#blueprint

402296 messages · Page 816 of 403

trim matrix
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Is there a 'set playback position' node?

gentle urchin
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I believe so

trim matrix
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Because if I use stop I need to preserve current time, does stop do that?

gentle urchin
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Stop does that yes

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Play from start resets it to 0

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Reverse from end reverses from.. end

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Just reverse and just play picks it up where it was

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Clamped to start and end

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Stop just stops

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Preserves current time

trim matrix
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Well using stop instead of adjusting play rates now stops it working at all, rather than just the first time

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It's not to do with timelines not being allowed in functions?

versed sun
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i think because Functions have to be instant

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im sure theres a technical term for it

gentle urchin
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You are allowed to stop and start them

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But functions cant be latent no

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They do their logic instantly

versed sun
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there it is

trim matrix
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I am doing sphere traces inside my functions.

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With a 'for duration'.
I have function > wait 0.12 > function > wait 0.12 ....... 4 times

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With the sphere trace duration of 0.1

gentle urchin
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Hmm.

versed sun
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but the delay isnt IN the function , is it ?

gentle urchin
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You could do outtime om update

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Delay cannot be inside function

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Engine denies it

trim matrix
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No the delay is not but I have a sphere trace for duration

gentle urchin
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For duration?

trim matrix
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For 0.1 secs

versed sun
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thats fine

gentle urchin
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Dont think that exist

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By default?

trim matrix
gentle urchin
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Nope..

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Thats the debug draw time

trim matrix
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So the sphere trace is instant?

gentle urchin
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Ye

trim matrix
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Here's what I'm now using, 'meep' prints but the timeline stays at rate 1 when I try to reverse it, I don't think the stop even registers

gentle urchin
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This is nicely blending into mp territory tho

versed sun
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So , you want :
Tap Z = Small damage, works all the time
Hold Z =DoT or large damage?
Release Z = Instant Stop Damage and Reset, or Reverse Damage ?

gentle urchin
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Is this ran on server?

trim matrix
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Tap z makes the stinger go out and in and if it impacts an enemy it does a small amount of instant damage and applies K amount of poison.
Hold z does the same, but you apply K poison plus k for every 0.2 secs you are holding your stinger inside the enemy (up to a maximum), releasing z removes the stinger.

versed sun
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ok, adding stacks of the DoT

trim matrix
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Yes it's multiplayer game, I am doing calculations on client and using custom events to communicate things like health changes and impact VFX

versed sun
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what does the timeline drive/do ?

trim matrix
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Timeline is a tool to track the position of the stinger, it lasts 1.3 secs, at 0 is the start of the attack, 0.65 is the middle and 1.3 is the end, at 0.65 the stinger is fully extended. I do all my sphere traces for collision in the first <0.65 seconds

gentle urchin
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So whats the <0.01 check for

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Traces should be done on a branch from update where time>0.65

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Perhaps that what you do already

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Cant see the big picture^^

trim matrix
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When I reverse I do that to see when my timeline gets to 0

gentle urchin
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Ah.

trim matrix
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And I do my 'sting has ended' logic

gentle urchin
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I think finish works both ways.

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Wheter its the start or the end

versed sun
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you can fire events directly from the timeline at defined times

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if that helps anything

trim matrix
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I will need to revert to my previous system of setting playrates because weirdly 'stop' is not behaving right

gentle urchin
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tested

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it works.

versed sun
gentle urchin
versed sun
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this adds an event

gentle urchin
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triggers in both directions

versed sun
trim matrix
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It's really weird though that always the first time my 'update > check if <0.01' worked before 'finished' logic fired but after that the 'finished' logic would always fire first

maiden wadi
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Client really shouldn't be doing anything except "I started pressing this button" and "I released this button." to server.

versed sun
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the way you have it pluged into just Play, its starting at 1.3 sec

maiden wadi
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Press and release within a short time like 0.1 seconds can tell server to try to apply instant poison. Press and hold should tell server to start holding poison in which case then client's release should tell server to stop the poison.

versed sun
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and not doing anything but 1 pass thru Update , and going to Finished

trim matrix
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I think the poison is working ok it's the animation side of things that are messing up

versed sun
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Yes , plug it into Play from start

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and it should do full thrust

maiden wadi
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It would work much cleaner if the server was able to tell the client what it thought the client should be doing. Less cheating as well.

winged sentinel
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so im trying to make a spawn point for my player (so i can use multiple childs of my character) and I cannot figure out how toi get it to work in multiplayer

simple trench
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I have my enemy character firing a gun and it creates a projectile when it fires. The projectile will only fire +X and no other direction even when my enemy is facing another direction. anyone have an idea what is causing this?

trim matrix
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can you change the playrate of a timeline while the timeline is playing?

maiden wadi
winged sentinel
maiden wadi
winged sentinel
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surpisingly this works, except i keep falling thrru the ground

maiden wadi
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Might be the PlayerStart's location. I usually move them up and tap End to put them on ground.

winged sentinel
maiden wadi
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Do you have a PlayerStart actor in your level?

winged sentinel
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yes

maiden wadi
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Hmm. May be the function. Try a GetActorOfClass, that's all that function does at the start anyhow.

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Oh, yeah, it won't get the playerstart if you don't input a name in that. Goes on to do other stuff.

trim matrix
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Well I'm back to square 1 but at least I managed to simplify my code a bit. Still same issue tho

unborn maple
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any idea how to stop the snap to mouse cursor of the rotation of this pawn. any time i turn or move my cursor the camera goes bezerk

winged sentinel
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i tried to do this but doesnt work so well lol

maiden wadi
winged sentinel
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gotcha

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adding a cast to my parent player bp allowed me to connect the return value to the in pawn on possess

faint pasture
winged sentinel
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each item in that array is definitly a child of bp_fpscharacter class

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oh i see

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well yes but that would spawn the parent class and not the child

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I essentially have an array of characters i want to spawn

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and the return value wont connect with In pawn anymore after I attach the random node

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so i want to assure the spawnactor node that it will always be spawning a child of my base characyer

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if that makes sense

faint pasture
winged sentinel
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interesting i had that originally and it wasnt working but ill give it another go

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the cast keeps failing and im 99.8% sure im spawnig from a child class

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i set the array right here

faint pasture
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Why are you doing all that. Just make a variable AllowedClassesArray

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Youre appending to the array not setting it.

steady orbit
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I cannot make a proper team selection screen cause of this shit.

winged sentinel
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and i cant get it to work right

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i had it working then idk what happened i screwed something up

steady orbit
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Yeah nobody understands this issue I’ve brought up

faint pasture
viscid arrow
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i have an issue where if a actor is found in a spawn collision it won't register the actor as in the collision

winged sentinel
steady orbit
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winged sentinel
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I dont need to append anything

winged sentinel
steady orbit
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Still. Nobody cares.

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Idk how this isnt affecting more people.

zealous fog
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Probably since its an easy manual fix (not saying that's an excuse but it's a reason)

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Quite annoying but yeah

steady orbit
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You talking about my issue?

zealous fog
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Yeah

steady orbit
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How do you fix it?

zealous fog
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Set the rotation manually

steady orbit
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Doesnt work

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I’ve tried many many things

zealous fog
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Tried this

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The solution was simply implementing the spawning logic inside the overridden Choose Player Start function. This issue originally occurred in a larger project, was easy to replicate and a blank third person template project. Moving the script into the appropriate function instead of running it as a custom event fixed the error in both projects.

steady orbit
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I wouldn’t be here acting a fool if it wasn’t my last resort.

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The issue is you can’t add new inputs or outputs in these override functions. So implementing teams or other custom logic won’t work well.

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Wait. Maybe I’m thinking about this wrong

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I guess I’ll try a different approach

zealous fog
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Sorry 😞

steady orbit
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You see the issue?

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Back to square 1 lol

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Wish I could have a clean gamemode without all the bloat

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Gamemode base is still too fat

rigid fractal
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a collision object type of interactable? where can i find this?
because from what i have seen, for the collision box works, it needs to have one on the character and another on the object, i guess there is another better way

zealous fog
devout pivot
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how do you get a reference to the landscape and landscape material in other blueprints?

winged sentinel
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im gettign that shit now

steady orbit
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Right

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I know why it happens

winged sentinel
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onlny in multiplayer

steady orbit
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The default gamemode base has a function that calls every actors begin play. So it overrides anything you do.

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Shit design

high yew
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my UI button wont work till I press it a lot.

minor pagoda
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Hi, does someone know how would be the proper way to implement an inventory slot that calls a "Use" function to any item added on it? Using interfaces?

twin shale
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Hey, I've got a guy making a lot of house models using some modular static meshes. I currently have model types in a blueprint that swaps the static mesh based on a drop down menu, nested inside a parent blueprint that contains all the elements for a single house. I want to allow them to quickly swap out static meshes off a drop-down menu, but the current solution would result in hundreds of thousands of child actor components by the time the dust settles. I can't imagine this being anything but a drain on performance. Is there a better way to get this functionality in a blueprint? I've been googling around but I cannot seem to find the right keyword to get me pointed in the right direction.

minor wolf
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is it possible to have a blueprint class variable's default value be the value of another variable unless set? like if i have current health and max health, id like the current health to be max health initially, unless its manually set in the derived class

sturdy garnet
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what would i covert it to? i know its not text

spark steppe
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1/maxhealth * health (if you want 0-1 range) or remap value node

minor wolf
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convert?

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i dont think thats an answer to the question i posted

spark steppe
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yea that was for kai

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child actor components aren't that much of a performance impact on runtime as far as people told me before

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just get sure that they are static

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another approach could be to convert those actors on their own by destroying all the child actors and creating static mesh components for each mesh

spark steppe
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and copy over the mesh setting

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now that was for you @minor wolf 😄

minor wolf
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sorry i dont understand how that applies

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im just using normal variables inside a blueprint class

spark steppe
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nvm, that was for @twin shale

spark steppe
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you could in your construction script go with something like if(health == 0) health = maxHealth;

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to avoid ending up with a 0 health actor

twin shale
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@spark steppe Oh I suppose that's easy enough to do. I figured child actor components would be move overhead because they seem to have a lot more parts per object, but maybe you're right. I can spawn a bunch and see what amount crashes my editor lol

minor wolf
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ye its not a terrible solution but the code im translating allows for nullable member variables, so it just checks if the current health is null, and if it is, set it to max health. i cant do this in blueprints or C++ without adding an extra member bool to say whether they set the health or not

spark steppe
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if it's nullable you can totally handle it in the construction script, oh nvm, the source has nullable values

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they also exist in unreal cpp, but i'm not sure if that can be exposed to BP

rigid fractal
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guys, how can i do this?

earnest tangle
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You can just give the player a collision sphere or box and use that, yes

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Or you can give the object itself the collision sphere

rigid fractal
minor wolf
novel rock
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How do you make screen modes work???

trim matrix
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how do I create a reference to an actor, that doesn't have a BP, in GameState?

dawn gazelle
trim matrix
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indeed

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lol

dawn gazelle
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It's a C++ class?

trim matrix
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no

dawn gazelle
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What do you mean that it doesn't have a blueprint?

trim matrix
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it's just an instance in the viewport

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like I drag it off the side

dawn gazelle
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An instance of what?

trim matrix
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camera

supple dome
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you cant have a reference to something in world from blueprints

dawn gazelle
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Create a variable in the gamestate of type "Camera Actor" I imagine. You can then try and get its reference in a few ways... Fast and dirty would be to give the instance a tag and do a get actors of class with tag.

tawdry surge
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@supple dome that's not true at all

trim matrix
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ok

dawn gazelle
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Then set its value in your variable... Can be done on begin play.

supple dome
trim matrix
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okie

supple dome
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a package cannot reference something from another package

trim matrix
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thank you

supple dome
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you have to get it dynamically

earnest tangle
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You can get a reference to it at runtime, but you cannot have a direct reference to it. Only level blueprints can directly reference actor instances that are in the level

tawdry surge
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Unless you pass one to it from the level blueprint

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Or get all actors of class

earnest tangle
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Yes, this is getting one at runtime

supple dome
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or the other 500 methods yes

still delta
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Hey guys, quick question: Is there a way to change the appearance/style/location of "Print String" into something other than the default blue-ish text that appears on the left side of the screen?

earnest tangle
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If you expand the node from the little down arrow icon it has some additional options

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But it's only a debug helper so if this is for game-related text display you need to do something else

still delta
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oh i see, like essentially create a widget or something to display said string and go from there

earnest tangle
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Yep

still delta
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tyvm! I honestly never thought to click the arrow so i had no idea x)

foggy escarp
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If you only have one, then you can use the node get all actors of class, then drag off with get a copy.

willow cedar
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In Blueprint, is there a super easy way to just set a limit for max Velocity a player can move?

maiden wadi
willow cedar
high yew
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how do I get a blueprint debug object

novel rock
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Figured out what the problem was. "Check for Command Line Overrides" needs to be unchecked.

crimson ether
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Hi! Can anyone help me with collision settings?

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I have this spline mesh that detects overlaps with these speheres. My character is supposed to go through the mesh... The collision is working fine for the overlaps but it's blocking my character

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I've set the collision "query only"

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in the construction scripy

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script*

high yew
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how do I get one of these in my blue brint

crimson ether
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and tweaked the mesh's collision settings but I can't seem to figure out the problem

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or I might have missed something

crimson ether
viscid arrow
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i have an issue where if a actor is found in a collision, when it spawns it won't register that the actor inside the collision

glossy remnant
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@viscid arrow I think the actor would need to exit then reenter the collision box to register?

tawdry surge
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@high yew If it's a spawned actor you will have to hit play and select a debug object after it has been spawned in the level

viscid arrow
glossy remnant
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@viscid arrow I am rather unskilled in the matter, but I made a BP, added a collision box component. I see under details it has an event option for "On Component End Overlap". That might help you with that part

viscid arrow
glossy remnant
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I hope it helps

crimson ether
tulip mason
crimson ether
tulip mason
main lake
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Is it possible to change the "Time" on the Set Timer by Event between each iteration of the looping ? Like I need sometime the delay to be X and if the timer is at certain point the delay need to be Y

flat coral
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I'd be very interested to hear if there's a better way, though

main lake
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but how do you set a new timer each time ?

flat coral
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Exactly like that, Set Timer By Event

novel rock
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Is there a better way to cycle up or down through identifying ID's?

flat coral
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here lemme get a screenshot for you, I just did this

main lake
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I think you didn't understand my question at first

flat coral
crimson ether
main lake
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Like when the time is under 10 it need to go at normal speed (1sec delay) between each iteration, and when it's between 10 and 15 (I use a modulo here to get those values) it needs to go twice faster (0.5 delay) between each iteration

flat coral
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Pretty saucy to be honest 😄

flat coral
main lake
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nope I can't do that

main lake
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I have a game with a day and night system where the day lasts 10 minutes IRL (12 hours In Game), while nights only last 5 min IRL ((12 hours In Game), and after each night a new day comes and it needs to be normal again while during night the timer should go twice as fast, and it repeats until the timer reaches its maximum

flat coral
flat coral
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Is it just like, if you click right you increment the value and if you click left you decrement it? Is that the extent of it?

flat coral
flat coral
main lake
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just set a shorter timer

flat coral
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Why not just have a boolean that's like IsNight and select the next duration based on that

main lake
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explain a bit more

flat coral
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words are hard, code is easy

main lake
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yeah that's what I need but why is it not set to "Looping" ?

flat coral
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It doesn't need to be. See how the event that it calls is itself?

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it's a one-time timer, but at the end of the code path, it creates a NEW one-time timer for the new time you need

main lake
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then I don't want that because it will reset the timer and I don't need that

flat coral
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it's less resetting it, more throwing it in the garbage and making a brand new one

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But who cares? What's the difference between using the same timer 50 times, and using 50 timers once?

main lake
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depends if it resets my timer or not as what I want is a timer counting the hours and minutes for each day and night and after 1 full day is gone (24 hours in game) it adds 1 to a "Day" counter.
So I will need to display that later on an UMG thing for the player to know what time and day it is.

flat coral
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Honestly if you want that jsut fuck the timer, store the start time of the day and do the lil math each time

main lake
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tell me more

flat coral
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here lemme find an example

main lake
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because I'm doing a bit of math already with modulos to guess if it's day or night from 1 variable called timer

flat coral
main lake
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I have the boolean too that I set to true or false depending on the result of the modulo

flat coral
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Why not just flip it each time?

main lake
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what do you mean ?

flat coral
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Like end of the day you set IsNight=true then end of the night you set isNight=false

main lake
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but the question is how do you tell from 1 value increasing all the time when it's day and when it's night ?

flat coral
main lake
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but the boolean has to be set to true or false at one moment, that's my question

brazen merlin
spark steppe
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and he does the exact same thing that diversity is already doing

flat coral
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yah I hate this lol

flat coral
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Fuck yall gonna make me make a whole blueprint for this example lol

main lake
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All of this is complicated because I can't use a While loop as it would be easier like in other programming language

brazen merlin
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thats kinda the point - learn how they set it up - dont just make it piece by piece, it's going to become an unfunctioning mess

main lake
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I don't understand the code above as I'm not used to unreal c++ stuff

brazen merlin
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i dont either, but there are bits that stand out

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that would help inform you how you should design it before making it

spark steppe
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it's not a great example

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solid 5/7

main lake
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I already thought about it but the part that confuses me is how to use the "Set Timer by Event" node and how to make it change delay at runtime

spark steppe
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it restarts after each cycle

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and as the bool flips with every run, it will run once as day, then as night, and so on...

flat coral
spark steppe
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not to mention that a while loop in another language isn't easier

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because it would block your whole thread

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so you would have to deal with threading, which raises a lot of other issues

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day/night cycle is kindergarten compared to that

main lake
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Look here's the beginning of my code

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The only part I'm trying to figure out is if it's possible for the "Time" input on the node to change between each iterations or not

flat coral
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Quick and dirty, here's a no-timers version

spark steppe
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honestly the timer version looks more sane 😄

main lake
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you can't pause the timer like that if I'm not mistaken ?

spark steppe
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i still think it's wrong to implement your own timer

flat coral
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ya but if you wanna do a lot of tricky shit like getting the progress or running it while paused this is more resilient

spark steppe
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have you looked at the engines timers that we recommended yesterday?

main lake
main lake
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It can't be paused so I can't use it

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and by paused I don't mean use the "Pause" node to really pause the game

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because I don't need to pause the game but only pause the timer

spark steppe
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weird approach

main lake
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why ?

spark steppe
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why would you pause the timer but not the game?

main lake
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Because in my game there's a minigame part, when players are in a minigame, I need to pause the timer and start it again when the minigame is over

spark steppe
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is everyone in the minigame when it happens?

main lake
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yes

spark steppe
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why not switch worlds then?

flat coral
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You SHOULD switch worlds for sure

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The cool thing about manually setting start / end time in my approach is you can rebuild that state entirely when you need to

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just take the time you spent in minigame, add it to the Phase Start Time, and boom the math works

main lake
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Phase Start Time ?

flat coral
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look at the coooooode

flat coral
main lake
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Let me try that

waxen knot
#

hay me and my team are trying to put shooting into our new game but the bullets keep going off the the left can anyone tell me whats going on?

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here is the blueprint we are using

main lake
flat coral
main lake
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Nope because It's not my code and using a Tick() I feel unconfortable because it's based on the tickrate and I need the print to only display every 1 sec

faint pasture
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@main lakeHave one source of truth for what time it is. Should be a replicated int or float on GameState. In its RepNotify, apply the changes to the world based on the time.

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We've told you how to do this a bunch of times lol

main lake
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Everyone is telling me stuff but different stuff and I'm trying to grasp my head around

spark steppe
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really replicate a timer int each tick?

main lake
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there we go x)

spark steppe
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if the engine pretty much provides synced times

main lake
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I knew I shouldn't use a Tick()

flat coral
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I'm here to help, but I don't have any kinda warranty on this shit 😛

faint pasture
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@main lakeYou're the one who needed time to pause in minigames right?

main lake
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yeah

faint pasture
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Do you at least have a replicated Time variable working correctly and pausing during minigames?

main lake
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I think I had that but not anymore

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This timer variable was the one I only wanted to sync and each client do the calculation for the timer after that

faint pasture
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thats the whole point of GameState

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The state of the Game

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CurrentTime and bIsInMinigame are states of the Game

main lake
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Why the boolean can't be in the Game Mode ?

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I'm still confused on those things even if people explained to me the difference

faint pasture
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It should be this simple. Boolean can be in game mode if clients don't need to know about it but that's up to you.

main lake
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nope you forgot the main problem

faint pasture
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For not updating time when in minigame

spark steppe
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😄

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at this point you should be able to add a solution for your main problem

faint pasture
spark steppe
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5min night, 10min day

faint pasture
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Does the raw time value matter at all?

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like is it converted to hours?

spark steppe
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no

faint pasture
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you can just remap it then

main lake
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your "Set Timer by Event" is running all the time once per second, and I need that to be different depending on the night and the day (the night goes 2x faster) than the day so the "Set timer by Event" Time property need to be at 0.5 when it's the night

spark steppe
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you can just send %15 result

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and figure out on the client if it's day or night

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but he got that explained yesterday, i thought it snapped

faint pasture
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Whether it's day or night can be handled in the repnotify or you can speed up and slow down the timer, whatever you want

spark steppe
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you don't even need to speed up or sync day/night state

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you can just figure out on the client

main lake
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Damn at this moment I start to regret on why I wanted to become a programmer and not a farmer

spark steppe
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a gameday is 15minutes, so just send that information, the client's can do the math

faint pasture
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I would do time by a float BTW

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0-1 being a day

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call 0-0.3333 night

spark steppe
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the time information could be a smallint 😄

faint pasture
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and 0.3333 - 1 day

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it really doesn't fucking matter, its a couple bytes a second. Just make the thing work

main lake
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I need to know if it's night or day in the server too because I need to detect if players are in a certain zone at a certain time

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You're confusing me even more with those things

flat coral
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dude you have all the pieces in front of you for sure. There isn't some cool trick you're missing, we've shown you like 3-4 viable ways to track time here

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You have to take these pieces and build the thing you want.

main lake
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That's what I tried before and you saw the result

flat coral
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You gave up.

main lake
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and giving me this much informations and differents pieces doesn't help me understand

faint pasture
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Now day is twice as long as night

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assuming all you care about is the state of being day or night

#

if you care about the actual time like 4:15 pm then you'd do it a bit differently

main lake
#

I do care about that too

spark steppe
#

xDDD

#

thats news

main lake
#

because people need to be in certain zones between 2 hours

#

like players need to be in Zone A between 8 AM and 9 AM, if they're not in it they get a warning (red cross) after 3 warning they get punished by being sent to jail

#

and I have different zones and different times where people need to be on those zones

flat coral
#

It seems to me you've got a LOT of requirements for your time system and I think you need to become an expert on time bullshit because you're going to have to custom build it

main lake
#

Yeah I need to become einstein and rediscover time

flat coral
#

it also seems to me like this is gonna be a big part of what makes your game unique? Which, if it were me, would make me hesitant to share any part of it with strangers.

main lake
#

I had this feelings when I started developing games, but now I'm over that as long as you don't have all the infos for my games it's all good for me

spark steppe
#

i think people where aware of time before einstein

flat coral
#

What I'm saying is, the closer something is to the HEART of your game, the more you should be an expert on it yourself and not trust any of us internet idiots to hand it to you

faint pasture
#

Now time goes twice as fast at night

main lake
#

It's not like I came asking without having tried anything before like I tried multiple things but got stuck and came here to ask 🙂

flat coral
spark steppe
#

he will fail soon or later anyways if he doesn't understand it

main lake
faint pasture
sour seal
#

i dont want to interrupt the people already getting/giving help. but i do have a question about where the hell i can put my sound cue. just a bit of sound for the player to hear that they got the kill in my online multiplayer game. I also need to know where to put my oofs and ouchies for the player as well. if anyone wants to take a peek, feel free to DM me and ill send some screenshots of my spaghet------ I MEAN MY TOTALLY ORGANIZED blueprints.

faint pasture
#

tune the numbers to taste

flat coral
#

Just toss that into a BP along with whatever other logic

faint pasture
#

IDK what you're wanting your int to be, you can make smaller steps more often or larger steps less often to end up with the time lengths you want

sour seal
#

im talking about where to put the node in the blueprint code

flat coral
spark steppe
spark steppe
sour seal
#

yea, i have a 2d sound, just dont know where within the logic it should go

faint pasture
#

Kill detected -> play sound

spark steppe
#

minecraft has that awful sound playing mechanism at locations

#

where it plays sounds where the pawn is currently standing -.-

faint pasture
#

Depends on if it's meant to be a UI or world sound

spark steppe
#

yea, but it doesn't move with pawn

#

so if you have a 10second sound and move, it will get quieter

faint pasture
#

COD noscope xXx_420jOkEr69_xXx hit pings would be a UI sound.

#

if you're playing a 10 second sound on kill you have problems already lmao

#

if it's meant to be a death moan then play it attached to the dying thing

spark steppe
#

UUUUUUUUUUUUUUUUUULTTTTTTTTTTRRRRRRAAAAAAAAAAAAAKIIIIIIIIIIILLLLLLLLLLLLLLLLLLLLLLLLl

sour seal
#

so far, none has worked and im wondering what im doing wrong

spark steppe
flat coral
#

put a breakpoitn on the sound play and make sure you're hittin it

sour seal
#

this code handles both my character and other characters. im pretty sure? its been a while and i had a lot of help with it

faint pasture
#

@sour sealProtip, learn to love Onreps

#

if you onrep bIsDead

flat coral
#

I was about to give you shit and then I remembered I have a death BP that looks like this

faint pasture
#

you can just handle all the "do this stuff when you die" in it

sour seal
sour seal
#

so, it would likely be in that stuff?

flat coral
#

but honestly half that shit is just ragdolling every component

sour seal
#

i fucking love ragdoll

spark steppe
#

doesn't the node accept multiple variables as input?

flat coral
#

not as far as i know? I'm even doing half the components with a loop

spark steppe
#

i'm not sure either, not every node does allow it

#

may only work for targets?

faint pasture
flat coral
faint pasture
#

For killing our robot enemies we just disable all constraints and ragdoll it, it just busts apart.

sour seal
#

i think that shit is all in my hug

#

hud

#

hmm

#

ehhh maybe

trim matrix
#

how come when I put my gamestate into the world settings it overwrites the things I did for my players?

#

when I put the gamestate into the thing I cannot move my player but if I put the default state I can

sour seal
#

because code is hard :\

trim matrix
#

you are not wrong

remote meteor
#

If you use a game mode base, you need to use a game state base

#

You dont expect to use petroleum on a electric vehicle

gentle urchin
#

But i cant find the electrical pump

#

The one that pumps current ⚡

willow cedar
#

How do I preview a different animation state like Jump, instead of Idle run?

fair magnet
#

Hey guys. How is loading something out of a savegame being handled in Multiplayer?
For example my players have different colors. How do I let everyone else know what color Client X has?

#

I tried loading the color into playerstate but that's just throwing errors at me

remote meteor
#

abp is a realtime thing in the editor, change this transition to true and it will react accordingly

remote meteor
fair magnet
#

Yes that's the problem lol... the clients can choose their color... so it probably needs to reach to the server telling its color then telling everyone else

remote meteor
#

client player state tells server player state color change

#

server player state tells server game state this player's color has change

#

server game state tells the server player state and respective client player state has changed color

fair magnet
#

I get that... it's not a problem but how do I get local data from a client to the server...
In the playerstate it's currently getting the save file then pulling the color out of there. But then it would be the host color for everyone

remote meteor
fair magnet
#

Wait so... I don't even have a game state yet :o do I really need it?

remote meteor
#

using the run on server type of event node

fair magnet
#

Atleast not a custom one

remote meteor
#

hm probably no need for this

#

i think on your local client you do a run on server event

#

then multicast it on the server

fair magnet
#

Rep notify applying the color

remote meteor
#

then your rep notify still needs to broadcast it to the other clients

#

communication has to be client<->server

#

cant client to client

fair magnet
#

What? Rep notify automatically updates any client that differs from the host

gentle urchin
fair magnet
#

I'll let you know once I get to trying it out (and don't fail in remembering)

remote meteor
#

🙏 good luck sometimes i still need to wrap my head around this for awhile

fair magnet
#

I just haven't worked with replication in a while and forced doing something with the authority node but that's obviously not it haha

gentle urchin
#

Whenever i delve into replication i just get a fresh reminder of why my game is singleplayer 😛

#

Never worked with it enough to properly grasp it. Sure, managed to 'hack' some things together and it worked for a 4 party team, but it sure wasnt pretty

fair magnet
#

It's quite easy once you remember the relations

#

Like when to be where

gentle urchin
#

yeah i suppose

#

like most things

fair magnet
#

Essentially what I'm going to do is asking the client for a value (since it's a color I'll always get something back) and apply whatever is being returned by it

gentle urchin
#

Wouldnt the server know the color

#

And send to the player?

#

Erh, cant tag admins?

fair magnet
#

Without being connected anywhere

#

So... no

gentle urchin
#

Yeah but thats pre loading ?

#

Wasnt this multiplayer loading question?

#

In a lobby the client would tell the server when it changes color

#

Then on loading map server tells the players which colors they picked

fair magnet
#

There is no lobby

gentle urchin
#

Ah, pre connection

#

I see

fair magnet
#

Who said smth about a lobby lol

autumn shard
#

Hi, I'm trying to make an acceleration effect to my controller (a turret), but I have no idea how to reset the acceleration when I release the input, any idea?

gentle urchin
#

Nobody 🪨

autumn shard
fair magnet
hardy sphinx
#

does somebody know how to fix this problem. I cant event imagine what is it

hallow minnow
#

is there a trigger event like "OnActorOverlap",
like "while something is in the trigger" do this?

gentle urchin
#

There is a trigger actor

#

Which is just an actor with a collision volume in it

hardy sphinx
hallow minnow
#

sry i dint reply to your question if you tought so?

#

i need a trigger but not with OnActorBeginnOverlap or OnActorEndOverlap, i realy mean OnActorOverlap

#

like a while loop checking if something is in the trigger

gentle urchin
#

Wouldnt that just be while it has started overlap, and not ended?

#

So you could start a timer on beginoverlap, and end it on endoverlap

#

Or enable tick or whatever you need to happen

hallow minnow
#

for example (with OnActorBeginOverlap and OnActorEndOverlap)
if i put 3 cubes in the trigger then take 1 cube out
a light would turn on when the first cube enters and turns on when the first cube exits but there would be still 2 cubes in the volume...

gentle urchin
#

Youd need to store them in an array

#

And remove on end overlap if all cubes (or your criteria of choosing) are removed

hallow minnow
#

ok

#

just tought there was a simple solution like in hammer editor, there is OnStartTouch, OnEndTouch and OnTouch, they should add that :/

gentle urchin
#

There's also an "isoverlapping" check i believe

fair magnet
#

Quite easy

gentle urchin
#

Sounds wastefull.

fair magnet
#

Alright... then just disable tick if there's none overlapping actors

gentle urchin
#

Whats the point of tick in this scenario?

#

You already have the event triggers coming in and out

fair magnet
#

He said WHILE

#

So... tick

#

Ohhh I misunderstood

gentle urchin
#

..

#

Welcome aboard capitan 😄

fair magnet
#

Still no need for array...
On end overlap get current overlapping actors if <= 0 turn off

gentle urchin
hallow minnow
#

yea a tought for a counter too but would like if there was just a OnActorOverlaping...

gentle urchin
#

Get current overlapping actors is an internal array,

#

sure. could use that.

fair magnet
#

See... why not use what's already there

gentle urchin
#

Depending on usecase, it wont always suffice for custom filtering.

#

If it does, sure, use it.

fair magnet
#

What do you wanna filter tho ?

gentle urchin
#

Could be anything

#

tag?

fair magnet
#

Like enemies

gentle urchin
#

does the actor have a specific tag

#

internal array wouldnt handle that by default,

#

but sure, you could check all overlapping, and check if any of them has the tag that way

#

loop di loop

fair magnet
#

As I started unreal I were afraid of arrays cause I didn't understand them... now I do... and I love :o

gentle urchin
#

Arrays are great for many things

#

I had the same experience with Maps

#

TMaps is more like it

fair magnet
#

Procedual menus !

gentle urchin
#

Procedural anything 😄

fair magnet
#

For real procedual menus are in sane

#

Like you drag the button in

#

Done

#

You just made a fully functional animated button

gentle urchin
#

Wouldnt that just be in the button widget? 😮

#

making a button template really

fair magnet
#

Now think of it that way... let's say you give your button an animation... a fade per se

#

It would play every button the same time

gentle urchin
#

Only when triggered

#

Clicked, f.ex

fair magnet
#

Sec

#

I'll show u

gentle urchin
#

If its combined animation stuff (like the entire menu animating each button in some sequence) then yeah you'd need some array ^^

gentle urchin
#

yes exactly ^^

fair magnet
#

Super complex stuff

gentle urchin
#

pretty nice

fair magnet
#

But once set up super cool

gentle urchin
#

Using a decorator class?

#

nah that wouldnt work i guess

fair magnet
#

What is that?

#

XD

gentle urchin
#

cant stick a widget inside another widget in a main widget :((

#

would need to be slate thingy i suppose...

#

In your scenario you have some arrays and loops and stuff right ?

fair magnet
#

Many

gentle urchin
#

Imagine that the VerticalBox had this animation type inside itself

#

so it could animate the children procedurally

#

just like you've done it

#

you could build up fancy menus by just wrapping them with the "VerticalBox_Animated" panel,

#

and set its animation details in the settings panel

#

Animation direction, speed, sequential delay and so on

fair magnet
#

That's a tiny fraction of it

#

The box is not animated no

#

It's the button

gentle urchin
#

yepp got it

#

pretty cool.

fair magnet
#

I would give you the entire thing

surreal peak
#

Is the "WithPause" version your own or new?

fair magnet
#

I made that myself

surreal peak
#

Just randomly saw this. Not that I ever had a use for it, but looks useful

gentle urchin
#

handy macro for sure

#

surprised its not in the default library

fair magnet
#

It essentially just doesn't proceed on its own and the second input exec just skips the index reset

gentle urchin
#

but then again, many of these handy ones are not

surreal peak
#

Yeah I would probably end up just coding the actual logic, not thinking about a macro.
I think in my past 7 years or so with UE, I made like 5 macros >.>

#

Not that macros are useless to me, I just never think about them

gentle urchin
#

Same, tend to forget about them tbh

fair magnet
#

I use it always if I have my array being processed too fast or if I need to wait for anything to happen

surreal peak
#

The Reverse one is missing :D

remote meteor
#

same, i hardly have any macro used

gentle urchin
#

I hardly ever go reversed xD

surreal peak
#

And whenever that is a thing, I'm usually in C++, but it's useful in BPs too

#

Annyyyway, I'm derailing your conversation!

gentle urchin
#

Exactly

gentle urchin
#

o.O

surreal peak
#

Honestly, I don#t think there is a right or wrong way with macros

#

They are chaotic either way

remote meteor
#

as long it works 🤷‍♂️

gentle urchin
#

ye

fair magnet
#

Mine is basically the ue4 one but different

#

I just cleaned up that mess

surreal peak
#

They both do the same, just Squize uses one Local Var instead of two

#

And since Performance is not a point when using BP Macros (cause if we need performance, we use C++ kappa), it doesn't really matter I guess

gentle urchin
#

yeah the diff in performance blew my mind

fair magnet
#

Wonder why they don't give us a cpp for each :o

#

Is it not possible ?

gentle urchin
#

for (auto& Elem : Array) ?

#

Isnt that for each ?

fair magnet
#

Yea but as a node

#

Like why is it a macro

gentle urchin
#

ohh

#

yeah true

#

not sure it'd be any difference in performance tho?

#

according to some vid i watched it was how the "bp wires" worked that was most of the cost in bp?

#

Don't really know much about it so don't quote me on it 😄

fair magnet
#

Ohhhhhhh

#

Shorter Wires = Faster BP kappa

#

That's also the reason why cpp is so fast... cause there's no wires :D

#

I've seen ue4 crash cause there was too many comments

#

Oh @trim matrix do you maybe know why for each is a macro and not a cpp function ?

#

Cause I'm a thinking about the most useless things the most

#

By now you should've noticed that

#

But there is this array wildcard specifier for functions

#

I usually don't read source because I'm not that far that I could understand it

#

Like if I tried looking at it... my brain would make exactly this face

#

It's trying to hide its pain

#

Do not let it fool you

#

Literally went out for editing it

#

11/10

eternal reef
#

Perfection.

fair magnet
#

There's barely anything known about them

#

"I feel lucky" -Google

trim matrix
#

Hi, I've done a game in which there is a video that is displayed. It works fine for me and works packaged too on my pc but when I try it on another pc the video is just a black screen. How to avoid that ?

sturdy herald
#

Hello. I have a control rig for a robot which will controlled by the player with a widget. I have IK and FK, but when im switching between them i have a problem: especially when im switching back to IK then the bones will get a transform (based on the IK calculations) but i need to avoid this. The funny thing is, that there is a little movement just by changing the bool to True or False. Here is a little video.

remote meteor
#

you either want to loop from entire another array or you want to reverse your loops

#

else that aint going to work

sturdy herald
#

Yeah, as IAsaka said, u need to reverse, because when u deleted the child, then the grandchild will have not parent (or parented to the original, but the loop wont see it) so u need to used a reverse loop.

remote meteor
#

You need to ensure your video source file are actually being packaged in the game

earnest ridge
#

Hey guys, I have a sky sphere BP with custom colors to make a night scene and I have a function that modifies the colors of the sky sphere at runtime on a certain overlap. The thing is, when I simulate the game and the actors overlap, the colors of the sky sphere do not modify

#

Do you guys have any idea of why this doesn't happen?

#

These are the two parts I'm using to modify the sky sphere

remote meteor
#

you want to disable the Color Determined by Sun Position if you need custom colors

earnest ridge
outer pewter
#
  • I have an inventory with few slots inside a uniform grid panel, when i hover over an item it shows a description above it.
  • when i put that uniform grid panel inside a scroll box i wasn't able to see the description when hover over the items anymore.
sturdy herald
keen wedge
#

Hi all, I have a first person character in a game where we have a set of "arms". I have some code which is enabling the player to pick things up, but I'm havint a few difficulties..

I have a joint on the palm of each hand (X axis facing out from the palm), and then on the objects that can be picked up I've added a socket in the location that I would like to be snapped to the joint. So, as an example, there's a mushroom which the sockets is on the stem of the mushroom, and there's a bottle on which the socket is on the neck of the bottle.

One of the biggest problems I've having is being able to get the sockets in the right place. For the bottle, the neck is 35 units from the pivot, but I have to set that to be negative 35 in order for it to appear in the correct place? I'm also trying to do the same approach for a book, that need some rotation to make it look like its being held correctly, but I'm literally constantly guessing, going back, changing it, going back, changing it, going back, there doesn't appera to be a way to "visualise" how it will be positioned. This leads me to wonder if my approach is wrong?

I'm assuing the AttachToComponent node, based from this tutorial (https://www.youtube.com/watch?v=RJ2nVWhQV1I). In the tutorial, he isn't adding sockets to the "things" only to the skeleton itself, but that doesn't work for me as I need the "things" to be picked up at certain points, not the pivot.

There is a Preview Static Mesh setting for a socket, but it obviously wont allow me to add the skeletal mesh for the arms.

Oh, and if I scale any of the items that I've set these sockets up on, that screws the pooch too, as they then all seem to be in the wrong places, as if the sockets have been affected by the change in scale 😦

Can anyone suggest a better way of doing this, or point out where I'm going wrong? Its driving me nuts now 😦

This tutorial shows you how you can attach a item to a character. In the video I use equipping a sword and shield as an example. This process can also be used for all manner of other objects such as guns, backpacks, and hats. Sockets are used as the basis of the implementation. Hope you enjoy! Thank You.

▶ Play video
keen wedge
waxen knot
#

so Im trying to add shooting to one of my games but the bullets keep going to the left no matter where I go can someone tell me whats going on?

#

heres my code

keen wedge
# waxen knot heres my code

What are you using to "move" the bullets, it might not be the "spawning" thats the issue, but what happens after etc. From what I can tell in your screenshot, you're setting the rotation to the direction of the static mesh, I'm assuming thats the player. I think there are other nodes like "GetForwardVector" (or similar).

keen bay
#

Get Actor Forward Vector

waxen knot
#

I did that but it just spawns them in the middel of the map but the rotate with the player and when I use the get world location it spawns where I want it to but it still goes off to the left

keen wedge
waxen knot
#

moving

keen wedge
#

So, what are you using to "move" the bullet?

waxen knot
#

here is my bullet

keen bay
#

You could have an initial rotation on the bullet projectile, check that it points 'forward' (the X Axis)

keen wedge
#

The ProjectileMovement component normally takes a vector doesn't it? Somewhere near the bottom in the right hand properties side... whats the set to?

waxen knot
#

I dont know what you mean but see if you can find it here

dawn gazelle
waxen knot
#

oh ok I see it what do I set it to?

trim matrix
#

Struggling to find documentation on how to change input mic on Unreal Engine

keen wedge
#

So that looks ok, X is typically "forward" by default I believe... I note you have those options ticked at the top, especially these

dawn gazelle
waxen knot
#

I have that set with initial speed

#

now its going right

celest oak
#

i have a full anim bp, but i just made a new animation for when the player has a different weapon, i dont want to animate the walking cycle again. is it possible to use the legs of the walking animation while still using the upper body animation?

waxen knot
#

got it the scene was going to the right now its working thanks guys

tawdry surge
keen wedge
molten tiger
#

Hi,
I did changed an actor (BP) parent class by a child of the old parent (both C++) (so i made a new in between class)
if i spawn the actor (BP) all is correct
if i spawn The child (BP) of the actor (BP) it call the constructor, all components are valid, but after that all the components inited in the constructor are rested to NULL ...
(hard to explain sorry hope you get it)

versed sun
versed sun
keen wedge
versed sun
#

I can show you in screen share what I got if you want

gentle prairie
#

Hey guys, I am trying to spawn niagara on the right mouse button, am I passing the variable name correctly here?

keen wedge
trim matrix
#

how do i add more text to this? I want to "/4"so my text would be 0/4

trim matrix
#

thank you kind sir

dawn gazelle
#

You can then define variables within the format using things like {number}

remote meteor
#

{Current}/{Max} something like that

trim matrix
#

i want it to print out 0/4

#

but its only printing out 0

hallow night
#

Just use append

trim matrix
#

how

hallow night
#

Integer to string

#

String to append

trim matrix
#

ok

remote meteor
trim matrix
#

Anyone know why this variable isn't registering if my character is in the air or not?

celest oak
hallow night
charred grove
#

hello guys

#

could i show someone the video of a game

#

so that yall tell me the best config for it?

#

im having trouble to copy it in ue4

#

ill send

#

the link

#

just a min

#

its basically clash royal in case yall know the game

#

but heres is the link

trim matrix
tawdry surge
#

@celest oak you can either blend animations together or keyframe unique full body ones.
I'm not really sure how you think you display either without a montage

charred grove
#

thats the game

hallow night
charred grove
#

could someone tell me a serie of tips and mini tutorial on how to get that?

#

i already got the battle arena, i did do the widgets and everything but the project messed up now im redoing it and i cant even do it idk whats happening lol

#

i wanna achieve a static camera, in which i drag from widget to deploy units

trim matrix
#

Oml Im such an idiot

#

Nvm lmao

#

Forgot to set the damn thing

charred grove
#

it will be released for phone at the end, but first i wanna make the game system lol

#

ight

#

but i saw a tutorial to make it static

#

but it leaves a grey ball as a controller

#

which i dont want to control anything with keyboard input to move

#

i just wanna drag

#

target view has the camera actor connected and a player controller

#

i dont want the player controller, but if i dont set it, then it doesnt even work

remote meteor
#

uhm

#

player controller is basically the client, you, you need atleast 1 to be able to do something

charred grove
#

but draggin units

#

the game is in the board,

remote meteor
#

you are seeing something through the player controller lol

#

player controller doesnt have to be wasd

charred grove
#

there is a grey ball in fron of the camera

#

that i move with wasd

#

i just want the camera to be static

remote meteor
#

which template did you start with

charred grove
#

without anything to move in front of it, just to point to the board in which i drag units

#

imma send screenshot

#

this is the camera actor pointing to the board

#

the camera is there under player controller

#

in the level blueprint

jovial charm
#

Whats the best way to have a firing system, from the crosshair or the barrel of the gun?

charred grove
#

and thats the grey ball

#

its there and i move it

versed sun
#

i think that gery ball might be a Default Pawn, or Spectator pawn

#

or something like that

charred grove
#

mmm yes let me check

#

yes it is

#

i added a warrior

#

lol so i just None it

remote meteor
#

this 2 to none

charred grove
#

i dont get the option to none spectator

#

okay so one more question

#

here, thos white and purple square think of them as if they were cards, and i wanna drop a soldier

#

when i drag and drop

#

the soldier always appears in the middle of the board

#

in the same exact coords

#

i want to be able to place it wherever my mouse is

#

here i dragged already, and soldier is fixiated there in the middle

#

this is the blueprint for dropping the actor which i dragged from widget, in event drag on cancelled..

remote meteor
#

500 is kinda too short

#

try 5000 or something

#

use the draw debug

#

and see where the linetrace lands

#

also i dont think mouse position works in a phone touch input

#

use the pointer event

charred grove
#

ight

#

ill try that

#

Thanks

outer pewter
#

i have a scrollable inventory but the description is blocked by the scroll box. what should i do?

remote meteor
#

Is ur description done within the item slot?

#

Or is that tooltip

outer pewter
#

within the item slot

remote meteor
#

Try doing it the tooltip way

outer pewter
#

whats the tooltip way

remote meteor
#

At the umg designer

#

When u select something in the hierarchy

#

On the righ panel

#

Theres actually some option to show tooltips

#

You can also customize the tooltip widget there but you can start by getting the description to show first

outer pewter
#

im so confused haha

#

idk where to find it

remote meteor
#

this one

#

assuming button is your visible panel

#

use the bind function

#

insert ur description there

outer pewter
#

but the description is generated based on what item is in the slot its not the same as always

remote meteor
#

yeah

outer pewter
#

its based on the txt variable

remote meteor
#

use the bind button there

#

create a bind function

outer pewter
#

i know. i mean im not sure how to convert that into this

#

since its 2 options when hoverd and when not

remote meteor
#

the hovering is done by the widget itself

#

you dont have to do anything

#

you just need to pass the actual text you want to display into this function

#

thats it

outer pewter
#

so i just add the text variable ?

#

like this ?

remote meteor
#

not the widget

#

ur text

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"Description : Allows you to do..."

amber rune
#

i have a issue, i have a box collision thing and if something is inside it i want it to start playing a aimation, but when something isnt inside it i want it to play it backwards, how do i do this

outer pewter
#

it is stored in that variable

remote meteor
#

yes, get it from that variable

outer pewter
#

same nothing happened

remote meteor
#

lol

#

get iteminfo

#

break it

#

drag the description into it

outer pewter
#

still

remote meteor
#

in which panel widget u placed this tooltip

#

do it on the button

#

also

outer pewter
#

i did it on the button and this happened

remote meteor
#

yes

#

you can try a lengthy word

#

and see if it still hides under the scroll box

outer pewter
#

but isnt it too small to read ?

remote meteor
#

if you like to customize the tooltip

#

create another widget just for the tooltip, then bind the Tool Tip Widget

outer pewter
#

i added more words but they are not showing

#

ohh thats helpful

#

i ll go check it out and stop asking you stupid questions haha thank you a lot

remote meteor
#

it should roughly works the same

#

if your tooltip is still hiding under the scroll box

#

then you might need to spawn the widget manually on top and adjust the location

outer pewter
#

i see thank you

celest oak
#

how can i replicate particles for multiplayer?

winged sentinel
#

is there a way i can use a wild card in a function library

pallid axle
#

does unity have shape casting?

#

I would ask in unity discord but I'm banned for inferring a 9/11 joke

jovial charm
#

Is a shooting function better from crosshair, or the barrel? Whats more recommended?

dawn gazelle
winged sentinel
#

to check if they valid

sturdy garnet
#

🤨

#

Toby

tawdry surge
#

There is a built in is valid function for array indexes @winged sentinel

#

Just check 0 is valid

winged sentinel
#

i do that

#

but i thought condensing it to 1 node would be more efficient

#

or cleaner rather

gentle urchin
#

Isvalidindex

#

Is an existing node

#

Just check if index 0 is valid

winged sentinel
#

so this essential

#

still gettign that

#

whic makes no sense

#

thats the whole bp, im pretty sure im checking to see if the array is valid when running it

dawn gazelle
#

If the array "PlayerDistances" doesn't have a value, then you're pulling a -1 on the get.

winged sentinel
#

Not player distance array

gentle urchin
#

-1 if no index was found in the min float array

#

I bet

winged sentinel
#

OHHHHH

#

I see

#

Makes sense

gentle urchin
#

Player distances having 0 entries

winged sentinel
#

Exactly yes I forgot that was hooked up to my player actor index

#

its all good now thanks!

gentle urchin
dusky harbor
#

Hello,
How could i play animation with my object. Normally i would do it with Timeline and Updating the Location of my object. But this time i have moveable object and the object hasn't static location. How could I do this animation with Timeline or something else.
Thank you in advance!

winged sentinel
#

damn it came back

#

switched it to that and its still there

maiden wadi
winged sentinel
#

this is the whole bp, its only an warning coming from here

#

everythign that gets those arrays are coming after i do the valid check

maiden wadi
#

This is your issue most likely.

#

That function is returning -1 for some reason.

winged sentinel
#

true but anything thats accessing it shouldnt be executed because itl return false if there isnt at least a 0 valid index

maiden wadi
#

Unhook the print at the end and try it then.

#

You're clearing your float array, and then accessing that function again long after your IsValidIndex is checked.

#

Oh. That wasn't a print. But this thing here.

#

You've already checked IsValidIndex and it passed. But then same logic line cleared the array and tried to access the array again.

winged sentinel
#

ohhh ya that was definitley it cuz i cleared it just before

#

thank you

dusky harbor
#

i did, i upload a photo if somebody doesn't know how to make animation from movable location to a static location

trail ginkgo
#

Bonjour

#

Y’a t’il un français ?

#

Pour m’aider

mortal heart
#

Execute Console Command doesn't work in shipping builds, any idea on how to fix this?

maiden wadi
#

Do the same thing the console command did without the console command, usually.

trim matrix
#

Can someone help me, I want to make a door system like fnaf 1, if the enemy is at the door and the player turns on the light, it will play a sound, and if the player closes the door, the enemy disappears

maiden wadi
#

Depends on the console command.

icy dragon
trim matrix
icy dragon
trim matrix
icy dragon
#

Because it's as simple as playing with events, but oh well 🤷

maiden wadi
#

Pretty sure they were trying to help. It's very hard to help someone without gauging how seasoned they are. If you don't know the difference between a float and an integer, this is a much longer discussion than some technical details.

trim matrix
#

people who just want to make a door system like fnaf, WHY IS THIS SO DIFFICULT?

icy dragon
bold wasp
#

That's how I feel right now trying to make something smoothly change to a new random value every second

icy dragon
icy dragon
bold wasp
#

Oh thank you @trim matrix FInterpTo was my missing piece

trim matrix
icy dragon
trim matrix
#

ok nobody here wants to help me with the door system, thanks for nothing guys

icy dragon
icy dragon
trim matrix
icy dragon
#

Majority of us do doors with Event Dispatchers and/or BP Interface.

#

Much more elegant and scalable than hardcoding shit in level BP.

trim matrix
icy dragon
icy dragon
trim matrix
spark steppe
#

this is going nowhere

#

that level BP doesn't have a single function 😄

icy dragon
spark steppe
#

maybe look into functions before dealing with interfaces/event dispatchers