#blueprint

402296 messages · Page 818 of 403

umbral ginkgo
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Why cant I call an interface event from the third person blueprint?

faint pasture
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Or leave it as int, you want int for tile games

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"move 3 tiles away" would be best as an int unless there's such a thing as moving half a tile in gameplay

crimson saddle
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should i multiply by the grid size?

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heres where i am

faint pasture
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Does Z ever change for your grid?

crimson saddle
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no

faint pasture
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Then have them all operate on vectors and have the rounding (which is conversion to hex tile space) convert to int 2vector

crimson saddle
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what do i do after i have the int

crimson saddle
faint pasture
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Multiply back out to convert back to world space.

gilded venture
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how can I disable all post-processing via blueprints?

crimson saddle
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so is this correct?

faint pasture
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@crimson saddle divide by grid before rounding

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Eventually you'll want to bake the grid into your conversions

crimson saddle
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awesome it works

primal smelt
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Just looking for some help understanding line traces. If I have, say a 20x20x20cm box collision and a line trace that starts bang on the centre and ends Z -1cm (basically just well within the box collision) - why does this hit? I know this is defined by trace channel rather than collision presets, but doesn't the line trace still use the collision information to check the trace channel of the actor?

crimson saddle
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thank you so much for the instructions

faint pasture
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@crimson saddle eventually you'll want to include grid size in your World to Hex and Hex to World functions, so they can work like

HexToWorld(int 3, int 1, float 100.0) -> 350,86.6,0.0

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You wouldn't say the king in chess is at position 300.0, 200.0, 0.0 you'd say he's at 3,2

faint sand
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I bought some animation packs and am trying to retarget, but the skeleton I want to remap to isnt in the list. the animations use the UE skeleton, so its a 1:1 remap, but i cant even find it to select it

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both source and target are in the /Content folder.. so i dont know why i cant see it

austere copper
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Hey yall is there anyway to set the mouse cursor as a projectile homing target? It seems to only take a "scene component weak object"

gentle urchin
maiden wadi
austere copper
flat coral
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What's the right variable type to represent an RGB+A color in a BP, so that I can set it in child BPs in a useful way

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I tried Vector4 but this isn't as helpful as I hoped

maiden wadi
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I usually use LinearColor. Color can work too though.

flat coral
high yew
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how do I use the look at function

odd ember
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two locations

high yew
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the big one

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the look at function

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not the find look at rotation

soft peak
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can i "remove" animation certain bones?

old aspen
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is there any good way to filter the Content browser by assets "Native parent class"

earnest tangle
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I recall there might be some filter for it similar to the implementsinterface filter

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NativeParentClass=ClassName maybe

flat coral
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Two questions:

  1. Why can't you add a set to a set in UE?
  2. Why is Set.ToArray an impure function? That scares me it's got some sneaky side effects
earnest tangle
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  1. Nested arrays, sets, etc. just aren't supported in BP's
  2. Probably a performance thing. If you connect a pure node's return value to multiple pins, the pure node runs <number of connections> times. Impure nodes only run once
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workaround for nested things is to create a struct which contains another set and nest those

flat coral
earnest tangle
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ahh I see - yeah not sure, did you try looking if the function is instead called merge or something?

flat coral
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There IS Union which I guess is what I want. Also an impure function though, so the suspicion continues

earnest tangle
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Probably same reason again :)

old aspen
icy dragon
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Are matrices exclusive to C++ realm (FMatrix), and is it impossible to do matrices in BP?

umbral ginkgo
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Can you not send interface messages from the third person character blueprint?

earnest tangle
versed sun
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when i need an array of arrays , i make a Struct with an array in it , then make an array of that struct

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dunno if you can do that with maps

brazen merlin
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I have a struct of maps

umbral ginkgo
earnest tangle
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Yeah sometimes it's bit iffy. May work better if you drag from an appropriate object first

umbral ginkgo
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What node can you use to spawn characters?

earnest tangle
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Spawn Actor

umbral ginkgo
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It doesnt seem to work

lusty wave
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I have a blueprint with a UStaticMeshComponent in it. The static mesh is configured with a custom material. In packaged games, that material is gone and set back to WorldGridMaterial. I have confirmed the relevant material+textures are in the PAK file. But by the time BeginPlay is called on the BP actor, the material of the static mesh is not correct. What could cause the blueprint saved values to change during packaging?

umbral ginkgo
flat coral
flat coral
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BTW is there any way to override comparison/equality operators in Blueprints? Like implementing Comparable in Java?

mild ibex
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idk if this is right place to ask, but, im trying to use the oculus quest 2 to control the movement of a camera, ive tried a few things but cant get it to work quite right, ive been able to get it working where it moves in the cardinal directions, but it doesnt move where the camera is looking which is slight problem
So the Forward input is always scene forward, not based on the actual cine camera actor
The Better movement graph isnt working but i believe that is the solution im looking for

chilly geyser
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How do you get a reference to the level blueprint?

dawn gazelle
foggy escarp
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Usually, you would want to avoid needing to do this in the first place

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anything in the level blueprint should only be specific to that level and world events.

dawn gazelle
chilly geyser
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Well I need to count the number of blueprints on a different blueprint. Thought that level blueprint would be the best place to do it.

flat coral
flat coral
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Note that I haven't TRIED the above myself. I'm crazy, but I'm not that crazy

foggy escarp
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There are a lot of use cases where the level blueprint seems like a good "midground" to manage data between other actors in the level. A better method would be to instead create sort of data object that's placed in the world.
This is leading in your direction @flat coral.

chilly geyser
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I'm not really using a player controller, but I guess I can just store the blueprints there instead of level blueprint

flat coral
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there's also gamestate?

chilly geyser
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.

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Didnt work on game state

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Ill just use player controller to store it

foggy escarp
chilly geyser
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I need the game to be able to count all the dice that have landed

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I was planning on using ++ counter

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until it equals total dice of type

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but I cant store it in itself

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Because its not aware of all the other ones

foggy escarp
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And you need something to manage the dice rolling data?

chilly geyser
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Yeah basically.

foggy escarp
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Could you just create a separate data actor to do it?

chilly geyser
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Yeah. But I figured sending it to@the level blueprint would be easier to manage

foggy escarp
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If you had a separate actor to manage all the dice, it should be easy to create events and call other events from it.

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this would be easy to organize.

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Also binding events would be a good choice.

fervent temple
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spawning a fireball projectile
collides with ai fine
problem is that
it doesnt damage the ai

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code

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i should add the ai is damaged perfectly fine by the sword bp i made

flat coral
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It is always easy to combine things later, but several of the toughest projects I've ever done were splitting up monoliths

chilly geyser
foggy escarp
chilly geyser
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Yeah that's was what my solution was going to be.

dawn gazelle
faint pasture
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@fervent temple does that event fire?

fervent temple
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hold on lemme send the updated code

faint pasture
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Don't do that

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Don't run wires all over the place

umbral ginkgo
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Why doesn't the ai move to node work on spawned in actors?

fervent temple
faint pasture
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It might work in this example but it's gross and can be undefined. Anyway, debug print all the inputs to your damage interface call to make sure they're what you expect them to be.

fervent temple
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it spawns fine

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and the collision works

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my only problem is the damage not triggering

faint pasture
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Just keep checking every step in the chain until you find where it's broken.

normal stream
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just a quick sanity check question- I haven't actually started making this yet, just planning.

  • I intend for there to be a variable, a value that numerous pawn-spawning actors will refer to.
  • So far , my plan is for this variable to be controlled by the player, so it listens for an input event.
  • Since this variable is going to be used in every level or instance of the spawners i intend to make, it stands to reason that it should be housed in the Game Mode blueprint.
    -- As part of that, i will have to make that variable public, right?
    -- And then I'll have to use the Cast to Actor node to send the variable's current value to the various listening actors throughout the Level and Level BP
tawdry surge
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Instead of casting to actor, I'd either use an interface or have the various actors inherit from a common base class that references the gamemode and just retrieve the variable as needed in the actors logic

normal stream
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oh, nice

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thanks!

lucid lynx
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How do you add arguments to the Format Text node? There's no add pin like in other nodes.

pale blade
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But basically like this: {var}

lucid lynx
normal stream
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am trying to just get something to register inputs, and it's not doing anything. they keys ive assigned to those input events aren't generating the expected results; my WASD movement still works though

still trellis
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how do you guys typically check line of sight? obviously i can do a line trace from camera to actor location but that only succeeds if the center/root of the actor is in line of sight, is there a good way to check if any part of a given actor is in line of sight?

brazen merlin
dusk dust
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how can I get the transform/change the location of either the "create grid mesh" or the create mesh section?

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I know 2 ways to do this, either move the entire procedural mesh component or to loop through every vertice and apply an offset, both of which I dont want to do

spark steppe
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or do a sphere trace, which is a bit more expensive but gives you a larger area that is checked

brazen merlin
spark steppe
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yea

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maybe use or look at AI sensing

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they may have a solution which works as expected

remote meteor
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I use multi sphere trace then individual line trace to each target for that

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Slightly more espensive but i think its more straight forward and has more control

still trellis
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do you line trace to the actual impact location, or just to the target's center?

remote meteor
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Target center then i check for what is blocking

still trellis
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my end goal is actually to create basically a "cone trace" and find all the enemies in a cone that are in line of sight, but i'm assuming i need to use sphere and dot product for that

remote meteor
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Cone trace you can just calculate

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The relative rotation of 2 targets

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More like a pie trace actually

still trellis
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yeah i know how i'd calculate it, i just don't know how to check for if the given target is actually visible. i dont want to not register somebody because they're halfway behind a wall you know

brazen merlin
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to what Ben said, this is essentially what AiPawnSensing does already, it will spot it's target if any part of that target is exposed...

still trellis
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yeah i guess i'll look at what the ai code does

remote meteor
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Hm yeah if its for sensing

still trellis
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any idea where that is in the engine?

remote meteor
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Ai sense does the job

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If its like for damage area

still trellis
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well i'd be using it for players but i could certainly steal the code

remote meteor
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After that you line trace for any walls

brazen merlin
spark steppe
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you can still use the sense on players

still trellis
brazen merlin
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yeah, so check against all bones

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or else AiPerception

still trellis
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lol the diagram drawn in comments

spark steppe
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they do a bunch of checks

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yea 😄

gentle urchin
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Love those gems lol

spark steppe
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i would just use AI Perception honestly

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instead of trying to rebuild it

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you can chose which senses it uses, and you can disable it when you don't need it

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it's highly configurable and you probably wont come up with a better solution

still trellis
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thanks for the links ill see what i can do

spark steppe
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that code is luckily also pretty well commented

brazen merlin
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rare indeed

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i hope the ascii visuals catch on 😄

gentle urchin
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I've seen it a couple of times already 😛

sturdy garnet
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Rn my gun shoots line traces and they do damage which is cool but how do I get my gun to shoot stuff like destiny 2 for example a solar hc has a orange trail

faint pasture
fiery glen
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I think they want an instant linetraced hit with a trail

brazen merlin
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beam emitter?

fiery glen
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stretched between the hit and the gun, or even a mesh

faint pasture
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Why is this codebase so fucking convoluted, I'm trying to track down where vision checking is actaully done and can't find it

faint pasture
mighty linden
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hello guys ! So im a blueprint noob here follwing a long this tutorial , how could i lock this camera from rotating my character in the hang animation. I want to have the over the shoulder look but as you know when i turn the mouse the player moves as well

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just trying to figure how to problem solve that

brazen merlin
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im heading to bed, but its one of those checkboxes on the character or cmc - orient control rotation or something along those lines which "unhooks" camera from player direction

mighty linden
proper umbra
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Anybody know any good guides for a game where players take a turn one after the other? i.e. a game like hearthstone

mighty linden
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got it !!

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So I just want to disable that camera yaw once i enter the hang

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here is the code for the hang

gentle urchin
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MoteToActor is a node

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If you're using MoveToLocation..

zealous fog
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Show your blueprint otherwise we can't know what you're doing wrong

gentle urchin
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Looks like something you'd need to update frequently

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Probably not as often as tick _(depends on criteria) but atleast on a timer of some generic value

tepid otter
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Hey guys, I am currently working on a VR project, but I want to be able to navigate through the scene without a VR headset as well. Therefore I startet with the VR template and copied the movement logic from the first person template into that (just the WASD movement part). That does work in theory (the MoveForward function gets called), however the character is not moving in the scene. I noticed that it is not even falling to the ground even though gravity is enabled. Any idea why that happens?

Also I noticed that while the VRCharacter (from the VR template) spawns a camera itself, there is the default CameraManager that spawns a camera as well that is not used. Can/should I turn that off (somehow)?

wet grotto
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Hello, I want to remove a widget when I touch the screen but could not figure out how I can do that.

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When I select remove all widgets it is working but I want to select a specific one.

gentle urchin
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No, like a Timer

fair zealot
final kiln
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Good morning, I'm trying to make a level system where instead of the level being a number, it will be a name that I will choose, can anyone tell me how to do this ?

gentle urchin
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do an array of names

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use level as index

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or a TMap of names

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or a datatable of names

main lake
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Is it possible to change the "Time" property on the "Set Timer by Event" node whilte it's running ? If so how ?

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Like I need the timer to be 1 sec but later to be 0.5 between each iteration and changing the variable linked to the "Time" property doesn't do anything

gentle urchin
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you must call the SetTimerbyEvent again

main lake
gentle urchin
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I would clear it

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normally

main lake
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like calling it again will clear the old one ?

gentle urchin
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I believe so, but i usually clear them for good measure x)

main lake
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could you show how would you clear it with a screenshot of the graph please ?

gentle urchin
main lake
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Thank you

boreal barn
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hey yall, question: how do I find what's reacting to this call delegate?

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find references doesn't seem to help

gentle urchin
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isnt that interface message?

boreal barn
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IDK man, that's what the tooltip calls it

zealous fog
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What did you connect to the target

gentle urchin
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yeah, the target is who gets it

zealous fog
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I love how you provide 2 screenshot ls but it still doesn't show what you're doing lol

gentle urchin
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I assumed he was trying to hide it

boreal barn
zealous fog
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It's always relevant what you're trying to do

gentle urchin
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context is always relevant indeed

boreal barn
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I'm trying to debug stuff and I've come to a node that I have no idea who's listening to

gentle urchin
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easy answer is whoever you plug in as target is the reciever of it.

zealous fog
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Fair but we can't even see what node it is, where you're placing it etc.

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That can all impact how certain things work in ue4

boreal barn
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waitasec, I thought that node acted as a broadcast

zealous fog
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Calling a message like that in a BT task for example, you won't be able to pass on variables

boreal barn
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so the call is only done on the target actor?

gentle urchin
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its not a mutlicast delegate afaik

boreal barn
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ooooooooooooooooooooooooooooooooooooooooooh

gentle urchin
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otherwise target would not be needed

boreal barn
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ok, thanks!

zealous fog
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Look into event dispatchers

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It can set off events in multiple actors

boreal barn
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yup its here

boreal barn
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how do I find them?

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how do I find who binded to this event?

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(bound? bounded? sorry, second language)

feral ice
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if i rotate an actor like this will the up vector be straight up or at the side like a normal vector

gentle urchin
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Objects up will rotate yes

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Unless you locally rotate ,

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And not rotate the actor

feral ice
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ok

zealous fog
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Or do you just generally wanna know how you find the bound actors

sullen saffron
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Is this video outdated?
I ask because i fallowed along with it and i’ve checked, rechecked, and checked my work over and over and over again, but my Health(none of my bars) are filling.

https://m.youtube.com/watch?v=pu56eOqtlQ0&list=PLL0cLF8gjBpqA8DcrhL_O9kD4jsUqhDR6&index=3

Today we take a look at how we can set up the health and mana variables to use later on in the series.

In addition to the above, we also create UI bars for both the health & mana and get them displayed on the screen.

Unreal Engine 4 Beginner Tutorial Series:
https://www.youtube.com/playlist?list=PLL0cLF8gjBpqDdMoeid6Vl5roMl6xJQGC

Blueprints C...

▶ Play video
boreal barn
zealous fog
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I thibk you need C++ for that

boreal barn
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(I mean that specific event I need to follow up on)

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you mean that there's no way to track down bindings in blueprints?

zealous fog
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I mean if you want yo know at runtime

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Otherwise you can just use the search function for the bind nodes

boreal barn
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unless you mean this, which only looks in the same actor afaik

icy dragon
sullen saffron
boreal barn
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WHOHOOO

zealous fog
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Ctrl shift f

white jungle
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Hi i'm having issue with the variable, in sidescroller(3d).
So i've created a blueprint, that tracks my mouseXY, that will be used to rotate head of actor.
So everything is working fine, but i can't get my variable to transform(modify) bone of head.

I mean, i can't seem to pull out the info from the variable, from the blueprint to animation

the variable in Blueprint is giving me exact degrees that rotator(variable) has, so i know it works.

i just don't understand how to do it, not that i did it

zealous fog
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If you wanna know the shortcut for find in all BPs

boreal barn
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IT WORKS

icy dragon
zealous fog
sullen saffron
zealous fog
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If you want to go for healthbar

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Look for the course your first hour with UMG

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It will go over healthbar main menu pause menu

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@sullen saffron

sullen saffron
white jungle
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But how do i set Variables Value without getting error, "accessed none"?

zealous fog
white jungle
sullen saffron
zealous fog
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@white jungle are you debugging?

winged grail
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does anybody know a good weapon tutorial? which isnt to komplex ?

odd ember
zealous fog
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If you have the preview character selected as the debug object and you play the game it can cause issues

white jungle
zealous fog
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So yes

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Try selecting the actor in the level as the debug object

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See if that fixes the error

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It sometimes goes back to the preview model automatically just so you know

white jungle
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Basically how do i place the "Location" and "Lookatheadrotation" variables, to get them working without getting error log

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i would need to create new event?

odd ember
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when there is a node specific to the animBP

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called TryGetPawnOwner

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that does the same

white jungle
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so you're saying i can just click the "Return Value" on TryToGetPawnOwner And put it inside GetMousePos and ConvertSccreen?

odd ember
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have you tried?

white jungle
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Not compatible :<

zealous fog
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Did you try my fix from before?

white jungle
zealous fog
#

🤔

odd ember
zealous fog
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Alright its in the top row, om the right of the play button you( you might need to press on the arrows for more buttons), you can select the debug object, and then select one of the actors in your map, you can then set that one as your debug object. I had this issues a lot the past week and that solved it

white jungle
white jungle
# odd ember you'll need to cast it

Thank you for the info(it's asking for that what you've just said to me), i'll get to understand how to do it now. Thank you for the patience

zealous fog
slim musk
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So, guys, i need to do this bp that allow me to pick up and object, drag it around, and on release if it is on a certain position(collide with a box or smth) it snap on it, if not it will return to the starting position.
Now i did the pick up and the drag part(not sure if it's the best way) but i cannot think of a way to snap the object dragged around in the right part, can anyone help me? (Im fairly new to unreal so i dont know that much and sorry for the bad english)

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This is the part where i drag the object around

stable osprey
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hey, can anyone help sorta translate this to a 2D platformer https://youtu.be/VYuBIFSv7KM i've tried but i'm kinda stuck

This tutorial addresses one of several possible ways to create a Ghost Car system on Unreal Engine 4.

Software Required:

-Unreal Engine 4 + Vehicle Base Project

Topics:

-Creating required classes
-Configuration of Pawns
-Variables and basic functions
-Functions of Ghost
-Test

Download Project: http://www.mediafire.com/file/8d4s8dlr1medrqb/R...

▶ Play video
icy dragon
chilly geyser
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Half of the time my blueprint skips this step, and half the time it works, can anyone tell me why?

icy dragon
chilly geyser
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What do you mean by out of order and breakpoints?

icy dragon
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That question confirms you haven't tested it yet.
Right click on the Branch node and put a breakpoint on it. This will pause the game when the BP hits that node, and useful for sanity check purposes

chilly geyser
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oh cool! thanks

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didnt know you could do that

icy dragon
chilly geyser
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Yeah still no luck

icy dragon
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Did the branch node got executed?

main lake
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I'm trying to convert a single value called "Timer" into a timer displaying Minutes + Hours+ Days (Minutes In Game = Seconds IRL, Hours IG = Minutes IRL, Days = 24 Hours IG) but I'm facing a problem with modulo, I'm doing "Timer" % 60 but if I add 1 to the Hours variable when the modulo is equal to 0 as 60%60 = 0 and 0%60 is also equal to 0, I will start at Hours being 1 instead of 0 because of this modulo, how do I solve this please ?

chilly geyser
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i put an event tick with a print string, i think i found the problem

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Thanks for the breakpoint knowledge! @icy dragon

tawdry surge
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@main lake have you tried using the built-in timespan struct

earnest tangle
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^Timespan and Datetime are great for representing ingame date and time values as well

main lake
tawdry surge
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Handles converting seconds, mins, hours, days, etc.. so pluging gametime into the seconds input will immediately give you a real-time timer. Increment mins instead and now its game time

gentle urchin
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Exactly what you want 😄

main lake
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this doesn't work

earnest tangle
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It also makes it trivial to do most kinds of date math, eg. adding/subtracting minutes, days or such

main lake
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I don't know why it doesn't work

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nevermind it works perfectly

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except 1 thing, I want it to show 2 numerical values each time, instead of having 3:00 I want it to be 03:00, how do I do that ?

maiden wadi
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GetSeconds, GetMinutes, GetHours, format them as you like using IntegerToText.

main lake
maiden wadi
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I believe IntegerToText will take care of that for you. Just change it from 1 to 2.

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If you put 2 as a value there, it'll return "02"

main lake
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But I'm using the "Astimespan" node so it's not an integer it returns a TimeSpan Structure

maiden wadi
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It'll get ugly in your graph. Welcome to UI programming. 😄

main lake
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x)

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It's better to have these nodes otherwise it would be uglier with alot of branches and stuff like that x)

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It works perfectly 😄 Thank you all of you @maiden wadi @tawdry surge @earnest tangle @gentle urchin @faint pasture Finally my timer is working after 2 weeks of struggle 😄

real notch
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I think I enabled something on my bleuprint, when I start the game it automatically goes in debug mode. There are no break points? I'm sure there's one small option I put on somewhere that did this 😬

real notch
neon jolt
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@hexed cloak you need to remove all VOIP talkers first add the new one to be able to get attenuation on the last player

gentle urchin
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Gremlins indeed !

tawdry surge
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Short answer is render target

icy dragon
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Which works for prototyping, but holy smokes, do Canvas RT took up a huge chunk of performance

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Granted (I think) Source uses forward rendering, thus their render targets cheaper to render.

Unreal Engine 4 had terrible performances when it comes to render targets + scene capture + Canvas

tawdry surge
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Shouldn't be too bad if you only have a maximum of two ever in the scene. I wouldn't try to make a house of mirrors that way tho

hexed cloak
vital aspen
#

I been watching a lot of tutorials on making slots. I see that some add a image to the widget and some don't. It there a reason for adding an image to the widget for the players slots.

sturdy herald
#

Hello. How can i make a circular movement with 3 points? First point is the start location (the position of actor in the beginning), 2nd point is a helper point on the circle (to calculate is) and 3rd point is the end location.

icy dragon
vital aspen
#

so that's why I been getting 0 items and an icon added to the players slots. Thanks

sturdy herald
#

i dont think its better. I usually dont use space because when calling it There will be automatically a space.

gentle urchin
#

Camelcase handles the spacing :)

sturdy herald
#

i mean matter, not better, mistype. So just use how u want.

sturdy herald
#

Anyone has ideas to make a circular movement like this?

normal stream
#

there's a Rotating Movement Component that might be a good place to start? I don't know about how to execute the calculation you're intending

tawdry surge
#

What are you moving in a circle?

charred berry
#

I'm unable to delete, accidentally pasted data in 3rd person character component section , is this a bug or if not how do I get ue4 to actually delete this content that shouldn't be there ?

vital aspen
#

@icy dragon Thanks you again. It's doing it again. I added an image to my playerslot and this is what I get in game.

#

it seems to add 1 extra to the slot and a count of 0.

vital aspen
#

any ideas from you would help

sturdy herald
tawdry surge
#

You can just off set the mesh from the default scene root and rotate the root

#

Or use a spline component and move it along whatever path you need it to

sturdy herald
#

A little more detail:

tawdry surge
#

If you use the scene root then it is the center

sturdy herald
#

The start location is the location of mesh in the beginning, but the end location is determined by the player with the axial rotation. These are not same at every movement.

tawdry surge
#

Got to the viewport tab inside the blueprint for the mesh you want to move.
Add or select the static mesh component and move it away from the scene root.
Over in the event graph you can set the rotation of the scene root and the mesh will follow.
How much it turns is up to you

sturdy herald
tawdry surge
#

It's how far from the scene root you moved the mesh component. It'll tell you the relative location in the details panel

sturdy herald
tawdry surge
#

You can get it at runtime using Distance to or get relative location nodes

gentle urchin
#

You want circular movement ?

#

Theres a rotate vector around axis if it has not been suggested yet

#

Does exactly what you need

#

Not sure what the intended behaviour is for the player with the axial rotation but oh well

#

Like.. is the mesh supposed to rotate towards the player in sole circular fashion?

tawdry surge
#

Nah he wants the player to beable to influence how far along a circular movement track a static mesh moves

#

I was thinking just pass the axis input and add that to the rotation of the default scene root.

gentle urchin
#

Hmm yeah that'd probably do the trick !

#

Guess i didnt properly understand it 😅

#

The desired outcome, that is

tawdry surge
#

I think your suggestion would work too. I believe you could set up an orbit around a point and use that to set the location as well

cold cobalt
#

I'm not sure if this belongs here or somewhere else, but does it make more sense to have a grenade's mesh as a skeletal mesh or a static mesh?

icy dragon
sturdy herald
#

Its hard to explain what i want and my english is not the best for that, but here is a video what shows what i want.
Basically i teach to the robot the start point, end point and an aux helper point (idk why i called it axial before this) and the with some calculation the the robot with ik moving at circular path (this path can be anywhere, not only in xy plane or something this basic).
The problem rotate vector around axis is that the Axis is the location vector from the center of circle. But i dont know this circle and i dont know how to get the position of center with 3 points on circle, without knowing the radius.
Same goes for the suggestion of moving the static mesh away from the root: the distance between root and mesh is changed every time i want a circular movement (depending where i determine this 3 points), and this distance is the radius of circle which is not know and i dont know how to calculate it.
I appriciate the advices @tawdry surge and @gentle urchin.
https://www.youtube.com/watch?v=gTov9oHYEwo

buoyant marsh
#

guys, any ideas where i could start from !, if i want to make my player move and update his location depend on real live location like google maps !

tawdry surge
#

Look into cesium plugin. They use longitude and latitude for positioning

cold cobalt
#

Oops realized I'd posted this to the wrong channel.

So when using the PMC, I've enabled Rotation Follows Velocity but the mesh for the projectile is still just sitting straight up the whole time... What else do I need to enable here to get it to actually rotate like a normal projectile would haha?

coral sand
#

does this mean that the event dispatcher is declared but not defined?

brazen merlin
# coral sand

other way around if you want to get into semantics - you've defined it, but that is not a call for it

coral sand
#

of course it's not a call for it

#

but the function does nothing

#

it's not defined. right?

brazen merlin
coral sand
#

if i called it from somewhere else, nothing would happen

brazen merlin
#

it passes any inputs and its event trigger when it is called, where it gets called receives the event

#

you might need to revisit dispatchers and how they work - blueprint communication

coral sand
#

no I mean for all intents and purposes it's a function

#

that gets interpreted/executed no?

#

ok fine, it's defined to do nothing?

brazen merlin
#

these are all questions about the functionality of how event dispatchers work

#

if you've never setup them up before, then they are a bit hard to grasp, keep learning

coral sand
#

...

brazen merlin
maiden wadi
#

@coral sand In BP, there is no such thing as a function being declared and not defined. Every BP function created automatically has a definition. That screen you have up for the dispatcher is misleading as a Dispatcher is not actually a "function" as much as a property. The property itself allows other objects to register to it, which allows it to run those bound functions when the "Call" function of the Dispatcher is ran.

gentle urchin
#

one could think of it as a list. Whoever is signed onto the list at the time of the broadcast(the call) will be notified.

#

The "who" in this context is typically functions in other actors and/or objects

high yew
deep geyser
#

I've been looking around the new Stack o Bot content for UE5 and I have an issue where there is a bunch of BP interfaces that are used all over the place. Is the reference viewer the only way of knowing what uses the BP interface function calls?

gentle urchin
#

Hard to say without seeing code. @high yew

high yew
#

ok

#

one sec

gentle urchin
deep geyser
#

whatever you change in physics when picking up, just undo it when releasing the box

high yew
gentle urchin
#

Not really

#

My comment was mostly a general advice

#

Not seeing code makes anyones help just guesswork..

high yew
#

do you want to see the code

coral sand
#

fine but

#

that delegate has no other functions added to it

brazen merlin
#

The dispatcher isnt the holder of the function

coral sand
#

I understand

brazen merlin
#

Say you have a switch with a dispatcher TurnOn. When the player uses the switch it calls TurnOn and whatever is plugged into the call is the receiver of that event call. The reciever could be a light which has a binding to this dispatcher so it can turn on. The receiver could be a door that has a binding to this dispatcher so it can unlock or open. The reciever could be a train track that has a binding to this dispatcher so it can switch tracks. Whatver the receiver is, thats where the logic to execute the dispatcher happens. The call is just a call to the target.

coral sand
#

i understand what it is. Why does that graph exist then?

brazen merlin
#

To show you its setup

#

You can pass inputs through dispatchers

#

Such as a float or another actor reference

coral sand
#

ok how do i add those in that graph

brazen merlin
#

Top of the details for the ED

coral sand
#

thanks

dawn gazelle
#

So you have something that goes from 0 to 1 and you have another thing that goes from 0 to 0.3 and you want the thing that goes from 0 to 0.3 to go from 0 to 0.3 based on the value of the thing that goes from 0 to 1?

lime fulcrum
#

Hey!
IS there a way to reference to the Spline used for roads in the landscape mode? Or is it unaccessible?

deep geyser
#

Isn't the spline a separate object that effects the landscape? At least in the monster truck UE4 demo

lime fulcrum
#

I don't use the spline as a Spline Mesh Actor. I use the one in the landscape mode

deep geyser
#

idk then

lime fulcrum
#

I'm just adding a spline actor and use that 😄

brazen merlin
sturdy herald
#

Hello. I have 3 points on a circle, from this 3 points i calculated the origin of circle. Now i want to make a circulare rotation on this circle. I found something on internet and tried to use that, but its not working fine. How should i use the rotatevectoraroundaxis or how can i get the rotation of the circle (so i can rotate an object there and child the mesh which should rotate)?
Here is my nodes and the link where i found this advice.
https://blueprintue.com/blueprint/72x0tjdb/
https://answers.unrealengine.com/questions/875580/view.html?sort=oldest

minor pagoda
#

Hi, can you give me an advice about whether is better to make a blueprint "Weapon" that reads a table whit all weapons to build itself based on a key, or to build a child blueprint of Weapon for each weapon in the game?

minor pagoda
#

and which could be pros and cons

dim robin
#

if they have all the same propreties, like for example total ammo, damage, etc, i would go with 1 main actor and then childs

minor pagoda
#

can u tell me why?

brazen merlin
# minor pagoda and which could be pros and cons

generating from a DT means you only need one weapon class, you can manage all settings in one area, testing them requires a DT or valid entry so it can be troublesome to test specific functionality/debug specific values since they come as a row/struct from the DT.

making each yourself, which can still have some DT values plugged in, lets you design each one as specifically as you need. you can visualize things like mesh size, collision area (potentially have more than one collider), and extend from parent class functionality.

#

also, you cant write to DTs, only read from. It's also harder (but possible) to pull asset references in DTs, but would be less painful if it were done for each child class, plus each child class can keep track of their own variables (in addition to inherited ones) and can therefore be modified - though in either case, storing the stats of a weapon in a struct can also be kept for later read/write needs

minor pagoda
#

That make sense, thanks

maiden wadi
#

Personally, I think the only time you really want static data for weapons in a table or DataAsset is when you're creating stuff that scales. Like different levels of weapons, Normal/Superior/Epic/Legendary, etc. It's much easier to make correct logic for weapons in the weapons themselves or at least a parent class. Always be sure to have a parent class that you can cast to. You avoid having to have all of the meshes and stuff loaded up all of the time.

quaint portal
#

hello, I'm trying to make it so the camera focuses on whatever the player is looking at, I thought the blueprint should look like this but it's not working at all. just blurs everything that is more than 2 meters away. what am I doing wrong?

tiny meteor
#

in bp is there a node which takes 2 booleans and returns 4 events for different states, or do I need to chain branches?

#

like output events: A, B, A+B, 0

eager plank
#

Hey I'm new to unreal engine and need some help, I made a key to unlock a door which it works fine. The only thing I have an issue with is figuring out how to rotate the key(I want to rotate the actor), I want to make the key rotate in place until it deletes itself upon pickup. Anyone know what's wrong?

trim matrix
#

(I'm creating an RPG game) I want to make a ranking system for my game, but I searched on youtube and google and there is no one teaching, can anyone help me?

unborn maple
#

what would be the main issue the actor bugs out when trying to turn the camera spazzes back and forth and then the actor flys off the stage. i have my code like this. it turn towards cursor but seem to lose control

#

i am just looking for it to smoothly rotate where ever the mouse is at.

midnight kiln
unborn maple
#

gotcha i never seen it done that way everyone says to do it onn tick

eager plank
#

^

unborn maple
#

appreciate the help cause it drove me crazy

torpid hound
midnight kiln
#

@unborn maple wait, im confused lol, that was in response to @eager plank

proper briar
#

Hi, is "Get Project Directory" still working after i package my game?

faint pasture
#

@unborn maple always or only sometimes for a known duration?

#

When does it spazz out?

unborn maple
#

always

#

anytime i try to turn it just spazzes out.

faint pasture
#

Does turning bring the camera with it?

#

That is, would turning make the mouse now point at a different spot?

unborn maple
#

yeah it does

#

the camera is attach on the pawn

faint pasture
#

Well that's your first problem. Imagine it, the pawn turns to face the mouse, but in doing so, it turns the mouse more, which means it'll never be able to face the mouse position

#

Like a dog chasing its tail

unborn maple
#

so i have to set camera off of the pawn?

faint pasture
#

No but you need to rethink your approach. Also 2nd problem, why are you setting relative rotation and not world rotation?

#

What sort of aiming do you want?

unborn maple
#

im new so im doing most of this for the second time

#

i am trying to have actor face the mouse cursor, its main attack is a dash towards it facing direction. so i am just trying to have it be responsive in that nature.

faint pasture
tight pollen
#

hi everyone, how can i ignore all static meshes in LineTraceByChannel? I'd like to ignore all the things that are in the game just for the sake of design

proper briar
#

@tight pollen aren't there a "actors ignore" option in linetrace?

unborn maple
#

3rd person as camera attach to pawn itself.

faint pasture
tight pollen
#

yep but i don't know how can i do it with it

#

I want it to block only items that can be picked up

faint pasture
faint pasture
unborn maple
#

seam3, that would be in your project settings

faint pasture
#

Add channel Interactable or whatever

unborn maple
#

ok.

faint pasture
#

Channels are like collision layers. Things that don't block the channel are invisible to a trace on that channel.

halcyon talon
#

does anyone know how to get rid of the orange and white box?

faint pasture
tight pollen
#

yep

#

ok

#

thanks

halcyon talon
#

how do i fix that

faint pasture
#

@tight pollen should you be able to pickup a pickup through a wall?

faint pasture
halcyon talon
#

Okay thanks!

faint pasture
#

It's stuck thinking you're dragging a window panel

halcyon talon
#

ahh right

#

I'm just learning how to use Unreal Engine 4. I'm following an Hour of Code tutorial by Dev Addict

zealous fog
#

Can I get a pin like this on functions I make myself?

faint pasture
zealous fog
#

One of these?

faint pasture
#

I thought u meant how to add parameters in general.

zealous fog
#

I have this

#

But it looks like this

twilit gull
#

how do i get this value from default anime motage?

fiery swallow
twilit gull
#

i need the played time value as i though to use it for bow charge

faint pasture
#

Although depending on what you're doing there may already be a Target note, what exactly are you trying to do here?

vital aspen
#

Is some one there that can help with finding an item in a array of slots from the player. Here's what I have.

#

The idea is that it needs to see if any item matching the item the player just pickup that is all ready in the player inventory. If there is, Then it add to to that stack. else is that it adds to a empty slot.

#

In the lower left, theres a var that's not being set. So I have no idea how that works. Still learning

faint pasture
vital aspen
#

The var name is index

faint pasture
#

@vital aspen show your item struct

vital aspen
#

Yes, all items come from 1 structure.

faint pasture
#

What are you considering to be the same item, if their data table handle is the same?

brazen merlin
zealous fog
#

But if I have to add a self reference node everytime its not really cleaner lol

vital aspen
#

Guys I don't know. I'm doing this from scratch. The video tutorials I have watched don't all ways work.

#

@brazen merlin and @faint pasture do you guys have a better way of doing this. Let me show you this.

#

that's the result I get.

brazen merlin
vital aspen
#

ok, cool, have a sample on this.

faint pasture
#

And when is Index set

#

That seems fucky, just iterate over inventory and return true and index if the data table row names match

vital aspen
#

well I don't know why. that's why I'm changing it. I wish I could find better videos on this crap. would make it easy.

faint pasture
#

If that never happens return false and -1 I guess

#

Videos suck, just struggle through it and you'll figure it out.

maiden wadi
#

Don't rely on videos so much. Use them for reference only.

faint pasture
#

I sometimes skim for the AHA moments when you see something you've never even thought of but never for the nuts and bolts. Make sure you can get an good abstract model in your head of what you want to do and the code will just fall out EZ

vital aspen
#

Yes, that's the only way to learn how to do most of this. It's not like I have a personal Teacher. How about this.

faint pasture
#

And then when you go to C++ land you'll end up in the exact situation I always do, knowing way more about what I want to do than the details of how to do it because something uses a different function name in C++ or any of a million other types of obfuscation

zealous fog
faint pasture
faint pasture
brazen merlin
#

thats not returning quantity

faint pasture
vital aspen
#

ok, I'll try this, then, 1 question. How do I get the item in that slots index number. So that I can add it to that slot index

faint pasture
#

That's why I asked if stack amount is inside the item struct or not.

brazen merlin
midnight kiln
faint pasture
#

If he already has a 2 Apples, it will fail because he's looking for 1 Apple

brazen merlin
vital aspen
#

Yes, I know. It just told me from the tool tip. the issue is that how can I get the number of items in that slot. The 1 slot I wanted to add to it when I pick up the same item

faint pasture
faint pasture
vital aspen
#

no that didn't work, ah crap.

brazen merlin
#

need to check if the same type of item is in inventory

#

not struct

faint pasture
#

@vital aspen

#

Assuming RowName is what you check to conclude that they're the same item

midnight kiln
#

@quaint portal or you may need different maths on your trace

vital aspen
#

like this

#

That didn't work all so,

quaint portal
faint pasture
#

@vital aspen no compare to the incoming Item

#

You're asking "Do I already have a stack of this item?" Right?

vital aspen
#

Yes

faint pasture
#

K then check in the loop vs the item you pass in

vital aspen
#

this is all I have left

#

@faint pasture I'm confused at what to do

#

if I understand you right. I compare the item to what in the array element

faint pasture
#

For each loop will give you every item one by one

#

Items then item2 then item3 etc

#

You check for if one matches.

#

If you get to the end and there's no matches, then you return a fail/didn't find

midnight kiln
vital aspen
#

@faint pasture Like this

brazen merlin
#

break the Item as well to compare against the RowName of Slot

vital aspen
#

You mean like this

brazen merlin
vital aspen
#

Yes I know. I removed it. let me try this

#

I'm stump

normal stream
#

If anyone's not busy, I'm having trouble sanitizing my collision logic so that the player ship and any projectiles it fires don't interact.

vital aspen
#

@brazen merlin Here's the rest of the code. that adds the item. I really don't know what to do.

brazen merlin
#

so i think the function will, if it completes the loop without a success, use the return node which would be true and the index of the last entry

vital aspen
#

I tried something like this

#

and that didn't work.

twilit gull
#

how do i get real world location of the object?
if i try to detach arrow from the bow it has character location/rotation (that goes from default in unreal)

brazen merlin
twilit gull
#

so i spawn by the bow and it spawns on the laft

twilit gull
#

thats world location

brazen merlin
faint pasture
#

@vital aspen dude use the item struct you're passing into this function

zealous fog
#

you asked how to get world location 😅

vital aspen
#

@brazen merlin I'm just have to see if I can find someone that can connect to me and look over all the code. I don't know what else to do.

faint pasture
brazen merlin
twilit gull
faint pasture
zealous fog
#

show how you are spawning the arrows please

twilit gull
#

simple detach does the same

brazen merlin
faint pasture
#

@vital aspen Show what you have so far for that function

zealous fog
vital aspen
#

Oh thanks @brazen merlin

faint pasture
#

@vital aspen go back to your early return

twilit gull
#

haha, thats detach and spawn new

#

the one on the bottom is actor transform

#

seems like

zealous fog
#

But why is the original arrow not in the bow now

faint pasture
#

If true, return true and current Index
If false do nothing
On loop end, return false and -1 I guess

twilit gull
#

i detached it

zealous fog
#

Alright so then you just need to turn it 90 degrees and it should work right? (dont know why you need to lol)

twilit gull
#

seems like this one is causing the issue, but to fix that i need character fbx to fix its location

vital aspen
#

@faint pasture This is what I had when I started

twilit gull
faint pasture
#

@vital aspen

zealous fog
#

before the spawn actor

vital aspen
#

Yes, I did remove that extra 1

zealous fog
#

break transform break rotator make rotator make transform

faint pasture
#

@vital aspen also return false after complete

zealous fog
#

Add 90 between break and make rotator

#

Ideally youd change the fbx

vital aspen
#

ok

zealous fog
#

probably better because if you ever do fix it, youll need to change the BP again

#

(And theres probably another way to fix it but I dont know how sorry)

wild seal
#

if i make a bp macro it acts like a function or it will be replaced with the nodes inside runtime?

zealous fog
#

But reusable

wild seal
#

so like inline in cpp right?

vital aspen
#

@faint pasture This is what's it's doing in game

zealous fog
#

But you can run latent nodes in macros not in functions

vital aspen
#

This is what my codes looks like now

zealous fog
#

You cant call macros from outside though

#

macros*

wild seal
#

what im really interested about if whether they result in a function call or not 😄

#

but from what you said seems not

#

Macros take the nodes from the macro graph, and actually replace the macro node with a copy of all those nodes. Basically, when the Blueprint is compiled, the macro copies all the graph nodes, and pastes them in where the macro node is.

#

wiki says this

#

great

zealous fog
#

Yup

wild seal
#

so no penalty using a ton of them 😄

#

yay

zealous fog
#

Well, you are increasing the amount of nodes

#

With a function you arent

#

You copy paste a macro 20 times, you have 20 times the nodes

#

You copy paste a function 20 times, you have the same amount of nodes

wild seal
#

yeah but thats not affecting performance

#

just the compile time maybe

#

maybe the bp as is compiled will be bigger in memory too

minor pagoda
#

What happens if i spawn a character with a child actor component that has no actor class assigned?

zealous fog
#

Also you cant call macros in other BPs

#

Macros should be used in different cases than functions

#

is what I am trying to say

wild seal
#

ofc

zealous fog
wild seal
#

haha thats where i read the above from too 🙂

#

one should avoid function calls if they are often called if they can thats what im thinking :D, ofc inlining everything has problems, like worse to debug, compile time and code size grows, so have to do it reasonably

viscid barn
#

Anyone has any idea how to make an RInterpTo stop short of its target without it being sudden?
I want my camera to follow an actor but just enough to keep it within range of the center of the viewport, not actually DEAD in the center, but to no avail so far :/
I tried using map ranges to control the alpha and but it's not working too smoothly 😩

wild seal
#

set a threshold

zealous fog
wild seal
#

usually not aproblem

zealous fog
#

I have no idea what that means lol

wild seal
#

but if it is used in a tick like 120 times a second in 100 actors it could save some perf 😄

zealous fog
#

How would a macro perform better than a function then?

#

Wouldnt you still be calling it on tick

wild seal
#

don't have to do the things i just said 😄

zealous fog
#

or 120/sec

#

Just curious

wild seal
#

it is not actually a function call as the wiki says

#

but code duplication

#

you can think of a function as a part of code that has some place on a list

#

the stack pointer is where your finger pointing on the list

#

and when you calla function you have to move your finger to point on it

#

while writing down the things you wanna pass to it

#

witha macro you don't move your finger as it will be under your finger the next line

zealous fog
#

Makes sense thanks

wild seal
#

basically a call in the computer works like this:

zealous fog
#

I imagine the performance gain is close to 0, or would I be wrong there

wild seal
#

jump to the adress of the function: xy address, then push these parameters to the stack the function using

#

well as i said if you do in in a really frequent place it can be quite an amount 🙂

viscid barn
# wild seal set a threshold

If that was in reply to me, that is indeed what I'm struggling to figure out how to do but how would I go about that?
inclusive one is pretty easy with clamps but I have to admit I'm not seeing how to do an exclusive one 😅

zealous fog
#

Ugh I am finishing my objectives system now, took me a good 3 days

#

But pretty happy with the results

wild seal
#

i imagine what you can do is

#

just add something to target i bet

#

oh wait

viscid barn
#

I thought of making the target bigger yeah, but it still aims for it's origin point 😅

wild seal
#

you actually wanna go to center but not fast?

viscid barn
#

No

#

I want it to stop short of the center

#

using distance 2D and map ranges I managed to do it but it's kinda ugly as it updates the alpha, which makes it stop suddenly instead of the smooth deceleration it naturally has when you use it plainly

wild seal
#

id add target.getnormalized() sign*something to the target rotator

#

it aims for center but stops short

viscid barn
#

hmm, lessee

wild seal
#

hmm seems like there is no get normalized node in bp 🤔

viscid barn
#

Yeah

#

Guess I could split the rotator into floats and then make it back?

wild seal
#

yeah

#

but need to normalize it

viscid barn
#

yeah I meant normalize the floats then make back into a rotator

midnight kiln
#

@quaint portal This seems to be working for me and here is the video that helped me out.

https://www.youtube.com/watch?v=6jnIC4HzniU

Hope is helps and points you in the right direction. 🙂

Here I bring you a very interesting and very simple tutorial, where I show you how to interact zooming with the camera using the first person character and using depth of field to focus on objects in the scene.

This is a technique that will bring more interactivity to your projects and with the camera focus you´ll create a very striking effect....

▶ Play video
wild seal
#

if you know how to sure 😄

viscid barn
#

alternatively I could normalize the target's vector instead

wild seal
#

no

viscid barn
#

😅

wild seal
#

normalizing rotator does the following what you need

#
  • Create a copy of this rotator and normalize, removes all winding and creates the "shortest route" rotation.
#

shortest route

#

traing to figure out if theres a bp function like that

fervent temple
#

i cannot for the life of me figure out how to get this projectile to do damage

#

no matter what i do it wont work

#

it prints all the strings at the end

#

tells me what it hit, if it hit, and how much damage it applied to it ( it always says 0 instead of 6 )

zealous fog
#

Do you have a ondamage event

#

Or anydamage

#

Something like that

fervent temple
#

now this might indicate my damage system is bad but no works fine with sword

viscid barn
#

Nope, if I try to normalize the individual axises it just locks the rotation as is, so that's a bust 😂

fervent temple
#

idk if u talking to me tho

zealous fog
#

Is the damage 0.0 or 6.0

fervent temple
#

it prints 0

#

and does 0 to my health

#

it prints the charcter properly tho

#

lemme screenshot the out put

zealous fog
#

What is the damage set as I mean

#

Cant read it

viscid barn
#

hard to say if it's a 0 or a 6 😅

fervent temple
#

changed it to 30 now to make it easier

zealous fog
fervent temple
#

and my damage system does work becuz i have a sword that does damage

zealous fog
#

Your on damage event isn't fringe I believe?

#

Firing*

wild seal
#

@viscid barnapparently delta is your node

fervent temple
wild seal
#

this is what id do

fervent temple
#

not sure what to do about it tho

zealous fog
#

Can you checj that

#

With a breakpoint

viscid barn
zealous fog
#

Oh wait

#

Ofc it isnt firing

#

If damage is 0

fervent temple
#

but dmg is set to 30

wild seal
#

@viscid barn replace the 0 in the multiplication with the threshold you want

viscid barn
#

The empty B on the delta is intentional?

wild seal
#

thats not "empty" that is the delta to 0

#

and you have to do the sign and mult and add nodes for all floats

#

in the rotator

#

@viscid barn

#

i just did it for the first (roll)

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@viscid barn tho this might be bad still

empty needle
#

Hi, does anyone have suggestions on how to return a single instance of a ISM with mouse over?

wild seal
#

on a second thought

#

@viscid barnyou have the camera rotation right?

viscid barn
#

hmmm

wild seal
#

give that to the deltas B

viscid barn
#

The camera is running away from the target now 😂

zealous fog
#

I havrnt done much multiplayer so maybe someone else eknows better

#

But dont you have to call it on the server

wild seal
fervent temple
#

fuck i might

viscid barn
#

if I put cam rot in B, it locks the camera 😂

zealous fog
viscid barn
#

not moving 😅

fervent temple
#

lemme see

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nope doesnt work

wild seal
#

so in the add use the original target rotator

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and in the b put in the camera

viscid barn
#

Ah wait!

#

I think I figured what's going on

#

I tried lowering the * bit by bit to see if it could reach a stable point

fervent temple
#

@zealous fog

#

this is what i use for the sword

#

but it didnt work for the projectile

wild seal
#

in the multiply

viscid barn
#

gdi, it works but in the wrong direction, I tried to negate the outcome to set it right but it made it go crazy

#

Yeah that's what I was trying 😂

faint pasture
#

@vital aspenjust pm me and show what you have as of right now

viscid barn
#

AAAY it works now!

wild seal
#

yay

trim matrix
vital aspen
#

@faint pasture I sent a friend request.

viscid barn
fervent temple
trim matrix
wild seal
trim matrix
fervent temple
viscid barn
#

it's not perfect but it's progress! Thanks!
Now I just need to figure out how to make it not go on the wrong side when crossing up the target 😂

wild seal
#

haha yeah

#

thats one problem it causes

#

but if you do a delta with target you can clamp the abs of the threshold to it and multiply it again with the sign 😄

viscid barn
#

I'll have to keep that in mind for tomorrow, it's getting a bit too late for my brain to follow lol

wild seal
#

with a 0 min and max with the abs

#

and the threshold has to be abs ed too 😄

#

in the clamp

#

a lot of abs 😏

viscid barn
#

😂

wild seal
#

@viscid barnon a second thought the funny thing is

#

the thing im doing is i check facing

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and in an if im only doing it till it doesnt face it x%

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like you can check this if you vane 2 vectors easily with the dot product

#

and lets say if the dot product 0-1 is facing the vector on 1 and -1 is facing away

#

so lets say you call the rinterp to till its 0.8

#

it can be the abs of the delta of the 2 rotations too

#

it solves the problem and makes it much easier

viscid barn
#

I tried using dot product at first but for some reason it'd create an odd offset

#

as if I was using an over the shoulder camera

wild seal
#

how come?

viscid barn
#

no idea though it probably was because I messed up something 😂

wild seal
#

use camera forward vector

#

ooh u use a camera boom / spring arm

#

that complicates things i guess

#

and make sure to normalise the look vector

#

yo you have to input some rotation to the arm and some for the camera iirc

chilly geyser
#

Is get world rotation yaw pitch and roll always the same regardless of which direction the SM if facing?

viscid barn
wild seal
#

just one camera? 😮

viscid barn
#

spring arm is way too restrictive

wild seal
#

then normalised the target-camera vector?

#

so what you need is dot((target-camera).normalise(),camera.forward)

#

i guess

viscid barn
#

hmm, I'll try first see if I can stabilize this version as it's already done, if not I'll try using that dot method

wild seal
#

if this is less than lets say 0.9 then turn

#

give this a try

#

its super easy this way 😄

viscid barn
#

right

#

let's try x)

#

though first I need to reboot UE, I don't know why but if I use the PIE too much, the fps drops each time until it becomes unplayable

eager plank
#

I need help really quick, I made a door that open and closes yet I can walk straight through it(when closed). I have all collsions set to block all. Any ideas as to why I can walk through it?

fast escarp
#

Is there some way to select multiple variables at once in BP? I'm a bit mystified that I can't seem to select a whole group of even similarly typed vars. Cntrl/shift clicking as you'd expect doesn't work.

#

various attempts at cntrl/shift click to no avail, very strange I have to assume there's some way to do this

viscid barn
#

@wild sealmust have messed up something cause it's giving me the distance between the camera and the target 🤣

dusk ember
#

https://youtu.be/gsWHj8GbsfM i followed this tutorial on creating wall running in ue4 and didn’t have any errors. but when i tried to go onto a wall, it did nothing. can anyone help with this?

eager plank
#

I made a door that open and closes yet I can walk straight through it(when closed). I have all collisions set to block all. Any ideas as to why I can walk through it?

fast escarp
dusk ember
#

like i jump on a cube that has collision and allows the player to jump on it and it won’t do anything

fast escarp
#

I'd recommend using print string or breakpoints to narrow down the problem

#

I've gone through that tutorial so I can at least confirm his version works correctly

lost solstice
#

Im trying to run a small piece of code inside a function after a certain delay. I know i cant use delay nodes inside of functions and I tried to create a seperate function to put that code in but released i need a value from that specific function in order the for it to work properly. How might I go about doing this?

dusk ember
trim matrix
#

is there anyway i can add subtitles for a video in media framework ?

fast escarp
# dusk ember im not even sure what to print tbh

Hard to give a full overview of debugging, you want to start by ensuring the input is being taken and follow sequentially, following the path of the logic is executing as you'd expect. Maybe take a look at some youtube videos for breakpoints in unreal blueprints if you're not familiar

dawn gazelle
#

You can use map range node. This is the "clamped" variant that will only allow output of values between the defined "out range".

dusk ember
fast escarp
#

no it should be on a timer

#

smth like this my architecture is probably not the same as he revises the setup in that tutorial a few times

dusk ember
#

lmao i just realized that looping wasnt checked

#

thank you

fast escarp
#

that'll do it lol 👍

dawn gazelle
lost solstice
#

i can try and do that that would probably work. Only problem is that functions running inside of a function so i will have to break out at some point

trim matrix
viscid barn
#

Every day is a new day of discovering ways to not make things work the way intended 😂

#

In all fairness it's quite late so it's highly likely I mixed up something in the process

#

either way, snooze time for me, have good evening/day/night o/

#

And thanks for the help! 😁

wild seal
#

uw

stray moat
#

hello how would I highlight a an object once the widget button assigned to it is hovered

empty needle
#

Sorry guys, does anyone have an idea of how to return a single instanced static mesh under a mouse cursor?

#

I've tried this, but I'm not sure if I should be returning the component, and then get the instance.

glass crypt
#

Is there an easy way to find if a key is consuming input somewhere in a project? Like say if there's some random actor consuming the W key in a level?

tawdry surge
#

Actors don't take input. You can check the player controller. Where is your input located?

glass crypt
#

That's what I'm trying to find. I've got a MoveForward input axis in a player pawn that isn't getting called.

normal stream
trim matrix
empty needle
#

You need to read the data, and stop it @ 100%

#

add a condition, that says if % <= 1 or something like that.

trim matrix
tawdry surge
#

@glass crypt are the other inputs firing?

stray moat
#

I'm making a random unit generator , do I make the body parts which are skeletal mesh an array or variable as plan to call it in my units blueprint as a structure

stray moat
# brazen merlin variable array

so in the body parts structure i will make the skeletal mesh an array variable with all the bodyparts included and call it

brazen merlin
#

oh you did lol

#

i guess i read that differently

brazen merlin
stray moat
brazen merlin
brazen merlin
#

i guess an array for each area makes sense

#

data table might be nice to manage, but thats my preference and it can be a bit difficult to get working how you want

stray moat
brazen merlin
stray moat
brazen merlin
#

there is a bit of setup time, yeah, i getcha, maybe see how many assets you potentially will have

stray moat
#

more questions: would I have all the materials in the same struct as the skeletal meshes or in a different struct

glass crypt
brazen merlin
brazen merlin
#

this does sound better and better to have a DT 🙂

#

each row is the skeletal mesh - columns are material list, body location

#

i guess that might be a bit tricky come to think of it...

#

seems like a lot of arrays otherwise though

stray moat
# brazen merlin this does sound better and better to have a DT 🙂

I want will put it all in a struct, create a data table, and set the body parts, abilities , stats, battle animations and gender for each of the classes , like mage and archer etc, then get the game to generate a unit in my unit bp for the player to hire and take on an adventure I'm doing something like the darkest dungeon, I learned how to to do turn-based combat already so now I'm trying to create my unit system.

brazen merlin
#

maybe each row represents the build of the class

#

im seeing lots of "s" 's at the ends of those categories - sounds like arrays

stray moat
stable osprey
#

hey so i'm trying to implement this hologram system, where a timer appears, and during that time the movement and actions of the player are recorded, and then played back with a copy of the player,,, i'm really struggling to figure it out

#

the only thing I had so far was to look at a video about race ghosts but I tried to translate it into a 2D platformer and it just didn't work

gentle urchin
#

How accurately are you "recording"

#

thinking some strobe effect (ghost fades in/out) then youi could just track the transform

stable osprey
#

i'd like to to be pretty accurate,,,

gentle urchin
#

c++ ?

stable osprey
#

i kinda really only know blueprints

gentle urchin
#

theres a replay system there

#

hmm

#

I suppose you could still track a few key locations and do some interpolation magic

#

jump wouldnt be accurate then

#

Not sure how one would handle it accurately really

stable osprey
#

hmm,,,,

gentle urchin
#

Its hard to accurately copy its movement with the "same char" , using physics and all that

stable osprey
#

what I use like,, the sequencer? is that a possible route

gentle urchin
stable osprey
#

welp,,, i'll keep thinking,,, i'm sure there's a way around this,,, feel free to ping me if you come up with anything

gentle urchin
#

Perhaps consider simplifying it 😛

stable osprey
brazen merlin
#

havent done this before specifically, im guessing that deleting the root, considered a component, deletes it's children components, which is all of it

gentle urchin
stable osprey
#

so like,,, save the location every half second,,, and then get a child of the character blueprint to act out those locations after the timer runs out?

brazen merlin
#

yeah, i just said that

gentle urchin
brazen merlin
#

try deleting a different component, it should only delete that one, i dont think its bugged

stable osprey
fickle nebula
brazen merlin
#

as i said before... you are deleting the ROOT

brazen merlin
fickle nebula
gentle urchin
#

but this is the gist of my suggestion