#blueprint

402296 messages ยท Page 814 of 403

trim matrix
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๐Ÿค”

worthy frost
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?

trim matrix
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or that's only when idle

worthy frost
trim matrix
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yup just asking

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yeah that's exactly what i wanted to do x)

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thx kaos and the guys for ur help ๐Ÿ˜„

unreal tusk
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Anyone have an idea on how to grab variables from another actor?
I have a On Component Begin Overlap for other actor.
I've set Other Actor as a variable. I assume I can cast to ThirdPersonCharacter and set it to Other Actor on Object? However, from there, how do I call for example, that Other Actor's armor variable, so that I can calculate damage correctly.

faint pasture
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You don't need to save the ref to a variable or whatever

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Yes that would be the good/general way to do it.

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The main difference would between the approaches would be

Casting
On overlap, check if OtherActor is a ThirdPersonCharacter. If it is, get its armor value, then apply damage.

Interface
On Overlap, call IArmor::GetModifier on OtherActor, do math, then call IDamage::ApplyDamage on it as well.

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Although, the damage causer shouldn't care about armor. Armor should be handled in the damage system by the damagee.

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Unless you have some weird effect like "Causes 3x Armor Value as Damage"

unreal tusk
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oh good point actually.

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I do have a weird value though, since I'm operating off the Dungeons and Dragons ruleset, but yeah. Good point. I'll see if I can workshop something up on the Event AnyDamage side.

faint pasture
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THAC0?

unreal tusk
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That probably makes everything super simple compared to what I was trying to do

faint pasture
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@slate pondJust use the DamageTaken modifier on the victim's side

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OnTakeDamage, HP = HP - RawIncomingDamage x DamageTakenModifier

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I'm still praying for the day that components can just automagically implement interfaces on behalf of the owning actor

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Although a component is sorta already an interface + state so...

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I do interaction by component and not with an interface.

runic parrot
faint pasture
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That doesn't sound right at all but I might be wrong

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Yeah at that point you might as well just handle the interface there. What I'm talking about is just slapping a HealthComponent on an actor and having it handle damage, with the actor not even necessarily knowing anything about it.

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Why doesn't GAS just get component by class? speed?

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That's pretty interesting, so it doesnt own an ASC until it gets asked for its ASC?

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so the map doesn't start with 100,000 ASCs floating around

open sedge
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so im playing a sequence from a blueprint but it only plays once. how can i tell it it play forever

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and no i cannot place it in the level and do it that way sadly

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i need it in this bp to reference and start/stop

keen solstice
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So I noticed textures change (decrease quality) depending of the distance of the player, there's any way to increase this distance a little? Was looking on google but can't find anything about this

keen solstice
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Thank you guys for the help but I just found my problem, I was using texture group 2d pixel (because I want to use a pixelated texture and preserve the pixels), but for some reason this makes the texture bug a lot when you apply it to a mesh lol

runic parrot
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I'm trying to change the name of one if my variables, but supposedly i already have one with that name "CharactersInBuilding".
I want to change the one with "2" and remove that "2".
There's no variable with that name, does anyone know what may be happening? i already compiled again.

tawdry surge
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Try restarting the editor. Sometimes unreal doesn't update that a variable has been deleted or an input added

devout latch
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Yes, I had that problem before. Restarting should fix it.

languid hemlock
sonic oak
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it's just a float value set as a variable

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It will determine how 'fast' the movement occurs, or rather how much distance will be covered in that input

languid hemlock
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oooh okay

smoky rivet
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why is this read only

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its an animnotify blueprint

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possible to make it read and write so i can access it in another blueprint?

brazen merlin
languid hemlock
brazen merlin
languid hemlock
umbral ginkgo
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How would I do a line trace from the player camera?

brazen merlin
umbral ginkgo
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Not for a gun

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actually trying to make an interaction system

brazen merlin
normal hawk
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seems like a total noob question, but -- i basically have a need for a volume with a blueprintable enter/exit step. Does some actor like this exist somewhere? I feel like I'm completely missing something

brazen merlin
umbral ginkgo
brazen merlin
umbral ginkgo
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Nope, my first time using them

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in ue4

brazen merlin
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oh ok

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fps?

umbral ginkgo
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ive done them in unity

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but that isnt applicable

brazen merlin
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first person shooter?

umbral ginkgo
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No actually

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third person

brazen merlin
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alright

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well you need to get the forward vector of your camera for starters, there are plenty of "how to do line trace" for unreal out there, you want the camera actor specifically though

normal hawk
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@brazen merlin aha! TriggerBox + ActorBeginOverlap. Looks like that will work. Thanks for giving me the pointer in the right spot.

faint sand
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Im testing basic AI Behavior Tree, a simple run to player. Ive got it all set up, except its not working. What am i missing

trim matrix
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how do you detect when it reach the limit, actually i just did a (RootYaw >= 90) set isTurning and then if isTurning is true interp RootYaw

worthy frost
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i do it with curves

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inside the animations

trim matrix
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like the sample then

worthy frost
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curves allow for better blending

trim matrix
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they do like that

worthy frost
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yeah

faint sand
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it never actually does anything with the MoveTo piece which seems to indicate it is getting nothing for the TargetLocation

trim matrix
faint sand
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no, its getting a value, just the AI isnt moving to that location

trim matrix
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never touched it tbh.. NM_PeepoBabyBottle

remote meteor
faint sand
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so that should be a sequence then?

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ok, so i changed that. i can see it firing on the MoveTo, but the AI still arent moving

remote meteor
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you need some sort of a decorator for the actual condition

faint sand
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so this should work... and i see it firing both now, but still no movement

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yeah, really simple flat square and the green covers teh whole thing

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other than its shape, all its settings are default

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yep, custom controller. nothing special. its only function is to test AI Behavior so it has a single node on it

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well single node... graph

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which calls the RunBehaviorTree

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yes

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fwiw both red/blue characters are AI, i spawn at player start

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you can see me changing position

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also fwiw this is a blank new project, top down, the only thing that exists is AI behavior items already posted

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so, we can see the vector is correct, and we can see it execute both nodes in the tree

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that seems to indicate the tree and task and blackboard are correct

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not sure what you mean by step

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all these nodes turn yellow back and fort

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wonder if the characters are stuck in the floor geometry, going to move them up a bit

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moved. no change

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testing

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no moveforward node specifically but ill set it up to move to other ai

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character

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default

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tried that, nothing

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does this matter

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ok. ill try that. i did replace the default navmesh, so it might have borked it up

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yeah, 200 wouldnt even make it to the other character, they are 1000 apart exactly

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but thats just the bruch

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brush

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the box itself covers everything, and you can see the gree

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yeah, UE5

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umm... i dont know how to create a new recastnavmesh. it looks like its an actor

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so that could be the problem, it might be linked somehow to the original/default navmesh that i deleted before i created this navmesh

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brb rr

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back

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not that i can tell. i assume you want me to delete it firt

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checking

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no, it did not

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and the green is gone, which seems to be drawn by the recast

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ill create a new navmesh

umbral ginkgo
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How would I display the out hit of a line trace in a string

faint sand
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ok, as soon as i dragged the new navmesh on the map it creatd a new recast

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no change, AI still just stand there

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nope

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did a search of simplemovement

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nope, but ill give that a shot

umbral ginkgo
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Why is this line trace inverted with the camera?

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Yes

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When you say camera location you mean what I have now?

full dew
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Not sure if this is the place to ask this question. Anyone run into problems trying to use action "cast to bp motion controller"?

brazen merlin
umbral ginkgo
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Ahh that makes sense

faint sand
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i tried an AI MoveTo node, but im having issues setting it up.

unique holly
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Heyo, here with what i hope is an easy one.... Opening project, all its set to do is open a menu widget... and the cursor is jumping to top left screen. Hoping its a common one, but not had great luck on google!!

full dew
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Not sure if this is the place to ask this question. Anyone run into problems trying to use action "cast to bp motion controller"?

brazen merlin
full dew
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yea, but cast to bp motion controller was not on the list to choose from

umbral ginkgo
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@slate pond Is this what you were talking about?

full dew
faint sand
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not getting past the node

languid hemlock
faint sand
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so per that output, its working, except the characters arent moving lol

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newvar0 is the blue one btw

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i thought maybe the animation was broken, but i checked and all the stuff is there. its the default animation blueprint

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i didnt think so, but considering anything at this point

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this is exactly why i didnt want to test in my actual projected. wanted to keep it super simple

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sure

brazen merlin
faint sand
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default AIController - no change, and i still get the same Success output

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at this point weve taken the behavior completely out of the scenario, so whats left. it would seem the characters themselves

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checked characters on map, they are Movable

opaque river
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been following this https://www.youtube.com/watch?v=uEd-USZfJxU tutorial on a basic character controller for a vertical slice, I cant seem to find any option he has enabled that my project doesnt but I have no pawn movement on mine what am i missing that might be assumed to be turned on for the tutorial?

For our first series, we tackle one of our all time favorite 2D game: the excellent metroidvania Hollow Knight! Explore with us the intricate design choices behind the character controller!

https://www.patreon.com/Lucid_Tales_GDP

00:00 Intro
01:37 Character Controller Analysis
04:06 Walking
09:17 Jumping
16:39 Final Showcase

Hollow Knight Pro...

โ–ถ Play video
faint sand
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is that in the character?

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i dont know where that detail section is at

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lol duh one sec

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static

lunar gale
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Hello friends, I'm kinda new to UE and I'm having issues with a save/load thing. I don't wanna butt in someone else's question here but if anyone with a big brain could help out that would be amazing; I've been at this all day

faint sand
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well i seriously appreciate the effort. at this point i feel like i should just recreate the test project and do it all from scratch again. who knows

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UE5 bug maybe?

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ok will do thanks again for monstrous effort @slate pond

dawn gazelle
# faint sand

You can't hook up the switch this way. The movement result would only be valid if you check it on the On Success or On Fail outputs.

faint sand
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why? i had a separate print for each output

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not doubting you, just dont understand why it would matter

dawn gazelle
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Because the movement result won't switch until you know the actual result.

full dew
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I made a comparison clip of my screen and a tutorials screen

dawn gazelle
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So either on fail or on success.

faint sand
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i see what you mean... but in this scenario if it was failing it wouldnt even get to the switch since the fail wasnt hooked up

languid hemlock
full dew
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I made a comparison clip of my screen and a tutorials screen

faint sand
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ok, good to know

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well ive already deleted the project, so ill put that check back in if the new test project runs into the same proble

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thanks for letting me know

dawn gazelle
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d'oh <_>

faint sand
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yep, lol... i have a problem with starting things over and over and over again. im doing good on my actual real project, have only started over twice

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once i get to a point where ive figured out a bunch of better ways to do things, it feels messy so i start over

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ive done pretty good resisting that urge

brazen merlin
faint sand
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anyway, good night ๐Ÿ™‚ thanks again

supple bane
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Anyone have any idea why this isnt working?

faint sand
supple bane
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Im trying to get the print string on the 2nd image to play

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that is all

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the button works on the first image and plays the first print string

fathom wigeon
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Is anyone here particularly good with reading crash dump files?

lunar gale
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is the function in your "Inventory" bp?

supple bane
lunar gale
faint sand
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honestly no idea why it wouldnt work. when you press play, do you see the flow go through it at all (the red line thing)

faint sand
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which implies the exec isnt actually 'entering' the function, but i cant see any reason why. its not like you got anything complicated there

supple bane
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well I dont see any for the button click either

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wait nvm

faint sand
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oh, on the top when running your game, you have a drop down in which you have to select what your monitoring

supple bane
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yes I do, I forgot I turned it off earlier

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mb

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I see the flow for the first part, just not the 2nd

faint sand
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no clue. sorry. its like 2+2=5 for some reason. i dont see any logical reason it wouldnt trigger the second print

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is not executing the function evidently

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i have something like 40 functions in my main project and ive never had that happen

supple bane
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thanks for trying

faint sand
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try creating a new test function

supple bane
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good idea

faint sand
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with no pins

lunar gale
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are you getting any errors?

peak solstice
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Hello everyone. I'm a new guy to Unreal Engine 4, and I bumped into a Blueprint problem for Text Switching in Widgets.

lunar gale
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@supple bane try creating a custom event that executes the function in inventoryBP and then try calling the custom event on clicked instead

supple bane
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I have an error to work off of now

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I think ik the problem now

peak solstice
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Oh man, I'm nowhere near to inventory. You guys seem to know your stuff. (:D)

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I managed to change text with BP interfaces for actors, but not text switching when activating an event like opening and closing doors.

faint pasture
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@peak solsticeWhat causes Open Door to appear?

supple bane
fathom wigeon
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Id love some help if anyone can assist. Is anyone here particularly good at reading crash dump files? I am currently having an issue with my shipping builds. What is happening is I can Play the shipping build 1 time, as soon as I exit and go back in its an immediate crash and just says "Fatal Error". I do not have this issue at all when I am launching the game using "right click on Uproject > Launch Game" I also do not have any errors in the editor either in my output log when doing the same repro steps.

lunar gale
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@peak solstice As far as I know you have to remove widgets from display when you want them gone

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you have a remove from parent node

peak solstice
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where should I insert remove parent for names?

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I used event tick, maybe it's that causing it?

lunar gale
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I'm kinda new to UE too lol

peak solstice
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same

lunar gale
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yeah maybe you don't want whtaver you're setting there firing off every frame

peak solstice
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I made it far to know how to make Press Vs Hold same button for prone and crouch

peak solstice
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I forgot to show this.
Should there be a branch here in this?

lunar gale
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um, maybe a collision when you get close to the door?

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i don't know what the situation is exactly

peak solstice
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I prefer Box Collision Overlaps over LineByTrace via FPP Camera

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for activation and widgets

lunar gale
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what if you have a delay as long as the door opening/closing animation in between checks?

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idk, maybe someone with a bigger brain can help tbh

sturdy garnet
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currently it sumps my entire magazine because both ammo and max ammo are set to 25 by default, how would i make it only use the shots i have fired

peak solstice
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Doors are activated by an Input which is (X) or [E]

sturdy garnet
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if u gonna reply pls tag cos im gonna be off discord ty

lunar gale
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oh @peak solstice try looking into the flip flop node

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and have it go from open to closed

languid hemlock
peak solstice
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I'll try your advice

faint pasture
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@peak solsticeYou have 2 states, whether or not the door is open and whether or not the door is in range to show the popup.

When player enters trigger area, show the popup. When they leave, remove it.

When player activates the door, set bDoorIsOpen to NOT(bDoorIsOpen), then change the popup widget text and play the door opening timeline, both based on the current state of bDoorIsOpen

peak solstice
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@faint pasture
I have this for doors opening a closings

viscid arrow
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does anyone know how to get a specific actor from "get all actors from class"?

supple bane
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Pretty new to messing with arrays,
can anyone help me understand why this isnt working

peak solstice
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why print strings or are they only for tests?

supple bane
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tests

peak solstice
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gotcha ๐Ÿ˜‰

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@supple bane you only anything about texts for object names by any chance?

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know*

supple bane
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im not sure what you're asking

peak solstice
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check my screenshots above and see

dawn gazelle
supple bane
viscid arrow
dawn gazelle
dawn gazelle
viscid arrow
supple bane
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it doesnt proceed to 'scan slot for items' so im guessing its just having trouble accessing the inventory slot array

dawn gazelle
# supple bane

So that looks like you have nothing in your array currently if it's stopping there.

peak solstice
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Shouldn

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't there be a GET in that Array?

viscid arrow
dawn gazelle
supple bane
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but that shouldnt be the case

dawn gazelle
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What are those objects?

supple bane
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They are all widgets

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they hold the information of what item they hold

dawn gazelle
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That's a bad idea. Widgets shouldn't be used to hold game data, instead they should only represent data of something else. Say, an inventory component.
That aside, those Inventory Slots, they exist already in the widget itself (like you see them in the design view?)

viscid arrow
supple bane
dawn gazelle
supple bane
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yes

graceful forum
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Hi all, I want to replace the reference of a replicated actor componant from an inheriting child BP class. Should I do this on ConstructionScript? And what happens to the events that are bound by the parent class, will they still be bound to the new reference?

viscid arrow
dawn gazelle
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^

supple bane
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they are all just from the inventoryslot class

viscid arrow
dawn gazelle
dawn gazelle
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May need to cast it to your enemy class for now, but you may want to think about using an interface.

supple bane
viscid arrow
dawn gazelle
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If those "Inventory Slot #" only exist as variables, and they do not have a widget assigned to them (like you can store the return variable of a create widget node in them) then they are effectively null. Adding those variables to an array when nothing is populated in them is like adding nothing to the array.

viscid arrow
supple bane
dawn gazelle
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This scenario, I have a widget I've added to another widget. This variable would be valid.

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If I created a variable manually, like this "test" one...

supple bane
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wait nvm im stupid

dawn gazelle
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It doesn't have any widget assigned to it.

supple bane
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the slots are actual widgets

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not just variables thats mb

dawn gazelle
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So they exist in the heirarchy of the main widget you're looking at?

supple bane
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yes

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sorry for the confusion

blissful grail
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Is there a way to get the gamemode of a level prior to loading the level?

brazen merlin
blissful grail
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Well, I misspoke. I want to load it, configure it, then switch into it.

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So, it should technically be loaded into memory.

brazen merlin
blissful grail
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I didn't say "its"

brazen merlin
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..

blissful grail
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I'm not sure what clarification you want

brazen merlin
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load gamemode or level? configure gamemode or level? switch gamemode or levle?

viscid arrow
blissful grail
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I want to place the umap into memory. But NOT switch to it. Then, I want to access the gamemode that is tied to that umap. Change some things and then switch to the umap.

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So, load the umap. Configure the GM associated with the umap, then actually switch to it afterwards.

dawn gazelle
brazen merlin
graceful forum
blissful grail
dawn gazelle
# supple bane yes

Maybe a silly question, but have you added the main widget to the screen before executing the scanforitems function?

supple bane
dawn gazelle
brazen merlin
blissful grail
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So there is no possible way to load the map into memory and NOT switch to it immediately?

brazen merlin
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maybe, but not by bp

viscid arrow
slate hound
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how do I get rid of this Return node in this interface function? I made an output then deleted it and now this return node won't leave... do I really have to delete the function and remake it? REEE

dawn gazelle
dawn gazelle
viscid arrow
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this is what it shows

viscid arrow
dawn gazelle
slate hound
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so sad... I have a bunch of stuff in the implementation already

viscid arrow
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nvm

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it works

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thanks alot Datura

dawn gazelle
supple bane
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/ length

dawn gazelle
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Length node

supple bane
#

ty

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so It will show the number of objects in the array? 0 means nothing in it?

dawn gazelle
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Yep

supple bane
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yea it came out as 0

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when I scan the array from inventoryBP i get 6(which is whta im looking for)

gentle urchin
#

Oh lol. realized it had already been answered.

blissful grail
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Yeah and expanded upon.

barren relic
#

Hey guys! Does anyone have any suggestions on how to load another level when when say all ai on a map are slain? Say kill 10 enemies then you get a popup for the next level?

dawn gazelle
# barren relic Hey guys! Does anyone have any suggestions on how to load another level when whe...

In your game state, do get all actors of class "Enemy" on begin play. The length of the array is the total number of enemies in the level - store that length in a variable on game state. When you defeat an enemy, do a call to game state to subtract one from that stored variable, and check if that variable is <= 0 (less than just for ensuring it gets called) and if it is, display your popup for the next level.

gentle urchin
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^This but self registering Enemies instead

dawn gazelle
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Stop optimizing me T_T

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lol

brazen merlin
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^ I was going to suggest the same ๐Ÿ˜›

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dispatcher or bpi

gentle urchin
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It would work the same way, but would suddenly allow several "waves" and whatnot

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Guess its out of scope of the quesiton

brazen merlin
#

way to go Squize

blissful grail
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I'd go with the dispatcher. Then tie their death to increment a counter in the game state. Each death the game state checks if the number of deaths equals the amount required set in the GameMode.

brazen merlin
#

thinking overly flexible as always

gentle urchin
#

Havnt had my coffee yet, shh ๐Ÿ˜›

brazen merlin
#

well since we're all saying our opinions on the matter... I would have the enemy broadcast their death (allows you to have other things to listen to this if you want) and keep track of deaths in game instance since you are changing levels. I say game instance because you can post final score of total kills but still work with per level kill counts for changing the level.

gentle urchin
#

Baby.Yoda

brazen merlin
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thats Green Gizmo

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another idea stolen by lucas films

gentle urchin
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Did i even mess up the gif?

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rip

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having a hard time seeing the similarities

supple bane
#

any ideas on why this is inaccurate?

brazen merlin
gentle urchin
#

Ye ๐Ÿ˜›

gentle urchin
supple bane
brazen merlin
#

thought it was an Ewok, another idea stolen by lucas films

gentle urchin
#

what is the "actual array" i this context? what your widget is telling you?

supple bane
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sorry im having trouble explaining it

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it comes from the actual inventoryBP

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instead of getting called from a reference

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if I call the length from inventory itself, I get a length of 6(which is what im looking for)

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if I call it from anywhere else, it comes back as 0

dawn gazelle
#

My guess would be that you're using a variable named "Inventory" without setting the actual instance of an inventory that it needs to be set to.

gentle urchin
#

Likely has errors aswell due to access none

supple bane
#

no thats not it

gentle urchin
#

Question numero dos: Is this multiplayer?

supple bane
#

no

supple bane
gentle urchin
#

Datura was right

supple bane
#

hm

dawn gazelle
#

What do I win? ๐Ÿ˜„

gentle urchin
#

Fame and glory ๐Ÿ˜„

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A cup of coffee perhaps

dawn gazelle
#

lol

icy dragon
gentle urchin
# supple bane hm

So you need to set that variable before you try to access it ๐Ÿ™‚

supple bane
#

onbeginplay?

gentle urchin
#

A reference variable is by default empty/null/nullptr

supple bane
#

or construct?

gentle urchin
#

Beginplay sounds more reasonable

supple bane
#

k

gentle urchin
#

being an inventory

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dont really have any knowledge of your setup so cant really give good reliable advice in such context

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its all guesswork

supple bane
#

yea fs

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thanks

gentle urchin
#

Thank Datura! ๐Ÿ˜„

supple bane
willow cedar
#

What would be the best way to create a melee system for different weapons? Like, should I make all the weapons different blueprints, then put the coding in each of them for how they work?

brazen merlin
#

try to list out all the features you want, then see what are common across all weapons

willow cedar
#

Is there any way to get any of these inputs in an Actor Component?

#

Or what would be the most proper way to handle this.

brazen merlin
#

this has yet to be defined

willow cedar
#

Like, should I just put all my inputs on a Controller BP, and then have this pull the events from a cast?

brazen merlin
#

you dont really want it all over the place, but maybe you do ๐Ÿ™‚

willow cedar
#

Yeah, I have everything setup in my Character atm

#

I'd rather move it to a Player Controller

brazen merlin
#

then what's with the question about actor component?

willow cedar
#

I wanted to have controller inputs do stuff in the Component

#

I didn't have a central area for controls yet, so I'm going to work on that now

brazen merlin
#

is this mp?

willow cedar
#

Yes

brazen merlin
#

ah that makes sense

#

you can still have inputs on character

#

or mix between controller and character

willow cedar
#

Yeah, currently it's all on character, but I think for Organization sake, it will be best for me to put it all on a controller BP

#

That way multiple characters can have the same control inputs already done.

brazen merlin
#

usually you want movement and such on the character, while non-character specific inputs like opening menu are in controller

willow cedar
#

What about something like an attack?

brazen merlin
#

anything that needs to talk to the character to do something, would go there

#

menu, push to talk, things like that are on controller

#

those areNT character dependant

willow cedar
#

Ah, okay. Makes sense.

#

So like the player controller can still use inputs even when the character is destroyed or whatnot?

brazen merlin
#

right

willow cedar
#

That makes a lot of sense

brazen merlin
#

they cant move, but they can still open menus

willow cedar
#

Yeah

brazen merlin
#

cool

dire frigate
#

shouldn't I be able to set the relative location of a scene component?

willow cedar
#

I'm doing a Melee attack system for a specific weapon on a component. In case I want to swap my way of attacking, I just change components out. That's the best idea I came up with.

dire frigate
#

Not sure what root means in this contex, but I'm editing the event graph for my first person character blueprint

brazen merlin
dire frigate
#

just right clicked out in space

#

oh they are

#

that's right

#

mb i got it :)

brazen merlin
willow cedar
brazen merlin
willow cedar
#

No clue. Probably?

brazen merlin
#

like different idles?

willow cedar
#

I think so yeah

#

Like just stuff done on the rig exported into the game engine

brazen merlin
#

idle, walk, run, jump - those are locomotion

willow cedar
#

Yeah

brazen merlin
#

attack anim, hit reactions - those are montages

#

they are one offs

willow cedar
#

Then yes, the one offs

brazen merlin
#

your weapon holds all of that

#

both types anyways

#

you can have a function on your character to call the attack - get damage, play montage, etc - and you'd have vars for the inputs for that function

#

the vars are set by whatever weapon is currently held

willow cedar
#

Sweet. I guess my next question is, how do I hold an animation on a frame I want until I release a button in a Montage

gentle urchin
#

Sounds more like a locomotion state then

eternal reef
#

You could also use sections in your montage which loop until you release your button

willow cedar
eternal reef
#

Something like
Press Button -> Play Montage (with Sections -> Play until loop, which repeats)
Release -> Play Next Section of Montage

willow cedar
#

How would I choose where it stops and loops?

gentle urchin
#

yeah i supose sections would also work ๐Ÿ˜›

brazen merlin
dire frigate
#

So when making a smooth crouch event, I set my capsule half height. I currently don't have a crouching animation, and shifting my capsule half height basically moves my entire character (i.e lowering it will lower my character through the floor, increasing it will make my character go into the air). Is this just something that needs to be compensated with using an animation and shifting my mesh's z-axis? It seems my hitbox works as intended, so I can still walk and actually crouch under things, but visually my feet are in the floor

brazen merlin
dire frigate
#

I did that

eternal reef
brazen merlin
dire frigate
#

?

#

my crouch works, it's just the tidbit where visually my character's feet goes through the floor

brazen merlin
#

oh i see, so the mesh looks odd but the collision is alright

dire frigate
#

exactly

brazen merlin
#

not that i know how, but you could use IK on the legs so they are responding to the geomtry

dire frigate
#

I'm asking if I need to just use an animation and change my mesh's z-axis or if I'm just doing something wrong overall to be moving my whole character

#

I'll look into that in a bit, since I've never heard of it ๐Ÿ‘€

brazen merlin
#

i would think an animation would work though

#

never done crouch like that

dire frigate
#

how come?

#

it's kind of weird to snap to the lowest part of your crouch

brazen merlin
#

lol i mean ive not done a crounching 3rd person character before

dire frigate
#

I'm first person ๐Ÿ‘๏ธ

brazen merlin
#

oh, but there's a player mesh

dire frigate
#

yep

brazen merlin
#

ive done fps, but you cant see your feet

dire frigate
#

I was thinking that I'll just be hiding my body anyway

#

but for the sake of learning I've not set that

brazen merlin
#

still the idea of using IK in engine to calculate legs as they crouch since its dependent on the collider update

eternal reef
#

The movement is based on the capsule that you are using
If it is reduced in size, its main priority is to have the bottom of it on the ground, it basically ignores the mesh, for which reason it gets pushed into the ground
Just having an animation that suits the height of the capsule that you set works

dire frigate
#

sweet

#

I'll look at finding one

willow cedar
brazen merlin
dire frigate
#

sidenote, does it sound proper to use bps for character/widget/scene control flows and use c++ for things like calculations/inventory management/etc.?

#

oh dw, you were right, I didn't make it clear that it worked haha

brazen merlin
hexed cloak
#

Doing VOIP setup, new players joining the server don't have the sound attenuation so their voice goes cross map?

eternal reef
north hedge
#

Yeah this didn't end up being the issue ๐Ÿ˜

brazen merlin
north hedge
#

Yeah its more to do with the BP but cheers I'll post it there

eternal reef
#

You can ignore the "End" Section
All you need is Default -> LoopStart (Loops)
LoopEnd

willow cedar
#

I think this works?

#

I just don't exactly know how to set this up in BP

#

I've done anim montages before, but not with sections

hollow granite
#

hello everyone,
i am trying to call events from an actor that i saved inside a variable. I find the actor through a linetrace from the mouse, basically its the actor that is currently under my mouse-cursor. I checked already that the variable gets set correctly. But neither the cursor-overlap nor the on-clicked event get fired. any idea what the problem is?

willow cedar
#

Oh wait, I think I got it. It just keeps looping until the animation montage finishes

#

Sweet, I got it working. This is very nice.

eternal reef
#

you can also define which section it should play next with this

willow cedar
#

What does that do?

eternal reef
#

You can switch to an arbitrary section in your montage if required
Like switching from Loop back to Default
just as an example

brazen merlin
# willow cedar What does that do?

you can change which section to play next. For example, you have a combo montage of 5 different punches, they can play sequentially, or you can specify the section of the 5 to jump to

#

Loop back to Default is a good example, very handy

willow cedar
#

Ah, okay. Sweet

#

Is there a way to prioritize a Montage, so another one doesn't trigger? Like right now I can hold down my attack, but if I do something else while doing so, the anim montage for that will play over it.

gentle urchin
#

you could block it by checking if montage is already playing

brazen merlin
#

you do need to cache the locomotion and blend the slot using layered blend per bone

eternal reef
#

I think theres a Tutorial on YT for montage priority
Handy if you want to be able to prevent montages from playing at the same time, but still allowing it to cancel them in certain ways

willow cedar
#

Montage is playing works

#

It was another montage playing over it.

willow cedar
brazen merlin
#

oh, different montages... what Squize said

willow cedar
#

What needs to be the Target for this?

gentle urchin
#

It gives you a hint ๐Ÿ˜„

brazen merlin
#

if you use multiple slots, you'll need to control the layered blend per bone to prioritize which plays of which

willow cedar
brazen merlin
#

its the anim bp instance on your character mesh

willow cedar
#

Is that something that needs to be set up beforehand?

eternal reef
#

Its the "framework" how your character handles animations
Third Person Character from UE4 has a pre-built if you are using that one

willow cedar
#

I think I got it working

grave relic
#

Does anyone here have any ides on how to calculate the diffrerence between two numbers? Lets say i have two ints 22 and 8 and i want to get the difference between them so from 22 to 8 it 14

remote meteor
#

minus then absolute

grave relic
#

Thx it was the absolute node i was looking for ^^

sturdy herald
#

Hello. How can i add a trail to a Pawn, if its moved by the Character with Contorl rig?

neat stream
#

Is box trace much more expensive than 4 or 5 linetrace ?

willow cedar
#

Thanks for all the help today everyone. I made a good amount of progress on my project, and everyone here has really helped me understand a lot of things I haven't before.

drifting rapids
#

hay can someone help me with something basic? I'm just trying to get a widget to work, I made a button on the widget and I'm trying to click it but whenever I play in editor, the button wont register anything, like the button doesnt exist even though its on the screen, I have an onhovered event, but even though the mouse cursor is hovering over it, its not doing anything on the blueprint at all.

eternal reef
#

Did you set the input mode?

drifting rapids
#

whats that?

#

game +ui?

#

that thing?

eternal reef
#

Yeah, when you display the widget, use that afterwards and select the widget

drifting rapids
#

I just added the widget directly in front of the player camera

#

is there a better way to do it?

eternal reef
#

Is there any reason why you did it that way or was that just a general attempt of displaying the widget?

drifting rapids
#

just a general attempt

#

i didnt know how to do it properly, i want these buttons to always be on screen

eternal reef
#

Aight gotcha
If you want it to be displayed right at the start
Event Begin Play -> Create Widget (Pick your widget class) -> Pull the return value out and use add to viewport

#

This just makes it visible on your "Camera"
If you want to interact with it you need to use "Set Input Mode UI Only" for example

drifting rapids
#

ok well that made the widget work but disabled the touch controls

#

so now when the widget is focused by the mouse it wont accept any touch input

#

how do i have both going at once so i can touch the button

eternal reef
#

via Set Input Mode you can define whether you only want Game Input, UI Input or Both at the same time

#

Might work when using both

drifting rapids
#

nope doesnt work

#

for some reason clicking the ui disables the touch controls

eternal reef
#

Did you try focusing it? Not really familiar with touch input tbh

drifting rapids
#

yeah doesnt work

#

must be a limitation of ue4

#

cant have touch input and ui working at the same time

#

which is retarded

#

it should work

#

might have to make a custom touch input hud

eternal reef
drifting rapids
#

thank you i'll take a look

#

nah the answer there didnt work for me

#

apparently the canvas in the widget block touch controls I'll have to remove that from the widget

keen solstice
#

Someone know if it's possible to set texture hue through blueprint? Not a material, a texture

fiery glen
#

this would normally be an instanced material parameter?

#

not sure exactly what you mean

keen solstice
#

I want to recolor a paper flipbook but since it doesn't use materials IDK how to access the HUE from a texture

#

I want to set this value using blueprints, is this even possible?

fiery glen
#

I guess a hue shift node with a parameter value would work

keen solstice
#

This is exactly my problem, I must change the texture, not a material because flipbooks can't use materials, only textures ๐Ÿ˜ฆ

fiery glen
#

well, I have no great ideas then

#

I'm pretty sure flipbooks use a material from what I can see here

#

never touched this stuff

keen solstice
#

I'll keep trying, just found a "cast to texture" node, maybe this will work... anyway thank you for the help!

#

Uh, I'll try asking at this channel, thank you for the tip ๐Ÿ™‚

autumn shard
#

Hi, what is the best way to sort a list of float? contained by a map or a datatable
smaller to bigger for example

gentle urchin
#

Manually

autumn shard
gentle urchin
#

What about it? Just sort it xD

autumn shard
gentle urchin
#

probably not if this is a struct from a datatable

autumn shard
gentle urchin
#

Get Datatable Rows,

#

then you need to fetch the data

#

store it in an array, and make a function for sorting it

autumn shard
velvet forum
#

Hello How are everyone
good morning

how can i get nearest actor
then find the second nearest actor then third actor etc?

woeful pelican
#

For example

#

This I believe gets the closest distance

#

What I'd try is to find something that orders the actors based on the 'get distance to' node

gentle urchin
#

Had a function for this a while ago

#

This sorts the actor array based on distance

#

@velvet forum

remote meteor
#

if you only use distance for comparison

#

use distance squared instead

#

ur cpu will thank you

gentle urchin
#

How much does it matter ?

#

Any comparisons on it? Is it.. twice as fast? ๐Ÿ˜… yeah its a good habbit to pick the better/faster method slightly less accurate but wouldnt matter here

raw orbit
#

how do I go about creating a child of an anim blueprint using a different skeleton? ive done it before but ive completely forgotten. >_<

#

if i have cats and dogs id rather avoid having two fairly similar anim blueprints to manage if they can just share one parent

#

think i managed it

tawdry surge
#

Depends on your game I suppose.. I have separate animations for male and female characters cuz they move a lil differently. I'd pry keep cats and dogs separate too for the same reason

warped spindle
#

Compiling shaders are too slow than usual. I Tried to comple 120 shaders and that took 1h, 120 shaders before was just 3-4 minutes or even 1 minute sometimes.

gentle urchin
#

Sweet๐Ÿ˜„

maiden wadi
gentle urchin
#

Nice to see there's not only Green players around

carmine thunder
#

Hey I am trying to try some networking on Unreal. I am playing as a client but whenever I play it. It does give me the control over the default main player

#

what might be the issue?

velvet forum
pallid axle
#

Why is it so complicated to get a simple variable from another blueprint

earnest tangle
jaunty solstice
#

Hi guys
I need to iterate thru an array of vertices.

The assumption is that the vertices are all in sequential order, ie positioned next to each other on the actual static mesh.

How can I sort the array so that this is accomplished?

tawdry surge
#

Sort

open sedge
#

anyone know how to make sliders snap to certain points througout the slider?

#

so it snaps to like 0% 25% 50% 100% etc

eternal reef
#

Just a guess, set value is between x and y -> 25% and so on?

open sedge
#

hm?

versed sun
#

set these setting

#

if you want it 0 to 1, make step size .25 and max value 1

open sedge
#

Thanks!

#

works perfectly

#

:0

versed sun
#

np

open sedge
#

my main fear is idk how to save all these options lol

#

like will they reset after they restart

#

or does ue4 auto save those

#

video settings

versed sun
#

those wont, but default value will

open sedge
#

yeah

mystic bough
#

does anyone know what causes widgets to return invalid...?
my progress bar that very clearly exists has decided to not be valid.

versed sun
#

are you looking for it on Construct? add a 0.0 delay before looking for it sometimes helps me

earnest tangle
#

If it returns invalid then it doesn't exist

mystic bough
#

accessing it via interface. I'll add a delay there real quick to make sure, but it wasn't being accessed until 5~ seconds after play

brazen pike
#

I've had that problem too, where I'll set it as a variable between create widget and add to viewport, but it will be return as invalid everytime for no reason

mystic bough
#

yeah, still invalid lol

versed sun
#

ooo, sometimes my widgets get bugged , I have to save and restart project and things work different

#
earnest tangle
#

I would check that you're assigning the widget correctly

#

It's kind of difficult to say from the screenshot, but it's always possible you're not using the same variable, or the initialization runs after the point where you try to access it (you can for example use Print nodes to see what order stuff runs in)

mystic bough
#

yeah debugging it now, really irritating bug because it's initialized on begin play and isn't called until I click on something

earnest tangle
#

That sounds like it should work then, assuming the object with the begin play is initialized

#

So beyond that it might be not assigned into the variable

warped spindle
visual dune
#

I was able to isolate this error to this part of my blueprint.

earnest tangle
#

The player controller might not exist when it runs

#

Since I think that would be accessing an array to get it

visual dune
#

it runs when i click a ui button

earnest tangle
#

Try disconnecting the spawn node and see if it still errors out

versed sun
#

Project restart fixed Widget problem?

#

yup, im working with widgets now and have to restart a few times an hour

visual dune
gentle urchin
#

Its an array thats causing the error

#

Is the class ur spawning doing something with an array at beginplay?

earnest tangle
#

@visual dune if you disconnect the spawn node and it still errors out, this is then not the cause for it

#

also I mean disconnect as in remove the exec pin :)

visual dune
#

Oh, i tried that and yeah it doesnt crash

visual dune
earnest tangle
#

Yeah I think Squize is onto something if it only crashes when the spawn runs :)

visual dune
#

Yeah i tried spawning a different actor and it didnt work, so i gotta find the issue with my actor

#

Its weird because it only crashes when compiled to a shipping game but doesnt when tested in editor.

gentle urchin
#

Things happen a tad different in shipping game

#

The root issue is not checking validity of index ur trying to access

versed sun
#

U45 doesn't let you click on errors and jump to the problem ?

gentle urchin
trim matrix
# worthy frost curves allow for better blending

Hi kaos, i setted up everything (curves, turn anims) and tried what u told me, it seems to work for the detection but i'm struggling with retrieving curve values etcc to interp the root yaw, everything i tried just doesn't do what i want ๐Ÿ˜ any chance you help me pls ??

#

I took the epic sample to understand how they do with curves but yeah they got the same issue

#

i setted up my curves like that

#

TurnAnim is a metadata so i can detect if a turn anim is playing

hot lotus
#

Hi everyone, I am trying to do a RepNotify on a struct variable but when I am using the "Set members in MyStruct" node, the OnRep function only get's called on the client and not on the server. Is there a workaround for this? I am using Unreal 4.27

gentle urchin
#

Why would you need it called on the server ? Server is setting the struct var, no?

hot lotus
#

It is not getting called on the listen server* So the host does not see it

gentle urchin
#

Do other clients see it ?

#

If not, then it doesnt sound like you're replicating anything

hot lotus
#

Yes other clients see it

gentle urchin
hot lotus
#

Ok thank you

gentle urchin
#

Does it sound reasonable to surround "waters" and "lakes" with a spline to attatch any dock/fishinghut to , in a city-builder ?

brazen merlin
gentle urchin
#

Exactly

#

Not sure what sorcery i'd need to come up with otherwise x)

brazen merlin
#

yeah.... somehow you have to check if the building placement is within the proximity of the spline or whatever...

gentle urchin
#

thats fine, i'd use a manager for that and just check all the splines really

brazen merlin
#

what about physical materials?

gentle urchin
#

"getclosestLocation to world location" works wonders ^^

#

hmm... well i could but ... troublesome?

#

i'd still need some weird snap logic for it i think

brazen merlin
#

i dunno how your system all works, i was thinking of a line trace when the player tries to place it

gentle urchin
#

Thats how it currently works

#

doing a linetrace per meter

brazen merlin
#

then you could line trace for that physical material

gentle urchin
#

of the "area" the building would require

brazen merlin
#

per meter..... so you need to check multiple spots? could still determine that through physical material i think, just need enough checks to satisfy that there is enough water

#

im thinking of the Settlers games actually, but they show a grid of dots that range from red to green to inform you of building spots

gentle urchin
#

thats my inspiration, mostly

brazen merlin
#

so do you show build spots?

gentle urchin
#

No, that part i removed

brazen merlin
#

alright well, physical materials seems like a direction, or else go with spline

#

id lean on physical materials for the fact that if you change the water shape you wont have to update a spline as well

gentle urchin
#

This is a pure "water" building, but it shows how i currently place them atleast

willow cedar
#

So I have a Actor that refills a players Gas, but the issue is that it checks every tick for the IF part. I want it to smoothly add gas to the tank, but don't really know how to do that without event tick.

gentle urchin
#

there's a few traces going on while moving it around

brazen merlin
#

well looks like you already got spline going?

gentle urchin
#

Figured just using splines would solve alot of it, and avoid some weird edge cases

#

like the X rotation while doing Y makes Z happens ..

#

spline is just... spline ๐Ÿ˜„

spark steppe
brazen merlin
#

i think i have a picture of this setup

gentle urchin
#

with physical material and traces, wouldnt I need to orient it to the direction of the ocean aswell? Along with moving it to a "desired % of water/land split for the building"

brazen merlin
gentle urchin
#

its just an Actor following the mouse world location x)

brazen merlin
brazen merlin
willow cedar
spark steppe
#

but don't use world delta as time, if you want to update 10 times per second you go with 1/10 = 0.1

gentle urchin
brazen merlin
gentle urchin
#

if all traces hit, and are of the correct tag, i accept the location

#

I dont have the spline yet, was just looking for ideas on it ^^

brazen merlin
#

oh, that's for those that need land and water?

gentle urchin
#

IF it sounded like a reasonable way to go or not

#

yes exactly

umbral ginkgo
#

How can I make line traces pass through the character?

brazen merlin
brazen merlin
spark steppe
umbral ginkgo
#

When I tried that it didnt work

spark steppe
#

yea, or remove the character from the trace channel at all

brazen merlin
# gentle urchin

but then, you just need like at least 40% of each right? give a 20% fudge?

gentle urchin
#

Yeah that sounds reasonable

brazen merlin
#

can tune them as you need

gentle urchin
#

and probably a side that fixed needs to be Land (for entry point)

brazen merlin
#

i was thinking that too, didnt know if you want to do that, but yeah

gentle urchin
#

so first row of traces needs to hit land, then the rest split 40% with 20% give or take

brazen merlin
#

maybe not in half, but definitely a side

gentle urchin
#

Ill try that

#

i'd prefer not doing the splines really

#

procedurally making them very nice would be,.. a challenge

brazen merlin
#

is it grid like? the way you trace check?

gentle urchin
#

yes

brazen merlin
#

so if its a 4x4 building, you just need the first column for water and the last column for land no?

#

first column being the "front" (or whatever you call it)

gentle urchin
#

Exactly

brazen merlin
#

seems less error prone to ignore the middle then

gentle urchin
#

Hmm

brazen merlin
#

i guess unless its a really long building...

gentle urchin
#

that actually makes sense in many ways ๐Ÿ˜„

brazen merlin
#

structurally speaking right?

gentle urchin
#

this is the parameters for it currently

#

yes exactly ;P

brazen merlin
#

ah gotcha

#

because in the video, i think i saw that you are also checking depth

gentle urchin
#

foundation height determines the difference in terrain that i accept accross the entire building area

#

Yes i am

#

On water im aligning to water surface, and checking depth to ensure building reaches

spark steppe
#

you both should meet for a candle light dinner

brazen merlin
#

well i hope it works in execturion

brazen merlin
umbral ginkgo
#

This doesn't ignore the player when looking at the line trace draw for some reason

spark steppe
brazen merlin
spark steppe
brazen merlin
umbral ginkgo
#

Oh wow

#

ok yes i missed that

spark steppe
#

and you may have to pick a class

umbral ginkgo
#

Geez i missed everything

pliant jewel
#

Is there a way to quickly check what other levels are loaded?

spark steppe
pliant jewel
#

I'll go ask in #cpp haha

gentle urchin
viscid arrow
#

im trying to make a projectile that chains to enemies after initial hit, any tips?

umbral ginkgo
#

I know this system sucks. What should be done differently

viscid arrow
flat coral
umbral ginkgo
#

Thats what I thought

#

thing is idk how id check and see if the player presses "e" in the gate

flat coral
#

Well what happens if they HOLD e?

spark steppe
#

the same

#

as when they press it

flat coral
#

Right now, yeah. I'm just wondering what you're trying to do with Tick at all

umbral ginkgo
#

In short im trying to make a interaction system

#

for a button or something like that

flat coral
#

I guess what I'm saying is, if you can only spawn while overlapping, just delete tick, delete the gate, rename your bool "IsOverlapping" and you're golden

umbral ginkgo
#

Oh my god

#

I overthink everything

spark steppe
#

overengineer

gentle urchin
#

my speciality !

flat coral
#

Doors are not your friends in my game

pulsar rampart
#

Hey Guys I need some help i want to make if the player loses the same level restarts but i don't know how so can anyone help plz?

tawdry surge
#

Load level by name

#

But that will reset the whole level completely

pulsar rampart
#

This one?

viscid arrow
maiden wadi
#

Usually Open Level

remote meteor
#

Open level

flat coral
#

Is there a way to change how much force an object moves with if you're using SetRelativeLocation?

#

Other than just speeding it up

#

I dont want it to move faster, but if an object gets hit by this I want it to get absolutely fucking rocked

merry cobalt
#

You could implement Physics.

flat coral
#

The other object is already phys enabled

woven hearth
#

Heya i have problem with this error

flat coral
#

it already gets moved by this, I just want it to get moved MORE

versed sun
#

dosnt checking Sweep make it collide ?

flat coral
#

Nah sweep makes it stop when it hits. This thing should stop for nothing

versed sun
#

ok

woven hearth
maiden wadi
#

EventHit, add impulse to the other actor.

merry cobalt
#

Have you tried adding force or yea Impulse.

flat coral
faint sand
#

how do you get this debug info on screen?

bold phoenix
#

Do you know if there is a node to modify ISO, shutter speed, aperture etc, from blueprint

versed sun
faint sand
versed sun
#

If you click the Make Post Processing Setting , you get a list of ALLL the setting in Details Window

viscid arrow
#

how does one make so you can make a actor bounce to a set location

maiden wadi
#

Depends on the use case.

#

You can add a projectile movement component to it and launch it, or interpolate it's movement yourself in it's tick.

viscid arrow
maiden wadi
#

Like picking up coins or something?

viscid arrow
#

projectile hits actor then chains to other actors

maiden wadi
#

Oh! My brain is in literal mode. I took bounce literally.

maiden wadi
#

Uh. Basically just an iteration loop. Choose first target. Get targets around first target, run through a distance check to get the closest, make sure it hasn't hit that target yet, return closest non hit target. Repeat for that target, repeat for that target, etc.

viscid arrow
#

that part i understand, is the actual movement part that i don't get

rain moss
#

anyone know how to get a microsecond in blue print?

viscid arrow
rain moss
#

I'm trying to pass a microsecond as data to an SDK

#

not trying to wait for a microsecond

#

so microsecond as a timestamp

#

c++ works as well

#

i see something called fraction nano but unsure of what it is

viscid arrow
#

that's beyond my knowledge, sorry

rain moss
#

it's alright, thanks for your help!

earnest flax
#

Hello guys, could someone tell me how to make the camera in flying template like in the third person character template, I mean when you move with mouse the camera moves as well

viscid arrow
#

you mean that the camera locks to where the mouse is at?

maiden wadi
rain moss
#

Getting the microseconds that passed between two date time stamps

maiden wadi
#

I'm not sure you're going to get much finer than Milliseconds in BP. C++ has access to the actual tick count, which registers the time in 100ns increments.

earnest flax
#

like when you move with mouse the camera moves as well

#

and looks from different angle

viscid arrow
#

is this what you are looking for

main lake
#

Any idea on how I can add the object itself to an array in the GM without having 10 Add nodes depending on the enumeration item selected in the Details panel in unreal editor ?

#

Like I do have 1 node set for the Roll Call Triggers, but I don't want to have 10 things like that for each element of the enumeration, I don't know if it's possible ?

earnest flax
spark steppe
#

then add all your items to the temporary array that you append to the other one

#

wait you got 10 arrays where you want to add the same item too?

main lake
#

I want to add the object itself to the right array depending on the selected item in the Enum

spark steppe
#

then trag from the input and search for select

#

use the enum as index

main lake
#

like so ?

spark steppe
#

yes

bold phoenix
spark steppe
#

now you should be able to connect the arrays

#

you most likely don't need your switch node at all then

main lake
#

hold on

#

it has only 1 return value, so how does it know which array to add it to ?

spark steppe
#

you connect your arrays to the enum values

#

and use the output of the select as input for the add to array node

main lake
#

like so ?

spark steppe
#

yes

main lake
#

thank you

bold phoenix
# versed sun

What's your camera in the set node? When I try to plug a cine camera component or a camera component it's not working

versed sun
#

i never messed with cine cameras, dunno if it has a post processing part or not

bold phoenix
#

I would rather not Messe with them but unfortunately noraml camera are missing certain physical element like foacal length

peak solstice
#

I need help with text switching for Widgets. Open will not disappear when doors are opened

#

I'm using a BP_Interface called Get Name

maiden wadi
#

What is your Widget Hierarchy?

peak solstice
#

Yes, I need help with it

#

Widget appears on Overlap begins, disappears when you leave box collision, that works. My issue is when I open the door, the previous default text (Open Doors) when door is closed will not disappear when I open the doors. It is hiding behind Close Doors text

#

My widget is called Name_Widget

maiden wadi
#

If your widget hierarchy only has one textblock, then you're adding that widget to the screen multiple times.

peak solstice
#

Explain Widget Hierarchy, I'm very new to UE4

maiden wadi
#

Widget Hierarchy is the list of widgets you've added in the designer. It's a nested hierarchy of widgets.

#

More likely the issue is that you've added that widget to screen more than once.

peak solstice
#

If I remove the On Component Overlap Begin from this branch, I remove the text switch problem but I will end up with no default text when first time arriving to the door prior pressing X

#

@maiden wadi
What do I need to do here?

maiden wadi
#

Nothing. If that is your hierarchy, then your widget is most likely getting added to screen multiple times. Where do you create and add this widget?

peak solstice
#

@maiden wadi
I added the widget to the door's collision.
Xbox Button Widget works fine, so does it's color changes when pressed
But the other widget the Name one is broken

maiden wadi
#

Yeah. Multiple components are going to overlap on that. So you're adding several widgets to screen on overlap.

#

You need to create a widget, set it in that variable like you're doing, but before you create it, check if the pointer is valid and in viewport.

peak solstice
#

So component overlaps...
So it acts like an event tick?

maiden wadi
#

No.

#

Your character by default has at least two components. More if you've added any. Anything with collision in that door's overlap type will trigger that. So if your capsule and your skeletal mesh trigger the overlap, that's two overlaps.

#

The casted actor will of course pass for both, because both belong to it when they trigger it.

peak solstice
#

My character has even more components, It has box collision on both arms plus an FPP camera on its head

#

Should I replace On CompnentOverlap Begin?

maiden wadi
#

You just need to control your widget creation.

#

Between the cast and the Create there needs to be logic checking if the widget was already created and put in that pointer. If widget is not valid, create it and add it to viewport. If it was valid, check if it's in viewport. If it is not in viewport, add it to viewport without creating a new one. If it is created and is in viewport, then do nothing, it's already where you want it.

mild ibex
#

how would I set a toggle for an axis mapping, basically im using a trigger on a controller to zoom into something, and on release i want it to do nothing, which is happening, but the next time i press the trigger i want it to zoom out, or maybe press a button to actually toggle it, maybe A, either way all ive been able to get to happen for an AXIS mapping is zoom in or out only, im assuming its because its on tick
Ive tried the flip flop, tried doing an action mapping instead but I just cant figure it out, I can sort out the rest of the code but a toggle is really throwing me off

peak solstice
maiden wadi
#

IsValid the pointer you've put it in.

gentle urchin
#

you just gotta gate the tick

#

for the flipflop

#

so it only happens once per "press"

maiden wadi
#

@peak solsticeShould look vaguely like this.

mild ibex
#

only "gate" ive seen is a timer, but that isnt really what im getting at

gentle urchin
#

AxisValue > 0

#

compared to a bool

mild ibex
#

setting that as the condition?

#

for the branch that is

gentle urchin
#

like a Do Once really

mild ibex
#

right

gentle urchin
#

which is reset on 0 input

willow cedar
#

I've been making my Melee system on a Actor component. Is there a way to do an Overlap Event/Overlap Check in there?

gentle urchin
#

which then again can toggle a second bool, which acts as your flipflop

mild ibex
gentle urchin
#

sequence and 3 branches and 2 bools..

peak solstice
flat coral
#

Hmm, let's say I wish PhysicalMaterials had additional properties (EG "CollisionDamageMultiplier" which tells actors how much it hurts to hit it). How would I go about adding those fields?

Considered:

  • Subclassing PhysicalMaterial (doesn't seem to be a legal option when applying the physmat to a Material)
  • Having a map somewhere from PhysicalMaterial to an additional SMaterialProperties struct (kinda gross, requires upkeep for each new material, where would I put it?)
hardy fable
#

I'm pretty sure I had working subclasses of physicalmaterials before? What issues did you have with it

gentle urchin
#

or a regular do once ๐Ÿ˜„

flat coral
mild ibex
#

oh thats good to see, i was actually getting in the right direction of that, i was just about to add a variable after checking some things and go that route

hardy fable
mild ibex
#

the not nodes i might not have tried but thankyou so much

hardy fable
#

You made a class but no asset

#

Physical materials are like data assets. You create assets that live in the editor like meshes and textures, and choose those, not the base class.

flat coral
#

How do I create an asset from it?

hardy fable
#

Uh. Try misc, data asset? Or you might have to create a regular one and reparent it. I don't remember

flat coral
#

No dice...

#

This is actually something I've tried before, creating in-editor (not in-level) instances of BPs, I struck out trying to figure out how and used a worse system

hardy fable
#

That's easy if you parent from udataasset