#blueprint

402296 messages Β· Page 825 of 403

trim matrix
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Will never have more than 20 in the array I have calculated

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Never more.

odd ember
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okay, get kill count, get the first entry, foreach loop over the array checking if kill count is higher than all other entries. if not, set array element accordingly?

faint pasture
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And you're sorting it per kill I'd guess?

odd ember
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fine

trim matrix
faint pasture
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I mean per frame or per kill or per game?

trim matrix
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Well the struct is populated in a separate way, but that wouldn’t fucking matter lmao

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I just need help on the sorting

blissful grail
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The frequency of the sort does in fact matter

faint pasture
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Ya just bubble it

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It's probably happening once per kill Max so not that often? Unless you're making vampire survivors part 2

odd ember
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you've had perhaps 5 people sucked into this vortex all giving you help

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and yet, with your CS background, you cannot do this sorting

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I don't know

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I don't know how to help you

gentle urchin
trim matrix
gentle urchin
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Unless the repnotify started working

trim matrix
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Alright lemme try and bubble sort it then πŸ™‚

trim matrix
gentle urchin
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Swweeet

trim matrix
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Lmao yeah

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Alright gonna try bubble it now πŸ™‚

gentle urchin
faint pasture
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Bubble sort is actually probably a pretty good fit because nobody is ever jumping up or down by that many places any given run

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So you pretty much always have an almost sorted array

odd ember
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nice, easier to run a whole bunch of these per tick

trim matrix
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Alright lemme try it

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The actual sorting bit

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Not the tick scuffed shit

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Brb

faint pasture
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In fact bubble might be optimal.

trim matrix
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Shiiiet nice

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Lemme do it RQ

faint pasture
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Assuming nobody score goes up by more than one per run, you could do this in one pass each time after the initial sort correct?

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I mean I wouldn't commit to it but bubble sort wouldn't be that bad. Most of the time it will be doing just one swap

trim matrix
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This array is only sorted every 5 mins or more

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But like yeah

faint pasture
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Lmao

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Sleepsort

odd ember
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how fast would a combination of merge and bogosort be

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divided into pairs, bogosort, reappend

tranquil abyss
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For building a Inventory as far as the UI in concerned, Would it be necessary or stupid that each "slot" be its own up element / widget

faint pasture
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Don't make WBP_BeltSlot, make WBP_InventorySlot

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And add one for belt, boots, head, torso, etc

tranquil abyss
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Im not making a traditional inventory either. so im not sure

faint pasture
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Well what are you making.

tranquil abyss
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im not making gird style thing im making something like this

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1 sec

odd ember
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there's a specific widget for this I believe

tranquil abyss
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ignore the colors and symbols and shit

gentle urchin
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list widget?

odd ember
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listview?

tranquil abyss
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each of those are item

gentle urchin
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it needs more

tranquil abyss
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Yea.. I looked into the list widget but I wanst sure if that was the ticket

odd ember
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listview + custom listable widget

gentle urchin
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The list item should hold some ID / asset reference, and its name/type

odd ember
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I use it for storing profiles

trim matrix
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Did it Flush

bleak cradle
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I need help for my game, LOTS OF HELP, please contact md/dm

trim matrix
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Bubble sort in UE4 pure bps

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Is that right what I did?

gentle urchin
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did it work?

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right enough if so πŸ˜„

trim matrix
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Idk gonna test now

odd ember
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πŸ₯² πŸ”«

trim matrix
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LMFAO

flat coral
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Damn now I wanna make quicksort

trim matrix
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What the fuck do those issues mean

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Huh!?

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(zoomed):

flat coral
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Cool, new errors just dropped I guess lol

trim matrix
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No issues here πŸ€”

odd ember
trim matrix
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No, but seriously

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I don't see any issues

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And I basically converted it from the bubble sort python code

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And the issues are inside of the for each loop?!

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Oh they are issues elsewhere

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Nvm πŸ˜‚

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Dont think it is supposed to make duplicates Thinkeng

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It should be this but descending, know why it isn't working?

odd ember
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best thing you can do is use breakpoints to figure it out yourself

faint pasture
trim matrix
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Ah

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And works

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Lot simpler

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But like now it is ascending, not descending

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Oh

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Fixed it

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Changed the < to a >

faint pasture
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It's better to shuffle things around where you've been instead of in front of you. You can accomplish the same thing doing a reverse for loop and comparing with i+1

trim matrix
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Thanks so much adriel!

trim matrix
faint pasture
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I was saying to start at 1 and compare with i-1

trim matrix
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Works some fucking way

faint pasture
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You're starting at 0 and comparing with i+1 which is fine except for the last index, you wanna stop at Last-1

trim matrix
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Idk man, it’s working

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Somehow

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Like flawlessly

faint pasture
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It's probably blueprint being extra forgiving. Subtract one from the last index going into that for loop

trim matrix
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Uh

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Alr

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Yeah still works πŸ™‚

faint pasture
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Do you understand what I'm getting at. If the last index is five, it will try to get the element at 5 + 1 or array[6] which doesn't exist. In cpp it'll shit itself. Idk why BP doesn't tbh

leaden raven
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anyone have any tips or recommended tutorials on a grid placement system. for example me and my friend are going to start working on a game that allows you to build in vr, kinda like creative mode minecraft, but with blocks of all different shapes and sizes, so unlike minecraft the blocks wont be 1x1x1 in ue4. are there any tutorials or even content on the marketplace that could get us started?

trim matrix
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Yeah I get it

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Bps is weird

faint pasture
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So how are you detecting when it's sorted?

trim matrix
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Uh

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Wdym

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Oh I just press 1 on the keyboard and print it

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Hold on

faint pasture
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How many times are you running this

trim matrix
trim matrix
faint pasture
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What I mean is you're only doing one pass of that sort.

trim matrix
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Oh tf

faint pasture
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Which will only move one element to the right place

trim matrix
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How do I make sure it works for all times?!

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Or like all cases?

faint pasture
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Have that sort return a bool bIsSorted (SwapCount<2)

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You gotta run till it returns true

trim matrix
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Wait hold on this is like confusing

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Can you explain it to me like I’m 5?

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πŸ˜‚

faint pasture
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Count how many times it triggers a swap. If it swaps more than once, then you have to run it again. Over and over until it swaps under two times

trim matrix
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Huh?!

faint pasture
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Or just run this on tick and it'll be sorted 99% of the time anyway.

trim matrix
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Nah

faint pasture
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You'll even get a cool animation of ppl going up the rankings lmao

trim matrix
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I just want it to run once and sort everything please lmao

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Just

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I want it to fucking work

faint pasture
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Ok then listen. One pass is not enough.

trim matrix
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In one call of the function

trim matrix
faint pasture
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That's bubble sort. If it swaps more than once, call it again.

trim matrix
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Uh one sec then

faint pasture
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Just make a function variable int SwapCount. Increment it every time the swap is triggered. At the end of the function, return a bool (SwapCount < 2). If that's true (outside the function), then it's sorted. If false, loop back and run it again.

gritty elm
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i have some child in grid panel. when i remove a child from grid panel ( from middle of grid panel ), it left empty gap

faint pasture
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Say you had a list of 20 things sorted backwards. It'd take 19 runs to sort it. You are only moving 1 item to the right spot per run.

gritty elm
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i want to fill empty area or rearrange child again in grid panel

trim matrix
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Like that then?

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Image 1 is in the main event graph, image 2 is in the funct.

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Well that doesnt work πŸ˜‚

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Only things changed are in those SSs

faint pasture
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You're basically bailing out after the first swap

trim matrix
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Alright one sec

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So like this?!

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Adriel?

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Or do I need to move the swap count bool to the completed too

faint pasture
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You don't need that Boolean variable but that should work.

trim matrix
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Ok

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One sec

faint pasture
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Just plug SwapCount<2 into the return

trim matrix
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That crashed my UE4

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Lemme restart and try again

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Infinite loop detected.

dawn gazelle
trim matrix
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So adriel, when I press 2 to run all the shit (img 1) it does an inf loop

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And that's the code

gentle urchin
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Increment < 2 ?

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Hm

trim matrix
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Just doing what adriel said

faint pasture
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Dude get rid of that bool variable and just return the result of SwapCount<2

gentle urchin
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^

trim matrix
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Uh

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Inside the loop?!

faint pasture
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Take that less than node, and plug it onto the return

trim matrix
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So liek that

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Yes that works!

faint pasture
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Yup

trim matrix
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So that will now fully sort the array?

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For more than one pass?

faint pasture
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Assuming it's not secretly scuffed then sure

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Test it

trim matrix
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Yeah one sec

faint pasture
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Print every time it runs and see how many passes it takes. Should take N-1 passes in the worst case

trim matrix
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That should sim it

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Works for that dataset

faint pasture
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That should take 2 passes

trim matrix
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Idk if that is doing 2 passes but works for that dataset

trim matrix
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Yeah that works too with this dataset

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Cool, thank you so much - it looks like it is working fine πŸ˜„

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+Kudos xβ™Ύ

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πŸ™‚

faint pasture
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Now try it with 10,000

gentle urchin
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Argh, disappointing that ISM instances with 0 scale cost the same as those with scale.. was hoping to avoid switching ism components

willow cedar
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In Blueprint, is there a way to pick the Start and End Mesh for a Spline? I just need to cap off the end

faint pasture
odd ember
hoary spruce
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How Can I Throw 2D Jumpscare When I Die

icy dragon
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But sudden

faint pasture
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And scary

hoary spruce
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I know how to jumpscare but I don't know how to activate when I die

icy dragon
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Code wise, the game doesn't know anything about the concept of "jumpscare".

Jumpscares are merely visual concept, the game code can only know execute this event and that event

faint pasture
devout bane
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So I inherited a base blueprint and I got "Parent: Begin Play" by default. I also need "Parent: Destroyed" as well but I can't figure out how to add it.

hardy fable
crystal crown
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Set actor rotation is overwriting my add actor local rotation what is the solution

devout bane
unreal tusk
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In widget blueprints, does anyone know how to call stuff you have stored in a datatable? I have some stats I'm storing in a datatable and needing the interface widget to display it in a canvas.

rain egret
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question, i finally figured out how to have an object align to the normal which was easier than id like to admit, anyway i now want to add a custom rotation to that which would allow the player to turn the object in 45degrees around that point

maiden wadi
onyx token
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should this work? rooMad

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pls halp

maiden wadi
maiden wadi
onyx token
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oh right, don't worry about the relative rotation

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but "Montage Stop" does do the thing right?

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dangit

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then the bug is somewhere else

tiny frost
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does any one know how to make a grappling hook that would pull an enemy or a diff actor i cant find anything for it

rain egret
tiny frost
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i cant add impulse to an actor

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or can i

rain egret
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oops wrong reply

tiny frost
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ive only been useing this for like 7 months

rain egret
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yes i am using a normal vector, i understand thats my axis i want to rotate around, but i dont know whats the vector i want to rotate it around

smoky marsh
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Use quats

maiden wadi
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Characters are a little more difficult. If you start with actors, all you need to do is set the root component of the actor to simulate physics, and add force on it enough to pull it.

smoky marsh
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Makes rotation easier

maiden wadi
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You don't need quats to rotate something 45 degrees.

smoky marsh
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Is it a specific 45 degrees in a single direction around an axis? Yeah then I admit quats may be overkill

rain egret
tribal plover
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[HELP]

I was watching this video on an interactable door: https://www.youtube.com/watch?v=SW4nq2BNlto

Everything is working perfectly except that I have 2 separate door BPs so there are hinges on either side for each BP. (Basically the same door but flipped, but two different BPs).

I'm trying to get it to work for both doors but I'm not sure how to continue because whenever you add a BP to the viewport it adds a number to the BP: https://i.imgur.com/McAXyPV.png

This is my BP so far: https://i.imgur.com/ROxv4S9.png

Thanks in advance, hope I'm posting this in the right place πŸ˜…

smoky marsh
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God lemme think, isn't it something like thats your rotator and you rotate and or unrotate your impact point by that and then rotate that point by 45Β°? Its 1am so I might be making it more unclear so excuse me in advance

maiden wadi
rain egret
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its own local space

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imagine you place a book on a angled surface and you turn the book around its axis

smoky marsh
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Basically like how we are in editor are allowed to do stuff but instead at runtime with 45Β° lock?

rain egret
smoky marsh
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CET power

rain egret
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and i think i exhausted my brain power already

smoky marsh
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Sleep on it, you might find the answers in the morning since you've had a good think about it tonight

rain egret
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true

maiden wadi
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@rain egret Semi sure that this works.

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@tribal ploverDon't rely on object names. You should make one single door type class, and have a boolean in it that you can switch that will define if it should play stuff inverted for mirroring doors. Single class, one cast, instance editable boolean toggled in the world details panel.

rain egret
tribal plover
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@maiden wadi I see. Would this matter if my door SMs are flipped? They aren't the same mesh.

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I did this and it works now. But I want to explore your solution

maiden wadi
# tiny frost how would i even do characters

Depends. You're in complicated territory. This is the reason that stuff like GameplayAbilitySystem was created. Stateful abilities that can affect things directly without complications. But to hack it together, there are a couple of ways. Easiest is to just disable their movement component and interpolate the actor towards the grapple.

tiny frost
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oh ok i just did it

maiden wadi
tiny frost
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thanks a buch @maiden wadi

crystal crown
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it seems Epic deleted old answerhub posts today. Atleast the images😑

tribal plover
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@maiden wadi Okay, thank you. I will work out how to get that to work.

brisk stag
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I'm probably being an idiot here lol but why are the connections on these nodes gone in my materials?

tiny frost
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uhh

grizzled marsh
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Hello - I am dissecting a complex package of many blueprints that reference each other. How can I know from which node&blueprint an Event is being called during runtime? Using just breakpoints or RMB>Find References doesn't give you that info, afaik.

odd ember
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but it looks like you done goofed perhaps

brisk stag
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I may have done just that

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alright I'll pop it in there too

willow cedar
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I moved a bunch of files around in Unreal earlier to organize better, but I broke a lot of things in blueprints, like casts and whatnot. Is there an easy way to fix this? Or what channel should I go to to ask for help?

odd ember
willow cedar
odd ember
willow cedar
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Okay, that makes sense. I just took a project of mine and reorganized a lot to have better practices, but it broke some things

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Thanks for the info

viscid barn
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wtf? for some reason my main character asset now causes my project to crash whenever I try to interact with it, even so much as right clicking on it makes the engine crash

faint pasture
viscid barn
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stupid me didn't use source control in a veeeeeeeery long time ;.;

viscid barn
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Yeaaaaaahhh

faint pasture
viscid barn
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Very

faint pasture
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Have you cleared out intermediate and saved and all of that

viscid barn
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Because it's not just the blueprint, it's the components and controller

viscid barn
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Intermediate I mean

faint pasture
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I would delete intermediate, save, binaries if it's a c++ project and cross your fingers

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Do this on a copy of the project by the way

viscid barn
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It's bp

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I'm still prototyping so I was working on bp

faint pasture
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Delete intermediate and saved then. Everything but config content and uproject file

viscid barn
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So far it's a big fat no

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I don't understand why it even happened in the first place, it's not even what I was working on and it doesn't crash when I import it in another project

faint pasture
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Time to import entire project into another project

viscid barn
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agghhh gdi, when I import all of it, it does crash

faint pasture
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No crash report?

viscid barn
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I'll have to do it step by step to figure out what is fcking up

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crash reports, yes

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oh god.. no

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It's the components that cause the crash

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They're just totally not the bulk of the system

faint pasture
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Well, show the crash report

final kiln
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Good evening, I have a doubt, I'm trying to make a system where according to the level of the player the cost multiplier increases (the default is 1.25x), and I want to be able to put for example, aparte do level 10 the multiplier will be 1.50x, but looking on the net I could not find a blueprint that serves for this situation, someone knows how I can do ?

viscid barn
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just a second, the report is too long so I'll have to split it

twilit heath
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report is useless without editor symbols installed

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also, 3 backticks ` before and after the code block to format it

viscid barn
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Ah thanks, I tried to make it collapseable but it didn't work hahaha

viscid barn
twilit heath
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epic launcher, dropdown near your installed version, options, check editor symbols there

final kiln
viscid barn
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Ah thanks

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adding them

runic urchin
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Any reason why a static mesh scale would change when you move it under a Scene Component?

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If the static mesh is is in the root the scale is 1,1,1

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once I move it under a scene component it changes to 10, 10, 10

viscid barn
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phew, luckily it's only one component that's crashing, it's the heaviest of them all but at least I won't need to redo absolutely everything

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but it's bloody damn long, that's not even 10% of the error message

lavish roost
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this may be big dumb but I have a blueprint each of a PlayerController and a PlayerCharacter, it's best practice to route input from the controller to the character, right? Is this typically done with a custom event for each input type on the character which the player controller calls? something like this?

dawn gazelle
viscid barn
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figured out it collapses it automatically now, that's why it didn't work before πŸ˜…

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Thing is so long I'm not even sure where to look at.
Hard to believe a single component is causing that much issue when it worked just fine before :S

lavish roost
dawn gazelle
lavish roost
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ah, gotcha

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tyvm

bright harbor
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working in unreal engine 4.27 blueprints is there any simple way to make it so the player can't stand on an object? like if they tried they'll just be pushed away instead?

viscid barn
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well by default you got the option to negate an actor's ability to step on objects in the collision settings

bright harbor
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i tried setting can step up on to no, but nothing changed

viscid barn
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otherwise, you could use something like AddActorWorldOffset or others like this (I believe that is how they do the character push in 2d fighting games like GGStrive)

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a third option is to add an "invisible wall" to the object to prevent players to even get on top

bright harbor
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this might be a longshot, but is there a way to tell an object it can't be walked on? like make the slope angle larger than the character movement supports without rotating the object itself?

viscid barn
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you'll have to rely on invisible walls for that then

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or reduce the angle/height your character can walk up to

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or at least as far as I know that's the simplest option

bright harbor
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wouldn't enabling this work?

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or is it something different?

viscid barn
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worth a try

bright harbor
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i think with a bit of extra scripting i managed to get it working

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tysm for the help

vestal plinth
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is it possible to stream in a level in a different location, with a transform?

sweet terrace
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Hey guys, if I want to scale an actor on blueprint, which one should I scale to have things work properly? CapsuleComponent or Mesh?

final rampart
cobalt gulch
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Can someone please help me with importing a character onto the ue4 rig..

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It works in blender fine, I can move the bones and everything is working, but when I import into ue4 it looks like a collapsed mess

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I don't know if im exporting it wrong or something but im going insane lol

dawn gazelle
cobalt gulch
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Will do

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Thanks

dawn gazelle
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Nevermind... Skeleton doesn't appear to be working in UE.

cobalt gulch
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This is Auto Rig Pro's UE4 skeleton

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But it should work

hearty barn
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is there any way to export from blender in to ue4 that keeps both the objects origin point from blender and it's location? as it is right now I can import objects and the pivot is the world origin not the objects origin and if I leave objects where they are they will keep their transform but not their pivot point but if I move them by their origin to the world origin they will keep the proper pivot point but not their transform is there a way to keep both? I need to import 1000 objects into ue4 and I'd rather not move them back into place by hand

brazen merlin
tawdry surge
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Object origin of things exported from blender is the scene origin.

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And blender is better than Maya and auto desk for 90% of things at this point. 100% use it

hearty barn
brazen merlin
hearty barn
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that one plate I manually entered in the transform

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I don't want it at 0,0,0 I want it at 411.82, etc

brazen merlin
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ohhh

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it should preserve it, but again, it might be an import settings things not carrying over

hearty barn
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yeah I know it's out there but it would make life so much easier if I don't move them to the origin it'll preserve the location data but it won't let me pivot them as these are vent plates to be opened

tawdry surge
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If it's imported as an fbx scene all the objects should keep there relative positions

hearty barn
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if I do that then in ue4 the pivot is in the middle of the ship so the panels can't be rotated correctly

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the only way I've found to do it is the reset the transforms and manually enter in the location data for all 1008 plates by hand to match the location in blender

brazen merlin
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pretty sure this doesnt need to be done, but hey, if nothing else, maybe you can rig it πŸ˜„

tawdry surge
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Yeah that feels wrong, but I don't bring pre-assembled meshes over generally since it's more efficient to bring over peices and play lego master in unreal

hearty barn
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Well it's the hero ship and I need it to look good for my game lol

tawdry surge
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Wouldn't look any better or worse.
Just more modular, so instead of one ship I can make a dozen variations with the single set of meshes

hearty barn
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Yeah πŸ‘ I can do the same I unticked combine meshes so each part can be modular the only ship that isn't is the hero ship as the player will be flying only it I wanted a very distinct look that modular piece couldn't give me hence the individual vent plates I'm animating but oh well by hand it is

grand oasis
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Hello, how would I go about using an external actor as the camera? I want to place the "Camera" bp into the scene and have it set as the main camera

brazen merlin
grand oasis
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I'm doing this in another BP but it doesn't change the camera

grand oasis
brazen merlin
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its a bit complex. ive not worked with set view blend

trim matrix
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hello guys

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how can i detect collision without calling Onbegin overlap

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is there any way to do can any one help me guys

tawdry surge
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On hit is another option.
You can do a distance check if you feel like busting out the old school 2d methods (not the best)

faint pasture
fervent temple
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how much slower are bps in practice compared to cpp

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are bps faster than the same thing done in unity with c#

maiden wadi
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Really depends on the thing.

fervent temple
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lets say a multiplayer rpg game is tht gonna cause problems

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no nativization as well cuz that dont even work half the time

maiden wadi
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Blueprints can be 10% slower to 2000% slower or more than C++.

maiden wadi
#

Well, consider what blueprints are meant to be used for. Designer stuff. Spawning a particle isn't going to be that much faster calling it from C++ or Blueprint. The heavy code is in C++ already anyhow, it's a rare call maybe few times a second max. You won't see a performance difference moving that to C++. In fact it'll just annoy you because blueprints have easy static access to particles, meshes, etc, and having to get those assets in C++ requires work arounds that aren't as simple as "Spawn this, kbye"

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Now, world generation on the other hand. Several iterations of long drawling functions that have to rerun over and over. You're going to see blueprint pretty much die here. Blueprint causes many function overhead calls and will start breaking down performance wise in these heavy mathematical areas.

fervent temple
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(total noob to ue4 cpp but i know normal cpp)

maiden wadi
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You can do anything you want in C++ as long as you understand how to do it.

fervent temple
#

awesome

maiden wadi
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As far as C# versus blueprint. Never used C#, but it would be much faster in the heavier areas. As a written language you have more performance tools to use. Less function overheads, etc. Can't compare how it is to use as a designer as I've never done it.

#

Also. C++ in Unreal is extremely easy if you just follow a couple basic engine rules. You can get away with leaving a lot in Blueprint if you want and only moving performance unfriendly code to base classes. But I will say that not being able to base class core engine framework is just asking for trouble. There are so many thing you can do by just being able to override engine virtual functions.

grand oasis
trim matrix
#

I saved my work from there once when I fucked it up beyond belief

icy dragon
trim matrix
#

Dude UE4 has auto saves that work without scm

tawdry mural
#

is that branch error or isvalid error?

#

points me to standart macros

maiden wadi
#

You are trying to access a pointer that is invalid.

icy dragon
unreal token
#

I asked this the other day, but for some reason it didn't save and it's back. I'm supposed to add something in project settings?

icy dragon
maiden wadi
#

Enum no longer contains Soft entry. Just needs unhooked to compile.

#

Other two look like you're missing named Axis bindings in project settings.

#

Enum issue may be project settings as well, unsure. Haven't used physical materials.

unreal token
#

we had the soft thing working the other day. I added something in project settings, and a thing appeared on that node, to hook to that bottom node.

tawdry mural
maiden wadi
#

It tells you where the issue is. If you click on the Branch or IsValid, it should open your MainWGT blueprint and zoom to where that error is caused from.

warm kite
#

Good morning, can someone explaine me in simple how i can change the physic? Thx I dont understand this Preset Physic

tawdry mural
#

it just opens standart macros

trim matrix
#

Do I need to have 2 random nodes to roll twice, or dragging from the same pin to two different locations gives me two randoms

tawdry mural
#

gives two randoms

trim matrix
#

you sure?

tawdry mural
#

yes

#

do print strings

primal smelt
#

Could somebody please tell me what the difference is between

A: calling a BPI function (where target is selected bp -left)
B: calling it as an "interface call"? (where target is BPI Grab - right)

I have some of these nodes implemented using A - where a reference to another bp (implementing the bpi of course) is plugged into the target node and communicates just fine. I also have another handle of nodes using B with another bp (also implementing) plugged into target - that also works fine.

There must be a difference between the two because when I change the ones from A to B, the engine crashes!

brazen merlin
# primal smelt Could somebody please tell me what the difference is between A: calling a BPI f...

my hunch on the whole "target" thing is that it means that it is the owner of the function call. As long as the class has the interface added to it, it would have the option to call it. Nevertheless, I don't think you want those calls, i think those are messages. I forget what they are called - I think there is message, call, and one other - and that one other is found as a bpi call when you turn off context sensitive.

primal smelt
brazen merlin
primal smelt
brazen merlin
#

i just looked into it. You want to be using the Call Function or the Message. Not the interface call.

brazen merlin
primal smelt
brazen merlin
#

yeah the crash i dont know why

#

i wish this part of bpi wasnt awkwardly confusing

primal smelt
brazen merlin
primal smelt
# brazen merlin yeah the crash i dont know why

I think it's my first engine crash too, haven't tried to replicate it exactly - might do in a mo. But I closed when it crashed, opened it again, code didn't work. Restarted Unreal a second time and now it works again. Can't remember the last time an application insisted on a twofer with a restart!

primal smelt
#

Which is why there were no variable pins!

brazen merlin
#

thinking on it, i believe its just message that you need

#

i forget the uses for the other two lol

primal smelt
#

Thanks for helping me out, I'll read up on it further and try using the message node too

#

But why does the message node only become available when you deselect context sensitive?

trim matrix
icy dragon
#

And it's fucking cumbersome if you ask me.

primal smelt
#

Gotcha!

tight pollen
#

i have Structure and i make from this structure "Make Array" how can i set for selected index from array new values?

brazen merlin
#

generally SetMembers is for updating Structs. Also Structs are a pain to work with in bp, so dont expect the cleanest method.

empty needle
#

And trying to update them through multiple layers of UI

#

Even less fun

near copper
#

Is keeping every thing straight normal? Or is that considered time-wasting? Because I've seen several people in tutorials I've watched and none of them really explain whether to organize it all and I think every single one has usually just left a curvy somewhat jumbled mess. But if that's the norm because straitening it all is time-consuming then I maybe I'll start focusing more on efficiency.

brazen merlin
#

it's an aesthetic, makes it easier to read

near copper
#

Especially that bottom image there, the guy I was watching didn't have that much space down there, I just felt the need to make it all straight.

brazen merlin
#

some people use a plugin that makes them straight/angled lines instead

#

it would actually be better to avoid this when possible though

near copper
brazen merlin
#

that bottom one looks like tick, so setting the delta seconds to a var and then hooking that var up would mean no wires over the entire thing

#

there's a nuance about how data gets accessed with bp - the calling function pulls from everything that is is plugged into it

#

so it's better practice to be aware of what is plugged in by setting vars instead of long wires

#

it becomes evident when doing things with random

#

its also how programmers would be setting up things in code since they dont reroute, they define all their variables

near copper
brazen merlin
#

yeah

brazen merlin
# near copper

this one doesn't have reroutes or is doing what im talking about btw, this one is fine, but as for straight wires - its an aesthetic

near copper
brazen merlin
#

i cant remember which video, i think it was an epic live training on blueprint basics with zac parrish, and he mentions this

#

it seems more jumbled, but based on how bp works, its better practice to plug in the same variable that use a wire than to channel out that value where needed via reroute wires

#

again, its not the long or straight wires part

#

it's trying to avoid reroutes, if possible

#

and there are places where you cant

near copper
#

Okay, I'm starting to understand a lot more. Thank you so much, that was a very good explanation!

#

I've been following along this Chris Murphy tutorial on pinball and I haven't really been understanding his blueprint section.

#

Re-did the image to un-include his links, I don't want to get in trouble for throwing links around...

brazen merlin
#

how dare you

near copper
#

What? Did i do something wrong??

brazen merlin
#

lol no sorry jk

near copper
#

XD i wasnt sure how strict the link-posting rules were

fiery glen
#

as long as it's not spam/self promotion etc

#

...I think

frank rover
#

So what parts did you not understand?

near copper
near copper
# frank rover So what parts did you not understand?

It's mostly been a lack of in-depth explanation. Not to say his tutorial is bad, it's actually been extremely helpful and informative. I'm just having a hard time as a beginner since he will add in nodes like "branch" nodes or "Get Save Data" or something and I'm left confused as to: where did these nodes come from? Like what reason are we using this specifically or how was I to know it existed if I hadn't been shown that? Or all these pretty specific node names that confuse me. Idk, many things, though most are probably common beginner questions. Aside from that, I am aware I still have so much to learn.

near copper
#

Its amazing how fast your priorities change after less than an hour on a public discord server at like 2:30am

jolly island
#

Hello, when I possess my player character, its camera (third person template camera) gets left behind and doesn't follow it until after the possess is over. How can I keep the camera following the player while possessed?

lucid lynx
#

Any reason why this wouldn't work? RH_Weapon is a skeletal mesh with two sockets for where I want this sword trail particle to start and stop. The custom events are called from an attack montage, but the actual trail particle never appears.

trim matrix
#

Hi guys, apologies for the newbie question but could someone let me know if this is the correct way to check if enough points have been gathered to proceed to the next level?
It works fine but I`m sure I do not need to do it with event tick.
Many thanks in advance!

tawny hedge
#

anyone knows any good tutorial or course using cooldown values higher than a float of 1 can be implemented in UMG?

gentle urchin
frank rover
tawny hedge
gentle urchin
#

Remaining / total etc

#

1 - if you need it inversed

trim matrix
lucid lynx
rough cedar
#

I have a question about anim notifies. I'm currently firing off a montage to equip my weapon as soon as a certain animation montage plays. Which works but it just plays the entire weapon equip animation and doesnt play the actual attack. I want the equip to play then the animation to play. Is this possible?

timber knoll
#

Then you would want to check if your weapon is equipped, if not first do the montage then followed by the attack

#

You basically wrote exactly what you need πŸ˜›

#

Play montage > play attack

gentle urchin
#

Event tick is ment to be used in cases where you need something to update every frame (like animation)

frank rover
rough cedar
#

@timber knoll I would assume I should set a variable if my weapon is attached but how do I get the montage to see that and play the next part?

timber knoll
#

and if you seperate equip/attack you have the on complete pin to start a new montage right after πŸ™‚

#

both methods would work just fine, up to you what you prefer

rough cedar
gentle urchin
#

Isnt it a bit weird to combine equip/attack montages?

#

as they can be very different, and generally is exclusive anyways

rough cedar
#

But the original reason for this is my weapon has its own montage animations I need it to also play at specific times

trim matrix
#

@frank rover @gentle urchin Thank you for your help, it now only checks when the character tries to enter a portal!

gentle urchin
#

Atleast thats event driven πŸ˜„

#

I would suggest checking whenever a point is recieved tho

#

then you can easily react to it by playing some sound que and do some effects when the player has enough points to move to the next level

trim matrix
#

Yeah, I have that in the player blueprint, I just have a number of boxes a player has to jump on to get to the next level, super simple but I`m finding it pretty good to learn the basics

#

Sorry, I meant in my block blueprint

#

Player BP

sullen saffron
#

ok, so My game is going to have 2 different characters that are going to play very differently from one another. Now I've seen a metric ton of tutorials showing different ways to set up a character select Menu screen, but They don't explain how they set up the second character. Would the second character be a separate CharacterBP?... And if I was trying to do something like Diablo 3 and have like 5 different charters with 2 different genders each, would I need 10 CharaterBPs then?

earnest tangle
#

There are a few ways it could be done

#

You could for example have a BP_MyCharacterBase which contains the functionality which is shared between all your character types, and then one subclass per character "archetype". If archetypes have genders, then you could either swap the model or have a subclass which swaps the model

sullen saffron
#

thanks, i'll have to look into that because making a bunch of CharacterBPs from scratch for each race/gender seems tedious af. lol

frank rover
#

For easy edit it could make sense to have a base character class and create subclasses for the individuals :)

bold badge
#

Shouldn't running this result in 6 values being added to the Array?

#

I'm trying to figure out if it is user error or something Unreal Engine 5 specific.

sullen saffron
bold badge
#

Tested it in both 4.27 and 5.0 and it doesn't work.

#

It must be something super obvious that I am missing.

gentle urchin
#

default values doesnt update

#

instanced values does

#

Top one is from the spawned actor

#

bottom one is the class default

#

@bold badge

bold badge
#

So the default one doesn't update, but the instances in the level update?

gentle urchin
#

yepp

bold badge
#

Same script as mine?

gentle urchin
#

yepp

bold badge
#

Yup.

#

Works on mine as well. I was testing on a character and had no visible instances in the level. That's why I didn't cross my mind.

#

Thanks.

gentle urchin
#

np

bold badge
#

I tried anything else there was to try :)).

balmy rampart
#

someone knows what wrap means and how it works?

remote meteor
#

if you insert value 14 in a wrap of 0min 10max, it becomes 4

balmy rampart
#

like a modulo

gentle urchin
#

pretty much

leaden raven
#

does anyone know why this wont work? its a function thats supposed to make a translucent cube snap on a grid sized 40 when i press E, but whenever I press E it just comes back to an error saying: "Attempted to access GhostBlock_C_0 via property GhostBlock, but GhostBlock_C_0 is pending kill" and gives me the location of the error which is the last node on the far right, or the variable

odd ember
leaden raven
#

i dont understand how to do that if im completely honest

#

oh i fixed it, it was the spawnactor nodes, the collision handling override was messing with it so it never ended up setting the ghost block as a reference

frank rover
viscid barn
trim matrix
#

Guys anyway to change Static mesh pivot in a bp?

#

adjust*

fervent raft
#

I'm trying to rotate a single bone based on mouse input, how can I do this in UE5? It seems like some nodes from UE4 have been removed.

tawdry surge
#

@trim matrix offset it from the default scene root and rotate the root

trim matrix
#

I was woundering if there's a way to do it permanently via editor

#

not offsetting just adjusting the pivot permanently

odd ember
trim matrix
#

I c, not even plugin?

odd ember
#

who knows

versed sun
#

there is

odd ember
#

I wouldn't expect anyone to know the state of every plugin out there

versed sun
#

put mesh in an actor, adjust mesh rel location in actor to where you want it

odd ember
versed sun
#

place actor in world , the right click and "convert actor to static mesh

trim matrix
#

but that essentialy make a new static mesh

versed sun
#

it is

#

then you can replace the old mesh

trim matrix
#

right

#

will try that

#

thanks

tawdry mural
#

how differs invalidate and clear and invalidate ?

#

timers

versed sun
#

i do it often when ,y 3d artist can get to it fast enough and I need to keep moving

tawdry mural
#

need more simple explanation

versed sun
odd ember
#

only clear and invalidate timer exists

tawdry mural
odd ember
#

click on the invalidate node?

tawdry mural
odd ember
#

right so

#

clear and invalidate timer

#

invalidates the handle AND clears the timer

tawdry mural
#

sets to 0 sec?

odd ember
#

invalidate handle just unlinks the handle from the timer

#
/** Explicitly clear handle */
    void Invalidate()
    {
        Handle = 0;
    }```
tawdry mural
#

like unsets the variable?

odd ember
#

unlinks the handle from the timer

tawdry mural
#

wheres that can be used?

odd ember
#

I don't know?

#

clear and invalidate can be used in places where you need to clear the timer

tawdry mural
#

clear means what exactly

odd ember
#

means the timer will no longer run

tawdry mural
#

just that?

odd ember
#

yes

tawdry mural
#

so if you just invalidate it it will run or what πŸ˜„

odd ember
#

yes

tawdry mural
#

but?

odd ember
#

no but?

tawdry mural
#

it still runs but its now invalidated

odd ember
#

the handle is invalidated

#

the timer is unaffected

tawdry mural
#

doesnt affect the custom event?

odd ember
#

presumably not

#

you are just unlinking the handle from the timer

tawdry mural
#

how is that useful

#

πŸ˜„

odd ember
#

I don't know?

tawdry mural
#

yh

odd ember
#

I'm just telling you what the code does

#

which is what you asked

tawdry mural
#

ye the node is stupid

#

what happens when you start the same timer again?

#

in between its ticks

odd ember
#

it will restart at the time you start it again, invalidating its old time

crystal crown
#

@odd ember Hey CE. I got the pawn to reset it's X-roll. But it resets upside down. If i divide by -1 it resets on it's side. I'm shit at math

odd ember
#

try multiplying by -1 and see what that does

crystal crown
#

Both when i multiply or divide by -1 it sets on it's side relative to world

#

if i don't multiply or divide it centers upside down

#

same thing with 90 & -90

odd ember
#

you might need to use quaternions then

hexed glade
#

Does anyone here have experience in animation blueprints or should I stick to #animation ?

tawdry mural
#

depends on your problem

hexed glade
#

I'm using a layer blend per bone to allow different upper and lower body animations, but this causes some animations to break. I'm trying to find a way to allow for some animations to blend while others to go straight to output pose.

tawdry mural
#

make another blend per bool

#

and just switch it when you need

#

?

hexed glade
#

Blend per bool will still cause any animation I run through it to blend unfortunatly.

tawdry mural
#

Hmm thats not how blend per bool works tho

#

Maybe you have it the wrong place

hexed glade
#

Never mind. After some more digging I stumbled upon a variable which was not attached and caused this mess. Now everything is fine πŸ˜„

tawdry mural
#

@odd ember sry for ping boss

#

something like that crashes the game

#

in standalone

#

i load levels from array of names

#

with a delay

#

maybe you know why it happens?

#

its an array of small 60 levels

#

like rly small , with one character in there

odd ember
#

how should I know lmao

#

why ping me

#

so random

maiden wadi
#

@crystal crown Why aren't you just setting roll back to zero?

tawdry mural
#

cus u helped me b4

mild crystal
#

Hello, i would like to know if its possible swap between to anim_Bp? like when they go inside a trigger box it switch to other anim bp

odd ember
crystal crown
odd viper
#

anyone have any idea if its possible to extract data from the browser console from my website and bring it in to the game? for example when my user does something on my website it creates an array of items in the console. Can i take this array and bring it to ue4?

maiden wadi
tawdry mural
#

ok.

mild crystal
#

Hello, i would like to know if its possible swap between to anim_Bp? like when they go inside a trigger box it switch to other anim bp

odd ember
odd viper
odd ember
#

external browser?

odd viper
#

ye it opens their browser which is set to go to my website

odd ember
#

yeah there's no callback for that into unreal

odd viper
#

they need to enter some info before they can return to the game

odd ember
#

you'd have to have some middleware or use an in game browser to get the data

#

or have the server of the website communicate directly with the unreal instance somehow

odd viper
#

yeah this is complex as i thought. Thanks ill keep digging

trim matrix
#

Dear all, does anyone know the easiest way to turn a blueprint child into a own blueprint

mild crystal
# odd ember have you tried?

yes, i create a reference to the trigger box then cast to my character and now idk what to do. I want to change the animBp when entering inside the box trigger

somber sand
#

Does anyone know how to switch back from viewing a blueprint in the full editor to the collapsed/simplified view (where you just have your settings)? I've been trying to google this but can't seem to find the right terminology/solution

odd ember
crystal crown
trim matrix
#

so basically i create a blueprint and then create a child off of it, I dont want the child to execute any of the code @peak wedge

#

I want it to execute its own code

odd ember
#

... sure?

#

just don't call super

trim matrix
#

what does that mean

#

sorry I am new

odd ember
#

ah right it's called parent function call or something

#

just remove that if it's present at all

versed sun
#

In your child, call the event you DONT want to run, and just dont put anything after it

trim matrix
#

so on the initial blueprint I print a message, and then I created a child off of it

maiden wadi
# crystal crown

Oh, you're adding rotation. You need to invert the world rotation's roll from zero.

trim matrix
#

and I dont want to execute the print there

odd ember
trim matrix
#

Main

trim matrix
#

child

versed sun
#

Child Code

#

Child Code

trim matrix
#

wtf @versed sun ?

odd ember
# trim matrix

cool so it doesn't have anything that calls the parent functionality here

versed sun
#

what event do you not want to fire in your child ?

crystal crown
trim matrix
#

I created the child so I do not have to create all the components etc again

mild crystal
odd ember
#

if you right click on any of those events that you have, you can see an option that say Add call to parent function. if you click that, it will add a node that calls parent functionality. if you don't want that, don't have that node @trim matrix

versed sun
#

yes , but they will fire unless you tell it to do something else

maiden wadi
#

@crystal crown Try something closer to this. AddLocal on an actor does that to it's root component. Root component's relative is to world. So if your actor's world roll is -20, if you get that and invert it to 20 and add 20 to it's local roll, it should zero out.

trim matrix
#

I deleated everything in the event graph on the child BP

#

and it still fires lol

versed sun
#

yup

#

as it should

trim matrix
#

so

#

I need to tell it not to

versed sun
#

ok, name a event that you dont want to fire

trim matrix
#

the print atm

#

that is all I have in the parent

versed sun
#

but what is the event ?

#

ok

trim matrix
#

I am just trying to learn cross BP comm etc

versed sun
#

so in child, add an event On component begin overlap(bombspot trigger)

#

and dont put anything after it

odd ember
trim matrix
versed sun
#

yes

trim matrix
#

still triggers the print lol

#

its the weirdest thing!

versed sun
#

can you right click on that node and "add call to parent"

#

?

trim matrix
#

thats in the child

versed sun
#

on top corner of child , what does your parent class say ?

trim matrix
versed sun
#

hmmm

mild crystal
#

Hello, i would like to know if its possible swap between to anim_Bp? like when they go inside a trigger box it switch to other anim bp

crystal crown
#

multiplying by -1 worked after all

mild crystal
crystal crown
#

thank you very much guys

undone willow
#

how do I make it play the sound just once and not continue to play it?

odd ember
#

click the down arrow on the node

undone willow
odd ember
# undone willow

then if there's no option there it needs to be set on the sound cue it self

undone willow
#

ah

tawdry surge
#

Have you tried making sure the time dilation actually goes back to normal with a print string?

mild crystal
#

hi guys, another thing how do i setup a transition inside the anim bp, like when i pressed left button it will enter in the transition

pine trellis
#

everytime i open unreal I get this error, anyone know how I can fix?

tawdry surge
#

Maybe lerp or set it on a timeline instead. Should be more accurate then a delay

#

Or a timer

mild crystal
#

how can i setup this? So i want to have 2 type of gameplay. I want to put 2 bind for different things, For exemple a left mouse button to jump but when inside a trigger box i want it to attack. How do i do it?

tawdry surge
#

For an action event you could just use a bool and a branch off pressed

#

Use the trigger to set the bool

mild crystal
chilly canopy
#

Hello, I'm trying to learn blueprint logic and I'm struggling with a very tiny detail. I've created a simple respawn point, and it functions just fine, but the player seems to respawn off to the side. I've added lights to the spawn points so I can visually see the logic, and I can test that the respawn works just fine. However, when respawning, the character respawns off to the side of the spawn point. Am I missing something? I'm sure it's probably something trivial.

tiny frost
#

any one know how to spawn a static mesh using bp

faint pasture
mild crystal
faint pasture
mild crystal
#

ok thx

chilly canopy
faint pasture
#

that might be fine but AFTER spawning, the character might realize it's colliding and move

#

It's not gonna stay in a colliding state

chilly canopy
#

So I need to change the collision for the collision box, is that correct?

faint pasture
#

I'd guess it's spawning with it's feet colliding with the white mesh

viscid barn
#

WTF? it happened again and even when I retrieve it from my backup it fucks up

#

it's not even the same file and I had barely started recreating the component

mild crystal
maiden wadi
#

Drag off of the vector pin and type length.

dry mantle
#

Hey guys, this is driving me crazy, can you help me out?

#

This is my DoorUI (Widget BP)

mild crystal
#

i made this

dry mantle
#

and this is my Door button actor

mild crystal
#

how can i put the player velocity?

maiden wadi
#

Don't use == or != for floats. Use Nearly equal.

dry mantle
#

'Widget' is the DoorUI

tawdry mural
#

πŸ˜„

dry mantle
#

Is not getting to print string

#

@tawdry mural why the question mark

#

Oh

#

yes, I fixed that, I did have another print string to see if I got there

tawdry mural
#

the question is

dry mantle
#

I fixed it but still doesnt work

mild crystal
#

ok thx its working

tawdry mural
#

is that the only door in the game

dry mantle
#

right now yes, but its not gonna be

#

Door Button Actor has a Door UI

#

and Door Button Actor has a Door Actor variable to set

#

each Door Button Actor has a Door UI itself

jolly hare
#

Does anyone know how I can change the the save game from slot and load game from slot to a directory inside the "content" directory? I need to be able to load .sav files from the game instance because they have level structure information in them, but It seems like my .sav files are not being packaged and loaded at the start.

versed sun
dry mantle
#

Widget = Door UI

#

Im doing the UI interactive on the world

versed sun
#

ok

#

does your Hello print ?

jolly hare
dry mantle
#

@versed sun yes, Hello prints fine

versed sun
#

maybe uncheck the "Call in editor" on the Door opened event _0

dry mantle
#

let me try

#

ok idk where I checked that but I remember I did

versed sun
dry mantle
#

it shows with that weird icon and its not showing more options than this:

#

says Graph is not editable

versed sun
#

Click on the Door opened event _0, it will be on the right in Details

dry mantle
versed sun
#

delete it an make a new custom event

#

?

dry mantle
#

now if I connect it, all those options dissapear

versed sun
#

ok, make it unchecked before you connect the Red Delegate

dry mantle
#

yes, its unchecked

#

still doesnt work 😦

versed sun
#

ok, you might be binding before it exists on the door

dry mantle
#

if I add a string after binding, it shows the string "Binds fine"

versed sun
#

add a delay 0.0 before the bind

#

like , i needs a tick for the widget to load

dry mantle
#

still doesnt work, tried with 2 seconds delay too

#

its driving me crazy

#

I leave here more information about the Door Button and DoorUI

versed sun
dry mantle
#

ok thanks for helping me out

versed sun
#

there might be something special about world space widgets... dunno

faint pasture
#

@dry mantleWhy are you doing all this binding, just notify the widget when door is opened or closed

flat bison
#

hey guys, im trying to learn Blueprinting and couldnt find it on internet so wanna ask you. What is the difference between Get and Set when dropping into the bp building space ? can someone explain it really basically and give an example please

dry mantle
faint pasture
#

Begin play -> Construct widget -> pass over bDoorIsOpen
On Activate (Or RepNotify if multiplayer) -> pass over bDoorIsOpen

faint pasture
dry mantle
faint pasture
peak solstice
#

What is SET MORPH TARGET, and what can I do with it in 3rd person game mode?

also what is stick bones look like in UE4 if imported from Blender?

faint pasture
trim matrix
#

Simple as that πŸ™‚

faint pasture
dry mantle
flat bison
dry mantle
#

What I tried to do is, Widget event dispatcher > Door Button Event > Door open

peak solstice
#

@dry mantle
Are you working on doors in your game?

gentle urchin
#

Get Health -> Returns the amount of health i have left (the value of my health variable)

#

Set Health -> Tells the Health variable what value it shall have.

#

I'm dead if Health <= 0

#

Im alive if im !Dead

chilly canopy
dry mantle
peak solstice
#

Which version?

dry mantle
peak solstice
#

Overlap or linetrace

dry mantle
peak solstice
#

Oh, fuck Unity, UE better

dry mantle
#

hahaha

faint pasture
dry mantle
#

definitely

dry mantle
#

the Clicked event on the button actor doesnt work

#

only the Clicked event on the widget UI

peak solstice
#

Widget like this

faint pasture
dry mantle
unreal quail
#

there is no way to make a BP node like this right?

#

I wanna make an attack function with multiple latent out executions

faint pasture
#

You can do it any way you want.

On clicked -> Call UpdateState on MyButtonActor

Or MyButtonActor can bind an event to a dispatcher on its ButtonUIWidget

I do the first one but you can do whatever.

versed sun
#

a Macro can have multiple Exec out pins

unreal quail
#

yeah but it has to be a macro right? in my case I want to call it on my Character from a BTT

viscid barn
#

you can use a switch on notify name

unreal quail
#

Huh?

#

I think you misunderstood my question

#

I just want to make a function on my character with multiple latent out pins

viscid barn
#

Ah

unreal quail
#

So that on my btt I can finish execution only when the montage finishes playing

#

Right now I'm doing something quite hacky that looks very ugly

viscid barn
#

LOL

unreal quail
#

I basically am doing the attack directly on the btt

viscid barn
#

I'll take the shot even though edited πŸ˜›

unreal quail
#

Sorry for the insult my auto correct fucked up xD

viscid barn
#

Hahahahaha

dry mantle
unreal quail
#

I swear it wasn't on propose

viscid barn
#

No offense taken, it actually had me snort 🀣

dry mantle
#

@faint pasture how do you spot the door button? with tag?

#

I mean how do you spot it to call the UpdateState func

faint pasture
dry mantle
faint pasture
#

Button owns the widget component and is spawning the widget so it can set a ref to self. Or the widget can get its owner, cast to button, set ref.

viscid barn
#

If I understood your goal correctly; I guess you could set a variable to become true once the animation is over (blend out or however else you prefer) and then set your relevant BTTs to only happen if that variable is true, that way when the animation is playing it cannot perform any of them

faint pasture
#

Or if you want references to only flow one way, button can bind an event to a delegate on widget

dry mantle
#

In that screen I'm referencing widget from button, and I need the other way around

unreal quail
faint pasture
unreal quail
#

Basically if the montage is interrupted I want to finish execution with a failure and when it finishes as a success I want to finish the BTTask with a success

viscid barn
#

Ahhh I understand, you want to delay FinishExecution until the animation is actually over

#

Sorry, took a while for my brain to register πŸ˜…

dry mantle
#

like, drop the button, drop the door, connect them, and they work.

#

thats what Im trying to achieve at least

faint pasture
#

In Button
Create widget -> Set MyButton(self)

viscid barn
#

Unfortunately I don't know a "clean" way to do what you want, @unreal quail
I can think of patchworky ways but I've no idea how well that'll go πŸ˜…

faint pasture
#

Or
In Button
Create Widget -> Bind event to ButtonWidget.OnClicked

dry mantle
#

so instead of having the widget in the hierarchy I should use create widget right

unreal quail
faint pasture
#

You're confusing a widget with a widget component

#

widget component just displays a widget in world space

unreal quail
#

Only other thing I can think of is using Delegates

#

And well that'll be a mess so I'd rather avoid that

faint pasture
#

The ownership goes
ButtonActor -> WidgetComponent -> Actual Widget

unreal quail
#

I think I'll use delegates instead

#

I just can't stand looking at this

#

makes me feel icky

brazen merlin
#

i believe that is calling the cast function for each node that needs it anyways

unreal quail
#

ah

surreal peak
#

Reroute nodes are not causing it to call multiple times

#

You mistake this for pure nodes

brazen merlin
#

thanks Exi

unreal quail
#

ah yeah it's not a pure cast

#

you scared me

#

@surreal peak what should I do in your opinion ?

surreal peak
#

I have no idea what you need. Only read the part from Conrad

unreal quail
#

basically I'm finding myself forced to do my AnimMontage play on the BTT because I can't figure out how to call the finish node when the montage is done

#

I guess I could pass an event Dispatcher bound to the finish execute node and then call it from my character when anim montage is done

brazen merlin
#

i have it setup where my montage changes a boolean when it finishes

#

it stays in this task until it completes

unreal quail
#

I want to avoid that :/

brazen merlin
#

task can tick right?

unreal quail
#

not necessarily

#

yup

#

but in my case it doesn't

#

the play montage node calls finish execute directly

brazen merlin
#

i mean this is happening when you first step into this task

#

so you have to wait until the montage finishes, i.e. check on tick for when its done

unreal quail
#

no because there is also a delegate called when it's finished

brazen merlin
#

honestly seems simple enough to use an anim notify so that it can be set based on the animation

peak solstice
#

Which would be better for customizable characters?
One Mesh Body or Multi-Mesh (body parts seperated) Body?

#

I need info for a rpg game

brazen merlin
peak solstice
#

I want player to customize character's physical look, e.g. fat, muscle, hair color, etc..

#

any tutorials for Morph targets?

#

and importing blender to UE4 and use original skeletons for morphing

unborn copper
#

Hello. Are there any geodesic wizards here? I'm working with a geodesic dome model and trying to make the windows open/close along their specific axis. I'm finding it difficult because many of the windows are not aligned to any global axis, they are tilted in one direction or another away from all 3.

My current attempt is to figure out how to designate one edge of the 3 edges as an axis, either through programming or by manually putting a static mesh in and lining it up (programming would be better), and rotate around that, but I'm not finding functions to rotate around another object, it all seems to be based on the 3 axis.

surreal peak
#

To do the AnimMontage in the BTT

#

I mean we use GAS internally

#

so the BTT just activates a GAS Ability, which has the Montage, and when the Montage ends the Ability ends, which then ends the BTT

#

Not too much different, just one step more

tranquil abyss
#

So Im spawning a sword on the death of one of my AI
All my weapons are children of this item, how can I spawn this actor or any of its children

stiff chasm
#

Stop movement immediately isn't doing anything

#

My character is falling and the does nothing

#

Instead I did a get velocity, multiplied it by 2, negated it and launch charecter, but they go upward and the other way a little bit

#

How do I make the character stop in place

faint pasture
#

You can do it with empties in blender or do it painfully by hand in unreal

#

Or if you want it all to be one mesh, you can do it with bones. The bone rest pose would hold its reference frame. Basically opening a window would just be rolling two bones