is that how multiplayer works?
@maiden wadi I can't access my variable "Routines" in the player state to be able to set to true a boolean in the "Routines" variable, how can I do that ?
How did you get the set node?
disabled context sensitive
otherwise I wouldn't get it, I just need to understand why it doesn't show it to me when I have context sensitive on
Because it's not relevant to the thing you're pulling off of
What does it say if you try to connect the player state to the set node
I thought to be able to access it I just need a Player reference, then access it
si doesn't want to connect those
for the target or the Routines ?
Target
Player State Object Reference isn't compatible with PS Classic Object Reference
got it
thank you
have to cast
Np
Do I have to break the struct to set only 1 value or can I do it in another way ?
Maybe, but it's usually easier to just split the pin
hi, how could i make an object follow the cursor but at a distance from the player? like the fortnite build system
(i dont know much about blueprint yet, so if you can explain it in an easier way)
Get the cursor position, project to world space, Set actor position to the cursor position with an offset. (-200 on X or whatever)
Is it possible to loop through a struct ?
not in BP. generally structs should house read only static data
But I need to print all the values, what's the best way to do that ?
print each individual value
I have 11 values, so I will use 11 print nodes ?
yep
oh damn
why do you need to print?
11 boolean values from the playerstate to check if my system works
well good luck
which is?
using the Format Text node
I just need to find how to make it multiple lines
Shift+Enter
thank you
@fickle dune It is not. GameInstance has nothing to do with Multiplayer. And you really should have the health in the character. If you need to save it between map loads, it should go in a savegame object.
thanks for clarifying
authaer about the component mobility issue i had
you replicated the setup on 4.27?
e.g. class a which inherits actor, another class which inherits class a and adds a scene component?
Why casting to PS_Classic always fail here (the code is in my BP_Character)
probably because self's player state isn't a PS_Classic class
How do I make PS_Classic the playerstate of the player ?
I think you can only cast down and not up, maybe an issue with the way your hierarchy is set up
I believe it's in project settings under Maps&Modes
you can cast both ways
ok good to know, another thing learned today
@spark steppe I made an actor. Scene component>StaticMesh1>StaticMesh2. Made a child class of it. Could set mobility on all of the components in both classes.
Thank you ๐
the grandchild of actor has the bug, not the child
so actor => class a => class b with new scene/mesh component (can't change mobility)
if you have time and editor open, i would appreciate if you test that again
i'm digging through the source now, somehow thinking that it's an UI issue
Which class had the components put in it?
grandchild of actor, so class b
and inheriting class b (which has the component) to class c, would then allow to change mobility of the component from class b
So Hierarchy was AActor->ClassB->ClassC. ClassB had the components but couldn't set their mobility, Class C could?
no
Actor=>ClassA=>ClassB=>ClassC (then class B had the component)
there has to be one class between actor and the one which raises the problem
Actor => Animal => Sheep => RedSheep
now when adding a scene/mesh component to Sheep the mobility cant be changed
but in RedSheep you can change the mobility of the component which was inherited from Sheep
just wondering if the issue in Sheep shows up, so you can skip the redsheep
Somehow when I try to print the Morning Roll Call boolean value after setting it to true, it's true on the server, but when I try to print the values of the struct from the BP_Character, the Morning Roll Call boolean is still at false
@spark steppe Huh. So it does happen in 4.27.2. That's weird.
thanks for testing
now i got you confused as well? ๐
thats the only really related thing that i found, and apprently it's like that since 4.11?!
how could they get away with that -.-
no static light baking for components of grandchilds of actor?! Oo
@maiden wadi any clue for my problem ?
xDDDD
oh boy, i found a fix...
nice one... go to a component which is set to static, rightclick the detail setting and copy that
then paste it on the broken component and paste
voila, you got a static one
i tried to do this, but it didnt work
it moves the object when i move the character, not the cursor
and only moves in one direction
That's inside the actor right?
@tawdry surge Could you check my problem above too please ? ๐
yep
pinging people is frowned upon
sorry but I'm stuck and I need help ๐
I don't mind but I don't really play with structs in BP they're weird for no reason
#rules #2
Sorry
I'm no expert on this, but that "Task Validation" event is only executed on the server. That might have something to do with it
Yeah that's intended, but I thought GameStates are shared between client and server, so I don't understand why I don't have the same value from the print of the server and the print when pressing F
*Player State
there's also a #multiplayer channel dedicated to precisely these kinds of questions
according to this image :
I really don't know about this stuff. That just stood out to me as a potential thing to look into
@rigid fractal I'm not sure without doing it, but you might have to do something like line trace from the cursor position into the world.
Try printing the cursor's world position and see if its really registering changes when you move the mouse
ok
it changes yes, but it changes a lot more when i move the character, was that supposed to happen?
i solved part of the problem
it follows the character position, not the cursor
Oh ok.. so its above you because you're adding to z.
And its following the character because the cursor's world position is gonna be at the camera. You'll have to line trace into the scene and use that position to have it move around in front of you
hmm, makes sense
using this?
oh, i believe what not because there it returns a boolean ๐ค
Right click the out hit and split the struct
ok, now there are more options
right, and in the "start" and "end" pins i pass which values?
Start is mouse cursor world position,
Get the forward vector, multiply by a few hundred, add it to the start position and make that the end point
Hello this is something I'm not familiar with having done yet. I am making a BP that just serves as a crosshair manager that swaps out and controls crosshairs from a 3rd party plugin that already has separate functions built into the HUD. I had a couple of questions.
1.) Which would make the most sense for a base class like this - just a default actor?
2.) How I would initialize and access the class I'm making since it's this abstract thing. Do I spawn a class in some way?
You could actually do it without the trace and just use the math to set the actor position, but the trace will make it easier to debug
@unique yoke short answer is yes
I see a Spawn Actor from class node, that wants a spawn transform - but this isn't an actor that moves around. Should i be using something else?
Part of it is how this plugin is setup - there is a custom HUD class we're already using, but logic within widgets/managers are usually handled separately from the HUD class. All the HUD class is really doing right now is initializing classes and declaring functions that trickle down to the widgets. The HUD is where I would be initializing/creating the crosshair manager - i just don't know how to do that
I didn't want to load the HUD class with a bunch of crosshair specific functions.
idk what you are planning, but isn't it just one function to swap the crosshair texture/material?
also the HUD can have actor components apparently, so you could make a actor component for the crosshair things
The plugin has several different functions we're using - basically, bunch of different logic that will be occurring to listen to weapon types, handle hit reactions on the crosshair, different player state (unarmed vs have weapon, reloaded, etc.)
Well, I should rephrase that - it doesn't actually handle the rules for what the functions do/are called - but that's what I'm working on atm.
yeah - i figured that's one route
that's the most clean route
you have the component where it belongs, on the hud
and you have all functions in a separate class, which keeps stuff organized
I blanked on the HUD being able to have a component. That's a good way to do it. Thanks!
sorry, this seems complex to me haha
but it went more or less right, he is moving the object but just a little when he moves the cursor
Nah, use the convertMouseLocationToWorldSpace as the start.
Then pull off the getActorLocation and get the forward vector. Multiply the forward vector by how far infront of the player you want the object to be.
Then add that to the convertMouseLocationToWorldSpace output and make that the end point
wait, im going to multiply the value of the forward vector with the distance of the object, and this result i add with the World Location of the ConvertMouseLocationToWorldSpace and place the output to the "end" pin?
Yep
What exactly is component activation? I assumed it was something simple like the component being dormant or not based on the active flag. However, my component seems to work fine with the Auto Activate Flag being set to false so either something's setting this in a higher class or it doesn't do what i think it does
its the same as before, moving just a little
this forward vector node is the correct? is that there are 2
Almost.
You want the forward vector of the character or the cursor. Not the actor you're moving
nothing yet :/
Try a bigger multiplier.. like 500 or 1000
And you can just plug the end point straight into the set actor location you don't need to modify it after the trace
wow, now it worked
Nice
You're good
If you wanna optimize, you can take the input of the trace end and plug that into the set actor location directly and get rid of the linetrace all together since you aren't actually using it
alright, i will change this
Hey guys, looking for some help again. Attempting to set up debugs for a couple progress bars, but ran into a snag on my first setup. As it would appear, my action key (x), which will be used to update my first progress bar only ever updates the progress bar ONCE, and no more, no matter how many times I press it again. This code - I think - is exactly the same as the code I learned from one of the Unreal Learning courses, and yet for some reason doesn't seem to work on my personal project. Any help would be greatly appreciated!
@still delta what's the initial value stored in your Player Experience variable?
I believe with that question I may have found my answer lol one sec...
The variable's value is 0
Player starts at 0 Exp, so I figured it would be best to leave it there
it does fire everytime you press X. From these two graphs, i dont see anywhere that is setting your PlayerExperience variable
so it will always be 0+13.5
yes, what conrad said. You don't set it afterwards
ohhh, i get it. add 13.5 to player exp then set player exp TO that
rather, set player exp to player exp + 13.5
yeah, insert a Set PlayerExperience between X and UpdatePlayerExperience
or do the set in UpdatePlayerExperience
Got it working now, something so simple n it totally flew by me lol, thanks a ton guys!
Guys, I'm trying to figure it something out but I'm not finding answers
Here is the deal.
I need to have 2 different input maps. One for controlling the character, one for controlling the ship! 2 questions:
- How can I have two different input maps?
- How can I change between the 2 maps inside the game?
You can simply add your inputs via project settings.
Using a boolian for IscontrollingShip you can turn on and off inputs. This way you can use a couple similar input options and it would still work.
is there a good way to check how obscured an actor is by another actor? like if i do a box trace and it hits something else but is not fully obscured, can i check how much is visible from the trace?
this sort of demonstrates what im asking. the top half of the actor on the left is unobscured from the actor on the right. would it be possible to get that unobscured section?
how can i make this to show when its below 1000 show it in meters and over a thousand show it in km and so on ?
use a select node based on float amount
I TRIED making it like this but it didnt work i guess i only complicated it
why doesnt it work?
It's probably because you're setting the value back to where you're getting it from. You weren't doing this in the first iteration.
oh so i shouldnt set it i should just devide it
Well, you're just displaying it, yea?
The value doesn't need to change if you're just trying to format it for display.
i ll try it thank you
i tried it but it changed to km after only 10 meters even though i divided it to 1000
i devided it to 100000 now
because the game count in cm so i divided m to 1000 and km 100000 and mega for 100000000
@dawn gazelle@gentle urchin i organized it into this and its working thank you
How reliable is delay 0.0? I'm finding GetController (target pawn) returns "none" on begin play unless i put a delay of 0 in before accessing it. This seems like a hack. I'd like to not use any delays if possible, not really sure why it doesn't work without it.
Use possessed instead.
๐ cool, ill try that
i have this for a prograss bar widget for a speed boost item but when you collect more then 1 it does show the number increasing but the prograss bar doesnt show decrease until it reach 5 what should i do
Guys, is there a way to get the reference of a player variable called into the UI? I'm having an issue where my progress bars arent updating correctly and I'm almost certain it's because of this code here (UpdateUIAccExp). I need it to update the percentage divided by the "RequiredExp" variable from the Player Character (Following Snip)
i do! I detect if a tile is occupied by using overlaps. my tiles are 50x50 cm so if a tile is occupied i put a box overlap on it thats 49x49. then for your case, id put a box overlap that is (attack range) units long/wide on the tile your actor is on. if its being overlapped, you have something in range.
Get owning player-> get controlled pawn->cast to your character
Cant you just store a ref of each tile?
Overlaps seem... exessive
You already know the layout of tiles?
Every actor has a give size and location, and thus you know the state of each tile
not too sure how you set up your grid, but I assume its similar to mine. each tile is 50 units wide and the grid starts at 0,0,0. I just get the actor location, then round to the nearest 50th for the x and y, then I have the location where i can put my overlap.
Dunno how taxing the collisions would be but they easily become a grotesque amount if you were to go beyond 8x13 (which already is 104 of them)
Compared to an array of 104 tiles containing a state of the tile
hey there, i am currently translating but when i try to change the language, the font is not updating, does anyone know how to resolve it, can anyone guide me with this
You can assign different font to certain unicode range in the same Font asset
how do i implement that? is there any video or article i can follow through ?
See "Sub Font Family" section
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/UMG/UserGuide/Fonts/Overview/
thank you
Hello/Good evening everyone, I come here to ask if anyone has an idea or knows how to go about making a jumpscare system like in the game Dead Realm? Examples: https://www.youtube.com/watch?v=HLbAOZBxBSM Cordially.
Join the Dead Realm Discord https://discord.gg/RYzNFnC
Or
Join the Dead Realm Steam group chat https://s.team/chat/npVIL5Ys
All jumpscares including "Possessed Edgar" in full 60 Fps
#ReviveDeadRealm
Check this video if you wanna download the game.
https://youtu.be/YdGTipmgcTA
I didn't add the librarian ghost because she has the exact sa...
Question first. Technically, what is jump scare?
It s like death scene
Watch example video
I ask you that question, because "jumpscares" are more of visual execution than technical side of things.
Yes I know that. It s for that I post this question
Morning everyone, looking for some help. My progress bar wont update to the correct value (Updates to full and remains there), and my text UI seems to update to values I don't understand either (first click of C updates to 0%, second to 5.4%, then 0, then 7.02, then 12.42, then 0, etc. Eventually surpassing 100% if I click C enough times before it resets back to 0 again). Essentially it was working fine when it was just the basic debug (update by received value until >= max (100)). But I tweaked it in hopes of being able to add remainder exp to the next level as the player "levels up". Now this is where I'm at xS Any help would be greatly appreciated!
PS. The Account Level text seems to update correctly and will update to the next level at the same time that the Level Percent text resets to 0. But that means obviously that my "remainder exp" isn't working correctly or something. Pls ping or dm me if possible
I have the problem that when I have 2 clients in standalone mode, the mouse pointer, when hovering over the window, is teleported to another point on the monitor. Does anyone have any idea about where it might be?
@still delta you are aware that progress bar is 0 - 1 input range? so 1 represents 100%
Yes, Iโm also pretty new to unreal (maybe two full courses in) so things do fly by me from time to time lol
I figured it had something to do with the code in the UI itself. Maybe that Iโd need to divide the input (account exp) by the required amount before setting percent, but Iโm not sure if I either tried it and it didnโt work or perhaps did it wrong to begin with so I left it as is, just unplugged the current acc exp pin
how can i show the UI behind the blur. its from a different widget i adjusted the zorder but didnt work
hello how do i make falling object sounds in ue5
there's an #audio channel
alternatively #metasounds
Your image here looks like a Struct. UTexture2D, String, Integer
@icy dragon
Sorry for ping but I asked you earlier about clothing with Skeletal Meshes
What's the best way to "inactivate" these if I for example have a character that has two layers of shirts, let's say one T-Shirt and one jacket. If it's cold the jacket will be shown if not it should be invisible. Just set the skeletal mesh to null and set the anim class to null?
if its a separated skeletal mesh component
you can always just hidden in game
i think
Yeah but that would mean it's AnimBP is still running for no reason
hm if you stop the abp
It's not only one character that has this, otherwise I think it would be fine
you cannot get back the same instance
when you enable the animation mode again
cus it creates a new instance when you do that
I was thinking about keeping the component but just setting the mesh object to nullptr and anim class to none, that should work no?
yeah that should
That should (at least in my brain) basically make the component dormant
just keep in mind that when you "reenable" it
the abp will be an entire new instance
That shouldn't matter, the AnimBP is set to "follow/copy" the character AnimBP. I can't recall what it's called right now but I think you understand
Have you snapped the camera to follow whatever it's attached to's rotation?
Because it looks like the camera is follow every nudge of the head
Yeah. Need more context. This has nothing to do with the movement. The camera movement code, or something that it's attached to is fighting placement.
the camera arm probe channel ?
I removed the camera from the parent socket but nothing has changed
There is code moving your camera, somewhere.
Hmm. May remove whatever the swaying affect is. If that fixes it, it may be that resetting while moving.
The effect was given by the camera that was linked to the head but even if you unlink it the problem persist
Anything referencing the camera directly in the character?
I fixed it
It has the fact that the camera wasnt linked to the cameraboom and it was linked to the capsulecomponent instead
That shouldn't cause that?
O.o Normal FPS characters have the camera attached directly to the capsule. I feel like that might be some settings issue somewhere. Control rotation fighting or something.
authaer seen the workaround i came up with to avoid the component mobility issue?
The copy pasting?
yea
It was the Use Pawn Control Rotation that was set to false
Ok i made a data table but i don't know how to use it
What is the end goal with that?
What is the correlation from the current level to the items like your pac-pellet?
Let's say at each level im spawning an actor but with a different sprite based on the level we are in
Is there a direct correlation from level count to datatable entry?
let's say that
each of these sprite give different amount of points, or at least is what i'm looking for
make different actors that inherit from the same parent?
swap mesh and variables on each subclass?
entry1 = level 1. Entry2 = leve2. ?
no, Or at least i think not i don't understand the question fully
Sorry for diving into the conversation, but would anyone be willing to jump in VC and help me figure out how to get a plugin working? Ive been stuck on this for a literal month and I crave death lol
you're better off asking whoever made the plugin
Or burning them and the plugin with fire if it's that hard to use. O.o
ok then yes, almost. Many of the rows are like that
especially the one i need to use
I'm basically looking for how you want the level from your game mode to correlate to the items.
the game mode is spawning the actor, based on the current level the actor is rendered with a different sprite . When this sprite collides it gets "collected". I want to attach a different value to each of the sprites
i tried creating a map but i cant use spites as keys , only as values
for some reason
make an actor class
create subclasses for each sprite type and add separate values for them
He already has a datatable. Only need one class.
i did - sent money for 1 on 1 tutoring and then they stopped replying ๐คทโโ๏ธ
sounds like a scam
your detective skills are legendary lol
yep, also i was alreading using a parent for that blueprint
you can still use subclasses for this
since it's the way to store this type of data
but I mean whatever
do it your way
Hey everyone. Recently Iโve developed an Andriod game using UE 4-27. The game has two levels, a main menu, an intro movie, an outro movie and I added a storyline to the game so that it makes sense to the users. Then i packaged it up and Iโve been trying to upload it to PlayStore for about a month now. While doing so, I came across many errors, most of which I solved on my own with the help of internet resources. But now, Iโm stuck at an error which I donโt know how to fix. I searched everywhere but couldnโt find the solution. Can anyone here, help me about this? This is what the error loooks like:
This sounds like a pacman game, which sounds procedurally generated. Much easier with a single class. Otherwise you have to make a whole new table of subclasses.
You uploaded an APK or Android App Bundle which has an activity, activity alias, service or broadcast receiver with intent filter, but without โandroid:exportedโ property set. This file canโt be installed on Android 12 or higher. See: developer.android.com/about/versions/12/behavior-changes-12#exported
Please help me out guys. This is very important to me.
I'd say try #packaging
i did
Okay. You have two general choices. Either you can map the levels to the names of the datatable entries, or you can math it out. Which is why I was asking. If 1level = 1entry. Then all you need to do is get the RowNames array from the datatable, and use Level to get the index of the array, and use that to look up that row in the table.
this is not a pacman game is exactly pacman , it's my study project
@zealous karma If you want one on one tutoring check out wyzant.com. Third party platform that handles the billing, and only after the session, so you won't get scammed like that
Ok i think i got it . can i DM you?
i packaged it in .aab format as apparently google play doesn't accept .apk formats anymore. i used the google PAD method to pack my .obb file inside my .aab file as shown in the official documentation of UE. but I can't get my head around this
please guys help me about this.
oh i'm sorry. can you direct me to the appropriate channel?
also spamming the same thing in multiple channels will get you banned
i tried #mobile and #packaging .Thanks for the help.
@graceful holly Don't really do PMs, but here. If you're looking for each level as a different fruit, you'd do this assuming that your datatable looks like this and your level starts at 0. If your level counter starts at 1, then add a -1 to either of these. The first assumes 1 fruit type per level. The second assumes 1 fruit type per three levels, so level 1,2,3 have cherry, level 4,5,6 have strawberry, etc.
I understand that, thank you
Can anyone recommend a Blueprints course? I've watched a few short tutorials on Youtube but for the most part they are just "do exactly what I do" instead of teaching it from the ground up to truly understand it.
to truly understand it I would recommend trying to understand OOP
that will give you way more information than any blueprint tutorial will
Dev addict is pretty good at explaining the purpose of what he's doing and how it applies to other situations
do you know where i can find the list of unicode range for different font?
if i create a variable of type Actor, put a value and use the SpawnActor to create this object, if reset the value of the variable does the object also disappear?
my speed boost item progress bar only start decreasing when it reach 5 how can i make it increase when you pick up more than 1 item
@rigid fractal no it's just a reference for the type of actor you want to make. Not a direct reference to the actor instance
Read the official unreal documentation
its a speed boost item you can pick up more then one each one has a cooldown of 5 seconds when you pick up more the cd increase but the value in the photo is the percentage linked to the prograss bar so even if the speed boost item cooldown increase the variable is always divided by 5 so 5 is always at max so the prograss bad dont show its decreasing untill it reaches 5 then you can see its color decreasing
sorry for the bad explaination
i guess i didnt explain well
i have a prograss bar its min is 0 and max is 5 how can i make its maximum increase every time another item is picked up
Hey guys, I am new to arrays and I need some help if possible...
So I made a structure with multiple bools arrays inside of it to help me keep track of story progress(before, after and durning objectives), now I have made a NPC pawn and I need to check inside this structure for a match array name to check progress status...
I know I can use "for each loop" to check every array inside this structure but how can I catch one specific by the name of it? Can't find any node that seems to fit this purpose...
Hope you guys can understand what I am trying to do
arrays don't support names
if you need that kind of functionality you need a map. but that is a different type of structure
it's really hard to understand your question because of the way you write. Try to keep your sentences short and precise to avoid confusion. Also try to use proper terminology if possible.
My actor would contain a variable with quest name to check the information inside the structure, but as you guys sayd I probable shoud change this ๐ฆ
the more items i pick up the number of cool down increase but the progress bar doesn't show its decreasing until it reaches number 5 then the blue color start to decrease
Lookup via FText sounds painful.
Progress bars go from 0 to 1 and that's it.
You divide by 5 at first since that is your first "max" value. 5 / 5 = 1 which means your progress bar is full.
What you probably want to do is have another value stored in your RunCharacter class called "MaxSpeedBoostDuration" and increase that by 5 whenever you pick up the item. You then need to pull that value from your cast node and plug it into the divide node in your function.
so i add it to the divided variable ?
CurrentValue / MaxValue = a multiplier between 0-1
You use that to SetPercent the progressbar.
im confused but i ll try it out thank you
Is there a way to make a string table (or something similar) have a variable that I can manipulate inside of it? I'm looking for something like "You have {X} potatos in your bin" where I can store hundreds of lines like that and be able to insert the value i want at runtime. I'd rather not have to split the line up into multiple strings if possible.
FormatText
I'm looking for a data structure/data structure configuration.
string tables exist
Yes. I asked if there was a way for it to store a value that is defined at runtime.
nope
but generally if you look at something like the FormatText node, it takes a variable and displays it inside the text. so you can mix static data with variables during runtime
As I said in my original comment, I would prefer not to have to split the line into a bunch of substrings, as I'm going to be adding hundreds of lines.
You are correct, thank you. I guess I was thinking about the append node or something.
@quick lance As for storing it, you don't need to if you're actually using StringTables. You can look it up directly off of a LiteralText node.
I'm not sure I understand, could you clarify?
I think they're saying that you could use a LiteralText node instead of a String Table
You enter whatever you want into your string table. You can then directly set text nodes with the value from the string table by using the little triangle drop-down.
Just don't forget to rename the inputs on your Format. Also fun random fact, you can use the same code multiple times with one format input.
how do i tell a procedural foliage spawner what layers on the landscape it can spawn on?
Dont think you do. You output it in the world material as a "grass" node if i remember correctly
nvm found it
how do i properly use add movement input outside of the char bp
bc i cant get it to work
Why would you want to?
is there a way to change spline direction?
bc i just need to lol
But why isn't the pawn handling it's own controls?
im trying to control another pawn
Like a vehicle?
Either way. The short answer is that you really do not. If you really want to go that route, you can make events in your pawn and pass in what you need to control the other one. Though I strongly advise against this, and to just possess this other pawn and do the inputs directly in it.
@odd ember @trim matrix thanks guys, the map worked like a charm! This will expand my options a lot! ๐
well im making a mod for a game which i dont have access to the bp
i just need to be able to add movement to a pawn that has a player controller
Hi all!
Really need some help.
After Project compil, the values of the variables that were in the last revision remain. If I transfer the project to another computer and compile there, the values of the variables will be new. Can you explain why this is the case? And how to fix it?
Oof. Well in that case, yeah. Just add two new events in the pawn and pass in the data you need for the pawn to call AddMovementInput on itself.
i dont have access to the bp inside of the pawn
Can you access the pawn's movement component? You may be able to call AddInputVector from blueprint. May work.
Does that work to use? I've never bypassed AddMovementInput.
AddInputVector is what AddMovemenInput calls internally. You input there what you would normally input for Scale and Direction except you multiply the direction by scale before using it in AddInputVector
Hi, My third person character created and uses a general hud widget. The character uses a health component that handles health and damage calculations. Now I was wondering how I could get a direct reference to the Hud widget from the health component. Is that even possible without casting to thirdpersoncharacter?
TL;DR: how do I cast to a specific widget?
You need to reverse your thought process with UI. UI should display and interact with game systems, game systems should not do that to UI. So instead of giving your health widget the UI to update, you need to give your UI the health component.
Instead of using a bind functions to get the health value, I've been sending the health updates through an interface to the hud so far.
I tried to prevent it ticking when no changes happen ๐ฆ
It's less about performance and more about design habits. When you character has to update the widget, the widget has to exist. Or the Hud and then the Hud the health widget. It's a lot of unncessary indirection for something that you could add to screen from anywhere and it'd just magically work.
Your character has a global getter. You can always get it from getting the local PlayerController. You should but you don't even need to use bindings, you can just GetPlayerPawn it if you really want.
Hi, why doesn't this level blueprint switch to my Cinecamera on load? It works in one of my other projects.
This allows you to delete any updating the hud, and delete the hud updating the health widget and have nothing but a health component handling it's own thing, and a widget displaying that, with no direct connection between the two. You can remove the widget with zero consideration to all of your other code.
Level blueprint's Beginplay runs before GameMode spawns PlayerControllers. GetPlayerController does not exist for another frame.
thanks, I'll do that
Okay, cool. so do I need to delay event beginplay by a frame? if so, how would you do that?
Pretty sure there's a binding or event somewhere. Sec
Delay would work, but could be messy.
what is CustomEvent_0?
just a Custom Event
Sorry, still getting the hang of this. How would I set up a custom event that switches to my camera?
You can do this and plug your camera actor into the Is Valid
and if it IS valid , just continue with your begin play code
i need to get unix timestamp. i'm using rama victory bp library. get unix time stamp returns an int32 (i also tried to change it to int64 and recompile from plugin source with no success). I need the precision to be in milliseconds, but the return value is in seconds. (i don't know if it is enough to create a new variable (string is ok) appending timestampinseconds . timestamp milliseconds)
This didn't work
what happens ? infinate Loop ?
no, it compiles, no errors
just stays on the default camera
The way I normally do this isn't working either and I think it's because I'm doing it on the Unreal content examples collection, so there may be some other setting preventing it to work that I'm not aware of.
add the delta time to the timestamp, then you got your ms @dim robin
timestamp * 1000 + delta * 1000 = time since 1970 in ms
Huh. Funny enough there are a few delegates for player controller becoming valid on a machine through GameInstance and GameViewportClient. None of them are BP accessible though.
Either way. Seriously, just do a delay loop. It's dirty, but it works.
thanks i'll try now
Sounds like the textblock doesn't exist.
How can I get values from an Enum by just the index ? Or is there a way to retrieve a specific value ?
Not following? You want the Enum's value or?
Like I have an enum with multiple values in it and I need to get 1 value to connect it to a "Get All Actors with Tag" as the tags are in that enum, so I need to get the values of the enum one by one to save them in a variable
Instead of relying on Enum name conversion(Which has a tendency to explode when compiling for shipping), make yourself a map of Enum/FName. Get your FName from that map.
oooo
Very strongly incredibly and insistently urge avoiding converting enums to name directly.
as result i get "timestamp in seconds".0
is Enum name conversion bad?
show your nodes
They change when you build for shipping. It's just not reliable. It's much safer and easier just to have a map somewhere static like a dataasset or even a library function at the least with a local map to convert it.
Like so ?
am i doing it wrong?
About that! Would you TMap <GameplayTag, Integint32> for something like a "cost" of an object ?
But wait I have to rewrite each name I have in the EN_Tasks in the Name ?
Why Shameless about using Gameplay tags ?
thats because it's a float, you could just ceil the result back to int
Like buying an inventory object from a shop?
Absolutely. If the item can be defined by that tag, and is correlated to it in a way that the tag is that item, definitely.
Perfect. I think this could work
struck me while trying to explain the "issue" lol
this would be time in seconds 1642365876
this time in ms 1642365876000
this time in ms + delta 1642365876123
I use tags for practically everything at work and in personal projects now. Literally their only downside is that they can't be created at runtime, but neither can Enums.
is there an editor-only "quit game" function? I've got a crash that occurs only during the editor and I want to try debuggin it but not worry about it affecting any builds
ah! now i get what you mean
True, I'm using them towards DB's, so its very static anyways
you can skip the *1000 multiplication if you want the ms as fraction
I'm creating tags at runtime by getting values from the enums and setting them as tags ๐ค
yes, this is what i actually need
thanks a lot!
then remove both *1000 and just add delta to the timestamp
But not creating new tags, right
But you're generating the same data from the same enums. So it's not really runtime generation.
Like I'm doing that in the construct script
Try making one from a string ๐
I mean something more like having creatable items players could create and name themselves. You'd need a new tag/enum entry for that. You can't do that with enums and GameplayTags at runtime.
Actually, I'm not strictly sure about that about GameplayTags. You might be able to get around that where they're just an ini entry. That's some deep digging though, and really not worth it when you have FNames.
Is this good ?
Yeah, that should work.
That does seem a tad pointless tho doesnt it ?
Maybe ?
I just need to get the stuff in the enum to use it as a way to find objects in the world with those tags
maybe there's a better way ?
im might be a bit late but why cant you just get an enum name as string?
how ?
Enum names break on shipping builds.
there is a node for it, I forgot how its done in bp
damn
Enum is just a byte , use it as such ๐
? ๐ค Tell me more
use it and convert it in construction script?
pretty non-descriptive
Convert it how? You require C++ to do that, and by the time you go through the technical trouble, an enum to name map is much easier and also quicker in execution.
What I'm trying to do is this :
On the construction script of the gamemode, find all the :
- Roll Call Triggers in the world and set them to the array "Roll Call Triggers" (on the left of the screenshot above)
- Breakfast Triggers in the world and set them to the array "Breakfast Trigger"
- .. etc for all the enums
No reason to overengineer it ๐
but... but...
sounds dodgy to do it in constructionscript
why ?
No worries, im a big fan of overengineering
I do it all the time
๐
Guess im just not confident everything is definetly spawned at that point
I'm just downright lazy. ๐ I have far too many things to keep track of in my head as is.
But If I drag those triggers in the world, aren't they there before the construction script executing ?
Yeah true, im just used to dynamically spawning things etc. If they exist in the level I'd think it's part of the "level loaded" delegate before any construction script runs... but dont quote me on it
So the way I'm doing this is good or there's a better way to do it ?
On a side note. GetActorsWithGameplayTag also exists.
Not that I'm hinting that you should use those. ๐
say what?
Is this ue5 magic?
replacing tags with gameplaytags?
What's the difference between that and the Get All Actors with Tag ?
idk about dynamically spawned actors but it for sure safe to use construction script with the actors placed in level, im not even sure whether the construction script is executed at all if you spawn an actor at runtime
Oh. Nevermind that's work thing. Wrong rider open. But to be fair, you could do GetAllActorsWithTag and just use GameplayTag to FName.
Did you edit the base AActor? ๐
My brain is starting to melt
apply cool aid
huh ?
So any solution ?
Will it update if I add new stuff in my Enum ?
Like later in case I forgot some things
With the gameplay tags?
In that case, the GameplayTags replace your enum. And would allow you to ditch the map.
Otherwise, you need to make sure you keep that map updated when adding a new enum value.
Which is also safer than enums.
I'm wondering why I didn't choose to become a cashier in my life it would be easier
But would it be as fun
Yes, if you start juggling with pickle boxes
but would it be as profitable? ๐
Yes profitable for my brain to not melt ๐
Authaer 2022 - "Using Enums is like juggling with pickle boxes."
x)
I'm sorry. ๐ I hate the things. They've been a royal pain to me in the last year or so.
So I need to always make sure to update the "Make Literal Gameplay Tag" if I add a new thing to the enum later ?
you should really consider adding (GameplayTag Guy) to your nickname
now, im satisfied
wut? No, if you use the tags, you no longer need the Enum.
Hah
Like isn't there a way to save all the triggers directly without looking for it using "Get All Actors with Tag" in the GameMode ?
This could be done on any actor through exposing the variables and drag and dropping those triggers from the world to the exposed variables, but as the GameMode doesn't show up in the World Outline I can't do that
You could make an actor as a world existing singleton and just get that one actor to get the values out of.
How do you make it a singleton ?
Just a definition. As in only one single instance of it.
Yep.
Is it safe ?
I mean, no different than dropping your triggers there.
It's less common practice because there are programmatical ways around it by sorting data correctly, but it's a pretty common level designer tool. You just have to be aware of that if you create multiple levels.
subsystems
This simple problem is like impossible to solve, that's insane ๐
id love to be able to make a blueprint out of a subsystem and then choose that one to be created instead of cpp one, it would save a lot of trouble with asset references
I'd love to just move on with my bping instead of trying to optimize my movement code further
somehow i end up down in the rabbit hole all over again each time i try
At least you didn't start rewriting behavior trees. I have a feeling that rabbit hole is going to eat me. ๐
Try optimizing VInterp.....
and when that doesnt work try optimizing TMap while keeping it sorted...
Or atleast... flowcontrolled
I can promise that the movement of an actor costs a fuckton more than the VInterp calculation.
Not when the movement is done in the gpu
Looking for assistance. I added some functionality to what was once a basic progress bar & UI text debug, and now they text isn't working correctly. As it stands, pressing C will update and fill the progress bar until full, then reset back to 0 (not adding in a remainder as I had hoped), and the text that is "supposed" to show percent filled is updating to values that don't make sense. Any help would be appreciated!
Note: The progress bar DOES seem to be working correctly. It takes increasing amounts of clicks to reach "required amount", and the text does "update level". It's the percent filled text and the bar not adding remainder exp after reset that I haven't figured out
did you write a compute shader?
No, i (this might be wrong) assume that's how ISM's work ?
"movement"
world position offset?
just updating ism transforms
that's not handled on gpu
Movement has to be done on the CPU, you set that in the ISM component's array of transforms and then mark the object dirty for the render thread.
Guess that makes more sense ,
me and my assumptions
was thinking the cpu just maps up the new transforms, and using the RenderStateDirty to pass them on to the GPU
surely the cpu updates the transforms but... well
nah i should stop talking ๐
if it were world position offset, then yes
but that's emulated movement and not real
you wouldn't be able to collision it
I probably cant anyway tbh
atleast colision in any regular sense
I think i'll manage without "real" movement tho
Here. You pass CurrentXP in.
Here you do not.
So your variables are likely working fine. You just didn't update the UI after the reset until C is pressed again.
Thank you! That solves the issue of the progress bar not updating with remainder, however the fill percent is still off. It seems to be returning/displaying the value accrued as opposed to the value of the bar filled.
("Received Exp" grants 5.4 per click, and "Required Exp" increases by "Required Exp" * 1.7). So any time I press C it'll update to 0 (++ 1 level, which would be correct), then 5.4, then 1.6 ++ 1 level, etc. etc.
as an example. Lvl 4, displaying 40.484% while bar is about ~90% or so filled
You're setting the progressbar differently than the text. From what I can see you're passing in the same value, but you're doing nothing with it on the text, but getting the percentage on the progressbar.
Realistically, I would just ditch one of the events, make one event for both, not bother passing in a float and just get it directly since it's in the same class, set the progressbar, and then get the progressbar's percent to set the text percent.
Then you're just calling a single no parameter update after anywhere you're changing values.
So im thinking of a system here if i make a city and want NPC to be conected to that city. I make a parent object in the World Outliner where i have everything that belongs to that City, workstations, bed etc. Is there a way for me to say to a actor "search through the parent object and check all children". The pic for example, NPC 4 checks through the NPC_Base to se how many NPCs are here
you can use tags, and get all actors with tag, and store the count somewhere
you can do it in construct if NPC's are static, even if not you can increment/decrement the count
Thing is i dont want to manually sit and put stuff like tags on them, i want the actor the check everything that is under the same parent or something alike
Get Attached Actors
Unfortunately dont think that will do what i want 
how can i emit something while a key is being pressed and not when pressing it only once time?
Need more context. Like a usable item, or?
is a key to rotate an object smoothly, i already did it, but it only rotates when pressed at a time
this doesnt work for what i want
Pressed Start your rotation, Release Stop your Rotation (animation)
is there any way u can give me a representation please
Get all actors of class + search name for whatever you want ? You can also check who the parent is. (Maybe only in Bp, but check to make sure)
good, its really not an animation
in that case i would need to save a boolean variable, change its value to true when pressed and change it to false when released, right?
What I meant was that instead of doing this.
See if this has any difference.
If not, I have no decent ideas on how to control the pawn directly.
ok thank u ill try now
having trouble with vector math if someone wouldnt mind helping out, im attempting to simulate bullet physics with a simple line trace segments and delays in-between calls. although im getting this weird output. any help would be much appreciated, here is my code and a photo of whats occuring
it seems to be working after the first segment bends, but i may be wrong
so im doing this on 4.17 and i dont have the Tolerance option on my Normalize node
as u can see
Wouldn't worry about it. The point of it is just to normalize it correctly to 1.0 length.
Never used 4.17. ๐ Started late in 4.23 something.
That's a modifier passed from input. Input usually has an Axis value on it that goes from -1 to 1. Keyboards only display -1, 0, and 1. Gamepads can do anything in between.
So if you pass GetActorForwardVector with a scale of 1, you'll run in the direction that actor is facing. With a scale of -1, you'll run backwards with that actor
ok thx
You are setting the Start to the End. So you get a trace from The Gun to the Hit on the wall, then the hit location to some other point
Is it possible to dynamically set the anchors of a widget to fill the whole screen? Like choosing the bottom right corner option, but dynamically?
Was the widget added to the Viewport?
I have it hooked up to an Add Child node to a Canvas Panel that is added to the viewport. So I can mess around with blueprints either before or after it is added to the viewport
how would I create a sound cue that plays random sounds each time you selsct something
There's a random node in the sound cue that lets you add as many sounds as you want.
okay just saw it thanks
The thing is, when manually setting an anchor and it becomes a rectangle instead of just a point, the options change from Position and Size to Offset. I can only find a way to set the anchor as a point dynamically rather than set it as four corners
You set that based on the Anchors.
Can you show me quickly how to do that, Iโm having trouble setting up the start and end points
I'm not in from of my computer. You already have it though. Just disconnect everything after the trace
Well, actually, what's your end goal ?
Is there a way to inherit structures?
@normal rampart Some Left to right examples.
Oh, gotcha. I'm messing around with it now. Do I do that before or after I add it to the viewport?
Neither appear to work ๐
@normal rampart widgets are complicated for me as the positions are relative to other widgets
Is it possible to possess child actors (pawns in this case) of a pawn? Trying to possess one gives me no errors but sets my camera in the ground or unpossesses my current pawn
To make a bullet using line trace, the goal is to not have immediate hit markers at longer ranges but have the bullet travel slowly, Iโm also looking to add bullet drop so Iโm thinking doing line traces in small segments that way I can change elevation each segment and call the trace with a delay in between to simulate the bullet traveling over long distance
Check out the projectile component. It does all that magic for you. There should be tons of vids on YouTube on the projectile component.
What do you mean ?
I managed to find some weird roundabout why by just setting up my presets in a Horizontal box and adding my widget to that >.<
Making bulletholes ?
Like shooting through wooden walls etc
@zenith scaffold https://youtu.be/CdpFdnctA4w
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He gives you a demo in the beginning
What does this mean?
Been stuck dealing with it for a few hours, no idea what to look for.
ONly this asset has the issue.
how would i change the starting point of a lerp?
This means that something is blocking this asset. Sometimes I open a project twice in two copies of UE4. And I forget about it. And when I save the project, I get an error like yours.
What do you mean "change the starting point of a lerp"?
tick the box for Pure in the details panel
thanks!
I've been trying to get this to work for quite a while now, It's the fact that my current weapon has ammo, but isn't shooting? I've double checked all the blueprints, branches (I'm relatively new to blueprint so I'm not perfect) but still not success yet. I was hoping someone here could aid me?
Ammo above 0: https://gyazo.com/947fa7ce31f1b6ad77c9c26889e8ea40
Checks if the current weapon has ammo: https://gyazo.com/ecc0813189368a3fd8a99afc37c675db
If ammo is 0 or below stop firing: https://gyazo.com/ab196d0306c12368791e4e5e03278805
An event to tell me I have no ammo: https://gyazo.com/9cec90f868daf78f43ee7a0a549ebaab
I appreciate all the help btw! :]
it is difficult to say with the information you gave, it could be u have no ammo but the widget is not updating the value, it could be one of the other branches failing (the aiming one?)
fyi, if you're using a bpi call there is no reason to do a pure cast to the master in the 'checks if current weapon has ammo'.
does it only happen when you have a rifle? or in both cases? what specifically isn't shooting, is it not playing an animation it is supposed to, is it supposed to spawn a projectile that doesn't spawn? if you print string your ammo value in your check has ammo? function, does it return the expected number?
I was looking though the Action RPG Sample and i want to know how i can get is valid variable.
right click on the variable and there is a convert to validated get
Dam that's cool, thanks ๐
yeah i've been loving it too much 
Ah okay :) And the widget is being updated with the current values. I'm pretty sure it's something to do with the second gyazo picture
https://gyazo.com/30f13a71759a105c742aa9a12c24ceea, When I disable the branches, I can shoot but then the ammo system wouldn't work.
enable? is just a variable in that class
How did you make that kind of of third person weapon camera system?
that's strange, try printing the values that are being compared in your has ammo function on the weapon
that's what i thought but i cant set it, or is it the kind of variable that can be seen by all Classes?
although i should say, if you're using a plugin or someone else's code there may be a reason it is read only
That's so cool you can call custom events from anywhere.
Should I avoid saving references to things like my playercontroller in my character BP, character BP in UI, etc? I'm getting editor crashes pretty often and wondering if its being caused by the fact that controller, character, ui, game state, playerstate all have saved references (in variables) to each other. I originally did this to avoid casting but all these things will all be in memory anyways so casting shouldn't be an issue. I'd use interfaces but it seems bad practice to use an interface for a single class just to avoid casting.
Oo, you might have helped me one step further. I printed the current ammo of the current weapon thats selected and the output value is 0.. But idk why? I've set it to have max ammo once the game is started.
max ammo isn't 0 right ๐ ?
Ofcourse not, hopefully not .-.?
That's how I set it to be max ammo at the beginning of the game
Though now it's printing the right values :/
Would unreal engine be somehow glitched out?
ce/Runtime/CoreUObject/Private/UObject/UObjectHash.cpp] [Line: 1309] Internal Error: RemoveFromHash NumRemoved = 0 for BlueprintGeneratedClass /Anyone run into this sort of error before?
I'm not sure could be so many things, maybe you didn't compile so it didn't go through.. although, i'm pretty sure it auto compiles when you play but everyone always tells me 'alright, now that you changed these values compile save and play'
ยฏ_(ใ)_/ยฏ
this happens when i launch my project all of a sudden ๐ฆ I think its on a BP i was touching, i had succesfully compiled then closed and now cant open
Is this the right blueprint if the current ammo is below 0, its false. https://gyazo.com/29dff1be1e5839657df12aaf47dfcc14
seems fine, is it still not working?
is there a way to influence or see which "Event Begin Play" fires first from all actor components of an actor?
for seeing i guess you could print string on beginplay? no idea how you would influence it though
oh right, I could just use print strings on each component to find out the order
i guess for influencing it.. u could just add the components one by one on beginplay? I've never done this myself but seems like something that could work
How do you access data table columns by name? I can pull a row from a data table but it just returns the struct elements as pins. I'd like to get a specific column/pin by string/name.
Nope aha
Pretty sure there is one node for data tables that let you get the column as a string array
@brazen merlin thanks, i see that one but i don't know how i'd combine the two. The Row name isn't included in the output of Get DataTable Column as string
Ah I got it, MakeDataTableRowHandle does what I want. You pass in the DataTable and row name, then you can get data table columns as string, then you'll get the values
thanks!
Yes. I admit its not as convenient as it could be. You would be working with both to...
Awesome!
How can I make it so that both widgets link to the event ?
just plug both return values in the target of the add to viewport
You can add more than 1 to viewport. So create the first one then add it then make the second one and then add that
I don't know what happened but a blueprint I have is crashing my project when i launch, i have the stacktrace but is there some folders I should be clearing in unreal engine source build or other areas to clear a corrupt blueprint? This blueprint compiled fine, but i relaunched project and now it wont ever launch because of this 1 BP.
Or is there a way to edit a corrupt BP or like fresh it somehow, i renamed it to nycharacter2 instead of mycharacter and i can start now but have to fix all broken references now, not sure what happened
Ok so I followed Reid's Spatial Inventory Tutorial, got all the way through it, works great.
I am attempting to use that to make a "Container" system where you can make inventories tied to other actors.
What is my initial step into this, I have been wracking my brain over it.
Do I got about making a new Actor Component for it and reuse the code, or can I child off the InventoryComponent BP and use that?
press button spawn at location. why cant i think of a way to do this. i had an idea of how to do this before i looked at the RPG Example, now i don't know what to think.
so you want to spawn a wagon when you click the appropriate button for it?
yes, click Widget button spawn in front of wagon store building. there are more than one building though.
so is there a button that appears over the specific building?
i see you have a Widget variable, but how is that being set?
is there suppose to be a button that appears over the building?
I have an NPC who spawns in front of place holder building
well you dont need the cast because it is already of the type you want
but i still dont understand how that var is set
witch var?
Widget
i just put it in there by hand
looking at the video though, i dont understand how the button knows about building (nvm, i see). Theoretically this could work, but maybe the spawning is failing because of collision reasons, why dont you try a different spawn method?
sure what do you have in mind?
i think the issue is with this first picture where you are setting the Building of the Widget. It wont work if it's just set to that type ( Player UI Widget ) but it needs to reference that specific widget which gets created
so i guess you would need to know of this widget in this picture to then set it's Building reference
Player makes it. should i have the player get all buildings and assign it to eatch?
well, with this, i would suggest the order of Create Widget > Set Var > Add to Viewport, so that you are adding the variable reference to viewport and not the output (maybe it doesnt matter). But you would be wanting to reference that UiWidget variable, but i do understand that this for each of the buildings so if you could get the specific building then go for it, but i wonder if there isn't a better way to do this that has less back and forth (cant think of one though)
like this?
that's what I'm thinking.
use the output of the Set var (plug it into the target)
I tried but it would let me, i think i have the wrong type of variable selected. I cant think I'm going to bed ill try again in the morning.
It was set to object, i changed it to Widget and it still didn't work. ill make a video of the trill and error in the morning.
weird
The bat shows to have blockalldynamic collision, even tho I have set it to block all
it only blocks all moving objects
why
can i see the collision settings?
the collision settings for the bat
im confused, BlockAll will block all moving objects
what do you want? you havent stated the problem
I want it to block everything
block all should
also the objects not moving
damn
as in, wall will block it
yes
well i would guess your walls dont block all?
nah they block all
hmm
also never used floating pawn movement, so i dunno if that causes a problem
Is it alright if I ask sorta basic questions? I'm trying to learn through just kinda winging it since I've been having a lot of trouble following tutorials, but I just wanna make sure yall are alright with that kinda thing first, since I don't wanna annoy anyone
well this channel is blueprints
the questions are relating to blueprints
right place then
i just dunno how this server operates, i know some servers prefer not to work with people who's problems could be solved by watching a tutorial, so if thats the case here i wanted to respect that
well you'll possibly get that depending
if its something that would take me more time then i would like to spend, i would refer you to a video
but some problems are rather specific
so go ahead and ask
alright, thanks
could always delete your message if you want to pretend it never happened
so to start off I wanted to try adding a sprint function to the basic 3d character, i'm not really sure if theres a "right" way to do that sorta thing, i just tried to do it to the best of my ability, but i'm a little stuck on how to get both of those to work since there's only one input option
so is there a way to get a node that allows for both? or am i doing this completely wrong
yeah i dont think you have to do it this way
if we lose sprint for a moment, the default setup is that moveForward sets movement input
and that speed is set by MaxWalkSpeed
so while you press sprint, you would just want to change that
then change MaxWalkSpeed back to the non-sprint value when its let go
you wouldnt need to have sprint mess with this area at all
ah alright, thanks, where would I find maxwalkspeed?
its in the character movement component, assuming you're using a character class
I just made a third person project then opened the "ThirdPersonCharacter" blueprint
yep, its in there then
in the graph?
listed in its components
So how would I edit that in the graph?
drag the cmc into your graph
Alright gang, I've got a widget that's being created, And I can't figure out where it's being created. Any Ideas?
not a clue, maybe #umg
maybe this helps you, there'd be more to it, but i think using variables for Walk and Sprint speeds would be a good idea
That wouldn't be it fam, It's not really UMG related as much as it is I need to find what's calling the "create widget" node
maybe it's not a node ๐ค
maybe it's inside of a widget as a child
so somewhere in one of your bps there is a widget appearing on your player?
could try a search in blueprints for "create widget"
I found it, it's what I suspected, it's in the child... I honestly feel sorry for anyone who buys SurvivalGamekitv2 on the marketlist with little UE4 experience
but thanks for the help bro
there is a million widgets and hierarchies
ah, did not know
Thanks so much!
Hey quick question what do i look for in videos I am trying to set my character up with the survival animation asset so when I pick up a bandage the bandage knows what animation to use. Not sure what I am looking for. Like when I have a bow or axe in my action bar when i press a key it spawns in hand and know what animation to use to draw and fire? Hope to get some help of what to be searching for.
for bandage, i would think montages. for a weapon, i think that would be changing the animations of the anim graph (which would need to have the anim pins exposed, i.e. Bind). The animation montage/sequences could be stored on the item to then inform which anims to play/set.
hey guys
i made this sword blueprint
that damages my character
it does damage my character just fine
problem is it damages it when it touches the player no matter what the instance
i only want it to damage players when the sword was swung not when it passed by the player
I imagine it may be because you have it set on Do Damage to "self", I think you need to direct it towards a pawn. (I'm still incredibly new to UE myself so hopefully I'm not giving you horrible advise lmao)
multiplayer game
its the same BP for both characters
its not damaging the person whos holding it which is good. its damaging the correct target but its doing it when its not suppoeed to
if i hold the sword and walk past the other person, they get damaged becuz the sword collides with them
sounds like it shouldnt have collision enabled until the moment
set collision enabled specifically
and if anim notify states work (for mp), you could control when it is on and off per frame
Your DoOnce logic is also pointless. You're starting the DoOnce, doing something, then resetting it immediately so the next overlap execution will go through.
looks like you've awoken the server ๐
I just needed a break from data organization. ๐
Same..
TMap didnt work
TMultiMap is not supported
gotta change to Array and a new struct -.-
Work for what?
Wat? Maps are fine for that. SlotIndex/Data