#blueprint

402296 messages Β· Page 810 of 403

maiden wadi
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Oh, yeah, that's what you'd need the struct for.

gentle urchin
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If multimap was supported in bp, that'd work πŸ˜„

maiden wadi
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Fair warning, best inventory organization requires three structs.

gentle urchin
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Three?

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I got my tags, what else could i need πŸ˜›

unreal tusk
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Does anyone know what I need to do to improve this? I have a few things I'm trying to do with player movement. I'm needing to set this up so that it runs on the server but I haven't quite figured it out since I'm super new to Unreal Engine. Been teaching myself since yesterday.

The goal is;

  • IF Left Mouse Button is held, then the player can turn the camera
  • IF Right Mouse Button is held, then the player can turn the camera
  • IF BOTH Left and Right Mouse Buttons are held, it will turn the camera and move the character forward

Currently I have the first two goals met, however when I play the session, Client 2 will see Client 1's character rotate with either left or right mouse button. I don't want the character to rotate when someone spins their camera with left mouse button. Only when spinning their camera with right mouse button. I imagine Client sees the character spin regardless due to there being no server side information here? Or maybe actually since the default value is true for the controller rotation yaw. Maybe I should turn that off.

Any ideas on how I can get the player to move with both mouse buttons, while still allowing the player to move with WASD?

maiden wadi
# gentle urchin Three?

PlayerFacingHeavyUselessData(Icons, Name, OrganizationalTypes, etc)
StaticGameplayData(MaxCount, MaxDurability)
ActualInventoryData(Tag, Count, Durability,etc)

fervent temple
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cant figure out where to put that node. depending on where i put it, does nothing or breaks damage

maiden wadi
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You can mix the first two if you want, but I find it much neater to separate them personally.

gentle urchin
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Since they are the same for all items that support them, perhaps it makes sense to separate them afterall

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feels wasted to type "99" into each row

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instead of just once

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was gonna filter based on tag, any tag derived from "Resource" would be stackable to 99, else unstackable

maiden wadi
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If you're looking them up via separate arrays like that it's less of a problem. If you're using Datatables, having all of the static data in one place gets annoying.

brazen merlin
brazen merlin
fervent temple
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ok thx

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but if i were to never call the anim notify state by not swinging the sword

brazen merlin
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hope anim notify states work with mp πŸ˜›

fervent temple
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wouldnt i still be able to damage player

fervent temple
brazen merlin
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consider that it should usually be off, rather than on

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like... turn it off on the collider, no code needed

fervent temple
brazen merlin
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you specifically need to control collision enabled, not its preset

fervent temple
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so begin play then?

brazen merlin
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you dont need to code this lol

fervent temple
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like that?

brazen merlin
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as i stated before, collision enabled....

fervent temple
brazen merlin
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Collision Enabled

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its... the name of the param

fervent temple
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ahhh

brazen merlin
fervent temple
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yeah i have it like that

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thx man sorry for my stupidity

brazen merlin
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nah, preset works, it just seems easier to use Collision Enabled is all πŸ˜›

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I often do custom collision settings

clever acorn
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Hey thanks I kind of know about the montages but not sure how to use them if its put in a enum and when it come to what you said about anim pins exsposed I am very sorry but have no idea how that work sorry.

brazen merlin
# clever acorn Hey thanks I kind of know about the montages but not sure how to use them if its...

for montage, i dont think you need enum, you could setup slots so that whatever montage you call that is setup for that slot would override any current anim (you would need layered blend per bone with the slot and cached)

for anim sequences, these are used for the locomotion or anim graph of characters, they live in the anim graph so you have to make variables for them to replace them. That way the animation for standing with an axe or sword or nothing would update that anim system since they are always being processed. This would probably also extend to jump anims and whatever else you have going on in the anim graph

remote glacier
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Is anyone able to assist, I have two issues within blueprints and it's driving me crazy.

uncut lark
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So I was watching this tutorial.

How would I implement this for level streaming?

fervent temple
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while making the blueprint for the anim notify

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im running into problems casting to my sword bp

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this isnt working and the cast keeps failing

brazen merlin
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you should be getting the owner of the animation, which should be your character class, and from there get its equipped weapon

maiden wadi
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GetOwner->GetOwner->Cast

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As Conrad said, need to cast to the character the sword is in, assuming this animinstance is on your character's skeletal mesh.

fervent temple
fervent temple
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its not

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inventory system

brazen merlin
fervent temple
brazen merlin
fervent temple
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ok

brazen merlin
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ideally all of your weapons are of the same class

fervent temple
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yeah downloaded an inventory and health system so imma have to go find where its pulling the sword from

brazen merlin
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eww

fiery glen
remote glacier
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@fiery glen sorry. I have two issues, I'm using an attachment system for my game but the iron sights seem to be apart of the original mesh and as you can imagine, having the iron sights still on when the sight equips is just not the best thing.

Secondly, in blueprint I'm having an issue where the "socket name" isn't appearing to connect the nodes, but it appears on the course I'm doing.

I'm basically break the node for weapon accessories and it has all the correct pins except socket name.

Stuck right now 😩

fervent temple
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saved a lot of time

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but some things they did just dont make sense

fervent temple
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and then pull that from the cast

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or no?

brazen merlin
fervent temple
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it do be the one in the players hand

brazen merlin
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well, only one way to find out

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im off to bed now

fiery glen
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as for the second you still haven't shown us which node you are trying to see the socket name connection on

remote glacier
fiery glen
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at least I assume you have a 3d gun model with a detacheable iron sight baked into it

remote glacier
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@fiery glen Unfortunately not, most don't have the iron sights as it's own socket etc

gentle urchin
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Sounds like the struct is missing a variable

fiery glen
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sockets are just a simple named position added to a mesh

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so you can add those yourself in the editor if you want

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barrel, sight position, hand position etc

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(unrelated to the dataasset issue)

calm iris
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Anyone know how to make the camera a child of spring arm so it can rotate around the player?

remote glacier
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@fiery glen I've added all the necessary sockets, just seems the pin isn't spawning and it won't let me add pins

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I'll take a picture tonight

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@fiery glen

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This is what it's supposed to be, everything is exactly the same except I don't have 'socket name' on break

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Here's a better screenshot

gentle urchin
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Sounds like the struct is still missing a variable or has not been updated

remote glacier
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@gentle urchin any idea how I can rectify this. I'm still fairly new to unreal and blueprints

atomic salmon
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@calm irisclick on the SpringArm to select it. Then +Add Component and choose Camera.

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The Camera will be parented to the Spring Arm.

gentle urchin
remote glacier
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@gentle urchin talking about the construction script?

autumn shard
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Hello there, I'm making a cannon BP and currently the rotation movement are linear. I would like to add a bit of realism by adding some acceleration to it, like a bezier curve, here my rotation movement

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any idea how I can do this with a add relative rotation?

calm iris
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@atomic salmon Thank you!!

gentle urchin
atomic salmon
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@calm irisif you are interested in how to control the spring arm with a mouse I am showing it in most of my tutorials

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For example here at 01:05:18: https://youtu.be/HBQtxXDEhaM

In this step-by-step tutorial we create a fully controllable helicopter using kinematic movements instead that physics. The helicopter can be controlled along 3 axis (forward/backward, right/left, up/down) and can also rotate around its vertical axis (yaw rotation). It is fully animated and tilts when flying like a real one.

Download the FBX as...

β–Ά Play video
autumn shard
remote glacier
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@gentle urchin sorry man, what do you mean by Struct?

gentle urchin
gentle urchin
remote glacier
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@gentle urchin so it's just basically me opening the data table rows and adding socket name?

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So just got to the Data table of weapon accessories and editing it.

gentle urchin
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You must find the struct itself ,

dim robin
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i finally managed to connect ue4 to an exchange with api authentication. to do so i need to concatenate a string in the query format.
so I was wondering if is there any way to get a bunch of strings and reorder them alphabetically (this is a requirement), because as end result i need a string with all parameters ordered alphabetically.
(this screenshot shows that right now I have 3 strings but I ordered them manually)

gentle urchin
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Structname can be seen in your break struct

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This is the structname

remote glacier
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@gentle urchin oh wow, it's that easy and to think I wanted to pull my hair out. Just a matter of opening ST_Item_WeaponAcc and adding a socket name row?πŸ˜…

brisk garden
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Could use some help with something.

In my project, I created 1 blueprint. It is called "BP_hexagon". On top of that hexagon I will spawn stuff.

I will copy-paste this hexagon a few times in the level.

brisk garden
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I also added a widget. In my PlayerController I do some sort of actor check (IDK how to describe it). When I click on the blueprint, the HUD will open.

I set up that the button called "Upgrade 1" will loop through all tiles, and then swap the content ontop of it

remote glacier
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@gentle urchin Thanks so much!

brisk garden
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But how can I make sure that it will "upgrade" only the selected tile?

I created a Object variable in my PlayerController, but I have no clue how to store it

calm iris
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@atomic salmon Great videos, skimmed a few of them! I like the pace and your explanations

gentle urchin
random quail
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is it possible to elevate deprecation warnings in blueprint to errors, so if a deprecated method is used in blueprint it fails to compile instead of warning?

remote glacier
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@gentle urchin I'm thinking, maybe just delete it and redo the Structure table. Same name etc should be fine?

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Will try editing first

midnight moss
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hello expert i m a beginner in unreal engine in m very confuse creating a pie chart in unreal engine then update form note pade or xml data Plz give me some advice or tutorials

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just like bar Chart ,Line Chart,Pie Chart

dim robin
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can you link me that video?

neon gull
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Hello everyone! We encountered an issue, where the player movement starts to lag after the level is loaded through level streaming. When we play the level without loading it in with level streaming, we do not encounter any lags. Does anyone know how to fix that? The FPS stay above 30 and the player does not appear to be stuck inside a collider.

midnight moss
dim robin
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so my approach right now would be to create a blueprint that fetches the data, splits data into [n] rows, then loop for each [n] and spawn/append/create/whatever a cube, and with the value of the data row i would scale the cube. append also a text render to output the value as text.. then what else.. customization for materials etc

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maybe there are better solutions, but right now this is what comes into my mind

gentle urchin
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Text renderer could prob be ism aswell with custom instance data

violet wagon
gentle urchin
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Hacky

hexed ivy
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Why does my actor's BeginOverlap trigger only on the server ?

trim matrix
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Is there a way to reference a boolean thats from a different blueprint

cloud grove
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[Beginner]
Anyone can explain me how i can reference a DestroyedActor with a newly Spawned Actor? Im trying to create a basic respawn system, but keep getting the Pending Kill Error.

Right now im trying to unpossess controller -> destroy actor -> Spawn new Actor for the old Controller & possess again.

Been looking for so many guides and haven't found an answer

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Maybe there is a better way to respawn the character on Button-Press from the UI, but the YT-Videos I've been following all used destroyActor

gentle urchin
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pre destroy

normal rampart
violet wagon
normal rampart
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Are local variables/assign nodes safe to use in the top-level of a blueprint? You can't add them directly, only by expanding a macro, that's why I ask. They seem to work, though.

hybrid latch
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Is there a good way to access skel mesh component in a child bp? Creating a bp hierarchy with master on top that does not have the skel mesh component that the child bp has. Master bp is ref’ed in character bp

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One workaround I thought of was to add mesh component to master via blueprint if correct item is to spawn so that mesh gets inherited downwards and are reachable from refering to master in char bp. But then all the children downwards also gets this mesh and that seems unecessary and maybe less performant

gentle urchin
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function

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"get skel mesh"

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master returns nothing

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child returns the skel mesh

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in the override

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@hybrid latch

rich prairie
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Can I suppress this message? I am well aware of it, but my quest givers can be pushed around πŸ˜„

graceful forum
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Hi all, I have a BP_Character with AC_Component. I derived a child character for another game mode logic named BP_CharacterChild. I also need to change some logic in my component so I created AC_ComponentChild class, created it on BeginPlay of BP_CharacterChild and set the value to my AC_Component. Is this a proper way to change my component? Can I set the class of my component that will be created automatically (without programming it myself) so I don't need to do it externally?

hybrid latch
rich prairie
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Problem is that they can be pushed when they are on Moveable.

gentle urchin
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pushed how ? Make them ignore incoming forces?

graceful forum
rich prairie
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Also tried turning off physics.

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And constrain to plane / lock movement doesn't work either.

granite gull
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Anybody knows why keeping simulation changes wont work for custom classes ?

tawdry surge
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Think that's called falling

trim matrix
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I'm having trouble with this, I'm trying to make text boxes. I made a bool to check if the textbox is open or closed, if it's open, you are unable to move, then you can press e again to close it and set it to closed.

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i was able to make it so that you can't move when it's open, but i'm having trouble getting it to close

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i'm pretty sure the issue is at the final branch in the end, it doesnt seem to trigger at all

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i've tried a ton of different inputs, none of them worked, i tried setting the output to both true and false to see if it was an issue with the bool not updating, also didn't work

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i think that might have something to do with the psychics on the collider, but not sure

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so take that with a spoonful of salt

raw escarp
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Hey guys i have a question, is it possible to use the stockfish engine in ue5? and so how do i implement it or where do i start?

autumn shard
cloud grove
# gentle urchin save its class

I wish i knew how to do that. Can you elaborate more how to save my destroyed actor to then respawn it with reference or any videos that explain it? Tried save game object right now but im stuck.

gentle urchin
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Theres a "Get Class" node that can be used

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you'd probably want some Spawner Manager that gets this class and possibly some saved values whenever an actor dies

trim matrix
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I'm a little confused, sorry I'm like brand new to blueprints

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i got it to work though, i was kinda stupid, i didnt need to make a second branch to check if it was true since the first one only checked for false

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yeah keyboard e calls interaction

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event interaction is when the player presses e within range of an interactable object

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this is what i ended up doing, i assume its probably inefficient though

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i ended up having to copy paste the thing that set IsTextOpen to TextOpen at the end since it looks like it doesn't stay updated, and the character couldnt move even after the text was closed

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is there a better way to do that?

rich prairie
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It's for sure the problem. Thing is that my quest givers are always npcs, and sometimes (Rarely) they sghould be able to walk. And making more quest giver masters seems like a lot of work, if there was a workaround πŸ™‚

trim matrix
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I'm a little confused

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my 3 blueprints are BasicCharacter, which handles movement, then the main character which is a child of BasicCharacter, which handles the interaction function, then the npc, which makes text pop up when you interact with them

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I was planning on having multiple characters you could switch between, which is why i made the basic movement blueprint, which would be utilised by all of them, a parent

maiden wadi
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Do. Not. Put. Input. In. The. Controller. For. The. Character.

gentle urchin
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But.. .but.......

trim matrix
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what do i do instead?

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Is playercontroller a seperate thing?

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sorry if these are stupid questions

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ohhhh player controller is a type of blueprint

gentle urchin
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if the char input is identical, subclassing the char may be very beneficial

trim matrix
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So what do I put in the player controller?

tawdry surge
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@trim matrix click on the character movement component and play with the options in the details panel

maiden wadi
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The PlayerController houses the InputStack. Pawns have an input component in them that is registered with that controller's input stack. Thus you can use the control events directly in the pawn instead of routing them through solid events that require casting. You should never make Controller directly call input bindings for the character, because then you have to do that for ever pawn you ever plan to possess and it's completely unnecessary when there's a clean system in place for it already.

trim matrix
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input stack?

maiden wadi
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It's an array if InputComponents

azure bolt
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Hey does anyone know how I can make my Vector Snapped To Grid detect collisions? This is how my current setup works. I tried to have it detect if the actor the line trace is hovering over is a buildable piece, but it doesn't seem to work...

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Its an Actor, all the build pieces are child actors of the parent build piece. The line trace does appear to be hitting so idk

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Ignore self is checked yes. and yeah it seems to recognise the specific build piece, but I need it to recognise all of them... hmm.

storm vigil
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Hi. can we change via blueprints a certain bones physics type during a certain event? Like change this bone's type from kinematic to simulated? I can't find certain nodes for it. Thanks

azure bolt
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brilliant, actor has tag did the trick

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Thanks

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Oh thats cool might give that a try

brittle mortar
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hello how do i get vertex color using line trace?

austere comet
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Has anyone ever encountered in issue within blueprints where you cannot select colors?

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something like this for example, where regardless of how many times I try to set the color it stays black

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something like this for example, where regardless of how many times I try to set the color it stays black

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welp figured out my dumb hiccup... was wondering why only the right half of the numbers were changing. The left half wasn't getting touch until i clicked into the fields and then would be updated as i moved around the circle.

faint pasture
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@austere comet both of those colors are black. Turn up V (value)

cyan surge
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When it comes to clothing and attaching them to a skeletal mesh, especially one that's animated

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any advice?

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What do you need for physics based implementation?

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from an outside ue4 point of view

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Yea, I'm not making it just need to know that it's ready to go

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I'm curious about animations tho, how do you have it move with the body?

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(Yes)

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but do you bind it to the bones then?

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do you duplicate the skeleton for the cloths?

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because the idea is to have them be able to change πŸ˜…

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the cloths

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Is there a way to just stick it to the body?

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just curious :)

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Fair thanks for your time :D

dull folio
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Hi there, a newbie here. I'm trying to implement character swap system by swapping the blueprints mid game
It's supposed to work like this > take control Char A > Swap off Char A to char B > Char A get stored away > Swap to char A again with Char B last location
Only got it to half-working here's the issue I came across https://youtu.be/3czSa8W1flE
Here's the BP. https://imgur.com/a/8ebdcg4
Any help would be greatly appreciated, I'm out of luck myself.

whole quail
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Hello, I need to automate the process of connecting the newly imported object in unreal to the mocap rigid body in real time. I am using Optitrack for motion capture and the live link controller plugin.

I’m unable to set this up though. Would appreciate if anyone could throw some light on this.

hexed glade
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Hi everyone. Been working on an inventory system and I'm struggling to find out how to place my slots on specific position (doing a radial inventory setup). As far as I can tell I need to use a grid setup to let the system know what order the items are in. Or is there another way?

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The trouble I'm having is figuring out how to set up the slots along a circle while also keeping data for how to place the items inside the inventory.

maiden wadi
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Inventory should just be an array. Widget should display items around a circle via 360/ItemCount to get the angle needed to space items evenly.

hexed glade
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Thanks. Will try it out.

royal trellis
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anyone knows how to force a resolution on the game? my camera is fine, but my ui is rendering outside of it. i tried changing get game user settings -set screen resolution and then apply resolution settings but its not working(im doing those in level BP)

maiden wadi
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UI doesn't render outside of the viewport unless you've done it wrong by forcing sizes with Sizeboxes and whatnot. If you set it up correctly it'll scale with the screen ratio.

royal trellis
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thats the thing..i dont have size boxes

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well the way im "setting the resolution " is by using the camera "aspect ratio" i think that might be part of the issue

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ok lemme rephrase that, the UI is rendering on the full size of the window

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but the camera aspect ratio is putting the black bars on the sides

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and the ui is rendering on top of them

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so i guess the camera might be the issue...not sure how to fix this

jaunty solstice
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Hi guys.
Trying to debug a Construction script but not seeing my Print Statements.
Can anyone suggest why?

royal trellis
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i guess unticking constrain aspect ration fixed it

remote meteor
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aspect ratio =/= screen resolution or size

maiden wadi
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Odd. Haven't done much camera stuff. πŸ˜„ Will have to mental note that.

remote meteor
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you actually need to change the resolution setting in the game user setting to change it

maiden wadi
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Yeah. GameUserSettings can help you there.

royal trellis
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doesnt seem to apply it when i do it tho 😦

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not sure why

remote meteor
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not in the editor viewport tho

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atleast try in new PIE

royal trellis
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im trying standalone too

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i even tried something ridiculous like 640x480

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didnt change

remote meteor
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did you call

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apply resolution settings

royal trellis
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yeah

remote meteor
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how about usual apply settings?

royal trellis
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ok now it works

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lol

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wth

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maybe i needed to save before launching

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thanks for the help

stray moat
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hello I'm making a turn_based game and encountered this issue and I think I made a mistake somewhere along the way, and I don't know where and how to fix , the enemy can attack other enemies and they also have an action command which is only for player and they should have it , could you pls help here's video link showing the issue https://youtu.be/B8mNwJ6Lyhs

trim matrix
feral ice
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how to i set the right one to be child of the left one?

umbral ginkgo
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How do I do a line trace from the player camera

feral ice
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this should work

umbral ginkgo
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thx

maiden wadi
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Protip. You can make a very easy camera line trace function in a Library for portable use by using GetPlayerCameraManager. It has GetCameraLocation and GetCameraRotation. Rotation can be turned into an XVector for use in usual GetForwardVector.

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Allows easy tracing from camera without having to care which actual camera object it is.

runic parrot
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Hi! is there any way to get from a string, all the substring that is between "WordA" and "Word B" ?

feral ice
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i don't understand, how to i spawn this component at a world position? i tried converting the world position where i want it to spawn into a relative position. What should i put in T?

earnest tangle
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Get Actor Transform

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It converts to relative coordinates based on the given transform

dim robin
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is there any way to debug a spline in runtime?

earnest tangle
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depends on what you mean by "debug"

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you can for example use the detach button to get back into the regular editor "view" which would allow you to see the spline

dim robin
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i'm trying to move multiple points of the spline using set location at spline points, but nothing happens on the splinemesh, and i can't see the spline points

earnest tangle
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I would start by logging the points you're trying to move them into to make sure they're actually where you think they are

willow phoenix
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jesus how do i use a f-string like {x} variable for printing again

maiden wadi
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You don't. That's FText and the Format Text node.

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Just type the {InputName} into the FormatText and enter, and it'll give you a new pin. You can either use PrintText, or PrintString and convert it to a string.

willow phoenix
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yes meant that format text node, thx πŸ™‚

pastel terrace
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Hey I made a third person bp, but the gun is undershooting. The CameraBoom is on Z 40 Socket Offset. I am guessing I need make a rotation offset because of the position of the gun. What's the best way doing it?

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I think this might be a more complex problem that fps games deal with.

maiden wadi
hollow gorge
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@pastel terrace you could look at the fps template and see how it worked there

polar whale
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Hi, I created a plane mesh and I wanna create a material for it to change the planes' color to different colors, so each plane should have its own color. Do you have any ideas about how can I do that please?

maiden wadi
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Randomized individually? Set All the same different color?

polar whale
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Randomized individually

flat coral
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is it okay if two neighboring planes have the same color?

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Because if not, that's... non trivial.

flat coral
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In mathematics, the four color theorem, or the four color map theorem, states that no more than four colors are required to color the regions of any map so that no two adjacent regions have the same color. Adjacent means that two regions share a common boundary curve segment, not merely a corner where three or more regions meet. It was the firs...

maiden wadi
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Depending on their significance to each other, you can place them in an actor as components, or make each one it's on separate actor with a single component. As for how, just make a mesh with a Vector Param. At beginplay you call CreateDynamicMaterialInstance and set the component to use that material instance from SetMaterial. After that you randomize a unit vector and call SetVectorParam on the material instance.

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The significance of the color difference also depends on the amount of colors involved.

flat coral
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Oh man that's not a bad interview question

polar whale
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Alright, thank you so much @maiden wadi, I'm gonna try that!

flat coral
polar whale
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Okay! ThanksπŸ‘Œ

trim matrix
# trim matrix ohhhh player controller is a type of blueprint

I was really tired so I got some rest, I'm ready to pick this back up, would anyone be able to help me with setting this up? I set up my inputs on a character controller instead of a player controller, I think. I'm not really sure what that means though or how to fix it, so if anyone could explain or point me towards a good tutorial I'd really appreciate it.

#

Like I understand player controller is a type of blueprint, but do I just copy paste the movement script from my character blueprint? Or how exactly does this work

maiden wadi
#

Controls relating to that character should stay in that character.

trim matrix
#

And then general controls that every character uses should stay in the player controller?

maiden wadi
#

A Player Controller is a type of Actor that is spawned for the local player. It allows the player to interact with the world through it's input functions. But you don't put those functions all in the controller. You register another actor's input through EnableInput. A pawn is special in that it doesn't need input enabled as long as the controller is possessing that pawn. Pawn=Character in this sense.

brazen merlin
maiden wadi
brazen merlin
#

If you do multiplayer or have mechanics where different characters/pawns can be possessed, then the logic needs to be split as stated

trim matrix
#

oh I see, so does movement stay on the pawn..? I'm really sorry I'm so slow to pick up on this stuff

#

here's what I use to move the player, it's just a modified version of the controller that comes with the third person preset

maiden wadi
#

It does.

flat coral
maiden wadi
#

Put your code on the object it's supposed to affect.

trim matrix
#

Wouldn't that be the player?

magic summit
#

hello, I often face a problem where blureprints wants to get valid objects even if it doesnt use them, for example if I open lootbox, it should only go get lootbox text, however it checks all inputs including one that needs valit dead body reference and spits errors as accessed none on me

#

is there some way to clevelry bypass checking all inputs in select node?

maiden wadi
#

@magic summitDrop it into a function and IsValid before. Return blank text if not valid.

maiden wadi
trim matrix
#

the character controller, i think is the right term?

flat coral
#

Or I guess it could be like a monkey

#

Or maybe a cat

trim matrix
#

ohhh ok, thanks

magic summit
fervent temple
#

@brazen merlin sword works now. just solving one final bug where the damage doesnt happen half the time

sterile tartan
#

Hello, is there a way to get the speed at which the camera is rotating in a first person project? Like how fast I am moving my mouse? πŸ˜…

brazen merlin
flat coral
magic summit
maiden wadi
flat coral
trim matrix
#

Wait so if movement and character specific actions are stored in the pawn/character, what goes in the player controller?

maiden wadi
#

Lets do this specific to your game style. What are you making?

brazen merlin
flat coral
maiden wadi
#

Funny enough, I have nearly no inputs in my Controller. πŸ˜„ I EnableInput in my AHUD class and drive all of my UI keybinds there.

trim matrix
#

An rpg monster tamer, so there's the human protagonist, but then they can also send out and take control of their monsters during combat

#

which is what i was referring to when i was talking about being able to switch playable characters

flat coral
#

Yeah see that switching control from the human protag to the monster is 100% in your PlayerController, whereas each of the human and the monster will have the actual controls in them

maiden wadi
#

Two buttons in your controller already. Character switching, and Escape/Pause screen.

brazen merlin
flat coral
#

And it actually gives a good opportunity to understand why: Let's say one of your monsters is a flying monster. You'd want that to have VERY different controls from your human character

magic summit
trim matrix
#

Oh wait I understand now, so player controller controls the game, then the character controller controls the character, like a steering wheel for a vehicle

magic summit
trim matrix
#

I guess that's kinda a no brainer lol

brazen merlin
flat coral
trim matrix
#

Yeah it's 100% singleplayer

maiden wadi
# magic summit so then looks like I would like to clone whole select node again

Oh. My bad, fair. Back up a bit. Actually your AsDeadBodyLoot class should have something like "GetUIDisplayName" or something. It could replace all of those break structs and return that text in a single function. Your class here should have a single function that gets that or returns something else that you can put into DeadBody in the select.

magic summit
#

however its separating it, not cloning same 2x

trim matrix
#

so then i keep all this movement stuff on the pawn? and is there a meaningful difference between pawns and characters? It says only characters can walk around, does that mean they already come with movement logic or does that mean it's impossible to make a normal pawn move?

dawn gazelle
#

Easier way to think about it: The Player Controller is the player. It is an actor unique to that player. A character or pawn is just an actor that the player controller can "possess" and control. Thought of like this, the character or pawn is like a puppet, where the player controller would be a puppeteer. The thing is, each puppet can have their own definition of how to move the handles to make the puppet move certain ways.
The puppeteer may also want to interface with the game in other ways besides the puppet they are controlling.

brazen merlin
flat coral
magic summit
trim matrix
#

So any controllable monster should be a character, but characters can also be referred to as pawns?

flat coral
#

Whether to use Pawn or Character comes down to basically the question "Do you think you need to write your own input / control handling, or do you think that the built-in logic in Character can handle it?"

#

All characters are pawns, not all pawns are characters

maiden wadi
# magic summit actually got better solution, its not good to change logic based on validity, ra...

Despite how much time I spend raging on them in this channel. πŸ˜„ This is also the one place where I would advise converting this behavior to an interface. You have three very separate classes here by the looks of it that all return names. Your pointer there could be much more generalized like a UObject class and just call the interface function to get that class's name, and that class could handle returning it's own UI name.

trim matrix
#

wait so character is pre-built moving, for pawns you have to script your own movement?

flat coral
#

For example, for my game, my movement system is really non-standard, so I decided to use a Pawn rather than a Character so I could build my own movement logic ground up

trim matrix
#

So any character that you can control, or anything that uses AI should be a character?

#

hm.. I think my movement is pretty standard

gusty shuttle
#

I need a rubber duck for a sec. Trying to get a simple health bar to work and for some reason it's not updating. It stays fully red until death then it clears out.

#

The numbers are all good, but the bar is not moving on decline

magic summit
# maiden wadi Despite how much time I spend raging on them in this channel. πŸ˜„ This is also th...

I dont want this to distract from actual problem Im having which is quite general, architecture I set up here in this blueprint works fine, the real problem is how to stop blueprint checking ALL inputs in select nodes, like it has to calculate whole bunch of extra stuff compared if it only evaluated one input that is actually selected in node. I would understand if it was lerp node, it has to evaluate both inputs and alpha but select should evaluate only selected input and index

maiden wadi
#

@gusty shuttlePlayerHealth numbers?

dawn gazelle
gusty shuttle
trim matrix
#

So anything that uses standard movement?

maiden wadi
#

Progressbar is 0-1

gusty shuttle
hardy fable
maiden wadi
#

Just divide it by 100

flat coral
gusty shuttle
flat coral
#

In range 0 to 100, out range 0 1

gusty shuttle
#

Yeahhhh, that's all it was! haha I had to reverse them

brazen merlin
gusty shuttle
#

Thanks guys! Rubber duck successful

dawn gazelle
maiden wadi
#

Dinosaurs can be characters too.

dawn gazelle
#

So if you're wanting to use the character movement component, and you want to use a skeletal mesh, then you should probably use a Character.

#

If you're wanting to use a static mesh, or want to use a different movement component, you'd probably build it up from a pawn instead.

ember salmon
#

Hey, I'm supposed to be able to paste this text from the clipboard into Blueprints in order to construct a spline, but it doesn't seem to be formatted correctly. Anyone have any insights on this? Would really appreciate help!

open crypt
#

What's the BP command to make an object track another - (i want some 3d text to always face the player camera)

maiden wadi
#

FindLookAtRotation on tick.

open crypt
#

ah that's the one

#

then just set the axis I want (probably pitch) to that one

maiden wadi
#

Alternatively, in the interest of the AI discussion. Make it a Pawn, and set it's target focus to the player.

open crypt
#

I will have no trouble with that

#

(see image directly above text)

vocal bolt
#

Forgive me if I'm being incredibly dumb, but it's been a long time since I touched UE:

Where / what is the correct node to send messages to the log? I can visualize what it looks like, but not the name, and google isn't helping me at all

maiden wadi
vocal bolt
trim matrix
#

Thanks a ton for helping me out. I have some learning issues, so I really appreciate your patience, I feel like I have a better understanding now

sonic knot
ember salmon
maiden wadi
#

One thing that will help a lot is to find a long tutorial guide. Like a dozen episodes or more. They'll take you through plenty of systems usually. They're not always the best, but it'll help you get a better feeling for the engine and help you understand it. Then you can focus more on better practice.

flat coral
open crypt
#

Need a bit of a nudge - might have it backwards but there are about 18 ways I could screw this up

#

basically have that face the camera

maiden wadi
#

Three years ago, I didn't know what an Enum is. Couple of weeks later I vaguely did. Now I know enough to know how to hate using them. πŸ˜„

open crypt
#

so however they hold the controller, it faces the camera

flat coral
maiden wadi
#

Serialization is a massive one there. Nothing fucking sucks more than not being able to change an Enum's list order because player's savegames rely on that order to properly load that state.

maiden wadi
open crypt
#

an index - I'm trying to get it to 'level' the text, almost like it's a sprite

maiden wadi
#

It won't rotate around, but it'll pitch.

open crypt
#

nah, it's not behaving clearly like that

maiden wadi
#

Is that being ran on tick?

open crypt
#

yes

flat coral
maiden wadi
#

Try it without the complications first. Just do a FindLookAtRotation and use that directly to set the world rotation.

maiden wadi
maiden wadi
# open crypt

Reverse the target and start in the look at rotation node.

open crypt
#

here it is getting there but it looks "odd"

#

might just need to move it closer to the controller - it just seems like it's radius is expanding

maiden wadi
#

Well, that has the rotation correct. I would consider interpolating it's world position maybe to smoothen it out a little.

open crypt
#

it's smooth, it's just odd

maiden wadi
#

It's following the controller.

open crypt
#

I know

#

it's the origin

#

the origin of that 3d text is on the left, but if you wanted it to rotate evenly, the origin has to be offset

#

how can I offset some dynamic text?

#

I mean offset the origin

#

it's a dynamic thing so I unless I feel like making 8 unique meshes with a corrected origin...

maiden wadi
#

Personally I would consider detatching it from the controller, and interpolating it a set distance away from the view screen projected towards the controller but clamped to a cone in front of the view.

brazen merlin
open crypt
#

thought about it - or even a text render - but how do I go about doing that?

odd ember
#

the level always loads before it opens

trim matrix
#

so for my text box i made a UI widget that had the text, do I have to make a new one for each text box? or is there a way to customise the text in the blueprint that summons the text box?

odd ember
#

it doesn't. it can't

#

what is the real problem?

maiden wadi
#

If you mean loading it into memory for faster load times, you generally don't. You can lower load time by preloading major known assets for a level or by changing classes with long load times to use soft object ptrs correctly. Preloading assets is dangerous though if done incorrectly. Would not advise. Consider hiding it somehow or consider softobject ptrs in heavier classes and async load it after the map loads. Can look bad though.

zealous fog
#

Dont scare me I've been using enums lol

brazen merlin
#

This is where a loading screen would come in... covering the players eyes for a time

odd ember
#

well no, loading screens only cover hard loads

#

at least as far as I've seen

brazen merlin
bright harbor
#

so i have an ability on my character that allows it to pick up objects using a magnet, but the problem is he can jump on top of them and box jump to infinity and beyond, is there any way to stop this? i've set "can character step on" to no on all the cubes (ignore the bad music in the video, i forgot to mute it)

odd ember
#

and they aren't accessible in BP either how

zealous fog
odd ember
#

sounds like some assets are loading async though

zealous fog
#

Set rotation

#

And then get the look at rotation to the player

#

Put it on tick (or a low timer)

#

I've had a few issues with the billboard component

#

Probably was on me

odd ember
#

what node are you using to load the level?

brazen merlin
odd ember
#

level loading is generally handled through cpp

bright harbor
odd ember
#

you can try load level instance

#

although I think you'll find the same issue

#

I ran through the level loading nodes for BP in cpp just now

#

none of them use seamless travel

bright harbor
odd ember
#

do Onlanded in your subclass and right click the event > Add call to parent function

bright harbor
#

i tried that, and hooked it up, still nothing

#

i know i had it working a good while back just by using can character stand on, but idk what i did to make that work so well

manic vessel
#

Hi. I created a gun and Im adding bullet actors to an array as I place them in the gun. The Bullet actor has an event inside them, that changes the mesh from a bullet to a bullet shell. But I dont know how to call them from an array In order each time from 1 - 6

#

for example . First fire is array bullet 1. second array bullet 2 and so on

bright harbor
open crypt
#

Clearly there is something I don't understand about hidden things -

manic vessel
#

Yeah I got this

open crypt
manic vessel
open crypt
#

but look what is happening?

#

I can't get this to play nice using visibliy or set hidden

manic vessel
open crypt
#

i thought that was just a bool built in

gentle urchin
#

it is

open crypt
#

like to check the visibility

#

that's what I'm tryign to figure out, but first I need to at least get the diagnostics working

#

nothing is setting the bool on tick, I can tell you that

#

but I think I set the hidden game somewhere else but I need to figure out where

manic vessel
#

you sure the bool is set to true?

open crypt
#

that's not a bool I made or set ever

#

whether I have it set or I've set it somewhere else, I should be able to poll it accurately

manic vessel
#

The bool need to be tru for that branch to make it say is hidden

open crypt
#

that's just it

#

it is saying it's true, that it is hidden, when I can clearly see the damn text

manic vessel
#

or its not casting to your MC bp

#

to get it

#

so what condition is supposed to be setting the bool to false

rustic rune
#

Hey guys! Does anyone know how the "Vector Bounded to Box" works and what the input parameters actually represent? I am having a hard time understanding the documentation πŸ€”

manic vessel
#

currently all bullets would be set as fired like this

bright harbor
gentle urchin
bright harbor
manic vessel
willow cedar
#

How do you give a Blueprint Component to somebody in Multiplayer?
I've tried to figure this out ages ago, but to no luck. Thought I'd try again.

manic vessel
#

I also Have another question. Its kinda similar. I have 6 scene components on my gun and each time Im attaching a bullet actor to it I want to attach them in order of 1.2.3.4.5.6 nOT SURE how to pull that off

#

to the componets

#

as they represent where the bulllet bones are

#

I thought about using a sequence combined with do once nodes but seems like it might be arkward

#

or maybe this somehow

bright harbor
#

this is literally all you have to do, just replace the x input event with your fire event

manic vessel
#

Just thinking allowed . but this could work.

#

so length from the array is the number value of bullets in it?

#

cool

bright harbor
#

exactly

open crypt
#

I thought set hidden and visibility are the same, except collision is off for hidden, but vis is just the visibility channel

gentle urchin
#

set hidden in game is afaik ment for in editor

#

so it can be visible in editor,

#

yet hidden in game

manic vessel
#

no in my experiance . I had a hand mesh I hide with set hidden. but set visibility wont work

#

and I have alights that do work with set visibility

manic vessel
feral ice
#

I have a hard time trying to explain my problem but i have 2 components and i want to be able to access each component but i also want to gather the two compoentns into one var so i can access var 1 and then in var one i can access the var 2 that contains each component. How do i do this in blueprints

gentle urchin
#

both being components they could also be connected via the common actor

feral ice
#

i was thinking of creating an vector where you can store the two or more components and create another vector that contains the vector with component

gentle urchin
#

assuming.. its a common actor

feral ice
#

so like a vector inside another vector

#

no not a position vector an array vector

#

hm ok

#

im not sure i understnad you first suggestion

#

I want to create more than one A, B.

#

this is what A, B does

#

it creates a component that i call pole. I want to be able to create more than one of these

trim matrix
#

Pole isn’t its own actor?

feral ice
#

nope

trim matrix
#

I’m confused as to why it’s not

feral ice
#

i want to create a cable that has an end location at one of the poles but the cable end is a relative postition and i dont know how to go from world coordinates to realtive thats why im doing this

trim matrix
#

It’s simple. I’m pretty sure there is literally just a function called set world location for components.

#

You could just use that to set the cable end

feral ice
#

yeah this is 100% a better choice but i lack a bit of knowledge about these nodes

#

ill change my mind and create an actor instead

trim matrix
#

That will be 10x better

feral ice
#

tbf i dont feel like the smartest guy in the room atm

#

haha

unreal tusk
#

Does anyone know what I need to do to improve this? I have a few things I'm trying to do with player movement. I'm needing to set this up so that it runs on the server but I haven't quite figured it out since I'm super new to Unreal Engine. Been teaching myself since yesterday.

The goal is;

  • IF Left Mouse Button is held, then the player can turn the camera
  • IF Right Mouse Button is held, then the player can turn the camera
  • IF BOTH Left and Right Mouse Buttons are held, it will turn the camera and move the character forward

Currently I have the first two goals met, however when I play the session, Client 2 will see Client 1's character rotate with either left or right mouse button. I don't want the character to rotate when someone spins their camera with left mouse button. Only when spinning their camera with right mouse button. I imagine Client sees the character spin regardless due to there being no server side information here? Or maybe actually since the default value is true for the controller rotation yaw. Maybe I should turn that off.

Any ideas on how I can get the player to move with both mouse buttons, while still allowing the player to move with WASD?

gentle urchin
#

this is messy ..

unreal tusk
#

I definitely feel like it could be cleaner. haha

trim matrix
#

Yea, don’t use two inputs firstly

#

Two of the same input

gentle urchin
#

Secondly, "On the server" ? Multiplayer ?

unreal tusk
#

Yes, multiplayer

gentle urchin
#

gated sequence with tick event

#

solid

#

πŸ˜›

#

what happens when RMB and LMB is pressed at the same time

#

they go flipflop

#

RMB always wins

#

Being new to unreal i'd also strongly advice against multiplayer

trim matrix
#

Yes, seriously don’t do multiplayer MorganaLaugh

gentle urchin
#

there's enough to work on even with a single player game

unreal tusk
#

I have my heart set, too late πŸ™‚

#

I've been preparing a game and assets for a while now.

gentle urchin
#

It's never to late

#

Underestimating scope and complexity of mutliplayer is a common thing

unreal tusk
#

I've not underestimated it and it's out of the question. I'm going multiplayer.

trim matrix
#

Good luck lol

hollow gorge
gentle urchin
#

If its as easy as you think, you can easily "upgrade" it for multiplayer later on

unreal tusk
#

And moving over from Single to Multiplayer is definitely not "easy"

unreal tusk
gentle urchin
#

well gl indeed.

unreal tusk
unreal tusk
gentle urchin
#

Got any previous programming or multiplayer experience?

unreal tusk
#

No game development experience, but I am a software developer as a career.

#

No game development experience, but I am a software developer as a career.

#

So while a lot of this stuff is new, I feel I'm picking it up pretty quickly. I've already got a few things setup multiplayer like, doors opening, damage, on screen damage text. I'm also trying to keep an eye forward on server load right now. Trying to make sure I'm not telling every player everything at once for no reason.

#

But it's going to be a difficult long road ahead. I know that for certain. I'm building a MMORPG based off of Dungeons and Dragons.

trim matrix
#

MorganaLaugh nice

#

MMO

gentle urchin
#

famous last words

trim matrix
unreal tusk
#

Doubt all you want, but I'm going to get this done.

gentle urchin
#

Dont worry, it's nothing personal.

unreal tusk
#

Oh I know πŸ™‚

#

I'm not taking it personal at all.

hollow gorge
#

just my 2 cents: It's probably smart to start with a simple and small scale project to learn the fundamental steps. If you map your project in a modular way, you can still come back to it and use your code for the big project.

gentle urchin
#

Lets just say you're not the first individual with an MMO idea

icy dragon
trim matrix
#

@me when I was new

#

Learned lesson quick

gentle urchin
#

@me when i was new. And half a year later. ("I'm ready now, senpai MMO!")

icy dragon
#

For comparison, Final Fantasy 1 was basically a D&D clone, and it's not MMO.

unreal tusk
gentle urchin
#

Someone mentioning single dev MMO always spikes conversation tho!

#

I assume you are solo?

unreal tusk
icy dragon
hollow gorge
#

I'd recommend hiring at least one person who has experience with creating complex games like that first or it might end in chaos

icy dragon
#

Single player indie games can even suffer from that, let alone MMORPG

unreal tusk
icy dragon
#

Do yourself a favour and put that noble MMORPG plan of yours aside for future use.

For comparison, it took Final Fantasy about 15 years and 10 single player entries to go MMO.

gentle urchin
#

AND

#

they still had to reboot it!

#

still

#

14 is 11 in disguise

hollow gorge
#

@unreal tusk creating a large scale game is a huge commitment of time, resources and patience. What makes you so sure you even like working with ue and want to be a game dev in the first place? Are you mentally prepared to be able to spend YEARS on just one project that might eventually never get finished or succeed in the first place?

gentle urchin
#

Only thing missing is UE5 πŸ˜›

icy dragon
#

UE5 and the power of Blueprint will make the perfect MMORP--

Nah just kidding

unreal tusk
# hollow gorge <@!213457397090353163> creating a large scale game is a huge commitment of time,...

Fully ready to spend the next 20 years developing this if that's what it takes.
I was working in Unity on this game for about 6 months. Saw Unreal Engine 5 and loved a lot of it's features. Especially nanite, lumen and ray tracing. I really loved the blue print system as well. So I figure, if I don't make the switch I never will. Went ahead and did it and fell in love with the interface and how everything is done so far.

#

Though I know the blue print system won't do everything for me πŸ˜› I'm prepared to write code when needed.

raw orbit
#

is there any way to 'wrap' a collision capsule around a mesh? i want to fit a collision capsule around weapons such as swords in particular without resorting to making each weapon a separate 'actor'. would there be a way of detecting the size of the mesh and fitting a collision capsule around it accordingly

icy dragon
gentle urchin
#

Is there even a single one?

novel rock
#

sorry to interrupt. I can cast but I cant plugin widget to target after setting it to variable.

gentle urchin
#

Is there even a single one?

icy dragon
hollow gorge
#

in 20 years it'll be retro again

icy dragon
trim matrix
#

just do that

#

or change the variable type to UserWidget

unreal tusk
# icy dragon I appreciate your enthusiasm, I really do, but MMORPG is a huge task to overtake...

I understand. I'm doing this more out of my love and compassion of Dungeons and Dragons Online, way back when it was Pay to Play. That was an amazing game back in the day. It fell apart when a new company purchased it up and went Free to Play. This is more of a hobby than anything really. If something comes from it and I end up getting a dev team, sweet! If nothing happens and I never release an MMORPG, that's fine. If I decide to lessen the scale and do a MOBA of some sorts thats awesome too. Right now I'm just focused on getting the core components down and from there I will decide what my goal is.

novel rock
#

nothing going insane trying to plug the set widget into add to viewport like Conrad suggested.

trim matrix
#

The Widget variable is the wrong type

#

It needs to be UserWidget

unreal tusk
#

I know it's a walk in hell πŸ™‚ I'm ready to burn with it

brazen merlin
unreal tusk
hollow gorge
novel rock
trim matrix
#

it litteraly said so in the error message.

#

In the picture you sent

novel rock
# trim matrix

dam i was looking for Widget Object Reference lol i'm dumb

trim matrix
crimson saddle
#

ok so this might be confusing but I literally have no better way to ask.
I have an array of structs, inside each is another array of structs, I need to add to this nested array but it doesnt seem to be working. I think it has something to do with the variable in memory but I don't know how to fix it

icy dragon
crimson saddle
#

no errors, the same logic that works elsewhere just isnt working in one place

novel rock
#

what's best way to solve this little problem?

trim matrix
#

not sure the problem

#

it isnt spawning? your wagon?

novel rock
trim matrix
#

There is no errors or warnings?

#

You solved that widget warning?

#

in that screenshot?

#

whatever that was

novel rock
#

I can spawn stuff but its getting a little complicated sisn i wanted to make modular buildings with modular npc shop keepers. i thinking that might not work or over complicate things

trim matrix
#

I mean if its not spawning, then its some simple reason why its not spawning

icy dragon
#

Is it still about the widget, or spawning an actor?

trim matrix
#

Why dont you try programing the spawn function into the building itself. Then call the spawn function on the buildings begin play.

#

Firstly as a test.

#

The bulding can have a function called, "SpawnWagon"

hollow gorge
icy dragon
#

Or breakpoints

novel rock
trim matrix
#

oh

#

well that makes more sense.

#

Well who created the widget?

#

Your player character?

novel rock
#

player

#

UE4 third person charehcter.

trim matrix
#

Im assuming your player interacts with the bulding, the the widget is spawned.

novel rock
#

there is a video showing how everything should work.

trim matrix
#

Im just assuming the building variable name is different, or its an is valid check xd?

#

THeres a warning tho if you do that

novel rock
#

Video

trim matrix
#

I dont see the blue warning.

#

So i just assume the variable is not of type building for some reason

#

but yes still

zealous fog
#

When I look for an interface message I have to uncheck the context sensitive box, any idea why?

trim matrix
#

The variable should just be of the type, Building.

#

as far as I know at least.

#

Anyways, when you create the UI, just set the building variable

#

it should be that simple.

#

You should know which building your interacting with.

novel rock
#

It kind of worked

novel rock
trim matrix
#

Does the NPC know which building it is standing in front of?

trim matrix
#

Player interact with NPC -> NPC knows which building it is in front of ->

#

Aka, Player interact with NPC, get building reference from NPC, use that reference to set building on UI.

novel rock
unreal tusk
#

It may not be the cleanest... But I've got movement now when both left mouse and right mouse are down, as well as movement when WASD is down.

#

However, moves at a slight angle lmao... So trying to figure that out now.

flat coral
#

I call it The Octopus but really its called Brake/Roll input manager. The idea is, I've got RollLeft and RollRight buttons, but if BOTH are pressed at once, that's Brake

#

i think this thing is both absolutely batshit and the simplest possible way to implement this

unreal tusk
#

Will this allow for all my criteria?
The goal is;

  • IF Left Mouse Button is held, then the player can turn the camera
  • IF Right Mouse Button is held, then the player can turn the camera
  • IF BOTH Left and Right Mouse Buttons are held, it will turn the camera and move the character forward
#

Right mouse will turn character and camera*

flat coral
#

I think a modified version could do that yeah. End of the day, the goal is to take the Pressed / Released for two different inputs and get a set of control states from that

unreal tusk
#

What's that Local Boolean getting information from? Super new to Unreal Engine still so sorry if the question is dumb

flat coral
#

That Assign call actually populates it

#

It's crazy and backwards

unreal tusk
#

Ahh I see.

icy dragon
#

That control scheme bear some similarities to FF14, and I'm thinking of Set Input Mode Game and UI

flat coral
# unreal tusk Ahh I see.

Like if you're new, learn as little from this example as possible, this isn't how you normally wanna do things πŸ˜›

unreal tusk
icy dragon
#

From your Player Controller (Get Player Controller), call Set Input Mode Game and UI, then bring in the HUD user widget variable

unreal tusk
#

Oh nice yeah it has the hide cursor during capture, that's a nice feature I was wanting too

unreal tusk
icy dragon
unreal tusk
#

Yes, my 2nd day using UE.

#

Been self teaching myself a lot but, stumped on this.

broken wadi
icy dragon
broken wadi
#

@unreal tusk Might be because you're using Left Mouse Button and Right Mouse Button twice. I find its always best to simplify my blueprints whenever possible. What if you only have one node for Left and one for Right and do the setting of the booleans before going onto the other logic?

flat coral
#

I want players to be able to pick dialog options by pressing 1-4 on the keyboard if they're KB&M. What's the least-gross way to get key input events in a widget?

tight pollen
#

at the start of the game, I would like to set the initial camera rotation for the first-person player

#

how can i do it?

#

this is FPS game

flat coral
foggy egret
#

I have a question. I am placing a static object along each of the segments of a cable component. (which I am able to do so far). Next I want the static objects thus placed, to move relatively to the cable component when I move it. This is the node setup I have so far (its pretty basic). However for some reason only the last object placed is moving relatively to the update location of cable component.

#

would appreciate any help

odd ember
#

use the construction script instead

#

having a different execution thread do stuff is a big no no

flat coral
#

I mean it strikes me that most of when you want an object to stop ticking, it's because you're destroying that actor too

foggy egret
flat coral
#

Wait i'm confused on why timeline isn't working for you?

summer sparrow
#

apologies for cutting in between another conversation

flat coral
#

I'll give you a piece of advice that I got myself: As long as the boolean is false, this tick is about as computationally expensive as not attaching anything at all.

#

yep. Which is nothing.

#

It is a single boolean operation. Your CPU is doing literally billions of operations per second.

#

It rounds to zero.

zealous fog
#

You can also use set tick enabled node

novel rock
zealous fog
#

To control tick usage

flat coral
novel rock
flat coral
desert juniper
#

you can just make a parent class that auto bind

#

Though I think you'd have to call to parent on each child if you plan on doing something different on tick

flat coral
# novel rock WHAT?

Okay but for real though, I think the error message just happens to have VERY misleading grammar because you named the variable Building.

#

Lemme see if I can rephrase this error message to make it make sense (to me as well as you πŸ˜› )

#

"Building" (the object) of type Building Object Reference doesn't match the property "Building" (property name) of type Object Reference"

dawn gazelle
# novel rock WHAT?

The Building variable in your Shopkeep BP is of type Object I believe. Needs to be of type Building

flat coral
#

^

#

Somewhere you've got something that SHOULD be Building but is just Object

#

But that refers to the TYPE and not the NAME

dawn gazelle
#

Mind you, I'm not sure why that would throw an error..... Object reference should be able to hold a reference to an actor too, no?

flat coral
#

I think it's functionally an unchecked cast right?

dawn gazelle
#

Compile your shop keep npc.

#

Then try compiling building again

novel rock
#

oh

#

yes that fixed it

#

I have smooth brain

#

I have errors but I'm scared to ask for help.

flat coral
#

This is a super stupid question about some pretty gross code by why is ONE of my Set Brush From Texture nodes wider than the others?!

modern musk
#

Hey, anyone have any idea on how to stop my "CreateEvent" nodes from disappearing when I delete the disconnected "SetTimerByEvent" nodes?

orchid grove
#

Does anyone know about this glitch where occasionally I cannot exit out of the engine?

odd ember
last abyss
unreal tusk
#

So I've got my blueprint working completely now. Top node is active when left is on, middle node is active when right is on, and bottom node is on when both left and right is on. Though in my GIF you can see my character moves diagonally. Does anyone know why this is?

foggy egret
#

but don't know what caused my original issue?

dawn gazelle
unreal tusk
unreal tusk
foggy egret
#

@odd ember Recreated it in construction script.. now all the static mesh move with the cable, but they don't respect the updated location of particles.

chilly geyser
#

How do I get all buttons that are inside a vertical box?

foggy egret
foggy escarp
fickle dune
#

Hey guys! I'm trying to make my inventory have black boxes instead of white and also to make it persistent as anything i get inside my inventory disappears once i leave the level.
Here is the code for the Inventory Slot Box that's white
I have a lot of code for the actual inventory so I don't know what you guys would need for me to show you

chilly geyser
#

Thank you @foggy escarp

last abyss
granite scaffold
#

Hello, I would like to split a string using tabs as delimiters. I'm using Parse Into Array, but I can't work out how to input a tab character into the delimiter field. I've tried the traditional escape character \t which did not work (not that i really expected it to). Any pointers?

#

this one, for clarity

#

Well it's not ideal but you can just paste a tab character in there πŸ˜„

modern musk
#

Hey, thanks for the response. I definitely tried that, but for some reason the drop down disappears if those two nodes are removed.

Edit: Deleting the old nodes and then re-dragging a new create event node seems to solve the issue.

Edit2: Seems like it's actually the reroute pins that are causing the error, super weird, but just in case it comes up for anyone else.

dawn gazelle
modern musk
granite scaffold
#

yeah its a bit silly in the same way that hitting shift enter works for newline, because it just leaves a blank box

#

but it does the job

desert juniper
#

UE needs regex in BP

dawn gazelle
granite scaffold
#

trying to keep third party stuff to a minimum but thank you for the link! might be handy for personal stuff, i see it literally has a \t node πŸ˜„

desert juniper
#

you could always install it, rip out the code, and write the classes yourself, though if your project isn't a cpp project already, I'd definitely say more trouble than its worth

dawn gazelle
# modern musk

What happens if you just make another "Create Event" node?

chilly geyser
#

Whats the proper way to do this?

modern musk
rugged elbow
#

Anybody know if its possible to create an instance of an actor component by declaring it as a variable in another blueprint? I have a blueprint for an actor component and set a variable up in another blueprint and set the type to the actor component blueprint. whenever I try to access the variable in runtime i get the 'accessed none' error. Not sure if im just not defining it properly or if what im trying to do is not possible.

chilly geyser
#

@rugged elbow Not a valid option (nothing shows up)

dawn gazelle
# rugged elbow Anybody know if its possible to create an instance of an actor component by decl...

You're not creating an instance of a component by making it a variable in a blueprint. By making a variable of an object or a component or whatever it is, you're just making a spot that can contain a reference to the thing you're trying to store. If you're wanting to add the component to the actor, do so using the Add Component button at the top left, then you'll automatically have a reference to the component within the actor.

rugged elbow
chilly geyser
#

I'm basically trying to make it so that when you click a button inside the vertical box It sets all the other buttons back to default value. The new selected button is darkened to show that its the current one selected.

This one Works but If I add or remove buttons I don't want to have to change the code every time.

lost solstice
#

you could just make an array

rugged elbow
rugged elbow
# dawn gazelle You're not creating an instance of a component by making it a variable in a blue...

ok makes sense. i followed this tutorial for making in inventory system https://youtu.be/4CjpBoKl6s8

he uses an actor component to store the dimensions of the container and the array of items stored inside the container. I want to have containers that spawn in the world. is that not going to work with an actor component blueprint? like do I have to just give the blueprint for the container the array and dimensions and redo the functions to take that in? hope im making sense lol

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dawn gazelle
#

Then I imagine you configure the variables by selecting the component in the hierarchy so they display in the details.

rugged elbow
#

so instead of declaring the variable i 'add component' on initialize or whatever?

quiet hazel
#

So I am having an issue that I believe comes in from inheritance. To further explain my parent blueprint has an event called to complete the action of ragdoll-ing the actors (set physics on mesh and destroy actor). But when I hit play all that happens on death is the actor disappears. Could someone point me to where I might have missed a step? I've tried setting to parent event and it didn't change anything.

dawn gazelle
# rugged elbow so instead of declaring the variable i 'add component' on initialize or whatever...

Well, if you have an actor that is going to be your container, and you know that all containers are going to have an inventory, you may as well add it by default to your base container class. Any child classes you create from this container will then all have the inventory component and can have their own settings - so if you have a small container with a small mesh, you can configure it's inventory to be small, and a large one to have a large inventory.

dawn gazelle
quiet hazel
rugged elbow
trim matrix
#

This only works if the actor is facing exactly in the positive X or negative X directions. Why?

rugged elbow
bright harbor
#

i'm probably missing something but how could i add an additional control where you hold right click and it locks the character rotation to look in the camera direction like with the destiny 2 camera controls

dawn gazelle
# quiet hazel

So doing some testing on my end, there's nothing wrong with inheritance and interfaces. Both not calling and with calling the parent I was able to get meshes to replicate physics. Seems like there's something else going on, like perhaps you're doing something else that's calling a destroy on the actor?

quiet hazel
last abyss
brazen merlin
bright harbor
dusk dust
#

hello, I want to loop through a mesh, and have them all spawn in the shape of a square ring

#

how can i do this?

bright harbor
brazen merlin
rugged elbow
brazen merlin
dusk dust
#

thanks ill try

bright harbor
brazen merlin
#

i also never played destiny, so i dont know what its suppose to do

bright harbor
#

i think essentially what i want is a turn in place, i'm sure there are plenty of people out there who have done the math already

brazen merlin
#

because the camera is on a spring arm, i think the rotation is locked while set to inherit control rotation or whatever that setting is. I feel like ive see a "free look" camera tutorial though, maybe thats better to search for?

#

there's definitely a way to limit axes so it can be two instead of three or whatever you wanted

trim matrix
#

Right now for my textboxes, the UI widget has a preset text that shows, then the NPC will create the textbox. I'm wondering if there's a way to make the text publicly editable so I don't have to make a bunch of different ui widgets

brazen merlin
#

bpi would pass the text value through to the receiver, so its not really about a variable at that point, but having whichever widget receive from whichever sender

fickle dune
last abyss
#

it depends how your inventory works, but essentially you just have to save the data of the items you have..
usually I use map type variables for inventory, so i would just store the map in the game instance and when entering the new map get it from the game instance

ofcourse you have to make your own game instance blueprint and add a (in my case) map variable to it and set the game instance in your project settings

abstract summit
#

Quand we randomise in range this value ?

dawn gazelle
abstract summit
#

clever , thanks

fickle dune
# last abyss it depends how your inventory works, but essentially you just have to save the d...

I have my own game instance, and the inventory was made using this tutorial series:
https://www.youtube.com/watch?v=yxqSkFNAzE0

The problem I have is I can't change the white slot to black without making my item thumbnails completely black too, as if its an alpha issue.
And as for the game instance, is there a way to get my players inventorycomponent and save that on the game instance?
If so how do we do that what nodes should I use?

In this new series I go through a method of creating an inventory system, similar to a survival game. In this first part I introduce the system and go through the process of setting up some key assets that we will need going forward.

There are unlimited ways to create a tutorial, all based on your own tutorial design. As per usual with my tutor...

β–Ά Play video
unreal tusk
#

Is there a way to set it so that the forward vector is not the direction of the camera but the direction the mesh is facing? Running into an issue where if I use middle click to toggle an autorun off the forward vector, when I use left click to turn the camera, the character starts moving forward towards the camera direction

dawn gazelle
# fickle dune I have my own game instance, and the inventory was made using this tutorial seri...

The black/white issue is more of a #umg issue as it has to do with the design of the widget itself. It's not something that's strictly blueprint related.
As for saving your inventory, that all depends on where you store your inventory and then getting reference to that location using the appropriate gets and casts. As an example, if you stored it on player controller, you can easily do Get Player Controller 0 in the game instance, cast to your player controller and do what you need to, or do the opposite by getting the game instance and casting to your custom game instance from the object that holds the inventory, and having functions set up to save the data from your inventory in the game instance. This is basic blueprint communication and using variables to store the data you want.

bright harbor
#

i think

#

don't quote me on that, i think i'm wrong

dark crow
unreal tusk
dark crow
#

Why don't you just get mesh rotation and make it a forward vector?

bright harbor
bright harbor
dark crow
#

Depends if movement is based on control rotation

unreal tusk
fickle dune
bright harbor
dawn gazelle
# fickle dune I see, I'm currently storing the inventory component in ThirdPersonCharacter, wh...

It's literally creating the required variables where you want to store it and passing the values there and retrieving it from there. That's all that's needed for storing something in the game instance.I also created my inventory based on that tutorial, and I believe it has an array like I'm showing here - you just make sure that your game instance uses the same structure variable type. So you could potentially make a save function within the inventory itself so that it does the save/loading itself when called to do so.

unreal tusk
# bright harbor try changing the forward vector to the forward of the mesh

How would I tie these together? Still pretty new to UE, but. if I pipe just Get Forward Vector on the mesh, it makes the character spin in a circle when I turn on auto run, but it seems I can move the camera around like I want. Though, I'm assuming it's spinning around because I'm no longer using the rotator? I need to spend sometime to understand these four nodes..

gaunt ferry
#

am i able to rename a file in bp with no plugins?

bright harbor
#

i'll write it up for you if you can write it into your bp yourself

dawn gazelle
abstract summit
dawn gazelle
#

You have the "Set New Time" input that can be called and a value.

abstract summit
#

a ok thanks

unreal tusk
gaunt ferry
dawn gazelle
dawn gazelle
gaunt ferry
#

so im making a mod for a game and i only have default engine blueprints butt what i need to do is somehow download a file run and execute bc it will need to be hooked into the game but make it so that the use will not need to do anything

orchid grove
#

Does anybody know if there is a way to get an animation asset or animation sequence variable and convert it into a useable animation pose in an anim bp?

brazen merlin
trim matrix
orchid grove
#

Oh okay

brazen merlin
brazen merlin
trim matrix
#

i knew it was one, i'm just not really sure how it works that well

#

do you know a good place to learn about them?

orchid grove
brazen merlin
brazen merlin
orchid grove
#

How do I do that?

#

I don't see where there is a "bind"

fickle dune
brazen merlin
orchid grove
#

Ahhhh!

#

You're right

#

Thanks

#

Sorry, didn't know where to look

dawn gazelle
fickle dune
#

and its called in the thirdpersoncharacter event graph with Tab, thats what creates the inventory window

orchid grove
#

Does anybody know of a free first person animation kit or something that I can use? I really don't want to make my own animations lol

dawn gazelle
#

Game Instance will also not persist between game sessions - it's not an actual save system, just a means of storing data between levels.

rain idol
#

Hello everyone! Somebody can help me...
I found animation, create animmontage from it, and set-up custom anim slot. In animation blueprint I add this slot. And in blueprint class I call "play animation montage", but in game, when I press 1 it doesn't work. Somebody know, what I do not right? May be I forgot about something?

brazen merlin
orchid grove
#

Alright

dusk dust
#

why does the add instanced static mesh function produce incorrect normals?

#

before(manually adding in the instanced static mesh component) and after(adding the component through bp)

gentle urchin
#

Wha?

#

Seems like its just wrongly added tbh

earnest rose
#

Hey guys, this forum is mega thick so i dont know exactly if im asking this in the right place, but, here goes- im using Ue4 to make a test game. I have a circle reticle which reflects the current bullet spread- a fired bullet will always land within this circle (ive been following "advanced shotgun Spread" from Rieds Channel).

Do you folk have any ideas how i might create some sort of aim float like in mount and blade warband? you know how you hold down the aim or something and your aim gets tighter, and you zone in? thats what im going for

graceful hamlet
#

Question on saving key mapping - I'm using the save key mapping, but it only works in the play in editor, not in packaged. Is there something else I should be calling as well?

dusk dust
dusty rune
earnest rose
earnest rose
rugged elbow
#

im getting a 'variable is not in scope'. does anybody see anything wrong with this blueprint? maybe the cast? or do i need to go make a getter function? variable seems to be passed along just fine up until that node

earnest rose
brazen merlin
rugged elbow
#

the BP_ItemObject_Container is a child of another class that does not have that component

brazen merlin
brazen merlin
rugged elbow
#

i added the component to the child class

#

the parent is a base class for any item that can be added to the player's inventory

#

the child is for items that are also containers with their own inventory

#

maybe i need an interface to get the component??

brazen merlin
#

then it sounds like it doesnt exist at the parent level which is what it's cast to

brazen merlin
unique yoke
#

I'm trying to pare down a larger enum to something simpler. I came up with a solution but it seems clunky and just curious if there's a better way to do this that I don't know about:

brazen merlin
unique yoke
#

I looked at the select but i didn't see how that could work. Could have just missed something. Basically, we're using the Advanced Locomotion System which is what that ALS_OverlayState enum is. I'm updating some reticles and I just wanted to simplify that large overlay enum to something more manageable for me to work with which is just a "Held Weapon" enum. So just remapping that larger enum to the simplified 3 state enum that has unarmed, pistol, rifle.

brazen merlin
#

yeah i guess this way works...

unique yoke
#

oh shit

brazen merlin
#

doesn't look that bad once you get use to it πŸ˜‰

unique yoke
#

i just saw how select works once i connected the links lol

brazen merlin
#

pretty cool right?

unique yoke
#

it lets me pick the outgoing enum from the selection.

brazen merlin
#

maybe it works for you

unique yoke
#

Heck yeah hah. Sorry for the language. At first I missed that

brazen merlin
#

itll still be kinda.... noodly

unique yoke
#

yeah - this is total hack/quick and dirty for now.

brazen merlin
rugged elbow
#

no worries

dawn gazelle
dawn gazelle
#

Thats your ItemWidget class. What about the BP_ItemObject_Container

rugged elbow
#

this is my BP_ItemObject_Container

rugged elbow
brazen merlin
#

the inventory component i mean? like there's something there to define it or set by code

dawn gazelle
#

... I think I get it... Your base class is an object.

#

Objects can't have actor components added to them.

brazen merlin
brazen merlin
#

explains the not in scope part at least

rugged elbow
dawn gazelle
#

And why he's getting None as he's probably not setting the value.

rugged elbow
#

im not getting none anymore

#

wait no the base class is not an object

#

its not an actor

brazen merlin
#

strange that it lets the component even be added....

rugged elbow
#

o wait yeah it is

dawn gazelle
#

It's not added. It's only a variable in the class.

rugged elbow
#

no its added as a component

dawn gazelle
#

It's not.

rugged elbow
#

oh wait

#

yeah ur right

#

and i cant add it as a component

dawn gazelle
#

Because it's inheriting as an object. These things are meant to exist in the gameworld, yeah?

#

Like, they'll have a mesh eventually?

rugged elbow
#

yeah it does have a mesh

#

its a backpack

dawn gazelle
#

So then you want to reparent your base ItemObject class to Actor most likely.

#

Then you can add a mesh as a component, as well as the inventory component itself.