#blueprint

402296 messages ยท Page 815 of 403

hardy fable
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Litterally what its for

flat coral
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oo interesting, I'll have to check that out

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But that said, isn't going to help me with the physmat thing

hardy fable
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Hmm I remember doing this, but not how. And I'm not at my pc right now or I'd track it down sorry.

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Actually I do have an idea

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Create a variable of your class in a random blueprint

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And try to assign something to it
Then click on create new

flat coral
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Doesn't seem to be giving me the option

hardy fable
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Dang it, I was hoping there would be a create new button next to the copy/clear buttons

gentle urchin
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Did it work? ๐Ÿ˜„

mild ibex
gentle urchin
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But whaa

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A sec8nd sequence ?

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Should just be the true and false from the "IsA" branch shouldnt it

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True would zoom in

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And false would zoom out

mild ibex
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i literally just plugged them in as you said that because it clicked LOL

gentle urchin
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๐Ÿคฃ

mild ibex
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and yes that does it, only thing is that you kinda have to double tap the input key

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which, is fine for now

gentle urchin
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Double tap to do what

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Start zooming?

pulsar rampart
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Guys i need help i want when the player lose to restart the level he was in but i don't know how can anyone help?

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this is what i did but it only restart level 1 i want the same level he lost

maiden wadi
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GetCurrentLevelName

pulsar rampart
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then?

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or only that

maiden wadi
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Use it for the level name.

mild ibex
gentle urchin
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That doesnt make to much sense to me ๐Ÿ˜ฆ

mild ibex
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OHHHHHHHH, i had setup a custom event from testing earlier, thats why you saw the Zooming In print result, but that was also causing it to toggle, i was seeing if an action mapping would work with timers on press and release since i couldnt get the toggle to work

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so its not your code it was mine, mbmbm

gentle urchin
pulsar rampart
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just knew it

gentle urchin
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testing it, this works exactly as expected ^^

mild ibex
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this was my testing for another method, but unplugging all this makes it work

gentle urchin
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sweet

mild ibex
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cant thank you enough for your help

gentle urchin
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No worries!

mild ibex
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wouldve taken me a LOT longer to get there myself

gentle urchin
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My regular work is constantly running on tick, so knowing my way around them comes a long way ๐Ÿ˜›

sturdy garnet
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i just added a spawn thing: when you pass through the invisible wall an enemy will spawn in, it works, the enemy spawns where i want it to but the only issue is the enemy does not move towards you, it can however die so idk what is up. i moved around it to make sure i wasn't out of its view

tawdry surge
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In the enemy blueprint do you have it set to possess placed and spawned? Class defaults->details panel

maiden wadi
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Make sure your AI is being spawned with SpawnAIFromClass, or that you are also spawning and setting up an AI controller for it. Also check that your nav mesh is valid and that your AI is not spawning in a null nav zone.

sturdy garnet
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think thats it just checked and the zone is just out

maiden wadi
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If the red dot is where it's spawning, then yah it won't work. Need to have the green nav mesh where it currently is so it can calculate where it can move.

trim matrix
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so, I want all the players to be using the same camera. Right now it's only set to player 1 and i need it for the second person. How would I do it?

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pic for reference

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the index is only set for player 1 and I want it to be for every player I put in there to use the same camera

maiden wadi
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Level blueprint's begin play can run before controller is created. The best way I've found to handle this is to set a cameraactor pointer in GameState make it replicated, OnRep set the local controller's view to the camera and also set it on the controller's Beginplay.

sturdy garnet
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think it's gonna have to be a mix of both the replies lemme see

trim matrix
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so

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I have to have multiple of the same cameras?

maiden wadi
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The server's level blueprint can get the gamestate and set the camera you want in that level to the pointer in gamestate.

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No, just one.

trim matrix
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hehe, this is a bit hard to understand

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my apologies

maiden wadi
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Wait, is this local multiplayer or networked multiplayer?

trim matrix
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uhhhh

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oh man

maiden wadi
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Local is on same machine, like console with two controllers and split screen.

trim matrix
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i know that

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but I meant it towards I don't have an answer

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lol

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I am sorry

maiden wadi
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Hmm. Either way, I think that the pointer in gamestate would work.

trim matrix
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I should've came more prepared

maiden wadi
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I know it works for networked multiplayer and it would have the same affect for local.

trim matrix
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ok

sturdy garnet
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yeah had to do both solutions @maiden wadi @tawdry surge ty

trim matrix
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I appreciate the help

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thank you very much

maiden wadi
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Basically the idea is that you have a pointer in your gamestate to a camera actor. Level blueprint gets the gamestate in it's own beginplay like you posted above, and sets the GameState pointer. You can make the pointer RepNotify and in the OnRep function get get the player array, iterate over it and get all of the player controllers. Check them for IsLocallyControlled, if true, get the playerstate's owner via GetOwner, cast to PlayerController and SetViewTarget. And then also do the same in the Controller's Beginplay by getting that pointer from GameState and if it's valid, set view target, that'll avoid your race conditions and work on any machine configuration, local or otherwise.

hexed barn
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Hi, can someone redirect me or explain me how I can make a zone where different AI spawn in and a limit (like 5 AI in the zone and if one of the AI die it respawn after 5min)

flat coral
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Okay I give up, what's the best way to replace an existing Physical Material with one created from a custom subclass of Physical Material?

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Ideally I want PM_CarbonFiber to be replaced in all cases with EPM_CarbonFiber

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But Replace References doesn't work because they're different types (or so it thinks), and you can't reparent an Asset as far as I can tell

flat coral
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Here's a cute one... I've got a couple "Accessed None"s from when a cast fails... But it's a checked cast. Why isn't this code resilient to the cast failing, like it's supposed to be?

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I bet converting it to an impure cast fixes this but it'll also make my code suck a lil more than it already does

faint sand
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Having an interface problem related to behavior tree. for some reason the CombatInterface/EventMeleeAttack isnt doing anything even though we can see is being called in the first screenshot.

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that debug output indicates its executing MeleeAttack task

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which is the first screenshot

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in that Task it uses the MeleeAttack interface

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which is a Function in the CombatInterface

maiden wadi
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Logic order 4 and 5 run to evaluate that bool. But the select node still needs to pull the value for A into the function for it to decide A or B, so A still has to be ran. So 6,7,8 still get ran.

flat coral
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Shit, I assumed it would lazy eval

maiden wadi
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You should see my widgets at work. ๐Ÿ˜„ They're littered with tiny functions returning from checking pointers. Like dropping the pointer and select into a function and resolving it there.

faint sand
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in a way. i just recreated it from scratch and it worked

flat coral
trim matrix
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hey, what's the difference between gamestatebase and gamestate?

faint sand
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so now now i got 3 guys chasing a girl around on my test level

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however, im trying to add a jump animation when they get close, except the interface that makes that happen seems broken

trim matrix
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lmao

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thank you

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i am reading this one

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and all it told me was the differences between gamemode and gamestate

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thank you

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oooooh

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appreciate it

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that me?

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lol

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oh

flat coral
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Me over here throwing Character in the trash and starting from Pawn to build all my own movement like a crazy person

trim matrix
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I think I will

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I'll leave to default

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me no smart

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oh

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for real?

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so if I have something that is a child

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I can just transfer it to be a parent BP?

flat coral
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I mean you can reparent blueprints... I've had mixed results on that, myself ๐Ÿ˜›

trim matrix
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oh

flat coral
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But I mean, I also have a particular talent for finding the most fucked way to do something, so YMMV

maiden wadi
trim matrix
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I guess I gotta find things my own way but still be efficient

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problem with that is that everything is alien to me

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so I just follow along tutorials

flat coral
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I find with tutorials you wanna view it as a box of tools you get to take away from it and learn to use yourself.

odd ember
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if you follow tutorials verbatim you're in for a bad time

flat coral
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Tutorials often dont build things the right way, but if you see them use a hammer to hit a nail (metaphorically), that's something you can keep and use yourself when you need a nail to be put into something.

trim matrix
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but like

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how do I go about things myself if I don't know?

odd ember
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research

trim matrix
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hmmm

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you're right

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I'll try

odd ember
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๐Ÿ‘

trim matrix
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it's just a bit annoying

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because Idk anything about programming and just trying to run things my own way I just fail alot

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but

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that is apart of life

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trial and error

flat coral
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I think like.. go to tutorials when you wanna learn like a specific thing.

odd ember
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80% of your problems can be solved by that

flat coral
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If you wanna learn the basics of how to create and manage UMG widgets, an inventory system tutorial will be very helpful. But if you copy them step by step and make the whole inventory system that way, odds are pretty high that it'll be dogshit

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A turret AI tutorial taught me how to use timelines. There is literally nothing else from that tutorial in my turret.

trim matrix
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so

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like

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understand the tutorial that teaches you things

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but learn to make it your own way

odd ember
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understand it through a lens of getting to know a process

flat coral
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Yeah, it'll have you go through a ton of steps, just like make sure you understand what you're doing in each step, and WHY you're doing it. Dont' just blindly follow a tutorial and use the result

trim matrix
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alright

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I gotchu

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like

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I understand BP and things

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just learning other areas

odd ember
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... and things

trim matrix
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lol

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I mean

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I can try to make things happen

odd ember
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do that thing with the object oriented programming

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I guarantee you it'll be useful

flat coral
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Seriously any skill I have at blueprints is because I know how to code just in general

trim matrix
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okie

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I will do that object oriented programming

flat coral
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Blueprints are a programming language. All the same principles apply. Don't let anyone tell you otherwise

odd ember
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and they just so happen to be object oriented too

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what a coincidence ๐Ÿค”

trim matrix
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lol

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I gotchu

flat coral
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ya not only are BPs a programming language, but they're actually a pretty standard one. They have far more in common with mainline languages like C++ / Java / C# than some weirdo esoteric language like Prolog does

odd ember
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never forget that naughty dog uses lisp as a scripting language ๐Ÿ˜”

maiden wadi
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Tutorials are made by three kinds of people. People who genuinely want to teach, people who just learned something and want to show it off, and people who want Youtube subscribers. Order from least to most common. Tutorials will never teach you good practice because they're dumbed down to achieve things quickly. Otherwise people lose interest. No one wants to follow a three hour stream to successfully implement a system well when you can spent fifteen minutes hacking it together and get more short attention spanned viewers. This same issue happens in university courses. Getting four years worth of 8+hour days worth of experience into four years worth of school at 2 hours a day just isn't possible.

trim matrix
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uhhh

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wow

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you hit it on the mark

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I fall into that short attention

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wow

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am I that bad of a human being

odd ember
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yes

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we all are

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๐Ÿ˜”

flat coral
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Nothing wrong with it, watch the short tutorial, learn a shitty way to solve it, and then use those same tools to solve it the right way on your own time.

odd ember
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if I'm looking at a tutorial I will spend about 30 seconds looking for the exact moment they use the node or method I needed to know about before closing the video

flat coral
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Exactly what I do as well

maiden wadi
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It wasn't directed at anyone in particular. ๐Ÿ˜„ It's just a fact that it's the way things work and why tutorials aren't very good. There are so many nuances and topics that literally circle around through other tops and back to themselves. They cannot possibly cram that into such small time, or take care of an audience's different levels of knowledge. So you're pretty much stuck with "If you stick these blocks together like this, it does cool shit."

peak solstice
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@maiden wadi
I got home and gave your blueprint tut for a try and it works!! ๐Ÿ˜„
Thank you so much for the help. It actually worked!

odd ember
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in ancient times as writing was invented it was considered magic

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by those who could not read

peak solstice
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Player closing door and text returns to Open
Player Opening door text turns to Close Doors, and No Open Doors text behind it

maiden wadi
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Consider making yourself a couple of library functions of that. I use two. Lets me set a widget pointer by ref via another class input if the widget isn't valid, returns a bool. The next will add the widget to a parent or viewport if it's not already parented. Very nice functions for avoiding that kind of branching.

peak solstice
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I will keep it and I also cleaned and organize my codes.

pallid axle
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can actor blueprints inherit from character blueprint?

maiden wadi
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Not sure what you mean by Actor blueprints in this context?

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A Character is an Actor. Object>Actor>Pawn>Character

peak solstice
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My door is an actor for an example.

pallid axle
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when you create a blueprint I have one of parent actor and one of parent character by I cant inherit from character blueprint

peak solstice
pallid axle
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oh that's why actors cant inherit from characters because they are child of actors

peak solstice
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child is part of parent. Child inherits from Parent

pallid axle
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I know

peak solstice
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@maiden wadi correct me if I am saying something stupid.
Tobycon needs help in parent and child

pallid axle
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I already solved problem

peak solstice
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ok ๐Ÿ‘

pallid axle
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How come I cant inherit in my actor blueprint from my character blueprint ??

azure mason
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Probably a simple question, but why would my Player Character reference seem to break after the Possess node here?

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it's not being explicitly set to a null value anywhere or anything

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it gets possessed just fine

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but after that the Player Character variable somehow becomes NONE

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It even does it here. These Set Active functions execute and work properly but I get "Accessed None" errors for the Player Character variable, even though it works regardless

azure mason
pallid axle
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so how do I get a variable from my character blueprint

tawdry surge
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Casting, blueprint interface, or event dispatcher/delegate are the main ways

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What variable are you getting and for what purpose?

sly helm
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Hi guys, I have a question. I have a blend space for going from idle -> walk -> run.

The axis input when I press W goes instantly to 1, and the animation from idle state to the run state is smooth, however if I hit shift (which is what I use to transition into walking), it doesn't go to the walk state smoothly, it's instant. I'm basically just dividing the input axis value by 0.3, which is roughly 1/3 of the normal speed. I've tried playing around with ground friction and braking deceleration but they don't seem to have any effect. What am I doing wrong?

tawdry surge
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Set max walk speed instead

chilly geyser
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can anyone explain why this only works for some instances of the blueprint?

sly helm
tawdry surge
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You could lerp it down I suppose. Feels wrong tho

sly helm
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Yeah it feels wrong to me as well, I've tried using finterp but it acted pretty jank

main lake
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Does anyone know how from a simple counter going from 0 to MaxValue (in seconds), I have a game with a day and night system and I need the day to be 10 minutes while nights only 5 min.
So I use a loop with a delay of 1 sec between each incrementation but I don't know how from a single variable called "Timer" counting upward until the MaxValue, I can see if it's day or night to decrease the delay for the night to go faster and be 5 minutes.

Does anyone know the logic to guess when it's day and when it's night from a single value ?

spark steppe
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first of all you don't have to use a counter for this

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you would use the gametime in seconds (the one which is paused on game pause) and modulo divide it by your total length of a day

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so gametime % (15 * 60)

main lake
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I thought about that but as it's a multiplayer game there's no real pausing of the game except at one moment where I need to pause the timer but not the game

spark steppe
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ah i see

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i dunno about a elegant way for multiplayer

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also do you have a hard transition between day/night?

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e.g. is it either day or night?

main lake
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Like in the game I have a 24 hours game cycle but I want the night to be shorter (5min) while day being normal (10 minutes)

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you mean visually ?

spark steppe
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yes

main lake
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I didn't think about that yet but it's not the important as the game happens inside a building

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so there will be no sun rotating or stuff like that I think

spark steppe
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the easiest method is probably to use a curve, but you could also get along with some simple math, like if(time < 5)day() else night()

pallid axle
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@tawdry surge I'm just getting a variable from a class that casts a ray and stores the hit position vector in a variable and trying to access from another class

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so i can position an object

main lake
brazen merlin
spark steppe
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that gives you the elapsed minutes/seconds of that day

brazen merlin
main lake
main lake
tawdry surge
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@pallid axle you wanna use either a dispatcher or an interface, and pass the variable along with the message call

spark steppe
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9 mod 10 gives 9

main lake
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oh yeah my bad but the problem stays the same as 1%10 gives 1 and 11%10 gives 1 too even if the first one is the day and the second one is night

spark steppe
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you combine day and night

brazen merlin
spark steppe
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the modulo division is to get the elapsed time of the current day

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not if it's day or night

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that would be the next step

tawdry surge
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@pallid axle what is the object you wanna send the variable to?

main lake
spark steppe
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the next step depends on what you want, first day or first night?

brazen merlin
# main lake ?

Game state literally knows game runtime regardless of players

spark steppe
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if night first, result <= 5 => night(), else => day()

main lake
main lake
spark steppe
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no you dont need a modified version

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you need to interpret the data correct ๐Ÿ˜›

brazen merlin
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Cant lead a horse to water....

main lake
main lake
brazen merlin
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I keep trying to tug on the reins

main lake
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@spark steppe Does the runtime from the gamestate reset when you open a new level ?

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Because if it's not the case then it will be messed up as I have a menu lobby and depending how much people stay in the lobby before starting the game it will mess the timer really badly

spark steppe
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no idea, there's a bunch of different timers within the engine

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some maybe affected by level change

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the tooltip shows what each timer does represent

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that looks like a place to start

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world indicates to me that it would reset on world change

pallid axle
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@tawdry surge just a sphere which is an actor I think

spark steppe
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also diversity i got some homework for you

main lake
spark steppe
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make an excel/google docs sheet, first row (gametime in minutes) add numbers from 0-100

main lake
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should I use modulo 5, 10 or 15 ?

spark steppe
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2nd row add the result of modulo 15 of each number of first row

main lake
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good idea

spark steppe
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3rd row, do your own math to figure out time of that day

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at some point you will start to realize a pattern

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unless you are a donkey and not a horse

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๐Ÿ˜„

main lake
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I started doing that on paper but was painfull, but forgot about excel so really good idea

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I'm not the horse neither the donkey, I'm the water

spark steppe
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i can't teach you math, i can only show you the way

desert flame
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Is there any way of making the mouth of a character move around when talking in mic?

desert flame
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...are you gonna elaborate?

spark steppe
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depends on your model

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2d sprite, 3d character?

desert flame
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3D character

spark steppe
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rigged mouth bones?

desert flame
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Blendshapes

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Apart from the jaw

spark steppe
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ok, then i would ask in #audio how to get the audio volume (as im not aware of that part)

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then all you gotta do is use it to drive the morph curve in your animation blueprint

desert flame
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Alright, thanks! Ill try that!

tawdry surge
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@pallid axle ok, is it placed in the level somewhere or spawned?

pallid axle
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it's placed in the level

main lake
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@spark steppe Done, but still don't know what modulo to use to guess the night and day, I tried 5 for now but it's not that ๐Ÿ˜ฆ

spark steppe
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otherwise it's night

main lake
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Oh wait there's a case being wrong

tawdry surge
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@pallid axle Ok. Is there more than one?

main lake
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the 15th one is night but it's at 0 so it's < 10, in this case it will be considered as day even if it's night, should I go for a %16 ?

spark steppe
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no

pallid axle
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no just one I'm going to use it to detect parts that collide with it after I position it to ray vector using the inherited variable or whatever it's called in unreal

spark steppe
#

you start with 0

main lake
#

huh ?

spark steppe
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0-14 = 15

main lake
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oh yeah

spark steppe
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15-29 = 15 minutes

main lake
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thank you so much

flat coral
#

Esoteric question: Is there any good way in Blueprints to model a series of "if" statements that don't contain each other?

Now, I gotta clarify, because I know some people are thinking 'Branches!' Branches are great at series like this :

    if(condition2) {
        //whatever
    } else {
        //whatever
    }
} else {
    // etc 
}```

*HOWEVER*, I can't think of any good way to do this :
```if(condition1) {
    //whatever 
} 
if(condition2) {
    //whatever
} 
if(condition3) {
    //whatever
} 
// etc
spark steppe
#

sequence => branches

flat coral
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Chaining them is equivalent to nesting, not series

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Key point is that Condition2 above executes REGARDLESS of the outcome of Condition1

spark steppe
#

you want a sequence for sure

flat coral
#

Sequence is a thing?

spark steppe
#

nah, we just made that up

flat coral
#

Oh that might be the move

spark steppe
#

you are lost

brazen merlin
#

Sequence node doesnt exist, its just a myth

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You definately cant make one by holding s and clicking

flat coral
#

I'm going to die in real life now

brazen merlin
#

Btw, there are also boolean operatora like and, or, xor, etc that might help here

spark steppe
#

but use them with precaution

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as they evaluate all inputs before they execute

flat coral
brazen merlin
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I thought a sequence will complete the first output before the next so long as there are no latent calls

spark steppe
#

lots of branches

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and/or kinda the sequence/branch thing that you do now, and early return nodes

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and the best way to avoid it is using cpp ๐Ÿ˜›

flat coral
tawdry surge
#

@pallid axle Ok I'm not sure if this is the best way cuz I don't really understand your end goal, but I'd do an event dispatcher in the character or whatever is doing the trace.
Then I'd use the level blueprint, assign a delegate event to the dispatcher call. You can use a direct reference to the sphere and move it to the location you pass through the dispatcher

spark steppe
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i think it's an x/y problem

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as it appears that this isn't planned out

pallid axle
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alright thanks I'm using the sphere to detect cubes that collide with it and then levitating the cubes telekinesis style

tawdry surge
#

Why not just do a sphere trace from the character and move the cubes that hits? Using an actual mesh seems overly complicated

crimson ether
#

Hi! I'm having some issues with collision. I have a spehere collision that detects overlapping actors but everytime I overlap a new actor, i have to recompile the blueprint to see the changed number of overlapping objects. How can I avoid recompiling the code everytime I add an object?

flat coral
pallid axle
#

ah fair enough

crimson ether
#

there are actually 11 spheres inside the sphere collision volume

flat coral
#

Why are you doing it on beginplay, as opposed to tick or some other trigger?

crimson ether
#

but it shows 9 because there were 9 of them last time i compiled the code

crimson ether
spark steppe
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thats because things spawning inside a collider don't create an overlap event

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i'm kinda surprised that you get any overlaps at all nvm, you use get overlapping actors

flat coral
#

What if you remove the class filter?

crimson ether
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what would be a better way to do it?

spark steppe
#

i'm curious what happens if you do it few ticks later

spark steppe
#

compiling your code may push the initial collider actor down the road to spawn last

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you can't really predict in which order all the spheres spawn

flat coral
#

I bet it's a race condition of some sort

spark steppe
#

so your beginplay may fire before all spheres are spawned

flat coral
#

Honestly, if you really need this to work on BeginPlay we can keep having this discussion, but if you're binding it to something else it seems like there's no problem?

spark steppe
#

yea, that looks like a race condition

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i bet it also works if you put a artificial delay (0 seconds) in the beginplay of what you had before

crimson ether
crimson ether
spark steppe
#

the problem described above, your main sphere spawns and calls beginplay before all other spheres are spawned

flat coral
#

In programming, a race condition is a situation in which two parallel code paths have some dependency between them, such that it matters the order they execute. But since they're parallel, they're "racing" and so the order isn't fixed

#

They're notoriously hard to debug

flat coral
# flat coral They're notoriously hard to debug

Not least because they're intermittent. As you just discovered, a race condition can always resolve the same way given a certain set of preconditions. But the conditions change, suddenly the code breaks

#

Or begins working, in your case

crimson ether
spark steppe
#

that can only be debugged in your brain

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๐Ÿ˜›

flat coral
#

This one's a bit of a bitch because it's not YOUR race condition, it's Unreal's

crimson saddle
#

How can I add custom settings that players can set? Things like custom camera speed or scoped speed or whatever

flat coral
crimson ether
#

thanks, @flat coral @spark steppe!

trim matrix
#

Could someone help me?

flat coral
#

Never ask to ask for help.

trim matrix
#

Hi guys is there a way to put the timeline of a video into percentage and control it ? I can't find a solution beside making frames of the video & giving for each frame the accurate percent.

flat coral
trim matrix
#

yes as a media texture placed on a widget

flat coral
#

Google something like "Seek vs scrub" if you don't get the difference between them. I just happened to work with media playback before somewhere else, so I knew the words to look for

trim matrix
#

could some one help me with a kit i just brought

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is the

#

this

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how do i change the main menu

flat coral
#

I doubt anyone here specifically knows the ins and outs of that particular template.

#

Do you know how to make a menu in general?

trim matrix
#

nohang

#

wait

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i found a wa

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no

#

wai

#

tno

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how do i change this?

#

how do i change the background to a different picture?

brazen merlin
trim matrix
brazen merlin
#

i just did

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i will also direct you to #umg

trim matrix
brazen merlin
#

yes

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Appearance > Brush

trim matrix
brazen merlin
trim matrix
#

Ohh

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k

brazen merlin
#

any further questions, please ask in #umg

trim matrix
#

@brazen merlin YES THANK YOU!!!!

vital aspen
#

I'm just stump. On Inventory Systems. I tried google. I tried the market place. I tried 40 + video tutorials on inventories. and I'm just just flat lined stump. I was hoping for 1 more try. anyone have any ideas.

trim matrix
trim matrix
#

Seems like the whole "set video frame based on percent" thing isn't possible, I will then do it on a rough way : all the frames of the video (125) are gonna be set each 0.008 meaning frame 125 equal 1 on the float variable. Might sounds weird but that's for a project in which the analog input will control the video based on the percent of push on the trigger. Now the only way seems to be a event tick switching the frames based on this percent system & the 0.008 thing that I said earlier. Also the frames are 15kb so no problem to switch them smoothly

steady orbit
#

No, multiplayer

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My print statements say that the client control rotation is a solid zero

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Spawn actor from class wont influence it at all

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The server is handling all this

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From player controller -----> gamemode

crimson ether
#

I want to detect actors along a spline mesh..

Earlier, I set up an actor (detector) that could detect overlapping actors for that, I used the "Get Overlapping Actors"

But when I try to make the spline mesh, i end up having to use an object reference for the mesh to be used to detect actors but the "get overlapping actors" function can only use components to detect overlaps

#

How do I solve this?

main lake
crimson ether
#

Using "get overlapping components" help but I need actor references

supple bane
#

this is a super beginner question but,
I have a bool on 1 bp but I need to transfer it to another bp, I need to do this multiple times.
is there a way to do this without just creating multiple variables?

#

I need to be able to bring that bool back to the first screenshot

#

both of these images are from different blueprints

steady orbit
#

This is in the Player Controller

#

This is in the Game Mode

#

When the player spawns they are always looking 0,0,0 and I cannot fix this...

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It works if i run it off of beginplay instead of space bar

supple bane
steady orbit
#

Nope ive tried

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Does jackshit

supple bane
#

have you tried setting the rotation right after you spawn them?

supple bane
supple bane
steady orbit
#

Yeah setting the control rotating does nothing

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This is so fucked

supple bane
steady orbit
#

Yup

supple bane
balmy rampart
#

hello, Im trying to add a widget in screen space inside the HUD class.
the problem is that the widget never shows.
tried the same widget and setup with other actor and it works.
the hud class is also there and set.

anyone know what is happening?

steady orbit
#

I want the character to spawn with the same orientation as the player start

#

But it wants to spawn looking 0,0,0

mild ibex
supple bane
supple bane
steady orbit
#

yeah

balmy rampart
steady orbit
#

Event if i set it directly to a hard value it does nothing

supple bane
steady orbit
#

A control rotation value of 0,0,0 is overriding everything because of the way unreal split apart the way it handles rotation. Ridiculous

#

They are dumb

#

What this means is you can make a working character selection screen for dedicated servers or any type of server. For this to work the player has to be automatically assigned a team then automatically spawned.

#

They cant linger from the time they join the server to the time they spawn.

#

It all has to happen immediately for some fucking reason...

#

Makes lobbies impossible if you want your character to spawn looking the right way...

supple bane
#

yea well I know nothing about multiplayer in unreal so Im no help sadly

#

I wish U luck tho

steady orbit
#

I think i found a blueprint limitation

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Damn

mild ibex
#

https://www.youtube.com/watch?v=4Zm_uOjyImI
how, do you, do, this, I've been on a very very unfortunate journey, after seeing this was possible I did a ton of googling and found a project from 4.13,
TLDR: I went to 4.13, attempted to package the plugin that was in the project, and it deleted the entire project that I've been working on for 9 days, so even if I die, I will figure this out, I've lost too much now not to
thankfully, beyond thankfully, I was able to recover a decent chunk of my project with Recuva, but the mental strain and damage has 100% been dealt

Unreal Engine 4.18 now supports Android Camera devices using a native plugin. Using the media framework and this new plugin you can capture video from any supported camera on your device and place it into your scenes.

โ–ถ Play video
supple bane
#

are you able to make a literal bool then use that same bool on a different bp?

mild ibex
#

if im not mistaken you can store all of that in a function

supple bane
#

yea i just realized that

#

im a bit slow ๐Ÿ˜…

mild ibex
#

np

supple bane
#

I totalyy forgot return nodes were a thing lol

balmy rampart
#

Hi,. in multiplayer games what really matters most is the player controller
then the player controller posses the character.
if you character has a camera it automatically assigns that as the controller view (the actual view for the player)
I dont know if it's that what youre asking, sorry I didnt read all way through the discussion

tranquil birch
#

hi

#

can i ask here about this?

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i want it to be scrolled i test it on the right side so i dont do anything stupid

brazen merlin
tight pollen
#

I have a wheel that has to turn all the time, how can I do it differently without using EventTick?
to optimize which option would be best

gentle urchin
#

Tick.

#

If it needs to look smooth.

#

Alternatively you can do it in a material i think.

tight pollen
#

there is no other option?

gentle urchin
#

What would you expect?

#

For something to rotate smoothly, it must be updated at atleast 24fps

#

I'd say way more but

tight pollen
#

and if would be only active when I'm close to him?

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close to actor

gentle urchin
#

Depends on your logic

tight pollen
#

then EventTick would be active

gentle urchin
#

It should only move while visible

tight pollen
#

yes, but EventTick is still active

#

even though the actor is invisible

eternal reef
#

Custom Loop or Timer that is only active when relevant

gentle urchin
#

Right, so you need logic to stop that

tight pollen
#

or Bind and Unbind?

icy dragon
tight pollen
#

rotating wheel prop

icy dragon
#

Then you can make the rotation in material.

tight pollen
#

some tuturial how can i do it?

#

with materials i don't have experience

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much

icy dragon
tight pollen
#

and how does this relate to optimization?

#

and thanks for post ๐Ÿ™‚

icy dragon
# tight pollen and how does this relate to optimization?

Rotating (ambient) meshes in your world adds a dynamic element, but doing this on the CPU and having to pass it to the GPU each frame is a relatively slow operation. Without realizing you may be updating your collision every tick too, causing overlap updates and hurting performance even more.

faint pasture
faint pasture
gentle urchin
#

Pre optimization

#

The most common pitfall ๐Ÿ˜„

#

I walk into it almost every day

eternal reef
#

"This works... but lets spend another 5 hours optimizing this trivial thing" ๐Ÿ˜…

faint pasture
#

"Let's optimize tick out this one actor in this program with literally thousands of objects updating all the time"

gentle urchin
#

I spent 2 weeks trying to reduce the movecost of my ai's, while already having 5x the amount i originally desired.. what more to optimize

faint pasture
#

I mean don't be dumb, but computers are fast.

gentle urchin
#

Yeah

#

They definetly can handle a thing or 5 on tick, so i wouldnt worry about rotating anything on tick in thr first place

faint pasture
#

I run a full drivetrain and physics sim on tick in blueprint, you can spin a mesh.

#

Another project does over 1,000 line traces on tick in like 1ms

#

computers are fast as shit

gentle urchin
#

Yepp yepp.

faint pasture
#

admittedly the trace example is in c++, went from 12ms to .2ms moving it to cpp

gentle urchin
#

Its insane how that helps

#

When moving the ai to cpp

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I gained 8x performance

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Identical code otherwise

faint pasture
#

I would never give up BP tho, it's so much faster to prototype in. I wouldn't have known where to start in some of my projects without it.

#

and if BP ran exactly as fast I'd probably never fire up Rider again.

gentle urchin
#

Yeah i agree. Theres a reason it started in bp ^^ and further development starts in bp

#

Moves it to cpp when itw closing up to completion

outer pewter
#

guys when i enter my stage the camera doesn't follow the player until i press f8. i used to click f8 in the past to get a free camera movement so i can see whats happening but now. i have to click it every time before i start playing

faint pasture
outer pewter
#

simulating

faint pasture
#

F8 is possess/eject

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Play instead

#

simulating starts it up without possessing a pawn

outer pewter
#

but its not convenient to test in playing every time it takes more time

faint pasture
#

well then reach for F8 or figure something else out.
Play will play the current level, not from game beginning

#

Play + F8(eject) = Simulate
Simulate + F8(possess) = Play

#

assuming you aren't doing anything special in Gamemode regarding player pawn

icy dragon
#

What's the struggle with just pressing F8 anyway? Unless the keyboard is missing that key, then it's understandable.

eternal reef
#

Cant you set Spawn Player at Current Camera location?

faint pasture
#

IDK maybe, isn't it called Play from Here or something?

icy dragon
#

Right click -> Play From Here

eternal reef
#

yeah should be where you can select simulate, etc.

outer pewter
#

starting a game standalone take way too long for testing on it

gentle urchin
#

Testing on a toaster?:p

icy dragon
faint pasture
#

whoah didnt mean to take up half the screen dudes

outer pewter
#

okay okay now i understand i thought that play is same as run a standalone game and simulate is how to usualy test but its play selected viewport

#

sorry for the misunderstanding

#

and thank you for the help

faint pasture
outer pewter
#

yeah thank you

dusk dust
#

Is there a way to get a static mesh array of all the instances from an instanced static mesh component?

gentle urchin
#

Uh

#

Whats the purpose

#

What are you trying to do?

#

Its just one static mesh afaik.

untold dust
#

Hello everyone

#

I have a problem with the GUI widget, I have custom mouse pointers, I set them per hardware in the settings configuration. It works pretty well, I can change the mouse pointer in game... In my widget I have a button, note that I see my custom cursor in game and in UI because in pc, I set the mode for both.

The problem is that when I click on my button in my UI, I want to switch cursor. but by clicking on it, nothing changes as long as the mouse cursor is located in the user interface.

If I click on my map, I can see that my cursor has really changed

#

maybe it is built-in engien behavior that when UI loses focus it changes cursor back to default?

glad sigil
#

Anyone knows why all inputs automatically release after a couple of seconds in both UE4 and 5? This happens also with enhanced input. The issue is that if you keep an input hold forever, it would automatically release. Anyone knows anything about it?

worthy tendon
gentle urchin
#

Never experienced such a thing

dusk dust
tight pollen
#

how can i set draw distance for particles?

#

direct in particles

gentle urchin
worthy tendon
gentle urchin
#

What are you trying to do

tight pollen
dusk dust
gentle urchin
#

It cant

dusk dust
#

I see

gentle urchin
#

You can get their transforms

#

By instance index

dusk dust
#

๐Ÿค” why can you get everything else but the mesh itself

glad sigil
gentle urchin
#

Its just one mesh

#

What is there to get ๐Ÿ™„๐Ÿค”

#

You can get the mesh

dusk dust
#

I don't fully understand how it works, are the instances their own meshes or you are saying every instance is collectively one mesh

gentle urchin
#

^

worthy tendon
gentle urchin
#

Its all one mesh

#

Copied

dusk dust
#

Hm

gentle urchin
#

In the gpu

dusk dust
#

Ah

gentle urchin
#

If you want an array of meshes youd need to use regular sm components

dusk dust
#

Okay that makes sense now

gentle urchin
#

If you wanted to change some of them, it needs to be part of another ismcompomemt

dusk dust
#

Thank you I understand now

worthy tendon
# tight pollen where?

click Add LOD, then set LOD index to 1.

right click on a module that you want to modify and select Duplicate From Highest/Higher. then you can change its properties.

glad sigil
worthy tendon
#

you can set it up in such a way that after certain distance it no longer spawns particles or spawns less particles.

tight pollen
#

thanks, i found it

#

๐Ÿ™‚

leaden goblet
#

sorry for long delay, im back to the problem again, but how can i do it? how can i get a camera in split screen? there are four cameras, and as far as i know, rotating it to one of them will rotate it on all screens, i cant rotate it "locally" to every one of them

tight pollen
#

can someone help?

zealous fog
#

#niagara or #visual-fx I also recommend sending pictures otherwise we are left guessing what you mean

tight pollen
#

For LOD 0 i set 0 distance and i don't know why the smoke completely disappears when I'm closer

#

it should be the other way around

maiden wadi
#

Random semi related side note. Would recommend using Niagara in the future as Cascade is getting deprecated in 5.0

icy dragon
tight pollen
#

ok

viscid roost
#

so im trying to make a material instance to use for all other 3d meshes, but I dont know which parameter to use, to add textures

viscid roost
#

I thought material stuff was blueprints? oh well sorry

hexed glade
#

A quick question. Can I create multiple arrays using the same structure or would they overwrite eachother.

maiden wadi
#

A structure is just a definition of a container of data.

gentle urchin
#

No reason they'd override each other

#

Like, if they would, why would even an array of structs work..

hexed glade
#

Just had to check. Thanks for the answer.

gentle urchin
#

^^ Np

wary tinsel
#

hey guys I need to create three different pawns. They're basically the same in the main features and they are only different in things like mesh, materials and a bunch of variables. What's the best way to do it? Do I need to create two child bp or is it possible to spawn three different pawn from just one bp? I would like to avoid extra code/work, thanks!

maiden wadi
eternal reef
maiden wadi
#

Yeah, really just depends. You can either create Asset styled children of the one class and change stuff in them, or just do it all in one class with a switch of some sort. Just depends on scope.

wary tinsel
#

wouldn't be wrong do all in one bp so? mmm

#

thank you guys!

eternal reef
#

If its just small stuff, go for it
If every character has its own move set, special abilities or whatever it might be better just to avoid clustering everything in one place
But if you just want another skeletal mesh and everything else stays the same, id use just one

outer pewter
#

can i delete this stuff or will it cause a problem in the project

faint pasture
outer pewter
#

not all saved file i just want to remove the auto saves file to gain some space its 100 mb

faint pasture
#

sure go for it

outer pewter
#

okay thanks

#

because unreal started to freez from time to time and i found that while copying the game folder there are some files that freez everything idk why

#

what about the files in source can i delete them

icy dragon
outer pewter
#

but i use blueprint. is it still needed

#

or did i just ask a stupid question

#

haha

remote meteor
#

๐Ÿค” you might need it if its there in the first place

#

else you would need to manually edit ur uproject to remove the cpp portion

maiden wadi
#

Uncertain about BP only projects, but I semi regularly ditch the following folders and rebuild.
.vs, Binaries, DerivedDataCache, Intermediate, Saved

remote meteor
#

usually the source folder wont be there on a full bp project

#

but at anytime of the project you pressed create c++ class

#

it will be there and .uproject will also be modified to include the module

#

if you made sure you dont have any c++ thing, you can remove it safely by also editing the uproject to not include the c++ module

azure mason
gentle urchin
#

When using an Interface , does one usually make helper functions with the interface as well to help communication between two entities?

#

Feels like i'd be better off just ditching the interface, relying on references and a system of inheritance..

#

Like when hovering a building i'd like to check if the selected actor (stored in playercontroller) meets the requirement for interacting with it in a meaningfull way

#

But to know this i have to get the data from the selected actor, which may or may not be an NPC

#

ERh.. this probably doesnt make to much sense

azure mason
#

it can become very very heavy on memory

#

https://youtu.be/j6mskTgL7kU This is a good video on the subject

In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recommendations on how to utilize Blueprints to its full potential.

During this advanced class we will go into how to use Blueprints in a future proof and scalable way. We will look into how to c...

โ–ถ Play video
gentle urchin
#

I'll give it a look. Perhaps it can give me some insight into how to structure the communication between these classes

#

Thanks

tawdry surge
#

That whole talk basically boils down to, don't cast unless you have to and always cast from the less persistent object. Aka don't cast from the character to the door, cast from door to character

gentle urchin
#

My scenario is between the npc and the building, interfacing through the controller so to say

#

Between a selected and a hovered object basically

#

which may or may not interact together

tawdry surge
#

If you can use an interface or a dispatcher that's the most efficient way, since it won't load the receiver.
Hovering you can get a direct reference at runtime

viscid python
#

I want to base the fresnel exponent of a material on a stats value (health) any advice on how to do that? ๐Ÿง

azure mason
#

then when the stat value changes you update the material parameter

#

look up material parameter collections

viscid python
gentle urchin
azure mason
#

the material doesn't look it up

#

the BP/code looks up the material and sets the parameter's value

viscid python
azure mason
#

correct

#

think of it as the material reading a variable from a Blueprint (sorta)

viscid python
tawdry surge
#

@gentle urchin If the ai is gonna interact with the building based on selecting it I'd actually use an interface and get a reference to the building from the selection process.
If the thing you select has the interface implemented it'll do a thing. Otherwise it will ignore it, no specific reference needed

gentle urchin
#

Not sure i can keep them away from hard referencing each other anyways but perhaps ..

#

Actually it should be very possible, nvm

maiden wadi
#

In a city builder type it shouldn't matter. Anything should be able to cast to anything. Only the visuals are the issues if you have multiple meshes for each building and hundreds of citizen looks, but that's different issue that avoiding casting won't solve.

gentle urchin
#

So i should just let my building cast selected actor to npc type with no second thoughts what so ever ?

maiden wadi
#

Sure. Your NPC class shouldn't be that big in a traditional city builder. At most it'll have softrefs to it's visual stuff which will all be static in a datatable or dataasset anyhow.

#

The only reason to avoid casting or hard referencing is if the objects referencing each other won't always be loaded together. But in the case of buildings and NPCs in a city builder, they pretty much always will be.

gentle urchin
#

Yeah true. Ill go with casting for now then

#

Converting to bpi would double up alot of the work already done in the npc class

#

Think ill ditch my original interface aswell

#

Ty for input

cunning bane
#

Um, excuse me. May I have any tip how to find a solution?
My "Cast" block failed and I dunno why.
"Shape Factory" is a soft object path variable with blueprint of the "SShapeFactory" class-actor, so i've assumed this "Cast" block should work, but it doesn't.

rose citrus
#

how do I change the line that connects nodes in blueprints? I don't know what I did but the white lines aren't bold anymore on one blueprint

merry cobalt
#

I have run into that. Its a bug I think. try reopening the blueprint

#

or if that doesnt work, maybe try reopening the project.

versed sun
#

did you click this ?

rose citrus
#

No. I just clicked it and nothing happened

dawn gazelle
outer pewter
#

unreal engine freeze from time to time and when i try to copy the project files some files make the speed reach 0 and freeze what's is wrong with them and how can i fix it

dawn gazelle
#

That's more of a #ue4-general question rather than blueprints, but make sure UE is closed, then try copying, as that then rules out that it has anything to do with Unreal Engine. There's literally a hundred different things it could potentially be otherwise, from faulty hardware, to too many read/write operations being performed on your drives, to your CPU being overtaxed, to your virus scanner being a dingus, etc.

neat prairie
#

how do you alter a material's parameters via blueprint?

dawn gazelle
quartz pawn
#

I have this odd issue when making a new level. I have this player controller and these pawns that all work on one level. Then when I create a new level with a new gamemode and assign everything, it doesn't work. For example, the pawn spawns in but isn't animated and doesn't move.

raw orbit
#

im working on a floating health bar widget and i was wondering what would be the best way to show / hide it, would anyone have advice? the obvious choices would be to use a timer of some sort or a retriggerable delay but somehow those methods feel a little off to me

plain dagger
#

Are cross-posts allowed here?
"I'm wanting to understand how I can implement the ASD or ASDR concept from Steve Swinks 'Game Feel' book"
#ue4-general message

earnest tangle
#

If you didn't get a satisfactory response it's fine to ask in other channels after waiting for a while (as long as the channel's topic is relevant)

plain dagger
#

thank you @earnest tangle ! Was actually hoping for a real good lively discussion from my question

versed sun
quartz pawn
#

thats not the issue

#

I already know how to do that

#

but the issue is that the player doesn't function

#

like the player wont move

versed sun
#

and you set these in your new level ?

quartz pawn
#

yes

versed sun
#

put a print string in each of your parts( Player Controller, Player Character , Gamemode) so that you know that each one loaded

quartz pawn
#

well I know they all loaded when looking in the level viewer.

#

My player can turn not move

dawn gazelle
#

Check to make sure that your selected game mode and game state are inheriting from the appropriate classes -> ie. If you're using a game mode that inherits from "Game Mode Base" your game state must inherit from "Game State Base"

quartz pawn
#

alright the GameState was not but now it is

#

nothing works still

#

but its an issue with the gamestate

#

oop nvm I got it fixed

dawn gazelle
#

I know when I first encountered it, I was struggling trying to figure out why things were just broken in my level for several hours.

quartz pawn
#

damn

#

I wonder why it breaks everything

dawn gazelle
#

I think it has to do with functions that exist within Game Mode Base and Game State Base that need to communicate with each other before allowing players to spawn or perform inputs and the like.

quartz pawn
#

ah

#

another question I have is are there any good tutorials for game logic. By that I mean picking players and assigning them teams by chance.

fair magnet
#

Blueprints go in order right? but they do not wait for the nodes to "finish"

dawn gazelle
fair magnet
#

Yea I wanted to make something like "stages" so like it calls Pre-Exec then exec then post-exec
but it literally just runs at the same time lmao

#

probably have to call them at the end of each stage

dawn gazelle
#

Well, if you have multiple things that you want to do before reaching a stage, you could have booleans set up for each of those things that need to be true before the next stage is called. When any part of the stage finishes, it can set its boolean true and call a "ready" function that checks all the booleans from the things that need to be done in the stage are true, and if so, then proceed to the next stage.

fair magnet
#

Hmm could have like a success or failure check

manic maple
#

Hey all, got a situation where I need two actors to be tethered together. Actor A heavier with free movement, Actor B with restricted movement [Need Actor B to only be able to move so far away from Actor A] Imagine a character attached with a chain to another.

Is physics constraint best for something like this? Or would setting some max distance between work better in BP?

lone arch
#

hey guys,
anyone have experience working with datatables?
i am stuck importing a JSON file , i wanted some help with it

remote meteor
fair magnet
#

oh you right

#

mb

#

child would look like this then

remote meteor
#

do call to parent instead but yeah, this way of doing things should be possible though,

#

just wondering if it might feel "too restrictive" if you plan to use it for many many stuff

fair magnet
remote meteor
#

incase you need to change the callback names you would only need to change it once ๐Ÿ˜‰

fair magnet
#

And I can bind dispatches to something else aswell ^-^

fair magnet
lone arch
remote meteor
#

i usually use csv for data tables so ๐Ÿค” not very sure

#

how is the format?

lone arch
#

"Name":0,
"time": {
      "day": 0,
      "ms": 815000
    },
    "imu": {
      "lax": 0.12,
      "lay": 0,
      "laz": 0.36,
      "avx": -0.0625,
      "avy": -0.1875,
      "avz": 0,
      "orix": 252.875,
      "oriy": 63.6875,
      "oriz": 54.1875
    },
    "bmp": {
      "tmp": 23.367091,
      "prs": 23.367091,
      "alt": 1632.150391

}
]```
lone arch
#

i cant understand how the structure would be made for this
i tried making multiple structures like time,imu,bmp and then get those structure in a structure but no luck with that too

#

i thought this might work

#

it gives me this error when i try to get my file into unreal and setting its structure

#

its where the time:{ starts

remote meteor
#

so in your case

#

you need a "master" structure

#

then only a time structure

#

then only everything else

#

i would prefer cleaning up the json first

#

before importing to unreal

lone arch
#

thats what i did ig but it give me that error still?
any idea why?

remote meteor
#

let me try again

lone arch
remote meteor
#
[
    {
        "Name": 0,
        "time": {
            "day": 0,
            "ms": 815000
        },
        "imu": {
            "lax": 0.12,
            "lay": 0,
            "laz": 0.36,
            "avx": -0.0625,
            "avy": -0.1875,
            "avz": 0,
            "orix": 252.875,
            "oriy": 63.6875,
            "oriz": 54.1875
        },
        "bmp": {
            "tmp": 23.367091,
            "prs": 23.367091,
            "alt": 1632.150391
        }
    }
]
#

this should be the correct json format

#

urs is missing a braces

rigid fractal
#

hi, what is the best way of detect when there is an object close to the player? there will be several objects scattered around the map
using a collision box on the character be a good choice?

lone arch
remote meteor
#

๐Ÿ˜†

#

dont jump

lone arch
#

thanks for the help @remote meteor

manic maple
#

Anybody able to help with my issue? Want to anchor a character to a point so that they can only move so far away from it.

remote meteor
remote meteor
#

you can try physics handle but im not very sure

#

what is your intended behavior when Actor B reaches the boundary?

manic maple
#

For them to be unable to continue moving away. I want them to only be able to move within a radius around Actor A.

#

So they can still move, and move back towards Actor A. Imagine them chained up to a point

#

But I want Actor A to also be able to move.

#

Actor B will be dragged by Actor A.

#

Actor B can move, but only within a certain radius of Actor A.

#

I've calculated distance between the two. The issue is the constraint method itself.

remote meteor
#

i imagined a very stupid way of doing this but hear me out

#

have a hollowed sphere just to block actor B

#

๐Ÿ˜‚

manic maple
#

That is a very stupid way of doing it. And bonked myself on the head for considering the very same thing earlier too ๐Ÿคฃ

versed sun
#

so stupid it just might work

manic maple
#

I mean maybe it'd work. I don't know, seems messy and prone to other issues down the line ๐Ÿ˜…

remote meteor
#

yeah

#

it would work just fine

#

๐Ÿ˜‚

#

the actor B's object type would be the issue since it would need to be a unique one

#

i dont think physics handle can do this

#

maybe tick to check distance, if too far then set back location

coarse orbit
#

reading other people's(marketplace) BP becomes very hard to understand/read when they implement multiple function as you can't grasp the scope, is there an easy way to make me read, remember or understand other people's code when they implement functions?

remote meteor
#

first understand the purpose and intention of such, roughly grasp what sorts of nodes/codes/abstract you would need to achieve those, and look for them

versed sun
fast escarp
#

Hey folks, I'm trying to debug the value of a variable for an animation instance in an animation blueprint. In typical blueprints, you can watch a value and hook the debugger up to an instance, but I don't see any such system for animation bp. What are my options for debugging these?

coarse orbit
#

easier said than done, I'm looking into a function in which 3-4 more functions are implemented into that function and it's sub functions ๐Ÿ˜…

manic maple
manic maple
versed sun
#

So player B cant get too far from player A ?

remote meteor
#

indeed, it does takes some time to be able to scope what to expect when reading codes

manic maple
versed sun
#

and if A moves , B gets dragged

coarse orbit
#

ah thanks so I guess no easy way exist and I have to find my way through these matryoshka dolls functions...

manic maple
#

But that's not so much an issue, it's more the constraint around A that I need whilst controlling B.

remote meteor
#

hollowed sphere

#

๐Ÿคฃ

versed sun
novel rock
#

How do i do (AND OR)

dawn gazelle
#

AND OR

remote meteor
#

AND then OR

novel rock
remote meteor
#

whats the logic again?

#

when int = 0 and widget is use, then?

novel rock
remote meteor
#

what is the or for

dawn gazelle
#

If you need both to be true, then it's an AND. If it's either or both, then use an OR.

novel rock
#

weather waponID = 0 or WidgetInUse? or if both are waponID = 0 or WidgetInUse?. I fell i might be over thinking this.

#

Ill just use or i might not need and.

#

This works fine

silk hinge
#

Hey guys

I wanted to use a "hide bone by name" node, but it's hiding all children with it, Like I hide "Spine_02" My entire upper body goes invisible for some reason, I'm on 4.26 version, I saw some videos my node dosent work the same way, any ideas ?

crude timber
#

Hey everyone ! I'm having a hard time finding how to get Audio from my desktop or microphone. Would appreciate any help ^^
Trying to change blueprint parameters depending on what I'm listening to. I know I have to use AudioCapture component, but it auto selects my microphone, and I want to choose the sound coming from my desktop (like the StereoMix)

vast lion
#

Why can't I get the viewport tab for blueprints that derive from scene component?

manic maple
tight schooner
vast lion
#

Can't it have a component list though?

#

I can have other scene components attached to it

tight schooner
#

Don't think components can have their own components?

#

Actors can make a component hierarchy yeah

vast lion
#

In C++ I seem to be able to subclass scene component then attach other scene components to it from within that class

#

So I thought I could maybe do the same in BPs

manic maple
#

Anyone have any other ideas? @versed sun ?

viscid arrow
#

can someone help me with this code, i wanna see what I'm doing wrong

#

im trying to make a system so that when the projectile hits a enemy it'll cast a line trace to a closest enemy and then rinse and repeat

viscid arrow
#

the line trace only goes off in the first enemy

#

it doesn't chain

brazen pike
#

Well it looks like it's going to be chaining in order, first of all, rather than based off closest but that's not your problem. the linetrace might be hitting something you didn't intend if you haven't set it to ignore that

versed sun
maiden wadi
#

It is. It's hitting the first hit actor. Need to add that actor to the next trace's array of ignored actors.

manic maple
#

It just doesn't seem to constrain for me?

versed sun
#

sure,

winged sentinel
#

hey everyone, im trying to get the amount of ai focused on each individual player, is there a way I can do that?

#

that bp is not really working well

brazen merlin
winged sentinel
brazen merlin
#

its been one of the more helpful projects for lots of things for me

winged sentinel
brazen merlin
#

to look at is it on the mp yes? it is meant for mp as mentioned

brazen merlin
#

through learn tab its dated 2019

winged sentinel
brazen merlin
random plaza
#

Is a good way to do quests is to have an array of quest marker blueprints for NPCS to walk to, and execute dialogue options from those quest markers?

#

for instance, have arrays of transforms for each npc

winged sentinel
brazen merlin
random plaza
#

there's a struct for dialogue options that contains ways to give and take items from a player's inventory

#

i already have a functioning dialogue system

brazen merlin
#

if you have a struct already, use a data table

#

thats how i would do it

random plaza
#

well, i'll try that. havent gotten into data tables much but i really should

brazen merlin
#

its flexible enough that you can expand or trim without having to variables

random plaza
#

ive been using arrays instead of them so far

brazen merlin
#

they cannot be updated, you can only pull from data tables

#

you would get the row of the desired quest, that returns a struct of that row's data (store it as a var), then you can call that struct wherever

random plaza
#

ok, i'll try and do that

#

thank you

manic maple
#

Any help from others appreciated, still trying to tether one character to another. Physics constraint does not seem to work.

Recap; Need Character A to move freely, whereas Character B is tethered and can only move a certain distance away from Character A

manic maple
#

But it's not necessarily a physics related question. UE's Physics Constraint may not really be the solution?

viscid python
#

How can I make my health bar widget disappear if no enemy is in sight (and appear when near to an enemy)? I searched high and low but couldn't find a way to do it ๐Ÿค”

brazen pike
#

pawn sensing would work

viscid python
#

Ah that is a way to make enemies sense the player, right? Could this be done for the player, to? So that I can activate his health bar when near the enemy (from the player perspective?)

brazen pike
#

Hey guys, in today's video, I'm going to be showing you how to create a system in which your AI cannot move when the player is looking at it. Similar to a weeping angel, or stalking statue. You can do the opposite of this, so that the AI can only move when the player is looking at it.

#Ue4 #UnrealEngine4 #Ue4Tutorial
___________________________...

โ–ถ Play video
brazen merlin
brazen pike
#

against every enemy at all times? surely that would create a performance hit

brazen merlin
#

technically its on a timer that fires every second, but timers are on tick, so the difference is only running the distance check every second

viscid python
viscid python
#

I can't make a distance check "distance to actor" for example in my blueprint.

brazen merlin
#

mine is sp so i get reference to player

viscid python
#

How are you doing it?

brazen pike
#

the "get distance to" node works

brazen merlin
#

when the AI spawns I start a looping timer that fires it's delegate every second. I clear the timer when the AI dies. You could also control this timer more accurately (like start it when they detect player for example)

brazen pike
brazen merlin
#

the health bar belongs to the AI, so i hide it or show it based on distance check result. I also use a do once for hide/show and the opposite resets the other

#

cant says its the most optimal, i threw it together because i thought seeing health bars would be good

novel rock
#

what am i supposed to put here

brazen merlin
brazen merlin
brazen pike
#

you could get rid of the bottom half of that and just connect it up to the 'and' node

viscid python
# brazen pike

I guess I'm in the wrong BP for it to work then ๐Ÿค”

brazen merlin
brazen pike
#

it may not work in functions

novel rock
brazen merlin
brazen merlin
#

GET MESH

novel rock
brazen pike
brazen merlin
#

eventually ill try to optimize it....

viscid python
brazen pike
#

check if it works in event graph

#

if you aren't doing it there

viscid python
#

It sounds quite easy to hide the widget but it seems it is not ๐Ÿค”

viscid python
brazen merlin
#

what i posted is in a function btw, the Timer calls that function on a 1 second loop

brazen pike
#

can you post what you've written so far?

novel rock
brazen merlin
viscid python
# brazen pike can you post what you've written so far?

I'm on the event graph of my player and I have not written anything because I don't really know where to start. I have an event tick for my foliage interaction and just wanted to add a "get distance to actor" node there but it's not as easy as that it seem ๐Ÿ˜…

brazen pike
#

try unticking the box on the top right when you right click, I think it says "show only relevant" may show up

novel rock
brazen merlin
brazen pike
brazen merlin
viscid roost
#

Hello guys, im making a spline mesh, everything is working but for some reason the mesh is locked at world origin and does not move when I move the spline it self

viscid python
brazen merlin
brazen pike
#

yes, now get anim instance has a cast in it (I'm pretty sure) so you wont need the cast anymore

brazen merlin
viscid python
novel rock
#

Thanks

brazen merlin
#

unless Dieton doesn't need specific variables ๐Ÿค”

brazen pike
viscid python
brazen pike
#

something like this would work probably

#

@viscid python

#

You'd wanna put this in your AI blueprint so that it can check the distance between itself and the player

#

This is assuming you are in singleplayer, multiplayer gets more difficult

#

It's not super efficient, but would work for the time being

viscid python
#

Oh great, that looks good, I will see if I get this to work, thank you ๐Ÿ˜‰

mild ibex
#

https://www.youtube.com/watch?v=4Zm_uOjyImI
how, do you, do, this, I've been on a very very unfortunate journey, after seeing this was possible I did a ton of googling and found a project from 4.13,
TLDR: I went to 4.13, attempted to package the plugin that was in the project, and it deleted the entire project that I've been working on for 9 days, so even if I die, I will figure this out, I've lost too much now not to
thankfully, beyond thankfully, I was able to recover a decent chunk of my project with Recuva, but the mental strain and damage has 100% been dealt

BUMP

Unreal Engine 4.18 now supports Android Camera devices using a native plugin. Using the media framework and this new plugin you can capture video from any supported camera on your device and place it into your scenes.

โ–ถ Play video
faint pasture
#

Why are you guys sending data to anim instance instead of polling the pawn from the animBP

lost schooner
#

anyone know if there is a way to get a different wildcard type for an input value and a return value? right now the moment i set the input value to something it assumes the return value is the same type

gentle urchin
#

Have the output not as a wildcard is your option

#

Whats the usecase? Why would they differ?

lost schooner
#

yea that doesnt really solve the problem, the input is a struct, the output is a different struct, but there different based on the input vs output [its a wrapper for json->struct->http request->json->struct

#

input is a request, output is a result

gentle urchin
#

Doesnt sound like something youd use a wildcard macro for but what do i know :p

lost schooner
#

i mean. its not a huge deal, it just means i have to do ONE addional node after the macro that converts the returned string from the request to the result json object->struct, i was just hoping i was missing something because this is like 99% there

trim matrix
#

Okay this is driving me mad and I have been working on this problem all day. Basically I have a wasp pawn that the player controls. When you sting another wasp, using the Z key, a sound plays on attack and another sound plays if you impact the other wasp. To calculate impact I do a series of sphere traces around a stinger socket. If the z key is also held at time of impact, the stinger lodges in the enemy until the z key is released, dealing increasing damage while the z key is held (and the stinger is in contact).

If players just tap z to attack enemies, everything works fine. If they press and hold z (assuming they hit properly), the logic only works the first time, then always defaults to the 'tap' logic forever more, regardless of how much time I wait or what enemy I hit (it doesn't matter how many 'single tap' attacks I do first, the logic always breaks directly after the first 'press and hold'). I figured this was a boolean getting set once on the first attack then not being correctly reverted. But I can't seem to find the problem.

I've got a timeline to track the progress of the sting. Normally in the 'tap' attack it starts at 0 and ends at about 1.3 before resetting to 0 (manually overriden with 'set playback position' and not triggering updates or events). When I press and hold, I freeze the timeline at whatever point in time I hit the enemy and the timeline stays frozen until I release the z key, at which point it reverses to 0 (ie I set my timeline playrate to -1). This all works well the first time. On further ocassions, even though the timeline freeze goes through, it just doesn't seem to do anything and the timeline continues playing.

Is there something fundamental I'm not understanding about timelines? When I do 'play' on my timeline, am I creating a new instance of the timeline or something? I have it set to not looping, so I assume if I am reversing the timeline and I get to 0 time (my lower bound) it won't go any lower or wrap back around to its maximum time?

gentle urchin
versed sun
#

try Play from start , not Play

#

the secont time you sting , you are playing from the "end" and it cant do anything, so Finished just fires

trim matrix
#

I don't want finish to fire. The logic after 'finish' is how I end the sting when I do my single tap attack. After 'update' I check how close I am to 0 and once I am below 0.01 I end the sting that way.

#

I can use 'reverse' but will reverse work if I have already set my play rate to 0? Will it set my play rate to -1, or does it just do (current playrate*(-1))?

gentle urchin
#

Im not sure what it does internally tbh

versed sun
#

does anyhting happen in Update if you Play (Not play from start)?

gentle urchin
#

Perhaps it really is just playrate*(-1)

trim matrix
#

Well doing reverse with playrate 0 just crashed it xd

gentle urchin
#

As expected ๐Ÿ˜†

#

Why set playrate to 0 btw ?

#

Im not understanding the entire logic here, sorry

#

Stop is better

#

Wait for release... then reverse

#

Instead of creating custom logoc that does the same as the internal logic can do^^