#blueprint
402296 messages · Page 824 of 403
is there a way though to put that spawned object into a folder though
true, but for organization when debugging
alright
Dont know how much work it would be though
can you convert blueprints to c++ ?
Dont know much about it
Yes
But you can't write this in blueprints
But for performance you can nativize blueprints
Will be deprecated in UE5 though
I cry cause it made my game go from 40 fps to 100 fps
i mean UE5 is really optimized though
I'm spawning 250k buildings with like 1k+ verts in each and still getting good fps
obviously I'm gonna optimize it, but even unoptimized it runs really well
For graphics yes but the performance you gain from nativization isnt graphics
So I have a lot of projectile moving on tick
By nativizing that it gained a lot of performance
But yeah doesn't help a lot of games
Depends on what you are doing in your blueprints haha
Hello! i'm newbie
I have made a pawn plane with pitch, yaw, roll & acceleration, deceleration.
How can i make it so roll will return to world plane (level itself out) let's say if the angle is not more than 90 degrees.
Also i would like to connect roll and yaw but have so far failed.
I don't want to make this post too long, feel free to message me.
hm ok so hey yall
Hey there, would anyone kindly be able to explain to me what i'm doing wrong? (Artist here, and a total beginner at BP.) What I'm trying to do is make my lights turn on when I press E inside of the collision box, and when I press E again they turn off, but with a slight delay or fade out (timeline)...
so last night i was here trying to figure out how to get an outline and i did get it! on a box, im trying to input this for a player character as well. Any suggestions?
this is what i had last night for the box inking
it basically has a black outline but when you hover over or click it will be red
no? where would that be?
works well but doesnt work when i tried to translate it to my player character
search youtube for light switch.
i did, haha thats what got me into this whole mess...
I'm just gonna send you this classic video about blueprint communication
thank you! truly do appreciate any pointers... coming from blender here and wanna get my head straight into bp asap
Because I could look through this code and tell you what I think you did wrong (I did look I believe this is the light blueprint so you are using the event input e, but you are the player not the light, so it won't do anything) but the fact is that this is not a conventional setup so it's better to learn how to do it correctly immediately
And how to interact with objects in your world correctly
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...
It's a classic vid around here haha
Guys I was wondering if c++ is better then blueprint. I have been making games using c# with unity for a year now and I want to learn c++ and I though unreal engine is the best way to learn it. Coding seems easier then blueprints in my opinion. I was wondering which one is better?
Neither is better, they can't both be used to make games very well, the recommended way to go about it is using both
That's what epic recommends
And also does in their own games like fortnite
They also have sample projects that use both so you can see how they do it
@zealous fog Thank you mate
How can you use both? It makes you choose one when starting a project
Epics got a bunch of documentation and samples on that
Oh
That doesn't matter
You can still add the other
Choose bp then make a cpp asset
@zealous fog Maybe you can help? See above
whats cpp asset
Cpp... c++
As a newbie I'll first say making a plane is not very easy
whats asset
For auto leveling youll need to update the roll on tick or something with an interp. Youd probably want to allow it only when youre not affecting roll.
Youve chosen hard mode by working with rotators right off the bat
Just warning it can give you headaches lol
editing character bp seems miles harder
How long have you used Unreal Engine, or gamedev in general for that matter?
I made it work
Don't expect it to look great though
I used a lot of illusion to make it look ok
i'm having trouble with connecting roll & yaw aswell. they interfere with each other at certain rotations and it goes crazy
Theyre not really flying as much as walking but with a higher z value lol
I would focus on 2 axis first
Get that working ok
Leave the z axis for now id say
Feel free to ignore me though
i followed a tutorial on yt and got the pitch, yaw & acceleration working perfect. now i need to combine the things but that's where the tutorial ended 😂
im trying to R&D a inventory and im wondering what the best variable is to store things
Is making an array of actors? maybe a way to do it
as a variable for the player
Yep thats rotators. Default are eulers and youd probably work with quats for less headaches
hey conradd
Struct
You can hold all data relevant to the item via array
those are not variables are they
hey conrad i have a question for you
You can use them as vars yes
Yeah go ahead
remember last night with my outlining issue
im just trying to apply the outline to a player character
or an actual character class
i have it oulined but it isnt registering that i have my mouse over it
am I being stupid
The answer is yes, as always but
You can click on those structs
And then they're a variable
You literally have it selected 😂
U need to make your own struct
Not the var. The struct asset
Looks legit
So you mean that when they interfere with each other it's because of gimbal lock?
yes in essence
-90 being the same as 270, 360, being the same as 0 etc.
Gimbal lock occurs based on certain rotations, sure, thats more about rotation order. Like what CE is getting at, its that euler doesnt solve rotation values the same. Euler likes to take the shortest rotational route (usually) where as you can rotate in which ever direction in that direction as much as you want.
Its kind like Euler is good at setting rots but not over time rotations
ayo
so basically i need to set it to quaternions to make the yaw & roll work together?
i think i know the root of my problem but i still need help, does anyone know howe to make a character blueprint class clickable?
because the cursor over event only reacts to clickable interface
Thats a different issue and will be one regardless
so i'm guessing auto leveling is even more difficult when the rotation is not tracked properly
or is that do'able
Im sure its doable. Rotation math is just hard lol
i have searched about this topic everywhere i'm surprised that i found absolutely nothing
Euler and quaternions are math related more than engine related
i mean't the auto leveling. I want to make something like EA battlefront starfighter controls
i'm a newb so sure can be. no problem. thank you for your pointers and discussion
does anyone know how to make a character blueprint class clickable
because im tryin gto use event ActorBeginCursorOver but it needs a clickable interface
unless theres a different way to detect the cursor being over a character blueprint
make sure these are enabled
I have never used custom depth before, so i'm not sure what to say. but your player controller just needs to have click events/mouse over events enabled to make your actor's cursor over/clickable events work
i brought this up last time i was in here but didnt really talk about it much; i have a trail on a projectile but it only appears in client mode. anyone have a fix for this?
by client mode, what do you mean? multiplayer?
yeah the client netmode
you should probably ask in #multiplayer if it's multiplayer related
i mean i guess but i want it to appear in every mode
Why do you want trail particle to be on server?
i want it to appear on everything because i plan to make a multiplayer game. now i put the actual multiplayer part on the backburner, so now i want to at least be able to see the trails when i'm playing singleplayer.
You don't need to replicate particles on server, because as far as LAN Party / singleplayer is concerned, host player is still a client that just happen to serve the server role.
but why is it only appearing when i'm on the client netmode?
it seems strange to have it work in client mode, but not in server/standalone mode.. I suppose maybe it depends on where the particle gets activated, or does it get auto activated?
yeah, is it being auto activated by the particle system or are you activating it in the projectile bp?
projectile bp
can you make a snippet of what the code looks like, or is it just beginplay -> activate particle system?
the bottom part is the important part
the projectile isn't being destroyed on spawn right?
no its being destroyed after 2 seconds of being spawned in or it hits an object
figured ito ut
kira you were right i did have to activate it but i also had to amke it so the capsule component actually blocks the mouse
before it was just going through the player
thank you for starting the snowball
did you try to print string the event hit, just before destroying the actor to make sure it's not being destroyed on spawn?
its not getting destroyed on spawn because i can see it and when it gets destroyed in game. and this is only happening in the standalone mode.
Hi I cant open my project anymore. It fails to rebuild, then tells me to rebuild from source. However, this isn't even a c++ project and I don't have any visual studios files in it. So I try recreating visual studio files but it fails
so i made it print out when the trail would end, so its obvious that the trail is being made its just that i cant see it in singleplayer
very strange how it shows up in client mode, but not in server (standalone) mode.. unfortunately I haven't used those nodes myself so I'm not sure what the issue could be
well i appreciate your help, i'll work on this later
how would I move, say a cube, as the player character?
I have all the inputs and code and stuff id need to move it, but how would i say toggle moving the separate actor and then toggle it off?
you would enable input on the other actor (player controller function), and disable it whenever ... happens (where ... is your logic)
this is what im attempting to try atm, is use an input to toggle enable input, rn im trying to get a print message to see if it even works and its not as far as i can tell
where Vp_Plane is what im trying to control
if it doesn't print then either your VP_Plane reference is not valid or it is valid but doesn't inherit from VP_Plane (or isn't VP_Plane class itself)
is there any way to have a begin overlap event ignore certain actors/events?
if you want a specific range of actors that all inherit from the same base class, you can cast to the base class
you could also add tags to your actor class, and on begin overlap using the other actor pin you can check if 'actor has tag' (you can add tags in the details panel of your actor)
blueprint interfaces are another way to do it, using the other actor pin you can check 'does implement interface'
with this, on cast fail it is printing
ive tried getting the VP_Plane and the plane pawn
its literally an actor blueprint with a plane inside it
thats all it is right now
right, but the reference that you are plugging in as the object is not valid, where are you setting that reference?
its an object variable with the bp inside it
that
im assuming that by casting, my current object will no longer be controlled and only the plane will be, or at least thats what im trying to achieve
you should probably change that variable type to VP_Plane, if the only thing the variable will hold is going to be a VP_Plane
which, im assuming i need to disable input on the current then enable on the plane
and once enabled it will allow the code in the plane bp to fire?
Yeah... but is your VP_Plane's parent class pawn or actor?
actor
right, then that is likely what u want to do yeah
seems like it worked, i pressed the button then it enabled input on the plane and disabled on the "player" and im assuming id just do the same setup, but in reverse for the player on the plane so it can throw control back
yeah, actually since you're not changing what pawn you're possessing you can just do a 'get player character -> enable input'
😭
im using the vp plane which is this, as the target
and get player controller
u have to set VP_Plane to be something that is valid in the world
for example, is your plane already in the level on beginplay or is it being spawned in?
and your player is also in the world, or being spawned?
i do have level layers, but the player and plane are on the same layere
also in the world
neither is being spawned
then you could set the VP_Plane variable to be 'Instance Editable' - meaning you can click, in the world outliner, on the actor that holds the variable (which i guess is your player?) and set it to be the plane
ohhhhhh, ok
i see,
now i just have to get it back to the player, which is just the same code you mentioned before
So I made a struc with 2 different arrays for my inventory, I want to know how to get and set values
if I want to get, set or check Device array index 0
Ik what it would look like in code but not sure in blueprints
Not alot of great stuff on google for this one either
Maybe it would just be easier to make 2 different arrays
personally hate structs, but probably using 'Set members in ...' (where ... is your struct's name), unhiding the array pin and doing some voodoo magic
I see two nodes in the docs: "Transform (Modify) Bone" and "Set Bone Transform". I can find neither in UE5. Any ideas why? Pls ping if you know :)
Yeah why over complicate it if Im only doing 2 arrays,
just make 2 variables Ig
it completely depends on what you're trying to do, like if you're just trying to get the disks you can just do this:
but if you're trying to set values in an array on the struct it gets annoying
The point of the struct was to have it define all information about the inventory item - name, icon, actor asset, type, etc
the inventory I want to make is basically a List of Items
that happen to be actors
🤔
So you meant make a struct and use that struct to hold that data for each Item
In my case I dont think I need to do that, but for a normal inventory I think it would be almost necessary
This was your original question. I suggested struct. For inventories that is common. Maybe your inventory is not of the norm
yeah Im super new to Unreal and have no clue what im doing lol
structs are fine, great actually.. just sometimes annoying for example if you did a bunch of things with ur struct, and decide that you need another variable on your struct anywhere that you did 'break struct' it will add that variable (in bps), even if all others are hidden
Might want to look up a tut on inventory with structs as part of your R&D
It's less an Unreal thing and more of a programming one. When you need to bundle properties together, you do so in a Struct. Instead of having two arrays, or maps with same lookup key, you define the entire item in one property instead of multiple.
I'm thinking the structs would be much easier in code
I know cpp pretty well but for some reasons try to code for this is
well lets just say i try to avoid it
No doubt. But I would get used to structs in Unreal whether in BP or C++. You'd be surprised how much of the engine exists inside of structs.
I've done an entire inventory system in BP using structs before I started learning C++. Just get used to how to modify them with SetMembers macros and don't try to modify copies expecting it to change the array and you'll be fine.
@mild ibex That is a material. #graphics question. But this is what you're looking for. https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/CustomizedUVs/
tysm
omg i feel so dumb, literally just search customized in the hecking panel, im so sorry
Hi, when we're seeing the Flight speed of a pawn. What is the unit of measure for it?
If I see a value of 100 units, I'm thinking it would be something like 100cm/m?
or 100cm/ s?
As in a movement component's Velocity value?
yeah
Semi sure that is units per second.
In default it'll be cm/s
Thanks
I have an overlap event triggering off of the parent component
uhhh
nani the frik?
Definitely need more context. 😄
sorry, so
I'm making a Zelda-like, and the Sword attaches to the PlayerCharacter via a socket
so it spawns, is attached to the socket, and then the rest of the logic lives in the Sword object. In the sword Object there's a Component Begin Overlap that casts to the other actor
it's failing all of the casts, so I did a print string of the other actor to determine wtf it's triggering off of
and it's triggering off of the sword object
Looking to build an attribute/effects/ability system, has damage, DOT, status effects and rules to which effects can be on you (CD's), with some action combat elements such as block,riposte, roll/evade. Wondering what are some good resources to look into? Thanks in advance!
Multiplayer?
not this project
Hmm still might be worth using gameplay tags
just proto-typing and wanna see what I can do
They sorta need cpp. Havent done much with them but so far i havent had to touch cpp with them
I've found thousands of hours of them, just not sure who's good. Curious if anyone knows what might be good
Its a big system to make so i dunno, might be hard to find an all-in-one tut/series but maybe they are out there
Is there a game you can reference that is similar?
I"m not looking for an all in one, I just need a good base to work off of that doesn't limit me. Some of these use assets that fix you into a corner it appears
I guess a good iso rpg
I'm making an iso-like rpg - but in full 3D. I have all those things you are looking for.
I have most things in structs and I use a gambit-based system for the computer AI.
Thats what I want to do lol
My gambit system uses about 2 main conditions for my "battle units" and 2 global battle conditions.
Based on the conditions, it attacks...or cures, or whatever.
makes sense
Do you have any good resource recommendations?
for learning
like who's the guy
Is your question how to do it or how to do it in UE4?
There are tons of articles like the FFT BMG which will tell you what you need to do.
Then you'll have to translate that into UE4
im in the blueprints sectioni
xD
Just asking who's a good teacher for making a bp rpg system
Technically theres alreadty an all in one rpg project on marketplace
Youd have to purchase it obviously...
Or else try looking into the action rpg sample project
How much of a worm hole is GAS? I'm pretty green at UE4, just coming back to it right now
I found a video by Reubs on youtube and everyone's raving in the comments about it
Check out all thatd available to you
Try my C++ Survival Game Course:
http://bit.ly/unrealsurvival
Discord:
https://discord.gg/meFRZfm
Project files:
https://drive.google.com/file/d/13r3nI7XOQQ2InA8uiK9jK1hqLdHF6JTK/view?usp=sharing
Traneks GAS Documentation Project: https://github.com/tranek/GASDocumentation
Business Email: contact@reubs.io
GAS is fantastic. But personally I'm waiting til they iterate on it a little. The setup for it is absolutely stupid.
I want to get to the level design part so this is a means to an end, I'm leaning into biting the bullet and spending some time on it
GAS is what the action rpg sample project uses
Looks like hes using the same project (i seriously cannot type right now)
He is, I just don't want to get into the c++ part of ue4 right now I want to build levels but I want a system in place before I build. I just dunno if GAS is going to divert me for too long
GAS kinda needs cpp 😛
I get that, but the amount of time I save creating a system so I can build is what I'm curious about
if i knew the kind of game you were going for, it would help to recommend the right tools
Don't really need GAS to level design though.
You're not keeping up with the convo, all g
i mean.... like neverwinter night? baldurs gate? diablo? dnd? wut
Ya I listed it earlier when I was talking to lord
diablo inventory is a bit different than dark souls inventory, for example
can you relink to it?
"Looking to build an attribute/effects/ability system, has damage, DOT, status effects and rules to which effects can be on you (CD's), with some action combat elements such as block,riposte, roll/evade. Wondering what are some good resources to look into? Thanks in advance!"
was just grabbing :P
no i read that
that's still rather vague to direct you, but i guess i can give vague directions
or rather, i have
If you are sticking full BP, you'll have to make your own system mirroring GAS using your own UObject classes and manager components.
That's really good to know, cheers
so @maiden wadi whatcha been working on recently?
Amusingly, the topic of this conversation.
oh yeah, which part - learning GAS? working with GAS?
I like GAS. Don't care for the implementation yet. I'll have to learn it at some point, but I'm just making my own simplified ability/affect system.
thats what i ended up doing since i never touch cpp
Seems to be the way to go lol
its rather simple though 🙂
yep, works for what i designed out
there's not real inventory though - i did a test with that and i just didnt find it fun for how the game plays
so its all just "on" the player avatar 😄
make sense, inventory I'm gonna skip too
Adding an Attribute to GAS is a a full blown adventure, lmao
yeh....
No one said a pleasant one :p
Hey everyone I'm kinda new to unreal and I followed a tutorial for wall running but can't implement double jumping off a wall for the life of me. Anything that could be done? I can provide a project file if need be
Actually I might just restart this whole thing lol
not sure if you're trying to do a custom double jump, but the character class have a jump count which allows multiple jumps while in air
Honestly I think I should learn the fundamentals of blueprint first
Any tutorials or courses y'all would reccomend
https://www.youtube.com/watch?v=EM_HYqQdToE pretty much the go-to
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...
A classic. And also any other epic live training is well done. Other tuts are great, but I like how much they explain the concepts and clarify things like: "this is how we intended it would be used" or "do it this way since you can do it wrong"
i feel like you sent that earlier kira
You mean who has bound to a given binding?
If you need to know that, perhaps rethinking the design is in order?
Half of the idea is not having to care about who recieves it
Why do you need to know anyways?
yeh if you need to know who binds it
its better to redesign it to (probably something like storing interface array and call them from the guy who needs to know it)
is there any way to get a reference to an anim bp's owner if its not a pawn?
usual get owner node
technically it is possible to know who binds the delegate in the c++ version, there is an UObject Array of who binds it in the delegate, but 99.99% of the time the usage of delegate wouldnt required so.
get owner node in abp should return you the actor it recides in
you can cast to that actor
I figured c++ wasnt an option anyways^^ but yes
only option is using actor as a target but ABP doesnt inherit from it
ah thanks a ton, weird that searching get owner didnt suggest that
if you just need the skel mesh comp
you can use get owning component instead
unreal naming scheme sometimes 😂
yeah lol, thanks again!
guys you don't have any experience?
check your collision settings. If you need to disable collision to pick it up/attach it to your pawn, instead of disabling collision globally, set it to ignore your pawn
hit/blocking collisions only resolve for the component that the moving component is handling
if you need ur "pushing box" to push other stuff
you may need to look into physics collision instead
ah thats why it just "worked" for me, ignore my last response
So I have a physics handle, but whenever I grab objects with it, it clips through walls, and spins freely no matter how much dampening I put on it. Any solutions? Please ping me if so.
morning all
or hey 😄
anyone knows of a way to change a material parameter from a static mesh that's in a blueprint at runtime ?
i.e - when it's night i want to increase the emissive value on my material, instead of changing the material to a new, emissive one
I can do this for my actors to change the material -
and it works like a charm with a few of them. but when I have to add like 1000-2000 or so on my map, changing the material on all, at runtime, freezes things a bit
so i was thinking that instead of changing the material to an emissive one, i just increase the emission on my current one; but how ?
not to mention if i have too many of said blueprint and try to change material on them via that function I get this :
Just wondering
Doesnt ISM make sense in your case?
Same material on all of them..
And just one material to update
@woven ermine
Also 2000 loops won't break BP to trigger an infinite loop detection.
ISM = material instance ?
Even before the fix for it, which was in 4.26 I think, it took a nested loop of over 5,000 X 65,000
if i have a few of them it doesnt trigger that, but as soon as i spawn a ton of them(i spawn the blueprints via the foliage tool), and try to change it at runtime, it gives that
i got 5.0
😄
Could be the issue. Try upping your loop detection count in the engine settings.
Foliage actor is just regular actor
You should make an instanced static mesh for this imo 😄
So you place them like you do now in editor,
I still find it hard to believe that updating materials for 2,000 actors causes that. O.o
But a second actor (ism generator) gets all actors of class, creates an instance at the location of the actor), and destroys all of them 😄
i can stream if you want
its also much less than 2000, i said ill need 2000 at most, but atm im just spawning a few 000
True, it sounds a bit wild. But we dont really know much about what else is going on here :p seeing this raises a few flags, atleast for me
Also UE5. Potential issues with nanite integration having to change underlying code. Who knows.
Yeah anything can happen in ue5
this is how many I got when it triggers the infinite loop error
Downloading ue5 source next week to test it 😅
i need to learn about Instanced Static Mesh i know nothing about them
You want a new bp that does:
GetAllActorsOfClass(BP_MyPole) -> get transform -> Add Instance(ISM with same mesh) at world location -> destroy actor(bp_mypole)
Collision should be handled in the material aswell
The fake collision. Using one of the custom primitive data fields
Where basically a value -1 to 1 translates to -90 to +90 degree bend on the pole thingy 😄
ok I think this will take a while 😄
Focus on the first part first 😄
Ism in new actor, making it replace all actors in the scene
i`ll keep you updated
Hello , i want to ask the Unreal developers about their opinion in blueprints . Are the blueprints mostly for artists ? Iam already in game developing worked with Unity and Godot , but am looking to give a try at Unreal Blueprints .
And my second question is, have anyone tried the following courses from udemy and what is he/she opinion .
Unreal Engine 5 Beginner Blueprints: Make your first game!
Unreal Engine Blueprints - The Ultimate Developer Course
Unreal Engine Blueprint Game Developer (bestseller from ben)
i think the mix of BP/CPP is optimal
if you want to make advanced things you will hit the limits of blueprint
@spark steppe Ty ben .
however, they are a good place to start to get familiar with the engine, and imho they are also pretty neat for prototyping
@spark steppe what do you think its the best way to get into it ?
Is it possible to create a game like this in the unreal engine?
With the right resoruces, sure
Annoying flickering tho. Would just do fog of war kinda thing
HI there, i have a hud progressbar, but i need to set empty 0 and full progress is 30... somehow cant do it. only goes o empty full 1
I can recommend the gamedev.tv courses
Out range 0 to 1.
Anyone know how to get a random socket from a specific bone on a character mesh?
Save the sockets from the specific bone into an array and grab a random one from there?
Hi do you know where to set it up?
in your map range node
teh rangge is 0 to 30 which i need
just change the out range A to 0 and out range B to 1
I got a little problem on my end as well, this had been working up until now
I used to be able to move camera up and down but ever since I made a main menu it stopped working and the camera only now moves if I move the camera while holding down the mouse button
you probably changed the input mode of your player controller to something weird
i set it now its stoll 0 emptz 1 full
@river pine make a screenshot with the setup now
after he is out of the main menu
only got these options tho
@river pine in range B has to be 30
Struggling with the first bit... (novice blueprinter here...) I can't find how to get a specific bone to be able to feed into this node (which is what i think I need to do) :S
tried that too... wierd dont work
and your possesion int goes from 0-30?
Im in the same boat as you friend, in theory I think that's how you would do it but I am not sure how to set it up exactly
now you would need to know their parent bone, look if there's a node like "get socket parent"
yes
or do inend to set up the int somehow too?
no, it should work
strange
put a print string on your int, to check if the value is correct
hi
yes i have its counting everytiem 1 up if i press spacce @spark steppe
Can Anyone Help Me?
Hello, I'm making a VR project and i have a wheel that i can grab the handle and turn. but i cant figure how to convert how much i turn it to moving an object along a spline. like if i turn it in one direction the object moves out the spline. and vice versa... i hope it makes sense
I was silly, didn't know there was a node called set input mode to game only mb
Can Anyone Help Me?
Whats your question?
I asked a question just like yours a few days ago and I was sent this link xD https://dontasktoask.com/
I designed an AI for the horror game. The monster has to wander around randomly and follow me when it sees me but the beast never moves
@subtle isle
Hi there. may I ask what is the logic or nodes needed to determine if the player is looking down or looking up? Thank you
prob get the controller pitch?
Get Control Rotation, if you fetch from character.
So its working ? 👍
yeah thanks got my player camera manager and its control rotation.
nope its fill up full when gets in 1
And your ranges is now 0-30, 0-1?
pls anyone help me
pls
Would anyone know how to implement a really non performance intensive sorting algorithm to sort an array in blueprints?
Like solely blueprints, not C++?
There is no built in sort node?!
If there was I wouldn’t be asking lmao
there is for all base types
Wait the fuck do you mean
Was this added recently?!
I’m so confused, I don’t have this in my event graph even with context sensitive off
oh no it looks like that's just a common plugin for blueprints
but really if you're looking for something performant, you have to go C++
Oh I can’t use plugins as I am modding a game
Yeah but I can’t use c++, or any plugins
My Limitation is to only be able to use pure bp
How, and is this faster than bubble?
Huh ok
🤔 🤔 🤔
Ok well would anyone know how to implement this new sort thing?
Oh back when I studied CS that was my fav too lmao
How 😂
That’s like saying “You can bake a cake, by baking a cake.”
But alright 😂
everyone ignored me
why did you call me a child? I did nothing
Impatient child tendencies lol - but it was half a joke so chill lmao
what's your opinion on mergesort
thanks at least you didn't curse me for no reason
uhhh perhaps
I'm not so familiar with the std framework
good to know
I've never heard of introsort
but I like that it switches based on the data
sounds like a good candidate for a PQueue sort as well? kinda?
True Chads use bogosort
what a PQueue is?
🤔
well yeah but then initial sorting for a PQueue is still a sort
afaik usually insertion sort
I don't know, I've never used any of this for wobsites
I have used PQueues before though
it is a priority queue
just shortened
to 🇵Queue
fair enough
Get random reachable point radius is always returning the same value, radius is 100, origin is the location of the actor itself. What can be the problem?
maybe there is only one point in reachable radius? what is the value?
the value isn't fixed for everytime. Everytime I run the game, the character at first moves once and then the value is same as the location where it moves so the character isn't moving anymore. After moving once it stops.
yea, I'm using an event. On both success and fail the event is being called once again. On runtime, I did checked that it being called again.
now dat ya said timeline, I might try dat.
Is it a good or bad practice to check "isValid" before casting on overlap? So the cast would happen only on the first overlap
Sure but the point is to avoid an unnecessary cast if the reference is already present
Oh wait
you mean that in the cast there is already isValid check so it won't really cast again?
If the reference is already present, its already loaded in so the cast won't load it
Got it, thank you
Casting isnt bad
It's there for a reason and used a lot
Just easily abused
I narivize my BPs so it shouldn't cost more then or does it?
Which is why in sticking with 4.27 until I learn C++
Performance gain was very significant
Well my game is pretty much unplayable without it so I'll take em
wait if I can create a game like this on unreal, how do I create it? does not have the blueprint "move window" in unreal
ok
Sorry to bother @trim matrix but would you have an example or something to do with this quick sort thing? As I am not familiar with it it is quite hard lmao
FCK
This one mod kit requires pure bp tho lmaooo
Hm
Hm
I don’t use macros anyway lol
Is it literal,y just this
Like is this the exact pseudo code
Huh ok I do have a CS background lmao - shouldn’t be that bad
Alr thanks man
counter strike background always helps
anyone good with rotators?
How should i play music tracks in order with gaps in between
I want ambience to be constantly playing, and music to play over it
But, track 1 should start instantly, then pause, play track 2, pause, play track 1
so on and so forth
Hello; is there a blueprint/c++ function to get number of triangles drawn in the frame? I notice that this is available in stat unit @runtime even in shipping build.
what's your issue?
you need to write your own system for that
maybe better to ask in #audio
still trying to figure out the auto leveling rotation
I don't know what that is
i have a pawn. when i roll it i want it to return to starting rotation. i need to track it somehow etc
what kind of pawn is it?
like a plane
set the starting rotation to a value, do your rotation stuff. set it back to the starting value?
currently when i give input it stays at that rotation
yeah so before you invoke the function, set the rotation you currently have to a variable
then you can use that rotation to return to later
hmm okay
could you make me an example. i'm still newbie
currently im tracking only the speed
not rotation
just.... add a rotator variable?
click new variable > rotator > name it something (or don't) and add it to your chain of events
I did, but how do i add pauses in between the tracks
this is why I said you need a system for this. I think asking in #audio is your best bet. they'll know how to make music crossfade between channels appropriately
which sounds like what you want
I asked over there, but no, im pretty sure crossfading is the exact opposite of what i want
i want them to have pauses in between
look at meta sound tutorials
in either case you'll be wanting to speak to those people as they will for sure know more about how to make it work correctly. my understanding is that you need to remember where along the music tracks you are etc.?
Look up how to delay in sound cues
But delay adds a delay to the first time played too
You csn add a delay after too I believe
it will look like this
Delay -> play track 1 -> delay -> play track 2
i do not want this
i want
Play track 1 -> Delay -> Play track 2 -> Delay
You can just set the nodes in that order in the sound cue, no?
No
Why not?
You can also just add delays to your .wav
it would look like
If you wanna make it realy simple
Play track 1 -> Delay -> Play track 2 -> Play track 1 -> Delay
or dynamic
You're missing a delay I think
sorry i dont know whats dynamic/fixed
exactly my point
because you can always just use
because its looping
Otherwise you can just delay track 2
concatenator
Holdup i don't think you guys are understanding
if it's a single instance of these things you can make track > delay > track > delay
but if you want something that is changeable per level and replaceable you need a system for that
If you want this to happen delay track 2
Because you didn't put a delay between 2 and 1
That's why I said I thibk you're missing a delay there
But like I said, you can put a delay after
Track 1 ->
->looping
track 2 -> Delay ->
But then it will take the delay time to play the first time
it will be
Delay -> Track 1 -> Delay -> Track 2
Instead of at the beginning
But then it will play the delay again when you loop it
are you serious homie?
And now it wont pause when it loops. Between track 2 and 1
You want the delays to happen right
If you want a delay between every song
Except the first time you play the first song
Exactly
But you cant just put a delay at the end
sry
Oh now i get it, put a delay at the end of the wavs not BP
Or this, thanks
isn't there anything that fires when playing a track is finished?
It isnt
putting everything through delay looks like a weird solution
Ok
Hello! Does anyone know why rotation in level editor values are different than when printing them?
My rotation value is set to be 0;0;-130
but when i print them it says
CameraActor3
Rotation P=-13.388420 Y=-117.170578 R=-5.788363
i use "get camera view node"
Not here to argue
camera view rotation != camera rotation
oh no.. :(
i tried this but this sets the rotation based on world (resetting pitch and yaw aswell) or am i doing something wrong
exchange it for a float variable and just take the roll value of your rotation
Yeah me neither so sorry if I was a bit rude but if I'm trying to help and if you're gonna be replying "are you serious homie" it feels like you don't want the help 😅
Oh sorry if you took that as rude
Not very good speaker anyway and tone doesnt go good with text, my bad.
woot i got it to work, doesn't reset pitch & yaw anymore
amazing innit
now i need to make it return to position smootly, using lerp? currently resets instantly
lerp and a timeline could work
FinterpTo or RinterpTo could also work
depends on your use case
This works great, thanks alot
Noob here. can you use a auto material and procedural foliage spawner at the same time? Since the auto material is one layer i cannot seem to assign certain foliage to my layers. Not sure if there is a way around this. Thanks
this image can make you feel physical and mental pain and can traumatize you
digging through 4 year old project is fun lol
is there a way to ignore the remaining function if the target actor no longer valid?
just add an isValid node?
it's in the pending execution list then the target got destroyed before it finished, so the error come up after I stop the play
An actor
Cannot become invalid
During a function call
Either it was from the start, or it wont be in the end
isValid an ultimate solution
is there a way to constantly check if the reference array is valid?
for now I only have events begin overlap and end overlap which isn't cover in some conditions
I need the custom event to check it
Sounds like some logic needs fixing...
I have no idea
Stuffing isvalid everywhere sure gets rid of errors, but doesnt magically fix the underlying potential issue of the event calls
defensive programming is not a solution
only use IsValid in cases where you cannot be sure 100% of the time that the value is null
the value is constantly null
Which is the primary issue
if the value is constantly null then maybe... ensure that the value isn't constantly null?
it's supposed to be no variable because it's filtered list
what are you trying to do anyway
I guess the way out is just implement interface and notify when the condition met
interfaces aren't magical either
well I don't have alternative
what are you trying to do?
kill enemies and notify if it's killed
the problem is pending kill
so I'll try to find a way to work around then, thanks for trying to help
sounds like the issue is in your code then 🙂
Sounds like destroy actor is called before doing more logic to said actor
well I fixed it by using lifespan instead of just destroy, then set visibility off
does get all actors of class include children?
Exactly.
Hopefully quick question. Does anyone know how to reference an input binding? Trying to make the button prompts match what the binding is even if the player has modified the controls.
Fantastic, thanks!
but i think they aren't all exposed in the property matrix
How do I enable gravity but not physics? I.E. not have anything affect the actor except for gravity
there
they aren't all available in the property matrix for whatever reason
probably because most of them requires rebuild of LOD meshs which doesn't work through the matrix?! no idea
Gravity is physics
But you can check the enable gravity
And have the simulate physics uncheckdd
I tired that, it wont move if I do that
I just want it to fall to the floor, without being able to move from that spot
ill try again
Probably your gravity is too high
So you are moving but accelerating extremely slowly
Or the character is too heavy
Or a bunch of other #legacy-physics parameters
I say probably but I mean maybe
it works as intended, but after the die lands, I want it to stop moving and only have gravity affect it, so when its reset, it goes back to start position and falls back to the ground, but i dont want anything to be able to move it while its falling
so fall strait down
regardless if something hits it while its falling
Implementing your own gravity is also an option
@zealous fog can you lock x and y movement on an actor?
Whenever you change the location, get current actor location, split the pins, and put those axis directly into the setlocation node
You can then adjust the Z-axis before plugging that one in
(or use a makevector node to make it look prettier)
Or interp instead of setlocation
messing around with this to see if i can get it to work
it works but I need to figure out how to change it from 2 directions to just 1
Oh didn't know that node exists
Is there a simple way to increase the size of, lets say a Static Mesh Cube, along an axis only in one direction?
i dont think there is a 1 node "simple", but you can adjust scale and then change the Relative Location to line up with what you started with
So I got multiple items in a array and im trying to display them all with a simple text widget
only the first String/text in the array is showing
that's because you return on the first iteration
do you want one long string with all the names?
Scale in singular axis..?
Can someone help me understand how this works?
Output
all singleplayer btw
omg....
nvm
I just got it
I am an idiot
lol
ah, and For the time being just a
List
like
This
huh?
Just scale the mesh?
https://www.screencast.com/t/YHXLcrAg Do you want this?
Sorry for the delayed answers, yes exactly that @versed sun
Oh well thats definetely what I would call simple, thanks alot (:
you would do something like this
create a local string variable in your function named output string
in the loop body append to the string, and update it with the set node, and on completed you can return the output string (converted to text)
replace the "Mesh Size" with how big your mesh is (Not the scale)
Ill check in a min whether it works on my particular issue
Anyone know of a way to get Materials to Blur based on distance from the camera?
change its pivot location
probably a better topic for #graphics
alrighty thanks
Hello, is there a way to use editor thumbnail of static mesh as 2d texture? I've searched everywhere for that and couldnt find answer.
Hey guys
How can I use variables to check if a player is playing a certain operator/character
there's a thumbnail edit mode in the asset browser
You set the current operator as a variable (Can be just a string text) and you can check if CurrentOperator == certain Operator
Ok, could I check this in a branch?
Or is it more like currentoperator == operator true
@odd ember i meant can i use that thumbnail as texture 2D in widget, to be more exact can i get it dynamically either from object>static mesh or reference path
Yes
Sorry if im stupid but I can only see the boolean innput
This is quite basic so what I would do is go to the unreal learning website and start going through material on there until youre comfortable enough with the engine to comfortably understand branches and bools
Can also look into how tags work
ok lol
Could you show me an example if possible
I think i'm just not understanding how to put it together
you can find lots of information on this online
I couldn't find anything 😦
@trim matrix Hey! Back from doing stuff with sorting logic
And I found I didn't even need to implement a sort logic at all.
Here I just used min/max functions with my own logic to sort it. Now it can only be efficient with small-med datasets with no more than like 1k items (ig), but it is efficient in it's own way.
And this is Pure BP too, no C++ or plugin bs required 😄
well at least n^2 + addunique cost. I'm sure it has to check for uniqueness somehow
I don't understand big O notation lmao
But what I do know is that it is scuffed, but I am only using like an array of 20 diff ints with a max value of like 1k
So it's really fine for my use case
For a pure BP solution aswell - it is more than adequite
how did you study CS and not understand big O
I didn’t do it at a higher level
Noob question here, I am currently executing the loadlevel by name node - and I have a player start defined on the target map - wierdly the map loads and my player is flying through the abys
I did it in high school and at an a-level
Big o is basic cs
do I need to set the player start or something on begin play on my target map ?
Right along sorting algorithms
your player might load before the object it is standing on?
or maybe it's collision settings
can you test it first? with breakpoints?
I have 0 nodes in my target level
and my target level has a player start actor on the ground
if you play the level regularly does it work?
yes
that is the target level
regular level
but the player literally spawns in the middle of nowhere
but the map is loading becuase I can print a message from it and I see that
no idea. probably not blueprint related. I know people have had issues with this before
well no. that's just hard loading the level
ok
it may get around the issue but it doesn't solve the problem
Gotta love them bandaids
Also should drag off of Introani and BindToAnimationFinished instead of using a delay.
Hello.
I'm trying to create a player interaction system where every tick, a "Player Target" is determined, and when the player controller receives input, it notifies the Player Target so it can handle the input based on its class. I keep running into the same problem where I want the Player Target to be generic enough to accept any actor, but I want different types of actors to handle the player input differently. For example, one way I tried to solve this problem was to create an interface with functions for player input so that every actor subclass I create can override the function differently. But that didn't work, because I can't call the function without first successfully casting the Player Target to a class that implements the interface.
Probably, I could create a subclass of actor called "Interactable" or something. But I'm trying to use actor components rather than inheritance for behaviors whenever possible. Does anyone have any advice here?
Hold, please. I have to clean up my various failed experiments
Oh. I think I was trying to use the interface call node instead of the message node. Thanks! I guess I just needed a smack up-side the head.
If I had a really simple sorting algorithm that works like this (image 1): https://cdn.discordapp.com/attachments/927669839693234247/938140526450974740/unknown.png
How would I be able to go a step further and just sort an array of a struct which looks like this (image 2) https://screenshots.foxy.rip/ZmDmRzht ?
Like I would want to sort the struct array by kill count
Heh?
How
How would I do that?
Uh
Oh alright
Makes sense thanks, lemme try and see if I can accomplish that :)
💀
I am using like 4 elements in an array chill tf out 
I was being like really precautious
But at this point, idgaf so it's fine lmao
Right brb while I implement it lol
I already know blueprint. Now I want to learn c++. Do someone suggest some tuorials or courses (like udemy course)?
Youtube
And only youtube, SO and shit
Never pay for things that are free lol
Start by learning the basic syntax outside of UE4, then get more advanced - and then as time goes on start to learn the C++ UE4 syntax after you have a grip of the syntax
youtube is fairly bad for UE C++ imo
Eh
Ig
But it will get you good on the syntax part
(before you go into ue)
And then there is the amazing UE4 wiki which kinda just replaces the C++ docs for UE4 lmao
Lorash
Would that be good to get the min struct item?
(based on the kill count)
Or would there be a more efficient way of doing it
I mean in terms pure BPs
Alright, stop there - that's all I want to know due to my limitations 
Thanks
Is my thing which I am doing rn better than bubble sort?
Or would bubble sort be better
Why do you have to be so toxic 😂
Just bear my limitations in mind, and just understand that for what I am doing it really does not fucking matter lmao
Why not sort it on the go?
What do you mean Squize?
Nvm. Thought it was something else
Oh alright np
Could perhaps be done tho
4 items, I wouldn't even bother asking if what you're doing is fine.
It's 4 items.
How do i make my bp rotate around an point istead of the center?(How do you change the location of the center?)
What's it to you
You can also change the pivot point temporarily
If you Alt + Middle Mouse click an actor in #UE4 you can temporarily change the pivot to rotate/translate it. Pivot resets when selected again. Super useful when trying to line stuff up and some artist designed it with a pivot for another purpose in mind! https://t.co/bMtr57uD5a
108
414
Ok but how would i change the point that it rotates on?
Lorash do you know why this doesnt work: https://blueprintue.com/blueprint/17_doh4r/
Thats what it is outputting
Default var values
It’s the same principle and design as my other code, just using structs
Like you said
Huh?
How tf
That’s an output node…
Bpue doesn’t show them well
Yh
Hm
I could use a for loop
But like
It should work anyway, right?
Hm
Alr
I’ll try and do it with a for loop using th last index as the array length - 1 then
R,right?
Alr I’ll test it in a sec
what kind of monstrosity are we implementing today?
Ah
Just need the sorting part tested and working
One of the values sounds specific
Simple yet not working 🙄😏
As pointed out , manipulating array you're working on is not a great idea
Yeah dw gonna try out the for loop now
oh we're still on that?
wouldn't it be simpler to expose a call to something TArray.sort()?
We still trying to sort around here?
Imagine if this was not simple to implement
The logic is that it looops for the amount of the array, and then the smallest items are removed one by one until there is one item left
Thus solving it
That’s the logic behind it anyway
I mean all of it works correctly when I do it with just an integer array
So why the fck does this not work 😂
Alright fine
btw
I’ll do it with bubble lmao
What are you trying to do?
Classic off by N error
cah-lu-a-sic
I have an array of structs and inside the struct it has a player name, kill count and max kill streak. I want to sort the array of structs by kill count and I can only do it in pure bp no cpp or plugins whatsoever
How many structs max?