#blueprint

402296 messages ยท Page 817 of 403

icy dragon
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Having monolithic level BP mess is just asking for trouble

spark steppe
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integer unless it's in a tiger

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@trim matrix do you want to know if a number can be divided by another without fraction?

dawn gazelle
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if it's in a tiger, you may as well float?

formal inlet
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Could anyone help me program a enemy melee attack? I've used a sphere and begin overlap to test it with a print string, but so far no result and I can't figure out the error

icy dragon
formal inlet
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We still have no animation ready, but should be a simple thing, maybe a curved attack or something the like

formal inlet
vague dome
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not sure if this is best here or #legacy-physics, but is there a simple way for me to add a "lag" to this force application (on tick)

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its a sail ship, and i want the force to ramp up and down based on the sail alignment (float input) as currently its pretty instant

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basically giving the ship more momentum and "weight" to its movement

versed sun
maiden wadi
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You just need an interpolated value.

versed sun
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I Havnt used Force much

vague dome
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@maiden wadi what would be an appropriate current value do you think?

maiden wadi
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Actually with the way that physics works, you should be able to add force without it being an impulse. The actor's drag and mass settings should keep it from jumping, and continual force on tick would speed it up.

bold wasp
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@trim matrix do you know if you can use FInterp To with a number of seconds to do the interpolation over

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The Interp Speed argument is not really well documented, what does it mean

vague dome
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what i would like to achieve is more of a slow speed increase and then a glide once you lift the sails at speed

maiden wadi
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Interpolate the sail power.

vague dome
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good point, i'll try that!

willow cedar
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Is there a way to get the math needed to see if the player is looking left or right based off the direction they are running?

faint pasture
vague dome
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ship is 10 ton right now

faint pasture
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What's your drag model?

zinc spoke
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How to move an AI in BT/update a target vector so that vector is updated while the AI is moving, while the target is also moving? The Move To Task has a "Track Moving Goal" function, but it only works with Actors, not vectors.

faint pasture
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A real ship will have drag increase and propulsion decrease as top speed is attained. If you're relying on drag only to enforce top speed then you'll need higher sail forces which will cause acceleration to feel too high at low speeds

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I'd still interpolate over about a 2-3 second window tho, that'll capture the "slop" in a sailing setup.

maiden wadi
maiden wadi
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You can transform velocity into the player's transform. If Y is negative, left, if Y is positive, right.

vague dome
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@faint pasture actually, i just started looking into the linear dampening, and playing with those values, it seems it was set way to high

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that makes a lot of sense now, i though linear dampening was just preventing sudden velocity changes, not slowing the ship down

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but setting it lower gives a much better feel to the handeling

willow cedar
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Using the value for Blendspace stuff

maiden wadi
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There is an Anim BP function for that, I never remember the name as I do it myself. But it's like Calculate Direction or something.

vital aspen
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does anyone here used grid panels. I keep getting 2 panels and I haven't figure out why in game

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I keep getting this white area coming from the grid panel.

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can someone tell me what I'm doing wrong. I'm trying to do this as easy as possible.

maiden wadi
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Nothing you've shown will do that. What are you adding to that grid?

vital aspen
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Just these parts of the Blue Print

maiden wadi
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Why didn't you clear children on the Construct event?

vital aspen
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I do

last abyss
faint pasture
vital aspen
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Yes, I know, I did have it setup like that. just didn't make any differance.

faint pasture
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It's pretty much Velocity = Velocity x (1-Damping)

vague dome
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yea, thats a good idea it seems, not having much luck with it

vital aspen
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doesn't matter. same result

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Looks like it's giving me too many storage slots. It should only have 10 slots on the left hand side and it's giving me 20. and it shouldn't be do that.

gentle urchin
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Isnt it reading from the players inventory?

vital aspen
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no. I made something different.

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The 1st 1 is the players inventory and the 2nd 1 is the inventory for storage.

gentle urchin
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Nested loop ok

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Sure its not ment to be connected to completed

fair magnet
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what's the difference between... "number of slots" and "number of storage slots"

vital aspen
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by 10. The player starts with 20 slots. The storage is a chest and it only has 10 slots.

fair magnet
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and why exactly do you want to create 10 slots per player slot ?

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o-o

vital aspen
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bingo, fix it. thanks

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this is how it should look

fair magnet
vital aspen
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now to learn drag and drop

fair magnet
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Good luck

vital aspen
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Yes, I know, what a pain

versed sun
charred grove
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hello anyone to make friends, so i can ask special questions on my project?

subtle valve
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Hi, I have data assets that reference blueprint classes. These blueprints have large meshes and textures, and when looking at the size map for the data asset it is huge because of these references. It's at the point now where the editor is crashing with a stack overflow when I try to open it, unless I remove blueprints. Does anyone know how I can maintain these references in the data without the data asset size skyrocketing? I only need the data to reference a blueprint to spawn it.

maiden wadi
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SoftObjectRefs

subtle valve
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@maiden wadi ok so instead of TSubclassOf<AActor> I'm using TAssetSubclassOf<AActor>, is that correct?

maiden wadi
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TSoftClassPtr<AActor>

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Or TSoftObjectPtr<AActor> Whether you're pointing to a class or an asset.

subtle valve
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ok, i've set it up like that now, but it hasn't changed the size of the data assets

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@maiden wadi unless this isn't reflected in the asset sizemap

maiden wadi
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@subtle valve I just ran a couple of tests, and you have to be doing something wrong.

soft peak
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i got a "LineTraceByChannel" which travels trough a skeletal mesh (blueprint)...but somewhow it wont count as a "hit"

maiden wadi
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@subtle valve I made a simple DataAsset with two properties. a TSoftClassPtr<AActor> which is TestActor and a TSubclassOf<AActor> which is TestActor2. The TSoftClassPtr doesn't affect it at all as espected.

maiden wadi
soft peak
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is that the info you meant?

umbral ginkgo
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What should I use as the object for this cast in a UI class thing?

maiden wadi
# soft peak

Check your Mesh's trace channel settings. If It's set as a Character Mesh for example, the Visibility Channel is ignored.

subtle valve
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@maiden wadi thanks for doing that test, I'll have a dig and see if I can find out why it's not working.

soft peak
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oh thanks so much, that was the reason!

dawn gazelle
charred grove
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hello guys

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is there anyone that cold give me a hand_

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?

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i have many questions

dawn gazelle
# umbral ginkgo Yes, but what type?

A cast node only allows you to get a less specific reference and make it more specific so you can access the functions and variables of the more specific class. The object you input into a cast is the thing you're trying to manipulate. If that object happens to be of the "Spawn" class, or inherits from it, then your cast succeeds.

umbral ginkgo
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But how do I get that object reference?

dawn gazelle
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Line traces, passing reference from another object, get actor of class... Lots of different ways.

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Overlaps..

umbral ginkgo
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Yeah I dont know what im doing. Why is this cast failing

versed sun
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what graph is that on ?

subtle valve
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@maiden wadi Well I'm stumped. I did the same test as you with a new data asset and got the same result as you. The only difference with my existing asset is that it has a bunch of other stuff in there, and is being used. If I knew what could cause the data to load like that in the editor I might be able to figure it out, but I don't really know where to look.

umbral ginkgo
versed sun
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Ui as in Widget Blueprint?

umbral ginkgo
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yep

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I didnt remember what it was called

versed sun
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what is "E" and why is it purple ?

umbral ginkgo
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The name of a function for a ui widget

versed sun
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ahhh

umbral ginkgo
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let me clarify by saying its the cast that doesnt work

versed sun
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where does the other actor exist? in the world ?

umbral ginkgo
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it does exist in the world and there is only one

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i tried get actor of class but unreal got angry at me

dawn gazelle
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No real point in casting if the object you're getting is of the appropriate class.

versed sun
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sorry

umbral ginkgo
white heron
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What is the best class to learn unreal engine 4?

faint pasture
versed sun
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you are trying to get a ref to an actor that you define later, it will fail

faint pasture
white heron
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Yea

faint pasture
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Then just fire up a starter project and dig around

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You don't need a class

white heron
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I need a blueprint class

versed sun
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Youtube = best class

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ohh , Actor

umbral ginkgo
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YOU CAN DO THAT

faint pasture
dawn gazelle
# umbral ginkgo WAIT WHAT

If the variable is of the appropriate class, you get can the values and access functions of that class.

versed sun
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IF its valid

white heron
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I just want a video on YouTube or somewhere else to teach me how to use blueprints and animate stuff for beginners.

faint pasture
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You won't learn shit following videos vs just playing with it

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Open a template project, think of somethign you want to change, change it

subtle valve
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@maiden wadi Ok so as a last resort I just duplicated one of my data assets, and now it's working. So I really don't know what caused that. Thanks very much for your help!

sturdy herald
# versed sun

Instead of get actor of class use get all actors of class, from the return value "get a copy", if there is only one actor with this bp on the map, then the index 0 its fine, is there is more actors one the map, u can use get all actors of class with tag, and add a tag to that actor on map, u want to use. After that from the get u can cast. Btw, if u have more actors and u want to modify something on every one, u can use the get all actors of class and a for each loop and cast to it with array element

versed sun
sturdy herald
faint pasture
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If you've ever programmed before you can just open it up and start going. It's not that hard. Thats what I did.

sturdy herald
sturdy herald
# faint pasture If you've ever programmed before you can just open it up and start going. It's ...

Did the same, i have learn pascal and c when i started UE, and it helped a lot of at understanding things, but don't i started with a project at university, focused on a special things, and later when Epic maked a free course (when is dc server started) i completed that and recognized i missed a lot of things.
Mb u have right if ur programmer past is in game making, not just learning languages at school and university.

keen wedge
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Hi all, I have a splines question I hope you might be able to help with.

I have a swinging lantern, it used a physics constraint for the "swing" etc... what I want to do is connect the lantern and the point on the ceiling that it swings from with a chain. I've looked at using a skeletal mesh and rigging, it was ok, but not great and caused other problems, such as not being able to move the point light correctly. I've just started playing with splines and they are kinda working, I am able to repeat a chain link between the ceiling and the top of the lantern - but - I need to be able to update the spline points when it moves, presumably at least the very end point - and that's what I'm having problems doing.

Note - I dont want to move anything "along" a spline, I want to effectively move the spline - at least one end of it. What I want to created is effectively what the cable component does - but I want to set my own mesh, which that doesn't allow...

Any thoughts?

versed sun
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hmmm

keen wedge
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I've found a SetSplinePoints node... and as I'm only using two, I've set the first to the starting point, and the second to where-ever the lantern is - during tick etc... its currently no swinging now and I think that might be a collision issue, so ironically cant see if it works!

keen wedge
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it doesnt do what I want it to do... you cant set it to be anything other than a long cable etc..

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I want to be able to change the mesh... in this case, for "chains"

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best I can do with the cable component is set a material...

versed sun
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yup

keen wedge
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but it still looks like a rope/cable etc

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that is exactly the behaviour I want though ๐Ÿ™‚

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the SplineMesh has a start and end point in the properies, but the tutorial I found (Unreal Engine one) suggested using splines instead of splinemesh

faint pasture
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I would see if you can get the points from the cable component to use in a spline mesh

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the cable component handles collision and gravity etc pretty well

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IDK why they didnt just use spline mesh for it, would make a ton of sense

keen wedge
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So, use a cable component, but not actually "display" it?

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I was following this one...
https://www.youtube.com/watch?v=OdjvlvGRYRE

Using Blueprint Splines to build out repetitive instances in a scene can save time and improve performance. In this Unreal Tips & Tricks video, weโ€™ll cover Hierarchical Instanced StaticMesh Components as an efficient approach.

For more information on Blueprint Spline Components see the documentation and video:

https://docs.unrealengine.com/4.2...

โ–ถ Play video
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I can check it out tho

faint pasture
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It depends, do you really need gravity and collision or no?

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You could also jsut do a skinned mesh

versed sun
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ok, my video has a lot of code /blueprints used so it myght give you ideas

keen wedge
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I have this...

I'm using a physics constraint to make it swing... if the chain itself didn't have collision that wouldn't be the end of the world, but it would be better if it did - so things thrown at it would bounce off etc..

faint pasture
trim matrix
faint pasture
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4-5 capsules constrained in a chain

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just like a ragdoll

keen wedge
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it needs to swing from that ceiling rose... the skeletal mesh worked well, but each bone started making the other bones kinda "dance" and it got a bit funky..

faint pasture
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You can tune that out

minor pagoda
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Does someone know why i can't call the "SetEquipmentData" from child blueprint of "BaseEquipmentObject"?

faint pasture
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I'd do it like that if you need stuff to be physically interactable

trim matrix
faint pasture
keen wedge
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hmm, ok, thats going back to where I kinda was, admittedly I've learnt a little (very little) about the skeletal mesh physics stuff since then which might help... we had the entire asset as one thing but the physics constraint didn't seem to like that... it would often either fall off of the ceiling, stop about half way down, and then spin violently, or, make it all the way to the floor and do the same... sometimes it would also slide across the ceiling...

faint pasture
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just edit EquipmentData and ItemData in child classes

trim matrix
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'-'

faint pasture
minor pagoda
modern musk
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Anyone know if it's possible to get the location of the points along a landscape spline?

minor pagoda
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I don't have the protected option in variables

keen wedge
faint pasture
versed sun
faint pasture
trim matrix
versed sun
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i didnt see first animation play

trim matrix
keen wedge
# faint pasture Just go in the PHAT and tune it up. Make sure capsules aren't colliding with ne...

Would you still have the ceiling rose (anchor point) as a separate static mesh? I think I need to in order to appease the physics constraint... oh... hang on, I know a big reason why the chain thing wont work...

With the "lantern" at the end attached to the chain, as one skeletal mesh, I couldn't make the point light a child of it properly... the pivot was at the top of the chain, not in the centre of the lantern, so when it swung, the point light stay exactly where it was..

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Could I add a "socket" do you think, to the lantern, and then set the point light to relocate to that position?

versed sun
# trim matrix ??

i just see a fast snap , not realy animation, look like a set pose

minor pagoda
trim matrix
faint pasture
keen wedge
# faint pasture Depends. If the rose is always meant to come with the chain and lantern i would...

Yeah, it is supposed to only be part of this as an asset, but as I say, I had problems with it seemingly moving all around the place when it setting the physics constraint. I assumed having it as a separate mesh would then give me an actually "component" to set it to. What I tried before was adding a scene component to the blueprint in the same position as the ceiling rose and then used that component as one of the two for the physics constraint.

faint pasture
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just enable physics below the root bone

keen wedge
faint pasture
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First of all, is this lantern+chain a skeletal mesh?

stray moat
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I have a name variable in a structure its an array I also have a csv with a list of names I have for my males characters , I try to import it but its not working , could anyone explain what I'm doing wrong

onyx token
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is there a node that does this quickly? rooThink1

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i need it for this

dawn gazelle
onyx token
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yup

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boolean only changes if it's either below -0.4 or above 0.4

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(i use it for my characters head rotation - if i didn't do that, my character head would spazz out every frame when it's on 0 - i need a buffer zone and -0.4 to 0.4 works well)

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wait maybe

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ah nvm, then i don't know which one it is

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if the first one is true, it should be false
if the second one is true, it should be true
if none of them are true, it should stay as what it was

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I feel like i won't get around using a variable rescBlank

maiden wadi
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InRange->Not?

dawn gazelle
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Oooh nice

keen wedge
versed sun
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aww , i got your chain moving like a cable but with spline mesh

keen wedge
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Is this what you mean by enabling physics "below" the root joint?
e.g. removing the capsule from the upper part?

keen wedge
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round and round I go..

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lol

trim matrix
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Guys

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i need help

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am trying to import a mesh from blender to unreal engine 4

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but is not showing the textures

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is just white

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could someone help ๐Ÿ˜ฆ

dawn gazelle
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Textures don't get imported, only material slots. You need to import the textures and set them in the materials.

mortal heart
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how come "Does Save Game Exist" always returns false even though the savefile exists?

faint pasture
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is the hook/rose the root?

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dont delete its body just don't enable physics on that body. There's enable physics below bone or whatever the node is called

keen wedge
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hmm... will take another look... deleted the capsule now ๐Ÿ˜ฆ

onyx token
keen wedge
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oh... I thought you meant in the Physics Asset viewer thing?

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that etc

onyx token
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okay so far so good....

Now i know if the float is above 0.4 - but i don't know if it's below -0.4 rooHmm

spark steppe
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yea because you just cast to something that it isn't

keen wedge
# faint pasture

So this look ok for the volumes, or should there be less/smaller etc?

spark steppe
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another thing, grid panel slot or something

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not sure

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or maybe panel slot

tranquil crystal
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how long did it take you guys to learn blueprint

keen wedge
# faint pasture

Doesn't appear to be working... I'm throwing things at the lanterns and there is no reaction at all, no movement, the objects just bounce off... ?

maiden wadi
# tranquil crystal how long did it take you guys to learn blueprint

I think I had a pretty good Blueprint grasp by my first year. Guess that depends on the scope of the question though. I could make most things I could think about by the end of that year, but it's been a few years and I feel like I'm barely starting to know enough to muddle my way around. The more you learn, the more you realize you don't know.

spark steppe
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because you are casting the panel, not the slot. do you want to set the filling for something in the grid panel or for the grid panel itself?

keen wedge
# faint pasture Which bone is the root?

Root_J

But I set it to one bone further down... so that the first link wouldn't move etc... in fact it was set to Chain_J_2 for the simulate physics node you mentioned earlier... as they dont all have the bodies now..

Just changed it to the next body down again, Chain_J_4 and ran it, they all went nuts, spun around really quickly and then all disappeared out of the level...

spark steppe
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then you need to call get slot on the uniform variable, and cast that slot to overlay slot

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does it work now?

keen wedge
# faint pasture Which bone is the root?

I placed one lower down in the room so I could walk into it, in case the things I was throwing at it were too "light" to make a difference... I can run into it and it doesnt move... just blocks me, like a wall....

vital aspen
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I was working on my drag and drop when I wanted to test some parts of it when I went and pickup 3 logs. and this is result.

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It's adding in 1 extra and it's all so adding them into the chests inventory. I check and anything that gets pickup should just go into the players inventory.

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anyone have an idea.

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this is how I add the item

keen wedge
# vital aspen

First thing I'd do with something like that is drop a PRINT node in and see how many times a message appears when your pickup event is fired...

vital aspen
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I do, it's 3 times

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I have a print string in the add item

keen wedge
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So the print message is appearing 3 times, but it should only be once?

vital aspen
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no, it should show up 3 times. for 3 logs. For some reason it's adding in a 4th log and it's all so adding into the chests inventory too and it shouldn't do that

keen wedge
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and what do you get if you pop a PRINT after the FindStack node? for example, that seems to get a value and then adds it?

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(quantityinstock)

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incidentally, I note in the screenshot there are four images, but the value under one of them is zero, where as the other three say 1 each... which might indicate the issue is in the UI?

raw orbit
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mm speaking of inventories im working on one too but i realised i might have gone about it wrong.

I have a similar uniform grid style inventory going on but the way I handled it I assigned each member of an array to the corresponding index of the grid panel.

But now im thinking would it not have been smarter to have the grid panels id inside the item structure and simply stack array items instead of creating 'empty' dummies in case the player moves an item from index 0 to 35? idk if this makes sense

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basically my projects inventory array potentially holds a lot of 'empty' data because of the way iwent about it..

vital aspen
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it's returning all 0's

proper umbra
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Anybody know a fix for this issue? My player spawns uncentered with the playerstart

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Sphere and Cube are in the player bp and it's set to nocollision

trim matrix
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is there anywhere i can add subtitles in media framework for a video? couldn't find any resource for it

vital aspen
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stacking doesn't seem to work all so. Ah crap

stray moat
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how would i go about doing a unit recruitment system i searched and cant find anything online , i know how to do a turn base combat now but not how to do recuitment

minor wolf
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is there a good way to detect if a player should be crushed by an object?

quartz pawn
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hey I am doing some game logic but it only works on the server as in the server only changes classes

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roundstarted is being called from the gamemode

dawn gazelle
quartz pawn
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yea and I want to tell each client their class

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which is set in their PlayerState by the server

dawn gazelle
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Mark the class variable in PlayerState as replicated, possibly w/ Notify so you can do additional logic on what happens when the class changes on the client.

quartz pawn
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alr

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I marked it as replicated

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is there anything else that needs fixed?

dawn gazelle
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I wouldn't be able to tell you based on the code you posted. All you have here is something reading the playerstate's "Class" variable, switching it, then calling a function that is marked to replicate the same class on what I believe is the player controller.

quartz pawn
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so what else should I show you?

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my gamemode?

dawn gazelle
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The question is, you marked it as replicated. Is what you were hoping to have working, working?

quartz pawn
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no

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server is only one changing

dawn gazelle
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Ok what is not working about it? Where are you expecting something different or what are you expecting to happen?
If you're setting the class in the playerstate while on the server, and that value is replicated, that means the playerstate has the value you seek and the clients would know about that value.

quartz pawn
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I am expecting the class of both players to change according to their class set in the PlayerState

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Only the server is currently

dawn gazelle
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Ok, where are you seeing that it is changing only on the server?

quartz pawn
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in game

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when they change class they possess a new pawn that is spawned

dawn gazelle
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Is your possession code happening in the "Change Class" function on your player controller?

quartz pawn
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yes

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that isn't an issue because I have keybinds to change classes

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and they work correctly

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so its not the issue in there

umbral ginkgo
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Why does the game not recognize this input?

quartz pawn
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I think its the fact that it replicates to the server and the event may be running on the server already

tawdry surge
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@umbral ginkgo where is it?

umbral ginkgo
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In third person character bp

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wait no

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its not

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Im assuming I need a reference to the player?

tawdry surge
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If it's in an actor, actors don't accept input

umbral ginkgo
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Ok that makes sense

dawn gazelle
quartz pawn
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well the variable is an Enum

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I know they work because I log it

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and yes these events are running on the server for both of them

dawn gazelle
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So you do see something printing that says:
Server: SCP049
But then do you see SCP049 spawning?

quartz pawn
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yes

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if the server is picked

dawn gazelle
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What do you mean by "if the server is picked"?

quartz pawn
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well the classes are randomly assigned

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so for the example above, the server was picked as SCP049

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and the client was picked as ClassS

dawn gazelle
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Ok, so then do you see the ClassS being spawned?

quartz pawn
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no

dawn gazelle
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You have similar coding to what is present for SCP049?

quartz pawn
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what do you mean by that?

dawn gazelle
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Are you using basically the same coding as what you have showing for SCP049, but for ClassS? It's not shown in the screenshot.

quartz pawn
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well yes the code is from the PC

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so it works universally

dawn gazelle
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You have a switch here

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So you are doing something else for each class.

quartz pawn
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yes its the same

dawn gazelle
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ok

quartz pawn
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copy pasted, just a new actor

dawn gazelle
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Are you sure each of these actor classes (SCP049, ClassS, etc.) are marked as replicated in their properties?

quartz pawn
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yes its enabled by default

grand sky
#

Hello friends, I need your help with something. I'm doing a vertical wall run like this right now. Okay, everything is working a little, but it hasn't satisfied me. Is there someone among you who has experience in this dec or someone who will share his own algorithm with me?

#

Or I may ask: can I change the high mantle animation of the advanced locomotion system? It will also work for me to put a wall step animation when high mantle will do

dawn gazelle
quartz pawn
#

nay

#

stil doesn't spawn

dawn gazelle
#

On the IsValid nodes, connect print strings to the Not Valid paths and see if they print.

quartz pawn
#

there we go

#

it triggers for the client

dawn gazelle
#

So the client doesn't have a controlled pawn.

#

When this section of code is called.

quartz pawn
#

well well the changeclass is executed

#

at the end of round start

dawn gazelle
#

I'd move the IsValid check after the spawn and possess, and then if it is valid, destroy the "Controlled Pawn".

quartz pawn
#

okay but then I get this error after

#

it works well

#

but then I get this error

#

now it still works fine but

dawn gazelle
#

So that means you're trying to access the "Controlled Pawn" variable somewhere when it isn't set. If you destroyed the actor that was in the "Controlled Pawn" variable, it'll no longer have a value set in the variable.

quartz pawn
#

the issue is the getactortransofmr

#

its using controlled pawn

dawn gazelle
#

ah yes

#

So then you need to figure out where to spawn them

quartz pawn
#

well I want to spawn them wherever they are currently

dawn gazelle
#

They aren't anywhere if they don't have a controlled pawn.

quartz pawn
#

well where they were before

minor wolf
#

So I have a time-line in my blueprint that doesn't exist. I've tried searching for the name, renaming it and searching for the rename, searching for the outputs, deleting other time lines, refreshing nodes, validating the asset, ctrl+a delete, restarting the editor. The time line doesn't seem to exist at all but it's showing under the components category in variables and double clicking it opens the graph

tawdry surge
#

Is it inherited?

fair magnet
#

Hey anyone got an idea for how I can bind one event to multiple procedually added buttons?
I add them based on a string array and they all are the same except for said string.
So they all do the same the only difference is THAT string. so this event would also need it as an input for me to use

dawn gazelle
fair magnet
#

can I bind them all to one dispatch ?

#

or will it "replace" ?

dawn gazelle
#

Something like this.

fair magnet
#

But it will replace the binding with each button no ?

dawn gazelle
#

No. You are binding an event to a specific button being pressed.

fair magnet
dawn gazelle
#

Should be fine.

fair magnet
#

Will have to find a way to return that string then

dawn gazelle
#

Add it to the input of the event dispatcher

fair magnet
#

yea I know it's just not THAT easy for me

#

But I guess I got it working

#

I made another variable as a "customParameter" and can use that to switch between things or do different things or whatever

#

Great that's working good :D

minor wolf
tawdry surge
#

That's odd you can't delete it then. And you restarted the editor after deleting to make sure it isn't showing by mistake.
Unless it's holding you up somehow I'd just ignore it and move on

inner geode
#

Pretty new to UE and feeling dumb, trying to follow an old video tutorial. I need my name and score variables to match up with the top image where I marked, single variables each in an array? All he does is set the variable types to the regular string and float setting and they are like the top image by default, but for me I get the bottom array + array and dont know how to change it.

gentle urchin
#

the button on the right

#

not sure how to change the default value

#

think it copies the last used

inner geode
#

not sure what you mean?

its giving me an issue further up in the video though, ill try to get an image of it shortly

#

better show what I mean

fiery swallow
#

How old is the picture at the top? pretty sure that's not possible, either it's an array or it's not...

#

it doesn't show both

gentle urchin
#

Was it changed in some update i wonder

#

i faintly recall it

inner geode
#

but as you can see in the other image, its a combination

#

so I was a bit confused

gentle urchin
#

yeah its old

#

i think this is pre TMap and TSet

inner geode
#

hm well ill just try to muddle my way through what I can of the rest of it since I've decently far into it and try to finish it

gentle urchin
#

you just want a basic variable

#

The top one

#

the others are different containers (Array, Set and Map, respectively)

inner geode
#

yeah I did end up switching it to that from an array, but I saw how his was in the original pic and I worry it may mess up a future thing...but Ill just go with the basic variable and hope it plays out

#

and then

#

do a more up to date tutorial, I just wanted to jump in with a good start to finish "first game" tutorial and didnt realize how old this one was until I was a good 2-3 hours deep lol

#

been a could differences due to different version but this is the first thing that doesnt seem to have a remedy I can find

#

well, other than simply changing to single but yeah hopefully that doesnt break the rest ๐Ÿ™‚

orchid grove
#

I am having a bit of lag with my IK true fps setup I made. I am not entirely sure why. Does anybody know if maybe anim bps update rate is low or delayed and can it be increased?

distant skiff
#

when I drop in my blueprint into the world, the order of the variable categories in the details tab is different

outer pewter
#

@remote meteor hello. hope you are doing well. i watched the video you recommended and i was able to make the description tool tip thank you a lot for your help.

unique wasp
#

I regularly run into issues where doing things in BeginPlay doesn't work because other things haven't been initialised yet. Or worse: where it works in the editor, but not in builds, due to differences in initialisation order. What's the best way to deal with this?

tropic oracle
#

does anyone know a guide on how to make a score system with blueprints that is = time spend alive so 1 secord = +1 in score

fiery swallow
#

If it's begin play and I have a lot of things that need to become valid before other code can run I'll use a sequence for each one and check if they are valid, if they aren't valid then I will delay 0.0 seconds and check if it's valid again, and then just loop over and over until it becomes valid

#

once it is valid, then just run the rest of the code and the loop will end

#

a 0.0 second delay just makes it wait until the next tick. You can honestly check if it's valid however often you want though

fiery swallow
tropic oracle
#

yes

fiery swallow
#

._.

tropic oracle
#

๐Ÿ˜„

gentle urchin
#

That was the proposed solution...

tropic oracle
#

oh

#

thank you โค๏ธ

fiery swallow
#

do you need further help? I can give an example if you are new lol

tropic oracle
#

it's ok i will figure it out tysm tho ๐Ÿ™‚

unique wasp
#

@fiery swallow So I basically just need to hack around it. Okay, thanks!

fiery swallow
#

It's not really a hack, it's just waiting for something to become valid. The other option is event dispatcher if you really want to bother with that

odd ember
winged grail
#

Hello guys My grid panel doesnt put any spaces between the columns and rows how can i fix that?

fiery swallow
#

Pretty sure you have to write your own code for it to automatically do that. ๐Ÿค” I don't think grids sort themselves

#

but if you find out they do, please tell me about it

severe tendon
#

Hello, I'm making a college project where if a character dies then the level restarts, the problem is that there are two levels and if i use the code in the picture it always starts in the first level, but in case i die in the second level i want to restart in the second level

#

How could i do that?

sharp rapids
#

Is there a way to convert Interface Events into function?
I wanted to have a local variable but I can't and instead have to create a global variable which kinda makes the BP 'bloated' imo.

gentle urchin
#

whats the usecase? generally no

sharp rapids
#

It's a simple event. I wanted to catch the output of 'Get Overlapping Actors with Interface'

gentle urchin
#

you could make an interface call to return

sharp rapids
winged grail
sharp rapids
#

I was simply talking about local variables that are limited to the scope of a function

gentle urchin
#

Yeah mb. I somehow read that as wanting a return.

sharp rapids
#

But If you don't, then they create events

gentle urchin
#

In the end Events are functions aswell, just without returns

#

Just a blueprint thing that you cant have local variables for a void function

gentle urchin
#

Not in blueprints, no

#

Imagine what mess that would make for the event graph

#

having local variables tied to a specific event

sharp rapids
sharp rapids
gentle urchin
#

yupp

sharp rapids
#

Now If I want to use the output twice, I have to do this

#

Which also calls the function twice

#

With a local variable that could have been saved

fiery swallow
severe tendon
#

nvm figured it out

icy dragon
#

I'm pretty sure there's a node just to restart a level

fair magnet
gentle urchin
winged grail
#

mine looks like this :/

fiery swallow
#

oh I'm pretty sure that's just uhm whatchamacallit

#

the uhm... the padding, yeah you need to change the padding for your columns

#

It's probably padded by 5 top bottom left and right

winged grail
#

thats the padding right?

fiery swallow
#

yeah I'm pretty sure it's that, try it out

graceful forum
#

These two things.. are same right? Getting a reference to a component that current BP owns.. and calling the owner on it.. should give the BP instance itself?

winged grail
fiery swallow
#

this is what you're trying to do right?

raw orbit
#

small question about blueprint performance, a lecture i watched talked about how the white execute lines are the ones that affect performance the most but what about any other 'lines'? for example, what if i use a lot of And and Or bools instead of lets say... having multiple branches and such that use white execute lines

fiery swallow
raw orbit
#

i mean these

#

as opposed to variable inputs outputs

fiery swallow
#

that's never gonna give you any performance issues

winged grail
fiery swallow
#

Time

winged grail
#

ah sorry

fiery swallow
#

Oh I see yeah the slots are predefined not procedural

#

All you need to do is change the padding as I previously mentioned and you won't need to worry about it again

#

The grid panel has children

#

Click on one of the children and change the padding to 5 or whatever amount of space you want

#

Then do that for all the children and it will work fine.

winged grail
fiery swallow
#

But I don't recommend doing it that way because then if you want to add more slots you have to constantly edit the UI

winged grail
#

i am so sorry that i dont know these things xd

#

it still doesnt change it even with the padding etc.

fiery swallow
#

Oh it is procedural

winged grail
fiery swallow
#

Okay in that case inside of the UI that's being created you want to give that one padding

#

I took a video of it my man's it's just the padding

#

It's the same concept even if it's procedural :/

winged grail
fiery swallow
#

Open the inventory slot UI

#

And give whatever is inside of it like 10 paddong

#

It doesnt get scaled

winged grail
#

if i could i would marry you

#

thanks

#

it worked

fiery swallow
#

The fix was the padding in the inventory?

winged grail
#

i've lost so much time because of that

fiery swallow
#

Inventory slot?*

winged grail
#

ye in the slot

#

it was the border for the background

fiery swallow
#

Nice glad it worked ๐Ÿค™

winged grail
#

Yeee ๐Ÿ˜„ and all thanks to you :)#

grave relic
#

Hello im once again here seeking your assistance, in this function im spawning NPCs, on spawn the NPC searches through all actors with a specific tag and goes through all those actors, if that actor can be used by the NPC set as workplace and set the workplace as in use(so no other NPC can take it). The problem right now is when i print out it finds all the points but they dont set on as their active workplace

faint pasture
#

also

#

there's a foreachloop node that can iterate over an array for you

grave relic
#

Oh right, i basically made an for each loop ๐Ÿ˜› But so the function is to long? So for example the section where i set the workplace should mby be its own function?

grave relic
trim matrix
#

Is there any way to not use Windows Default Microphone?

#

I see that I can enumerate through audio capture devices

#

But if I create an Audio Capture object it's always using "Default" as device name

#

And I can't see any way to change it

gentle urchin
#

probably some c++ needed

viscid python
#

Alright I know this is probably easy for all the pros but I'm just starting out so: How do I make my character sit down on the floor he currently is (already got the animation) when pressing a button, sitting down (sitting animation loop) and getting up (another animation) when pressing the button again? Any advice greatly appreciated ๐Ÿ˜…

gentle urchin
#

I would think some bool or Enum state would suffice

#

bool is probably easiest

#

a transition condition

#

"ShouldBeSeated"

#

which if idle will translate to sitting

#

some criteria for telling the char to sit could be velocity == 0

viscid python
raw orbit
#

this is blowing my mind rn, am i doing something that blueprints are actually incapable of? im trying to add a struct variable to an array nestled in another struct thats inside a map as an experimental way of handling inventories all in one and it doesnt seem to be working at all

#

hooked this up for testing purposes, it just returns 0 all the time

maiden wadi
#

Copies.

gentle urchin
#

thats one interesting setup

raw orbit
#

doesnt make a difference

gentle urchin
#

You'd need to make the struct again, and add the new struct into the map (unless map is by reference)

raw orbit
gentle urchin
#

IF map is by reference, you can set its members

#

hopefully then you can set the array back? xD

raw orbit
#

luckily i have a backup on git of how the inventory was handled before but i felt like it wasnt future proof so i thought id expeirment a bit

gentle urchin
#

its a fine piece of art

maiden wadi
#

You get a copy of a struct, and break that struct to make a copied array, and then add to that copied array. Then make a new copied struct with a new copied array and check it's length.

raw orbit
#

im starting to hate on maps lol they seem a little iffy to work with

#

ive had issues with them before

gentle urchin
#

structs and maps are troublesome in bp

#

waay better in c++

raw orbit
#

mmm yeah, im not at a level where id be comfortable enough with it to create a whole inventory.

#

guess ill try a struct within a struct within a struct cause the map method doesnt seem to be working out rn

odd ember
#

structs in BP are supposed to be read only

brisk garden
#

Question: How can I tell my Game Mode that I clicked an UMG button?

odd ember
#

you don't tell your game mode that. your game mode knows that

icy dragon
odd ember
#

use event dispatchers

icy dragon
#

Wasn't Game Mode supposed to be server only?

brisk garden
maiden wadi
#

@brisk garden Singleplayer or Multiplayer?

icy dragon
#

Unless I'm ignorant to something obvious with client-server design, I don't think widgets that are client only are handled in Game Mode.

brisk garden
maiden wadi
#

Then GetGameMode, CastToYourGameMode, CallEventInYourGameMode on button click.

brisk garden
brisk garden
icy dragon
keen solstice
#

Sorry ๐Ÿ˜…

cunning ferry
#

Is there any way to put game constants anywhere using blueprints? Like in coding I'd usually create a constants class where I'd put stuff like "PlayerSpeed" or "EnemyDamage" so it's easily editable in once place. I could put them in blueprint variables, but I don't want to bloat them even further

jolly delta
#

To stop a projectile, I used Stop Simulating. How do I undo it? I tried Set Simulation Enabled but it just works very differently (Suppose it was moving at a speed 900 units when I called the Stop Simulating, when I set simulation enabled after sometime it starts with the same speed 900 units, even though the initial speed I set in the projectile section was different. What I want is it to move at the initial speed.)

maiden wadi
earnest tangle
jolly delta
earnest tangle
#

Is that in projectile movement component or something?

jolly delta
#

yes projectile movement component

earnest tangle
#

Right - haven't really used it, but I'd imagine it would have a current speed or something which you could set to that value, or some other way of changing the speed

charred grove
#

hello everyone

#

i got a character class called tower, and a enemy character knight

#

i want knight to attack tower

#

this is the blueprint

#

this is the blueprint in the knight

#

but warrior doesnt moves towards tower

#

what do i need to do in the tower blueprint to make it work?

frozen spear
#

You're acceptable radius is ridiculous

charred grove
#

i want it to always attack the player

#

not only when im close

frozen spear
#

They don't need to move because 10 million units is considered already there if they're within 10 million

charred grove
#

ok

#

ill try less

frozen spear
#

Put a hundred or 200 if they're supposed to be melee

charred grove
#

i had it on 5000

#

i added 100000000

frozen spear
#

Which is still very far 5000 is like huge man

charred grove
#

to test

formal prairie
#

Hello, does anyone know if there's a way to change a Static Bool in a material instance in BP with/without a plugin ? It's not for runtime, but I want to create my own blueprint material instance editor and it's the only thing that blocks me

frozen spear
#

You figure that your character's body is probably 35...

charred grove
#

i put 200 still doesnt move forward

#

ill try less?

frozen spear
#

So if you want two spaces I had you put something like a hundred

charred grove
#

still dont work

frozen spear
#

And you have nav mesh set up?

charred grove
#

yep

#

i will try to re scale the whole scene

#

this is the game look

tawdry surge
#

Short answer is behavior tree. This whole set up just looks like a hacky way to do what tasks and blackboard should be handling

charred grove
#

i did it from a tutorial

frozen spear
#

I also agree this should be done with a behavior tree

charred grove
#

its just that the game is too simple

#

i just drag and drop to deploy unit

frozen spear
#

But it's probably good for him to understand why doing a simple AI rather than a btai isn't working for him

charred grove
#

unit moves towards enemy and attacks nothing more nothing less

frozen spear
#

Could be that the tower spawned in after the enemy try putting a delay of one second after the begin play node

charred grove
#

oh that could be

frozen spear
#

Because he might not be getting an enemy assigned

cold cobalt
#

For grenades, how do y'all typically go about implementing the "explosions"? I've seen some people suggest a sphere collision component that checks overlapping actors, and some have suggested just using a sphere trace by channel or something along those lines.

tawdry surge
#

Try this one instead

charred grove
#

ight ill try it

#

thanks guys

tawdry surge
#

You'll have to tweak for your use case but it's much better long run

charred grove
#

yes i had planned a long run study on ai, but i cant even get this simple thing done and i get stuck for hours on this

tawdry surge
#

Ai has it's own systems for handling behavior. Its best to use those, as a beginner in particular

halcyon stump
#

hey guys, ive a problem with a simple spline tool blueprint. i'll send two images below this post that you can see whats my problem. maybe someone is able to help me out - cheers

#

you can see at the end point of the spline its flickering because its kind of an extra piece thats ticked on - pretty weird. the second image shows the blueprint itself

remote meteor
#

if you use a text box, it has option for auto wrap text

#

or you can decide the width the text will wrap

halcyon stump
#

ah ok

#

changing the index input to -2 works aswell

maiden wadi
maiden wadi
mint elk
#

hey guys, i am having an issue where im spawning in AI and trying to get the to follow waypoints ive set the waypoints and theyre being recognised and drawn however the minions dont follow them

#

pretty sure the issue is in here somewhere but cant find it

runic parrot
#

is there any reason as to why this actor collision box is not showing in game?

#

it shows okey on the viewport

cold cobalt
maiden wadi
#

Probably just a secondary trace after the first query. See if the explosion was blocked. Can be as simple as a single line trace to actor location or tracing to multiple bones on the actor.

cold cobalt
gentle urchin
#

Would that work? Wouldnt you need some multi trace to figure out the size of the blocking mesh?

#

Nvm testing for multiple bones would suffice mostly

stiff raptor
#

is there a better way to do this? Basically change the value of one of the member of the structure variable.

versed sun
#

yes

stiff raptor
#

what is it?

versed sun
#

set member node

#

you can choose that variable in the struct you want to change

#

just pull off any variable(thats a struct) and type "Set Member"

stiff raptor
#

Ah thanks

versed sun
#

game changer ๐Ÿ™‚

stiff raptor
#

really so

wise swan
#

is it possible to convert texture2d to image?

versed sun
#

like a widget Image?

wise swan
#

yeah

#

nvm i figured it out

trim marsh
#

'Sup guys im currently trying to make a off screen indicator , and i have troubles with my logic, this works but , i have some issues when im playing, as you see on right and bot , i have this "white spaces", how can i fix that? , cause in the logic i need implement , a Offset parameter to set the value on the screen edge

fierce axle
#

Hi I have a question about changing class variables during runtime. I want to change a stat on a class of actor during play and then be able to read that change without having to access any specific actor in the level. Similar to how I can get class defaults, only I want to set it. Is there some way to do this I'm missing?

flat coral
#

Is it valid to use a Scene as a container for child actors, so that if I need to do something to all children at runtime (like disable all buttons when the door is unpowered) I can just use get all children?

trim matrix
#

A better container would just be an array of actor references.

#

I asked this question before and am still confused. How come when I put in a gamestate into the world settings, blank BTW, my player in the game does not move but when I remove it the player moves?

#

Modify the game mode to include the correct gamestate.

#

what does that mean?

#

you mean have a gamemode created?

#

because I put my own gamemode there that is why I am able to control my player

#

There is a framework class called GameMode.

#

Inside the gamemode

#

In its class defaults

#

There is an option to change the gamestate

#

so I click inside the gamemode BP?

#

because I did and I cannot find it

#

also sorry for being difficult

#

Oh I read your question wrong. You already changed the gamestate

#

My bad

#

you're good

#

I have no idea why your gamestate makes the player not be able to move.

#

here I can show a pic of inside the gamemode

#

Wouldnโ€™t be able to figure it out unless I looked at the old gamestate

#

Was there any logic inside the old gamestate?

#

it was just a base

#

like

#

the default thing that comes in the editor thingy

#

nothing modified or anything

#

like I created the gamemode and haven't touched anything

#

except making me controller my player

#

So changing the gamestate in the ganemode class defaults back to the editor default immediately makes your player be able to move again?

#

yes

#

changing the gamestate to default

#

makes me move my player

#

but changing it to my created gamestate doesn't

#

And your new custom gamestate class inherits from the editor default?

#

no

#

I should've started with that

#

lol

#

sorry

#

What does it inherit from

#

it's just a blank gamestate

#

I cannot remember if the top of my head, but is there two game state classes that you can inherit from?

#

Like the game mode

#

uhhhh

#

idk

#

when I created it I guess it is inherited from the gamestate base

#

I honestly don't know

#

I'm sorry

#

Well im not sure why

#

Unless there is two game state classes that you can choose from

#

you mean in the drop down?

#

because in the drop down there are 5 of them

#

there is the Gamestate and GamestateBase that came with it. I guess two random gamestates that came with the world creation. Then there is mine.

#

Try changing the parent to GameState

#

Not gamestatebase

#

the parent is gamestate for my created one

#

Oh

#

Yea idk

#

ok

#

I appreciate the help

#

Good luck trying to figure it out

#

thank you

#

also

#

is your name from League?

#

Let me know if you do. I would be interested in what the problem was @trim matrix

#

No itโ€™s from persona

#

gotcha

#

also interesting

#

which persona?

#

Morgana is in 5

#

5 strikers?

#

The newest

#

Well heโ€™s in all persona 5 games + the spin-offs

#

Strikers just a spin-off

#

oh word

#

alright

#

thank you very much

#

I will inform when I do find it

#

Thanks

flat coral
trim matrix
#

No shortcuts, you have to build it yourself.

#

If you are worried about duplicates, you can use a set.

#

Or you can simply check the array for duplicates before you use the array.

#

morgana

#

you are right

#

I didn't understand what you meant but I looked it up and then realized what you've been telling me

#

same with the people the other day

#

What?

#

I cannot mix and match the gamestate and gamemode

#

I had a base gamemode and regular gamestate

#

I put the gamestate to base and now it works

#

yep

#

you was right

#

Oh ok

#

Yea, I did assumed you had a gamemode, not gamemode base

#

Lol

#

Yeah, sorry

#

I appreciate it

#

Thank you for putting up with me

dim robin
#

do you know anything about a weird behaviour of unix timestamp int 64? it messes up completely the date as soon as i convert it from utc to local..

#

actually it messes up completely even if left to utc..

#

mmh maybe is the conversion from int to int64..

flat coral
maiden wadi
#

GetAllComponentsOfClass, Tags, etc etc.

#

@flat coral Personally, I'm against extra scene components if they're not editor only. Movement code is expensive, and every scene component just adds to it. Adds up after a bit. Adding a tag to the components you want in the Array both allows you to not force them to be parented to the same component, and is robust in the sense that you don't even need a maintained array. You can just call GetComponentsByTag when you need the array.

wet grotto
#

Hello, if character is not moving on ground I want to add impulse only once when I clicked the button however do once node is not working.

zealous fog
#

You dont have a do once node

#

You also don't need a do once node

#

Add impulse only works once anyways

wet grotto
#

I already tried that it is not working.

zealous fog
#

You dont have a do once node in your graph

wet grotto
zealous fog
wet grotto
#

I have tried this but it is not working

zealous fog
#

You also have a sequence node that's not doing anything

wet grotto
#

I will use it later on for the slide animation.

zealous fog
#

This isn't working because you are asking if you are on the ground twice

#

You only execute the impulse if you are not on the ground

#

But you are resetting it if you are on the ground

#

But you can't be on the ground if you have to be off the ground for the impulse to hit

#

I believe there is an event for when you hit the ground

#

On that event, reset the do once node

#

Event OnLanded

wet grotto
#

Yes thats absolutely what I needed! Thank you ๐Ÿ™

zealous fog
#

Np

wet grotto
#

One more thing, I was not be able to jump while crouching and found this solution, however I don't know if there is a better way for that.

zealous fog
#

Delay with 0.0 second will delay for 1 frame I think

wet grotto
#

Much better, thanks a lot!

rough atlas
#

I am having trouble getting the axis of the sticks of the switch joy cons to move the vehicle from the vehicle template

#

the rightond has blue around the home button

chilly geyser
#

Does anyone know why this is happening?

high frost
#

How do I make audio component play selected sound cue within radius? Currently I think it's playing everywhere

#

i think i found it. attenuation

raw orbit
#

would anyone have any clue why something like this just doesnt work

#

but this does

gentle urchin
#

Findinventory

raw orbit
gentle urchin
#

Is returning copy

#

Under the output pin

raw orbit
#

hmm

gentle urchin
#

I think theres a by reference choise

crimson saddle
#

I kind of wish we had a math channel, because I need some math help
I want to be able to snap objects onto a hex grid, but I am not actually generating tiles (since I don't need them and I also don't know how) I need to be able to take a position and basically convert it to the nearest hexagon center in my "grid"

#

I know theres some stuff online but I just can't wrap my head around it at all, my geometry background is extremely poor. Just not my strong suit

gentle urchin
#

Round to nearest interval of your liking

#

Check the delta between mouse posituon and current position, if above treshold, move fixed amount in given direction

tropic oracle
#

how can i make a variable not reset to 0 when ever i close and reopen the game im trying to apply this to 1 integer variable which represents the high score (curret tutorials use a different score method than what im using thats why they dont work for me)

faint pasture
raw orbit
faint pasture
#

Then just convert xy location to hex, round to nearest interval, convert back.

#

You could probably do it all in one function but those conversion functions would be handy to keep around.

tropic oracle
crimson saddle
raw orbit
#

@gentle urchin sorry for the ping but i cant for the life of me find any option to not make the output pin 'read-only'. if i use the same method outside of the function itself everything seems to work fine but the thing is i have a bunch of copies of the function, it would really really help if it worked >_< but yeah, if i just move the logic outside the function, it works as well

#

as in this works

#

but as soon as that select and return logic is in a func, nope

gentle urchin
high ocean
#

Whenever I said that my rpg/turn based combat switches maps for encounters, I kept being told that's "so last millennium". Ok, here I am, trying to redeem myself ๐Ÿ˜›
If I don't switch maps, i however need to switch gamemode while in the same map - there's no way to re-write virtually 1/2 of the game at this point. Might as well just give it up and pickup my city-building idea.
Question is: Do I have any chance of switching back and forth between game modes (one for world navigation/one for combat) at runtime, in the same level?

gentle urchin
#

No

#

Short and blunt answer ๐Ÿ˜…

high ocean
#

Amazing! Thanks! ๐Ÿคฃ At least that's gonna help me decide ๐Ÿ˜„

faint pasture
high ocean
gentle urchin
#

Like.. what does the gamemode do in this scenario?

raw orbit
#

you could prolly have two different 'modes' of gameplay inside the game mode anyway? monkaHmm

high ocean
faint pasture
gentle urchin
#

Yepp, if needed at all

crimson saddle
gentle urchin
#

Nothing stops you from setting up a secondary environement for a custom mini game without level switching

faint pasture
#

@crimson saddle that's for the convention of right being Xhex and up/right being Yhex

high ocean
#

Ok... so the "dungeon" game mode handles procedural dungeon generation, handles drops/loot/encounters etc (using dungeon architect btw - which now that I look at how much I fumbled around it, might as well just built my own system with custom rooms+sockets - off topic, sry). The battle game mode does nothing at all, but the battle controller has 75% of the battle code in it: turns, initiative calcs etc.

faint pasture
crimson saddle
soft peak
faint pasture
#

Understand the math first

soft peak
#

when i am aiming down, the arm (of course) does not actually aim at the position where the crosshair is

crimson saddle
soft peak
#

is there a way to rotate the arm bone torwards a specific point?

gentle urchin
faint pasture
#

@crimson saddle You basically have 2 coordinate systems. The world coordinates and the coordinates of your hexes. This is the space conversion between them. Say your hexes were 100cm apart, to get a point 3 hexes right and 1 hex up/right you'd go
HexToSquare(300,100) and it'd spit out 350,86.6

#

Which is the world space XY of the hex center

high ocean
#

@faint pasture Now that I think of it, the bigger problem is the controller really. I said gamemode because I switch the player pawn (from a roaming protagonist to a mere camera in battle). I could handle that with possession + the camera. But the two controllers handle so much stuff that I'd rather just release with map transitions and take it like a man whenever I see the game criticized for it. I have serious doubts that the game will do good anyway... Hence I'd rather not invest too much time into reinventing it since probably very few are ever going to see/play/buy it ๐Ÿ˜†

gentle urchin
#

Nvm cant swap controller it seems

#

Ff pre 2000 game? ๐Ÿ˜„

faint pasture
gentle urchin
#

Free roam + battles ?

high ocean
faint pasture
#

Overland pawn should have the overland stuff, and battle pawn should have the battle stuff

crimson saddle
#

i recognize one as sqrt3 but not the other

faint pasture
#

Cos and sin of 60deg

crimson saddle
high ocean
#

Alright, helpful as always, thank you guys @faint pasture & @gentle urchin! I'll just leave the transitions in. Merging the controllers would be... Naaah... Ain't nobody got time to debug all the destruction I'd have there ๐Ÿ˜ Hundreds of functions in the battle controller + comms with UI pfff... That settles it! Thanks ๐Ÿ˜„

faint pasture
#

Yes that just does the conversion for the axes.

gentle urchin
#

Cuz thats only a few functions away ๐Ÿคญ๐Ÿ˜

high ocean
#

@gentle urchinI will, just lemme push the EA out, see if I drop it or stay on it ๐Ÿ™‚

faint pasture
#

Imagine XY but Y is rotated to be only 60deg from X instead of 90

#

That's your axes for working in hex land

crimson saddle
high ocean
#

@gentle urchin I paused the city builder 'cos I have no artist - no artist that would make things I'd like/respect my vision/come with a nice one on his own anyway ๐Ÿ˜›

crimson saddle
#

How would I round my points in hex land? wouldn't the math change a bit

faint pasture
faint pasture
#

Converting rounded points will work just fine.

#

Convert square to hex, round, convert back, that's your closest hex center in square coordinates

high ocean
#

@faint pastureIt's what I'm doing - I'll make my own stuff eventually, waiting for the graphics tablet already. It's soooo much work and it's gonna b so slow tho ๐Ÿ˜ฎโ€๐Ÿ’จ ๐Ÿ˜”

faint pasture
#

I have an artist/codesigner but still we work 100x faster without having to texture stuff

high ocean
#

Any example of "efficient" but not stylized as in cartoonish/lowpoly? I hate that stuff, not me at all

crimson saddle
#

So am I understanding right with this?

faint pasture
#

It's lowish poly but the general idea is to have moderate poly meshes, use vertex color to mask pieces, and use a layered material in engine for shading where the layers are either triplanar or solid color mats.

crimson saddle
#

Z is unhooked for readability

trim matrix
#

Hello, I have a question, how can I make these Blueprints play when I play back my sequence? They only play when I press the simulate/play game button. Im new to blueprints and dont know how to call a blueprint to play in the sequencer

fiery swallow
# trim matrix

Drag the sequence component into your blueprint board and then call the play function

faint pasture
#

Just make MI_Weapon_Civilian where Red = Wood and Green = Gunmetal etc. Vertex paint all civilian weapons correctly and the material works on all of them.

high ocean
faint pasture
#

Then in the material apply brick, paint_white, glass, roof_asphalt, etc

#

Can even randomize all that

crimson saddle
faint pasture
#

I would use instance aligned textures for stuff that is textured like bricks and shingles

#

That's what we do for walls and roofs and floors

#

Then you just gotta make MatLayer_Textured_Roof_Thatch once and it can be used everywhere

high ocean
trim matrix
#

i wil ltry it

faint pasture
#

Not a texture

#

We get 8 masks out of RGB but you can get more.

high ocean
#

Ye, I still don't get that part, I've only used vertex paint in the level itself "classic" if you will. I'd probably need to dig into the stuff/workflow, wrap my head around it.

wet grotto
#

Hello is there a way that I can connect this 2 together ?

maiden wadi
#

@wet grotto LastIndex should go into Max, and it needs -1 before you do that.

#

You should be able to drag off of the Return Value and set the actor class somewhere.

high ocean
#

ye, i get that, that's obvious. But can I actually "bake" the vertex paint unto the mesh itself?

crimson saddle
high ocean
#

that's what i've never tried

faint pasture
#

You don't need to bake it's already there, just paint in Blender and export

high ocean
#

oooohhhh - I thought u meant to paint in ue

#

ofc ๐Ÿคฆโ€โ™‚๏ธ

faint pasture
#

I'm sure you can edit in UE but we do it like that

crimson saddle
#

not all formats support them tho

high ocean
#

gotcha! fair enough

faint pasture
#

The great part about this workflow is you just tag all your building roofs as green or whatever and then you define a bunch of building materials with roof layers going in the green slot and it just works.

high ocean
#

yea

faint pasture
#

No customization of materials for meshes, just for what colors are meant to represent

wet grotto
#

When I get actor array it is lock the elements

trim matrix
#

Where do i look for documentation on Triggering a Blueprint in the Sequencer? i dont know what terminology to look for

high ocean
#

prolly should just convert + continue that project straight in ue5 when the time comes

faint pasture
#

I'm sure there's some way to get triplanar to look good on curves.

fiery swallow
crimson saddle
high ocean
#

Yea, nah, aside from cost, i get what @faint pasture is saying

faint pasture
faint pasture
#

Not that a texture does much good if the object is only 30 pixels wide anyway (top down game)

gentle urchin
#

Far far away?:p

#

At 4k its suddenly 80 pixels before you know it

high ocean
#

Well, even if they used textures, as long as you keep the number of samples low, the costs stay pretty low. My WA mats with sediments and whatnot are far below 300 instructions in total. But I don't sample like crazy, I try to keep samplers at a minimum

#

I also try to avoid expensive nodes like power and abuse math/vector transforms etc

#

At least Epic says it's what kills a mat's perf. However - when you look at some Paragon mats... wtf

#

and you COULD make them considerably cheaper for 10% less "quality" which will probably never get noticed while playing anyway, but maybe that's just my take on it ๐Ÿคทโ€โ™‚๏ธ

faint pasture
#

Oh yeah most of mine are just 8 layers of static vec3 and scalar parameters

#

I'll probably eventually implement some sort of mesh aligned grunge modulating the final roughness to give it some character but it works out really well so far without that even.

high ocean
slow badge
#

hey guys, im a beginner blueprinter. i would like to stop my character from uncrouching when under an obstacle. so i was thinking line trace to detect object, when detected - stay crouched. i cant seem to get this to work though. can anyone point me in the right direction?

high ocean
#

all in all, its -.3 to -.7ms on the postprocess

#

and since it's top-down as well, there are few situations in which the player would actually enjoy proper AO anyway

fiery swallow
gentle urchin
#

Doesnt built in crouch handle it?

fiery swallow
#

The bool return value is the result of if you hit something or not

faint pasture
#

How did you detect cavities

#

Although I'm using distance field AO so not worth messing with prolly

fiery swallow
#

Does un crouch automatically detect that? That's cool. Didn't know that

crimson saddle
#

@faint pasture I am having no luck with this hex thing. I don't really understand how to scale it as a grid and I can't find any diagrams to help me

slow badge
gentle urchin
slow badge
#

oh ill check it out

gentle urchin
#

I thought it checked if it could extend capsule before it went for it

high ocean
#

@faint pastureI can show u - private? Don't wanna flood the channel with my stuff/off topic

crimson saddle
#

Z just passes through

faint pasture
#

Make Square to Hex, Hex to Square, Round to Gridsize

#

Then just compose them together

MyRoundedHexPoint = HexToSquare(RoundToGrid(SquareYoHex(PointToSnap)))

chilly geyser
#

@crimson saddle how do you get your lines like that?

crimson saddle
#

super nice

chilly geyser
#

Thank you!

#

its not on the list

#

ah, gotta pay for irt

#

it*

crimson saddle
chilly geyser
#

damnit ๐Ÿ˜ฆ

crimson saddle
#

thats probably where i got it

crimson saddle
#

specifically 1.154701

#

what trig function is that

trim matrix
#

like this

chilly geyser
#

Does anyone know why set world rotation (YAW) for a SM would sometimes not work?

high ocean
#

@chilly geyserBecause of other places in your code probably.

chilly geyser
#

other than that node itself ((nothing else))

crimson saddle
faint pasture
faint pasture
crimson saddle
#

ahh i had forgotten about cosecant

faint pasture
#

Round(x, gridsize) for x and y

faint pasture
crimson saddle
faint pasture
#

Drag int pin into float pin