#blueprint

402296 messages Β· Page 819 of 403

gentle urchin
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My particles refuse to die, so they'll just stick around πŸ˜›

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If you were to capture the current velocity aswell you could have it atleast appear to be moving like the player to some degree ^^

stable osprey
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oh damn thank you

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this is awesome

gentle urchin
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Not sure about that but.. its something πŸ˜„

stable osprey
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well it'll make everything alot easier for me,,,,,, so that's a benefit,,,, thank you so much

quaint portal
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oh yes, this worked out. thank you!

normal stream
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i would greatly appreciate any input, but it is late

lilac storm
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Hello guys , why Vector Normalization works wierd . Here is my code . I got 2 (A , B) cubes on the map . and i want to get a normilzed vector from A to B . but normalize function giving me normalized vector from World Origin to B . Why ?

gentle urchin
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I bet the variable is null

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not initialized

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or set to the other object

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and if not,

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the normalized vector is still of length 1, so if you print its "location" it'll be at some 0 vector with lenght of 1

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If you want the normalized vector relative to the A location you need A.Location + NormalizedVector(BLoc - ALoc) i believe

lilac storm
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oookey i tried out and it worked . Thanks very much !!!!!

gentle urchin
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np

dawn parcel
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Hi guys I am new to unreal i am making a mobile game but I don't know how to make a button which can trigger an attack animation of the character. If you know please help me.

faint pasture
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That's like 4 questions in one. Start with the first step. Add a button to the screen and have it do literally anything when pressed. Google UMG Button for a starting point.

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You choose but the engine calls Z up so I'd go with it.

trim matrix
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i am having trouble reseting my level, whenever it resets i lose control over my player and my ui does not reset . i have used the set input gamemode node after resting but i still cant control my player.

last abyss
trim matrix
last abyss
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well... I'm not sure about ue5 but in 4.27 you can do this

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and if that's not available in ue5, on your controller class you can override the Event OnReset function

trim matrix
buoyant oxide
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Hello

I did create a Camera in a sequencer with some transformation/rotation

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when I hit play, I would like to play my sequence from the camera

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how can I easely do that ?

The project is some sequence I would like to play hitting keys

crystal epoch
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Hello,
I have a problem with launch velocity that seems to not work properly and I don't know what I'm missing.
Thing is that i have a char which bounces more or less based on Z axis. And I'm using the force on Z axis as Launch Velocity, but as you can see in this video ) https://streamable.com/wzmuee ) it doesn't work properly
Any suggestions?
Thank you very much ❀️

dense peak
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Hello, general question about tick really, how do you avoid it in situations where you need perpetual motion? Say a speed boat that you want to go forward based on of a lever that goes from 0 - 10 and the player sets it to 7 so there's no continual event from the play like there would be in a driving game where forward means go

gentle urchin
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you dont avoid it in that case

dense peak
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That's the conclusion I came to but I wanted to check and see if there were any other thoughts / ideas

gentle urchin
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What needs to be done on tick needs to be done on tick

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not much one can do about it

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Axis input is still tick etc etc

dense peak
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Cheers @gentle urchin

wary shadow
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Hi all, sorry for the dumb question:
I'd like to attach the highlighted component to 2 different flying pawn BP. If I add the component to both of them this creates some conflicts and the error Accessed None occurs. If I directly add the component to only one BP everything works properly. So my question is: is there the possibility to remove the component via BP node? For instance if I spawn one drone then remove the component from the other one. Thank you in advance

stray moat
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how would i break a data table to give me all the value I have inputted in it

fiery swallow
stray moat
fiery swallow
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Then what's the problem

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Oh break

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Then call for each loop and get data table row @stray moat

gentle urchin
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Get all row names -> foreachloop -> get data table row

final kiln
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Good Day, I'm making a meditation system, but I'm not sure how I can make it so that when the player is meditating he can not move, all solutions I found simply disables the whole keyboard, and this is not something I want, after all I just want him not to be able to walk

neon jolt
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Yes that's what I do

torpid hound
final kiln
dull jay
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anyone know how can i play audio when my character moves? (footstep sounds)

twilit gull
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comming back with the issue still present, why does those vectors are "same" though they are world, not local

gentle urchin
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Wha?

twilit gull
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i'm picking up world location for an arrow thats in a bow

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and it spawns new arrow on it

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not the best visibility, but you can see 3 arrows spawned in the character having wrong z axis. as they should change x, not z

timber knoll
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Looks like you are just getting the wrong component location really

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probably shouldn't be root components

twilit gull
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Character => Bow => Arrow

timber knoll
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or your BowArrowTest Root Component is offset compared to the Arrow Root Component

timber knoll
twilit gull
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probably that is the issue, in character bp, unreal sets those by default for no reason (i assume)

timber knoll
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it's not for no reason

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those are relative to the parent

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but yes it's way easier if you have those all at 0

twilit gull
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i've checked all offsets yesterday, there's none 😦

timber knoll
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It's not going to spawn in a wrong position if there's no offset πŸ˜›

timber knoll
twilit gull
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i've tried to adjust offsets yesterday, so this is what i get having 0 on every

timber knoll
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I suppose your arrow is attached to something on the bow?

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Maybe you can just get the position/rotation of what it is attached to

twilit gull
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yep, thats socket/component in bow

timber knoll
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yeah so try using the socket position

twilit gull
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still the same result actually
bow socket = 0 0 0
hand socket = 0 0 0

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its like character have wrong x rotation offset

wise swan
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Hey, im making this game and it has avatars, banners and avatar frames. How would i go about saving and loading the assets when the player login's so that i dont have to call the server to get the asset?

zealous fog
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Can you show the viewport of the arrow BP @twilit gull

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I have a suspicion

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But it might be wrong

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And have the arrow mesh selected for the details panel please

twilit gull
zealous fog
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Okay wasn't what i thought it was

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Why does your arrow have a capsule component btw?

twilit gull
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that's just for trying to adjust its location

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inside bp

gentle urchin
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Scene component could do that

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Im also not sure what you mean by they are the same

twilit gull
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the original arrow moves along the axis on the bow

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and when i take its world location - it is on the other vector

gentle urchin
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Can you show the "arrow" reference? What is it? Is it some socket ?

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If not, wouldnt it make sense to have it as a socket ?

twilit gull
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arrow is just an actor created from arrowbp on screenshot above

gentle urchin
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But you're getting its location?

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If its just an emtpy ref, that should return 0..

wicked shoal
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Im trying to reload the splines in the world. i changed them to behave a little different. is there a way to do this without recreating them?

twilit gull
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this is Arrow from BP

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that actor

gentle urchin
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o.O

wicked shoal
gentle urchin
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show me the character hierarchy and viewport...

twilit gull
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fun fact:

  1. socket 0 0 0
  2. socket 90 0 0
fair sun
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is there a version of this that works with projectile movment component that has max speed set?

zealous fog
wicked shoal
twilit gull
zealous fog
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You can just use default scene component

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Instead of a capsule

twilit gull
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yeah, i'll do that once this arrow issue is fixed πŸ˜„

gentle urchin
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Lastly, the Character viewport πŸ™‚

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/setup

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I see you have an arrowsocket

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I'd suggest that is used for the location of the spawned arrow

twilit gull
twilit gull
gentle urchin
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I cant see the "Arrow" component

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named Arrow..

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unless

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its the arrow component (arrow) ? xD

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You want them to spawn at the same location each time, correct?

twilit gull
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arrow is actor as i said earlier

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the original actor thats in the bow

gentle urchin
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BowArrowTest

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Is it a bow, or an Arrow

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sounds like an arrow

twilit gull
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yep

gentle urchin
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so if its spawned, whats up with the new spawn?

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Or is this just ment as a visual... helper ?

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Confusing setup, I'll admit.

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The Bow is attatched to char. Bow has arrow attatched. But a new arrow is spawned from bow in the place of the attatched arrow?

twilit gull
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initialy i wanted to detach that original arrow and use is as a projectile

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but detach gives the same issue

gentle urchin
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the issue of the wrong location?

twilit gull
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yes

gentle urchin
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If you print the location of the bow socket does it ever change?

twilit gull
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it not the location where arrow was in the bow, its somewhere else

gentle urchin
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Is the bow a skel mesh?

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Is the socket attatched to the correct "bone" if so?

twilit gull
gentle urchin
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Print its location instead of firing the arrow

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check the printed location

twilit gull
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0 => -50 => 0

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as animation goes

gentle urchin
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Sounds correct

twilit gull
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thats x-axis

gentle urchin
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relative forward axis , yes

slim musk
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Hi guys, i've a problem and i cannot figure it out why it doesnt pass the second check of ==, any tips or better method to do this stuff?

gentle urchin
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sure you dont want "And" ?

slim musk
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i will try it again but it didnt work aswell

gentle urchin
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Guess im just not used to compareing to a compare

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probably not the issue

slim musk
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nop also with and it doesnt work

gentle urchin
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not sure about the checks either

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is overlapping actor,

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compared to socket2free?

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confusing check

twilit gull
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red arrow, blue arrow socket

green is arrow attached to bow
yellow is in the world

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released in the same place

gentle urchin
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ugh Multiplayer

tawdry surge
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It just checking two bools are both true then checking that was true against a third bool. Id print the results of each bool in the chain to make sure they are all true

gentle urchin
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they sort of couldnt be all true, otherwise it would succeed x)

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but yes, its a good starting place.

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figure out which one is false.

viscid python
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I have an outline material and want to add a fresnel effect to it. How can I solve this error ```[SM5] (Node Multiply) Arithmetic between types float4 and float3 are undefined

gentle urchin
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dont multiply float4 and float3

slim musk
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ok i was just dumb, socket 2 was set on false

gentle urchin
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either mask out or append if you know what's going on and its intentional

viscid python
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Tried vector append but it's all black then

gentle urchin
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float3 already has 3 numbers,

viscid python
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Still just a beginner and only know partially what I'm doing πŸ˜‰

gentle urchin
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needs a fourth

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appending a float to float3 makes it a float4

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afaik

tawdry surge
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Append a one to the vec3

gentle urchin
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Just reading FResnel is way out of my skillscope with materials πŸ˜„

tawdry surge
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Ben cloward has great beginning series for how materials work btw

viscid python
cerulean palm
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Is there a merge for uasset like there's diff in Unreal?

odd ember
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how would you merge a binary file?

cerulean palm
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like diff but I'd bring selective changes in current version

gentle urchin
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The error is a giveaway tho! It doesnt know how to handle float3 (0.f, 0.f, 0.f) multiplied by float4 (0.f, 0.f, 0.f, 0.f)

odd ember
cerulean palm
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Not really, there's diff for blueprints, I'm talking about that

odd ember
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yep but blueprints convert to code

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assets don't

cerulean palm
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ok, rephrase, merge for blueprints

odd ember
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might not be possible

dawn parcel
odd ember
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but have a look at the diff tool

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if it's anywhere it's in that

tawdry surge
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@viscid python where is the error at. Im on my phone and it's not immediately apparent by looking at it

viscid python
cerulean palm
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I did, couldn't find anything in that line, I can diff b/w two versions, or even two uassets, but not merge. I copy/paste from one window where possible

viscid python
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At the multiply

gentle urchin
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You could also do a mask,

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mask out the alpha

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Atleast.. I think x)

viscid python
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That worked, but

odd ember
viscid python
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the whole scene gets dark now πŸ˜‰

gentle urchin
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then appending is the way to go

tawdry surge
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^

viscid python
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I need to rethink how I'm adding the fresnel to this outline material, I thing πŸ€” It's working with the whole scene I guess.

viscid python
gentle urchin
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"Append"

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just append to the fresnel output

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not sure if you need to append it pre or post the float3

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try it out i guess ?

cerulean palm
gentle urchin
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append a 1, so you dont change anything πŸ˜„

tawdry surge
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^

odd ember
viscid python
gentle urchin
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xD sounds like it yes

tawdry surge
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Maybe come back to it when you have a better understanding of the fundamentals. It doesn't look too far off the mark for an outline material

gentle urchin
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in 4.2X, is there anything one must do to activate automatic instancing of meshes? Say for a foliage actor for example..

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didnt seem to have the same performance as an ISM ..

trim matrix
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Anyone know why this (or at least I think it's this) isn't working?

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When I crouch, the animation doesn't play

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But when I enable is crouching on the preview

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It plays

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In my characters c++ file

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I set the variable to be available everywhere, including anim bps
so after I compiled the code, the variable was just there in anim bp

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Like this?

tawdry surge
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That event looks wrong

trim matrix
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Ah

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This is my whole anim bp event graph

dawn gazelle
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Any values you want to use in your state machine or animgraph, you should be setting the value here for.... So that boolean you have for "Is Crouching", you want to populate it with the "Is Crouching" variable from your MainCharacter.

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If you directly access the value from the character in the state machine or animgraph, then the animation ends up being on the game thread which kinda bungs up performance.

dawn gazelle
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You have a reference to your character there already I believe? Drag off from it and type "get iscrouching" - that's your reference - then you'd create a "set is crouching" node for the variable that exists on your animBP - then just feed in the IsCrouching from the Character into That.

trim matrix
trim matrix
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Ah okay

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So, how could I reference my c++ variable in the anim bp?

gentle urchin
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Youd likely want a decal

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(And i need a typing course.)

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Yes

tawdry surge
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Your BP character should be inherinting from your C++ class or you should be casting to the C++ class directly.
Then off the animBP update event you need to get the character's iscrouching bool and set the local animBP iscrouching bool to match it.
Then in the state machine you just use the local iscrouching to determine if you should transition

trim matrix
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Yeah my character bp has the variable
it's not in my anim bp tho

tawdry surge
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You gotta make one

gentle urchin
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Yeah it does^

keen wedge
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Hi all,

I'm experiencing some very odd behaviour between two functions and I can't for the life of me see what's going wrong...

In the first function, I generate a Vector based on a point selected at random within a volume. The only thing I alter here is the Z axis value, setting it to the top of the spawn volume.
The value returned from this function goes directly into a second function (e.g. its the very next node that uses it), the value that comes in is always different to the value that left the first function. But never by very much, X and Y values seem to be vary between about 5 and 50 units, but it does seem to be entirely random. But I have nothing that alters these values between their uses. I do a PRINT just before it leaves the first function, and PRINT again when it comes into the second - the values are different?!

I appreciate how ridiculous this sounds/reads, surely there's something that must be changing it, but I cannot see anything for the life of me doing so.. anyone have any thoughts?

I should add, I'm printing the value of the transform before the object is spawned, so I don't think its related to any of the collision override options for the spawning actor etc..

Update....

Oh gawwwdd..... its because the PRINT node has an execution pin isn't it... I think I've experienced this before... e.g. the PRINT nodes calls all the nodes link to it and generates a random position... and then the RETURN node doe sthe same... the two positions are different...

Anyone wanna confirm my madness so I can stop sticking pins in my eyes..

tawdry surge
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Sight unseen. Probably..

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Easy to check tho..
Promote the output from the first function to a variable. Then print the variable and use the variable to feed into the second function

keen wedge
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Next problem... which was the source of the first problem!

I have a volume (spawn volume) as a component in my blueprint... but it doesn't rotate when I rotate the main actor... imagine a 3D rectangular shape, then rotate it 90 degress - its look ok in the scene view, but when I run the game, the enemies spawn based on the volumes original position, not the rotate one?!

gentle urchin
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How are you spawning it πŸ™‚

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probably using some unrotated extents

keen wedge
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I have properties which the designer can adjust for the height, width, length, using the construction script to set thr box extents etc.

If the BP actor is rotated though, the spawn volume "appears" to rotate with it, but if I turn on the debug lines for rayrracing when spawning, you can see them all appearing in the original, non rotate shape etc.

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I have tried setting relative rotation, setting salute rotation, none of that seemed to make a difference?

gentle urchin
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Im doing the same, but succesfully rotating the box traces

keen wedge
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Ooooh... would you share your wizardry? :)

gentle urchin
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c++ wizardy , does that matter?

keen wedge
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Damn... a little bit, I'm not overly familiar with c++ and haven't used it a lot with Unreal at all...

...are there no BP nodes I can use?

gentle urchin
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Im basicly just rotating the vector limits so to speak

keen wedge
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Hmmm.. I'm not good with math either! 😫

gentle urchin
keen wedge
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I don't understand why it "looks" correct in the scene though, that's kinda weird..

gentle urchin
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Something along the lines of this

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i agree, that does sound a bit weird

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but done in construction script you say ?

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tried doing it on beginplay instead?

keen wedge
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Yeah...

Think I didn't it in the construction script so they would see the volume size change as they altered the variables for the height, length, width etc.. e.g. redrawn on the fly..

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Either that rotate node, would I then just feed in the rotation of the default scene component etc?

gentle urchin
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Yeah

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there's another one ..

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<@&213101288538374145>

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crap, wrong tag

keen wedge
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I'll give it a try when I get back in, currently sat in a parked car on my mobile.. thank you for the pointers, may well be back in an hour or so...

gentle urchin
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just ping me when you're at it

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if it doesnt work out

keen wedge
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Thank you, that's very kind.

gentle urchin
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if you want me to look further into it , that is

keen wedge
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Thank you, I probably will!

glossy bane
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Why is the garbage collector not freeing up memory from a material instance that is set to null and dereferenced? Here I remove the material, set it to null and force collect garbage but no memory is being freed up.

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This is how I initially load the MI

jolly sparrow
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Hey there! Recently switched from Unity to Unreal. Fairly new to everything coding based etc.

I'm trying to make a simple, yet effective combat system. I've been following a few guides and tutorials on youtube, however it doesnt seem to work.
Does anyone have a good guide/tutorial, or time to teach a rookie?
Best regards,
rookie

tawdry surge
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What kind of combat? hack and slash?

mild ibex
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can i get someone's help with compiling a plugin for ue5, or is this the wrong channel?

meager spade
jolly sparrow
keen wedge
meager spade
keen wedge
tawdry surge
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You shouldn't go pure C++ anyway, and breakpoints/print strings will always find issues in BP pretty quickly

earnest tangle
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Breakpoints and print string exist in C++ too you know

tawdry surge
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Yeah

earnest tangle
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The pure nodes running multiple times is definitely a bit of a BP gotcha

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especially with randoms :P

tawdry surge
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I use C++

earnest tangle
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But once you know that behavior then you remember to look for it if you have erratic behavior somewhere

meager spade
tawdry surge
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It's just a rule you gotta remember

charred berry
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metahuman is working great , but unlike default 3rd person char , it can't look up or down, does that require additional adjustments or did I use wrong settings somewhere

sullen saffron
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So i have two things that need to run off the β€œEvent BeginPlay” node. How do i run a wire down there?

glossy bane
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Someone that can help with how to properly unload textures from memory? I'm spawning a child BP that loads a texture from a soft object reference array, and setting it to a mesh, then at one point I destroy the child and even set the reference to the child to null and call collect garbage but texture still remains in memory

brazen merlin
primal smelt
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I'm spawning an actor, printing the display name and then destroying the actor. This is done on command and each time the display name number increases every time. The actor being spawned is for the purpose of detecting corners to grab onto which could potentially happen a lot so I'm concerned that this number could get too large. Is there any way to clear references made to destroyed actors? I am not storing an array and printing from that, this is just the display name print of each actor as it is spawned.

I am probably better off spawning the actors and just moving them to where they need to be, but just curious about making spawning work efficiently.

sullen saffron
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Thanks i’ll try that.

brazen merlin
primal smelt
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(Or if I don't store the display name in a variable or anything)

brazen merlin
brazen iron
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heyo. I have a trap blueprint that causes a good old fashioned rockfall - is there a best practice for falling rock damage?

primal smelt
brazen merlin
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this happens regardless of printing anything - you'll see the spawned actors in the outliner

keen wedge
# meager spade If you are already familiar with programming I don't think it would take too lon...

I did one through a fairly length course for C++ recently, and I was pleasantly surprised at how similar it is to C#, once you get used to all the -> and <- stuff... personally preferred the kinda dot notation but you cant have everything. The only downside with the course was that it was related to Unreal Engine, so thats the next gap to plug, working out all the decorators necessary to make it actually work. Have only done a couple of minor things really, extended a UMG text box and stuff like that.. not a full on project... that would probably best for me to learn from.

primal smelt
# brazen merlin when you spawn something, it gets a name, which is usually it's class name and a...

So if I don't print the name of the spawned actor, there isn't a reference being saved each time?

i dont believe so

I think this is where the confusion came from. But yeah that was my original question, so just to be sure - a name will always be assigned to a spawned actor? That was my assumption, is there any way to clear these references? It is incrementing with each spawn regardless if the previously spawned actor has been destroyed or not.

brazen merlin
# primal smelt > So if I don't print the name of the spawned actor, there isn't a reference bei...

right - everything in a computer needs a unique name in case in needs to be referenced (they also have UUIDs but those are harder to work with for obvious reasons) - duplicates would only cause confusion for us and the computer

the object gets named when created procedurally or placed in level. I suppose there is a way to clear the references or whatever we are calling this spawned actor. But for the purposes of not having a name with a bunch of numbers at the end isn't that big a deal.

rigid fractal
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why when i change something in the animation, like rotate, it doesn't update in the game?

rigid fractal
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ok

vital aspen
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has anyone here worked with drag and drop. what I am trying to figure out is how this Item value is set.

tawdry mural
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well its set if item quality is not 0

vital aspen
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ok, so what you mean is when I drag it out of 1 inventory. It will know what item it's draging

tawdry mural
#

ye try that πŸ˜„

marble warren
#

😊

compact vapor
#

anyone have any ideas on how to make a light in an actor blueprint fade in and out?.
Almost like a flickering light but not so off and on, one that also has smooth transition to both.

sturdy herald
lean thistle
#

How can I force a destructable mesh to fracture in blueprints?

teal nexus
#

today I heard that one MUST make an empty class with vars, dispatches, etc. and then inherit from that to override and implement the logic (we were talking about weapons implementation). Or else GC will p00p and whatever other nonsense

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Doom 3, for example, has idWeapon as base class, which has all the generic functionality for all weapons and then children classed that implement specific weapons, inherit from the base class

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so, is it nonsense, to have base class empty in UE4 ?

blissful grail
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Well - it depends.

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Personally, I probably wouldn't.

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Having a base weapon class that has functionality that all weapons will share is one of the most common use cases of inheritance and OOP.

teal nexus
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right

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and that's why I am puzzled why would anyone make base class empty, then make sub-base class with generic functionality and then make specific child classed to inherit from that sub-base class

blissful grail
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If they don't have any variables or functions to override that base class - yeah, kind of pointless.

teal nexus
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even if they do, why not to make it proper base class with all generic functionality ?

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why have vars in an empty base class and the logic in the child class AND then have child class of the child class for specifics ?

zealous fog
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You can cast to the empty class to avoid loading the specific class

blissful grail
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If there are vars in the base class, the base class is not empty.

teal nexus
teal nexus
blissful grail
teal nexus
#

alright, but still, what's the benefit ?

zealous fog
#

If you cast to a class, you will load the whole blueprint

blissful grail
#

In BPs, when you cast to a class, it has to load that entire class.

zealous fog
#

So if you have any meshes for example, it will load all meshes

blissful grail
#

The heavier the BP, the worse it is.

zealous fog
#

Even if the cast would fail for example

#

So if you have a collision box and check if an overlapped actor is of that weapon class, it will load all meshes in that class every time an actor overlaps that collision box

#

If you have an empty parent class

#

you can just cast to that class for basically no cost

teal nexus
#

what if there are no meshes, just pure BP code in the parent class ?

zealous fog
#

If the class is always loaded, it doesnt really matter though

#

I believe there is still some cost, but not as much

#

You are still loading it into memory

teal nexus
#

aye, gotcha

#

thanks folks!

compact vapor
#

I made a macro that is basically a Float for loop with a delay. When I'm using the delay i've got the input node for "delay seconds", set to 0.005.
This is an unbelievably short amount of time, is this inefficient / hurtful to performance by doing a for loop delay like this?

gentle urchin
#

Better to make it in c++ if you can

#

loops are relatively slow in bp

compact vapor
gentle urchin
#

"relative" being a key word

#

if this is a loop you run occasionally, and its not particularly big it's probably no problem

wraith eagle
#

anyone wanna get into a chat with me, noob needed help with blueprints..

blissful grail
#

Just ask your question and if someone can/has the time to answer it, they most likely will. Going into a private talk is typically not something people care to do.

maiden wadi
gentle urchin
#

Same

#

After i figured out what payload was,

#

its perfect as it is πŸ˜›

#

atleast for my uses

maiden wadi
#

Yeah. I'm sure there'll be a use for a custom operation sometime, but for now it works fine. πŸ˜„ Come to think of it.. Kinda want to make a new inventory system to mess around with that niagara plugin. Sparkly screen space emitters leaving streaks on screen while moving an object between inventories.

gentle urchin
#

Sounds pretty fancy!

sturdy herald
#

How can i get the intersection point of 2 vectors (each vector get from vector - vector (coordinates of points) )?

gentle urchin
#

intersection point ?

sturdy herald
vital aspen
#

@maiden wadi Thank you for the info, it's just this video I was watching to get a inventory setup was 1 I watched months ago. I never could understand it. So I took what I had and did what I could. Your idea sounds good. That's nothing that I have done before.

sturdy herald
wraith eagle
#

So this is suppose to be an elevator that starts when you get on it, then keeps going up and down until you jump off. When you jump of it is suppose to get back to the starting position. It kinda works, but the speed that it is going back is to fast and I dont really know how or where to change it.. anyone got any hints?

blissful grail
#

Change the length of your timeline that you use to move it back to the starting position.

wraith eagle
#

oh shit, how simple.. thanks

#

3rd day with unreal.. feeling more and more stupid haha

#

other than that, does the blueprints make sense?

sturdy herald
# wraith eagle other than that, does the blueprints make sense?

i think instead of 2 timeline u can use only 1 and from the end overlap simply connect to the Reverse of the first. Not tested tho, but its should work.
Other advice. At overlaps from the Other actor outputs should cast to player to always react only for the player. In the simple fps/tps template there are no other actors, but when u create a lot of other actors, ai-s, u want to to work only with the character.

wraith eagle
#

like cast to firsp person character you mean?

sturdy herald
dawn gazelle
primal smelt
# brazen merlin right - everything in a computer needs a unique name in case in needs to be refe...

I just get nervous that a number is ticking up without constraints! When I implement it - to start with anyway - it will be on tick with 4 of these actors spawning, raycasting and instantly destroying themselves. So the numbers will get pretty massive pretty quickly!

I assume when loading a new map the engine just dumps these references anyway so there must be a way to clear them at runtime. But it's probably better I have the actors spawned and moved into place when needed (or just take it all off tick).

Then again I'm probably worrying too much.

dawn gazelle
#

The top half should be wherever you're handling your ability.
The bottom half should probably be in your set percent - but that function needs to be run continually (like a UI binding, or running on tick)

#

Also, in its current state of my example, the value would go from 0 to 1. If you want the inverse so it goes from 1 to 0, you do 1 minus the output

#

That's output - 1. You want 1 - output.

trim matrix
#

Quick question:

Say there is a door that the user can interact with by pressing β€œE”, why do we need to enable input for Player controller when he gets in proximity of the door? I didn’t quite get what that does

zealous fog
#

You dont?

primal smelt
trim matrix
tawdry surge
#

That's a hacky way to get around using a trace and an interface

primal smelt
# trim matrix Yes

In that case the enable input is because you are not directly possessing the door as a player character or pawn

primal smelt
#

In order for that blueprint to read any input from the player controller, you have to enable it.

trim matrix
#

Oh

#

Oh I understand

zealous fog
#

Its better to create an interface for interacting

trim matrix
#

So basically only player characters can receive input?

zealous fog
#

That way you can interact from the player BP and different objects can respond differently

primal smelt
#

If instead you had the door bp communicate back to the player, a bool or something to say the door can be opened, then you would not have to enable input

trim matrix
primal smelt
#

Not like that's a good way of doing it, but just as an example

tawdry surge
#

Blueprint interface

primal smelt
zealous fog
# trim matrix Interface? Like a public method?

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

β–Ά Play video
trim matrix
errant orbit
#

that ones a classic

zealous fog
#

Np

charred berry
#

not sure this is the right area for question, but anyway, play from here isn't working, even though I have no player start anywhere, where do I fix that ? ;0-0

#

4.26

umbral ginkgo
#

When you press E, the game checks whether or not Is Overlapping is true and if it is, it spawns an ai. For some reason if e is pressed once, is overlapping is set to false. Any idea why?

trim matrix
#

Didn’t notice it

dawn gazelle
#

Don't run the code that starts the timer unless you want the timer to start.

trim matrix
dawn gazelle
#

Correct.

#

You have a boolean set up already for if it is on cooldown. If it's on cooldown, don't start the timer again.

#

Branch

trim matrix
#

In your string encoder map, the first key is "a" not "aaa"

#

you are looking for "aaa"

magic summit
#

oh thanks for pointing me for right direction

dawn gazelle
#

Whether you press the button or release it, you end up proceeding down the execution path

trim matrix
#

it does not need to be a map

#

it could simply be an array.

magic summit
#

@trim matrix I did this like half a year ago, I actually made functions that deal with that

magic summit
#

and I literally forgot how find key works since then, and expected it to behave like my custom function I used

trim matrix
#

I see

dawn gazelle
#

You correct your logic flow. I don't know what you're trying to do here, or what your intentions are. You have a branch for the "pressed" execution flow, but then when you release the button, you are still proceeding with the logic.

trim matrix
# umbral ginkgo

Is there only one actor that derives from the "spawn" class in your world.

#

Is there two Spawns in your world?

umbral ginkgo
#

Like points where the ai would spawn?

trim matrix
#

yes

umbral ginkgo
#

if so no

trim matrix
#

Is the found spawn actor valid?

umbral ginkgo
#

How do I check that?

trim matrix
#

GetActorOfClass -> ReturnValue -> IsValid -> PrintString

#

If it was invalid, there would also be a play error when you press E

umbral ginkgo
#

What would make it invalid?

trim matrix
#

Then if there is only one spawn actor in your world, and the found spawn actor is valid, the IsOverlapping value is set to false on the Spawn actor.

#

It would be invalid if the spawn actor was not placed down.

#

So the issue is not that the IsOverlapping value is being set to false when you press E

#

the issue is that the IsOverlapping value is just false anyways.

#

There could be a couple reasons why.

#

First, this game isnt multiplayer correct?

umbral ginkgo
#

Just want to clarify that the spawn actor is not the same as the overlapping actor

umbral ginkgo
trim matrix
#

yea. Not the same.

#

What actor presses E btw?

#

not super important but I am interested.

umbral ginkgo
#

Player's actor

trim matrix
#

ok thats what I was thinking.

#

And is the player the overlapping actor?

umbral ginkgo
#

Yes

eager plank
#

so I was following along with a video to try and make my door become a wall when the player goes through it and activates the box collision. here the link to see the code at the end.

https://youtu.be/3E6gLdFOmk8

but the issue is when i go through it and trigger the collision the wall snaps to the door instead so unless the door is closed it’s not going to snap to the wall. Anyone know what’s the problem?

Hey guys, in today's video, I'm going to be showing you how to create a door which will turn into a wall behind you after walking through it. So the door will disappear after you walk through. This is a common horror game mechanic, especially utilised in Layers Of Fear.

SFX: https://freesound.org/people/tollbooth/sounds/324410/

#Ue4 #UnrealEng...

β–Ά Play video
trim matrix
#

I would check that you are not generating multiple collisions.

#

oh and yes

#

Why did it take me so long to realise

#

yes you are most definitly generating multiple collisions.

umbral ginkgo
#

How do you figure?

trim matrix
#

Well you are not checking if the overlaping actor is a player or not.

#

And I doubt you changed the collision settings to overlap with pawn only

umbral ginkgo
#

Good points

trim matrix
#

Even if you do both of these tho, there is still a possiblilty for multiple collision.

gentle urchin
#

Printing actor/component display name may help out in such scenario

trim matrix
#

so, I have a question regarding gamestate and such. I understand gamestate is for like a multiplayer thing that holds across the client and all. The thing I want to know is that if I were to put a camera for a player BP but I wanted it to be shared across the clients would I take that same BP and just transfer it over just tweaking it a bit for MP?

minor pagoda
#

Why UObject's does not replicate?

trim matrix
#

Im not sure how this relates to gamestate.

#

hmmmm

crimson saddle
#

Simple math question because I haven't worked with rotators in awhile.
How do I rotate an object in the direction a player is facing?

trim matrix
minor pagoda
trim matrix
#

I need to reform my question to make myself less stupid

trim matrix
#

You need to use an actor/componet to replicate something.

minor pagoda
#

And can i send it in a RPC variable?

trim matrix
#

No.

minor pagoda
#

Or it doesn't work that way

cobalt bluff
#

I need help! Ue4 editor do not use %100 cpu and gpu and my fps is around 35. How can I make it use cpu and gpu more?

maiden wadi
#

You can network a UObject fairly easily with some minor C++ overrides. But yeah. C++

trim matrix
#

Yep, just not in BP.

minor pagoda
maiden wadi
#

I think Jambax has a blog writeup on that.

minor pagoda
#

Oh, that's what i'm actually doing

trim matrix
#

ok, I think I can reword it lol

#

ok, Imma be real right here lol. Is there anything specifically different you would have to do when working in the gamestate BP? like is it handled differently than a player BP?

#

I understand the differences with the two and when to use

#

because I feel like when I go in there and try to work with it that it's an entirely different understanding

#

Im still not sure what the confusion is.

minor pagoda
trim matrix
#

hmmmm

#

are you making a multiplayer game?

#

words are not my strong suit lol

#

yes

#

Well I suspect the misunderstanding might be a more fundamental missunderstanding of how multiplayer works in general.

#

cause programing in the gamestate isnt any different from programing in any other BP

#

but there are certain steps to take because it is a MP BP right?

#

yes plenty, if you want anything to work in multiplayer properly, there is a lot of special steps and considerations you need to take.

#

ok

#

i get that

#

uhm...one more thing

faint pasture
#

@trim matrix

trim matrix
#

nice chart

#

i get that

maiden wadi
#

@minor pagoda I'm unsure. I haven't read the article fully. But it does work with Actorcomponents. I've personally done it at work. Just override ReplicateSubobjects in the Actorcomponent, and IsSupportedForNetworking in the UObject if memory serves.

trim matrix
#

it's shared info across everyone

#

I do get that

#

the thing I want to understand is

#

let's say I have some things in a player BP that needs to be shared across everyone. Now can I just copy and paste and touch it up to fit MP?

#

or is it entirely different

faint pasture
#

Uh

trim matrix
#

words

minor pagoda
trim matrix
#

I can't make sentences

#

I'm sorry

faint pasture
#

What do you mean by "shared across everyone"

trim matrix
#

ain't it info shared to all players?

faint pasture
#

Yes but any replicated variable inside a replicated actor is shared

trim matrix
#

hmmmm

#

lol

#

If you want a peice of data to be replicated yes, all you have todo is tick the check box.

#

ok ok ok

#

I uhihh

#

dang I had it

#

lol

#

give me a sec

#

The way you use that data may be different from client to client though.

#

the way to work in a gamestate BP is no different than anything else correct?

#

I mean its fundimently the same

#

putting nodes together and such

#

yes

faint pasture
#

GameState is just an actor meant to hold data about the State of the Game

trim matrix
#

yes I get that

faint pasture
#

Then what do you not get?

trim matrix
#

multiplayer 101 lol

#

lmao

#

it's hard to explain

#

i'm sorry

#

I don't have good words

#

I can use an example I think

#

so, I want something like a shared camera. the camera way I learned from a video did it in the level which seemed to work fine. now I was told that it's better for gamestate if it's MP. now, since the way I saw looked fine and worked fine can I just copy and paste that?

#

does it work the same in that way?

#

can I just copy from one BP to that one or do I have to work it differently

#

I know I need to add extra stuff for MP

#

Idk why you would put a camera on the gamestate.

maiden wadi
#

GetAllActorsOfTag it at beginplay for the controller.

trim matrix
#

hold up

#

I wanna apologize for wasting your times that's one thing lol

#

but

#

it's not putting a camera actor in there

maiden wadi
#

And it can be worth putting in the GameState if the camera changes. Keeping a replicated pointer to the camera that players are meant to look through can be kept there.

faint pasture
#

Stop following along with videos and start trying to do something on your own

trim matrix
#

gotcha

#

I am not good with words

#

Yes a pointer there would work

#

ok

#

uhm

#

what's a pointer?

#

Reference

#

that's what I thought lol

#

thank you

zealous fog
#

Is this a macro you made? Because if so, I think % (modulo) does the same hehe

#

But maybe im reading it wrong

twilit gull
#

hello again πŸ˜„
how can i get short vector out of long vector?
to pick up those start and end and form new, short one

maiden wadi
#

What is a short vector?

#

You can get a 1.0 length vector by normalizing it. Though if you have two points like Start and End, you can get a UnitVector out of them.

minor pagoda
#

is there a way to iterate through a map?

twilit gull
#

i mean. how can i somehow cut the blueone

maiden wadi
#

Er. May just be called Keys in Blueprint.

stray moat
#

I am trying to make a character generator I have started on the face and the logic for it, but when I press r or compile the blueprint , I can see no generation there is nothing , here's the whole logic for the face, i have filled in the face arrays with different skeletalmeshes

trim matrix
#

when you press Q once, both of those fire

#

Just use a flipFlop node instead

#

get rid of the branchs and the variable

#

then code the flip flop yourself

odd ember
#

or just use the not node with a select

brazen merlin
trim matrix
#

yea thats even simpler

brazen merlin
#

you should do this the way Morgana is suggesting. If you need the StandVisible variable, set it based on the visibility you just set

trim matrix
#

oml

#

I mean that prob works to xD

faint pasture
#

@trim matrix

Q input Set stand visible = NOT stand visible -> set visibility

#

No branchz no flipflop

#

Except it'll break if stand visible is ever set anywhere else

#

Because that is not the Boolean that is inside the flip-flop, you have two booleans right now

stray moat
minor pagoda
#

does anyone know the difference?

trim matrix
#

What hes saying is todo that

odd ember
trim matrix
#

Sorry its just that im not in the mood to piece together messy code.

eager plank
#

so I was following along with a video to try and make my door become a wall when the player goes through it and activates the box collision. here the link to see the code at the end.

https://youtu.be/3E6gLdFOmk8

but the issue is when i go through it and trigger the collision the wall snaps to the door instead so unless the door is closed it’s not going to snap to the wall. Anyone know what’s the problem?

Hey guys, in today's video, I'm going to be showing you how to create a door which will turn into a wall behind you after walking through it. So the door will disappear after you walk through. This is a common horror game mechanic, especially utilised in Layers Of Fear.

SFX: https://freesound.org/people/tollbooth/sounds/324410/

#Ue4 #UnrealEng...

β–Ά Play video
tawdry surge
#

Your setting visibility based on another bool being false. Seems like an unnecessarily confusing way to do it

trim matrix
#

Just try and write code that goes in straight lines and is sequentially ordered.

dawn gazelle
#

When you are Releasing your E key, you have the execution path going into where the timer starts. So even though you have a branch on the Pressed portion that should prevent the skill from firing again and starting the timer again, you have code on the Release that leads to where the timer is stating.

dawn gazelle
minor pagoda
#

thanks

faint pasture
stray moat
faint pasture
#

define "generate", randomly select from a list of possibilities?

#

or are you actually creating mesh data at runtime here

stray moat
faint pasture
#

Have you confirmed that your struct representing the combination of parts is being randomly generated correctly?

#

It's basically a 2 part problem right?

  1. Generate Struct
  2. Read Struct and swap around skeletal meshes
#

And in the future you could

  1. Load Saved Struct
  2. Read Struct and swap around skeletal meshes
    I take it?
stray moat
faint pasture
faint pasture
#

This is for a basic character customization system right?

stray moat
faint pasture
#

Just the meshes or items/gear/inventory/abilities too?

stray moat
faint pasture
#

basically make sure you have all the info in that struct that you'd need to set up the character

#

Then make a function that takes that struct as an input and sets up all the meshes.

#

Then all you gotta do is make another function to return a randomized struct and you're all set.

stray moat
#

i have this done already and this will include materials or the materials in a diffrent struct

faint pasture
#

yes exactly

#

although if you're going that big you might want to make that an array or Map

#

maybe a map of EnumSkelMeshSlot to Skelmesh

#

Then the struct would look like

Face, Face2
Hair, LongHair
Helmet, SteelHelmet

#

etc

eager plank
#

can someone please help me with something

faint pasture
eager plank
#

so I was following along with a video to try and make my door become a wall when the player goes through it and activates the box collision. here the link to see the code at the end.

https://youtu.be/3E6gLdFOmk8

but the issue is when i go through it and trigger the collision the wall snaps to the door instead so unless the door is closed it’s not going to snap to the wall. Anyone know what’s the problem?

Hey guys, in today's video, I'm going to be showing you how to create a door which will turn into a wall behind you after walking through it. So the door will disappear after you walk through. This is a common horror game mechanic, especially utilised in Layers Of Fear.

SFX: https://freesound.org/people/tollbooth/sounds/324410/

#Ue4 #UnrealEng...

β–Ά Play video
eager plank
#

gimme just one moment

stray moat
maiden wadi
#

Sounds like you're using the door's transform as the wall placement.

eager plank
#

Sorry its my computer loading unreal right now

minor pagoda
#

To check a collision of an arrow is better to use the complex collision of the mesh or a collider?

faint pasture
#

or arrow as in bow and arrow

#

not arrow as in the red arrow component

minor pagoda
#

Like if i have an arrow colliding with a shield

maiden wadi
#

@eager plank If the wall spawns correctly when the door is closed, but not when opening, then it's either a collision issue, or you're using the door's transform. If you're not using the door's transform, I'd start with setting collision disabled on the door.

faint pasture
#

It's personal preference really.

#

I'd prefer colliders

minor pagoda
#

But how do you make the collider not to be out the mesh bounds

faint pasture
#

it'll never 100% match up but you can get it close enough

#

or just go with complex, depends on what you're doing tho

maiden wadi
#

Use simple collision for hit detection, then trace against complex collision to set the arrow's landing point. Better performance and still looks good.

minor pagoda
#

i have this xD

faint pasture
#

well that's a bad collider for a shield lol

fiery glen
#

the autogenerated convex hull would be better lol

#

or even a real fast blender cylinder

minor pagoda
#

Oh i don't know about that

faint pasture
#

Why doesn't PhysX have a cylinder primitive, wouldn't it be super useful?

next pecan
#

does anyone here know how i could get an uobject in bps

thin panther
#

Fr tho, im so used to making custom collisions I forget the engine can do simple ones automatically lmao

eager plank
faint pasture
next pecan
#

i need to get an uobject that its outer is ulocalplayer

eager plank
#

*recorded on phone sorry about that

#

it makes the wall where the door is

maiden wadi
# minor pagoda Like Hit Event?

Either. It doesn't matter if you're using EventHit or Traces. Hit will use a collision primitive if the static mesh has one generated. And all Complex on trace does is allows it to check against the more complicated mesh instead of the collision primitives. Stick with simple collisions as much as possible until you absolutely don't need to.

#

It's slightly less of a concern for more polygonal or simpler art styles, but in more visually appealing games where objects can have many thousands of polygons, colliders can lower the cost of traces and sweeps by up to 85% or more. Pretty significant in a busy game.

eager plank
maiden wadi
eager plank
#

Sorry i’m new to unreal where can i find that

faint pasture
eager plank
minor pagoda
maiden wadi
#

@eager plankShow your components list in the top left.

faint pasture
#

@eager plankShow the BP component list yeah that thing authaer said

eager plank
faint pasture
#

Your wall mesh is probably attached to your door mesh

#

yup

eager plank
#

Ah

faint pasture
#

move it up so its not attached to the part thats rotating

eager plank
#

Ok

faint pasture
#

when you rotate the door, you're also rotating the things attached under it

#

or rather, they come along for the ride

next pecan
eager plank
#

Thanks for the help, It worked!

maiden wadi
minor pagoda
#

Ok, that makes sense

maiden wadi
#

It's all same frame, so nothing will move and it should look pretty natural.

minor pagoda
#

Thanks ❀️

#

@maiden wadi Can i ask u one more question of performance?

#

If i have my items like weapons and armors to run code like freeze or catch fire, it would be better to have my character with one child actor per slot or to have one skeletal mesh for each one with a component that run's all that logic?

umbral ginkgo
#

How would one store the number of times a function has been called?

maiden wadi
umbral ginkgo
#

Oh thats a good idea

icy dragon
maiden wadi
minor pagoda
shadow grove
#

Hey all, is it possible to use the thumbnail generated by UE4 (shown in content browser) in a widget bp? e.g. for item icons in an RPG inventory

I have had success already using one of the various off-the-shelf tools for generating icons before packaging but it's a significant time sync.

minor pagoda
#

Did u see a GOW gameplay, when kratos freeze his shield

#

That's his axe lol

spark steppe
#

how do you apply the effect? in the materials?

minor pagoda
#

That's one way, but u can spawn particles too

shadow grove
spark steppe
#

the question is how you are doing it, because that may affect the answer

#

if you do it on the materials you could drive a materialparameter collection which they all use

#

so you only have to update the value once

minor pagoda
maiden wadi
#

I'm not seeing anything for the shield. For the Axe, that's likely just a material mask on part of the axe to offset vertexes and do a frozen look as well as a niagara emitter for the trailing.

shadow grove
#

an item could grant the "freeze" ability, characters can know how to make their items interact e.g. applying freeze to another item, and the items themselves could know how to respond to that freeze effect (e.g. as Ben outlined above via materials)

maiden wadi
#

As for how to do it. That's more or less just a material swap and a niagara emitter enable/disable in the weapon itself based on whether the frozen flame buff is active.

umbral ginkgo
#

what's the mathematical thing that rounds floats to an int

shadow grove
#

floor?

umbral ginkgo
#

Sure?

#

Oh that works

#

thanks

shadow grove
#

np?

#

πŸ˜„

maiden wadi
#

If given 0.75
Floor will return 0
Ceil will return 1
Round will return 1

minor pagoda
#

So to enable the niagara emitter i don't have to have a whole actor, just the mesh itself?

#

I think of the weapon like an actor and i don't know if that's 100% ok lol

maiden wadi
#

It would likely be it's own Actor, yeah.

minor pagoda
maiden wadi
#

I personally don't use Child Actor Components for anything.

#

Whatever maintains your inventory can spawn the weapon. Character can own it.

minor pagoda
#

Yeah, let's imagine that my inv. component spawn a weapon that has its own mesh and functions to handle catching fire and so, how would i attach the mesh to the character? Or just I parent the actor to the base mesh in a socket?

#

As far as i'm concerned when you attach a mesh to another actor it loses the previous reference to my weapon

spark steppe
#

AttachActorToActor

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or AttachActorToComponent (which can be on a different actor, as you will most likely want to attach to a specific socket on your SkeletalMeshComponent)

minor pagoda
#

Mmm

maiden wadi
#

How you set this up largely just depends on your personal preferences. In my case, I have two inventory classes. I have a basic inventory that has transfer and holding code. Used in containers and such. And then I have an extension of that for characters. Has equip slots and quickbar logic, etc. The one meant for character is what all characters have, and it handles spawning and attaching actors like weapons to it's Owner.

twilit plaza
#

Hey I am new to this site and I am wondering where I can go to find unreal gaming programmers that might be interested in working on an adult oriented metaverse project. We are looking to purchase existing multiplayer game environments and enhance and customize with our own provocative adult oriented characters. We are looking for a few good unreal engine developers, preferably someone that understands blueprint for the game play mechanics.

maiden wadi
#

#rules Is a good place to start.

minor pagoda
spark steppe
minor pagoda
# spark steppe AttachActorToActor

If i use this function and attach my weapon actor to my character with a slot name "Right Hand", will the engine found that i have a hands armor actor attached with a skeletal mesh that has "Right Hand" slot on it or i will have to attach it to the hands actor?

#

Holly, i have a lot to learn lol

spark steppe
#

depends on your mesh

#

if it is just the weapon mesh, you will have to use sockets on your character mesh

minor pagoda
#

Ok, that's a lot to test hahaha

#

Thank u @maiden wadi @spark steppe

#

Don't u feel nervous writing code that u might have to change in the future cause it does not work as u spected? xD

spark steppe
#

i think you should just start, it's probably impossible to get this planned out and started from scratch as a newbie

spark steppe
#

you can assume that you have to rewrite all of it at some point πŸ˜„

#

but that's part of the learning process

maiden wadi
#

You're probably looking at a lot of conditional stuff if you're going that deep. But really most times this is just ignored. Gloves don't usually change space a lot so there's no reason to use a different socket to attach a weapon to.

#

And frankly, I just assume that everything I write will get changed eventually. Needs change. New stuff gets added, stuff needs altered to work with it. Doesn't matter. Make it work now for what you need now.

minor pagoda
#

That's a good XP principle xD

maiden wadi
#

I used to avoid writing stuff for the same reason you mentioned. Kept looking for the "best" way. Then I started working on a professional project. πŸ˜„

icy dragon
#

Key word: as if

minor pagoda
#

So, i better start coding hahaha

#

I'm already seeing progress in my inventory system, but there's so much i have to learn day by day and my head starts to became a completely mess

#

See u later guy, thanks for the help

maiden wadi
#

Do it til you can't. Put it down. Do something else and come back to it.

minor pagoda
#

And by later i mean 15 minutes xD

icy dragon
#

I learned my mistakes from maintaining small open source Unreal projects.

midnight otter
tawdry surge
#

Wait is this a paper 2d?

midnight otter
#

yeah

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I'm making a top down

tawdry surge
#

Oh, ok.
So two things I notice.
First you're comparing > or < each other rather than against 0 and the left and right checks is just returning the opposite of the forward backwards checks

stray moat
#

how do i get mesh to play animation when i use set skeletal mesh because its not animating

midnight otter
#

It only switches between the flipbooks used to switch between the x axis

#

but not the y

pine trellis
#

anyone can replicate this bug, how do I submit a bug request fix?

#

this can turn into a nightmare if you have trees that use some kind of capsule collision, is there any kind of blueprint code that can make it not get stuck?

tawdry surge
#

Took a minute to find though. Was thinking it'd be a 2D blendspace but same difference

midnight otter
#

sorry

west wigeon
#

how expensive is the rotating movement component compared to a timeline?

dusk ember
#

so i want to use the animation starter pack in my game but i've already done a bunch within the third person blueprints. is there any easy way of doing this or am i going to have to redo everything?

brazen merlin
dusk ember
#

i'm hopping off my pc rn so i wont have access to the project but i'll talk on my phone

brazen merlin
#

i guess we can continue this when you are back on your pc to solve the issue because you are doing something wrong, bring the animations in will work just fine (if you know what you're doing)

faint pasture
#

Movement Components have some nice functionality like writing to Velocity and doing collision handling.

#

If you just set rotation per frame I don't think Velocity actually gets written, but may be wrong.

west wigeon
#

its just gonna be maybe 50 or so holographic things spinning with no collision

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nothing too fancy

faint pasture
#

Either/Or, doesn't metter

#

it'll be like 0.001ms either way

#

prolly faster with the rotation movement component

gentle urchin
#

Sounds like a perfect material candidate

turbid thicket
#

Hey everyone,
I'm building a configurator and I want to click on my staticmesh which has several material elements and get the material element under the curser.
Sadly β€œHit Result Element Index” always returns 0. I could not find any other way to get the material via trace/channel. Hope someone can help!

#

btw I am getting the correct object and location back it just never changes any index. Also not getting the correct face index.

gentle urchin
#

wasnt there some setting to return material on hit ..

#

tried this?

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@turbid thicket

turbid thicket
#

jep. trying this returns -1

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the face index is also not changing. it stays on -1

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I tried it with different staticmeshes btw. some nanite, some none nanite. I also tried it with another linetrace approach. face and element index never return something useful.

gentle urchin
#

ouf

turbid thicket
#

just returns false. makes sense since there is no material -1. I'm very confused. You would need something like this for different sounds or effects based on what kind of material was hit so I guess it should be used rather often?

gentle urchin
#

wouldnt that be physical material?

turbid thicket
#

Thats true. But as far as I know you cant have several physical materials on the same object?

gentle urchin
#

pretty sure thats the use for it , atleast some

#

i think you can

#

btw the mesh

#

nvm

#

probably doesnt matter what the mesh setting is in regards to collision, as long as the trace is set to trace complex

#

Seem to confirm multiple physical materials per mesh

turbid thicket
#

Yep you are right! Thanks πŸ™‚ Hm now that still kind of sucks. That would mean for every material variation in my configurator I have to set up a matching physical material. Kind of screws up my idea.

spice lynx
turbid thicket
#

Will try that. Thanks! But this also means that in theory there is the possibility to get the nonphys material from hit. Seems like this is a bug then.

#

I mean. These do exist. There would be no point in them being there for just returning 0 and -1

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Okay. Now I assigned two different physmats to the materials. But hit result phys mat also returns false/none.

turbid thicket
proper umbra
#

Does the Simple Move to Location node rotate the player normally? My character faces the same rotation no matter which way i move

frank rover
#

In the movement component there is an option to rotate the character to the movement. You can adjust the rotation rate as well. If you check that checkbox it should work. It's called "orient 'something' to movement" in the details panel.

proper umbra
#

ahh yeah I see it

#

The only issue is that it rotates the camera too instead of just the player mesh

frank rover
#

Yeah. If you have attached the camera via one of those spring arm components you can stop inheriting the rotation

proper umbra
#

okay. I'll try that. Thanks

stable osprey
#

hey does anyone know how to log button inputs, like a way to save when a button was pressed and how long for?

rustic rune
#

Does anyone know if there is a way to find closest point to the edge of a collider when the player is inside the collider? The GetClosestPointOnCollision node only worked from the outside.

spare vessel
#

Im trying to delete a spline mesh component but can't seem to do it any one know how?

atomic salmon
#

@turbid thicketdoes your cube mesh have UseComplexAsSimple set on it? Or does it use a primitive cube as collider?

turbid thicket
atomic salmon
#

@turbid thicketwhen using ComplexAsSimple, did you make sure your mesh doesn't have any collision primitive around it?

tawdry surge
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@midnight otter doesn't matter. The more sprite animations you wanna include the more necessary the state machine becomes. Im assuming at some point you're also gonna add roll/dodge, attacks, block, etc..
That gets very messy pretty quickly in a regular BP

turbid thicket
turbid thicket
#

the mesh. two materials assigned. collision deleted. after deleting use complex collision as simple. Blueprint returns -1 for the face index and 0 for the element index no matter where I click.

spare vessel
atomic salmon
#

@turbid thicketUE5 EA2?

turbid thicket
atomic salmon
#

@turbid thicketwould need to test it on 5.0. EA2 codebase is quite old and may contain bugs.

spare vessel
#

@remote meteor Doesn't seem to have worked the array is populated so no idea why its not deleting

turbid thicket
turbid thicket
atomic salmon
#

@turbid thicketI have a build of 5.0 running but I cannot test it right now

turbid thicket
fair sun
#

is there a way to see decal bounds in game?

odd ember
#

what do you mean decal bounds?

fair sun
#

the green box

#

it's not visible once you hit play

odd sapphire
# fair sun is there a way to see decal bounds in game?

I always forget but isn't there a check mark you can check and uncheck. When you look in the items editing or Bp>? it should be on the right hand side usually if you have it set to default viewports? forgive my english its bad i know

gentle urchin
#

Hidden in game

#

but thats not the case for the decal

#

you need to add a fake collision volume to visualize it

tawdry surge
#

There's also a show collision cvar that will work for that as well, and I'm pretty sure there's a show collision in the viewport shading models too

versed sun
#

little cheat workaround

tawdry surge
#

Oh the scenic route

distant steppe
#

hello i want to do i csgo type game, and i would like to move the body so the gun and the arm are in place like in csgo

#

can someone help me ?

#

but for the momment i have that

#

all the body moves with the camera and not only the top part

versed sun
gentle urchin
#

bind it to a debug dispatcher in the playercontroller or smth and we're good to go! πŸ˜„

distant steppe
#

@gentle urchin are you a helper ?

covert grove
covert grove
#

ok got it

#

attach the gun to the camera

distant steppe
#

the thing is that i can pick up guns and then atach it or behind the character or in the hand

#

and then drop it if i take an other one

covert grove
distant steppe
covert grove
#

you mean attach the gun to the hand?

distant steppe
#

there is two models , one with only the hands and an other for the other players and then you switch camera

#

i think its so

#

because now i try to move the body with the look at node

#

and it doesn't work

covert grove
#

oh so, you wanna move the body with respect to what?

#

i mean the gun and the camera right?

#

so it feels like a smooth movement

#

?

distant steppe
distant steppe
#

you see the arm and the gun is always in the perfect spot and like "attached to the camera"

maiden wadi
#

Cause it is attached to the camera.

covert grove
# distant steppe like in cs go

yeah, like the body movement is based on the camera, why dont you remove the body and just keep the hands and attach them with the camera?

maiden wadi
#

Look at the first person template example.

covert grove
#

and attach the gun to the hand maybe...

distant steppe
covert grove
distant steppe
#

and the other players will se only hands

#

and not all te body

covert grove
distant steppe
#

yes?

covert grove
#

well in that case attach the body with the camera

maiden wadi
#

Doesn't matter. That's how you set up the first person view.

distant steppe
#

its what i have done

#

buth look

maiden wadi
#

If you want a more encapsulating scope, download and look through the ShooterGame content example.

covert grove
distant steppe
maiden wadi
#

The character will have two skeletal meshes on it. Third Person and First Person. Third Person is set to OwnerNoSee, first person arms are set to OnlyOwnerSee

distant steppe
gentle urchin
#

Theres a ton to learn before trying a multiplayer shooter like cs go

#

I'd never suggest such a project for any beginners

distant steppe
covert grove
#

yeah actually, first try to learn from some fps series, undercover yt channel has one detailed

distant steppe
#

i already watch a tutorial

#

preaty good

maiden wadi
#

I would recommend checking out the ShooterGame example, they have it set up pretty decently.

distant steppe
maiden wadi
#

No. In the Learn tab.

distant steppe
#

let me see

#

c++ 😒

maiden wadi
#

You can still open the character and look at how it's set up.

covert grove
# distant steppe yes i have done that but it didn't work

Do you think this may help https://www.youtube.com/watch?v=Fdp5k1lxUAI ??

In the first part of this short series, learn how to create a functional and game-ready First-Person player pawn, starting with setting up the pawn and weapon blueprint and creating an animation blueprint from scratch. Topics covered: Asset handling, material creation, skeletal meshes, animation blueprints, player pawn blueprints, child actors. ...

β–Ά Play video
distant steppe
maiden wadi
#

But that is also a fair point. If you want to make a CS:GO like game, you're not doing it with only blueprints. Not effectively.

distant steppe
#

so yes idk what to do ...

covert grove
#

i mean like learn what are the different things in fps

#

and how everything works

#

etc

distant steppe
#

people that o know have made very good games in blueprint so i don't want to go with c++

#

ok i will see

covert grove
#

ig no, blueprint is powerful but it too has limitations

#

i am really struggling with this since 3 hours now

maiden wadi
#

Yes. You can make a fully fledged game in Blueprint alone. It is possible. But you will lose a lot of tools. You don't have as much access to engine settings. You lose over 85% of the networking tools available to you, and most importantly, you lose access to simple overrides in core engine framework which means you end up rebuilding all of that yourself.

#

Also. C++ is incredibly easy to learn when working with Unreal and free. There's just no reason not to use it if you're serious about making a game.

stuck plaza
#

I have this issue where, this node returns false, whenever i click on a widget, if I click anything else it works perfectly fine

maiden wadi
#

Where are you using it in the Widget?

stuck plaza
#

yes

maiden wadi
#

Where are you using it in the Widget?

icy dragon
#

Yes.

maiden wadi
icy dragon
stuck plaza
#

my bad I misread what you meant,
im using it on tick.

When I unhover my widget, i set IsDraggingActor to true

maiden wadi
#

Hmm. Sounds like something is handling Input Touch somewhere else. Either one of your UserWidgets or something like a UButton.

#

Widgets get first dibs on any input. So if they "handle" it, Player controller never registers it.

stuck plaza
#

Oh I see, that makes sense now. Is there any way around it?
I need to trace from under the finger by channel, after I unhover the widget.
The trace won't work because controller doesn't register player clicked/tapped his finger.

maiden wadi
#

Good question. Left mouse should work the same way, lemme look.

#

Is this for like dragging out of an inventory of sorts to drop something in a specific place in world?

gentle urchin
#

Hmm.. Doesnt InterpTo run at a targeted speed, framerate independent ?

maiden wadi
stuck plaza
#

I tried setting that specific widget as NotFocusable, but it didn't seem to help

gentle urchin
maiden wadi
# stuck plaza yes, exactly this

Ah. Funny you bring that up. I was planning something similar. πŸ˜„ I was going to have my InventoryComponent actually have a tick function. In my thought process, I was going to have InventorySlotWidgets call the inventory from OnDragDetected and start the preview. OnDrop would call the inventory and handle placement. I was actually hoping that I could get away with doing it like this fairly easily for visual replication of item placement as well for multiplayer

true valve
#

Is there any docs on what blueprint function needs to run on server RPC or multicast. If not how can you tell? We know about sound and animations need to run on Multicast. But things like line trace, setting Attach to Actor, setting collision, enable/disable input, setting animation mode, setting movement mode, etc.

native summit
#

Is there a way to easily detach camera from top-down character and move it independently?

sour bay
#

How to handle this problem: I want to change Trail colour based on my hero selected skill. Trail is added as Timed Niagara Event via Animation Montage. Is there a way to access this trail via blueprints in unit class? Or it should to be done differently?

tawdry surge
#

@native summit how do you mean? Isn't it already point and click?

late fulcrum
#

Hello, I have a very very stupid question, but I was sure it existed.... I'm trying to apply the changes on the blueprint I've done in a scene...

#

I was sure it was something like "Apply on blueprint"

#

but I can't find the option in UE5

#

Am-I just imagining that function existed one day, or i'm to blind to find it πŸ˜„

native summit
gentle urchin
#

Default stand should be parent to all other stands

#

so ?

#

Ok

tawdry surge
#

@native summit easiest way would be to have the player pawn just be the camera, and have the character be a separate BP that you tell to "move to" the spot you clicked.

#

I think the point and click logic is already in the controller so you can just set an event dispatcher from there, unless you're doing an rts or something where you can select different active actors to move around

maiden wadi
# true valve Is there any docs on what blueprint function needs to run on server RPC or multi...

Your thinking is off here. You don't run certain specific functions from certain RPCs. It's not quite like that. You should instead consider it as using RPCs to accomplish your goals. A multicast runs on server and all clients. Useful for one time broadcast of something, chat messages are a good example of this. For a lot of things though you rely on replication and the replicated state plays particles or starts sounds. Player usable Voicelines would be a multicast. A flamethrower's sound would be driven from replication of whether the weapon is firing. Server RPCs on the other hand allow clients to communicate with the server, so this is where clients would send their text message which can then be multicasted, or send their selected voice line so that it can be used.

neat stream
#

does anyone knows if On cursor hover and Click events work on the arrow component? It does appear to have everything needed... (everything works with a regular actor)

timber knoll
#

You set a global time dilation

#

it will affect pretty much everything that has an update

chilly geyser
#

How do I do this without infinite enums? Seems like im not doing it right if I have to change the same code 100 times

timber knoll
#

From my limited experience with time dilation:
You either use custom time dilation on all actors that need to be affected
Or you set custom time dilation on actors that don't need to be affected to cancel out

#

However, you can use a RealTimeSeconds instead of DeltaSeconds / WorldDeltaSeconds

tawdry surge
#

Or use a timeline for the cooldowns and tick ignore time dilation

timber knoll
#

Yep that would be the same as RealTimeSeconds node in the Tick event πŸ™‚

timber knoll
#

Mixamo has character animations, weapon animations would be depending on your weapon skeleton so these you probable have to make or download in a set together with the models

distant steppe
#

cant i put an other model on it ?

timber knoll
#

on the weapon skeletons? sure but you would have to redo the rigging

#

if you're talking about mixamo, that's what it's made for πŸ˜›

distant steppe
#

yea idk what that is but ok