#blueprint
402296 messages · Page 818 of 403
Or leave it as int, you want int for tile games
"move 3 tiles away" would be best as an int unless there's such a thing as moving half a tile in gameplay
Why not have all those work on vectors
Does Z ever change for your grid?
no
Then have them all operate on vectors and have the rounding (which is conversion to hex tile space) convert to int 2vector
what do i do after i have the int
either way I round to nearest int, after that what do I do with grid size?
Multiply back out to convert back to world space.
how can I disable all post-processing via blueprints?
@crimson saddle divide by grid before rounding
Eventually you'll want to bake the grid into your conversions
awesome it works
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?
thank you so much for the instructions
@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
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
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
both source and target are in the /Content folder.. so i dont know why i cant see it
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"
Does it hit with complex collision checked?
Possibly. Though not directly. What you might be looking to do is have a scene component that is set to the hit location under mouse on tick. Projectile can be set to home to that object.
Okey doke that makes sense. I'll give it a shot, thanks
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
I tried Vector4 but this isn't as helpful as I hoped
I usually use LinearColor. Color can work too though.
Perfect, thank you!
how do I use the look at function
two locations
can i "remove" animation certain bones?
is there any good way to filter the Content browser by assets "Native parent class"
I recall there might be some filter for it similar to the implementsinterface filter
NativeParentClass=ClassName maybe
Two questions:
- Why can't you add a set to a set in UE?
- Why is Set.ToArray an impure function? That scares me it's got some sneaky side effects
- Nested arrays, sets, etc. just aren't supported in BP's
- 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
workaround for nested things is to create a struct which contains another set and nest those
I don't mean nesting it, the idea would be to take all items from Set1 and add them to Set2, same as the array is doing in that example
ahh I see - yeah not sure, did you try looking if the function is instead called merge or something?
There IS Union which I guess is what I want. Also an impure function though, so the suspicion continues
Probably same reason again :)
Hey, good hunch! NativeParentClass= seems to be what I was looking for
Are matrices exclusive to C++ realm (FMatrix), and is it impossible to do matrices in BP?
Can you not send interface messages from the third person character blueprint?
I think the type might exist in BP's but I think none of the functions that operate on them are exposed
Sure you can
when i need an array of arrays , i make a Struct with an array in it , then make an array of that struct
dunno if you can do that with maps
I have a struct of maps
For some reason it didnt provide the options cause of context sensitive
Yeah sometimes it's bit iffy. May work better if you drag from an appropriate object first
What node can you use to spawn characters?
Spawn Actor
It doesnt seem to work
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?
I thoguht it was a class problem but appaarently not
Might have to ask in #packaging , we're dumbshits over here
First thing's first put a breakpoint on SpawnActor and make sure it's getting called. If it still doesn't work, show the code we'll take a look
BTW is there any way to override comparison/equality operators in Blueprints? Like implementing Comparable in Java?
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
How do you get a reference to the level blueprint?
You don't.
Usually, you would want to avoid needing to do this in the first place
anything in the level blueprint should only be specific to that level and world events.
You could create your own comparison functions in a function library and just use those instead of what's available.
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.
Not if I want them to replace the comparisons used by Set 😉
Everyone who said don't do it is probably right.
(Or I bet you can make a variable that stores a ref to a level BP in the PlayerController or something, and have the Level BP's BeginPlay node populate that variable with itself)
Note that I haven't TRIED the above myself. I'm crazy, but I'm not that crazy
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.
I'm not really using a player controller, but I guess I can just store the blueprints there instead of level blueprint
there's also gamestate?
What is it your trying to accomplish?
I need the game to be able to count all the dice that have landed
I was planning on using ++ counter
until it equals total dice of type
but I cant store it in itself
Because its not aware of all the other ones
And you need something to manage the dice rolling data?
Yeah basically.
Could you just create a separate data actor to do it?
Yeah. But I figured sending it to@the level blueprint would be easier to manage
If you had a separate actor to manage all the dice, it should be easy to create events and call other events from it.
this would be easy to organize.
Also binding events would be a good choice.
spawning a fireball projectile
collides with ai fine
problem is that
it doesnt damage the ai
code
i should add the ai is damaged perfectly fine by the sword bp i made
As a general rule, every time you CAN keep things separate, you should do it. No class ever became unworkable, impossible to debug, or stalled development because it was too small or simple
It is always easy to combine things later, but several of the toughest projects I've ever done were splitting up monoliths
Okay, Thanks for the TIP, that makes figuring out how to do this harder though
If A dice has a event for "Landed", then you can increment a variable on the managing bp.
Yeah that's was what my solution was going to be.
Perhaps use the "Other Actor" on the event rather than using the sweep result as your input into the apply damage node?
still no
@fervent temple does that event fire?
yeah the string at the end prints
hold on lemme send the updated code
Why doesn't the ai move to node work on spawned in actors?
ik ill clean it up after i fix it
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.
oh everything is perfect i think
it spawns fine
and the collision works
my only problem is the damage not triggering
Just keep checking every step in the chain until you find where it's broken.
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
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
How do you add arguments to the Format Text node? There's no add pin like in other nodes.
You can take a look at this guy, he has really good tutorials
https://www.youtube.com/watch?v=TmJ3rSXacbE
What is the Format Text Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
But basically like this: {var}
Thank you. To answer my own question you can't add pins until the Format pin is connected to something.
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
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?
you might need to perform an array of line traces at each bone/collider location, and break if one is unobscured
how can I get the transform/change the location of either the "create grid mesh" or the create mesh section?
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
or do a sphere trace, which is a bit more expensive but gives you a larger area that is checked
but wouldn't that hit anything in its radius? i think the idea is to see if part of a character can be seen behind a corner or cover
yea
maybe use or look at AI sensing
they may have a solution which works as expected
I use multi sphere trace then individual line trace to each target for that
Slightly more espensive but i think its more straight forward and has more control
do you line trace to the actual impact location, or just to the target's center?
Target center then i check for what is blocking
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
Cone trace you can just calculate
The relative rotation of 2 targets
More like a pie trace actually
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
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...
yeah i guess i'll look at what the ai code does
Hm yeah if its for sensing
any idea where that is in the engine?
well i'd be using it for players but i could certainly steal the code
After that you line trace for any walls
sounds like you do want to detect if someone is halfway behind a wall
you can still use the sense on players
if someone is 90% behind a wall but i can see a little piece of them, i want that to count as a hit
lol the diagram drawn in comments
Love those gems lol
i would just use AI Perception honestly
instead of trying to rebuild it
you can chose which senses it uses, and you can disable it when you don't need it
it's highly configurable and you probably wont come up with a better solution
thanks for the links ill see what i can do
that code is luckily also pretty well commented
I've seen it a couple of times already 😛
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
Projectile, look at the first person example project
I think they want an instant linetraced hit with a trail
beam emitter?
stretched between the hit and the gun, or even a mesh
Why is this codebase so fucking convoluted, I'm trying to track down where vision checking is actaully done and can't find it
This is as close as I got, can't find any implementations so idk...
https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/AIModule/Classes/Perception/AISightTargetInterface.h
Trace then lerp a trail particle or whatever
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
just trying to figure how to problem solve that
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
okay thanks ! I'll look into it 🙂
Anybody know any good guides for a game where players take a turn one after the other? i.e. a game like hearthstone
got it !!
So I just want to disable that camera yaw once i enter the hang
here is the code for the hang
Show your blueprint otherwise we can't know what you're doing wrong
Looks like something you'd need to update frequently
Probably not as often as tick _(depends on criteria) but atleast on a timer of some generic value
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)?
Hello, I want to remove a widget when I touch the screen but could not figure out how I can do that.
When I select remove all widgets it is working but I want to select a specific one.
No, like a Timer
you have to go in the widget bp and get event on clicked on the button and remove from viewport
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 ?
do an array of names
use level as index
or a TMap of names
or a datatable of names
Is it possible to change the "Time" property on the "Set Timer by Event" node whilte it's running ? If so how ?
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
you must call the SetTimerbyEvent again
So I need to clear the other one first right ?
like calling it again will clear the old one ?
I believe so, but i usually clear them for good measure x)
could you show how would you clear it with a screenshot of the graph please ?
Thank you
hey yall, question: how do I find what's reacting to this call delegate?
find references doesn't seem to help
isnt that interface message?
IDK man, that's what the tooltip calls it
What did you connect to the target
yeah, the target is who gets it
I love how you provide 2 screenshot ls but it still doesn't show what you're doing lol
I assumed he was trying to hide it
well I don't think it's relevant... it's just a newbie question on how to use the interface
It's always relevant what you're trying to do
context is always relevant indeed
I'm trying to debug stuff and I've come to a node that I have no idea who's listening to
easy answer is whoever you plug in as target is the reciever of it.
Fair but we can't even see what node it is, where you're placing it etc.
That can all impact how certain things work in ue4
waitasec, I thought that node acted as a broadcast
Calling a message like that in a BT task for example, you won't be able to pass on variables
so the call is only done on the target actor?
its not a mutlicast delegate afaik
ooooooooooooooooooooooooooooooooooooooooooh
otherwise target would not be needed
ok, thanks!
yup its here
AH
how do I find them?
how do I find who binded to this event?
(bound? bounded? sorry, second language)
if i rotate an actor like this will the up vector be straight up or at the side like a normal vector
ok
I dont know because you're not explaining what's happening and what should be happening. Is something being set off by something and you wanna know why or what?
Or do you just generally wanna know how you find the bound actors
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...
this, I just want to find the bound actors
how? I have no problem with working in cpp, but the event is blueprint only afaik
(I mean that specific event I need to follow up on)
you mean that there's no way to track down bindings in blueprints?
I mean if you want yo know at runtime
Otherwise you can just use the search function for the bind nodes
AHA! this seems like the droid I'm looking for!
unless you mean this, which only looks in the same actor afaik
Well, DevSquad tutorials aren't that good to begin with, so yeah.
Thanks. Who do you suggest i fallow?
WHOHOOO
THANK YOUUUU
Ctrl shift f
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
If you wanna know the shortcut for find in all BPs
IT WORKS
Take the beginner courses in Unreal Online Learning instead.
You're gonna want to update the variable in the BP anim event graph, so you set it every time the update animation event is called, you can then use it in the animgraph to set the characters head rotation
I probably should. It will be a lot of review, but i clearly am missing some kind of basic functional if i cant even get a health bar to work right.
If you want to go for healthbar
Look for the course your first hour with UMG
It will go over healthbar main menu pause menu
@sullen saffron
Ok. Thanks. Is that a youtube video or on Unreal’s website?
But how do i set Variables Value without getting error, "accessed none"?
show code
It's on that learning website
Ok. Thanks. 👍🏻
@white jungle are you debugging?
does anybody know a good weapon tutorial? which isnt to komplex ?
what's your issue?
If you have the preview character selected as the debug object and you play the game it can cause issues
i'm only checking for values using print
So yes
Try selecting the actor in the level as the debug object
See if that fixes the error
It sometimes goes back to the preview model automatically just so you know
Basically how do i place the "Location" and "Lookatheadrotation" variables, to get them working without getting error log
i would need to create new event?
your issue is that you're using GetPlayerController
when there is a node specific to the animBP
called TryGetPawnOwner
that does the same
so you're saying i can just click the "Return Value" on TryToGetPawnOwner And put it inside GetMousePos and ConvertSccreen?
have you tried?
Not compatible :<
Did you try my fix from before?
not yet (i literally started ue4 like yesterday)
🤔
you'll need to cast it
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
Ok, the rotation is working, thanks a lot.
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
No worries
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)
This is the part where i drag the object around
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...
Ideally you'd want to either use replication feature or find a way to record input every time interval
Half of the time my blueprint skips this step, and half the time it works, can anyone tell me why?
Have you confirmed it's actually out of order with breakpoints?
What do you mean by out of order and breakpoints?
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
Alternatively you can select the node and press F9 to immediately put breakpoint on it
Yeah still no luck
Did the branch node got executed?
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 ?
i put an event tick with a print string, i think i found the problem
Thanks for the breakpoint knowledge! @icy dragon
@main lake have you tried using the built-in timespan struct
^Timespan and Datetime are great for representing ingame date and time values as well
What does the timespan struct do ?
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
Exactly what you want 😄
this doesn't work
It also makes it trivial to do most kinds of date math, eg. adding/subtracting minutes, days or such
I don't know why it doesn't work
nevermind it works perfectly
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 ?
GetSeconds, GetMinutes, GetHours, format them as you like using IntegerToText.
Like do I have to do if statements to check if the value is < 10 then append a 0 to it before changing the text on the screen or again there's a special node formatting that for me ? 🙂
I believe IntegerToText will take care of that for you. Just change it from 1 to 2.
If you put 2 as a value there, it'll return "02"
But I'm using the "Astimespan" node so it's not an integer it returns a TimeSpan Structure
Use these.
It'll get ugly in your graph. Welcome to UI programming. 😄
x)
It's better to have these nodes otherwise it would be uglier with alot of branches and stuff like that x)
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 😄
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 😬
Well well, restarted the editor and it's fine now. I blame gremlins
@hexed cloak you need to remove all VOIP talkers first add the new one to be able to get attenuation on the last player
Gremlins indeed !
Short answer is render target
Which works for prototyping, but holy smokes, do Canvas RT took up a huge chunk of performance
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
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
Every time a player joins you recreate every voip talker for every client?
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.
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.
Mainly as a filler, so that the widget didn't just fill zero space.
so that's why I been getting 0 items and an icon added to the players slots. Thanks
i dont think its better. I usually dont use space because when calling it There will be automatically a space.
Camelcase handles the spacing :)
i mean matter, not better, mistype. So just use how u want.
Anyone has ideas to make a circular movement like this?
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
What are you moving in a circle?
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 ?
@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.
i'Ll check, thanks
any ideas from you would help
i want to move a static mesh
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
How can i determine the center of circle?
A little more detail:
If you use the scene root then it is the center
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.
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
thanks, i'll try this out
for moving away the static mesh component need to know the Radius of the circle, but i dont have that.
It's how far from the scene root you moved the mesh component. It'll tell you the relative location in the details panel
yeah, but this is not a constant value.
You can get it at runtime using Distance to or get relative location nodes
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?
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.
Hmm yeah that'd probably do the trick !
Guess i didnt properly understand it 😅
The desired outcome, that is
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
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?
Thrown grenade can be a static mesh component in a projectile actor
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
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 !
Look into cesium plugin. They use longitude and latitude for positioning
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?
other way around if you want to get into semantics - you've defined it, but that is not a call for it
of course it's not a call for it
but the function does nothing
it's not defined. right?
you can add inputs, but it is not like a function
if i called it from somewhere else, nothing would happen
hmm?
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
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?
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
...
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@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.
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
why is my physics constraint freezing when I hold it still and un freezing when I let it go?
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?
Hard to say without seeing code. @high yew
Also might me more #legacy-physics
whatever you change in physics when picking up, just undo it when releasing the box
do you know stuff about it though??
Not really
My comment was mostly a general advice
Not seeing code makes anyones help just guesswork..
do you want to see the code
its in #legacy-physics if you do
The dispatcher isnt the holder of the function
I understand
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.
i understand what it is. Why does that graph exist then?
To show you its setup
You can pass inputs through dispatchers
Such as a float or another actor reference
ok how do i add those in that graph
Top of the details for the ED
thanks
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?
Hey!
IS there a way to reference to the Spline used for roads in the landscape mode? Or is it unaccessible?
Isn't the spline a separate object that effects the landscape? At least in the monster truck UE4 demo
I don't use the spline as a Spline Mesh Actor. I use the one in the landscape mode
idk then
I'm just adding a spline actor and use that 😄
lol thats simpler than what i was thinking - i thought there was a padding of 0.3 needed between a 0-1 slider, but i didnt know the distance in world space between the two
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
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?
either could work
and which could be pros and cons
if they have all the same propreties, like for example total ammo, damage, etc, i would go with 1 main actor and then childs
can u tell me why?
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
That make sense, thanks
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.
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?
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
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?
(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?
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.
The Blueprint you have is getting the rotation of your key and then setting the rotation to the same value, every tick.
What I would do is look into creating a custom event and a Timeline. Here is an example.
gotcha i never seen it done that way everyone says to do it onn tick
^
appreciate the help cause it drove me crazy
Unlikely. It would be pretty simple to create a function for it
@unborn maple wait, im confused lol, that was in response to @eager plank
Hi, is "Get Project Directory" still working after i package my game?
@unborn maple always or only sometimes for a known duration?
When does it spazz out?
Does turning bring the camera with it?
That is, would turning make the mouse now point at a different spot?
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
so i have to set camera off of the pawn?
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?
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.
Do you actually have a cursor? Or just a crosshair in the center of the screen? Is it top down or 3rd person or 1st person?
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
@tight pollen aren't there a "actors ignore" option in linetrace?
3rd person as camera attach to pawn itself.
I'd just not have them block whatever channel you're tracing in
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
Just route input to the camera or spring arms rotation, and then have character do the facing. So the camera is NOT driven by the character orientation. Look at the 3rdnperson example project for an example setup
Custom channel
seam3, that would be in your project settings
Add channel Interactable or whatever
ok.
Channels are like collision layers. Things that don't block the channel are invisible to a trace on that channel.
does anyone know how to get rid of the orange and white box?
That's from moving a window panel around
how do i fix that
@tight pollen should you be able to pickup a pickup through a wall?
Click around or restart editor
Okay thanks!
It's stuck thinking you're dragging a window panel
ahh right
I'm just learning how to use Unreal Engine 4. I'm following an Hour of Code tutorial by Dev Addict
Can I get a pin like this on functions I make myself?
Add input parameter to function
One of these?
This is either an actor or component reference of some sort
I thought u meant how to add parameters in general.
can't you just get the length of the montage to play? it's the same thing isn't it
i need the played time value as i though to use it for bow charge
Name it target. I don't know if it can default to self if you made it in blueprint.
Although depending on what you're doing there may already be a Target note, what exactly are you trying to do here?
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
I'll either talk to you about this before or somebody else with the exact same problem. The problem is if your items can stack within a single structure, a stack of one and a stack of two will not be equivalent structures
The var name is index
@vital aspen show your item struct
What are you considering to be the same item, if their data table handle is the same?
This does look rather strange... why is Item set but then not referenced in the function? Shouldnt it be used to find it in the array? That can be done without the loop. This would also remove the confusing multiple outputs.
I just wanted to add a cleaner print string node, but still be able to see which blueprint it happened in
But if I have to add a self reference node everytime its not really cleaner lol
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.
Then i figure you could do the set, get Item and use Find in your PlayerSlots (assuming they are the same data type) and determine from there if it exists then either add or make a new slot
ok, cool, have a sample on this.
@vital aspen why are you getting the current quantity?
And when is Index set
That seems fucky, just iterate over inventory and return true and index if the data table row names match
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.
If that never happens return false and -1 I guess
Videos suck, just struggle through it and you'll figure it out.
Don't rely on videos so much. Use them for reference only.
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
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.
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
i assume you didnt mean to qoute me hehe
That will fail if you have a stack of 2 and are trying to find the exact same item but it's a stack of 1
Whoops
wait, so that returns the index that the Item is at, if it exists
thats not returning quantity
If he has Apple(2) it won't find Apple(1) as it's not identical.
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
That's why I asked if stack amount is inside the item struct or not.
Find should return the first index of the queried entry, which should be the only
I just tried out your setup and it seems to work ok for me. Try printing your distance and hit actor, maybe you are hitting something else?
It's an array of item structures which include the current stack size.
If he already has a 2 Apples, it will fail because he's looking for 1 Apple
that's not being fetched yet, currently it's just finding if the struct entry exists in the array - the return of the Find needs a get from the Array to then break it and get its quantity
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
That entry won't exist in the array.
Your original approach almost had it, just do the one comparison. Just get rid of the bit where you are checking if stack size is greater than one or whatever you were doing
no that didn't work, ah crap.
ah i getcha now
need to check if the same type of item is in inventory
not struct
@vital aspen
Assuming RowName is what you check to conclude that they're the same item
@quaint portal or you may need different maths on your trace
it's getting accurate numbers of the objects, i.e an object that is 9 meters away prints 900. so I don't think so
@vital aspen no compare to the incoming Item
You're asking "Do I already have a stack of this item?" Right?
Yes
K then check in the loop vs the item you pass in
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
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
Oh, I see it now, I bumped up my interact distance and everything faraway is blurred, I don't know much about the post prosses stuff, but ill let you know if I come up with anything. 🙂
@faint pasture Like this
ok, thanks
still need to use the Item var you've stored at the beginning
break the Item as well to compare against the RowName of Slot
You mean like this
yeah, not sure what Index does though
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.
@brazen merlin Here's the rest of the code. that adds the item. I really don't know what to do.
after looking at this long enough, i think there is a slight issue 😄 - there is no false return
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
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)
it wont, because the loop executes all the way through, so it could be true on the first entry, but then false on the next, therefore returning false
so i spawn by the bow and it spawns on the laft
get world location?
thats world location
I think the loop check is not the last part of this - i think the loop is to check if you can find a match, then on completed, work with those findings
@vital aspen dude use the item struct you're passing into this function
they are
you asked how to get world location 😅
@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.
Nah not that I've seen
#blueprint message its here, the get is split open
yeah, like real world location 😄
not somehow still relative world location
and thats how it sees charge state
Ah ye I thought that was a make
show how you are spawning the arrows please
i think that makes sense, there is a lot of moving parts (functions) from what i can see - i gotta run though :/ bb in 4 or so hours
@vital aspen Show what you have so far for that function
Get actor transform?
@vital aspen go back to your early return
haha, thats detach and spawn new
the one on the bottom is actor transform
seems like
But why is the original arrow not in the bow now
If true, return true and current Index
If false do nothing
On loop end, return false and -1 I guess
i detached it
Alright so then you just need to turn it 90 degrees and it should work right? (dont know why you need to lol)
seems like this one is causing the issue, but to fix that i need character fbx to fix its location
@faint pasture This is what I had when I started
probably yes, but that will need manual adjustment for every bow and gonna broke on 180 degree rotation i assume
@vital aspen
Just take actor transform and add 90 to it
before the spawn actor
Yes, I did remove that extra 1
break transform break rotator make rotator make transform
@vital aspen also return false after complete
ok
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)
if i make a bp macro it acts like a function or it will be replaced with the nodes inside runtime?
Macro is just the nodes collapsed
But reusable
so like inline in cpp right?
@faint pasture This is what's it's doing in game
Dont know only use blueprints
But you can run latent nodes in macros not in functions
This is what my codes looks like now
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
Yup
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
yeah but thats not affecting performance
just the compile time maybe
maybe the bp as is compiled will be bigger in memory too
What happens if i spawn a character with a child actor component that has no actor class assigned?
Also you cant call macros in other BPs
Macros should be used in different cases than functions
is what I am trying to say
ofc
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
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 😩
set a threshold
Whats wrong with function calls?
moving the stack pointer about, need to push arguments, need to pop old ones after return
usually not aproblem
I have no idea what that means lol
but if it is used in a tick like 120 times a second in 100 actors it could save some perf 😄
How would a macro perform better than a function then?
Wouldnt you still be calling it on tick
don't have to do the things i just said 😄
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
Makes sense thanks
basically a call in the computer works like this:
I imagine the performance gain is close to 0, or would I be wrong there
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 🙂
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 😅
Ugh I am finishing my objectives system now, took me a good 3 days
But pretty happy with the results
"premature optimization is the root of all evil." This famous quote by Sir Tony Hoare (popularized by Donald Knuth)
so what i said has to be taken witha grain of salt 😄
i imagine what you can do is
just add something to target i bet
oh wait
I thought of making the target bigger yeah, but it still aims for it's origin point 😅
you actually wanna go to center but not fast?
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
id add target.getnormalized() sign*something to the target rotator
it aims for center but stops short
hmm, lessee
hmm seems like there is no get normalized node in bp 🤔
yeah I meant normalize the floats then make back into a rotator
@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....
if you know how to sure 😄
alternatively I could normalize the target's vector instead
no
😅
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
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 )
now this might indicate my damage system is bad but no works fine with sword
Nope, if I try to normalize the individual axises it just locks the rotation as is, so that's a bust 😂
Is the damage 0.0 or 6.0
it prints 0
and does 0 to my health
it prints the charcter properly tho
lemme screenshot the out put
hard to say if it's a 0 or a 6 😅
oh set to 6
changed it to 30 now to make it easier
Yes please
yeah thats what im thinking as well
this is what id do
not sure what to do about it tho
I'll give it a shot, thanks 😄
but dmg is set to 30
@viscid barn replace the 0 in the multiplication with the threshold you want
The empty B on the delta is intentional?
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)
@viscid barn tho this might be bad still
Hi, does anyone have suggestions on how to return a single instance of a ISM with mouse over?
hmmm
give that to the deltas B
The camera is running away from the target now 😂
Could it be because its multiplayer
I havrnt done much multiplayer so maybe someone else eknows better
But dont you have to call it on the server
yeah try cam rot into deltas B node
if I put cam rot in B, it locks the camera 😂
not moving 😅
yeah try like this
so in the add use the original target rotator
and in the b put in the camera
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
@zealous fog
this is what i use for the sword
but it didnt work for the projectile
yeah i imagine u have to use a negative value there
in the multiply
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 😂
@vital aspenjust pm me and show what you have as of right now
AAAY it works now!
did it with the camera+original rotation?
yay
my actor not work pls help
@faint pasture I sent a friend request.
that said only if the B is left empty on the delta 😂
brazil?
yes
😄 glad it works in the end XD
will you help me?
sure lets dm
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 😂
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 😄
I'll have to keep that in mind for tomorrow, it's getting a bit too late for my brain to follow lol
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 barnon a second thought the funny thing is
the thing im doing is i check facing
and in an if im only doing it till it doesnt face it x%
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
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
how come?
no idea though it probably was because I messed up something 😂
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
Is get world rotation yaw pitch and roll always the same regardless of which direction the SM if facing?
Nah I use a individual camera actor
just one camera? 😮
spring arm is way too restrictive
then normalised the target-camera vector?
so what you need is dot((target-camera).normalise(),camera.forward)
i guess
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
if this is less than lets say 0.9 then turn
give this a try
its super easy this way 😄
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
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?
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
@wild sealmust have messed up something cause it's giving me the distance between the camera and the target 🤣
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?
Part 1 of my UE4 parkour series.
Source Code: https://github.com/DavieTi/ParkourProject/tree/WallRunningTutorial
Updated Parkour video for Unreal Engine 5: https://youtu.be/jwPlvJRGbWE
I'm live streaming on YouTube now!
Second channel: https://www.youtube.com/channel/UChvKv1CiVjDkaxLqztIFRkQ?
Join the Discord! https://discord.com/invite/4dRyJm...
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?
what's wrong specifically? There's alot of dependent parts in that tutorial
i can’t tell, i don’t have any errors but none of it works when i run it
like i jump on a cube that has collision and allows the player to jump on it and it won’t do anything
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
i’ll try that
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?
im not even sure what to print tbh
is there anyway i can add subtitles for a video in media framework ?
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
You can use map range node. This is the "clamped" variant that will only allow output of values between the defined "out range".
it seems like the wall run update event is only happening once. is this right?
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
that'll do it lol 👍
Have the first function provide the variable you need as a return value. Start the entire process as an event.
Event > First Function w/ Return Value > Delay > second Function w/ variable as input
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
cause couldnt able to find resources to look into, so a help would be greatful
that is impossible
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! 😁
uw
hello how would I highlight a an object once the widget button assigned to it is hovered
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.
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?
Actors don't take input. You can check the player controller. Where is your input located?
Ah yeah that's right, example pawn, not actor.
That's what I'm trying to find. I've got a MoveForward input axis in a player pawn that isn't getting called.
Heyo folks, I'm having trouble with a blueprint and function.
https://blueprintue.com/blueprint/uaef5k53/ - I already fixed a goof where I was using the wrong variable
- the problem currently is that right mouse click should fire a secondary weapon (I have a child BP set aside for that)
- But there seems to be no actual response when I right click.
https://blueprintue.com/blueprint/1q1cxrux/ here's the function as I currently implement it
Helllpp
You need to read the data, and stop it @ 100%
add a condition, that says if % <= 1 or something like that.
thank you very much, it worked
@glass crypt are the other inputs firing?
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
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
whoa whoa, no ever said anything about struct
oh you did lol
i guess i read that differently
yeah, thats sounds right - skeletal mesh array in struct... that might be a lot of meshes no? I was thinking its an array for each body part section
i do have a skeletal mesh array for my helmets , with 8 helmets which are skeletal mesh in it
so you have a lot of meshes yeah? for each body area?
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
I'm thinking about using a datatables with a csv but I'm too lazy
you import csv as data tables
worded it wrong
there is a bit of setup time, yeah, i getcha, maybe see how many assets you potentially will have
more questions: would I have all the materials in the same struct as the skeletal meshes or in a different struct
Looks like it was actually the wheeled vehicle component not inheriting the wheel setup of the parent. Thanks tho.
so the same skeletal mesh can have different materials applied to it? like 5 different colors for the same fedora?
yes
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
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.
maybe each row represents the build of the class
im seeing lots of "s" 's at the ends of those categories - sounds like arrays
each row will represent the build of a class , I want to do it that way so I can distinguish between genders'easily
makes sense
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
How accurately are you "recording"
thinking some strobe effect (ghost fades in/out) then youi could just track the transform
i'd like to to be pretty accurate,,,
c++ ?
i kinda really only know blueprints
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
hmm,,,,
Its hard to accurately copy its movement with the "same char" , using physics and all that
what I use like,, the sequencer? is that a possible route
Dont think you can generate a new sequence at runtime like that?
damn,,,, that's annoying
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
Perhaps consider simplifying it 😛
I would but i'm stubborn 😅
havent done this before specifically, im guessing that deleting the root, considered a component, deletes it's children components, which is all of it
Imagine how easy it would be to just save the location every half second, and do a "trail" of ghosts 😄
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?
yeah, i just said that
Something along those lines yes
try deleting a different component, it should only delete that one, i dont think its bugged
thank's i'll try that out
help
as i said before... you are deleting the ROOT
hmmm..... yeah, no thanks
haha
Im no emitter or niagara specialist, so the effect can definetly be like 100 times better
but this is the gist of my suggestion