#blueprint
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if you use a function like this you're making the changes in cpp directly
and have full control over what gets changed
ah so if i make my own function, and make it my own node, i can just change the reference directly
exactly
that way there can be no confusion of if data gets changed or not, seeing as it is changing the reference of that struct
got it
I am sure you were not. However, time is money and becoming a full stack coder is not my intent here. I have the base request knowledge to do what I am doing. I simply wanted to verify what I was seeing matched with what I knew.
I get your point, I dont agree with it. It would be liken to me expecting every coder to go spend 3 weeks learning animation basics, rigging, weighting, animation layers, before they could create a character via BP.
You wouldnt be wrong in asking that, but its not really ideal either. Nor does it NEED to happen in order for the coder to accomplish the task.
now its gonna sound like a dumb question but when i add those structs as variables to BPs, they are still instanced right?
Anyway, no point in going further. Appreciate your time
wait ofc they are
theyre structs
thats what theyre made for
ignore me im being dumb
if it only takes 3 weeks to become proficient in animation systems, sign me up
took me 1 week, self taught no videos
it took years for me to understand programming
so, get at it
the scale is not comparable
when you come into the art channel asking some questions about it I can point you to some really good books ๐
then we can be even
ooh god i remember my early days of ue4, i used 0 inheritance cause oop scared me lmao
then, when I tell you to learn about human anatomy and take a class in that, first!! Your point will be made very clear to both of us
Hey Folks, I made a simple torch that can Inflame other torches that touch.
The problem comes in one of my edge cases:
If the torch is not lit and touches another non lit torch they both will get inflamed.
Any easy way to separate or keep track of the torch state? The problem comes from that I have only 1 torch BP and when my player pickups the torch I guess we cannot know the exactly state of the torch
since you cant animate properly unless you fully understand the human body.
Sorry for the interruption btw
interesting, certainly
but thats why I am here as well
tired of trying to find coders to help me accomplish something that I have the aptitude to do myself.
you can always use a boolean to keep track of the state
enums can be used for torch state. but if you just have two sates you can use a bool
that point doesn't hold water, you can animate a convincing animation without knowing every singhle muscle group, as 3D animation doesnt simulate every single muscle group, however it is impossible to write good code without knowing the fundamentals of programming
sure it isnt necessary to understand the question, but if you are going to learn programming, you should learn programming no?
It holds perfect water
overlap > if the other actor is a torch, and is on flame, then flame myself up
I thought my "visible" bool plays that role
I could watch this guys tutorial and create the stat system
do come back when you need help architecting your systems
you need to check if the other torch is lighted up or not
but the point is it wouldnt be good, you dont need to learn anatomy to make good animation, but you do need to learn object orientation to write good object oriented code
thats the "fun" part of coding. often you can get away with many things
your present self can get away with a lot of things at the cost of your future self crying over them
thats incorrect. Your animation, without knowledge of human anatomy, would never be close enough to "good"
Yes, but how can I separate them? They are one actor basically copied around the map. My players held the torch but thats all
I am experiencing troubles to determine wheter my player PICKED torch is lit
or not
each torch you are seeing is an instance of them
you can always just get the visible variable from the other torch here
with knowing the tools good enough and a good reference pose, sure you could make a good animation without knowing anatomy
no that would go against their point, so it can't be true

ah gotcha
lol... its not even close to true
what will you use to reference your animation?
humans?
videos?
comprehensive videos of people performing the actions you need
I write most of my animations in binary
and that is more than enough to simulate an animation
saying that is like spamming interface on everything just because you heard its good lol
Thank you very much! I'll try that
wow going the easy way aren't we?
lol its funny to see how coders perceive the use of art and its creation
I speak as someone who has done 2 sides of the coin
lol yes silly coders
I would love to see your animation, when/if you ever attempt it
my last course i did was primarily art focused until i decided to learn programming myself
nods
and not once was it ever mentioned, that i had to learn human anatomy to animate something
sure maybe there is some basic element
lol
like you gonna want to know the leg bones connected to the hip bone
well actually I had to become a doctor before I became an artist just so I could fully understand the anatomy and issues of a human body
but for a game, you do not need 10000 percent realistic animation with every muscle group simulated, but you sure as hell need good code
@odd ember that is actually pretty close
I hope you realize I was being facetious
you were, but in reality, you were not too far off
im mean
you actually do study every single part of muscle
before you do animation
lol
๐
dont even try to explain to them
its funny how close this conversation is to the original point being made
sigh
haha yes yes sigma male
the study of Human anatomy is a basics in all art, when attempting to create humanoid and bi-pedal creatures
i know this chat is dead sometimes
but it doesnt have to be liven up like this
๐
cpp is a scary place
In fact, in most colligate based curriculum you will have a mandatory anatomy class.
the point is, your could make your animation and get away with it, but it would be as handicapped and silly as me doing stats in the game instance ๐
which is my point
we did so much art and character studies and not once did we cover anatomy
was my course just scuffed
probably taught by a highschool teacher who upgraded ๐
highschool "art class" also learns about art
rip my entire arguement then
well there are actually IT courses that doesnt really go through all the basics first
it depends i guess
I don't know the state of game art courses anymore, but a while back they weren't great
true but i expected better from higher education lmao
right?
like "quick way to get you started"
how they make it quick
it to skim through the details
lol
my point, has been skewed a few times (notice my art puns too)
the art puns are killing me
im simply saying what you already said (CE)
so, I am actually agreeing with you, while being annoyed that you would say it ๐
knowing a little from every part of a game dev process
anyway, back to watching this tutorial since getting help from you guys has cost me 1+ hr ๐ when I could have just followed this turd and created the shit i needed
does makes things easier though
well this was all one big waste of time then ๐
and for my full intent, @odd ember i want to learn these things so that I can create a guide/tutorial that is the "right" way ๐
oh snap
....yes (listens with full attention)
thats quite noble tbh
damn you
the "right" way already exists. just the type of youtube tutorials you should be looking for aren't pre empted by the word "blueprint"
Hey yall sorry im still not able to figure out how to move within range of the target.
In the military we have clear guides, we call them an SOP. My desire to find something like this for these.... is my goal ๐
if i want to make my static member function a BP node, do i just precede it with
UPROPERTY(BlueprintCallable)
SOP's are created for anybody, no matter the skill level, to look at something and accomplish the tasking.
anyway data is malleable and any given project will have different requirements for how to handle data. assuming that you can handle data one way and let that be the only correct way to handle it, would be a fallacy
SOP's are vetted by experts in the field, to ensure the accuracy
yessiree
i imagine SOP's are extremely important
or wait
would a person know what is going on? no, but could they launch the nuke? yes
UFUNCTION
ah ty for catching that
im classing it as #blueprint cause im making a blueprint node
but also it feels awkward to switch an ongoing question to another channel
but seriously... is there a better tutorial i should be looking at? or a better person?
I am watching Ryan
its ok ๐ its all #offtopic anyways
inb4 i get flamed but ryan laley seemed decent out of everyone
Ryan Laley**
give me the intent of what you want to do. not technically implement, but what you want to see in the end
I just need player stats that I can use in other areas.
which other areas
I was going to create them as components because of how they will be used
i mean i am using a game instance for that because they need to go across multiple levels, and i have multiple character classes
that persist between persistent level travels
@thin panther that is what Ryan says to do
hence he used the game instance
hell thats what im doing
but i got flamecasted when I asked here ๐
the little I've heard about this dude is not great, just FYI
so maybe I asked it wrong
i do need to look into components tho cause they seem useful
components are extremely helpful
components are great
its like a mod/addon
separate your functionality into components as much as possible
attach it to the bp, now that bp can use what the component can do
its like a material function, on the art side
much like everything there's multiple ways of doing things like these
in any case.... if I do the component, how do I create persistency ?
a stat component would only get flushed if the character it was on got flushed
game instance is a legit way if its a single player game
but in essence what you're after is a save game system
because you want persistent data
but its not storing only stats
you are storing the whole save game
say for my instance, I have a bunch of charactersrobot vacuums, that all have different stats, that must persist between level changes, and must be able to be updated in UI and stuff, so a game instance seems to be my best bet, especially seeing as multiple characters need to be destroyed and spawned in a level, and it seems more efficient than loading the data all the time, if i can just fetch it from the instance
but I need data to store, first
so you can reinitialize from there
and structuring that data properly is what I am after
the actual runtime usage of data
will be in StatsComponent
for all the calculation and such
that' being said, a stat component is correct. if you can get to use seamless travel, game mode has a list of seamless travel actors that aren't flushed when switching between levels
I need help with setup up saving my talent tree. I tired setting it up but i need talents to be saved in main menu which will then be loaded onto character when i load into game. I am making a rogue like game. So players won't have access to talent tree in game just in Main menu. After loading into game then i want to pull the saved talent data to set the player stats.
I am having trouble setup up the saving of talents. Can anyone help I am available for voice chat.
then player state is a good place
thank you
player state still gets flushed
game instance
in seamless travel
I think you have to enable it first but by default it should be game mode only that doesn't get flushed during seamless
although I've heard people say controller shouldn't be flushed either
it's not my experience though
so....
not sure, will look later
- dont follow ryan
isn't seamless travel a multiplayer thing though
dont exactly follow ryan, if you feel a doubt
nope
seamless is the way to change levels correctly
But will loading screens still work iwht seamless travel
yes
and whats wrong with open level
one last thing..... if I end up making tutorials, can I ask you guys for peer review?
so i dont end up being a turd that people ask about, and then you burn them for it?
doesn't allow for seamless travel of actors
:p
Ah but I don't necessarily want seamless travel of actors, I want them to be reinstantiated
no offense but I am not going to watch tutorials. but if you can summarize what you want to explain then I can read that
the only one that could be potentially useful to travel seamlessly is the radio system
no offense taken ๐ i was mostly make a joke on the situation at hand
๐
you gents enjoy, I do appreciate your time
im going to go fumble fuck my way through these components
enjoy!
seamless travel is basically using the command ServerTravel <MapName> right?
oof I can't actually remember how to invoke it in BP
server travel does sound correct though
was looking around for it ๐
and it creates a seamless travel
you'll need to have a seamless travel level setup as well
as an intermediate point between the level being loaded and the one being unloaded
there are options for this in the project settings I believe
correction, open level
open level is the seamless travel
so open level isnt bad
great i can continue on my day
ugh I'll actually have to check this
i really need to get out of this Load Level Instance way of doing things before shit happens ๐
Open Level changes the persitent level
forcing me into unreal on my day off ๐
its not seamless
i thought it was seamless?
streaming levels is different
thought it was
streaming is 'in line'
seamless travel changes the level but takes the data with you
actually, im not very sure what exactly entitles as seamless travel
(if I understood it correctly when my coders were explaining it before)
void UGameplayStatics::OpenLevel(const UObject* WorldContextObject, FName LevelName, bool bAbsolute, FString Options)
{
UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (World == nullptr)
{
return;
}
const ETravelType TravelType = (bAbsolute ? TRAVEL_Absolute : TRAVEL_Relative);
FWorldContext &WorldContext = GEngine->GetWorldContextFromWorldChecked(World);
FString Cmd = LevelName.ToString();
if (Options.Len() > 0)
{
Cmd += FString(TEXT("?")) + Options;
}
FURL TestURL(&WorldContext.LastURL, *Cmd, TravelType);
if (TestURL.IsLocalInternal())
{
// make sure the file exists if we are opening a local file
if (!GEngine->MakeSureMapNameIsValid(TestURL.Map))
{
UE_LOG(LogLevel, Warning, TEXT("WARNING: The map '%s' does not exist."), *TestURL.Map);
}
}
GEngine->SetClientTravel( World, *Cmd, TravelType );
}```
so, yes, open level ๐
ah good
does a dance
whereas
do i get a certificate?
open level was the only way i knew of anyway
when I complete courses online for coding i get a certificate...
seamless travel is simply
GetWorld()->SeamlessTravel(levelName)```
last time I was doing this, was on a project 10 years ago
me and my game instance are fine
and it was cpp based ๐ฆ so makes sense
i was figuring this because my requirement was
bgm to persist through the loading screen between levels
you see i would like that, but eh its fine without it
well its my boss's requirements so i have to find ways ๐
rip
so the difference between normal travel and seamless is that you get that intermediate point
where you move persistent actors to
while unloading the previous level and loading the next
smh 5head just open level > open level, ez intermediate point
for legal reasons that was a joke
it sounds so nice
but it also sounds like a pain
This is a beginner tutorial where we create a character status component.
Please let me know in the comments if you would like to see any features.
Thanks for the subscribes!
is this okay?
or trash
but i could also just make a node for it and then never have to do it again
it looks okay, from my quick scrub
do it the hard way
i am
fail
i did
cry
current emotion, already
start over but with more experience
idk but seeing the variables one by one in the component
I have a present for you
smh c++ is the hard way cause it needs typing
now thats the time i would make the stats into structs
๐ฆ๐บ 
could i theoretically make my own function for seamless travel then never have to touch it again if i expose to bp
cause i do like bp
that is within the realm of possibility yes
but some groundwork in c++ i am not entirely adverse to
unless it is serialization, which makes me cry so no
this is how I started doing cpp "oh hey I'll just expose these things"
next thing I know I'm layering subsystems on top of each other
the main reason i am not using c++, blueprints are just too convenient
almost a curse
yes but subsystems
subsystems are godlike
dare i ask what sub systems are
its like singleton
thank you CE, very cool
but modern
yea a singleton that doesn't go all fuccboi on you
easily exposed to BP
you can call it anywhere
I gotta get started on my weather subsystem as well ๐
well i guess its time to make these structs, then cry for a bit because i vowed no unreal c++ cause it looks scary
really it looks way worse than std
I forgot new existed
first lesson of c++ in uni we were told if i see new you fail the assignment
new is one of those words for me
like moist
it has its use.. but 99.999% of the time you wont need it
nah looks fine to me wdym
yeah i mean it has like 1 use... maybe
for making my c++ struct can i just use the empty file or is there any auto generated garbo i need
you need some macros
if it's a plain c++ struct go ahead, if it's a USTRUCT you need garbo
ugh fiiiiiiiine
just reused his term
Is there any way to change which Audio Input device my game should use. I can't find any way to get it to use anything except for Windows default device
probably a good question for #audio
imagine
shouldnt the BP system know that it is valid, based on the fact that i pulled the reference from a pin?
that you can have variables that are empty
let's say a trigger can act on something going through the trigger
so this is nullpointers?
@white lynx i thought this was C++
so no GC
GC is only in C#
or, that was my understanding
k
well fuck
i added a isValid, and now the entire shit works
so annoying ๐
I imagine those are the same people prefering linux over a real OS
so a quick is valid, ensure that no nullpointers exist
so... as good practice
i should always use isValid when making a cast?
I mean I wear the cape of NIH but not to the point of ridicule
you should do it when you cannot ascertain whether or not a variable will always be valid
not all the time
@trim matrix you said, use isvalid adn then didnt say where or what ๐
i had my code buddy wake up and stream with me to explain it
@odd ember cool
you were def right
well, i didnt wake him up, he woke up, then asked what was wrong ๐
so... onto another interesting bit
none of this worked, without putting a delay
why?
if you remove the delay on the event construct, it doesnt work and never fires because it cant get the player ref
race conditions
widgets load faster?
delay seems hacky
it is
is there a better method to do this?
spawn the widget from your player controller and keep a reference
then you can assert that the player controller exists before the widget is spawned
so, im already doing that... i think
wait one, ill check
yeah
so onPossessed i am spawning the main Hud
the weaponWidget is a child of that, nested in the mainHud
switch out your reference of GetPlayerController to GetOwner
hm...
do GetOwner->CastToController->GetControlledPawn->CastToYourPawn
k
inside your widget
nope File->Import into level
understanding what works during runtime and when you can expect race conditions and how to assert that they don't occur is a big part of the architecture as well
a lot of patterns exist to mitigate these kinds of issues
well, that is why i want to learn the right way
๐
once I finally grasp this shit, I promise I will make detailed tutorials for my artist buddies ๐ so we continue to raid this channel and annoy you
the two most common patterns that will help you understand this is MVC and the observer pattern
the MVC in this case also doubles as a game design problem
no
lmao
but if you gain an understanding of the pattern you can start overlaying those into architecture
k
now unreal kind of helps you out since it's already got a class called PlayerController
yes
so the the controller receives input and distributes it
the player character is most often the model
the view is the camera
in a traditional sense
special cases. the controller possess the pawn
shouldnt all the important bits be in the controller?
what if there are more pawns to possess, and each of those have different functionality?
interesting
which again is linked in the player controller
I mean this is why I keep going on about OOP stuff
it's all there
and none of the blueprint youtubers dare even mention it
sure, and I can tell you I have read it, took a class on it, doesnt mean I understand how that corelates.
my grasp of it, is not even close to what I should have
sure isnt
this is a sub hobby, of a hobby ๐
I have 20 years in the military as an IT
but IT isn't the same as system architect
I don't even know what half of those are
I don't think it is. IT cares about infrastructure
computers are such a vast swath of information.
i didnt learn about OOP for any of those certs
nor have I used OOP in any of my daily actions
not in the sense of programming it
Layer 7 vs Layer 5 ๐
I wouldn't trust the IT department of my company (or really, any company) to be doing any kind of code work involving something as complex as a game engine architecture
neither do I
yes but it's comparing apples to oranges
i was not saying it is
I get that
you == me
๐
I am literally making the same point you are, but from a different angle
the hang up is the words
and personal application of the meaning
anwyay
thanks for the time, that is all I am saying
there is no personal application here. this is just how these things work
I'm not saying this from the point of view of "me"
indeed
so perhaps the phrase "gain further understanding because your current state seems lacking"
here's a website that is useful: https://gameprogrammingpatterns.com/contents.html
correct
so the funny part is, this correlates to the argument I was making before ๐
all good
again, I do appreciate the time
i have saved the link
interesting... ๐ค
understanding concepts like object responsibility, (de)coupling, encapsulation and how to apply them across different scales is where you will want to go
because writing code is one thing, but writing code that doesn't bite you in the behind later is entirely another
Is it possible to put multiple variables in a category at once instead of selecting each variable one by one and moving it to the category I want ?
Hi all, noob question. How do you edit a nested subfield of a struct easily? For example, I have a ButtonStyle struct. I want to change it's image for all three modes (normal, hovered, pressed).
The only option I can think of is to do a new Make ButtonStyle and copy over every field. But there are like 25+ of them. I just wonder if there is a better way. In code it would be simple.
if you scroll up we've just had a very long discussion over why blueprint structs generally should be read only
ok. perhaps i should rephrase the problem then. how should i handle changing the button image dynamically?
I think more context is necessary
Iโve got a skill tree where I need to set a bunch of button images dynamically depending on your class, from a data table
that sounds like you don't need to set them on a struct, but rather read from a struct
Well I only wanted to save the texture in the data table. And merge it with the normal/hover/pressed tint settings which are invariant
if they are invariant just have a base button class where those are already set?
hello, i need help. how do i set up a animation transition. for exemple i pressed left mouse button to start dancing and when i realease it will back to idle. But i want to only back to idle after the animation played (not while is playing) because i pressed left mouse to shoot for exemple and if i realeased mid animation it will just back to idle without completing the animation. Anyone know how to fix?
sounds like an #animation question
no coz i set it on blueprint but whatever i put it there
ok well if you know better good luck
hey yall im still trying to figure out my attack range i dont quite understand how to use the horizontal distance to justify that
yo anyone know how to have one character take input from two controllers?]
when adding a item to an array like this
I can't seem to change or add to the Qty in that slot. anyone have an idea.
You're just getting whatever is specified in that struct and adding one, then adding it to an unrelated array.
Is this for something like picking up an item and adding it to the first item that matches in the inventory?
No, This just adds it to the inventory. The rest of it I haven't figure out how to do yet.
when I add just 1. I can't get the number under the item to change from a 0 to a 1 and so on
Cause you're adding a new struct, not modifying the one already there.
Oh, so is there a way to modify it.
Sure. But it depends on how you can look up that same item without the quantity.
This is all I have, The video tutorials I have been watching leave out too much detail.
Most times your items will have an identifier. An integer, or FName, or GameplayTag that points to what the item is. Like Apple could have
interger ID 813
FName InventoryApple
GameplayTag Inventory.Item.Apple
You use those to compare if it's the same type. So when your pickup says "add this to inventory", you can iterate over your inventory looking for the item type that the pickup is, and if itemtype == array index item type, then add pickup quantity to index quantity
You also use this same identifier to look up static data from tables or data assets like the item's Icon, localized name, etc.
how can I.. when I spawn an Actor, I want to set a simple string variable on it, can I pass that in as a constructor sort of argument?
Make the string on the class InstanceEditable, ExposedOnSpawn
Refresh the Spawn node, and it should display there once that class is selected.
i see, thank you
How would you do a gameplaytag queue? ๐
Queue as in?
Depends. Probably a TMap of Tag/Quantity. Alternatively if they're not stackable, just an array of tags. If they're not stackable, and are all unique, just a TagContainer.
If this is a local multiplayer game and both player controllers can get reference to the character you want to control, then it's just a matter of feeding commands from the player controller to the character.
If it's an online multiplayer game, it would be similar but you would first need to RPC the commands to the server and have the server pass along the controls to the character.
Also depends if it's networked. If you need the data to show over network, an array of Tag/Integer maybe.
Hmm. Array of struct makes sense. Carriers start out with only 1 held item but can be upgraded. Having it in a struct like that makes it easy to keep track of related requests going in the same direction
Tyty
Not networked at all
I have a "Database" struct class I made. Very small plugin. Just has a few structs on it and a small library at the moment. Literally just has a struct that has six other structs. The other structs are just a Tag and another value. It's like Tag/Integer, Tag/Float, Tag/Byte, Tag/String, Tag/FName, Tag/FVector. So I can also use the TaggedInteger struct anywhere else like an array on it's own too. ๐ Love it.
Ohh. Interesting !
Knowing myself im probably interested in multiplayer down the line but i really try hard to not go out of scope untill ever ๐
Its just headaches and reasons to start over again anyways
"I will just make a game and do the multiplayer later" -Me
Its just
it didn't work..
Multiplayer adds so much to it
is there a trick to "refresh" it?
Just right click and refresh node
Suddenly you stray so far from your original concept that you're competing with regular RTS's like SC and AoE and whatnot
oh! thank you
How can I change the shape of the capsule collision?
Like scaling it, or turning it into a cube?
Turn it into a cube :)
For the Character class?
Mhmmm
Access Denied.
Aw :(
It's an inherited component. Can't change it. If you need a different shape, you would need to create your own character class. Which involves a lot of C++ and a major headache integrating the character movement component.
Or you can create your own Pawn class, and your own Movement Component from something like FloatingPawnMovement. If your game is singleplayer, making a movement component is incredibly simple. CMC is mostly useful for it's replays and networking.
Daaang, sounds like something I'll need to deal with waaay later
If it makes you feel any better. A lot of games make animals and such with the character class.
Their AI handling does some extra checks for movement. It's only downside are heads sticking through walls.
Hey guys, my enemy AI is running on spot and not running towards the player, what is the reason for that?
hey guys, when i press play i want to look through the camera i placed but it does not
i can directly get auto active for player but then i don't need BP for that, i want to do it with bp, can someone help
the node you're looking for is "Set View Target with blend"
easy question is there command that stops specific sound, I have made when I hold w sound loop starts playing and I want it to stop on release
I am working on edge scrolling for an RTS camera, any idea why Get Viewport Size returns wrong screen width and height. Get Mouse Position on Viewport keeps returning larger than my screen width.
you gotta include scaling
getting none
by the way its level blueprint
if im doing it correct
i know
i'd say no but ๐ who cares
search for the node without the context of the camera
without context sensitive
Sounds like your animation is still playing, not that the character is running anywhere. You likely forgot to set it back to the idle state in the anim blueprint's state machine when speed<5 or something.
how do I make an actor temporarily gone from the game?
Set visibility
Oki, I will look into that. Thank you!
ok so a visibility node and a collosion node
yepp
well i got the node now but im getting an error
actually its okay , thanks for answerin
the node tells you the context it needs in the header
how do stop sound from playing? I cant find a node for that
since im procastinating
yea but i don't have a character setted up yet
oh right
uhum
so you can probably get away with get player char ๐
sry, get player controller*
since thats.. well given
All you need is a controller
which you have
and a new view target
which you've made
I added a Text Render Component to an actor.. but I can't bind the text value to anything?
viewtarget is of the type "Actor" as description says
wait it worked
so any actor with a camera will more or less just work
there is always a player controller
it comes with the engine
part of the framework
what was the nodes i created then
then you just feed it with a reference to some actor with a camera
the node is a function in the player controller
Why does Get Viewport Size return X of ~1300 while Get Mouse Position on Viewport returns up to ~1600
which also is part of the framework
lack of scale
but when i set up a character BP, i will include a camera in the character blueprint right ?
not from level blueprint
correct
so whenever you wanna go back
you can just have "get player char" as the new view target
Get Viewport Scale?
Correct
but i didnt get something
the thousand + 1 classes that already exists ๐
if there is event begin play node
why it just doesnt work when i click on play it gets the camera
instead we are getting the controller
and player character
well you need to tell the engine who you want to set the viewtarget for
oooh
since there could be several players and playercontrollers
oh so target input is for this right ?
Target is who
target is .. my new cam ?
that is where i am confusing lol
there are two targets i am understanding
target is my cam, okay but why is there a new target
thats working now, Thanks. Thought you where talking to someone else when you said that earlier
Target is not your cam
Target is like your Screen or whatever
while New View Target is "which camera do i wanna watch on my screen"
no
because the character
may have a camera
but the character is not using it
the player controller is using it
Sorta..
if you wanna dive deeper its really a
This is all part of the framework tho ๐
tons of classes to get familiar with
How can I set or bind this value?
You're not asking "who's camera are you currently looking at?"
you're saying "Look at this camera, now (lerped over blendtime)!"
baby steps ๐
da baby will get up
everyone wants to run after their first hour
do i really know bp?
I've been at it for about 5 years on a hobby basis
NOOO
If only I could go back and start with the knowledge i have today ...
which is not much, but its more than i had atleast
5 years and i still cant design a level even if my life depends on it ๐
but isnt it modelling ?
Idk how people do 3d modeling
its pretty easy
I'd probably manage to make it prettier by programming some mesh than doing it myself
Programming 100% easier then modeling
but not the organic modelling

thanks
Modelling %100 easier than programming ๐ญ

so there are people that don't know how to model ...
at least, now i don't have to be sad if i can't program
I made a chest once
it even had morph keys
and i tried to "model" within the engine itself ๐
cuz atleast unreal brushes get me

quick question, is there a spaceship operator equivalent switch for blueprints?
I think squize is better
as a 3d modeler by trade, i think the opposite
brutality
squize wins
same bro same
Spaceship operator equivalent switch? Whatโs that
here's a doodle i did
oh god
this is the chest i talked about
Behold!
blender all the way
getting off topic tho, i do have a question for this channel actually haha
C++20 introduced the spaceship operator
a <=> b
it returns -1 if a < b, 0 if a == b and 1 if a > b
O MY GOD
I see, not sure
looks good tho .d
You can use compare int, you can also easiliy program that yourself in a function library
I'm unable to pull my 4th array index, and im not sure why still... keeps returning 0-3 and im not sure why
That BP is to check to see if the array has been chosen before, if so then replaces with a new one
oh that's exactly what i wanted, thanks!
yeah i prefer to use builtin stuff rather than rewriting what already exist, just didnt know how it was called to find it
Further to Squize's post, use Random Integer in Range with last index hooked into max, and min set to 0.
The node is old
made before last index existed
so its made for "length"
thus the -1 notation
I'm frantically searching for a way to map the left and right trigger (R2 and L2 - xbox controller) of my third person character to rotate on the Y in place. Right trigger (R2) rotate the character around to the right (in place), Left trigger (L2) to rotate around to the left (in place). Ideally also it would be awesome to be able to rotate in place on the X axis as well (with xbox controller (maybe L1 and R1). Imagine my character as a cube and not a mannequin. Any help really appreciated. I'm trying to make a puppet-type head that moves around a scene, but also can be rotated in place. Could really use the insight. Could even pay a few dollars for the lesson in how. I have a video sample of what I'm trying to accomplish. You'll see, i'm moving my "guy" around. but when i'm idle, i'd love to be able to then use R2 and L2, to just rotate in place (like looking left and right or up and down).
yeah apparently it keeps both the pivot point and the transform so my life is way easier now lmao
Also if you're on later UE4 versions. You can get RandomArrayItemFromStream.
I think they started showing up in 4.26
Was about time ๐
@gentle urchin @dawn gazelle is there a way I can link my world seed into how the index is chosen?
RandomArrayItemFromStream
Still waiting for GetLocalPlayerController to be a default.
oh fuck me, thank you
Liar.
Save both axisvalues (L2 and R2), then simply do (R2-L2)rotationSpeedDeltaTime and plug that into yaw for AddRotation
I've always seen a big fat A on the ocean on your pic. Not sure what it actually is
Iknow, it doesnt make sense
Where rotationSpeed is however fast you want it to spin
Haha. That's literally just a TextRender in the ShooterGame scene.
PROGRAMMING SO SO COOL (it worked im happy haha)
Hey squize, can i add you in friends
I dont have time for such
Does anyone know why this compiler error is happening, This literally was working a few hours ago and ive changed nothing.
I'm always busy either working on the project or procrastinating here in the slackers server
One more question. Can someone explain how to cast from one blueprint -> another for me? I understand im casting a class to a blueprint, but im unsure how to CALL it from my target blueprint
Was up till 3am trying to understand that and I almost got it but to no avail
Casting is typechecking a reference , and lets you treat it as such if it succeeds
Thank you so much for reading and responding. I'm very very new to the blueprint side of unreal. Essentially learning from the help of others on this. I'm a designer and media creator so figuring this out has been fun and challenging. Could you expand a bit visually on setting up these parameters. I basically got as far as I did in the standard third person blueprint. Is this where I add your explanation. My sincere thanks in advance. This is for a tradeshow booth and hoping to really wow a client.
Yes, it always comes back as failed for me. I'm not sure how to identify it was (in this case) my red chararacter
You somehow gotta get that reference tho. Usually by overlaps/traces/interactions of other kinds
Easiest way to just check the raw type of some reference is to print its display name
If you're not certain about it , or it fails for no obvious reason
Iโm not at my computer sadly, but I can write it down in simpler steps I guess
the end goal is to spawn one of four characters based on a random world seed. red blue green or yellow.
So a beginoverlap would then be able to call my class im defining?
Start with setting up the input for both buttons under axis input
In your scenario you'd probably just have a master character class which all 4 classes derive from @pure relic
you wouldnt need to cast the class at all
casting also doesnt change anything, it just checks if it already is , and if so, let you proceed ๐ sort of
My explanation probably just adds junk to the pile here ... someone step in xD
Then inside your character blueprint you want to create 2 floats, and store the input (nodes named after the input you added, which will have AxisValue pins: use these pins to set the float)
Only if you have time. I really appreciate it and doesn't have to be immediately but if you can help me solve, I'd be extremely grateful.
I'd post my recent blog writeups on casting. But I'm not sure if they'll be much help. ๐ I feel like I got a little off point. Slightly more technical than tutorial.
did you do one?
I should read it
๐
just to get a better feeling about the memory part
hope you touched on that
Yeah, started a free one for now. Really need to get more structure how what I'm writing. ๐
Try this. Later part has an example and points about class assets and how to use them. Chairplanes and stuff.
https://brandtborges.wixsite.com/authaer/post/casting-performance-concerns-in-unreal
Oh sweet. I like free stuff!
Sorry, I still dont fully understand. I will need to have a master character class, but how does that master class call my result of which character to choose?
The lightbulb hasn't clicked yet for me haha
By having a master class you likely dont have to care which one of them was picked (the class returned is the picked one , and its removed from the array, so what more would you need to know?)
My guess would be your "Equipped Weapon" variable is set as type "Object".
Solid guess
weird thing is.. it just started working
I'm not explaining correctly I think.
I'm trying to get my character blueprint to show up as the child
and im trying to get my chosen character result the class choice to show up
๐
How can I make force feedback that decreases in intensity the farther away you are from the source?
You'd probably want to use part of the GameMode overrideable events then and manually spawn the type picked by the player during level startup
Regarding casting in itself, the link Authaer posted is a good place to start!
Oh fantastic. Sorry Authaer I thought that was directed at someone else, thanks for that link.
There are a couple of other casting posts on the blog part too. Goes into better detail about casting itself rather than performance stuff.
I'll take a crack at this and try to figure it out, thanks a bunch
I really gotta check out more parts of the toolbox provided by epic..
SizeMap of the bp, never ever seen or used this before
๐ Useful tool for making sure you're not messing with heavy classes when you shouldn't.
It looks like you're supposed to be able to create attenuation settings for force feedback but I don't see how to create them at all... I did find this which would allow you to set an attenuation on a feedback effect.
Depends on your release platform. Also depends on the classes in question. If the large class in question is always loaded with the things that make it so large, it's a pointless consideration.
Makes sense
Tysm :)))
That's why I went with a spawner of different asset like classes as an example. Mind went to games like FarCry. Where there are many different vehicle types
@maiden wadi Sorry I got pulled away from my PC. I under stand what your saying. See that's not what I'm trying to do. I need a way to update the Qty Value in the array. I did find out that's what the "Set Array Elem" does. How ever that still doesn't work.
After I add a to the Qty. I then can add other functions to do other things. Like Add To Stack and Find Empty Slot and so on.
You have to pause your current thinking for a moment. You need a way to find the same itemtype in the inventory first. Without that key, you can't know which inventory index to add to.
Your Adding quantity and adding to stack are the same thing.
Also recommend functions directly in the inventory for ANYTHING that modifies it. Keep it encapsulated, don't modify it outside of itself. This will let you call bindings to update UI and stuff much easier.
Ok, first off, It doesn't know that anyway. It should add each Item into the array with a Qty of 1. That way I can work with it. Other then that, I can't do what you want me to do. I'm talking about a new item into the inventory. With a Qty of 1
In that case, what you've done should work fine. So what is the zero that you expected to change to one earlier?
Hey everyone, how do i add touch input to my FPS pc project in unreal 4.26. I have tried changing target hardware to mobile and enabled use mouse on touch and always show touch interface but still the joysticks are not moving my character.
Look at this
when I added these items in, They should have the 1 at the bottom of each slot
And you're pulling this info directly from your inventory's struct's quantity?
Put a print there and print the integer. See if it spams your screen with zeros. Mostly make sure that binding is running.
Yes, all 0's
@maiden wadi thanks for that link, its a good read. bookmarked for future use so I can understand it when more lightbulbs turn on down this programming journey haha
any recommendations for a mesh boolean (in run time) plugin?
Odd. In your pickup, does this change if you add more than 1?
Yes. This is what the default settings for each item
How are you sending the struct to the widget?
sending what structure to what widget.
let me start fresh,
I use a line trace to add the item into the inventory when I Press E. That's what this does
But your Widget has a struct in it that gets sent to it. How does it get that?
Cause this is sending a struct to your InventoryComponent. So how does the widget get it after this?
Item, Item is the structure that is used for the item.
I like the effect of Draw Debug Box, so what would be a solution for final game build ? Would I construct a custom mesh? Use a Box Collision that is visible ?
Niagara particle with ribbons.
Ok, I'll look into that
I use the Item variable and it's set as a slot structure
It could be the binding. Now getting the Item info of Qty. I don't know.
Appreciate you. I'm afraid I'm just too green at this. I've created my axis mappings and am in the blueprint with both InputAxis nodes, but not able to figure out float. Again, if you have time.
@maiden wadi Ok, ping mw when you think you have an idea
Stepped out for a bit. Not sure I can help much until I know how you're feeding the items to your widget from the inventory after adding for display.
I showed it to you 2 times. I don't know what your wanting to see
No, you're showing me how you add the struct to the InventoryComponent, and how your widget uses a different struct to display. Nothing there shows me how you spawn the inventory slot widget, and pass the struct from the inventory to that slot widget.
How can I insert an image into an image object variable?
Image Object being the Image widget in a userwidget?
I think so :)
Drag off of your Image widget and search for Set Brush, there are a few different options. You're probably looking for SetBrushFromTexture.
well I don't spawn anything. I just add the item right to the viewport and as for the other part. I need more detail on just your wanting to see.
Lets start from there, what are you doing when you add it to viewport?
Just CreateWidget then AddToViewport? Is there anything passed into the CreateWidget, or?
every time I put a "delay" node behind a function it doesn't work. is there any way to work around this or put a delay before the round starts?
@maiden wadi Like this
No, this thing. Where you're displaying the value.
How is the struct being passed to this?
in the inventoryslotpanel widget
Never helped someone but I'mma try, can you send a screenshot of your nodes?
I open it like this
this throws my ball to a random side
I try to put the delay node after the beginplay and before the function but it doesn't launch the ball at all
Looks normal. Show me the widget's RenderInventory?
I don't know if you can see this I'll try
So it works without the delay node?
yes
but I want it to be delayed so when the round begins the players can get ready
but every time I put the node it doesn't work
Quantity isn't being used here. You've never set that text.
I looked on the forums about this and it was confusing
people be saying that the delay function no worky before functions
@maiden wadi Right, All this does is setup the slots on the inventory widget.
Try making a sequence off of the begin play node and have a delay node come off that and activate the set velocity node
I'm not sure if it'll work but it's worth a try
ok
This show that it adds the number of slots to the widget
I tried with a sequence node before though. I plugged it in the second slot but it still didn't work.
it still doesn't work
How ever I do see that it setups the Icon to be displayed.
Hold on I think I just fixed it
Correct. And you're spawning a slot here for each item in the inventory. You're setting the inventory's name, then the slot's icon, then adding it to the grid.
For starts your InventoryName SetText can be moved to before the loop, it doesn't need to be set in each loop iteration.
You're setting the icon. But you're not actually passing your struct to the slot widget. So it's defaulting to zero text in your binding.
I'll try a few things out and give you a solution if there is one, but right now UE4 crashed so gimme a sec x d
Wait wait it's working again
lol
thank you so much
I have been stuck for like a couple hours yesterday
I tried looking up many things but it was to no avail
Ok, well that didn't work, and the inventory slots widget won'y load and I get all kinds of errors. Make no sense
For some reason the sequence way works for me
All you need to do I believe.
hol d u p no gimme another sec
Can you see what I added in
alrighty
when I add to the inventory. It stops me from opening my inventory. and I a few errors