#blueprint

402296 messages Β· Page 832 of 403

dreamy gulch
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Need some advice. Basically, two guys fighting, i have put a check in for the attack to see if the enemy is blocking, if they are not blocking, they can use random attack, if the enemy is blocking however,(ive done all before, but i cant wrap my head round this part) but each block animation will be part of groups, low mid high, front left right, close near far, and im trying to find what arrays the enemies current montage is in, so it would go , is the enemy blocking? Yes? Then find enemies current montage, and check what arrays it is part of, or however i assign the information to the montage, and then selects an attack, that is NOT of the same group. So if the enemy is blocking high, it will select a mid or low attack, etc etc. I was thinking of making 9 arrays, and was tinkering with the select and find nodes and stuff but i just cant seem to get what i need. My heads buzzing comparing maps arrays enums and structs and i dont understand any of them

maiden wadi
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Is there a reason that you need the scene component? If yes, then stop simulating physics on the static mesh, set it's local location back to a default in it's own actor, then attach. If you don't need the scene component, ditch it.

trim matrix
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i actually do want a scene component there as i want to be able to change the position of the static mesh for each child items without having to go back and forth to a 3d software. i'll try setting the local location back to default before attaching it and see if that works

wanton knoll
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could anyone help me out? whenever i pickup a star in my game the HUD is supposed to update to +1 but it doesnt, is this even a problem with the hud?

dawn gazelle
mossy valley
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Hey, so I am working with a group on an online 2-player FPS PvPvE game in UE4 (4.26.2) and I am trying to add camera movement when the players walk. For whatever reason, both players' camera's shake when just one of the player moves. I attempted to fix this by giving the proper player index, but doing this causes neither camera to move at all. Here are the BPs that handle this. (first image is the original way we were doing it which has both cameras moving when just one should be, second image is the macro I made to replace the basic get player camera manager node). Any ideas?

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Oh in that second image, I realize the player controller output and input isnt connected, but connecting those did nothing to fix the problem.

dawn gazelle
# wanton knoll

Ok, what is in your Starsystem function? The input there is also set at 0.

wanton knoll
dawn gazelle
wanton knoll
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will it fix it?

dawn gazelle
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Look at the math... Star = Star In + Star. If you have 0 stars, and you're adding 0 stars to that, your star value will be..... 0!

wanton knoll
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oh yeah

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thank you very much

dawn gazelle
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I'm going to fathom a guess that it's being called from a multicast event.

mossy valley
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It is called "Client Camera Shake" because I did have a server version that multicasted, but I realized the camera movement wouldnt need to be replicated

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So now there is only one camera shaking function and it is not replicated at all

dawn gazelle
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So the issue here is that Event Tick runs on all copies of the character. So if "Client Camera Shake" is being called on tick on any particular character, eventually these will be called, which means the local player is still going to get a camera shake as you're calling GetPlayerCameraManager 0

hollow inlet
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i'm sorry this seems so dumb, but how do i get the value of an array at a certain index?

dawn gazelle
hollow inlet
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ohhhhhhhh, ty

iron bone
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Hey everyone, how can I change this Color Grading LUT via blueprint?

dawn gazelle
mossy valley
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Alright I will give that a shot, thanks. I figured it was something like that, I am still trying to get a grasp on authority and stuff like that.

hollow inlet
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i guess i don't really understand, where is the input?

humble sleet
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drag off that node and type 'for in' or words to that effect

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it should give you an execution node that takes an int

hollow inlet
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i don't want all of them though, just one

humble sleet
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yeah, that's fine

dawn gazelle
humble sleet
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you give it an integer as the index and it returns your value

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ah

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I wasn't sure if there as a non-execution version but I don't have UE open atm

hollow inlet
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oh i see, 'get a copy'

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i see i see i see, sorry

humble sleet
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no need to apologise, I confused the matter by getting my terminology wrong

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you were correct, 'for in' would loop

hollow inlet
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it's awkward coming from python i don't know the proper words for things very well

humble sleet
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honestly same, I use python and matlab a lot

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literally just array_foo(bar)

dreamy gulch
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is my question in wrong place or anything

humble sleet
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here seems to be the right place but it's kinda hard to understand what you want to do

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are you having trouble doing a specific thing or is it a conceptual issue?

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because the former is much easier to answer

maiden wadi
# dreamy gulch Need some advice. Basically, two guys fighting, i have put a check in for the at...

Personally. I'd ditch the idea of comparing montages. You're not really supposed to drive gameplay on stuff like animations. You should just have a state variable. Enum or GameplayTag that defines whether the character is not blocking, or which type of block they are using. Animations are superficial. Realistically I don't even think you'd use montages for this exactly. You'd let your state machine put the character in a blocking state, montages would be used for taking blows.

mossy valley
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@dawn gazelle that worked, thank you so much for your help!

dreamy gulch
hybrid latch
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Hey! Trying to apply a editor Apply spline in blueprint. Target is landscape proxy. How do I get to a landscape proxy in blueprint?

severe folio
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Is there a way to link an actor instance on a level to a property of another actor instance in that same level, within the Editor without going through Level Blueprints to do so?

spark steppe
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within the editor there should be a "dropper" icon next to the variable to select one from the viewport

severe folio
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yeah I can't find a dropper icon for a variable in the viewport.

spark steppe
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but you are checking in the details panel of an instance, not the blueprint, right?

severe folio
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yeah this is the details panel in the editor

spark steppe
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that's how it looks for me, but in that example the datatype is actor reference

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maybe uobject doesn't work, haven't tried it

lone arch
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hey guys is there a way i could fetch files from a database online into unreal , i am talking about files like videos and images

severe folio
neat stream
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Hey guys I'm playing with the WheeledVehicule Component is their a way to get current RPM?

odd ember
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count the speed of the last ten revolutions and average them?

iron bone
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anyone know how i can interpolate between these two?

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they are textures so i can't put a material in there

humble sleet
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timeline with float curve

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make a material using the two textures and use some kind of mixing node with an alpha (idk the exact node)

iron bone
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it won't let me put materials in this slot though

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it's for a texture for post process camera

humble sleet
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ohhh

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hm

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I found this?

iron bone
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this seems to be going in the right direction

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thanks!

neat stream
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Just found that πŸ™‚ i Had to cast to chaos wheeled vehicule

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thanks

echo salmon
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Hello , am following a tutorial about widget animations. And i have to do the following (as the image) in order to play the widget animation , it couldnt run the animation without contruct -> play animation on widget BP.

dawn gazelle
echo salmon
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I thought this would play the animation .

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On overlap basically i wanted to play this animation but it didn't , and have to go to the widget BP and add this "hack" to play the animation and it worked.

maiden wadi
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Not sure how this is a hack.

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If you want to play an animation, you have to call play animation. πŸ€·β€β™‚οΈ

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It works fine. You just have to make sure you specify -65 as the minimum and not -55

onyx token
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can i disable and enable components at runtime? rooThink1

onyx token
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OhIPanda i see

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thanks!

dark crow
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Be a sinner and Destroy / Add them everytime πŸ‘

mental trellis
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The way BPs do that at construction is scary.

sturdy herald
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Hello. Its not a necessarily a question, but an information: If u have a structure array and want to set members in a specific element u need to use a temporarily not array variable for it, dont know why, but working only like this.
If anyone has any other way, write it down.

sturdy herald
crude pecan
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Is there a way to categorize custom events in BPs? Or do they all end up in default?

spark steppe
crude pecan
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This is a custom event

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While a variable has the option to set a category

spark steppe
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yea just doublechecked, it works for functions, tho

dreamy gulch
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i have an array of structs with enum lists and montage. If i get a reference to that montage, as an animmontage ref, is there a way to also get the values of the enum lists?

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note i mean like getting a ref to the montage itself, then like, matching to the corresponding array element, and then getting the output of those enum values

trim matrix
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Yes, you just run a for each loop. Check each array elements animation montage against the anim montage you are searching for. If there is a match, you have found the corresponding array element and now know the enum values as well.

dreamy gulch
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sorry but how do i literally get the enum values, like what node and pin

west wigeon
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is the gamemode permanent even when switching levels

trim matrix
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Only the game instance

west wigeon
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ah thats what im thinking of thx

dreamy gulch
trim matrix
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It’s very simple, I’m just not at my computer so I can’t show you how to stick it together

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You should tinker with it.

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That is something that you need to figure out how todo. It is very important.

upbeat rain
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How do I set variables in a widget I am spawning? No matter whether I set them in the spawn function, after, or even after a delay they keep getting reset to the defaults.

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This behavior is so nonsensical it feels like it must be a bug? Why is it impossible to set values on a spawned widget?

tranquil abyss
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So I have widget the displays the name of the item over it when a player stands over the item

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and im trying to the change the color of that widgets text based on its rarity

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that value is in the actor

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and im wayy over complicating it

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I feel like there is a function I dont know about that would make my life alot easier

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-Right now my idea is to get the actor the character is overlapped with and do it that way

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but that seems very unnecessary

dreamy gulch
trim matrix
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I was wondering if there would be an issue with the equals yes.

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But I believe the issue is something else though.

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Can you print string the display name of each anim montage

gusty shuttle
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I need some rubber ducking. I'm trying to get a previous, marketplace physics actor to be grabable. OKay, so I add the standard grabbing interface and make sure physics is enabled. I pretty much copied the standard pickup cube and for some reason it's not picking up at all

It's reading okay from the motion controller to the actor. So it knows what to attach actor to, yet it does not. It's like physics never get's turned off
Can anyone spin a few ideas around?

dreamy gulch
# trim matrix But I believe the issue is something else though.

added print first in the loop, it returns the first anim in the array connected directly to the array break result montage, not target current anim montage. It doesnt return everyone in the array, either because the loop ends to quick or it stops searching after one find. ut that may just be the print string itself that stops looking

upbeat rain
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This is how I'm spawning my widget right now. Could the problem lie with the ListView? I can't seem to find any official documentation on it.

dreamy gulch
trim matrix
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Yes I was about to say that

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But also

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Be aware that your function could be returning before it is supposed to

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Make sure that there is no return node connected somewhere that will return the function before the loop finishes

dreamy gulch
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ill check. i changed the 'get current montge' nodes to other ones of same name and same thjing theres a gap in print string where name should be

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need to check where in the chain of finding actor ref then anim ref etc its not working

trim matrix
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Yea

trim matrix
gusty shuttle
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And I narrowed down that the physics is actually turning off as intented. It is something to do with the attachment issue.

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Any ideas?

pine trellis
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anyone else having weird issues in 4.27.2? I just went to open my project it said unreal engine couldnt be found but then I opened up the laucnher and now in my project its like its had the intermediate and save folders removed all my settings like favorites are gone

autumn surge
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My editor has become buggy, I have to restart it after an hour or two because all the dropdown menu just close instant after clicking on them.

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I hope this does not packages into my project.

autumn surge
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I start it with 4.27 but migrated my old stuff.

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yes rtx2070

icy dragon
# autumn surge yes rtx2070

Go figure.

There's a common issue with NVIDIA's latest drivers degrading Unreal Editor experience with such issues. See pinned message in #ue4-general for posts on how to rectify or downgrading your driver.

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For comparison, I have yet to see AMD users reporting the same.

pine trellis
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im scared

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I never seen unreal this buggy

autumn surge
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Okay thanks man, I really thought its breaks my projects. lol

tawdry surge
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AMD users.. You mean all 6 of them?

tranquil abyss
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Does anyone know why the color here is getting combined (at least I Think) with the default string color

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if the value here is zero or 1 (am printing to check) it is the pink color

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Weird

sturdy herald
autumn surge
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alright man, will try that later. I have this for weeks now.

icy dragon
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Raytracing ain't be useful if it's not stable.

dense delta
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Hello, I'm trying to implement a spectator pawn that can spectate players from three perspectives, first, third, and top-down. I'm having trouble understanding how to manipulate the camera or set the view target to something other than the active camera of a character. Currently I can spectate a character from their view using the set view target with blend BP but as far as changing it to third or top-down perspective I am lost. Any help would be greatly appreciated!

sturdy herald
scenic rivet
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Help! i need! Somebodey

icy dragon
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There, a drink

scenic rivet
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a retargeting animation was done on this character from the character Echo. The problem is, I can't figure out where to find this LocomotionStateCurve

dense delta
tiny meteor
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uhhh

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anyone know why my floats wont divide?

supple dome
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Thats just the debugger, the division is working fine

tiny meteor
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?

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the value isnt being set though

supple dome
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the division is working fine.

dawn gazelle
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I think it depends on the current data type of the variable. Like I know for sure it won't let you make the variable type into a map if you have boolean set as the variable type.

tiny meteor
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@supple dome no it isnt?

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I can see the variable values 5/4 isnt 0

supple dome
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the division is working fine. The debugger is not

dawn gazelle
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Try putting a print string off of there and you'll see it's working.

tiny meteor
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its not working via print string

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or setting the value

supple dome
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Its working fine, youre looking at the wrong values, or at the wrong place
The division is working fine

dawn gazelle
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ok, what about a breakpoint on the object where the value is being used?

tiny meteor
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`tried it, still 0

dawn gazelle
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Have you tried restarting the editor and your computer? πŸ˜›

tiny meteor
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yup

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😦

dawn gazelle
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Have you tried reinstalling unreal engine?

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If it's not your computer, nor the engine, then it's your code not executing in the way you think it's supposed to.

tiny meteor
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I really shouldnt need to do that, not sure why its bugged like this

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but the bp is complicated, I guess it could re-writing the variable. but I am printing it directly after the division via tick

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now this print string wont print before the breakpoint is hit

autumn ermine
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does anyone know if it's possible to toggle whether a cull volume is enabled through a blueprint? I was hoping to enable it when crossing a trigger box

tawdry surge
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You're not supposed to flip them on or off.
And you aren't actually meant to have more than one per level either

vast crow
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Great tooltip, very informative

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This one is great too

brazen merlin
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Sarcasm? Thats sounds clear to me

vast crow
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What happens if substring is not found? This is bugging me for years πŸ˜… Every time I just go and find it in C++ instead

tawdry surge
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Pry -1 or invalid error
You could always print it and see

vast crow
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-1
Thanks, now I can search this discord when I'll use it next time and forget

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(it would be good to file a suggestion somewhere to improve the tooltip)

fair ledge
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I'm a bit stuck with the RadialForceComponent. I'm trying to get the force to be always applied but I think I'm missing something, as I'm only seeing the option to fire an impulse. Which I would have to do on tick. Is there a better way?

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NVM, I figured it out

river arch
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Getting a crash of 0 from an array of size 0 relating to a Control Rig object inside a sequence. At a complete loss of how to solve this. Does anyone know how to fix this?

tranquil abyss
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simple one here

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How do I make this so if A is nothing

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it does not return

weak zealot
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This wont fail, nor succeed.. any clue as to what i'm doing wrong here?

tawdry surge
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Casting on tick for 1

weak zealot
trim matrix
# weak zealot Hm?

General best practice to not use CastTo nodes on anything that runs each frame of the game

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Event tick runs litteraly every frame

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also

mellow folio
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Your tick is probably off

trim matrix
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Im confused on why your casting

weak zealot
trim matrix
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Well you definitly dont need any casting here

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You can simply have a variable reference to that class and skip the CastTo part

weak zealot
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This is what i have now

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Keep getting this error spamming though

trim matrix
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that should also work

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it is because the variable reference is not set to anythinbg

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it is an empty reference

weak zealot
trim matrix
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You need to set the slot machine variable to something.

weak zealot
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It's set to my object

trim matrix
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You are missing some fundimental understandings about variable references.

weak zealot
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I don't quite get what i'm missing

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I'm pulling from that object to get it's variables, right? I don't see what it's not set to, the variable type is my object

brazen merlin
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you've got the right type of variable, but nothing I see is setting SlotMachine to a reference that exists in your level

weak zealot
unique yoke
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If I'm trying to pause the game only in single player, what's the best way to detect if the client's not connected to a server?

weak zealot
brazen merlin
weak zealot
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Ohhh

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When you said set, you meant like.. like the most basic form of setting

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Already doing that

tawdry surge
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He meant the slot machine reference

dawn gazelle
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This is a variable. It can contain a reference to a "Slot Machine" object.

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If a value isn't set in it, then there's no reference to what "Slot Machine" object you're wanting to access.

weak zealot
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πŸ€”

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Very odd.. i just assumed, the way i had to create the variable selected the object already. I created the object, the selected the one i wanted from the drop down

dawn gazelle
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That's only setting the type of variable.

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Just like one would select a "boolean" the value of the boolean is set by you afterwards.

weak zealot
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Alright, sorry if this all sounds dumb. My object is a blueprint actor.. how can i set slot machine to that actor using a set node? Usually i'd just drag it into my viewport but it's bringing up a different type of node

trim matrix
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If I want to create a MP game and want the score to be updated to the players do I store the score data in the gamestate?

weak zealot
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I swear I went to google before coming here, read up on the docs/forms.. my apologies

dawn gazelle
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It'll only return the first found reference though... Or none at all if it doesn't exist in the level.

weak zealot
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This worked

dawn gazelle
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But don't do that.

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Get Actor of Class is not good to use on tick.

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Instead, put it on BeginPlay of the actor.

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set the reference there.

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On tick, you can check if your reference is valid using an IsValid node

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and if it is, then proceed with your code.

weak zealot
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Gotcha

dawn gazelle
weak zealot
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Thank you so much πŸ‘

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I'll pay it forward once i've got this all down πŸ˜†

steady thicket
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how can I get the text content from a editable text?

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its only showing the hint text

remote meteor
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get text

steady thicket
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Do I need to put a text first inside the editable text so that it will be recognized in the bp?

dawn gazelle
weak zealot
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Sorry for asking here so much, but how could i get something a little slower than event tick?

weak zealot
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that would lower the rate

dawn gazelle
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Is it something that constantly needs to fire?

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Or could it say, be triggered by an event instead?

weak zealot
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can i call events cross blueprint without using an interface?

dawn gazelle
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Certainly.

weak zealot
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Making a slot machine as my first project wasn't the best idea, yet i stay committed

brazen merlin
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Literally a timer..

glass magnet
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hey yall

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im felin real dumb rn

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what is the circled node-

weak zealot
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We actually discussed it just above here

glass magnet
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setting an object variable?

weak zealot
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Yup, just like a bool or any other variable

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It confused the heck out of me

glass magnet
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ohhh

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promote to variable got it

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appreciate that :)

weak zealot
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Looks like it's setting that variable equal to the character controller.. I'm new though so I'm not exactly sure

glass magnet
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yeah yeah tahts what i just did

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i just dragged it off of the cast to contgroller and promoted it to a variable

weak zealot
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I've been struggling to wrap my head around this logic problem for a long while now, I'm trying to stop rotating each of these arrayed objects.. one by one with a distance between the stop of a couple seconds. The array index is super helpful here but I can't think of how to go about it

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@glass magnet Glad to help, good luck!

glass magnet
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ofc ofc thank you

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im trying to figure out multiplayer stuff though id be productive by making a fog of war

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but before i leave i wanna ask, why slot machine?

weak zealot
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My friend had a crazy game idea, I'm a 3D modeler.. but since we don't have our coder RN I've been trying to fill in. I'm getting real damn close.. very annoying

glass magnet
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hey its a learning experience

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proud of you for tackling something out of your realm of experience im assuming it is with how you worded it

weak zealot
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I have some coding experience (Discord bots, unity games, the newbie stuff), just ducked out to pursue more creative things for a while. Once I have this slot machine done, I'm set. This has to be the hardest part of our game

glass magnet
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ahhh

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what is the game idea if i might ask and if its not off topic x.x

weak zealot
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Eh, don't wanna spam chat

glass magnet
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ofc ofc

fervent temple
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how do i get this_

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i wanna see my bp run time

tight schooner
# weak zealot I've been struggling to wrap my head around this logic problem for a long while ...

Doing it centrally is hard cuz you have to keep track of each spinning thing. One way is to manually maintain a series of arrays (or a custom struct array) sorted in some useful order, containing all the data relevant to each spinning static mesh.

Another approach is to make a new blueprint subclass of the Static Mesh Component, basically creating a static mesh component that has a BP graph and all that. Meshes with behavior. Then the host actor can talk to each component in a simpler way; the components manage their own animations, timers, data and whatnot.

chrome nymph
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vector math derp

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how do you calculate the vertices of a circle around a centre with radius 100?

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this is incorrect

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i.e. X vertices spaced out evenly around a vector 0,0,0

chrome nymph
trim matrix
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does anyone know a way to learn ue4 c++
like how to actually learn
like the functions
how to spawn things
character controllers something like that

timber knoll
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Multiply by radius (cos/sin return -1 to 1 range)

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Add offset (0,0,0 in this case)

chrome nymph
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haha

timber knoll
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Well that should in theory work as well πŸ˜›

chrome nymph
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aye

timber knoll
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Cos/sin is just the standard math way haha

chrome nymph
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i have a feeling its a race condition

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elsewhere

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not sure how arrays are handled in C++

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are they reference or value types?

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i have a foreach loop that runs whenever an orb gets attached to the actor

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from the orb - not from the actor

timber knoll
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How can it be a race?

chrome nymph
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its accessing an array stored in the actor

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it runs only on beginPlay

timber knoll
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It’s all mainthread πŸ˜…

chrome nymph
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so it might be computing the vertices based on

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hm

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my bad -race condition is the wrong terminology here haha

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but if its all on main thread in theory the last orb that gets attached

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should set the right vertex for all the child orbs

timber knoll
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I think that for each is reference

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And will just be from first to last so basically i=0, i<length, ++i

chrome nymph
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OH WAIT I KNOW WHY

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_<><

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i forgot to connect the target

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lol

timber knoll
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Haha

chrome nymph
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now it works correctly

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yeah the RotateAroundAxis node works correctly

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i spent way too long trying to get the orbs to work correctly

chrome nymph
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maybe i should just learn C++

tidal marlin
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Hello. How i can read sucsess task if my eqs system havnt sucsess point?

chrome nymph
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or maybe just initial learning curve of visual programming lol

timber knoll
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If you know how stuff works using BP, it’s basically the same but little different syntax

timber knoll
chrome nymph
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haha yeah

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i am stumped i took 5 hours to get the orbs to work correctly

maiden wadi
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C++ won't change anything in this regard. Logic is logic. Blueprint is just C++ in preset blocks.

timber knoll
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Once you get the hang of the basic functionality, C++ UE isn’t that hard when you have prog background

chrome nymph
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but probably just not used to it yet

timber knoll
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Yeah but it’s a bit more complex if you have to both figure out logic and syntax

maiden wadi
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I'm backwards. πŸ˜„ Took me a year to get used to reading C++ files easily, and I still don't prefer it.

timber knoll
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So once you get the logic you can switch imo πŸ™‚

chrome nymph
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will stick to BP for now heh

maiden wadi
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Straight functions are easy to follow in text. But the constant bouncing around through functions is more difficult.

worthy carbon
#

How do i attach weapons to the character with datatables?

chrome nymph
#

is there an easy way to promote functions to be components?

#

for reuse in other BPs

crude pecan
#

If you haven't already.. this plugin is making my node life like heaven...

#

You can do most things just moving around with your hand. Wiggling the nodes off is awesome...

#

Not related to the dev or whatever... just like night and day improvements for me

tight schooner
#

Yeah I'm a fan of that plugin too

tight schooner
#

I don't have UE4 open rn but I think that works...

zenith hazel
#

Hey hi guys!

#

Can anyone please help me with Enemy AI

neat stream
#

Hey there, any idea as to why my character is able to move my 1500kg Chaos Wheeled Vehicle? πŸ™‚

zenith hazel
#

You sure that the mass is set to 1500kg?

neat stream
neat stream
#

whoops

zenith hazel
crisp lance
#

Hey there, is there any chan for performance-related or general questions?
I'm looking for advice at to how I could investigate further what is causing CPU stall:

timber knoll
chrome nymph
#

at long last
making the balls collectable made it a lot more complex than if the character just spawned them >_<

crisp lance
chrome nymph
#

after reading about the ai capabilities.... shouldve just used that instead to manage the balls tbh

tight schooner
#

never profile from "Play In Editor" btw. PIE is very different than "play as standalone" or a true, packaged export

odd ember
crude pecan
graceful forum
#

Is there any recommended/preferred way between having a timer or Delay node to run a logic after some defined time if I can provide the same logic with both of them?

odd ember
graceful forum
#

Well my question was more intention agnostic to learn any technical difference between them on the point of just waiting for the time to be up. But in more detail, it's for health regeneration over time

odd ember
#

the difference only lies in how blueprint handles one node for simplicity vs the other

graceful forum
#

I see, thanks

odd ember
pulsar rampart
#

Guys i have a big problem I was Just fine with my project so i saved it and everything was fine but when i opened it up today the weapon isn't firing (making fps game) but my code was just fine and nothing was changed so can anyone help me please?

#

is there any debug i can do?

maiden wadi
#

The same you'd do when making it. Start at the input, follow the logic, see why it isn't firing.

#

Just don't look down the barrel.

pulsar rampart
maiden wadi
#

Something isn't working. Use breakpoints and printstrings to find out why your logic isn't making it to the firing function. If it is making it to the firing function, find out what is wrong with that. If you're firing projectiles, make sure they're not spawned colliding with the weapon. If they're line traces, make sure your inputs are correct.

pulsar rampart
#

Ok I will just try again

maiden wadi
#

You'll be doing this a lot. πŸ˜„ Specially when working in a team and someone changes something else.

zealous fog
pulsar rampart
#

what i find out that the structure blueprint is kinda broken when you save it and in my code there is a lot could that be the problem i don't know

maiden wadi
#

Semi common problem with Structs in Blueprints. Changing them can be dangerous.

zealous fog
pulsar rampart
#

i changed the name

#

of a varibale

maiden wadi
#

I don't think straight adding does anything. But changing names is dangerous. Even in C++ it's not really advised. If you absolutely need to, it's best to remove anything referencing it, remove it, compile, then put it all back under the different name.

zealous fog
gentle urchin
#

Are there known issues with spline components and spline meshes tangents made at runtime?

maiden wadi
gentle urchin
#

Its not even attempting to bend

zealous fog
#

Editor vs standalone can be different I found 😭

#

Still havent fixed a niagara issue in standalone

#

Like the packaged version I mean

gentle urchin
#

hmm perhaps its the mesh

#

guess it needs vertexes to bend

pulsar rampart
#

πŸ™

gentle urchin
severe kettle
#

Does anybody know why is it showing a speed of 0? The blueprint is a timeline with "set actor location" and I'm getting the velocity from linking the mesh to a "get component velocity"

main bobcat
#

mind sendint a screenshot of the code too? i think its because the object itself is not actually moving, its the timeline alpha thats controlling it

severe kettle
#

Here is the bp part of the timeline

main bobcat
#

yh so you moving the actor with the timeline, u see new track 5 on the timeline, try putting a print in that and see what value it gives u

#

thats should be your "velocity"

maiden wadi
#

Calling SetActorLocation won't set the velocity.

main bobcat
#

but i think the new track 5 would be the "velocity" i put it in brackets cause its not per say a velocity

severe kettle
#

Oh, that was one of the things I was worrying about. How can I move actors and be able to get a velocity measurement?
The new track 5 is actually a 0 to 1 timer for the loop, the spline is doing something weird slowing down when reaching the middle spline point and then accelerating again so I wanted to see if the velocity was constant and my eyes were deceiving me

main bobcat
#

yh its the rate

maiden wadi
#

If you want to test velocity, save it yourself. All you need to do is have a cached location vector and the velocity vector. Calculate new location. Veclocity is NewLocation - GetActorLocation. Save that as velocity. Then set the actor location. Now you have Velocity to check from.

main bobcat
#

also enable sweep

maiden wadi
#

Why do you need sweep for that?

main bobcat
#

doesnt sweep help for moving?

maiden wadi
#

Sweep is just for collision movement. It'll stop the movement and also call hit events if the move causes the actor to 'hit' something.

main bobcat
#

oh yhyh mb

severe kettle
#

I did it that way and the spline starts at a speed (vector length) of 7 and goes down to 4 when it's reaching the middle spline point and goes back to 7 when it's going to the last spline point. Can't I make the spline speed even?

#

I don't know why is it slowing down

maiden wadi
#

Sounds like your spline has some weirdness. If your timeline is a two point track of 0-1, I'd start with the spline.

severe kettle
#

The spline is created dinamically, I tried having a straight spline and the speed is constant now, if I add some tangents to make the trajectory round the speed goes down at the curves.

severe tendon
#

How can i make it so that the character rotates to the mouse position?

#

Hotline miami style

main bobcat
severe tendon
#

like this

cosmic loom
#

idk what's going wrong, I am trying to make a character customization system and this runtime error pops up

maiden wadi
cosmic loom
#

I am making this

severe kettle
#

Yes, the timeline goes from 0 to 1 with the "straight line" timeline

cosmic loom
#

Widget graph is this

main bobcat
cosmic loom
#

SwitchHead Event:

maiden wadi
cosmic loom
#

could you please elaborate? I did not understand

#

this is the event construct of the widget

main bobcat
maiden wadi
# cosmic loom could you please elaborate? I did not understand

Your blue variable named PlayerCharacter is called a pointer. It is a variable type that points to a memory location of an instance. If they are not set, or they are set to point at something that isn't what the type of pointer is, it's considered invalid.

In this case because of your EventConstruct, you are either changing the character at runtime to another character and not updating PlayerCharacter pointer in the widget, or your cast is failing and it's never being set.

cosmic loom
#

I didn't understand, I am starting with scripting, I only understood the pointer explanation, but not the second half of the message, what should be done to fix the errorr?

maiden wadi
#

For starts, I'd check the cast. Make sure it's not failing.

#

Put a print there or something, if it prints the failure message in the top left when you add the widget to screen, your cast is failing. Which means you've given it an invalid pointer or a wrong pointer type to cast. Chances are you either aren't possessing that pawn, or it's the wrong pawn type.

cosmic loom
maiden wadi
#

GetPlayerCharacter is the same as calling GetPlayerController->GetPawn->CastToCharacter. GetPawn from the PlayerController will return the currently possessed pawn.

#

In other words, you need a different way to reference your soldier pawn

cosmic loom
#

can I do this directly?

main bobcat
#

probably get actor of class will be a better thing, if u only have that one character

maiden wadi
#

Yeah. If you only have one of them in the level, just use a GetActorOfClass.

#

People will cry about it. They'd be surprised how much of the core framework uses actor iterators.

severe tendon
#

@main bobcat actually no, there isn't any

main bobcat
#

hmm kinda weird, thought would be a popular thing

severe tendon
#

There are some top down shooter tutorials which is what i am trying to do but there isn't anything on how to orient the character to the mouse

#

At least i haven't found anything

main bobcat
#

I think if u get look at rotation and the mouse position stuff try playing around with those nodes

maiden wadi
#

Is this a player possessed character, or an AI?

#

Asking because AI have a system in place to do this already with a single call. Player controlled characters need a small bit of setup to do this.

severe tendon
#

If you're askin about my issue, then it's the player controlled character

maiden wadi
#

In that case. Set it up to face the player's control rotation for start.

#

Change this in the character's CharacterMovementComponent.

#

Change this in the character's class defaults.

severe tendon
#

Ok, gonna try that

maiden wadi
#

Then do this in the character's tick.

#

Should smoothly rotate the character towards the cursor. Up the RotationRate in the CMC's settings to make it quicker.

cosmic loom
#

Its working, thank you for teaching me.

severe tendon
#

It works, but it rotates the entire camera

#

I would like it so that only the character rotates

maiden wadi
#

Don't attach your camera to the character then.

#

Can try setting the spring arm to Absolute.

sly shore
maiden wadi
#

Rotation I mean. Should keep it's rotation regardless of the character.

odd ember
severe tendon
#

Already got it, but thanks anyways πŸ˜‰

#

Now what i am trying to do it to set the other camera as default

#

How can i do that?

spark steppe
#

set view target with blend

#

or just set view target

severe tendon
#

In the lvel blueprint?

spark steppe
#

on your player controller

#

where doesn't really matter

odd ember
#

well it matters if it's systemic or level unique

gentle urchin
#

scam

severe tendon
#

How can i link the camera?

#

iirc you need to put the camera in "new view target"

spark steppe
#

well, you'll need a reference obviously

#

how you get that depends on what your actual plan is

severe tendon
#

Well for now it's just change the camera position to the new one

indigo bough
#

Do point lights have any inbuilt collision/overlap? Can I get overlapping light attenuation spheres perhaps? Looking at finding overlapping point lights/spot lights/etc and checking to see whether the character is facing the source, and how far from these sources the player is to determine light brightness in the eyes

tawdry surge
#

If you cast to the player from the light you can get distance and access to the light's data and pass it back to the player.
Doesn't really sound like something you should do in BP tho. Feels more like material territory

odd ember
#

it isn't even something you can do in the material editor

#

you can only get the directional light vector at most

indigo bough
#

I mean, I could trace to all point lights and get distance/line of sight, it's just not efficient

#

I might just create a custom light BP which handles this, adds a collision sphere and I can add it to an array of lights per player as they overlap

#

Just wanted to avoid creating new workflow for level artists

odd ember
#

you'll be bogging down performance a lot by trying to even wing this in blueprint

#

that is assuming it's even possible

#

what you're asking is likely only possible through the renderer and, like I said, a new light model

feral ice
#

I have a question about instaned mesh. I have a problem whenever i try to access a certain mesh. I only want to set the overlapped grass's location but im setting them all.

indigo bough
odd ember
indigo bough
odd ember
#

but feel free to try and find out for yourself

#

I'm trying to tell you you're not approaching this the right way

indigo bough
# odd ember that's what I am talking about

https://www.youtube.com/watch?v=cGTo4kYQjZU

Looks like it's possible, I think you must be misunderstanding my intentions, but thank you anyway πŸ™‚

Available now for download! https://hippowombat.tumblr.com/post/187254645871/unreal-engine-illumination-detection-blueprint

Added option to get overall illumination color at intersection point per probe, as well as among aggregate probes per object using probe components.

β–Ά Play video
odd ember
feral ice
maiden wadi
#

SweepResult is an FHitResult struct. It should have something named like "Item" or something similar in it. Integer. You should be able to use that integer to move your specific meshes in the component.

#

At least this works for line traces. Never used it on Overlaps.

#

UpdateInstanceTransform I think is the function you're looking to call on the component.

severe tendon
#

Adding to my last issue how could i make it so that the character moves independently of the cursor?

#

Not is going in the direction of the cursos but i just want the character to look at it

#

Take this as reference

feral ice
chrome nymph
#

does anyone know why every variable is out of scope?

earnest tangle
#

blueprint debugger is bad, that's why

#

it's pretty much up to luck whether it works, or whether it just straight up crashes the editor

#

Print nodes work better

tawdry surge
#

BP debugger is inaccurate with displaying updated return values. Almost 5 years using unreal, it's never crashed the editor

earnest tangle
#

I've had it crash a lot when the value I'm inspecting is a struct

#

Not sure what specific thing triggers it, they were always quite complex structs with various data in them

maiden wadi
# feral ice

Oh. Actually the overlap event has it for you too. You just need to get the component, and call UpdateInstanceTransform using the OtherBodyIndex, and the new transform.

chrome nymph
#

lol i see

#

if i attach actor A to actor B, and set its relative location to be 100x for example

#

and i move actor B in the world - it is guarnateed actor A's world offset will always be at actor B + 100 x right?

#

assuming no collisions.

feral ice
#

i cant hear when someone messages me so thats why im late sorry

maiden wadi
#

Try casting the other component to an ISM

feral ice
#

that one

chrome nymph
#

where actor A is attached to actor B

#

i'm setting the relative location using VInterp. It works fine when actor B is stationary

#

but the moment Actor B moves, the movement goes batshit

#

am i misusing Interp?

#

stationary

tawdry surge
#

Add like 30 print strings and log all the values to see what's actually happening.
This should pry be a Niagara thing tho and let the particle system rotate the orbs in it's local space

chrome nymph
#

the printed vectors are insane lol

spare vessel
#

I am wanting to set a child of "flags" as hidden not the whole thing not sure how to just get one part, any ideas would be appreciated.

chrome nymph
#

can niagara still be used?

#

i disabled manually setting its rotation - this is what happens

#

when the AI rotates - the location of the orbs seems to jump?

#

what?

odd ember
#

what are you trying to do?

chrome nymph
#

get the orbs to orbit around his head

#

while the AI is moving around

odd ember
#

use a timeline?

chrome nymph
#

theres something about how the relative rotation / location is behaving

tawdry surge
#

Niagara is pretty versatile. Im sure you can accumulate particles based on collision events or whatever you like.
The other method would be to attach your components to a scene component at an offset and just rotate the scene component. Orbs will follow automatically

chrome nymph
#

not the orb?

#

hmm maybe instead i should just not attach the orbs to the npc

#

and just use the npc's world location and calculate vertices around it

odd ember
#

you're overthinking this

tawdry surge
#

In the npc, you can add an extra scene component and use it as a transform.

odd ember
#

I've literally made what you need using a single timeline

tawdry surge
#

Rotate that on tick or a timeline or whatever you like and they will automatically follow the scene component

azure sparrow
#

Hey guys, i have a function library where i have an array as an input, i will modify that array on that function, so do i check the pass by reference box? or do i leave it blank?

odd ember
#

if you want to modify the variable without setting it again, sure

chrome nymph
odd ember
#

yes

severe kettle
chrome nymph
# odd ember yes

wait i dont understand - isnt a timeline simply a way to control the timing curve of a graph?

odd ember
#

which - surprise - means that you can have things go around in a circle indefinitely

raven hollow
flat scarab
#

Is it possible to access an UMG variable in another blueprint? Level/Actor.

tawdry surge
#

Yes

maiden wadi
junior yarrow
#

im trying to make a roulette gmae (using fake money no in game purchases) and i dont know how to get the table to spin and show the winning hand.
any ideas?
i have a on component overlap with the ball so thats not a problem, but how do i get it so the player chooses thier number, and if the ball lands on it then it shows they win, if not it shows they lose
please help

eager peak
#

How can I define which actors are enemies / neutrals / friendlies? for ai perception

#

currently two enemies seeing eachother will cause them to runtowards me as when I update their perception it gets the player location and runs to it

trim matrix
#

you can gate off the running condition by checking if the perceived actor is player character?

weak zealot
#

So, if I'm correct, the way this works is it runs through every object in the array, outputting the object through array element, and array index is the corresponding list number to that object as it's outputting.. right? Could I use a branch to target a certain index number against an integer. I plan to set a objectcount integer on the begin play, count it down every 5 or so seconds, then compare it against the index to see which object I'd like to manipulate. Is this something I can do?

odd ember
weak zealot
weak zealot
#

I'm having trouble getting the length of the array since it's on another event

odd ember
weak zealot
odd ember
#

if you're not familiar with optimization

#

don't bother optimizing

feral ice
#

how can i save the one the left as one var and access its instanced meshes and change their location individually?

odd ember
weak zealot
lusty shard
#

Is there a way to store the PerInstanceRandom value inside of material event graph and pass it to a class?

trim matrix
#

is scene capturing expensive? i'm making an item inspection system where the mesh of the selected item is displayed on top of a widget. right now what i've done is i'm attaching the item actor to the player hand using "AttachActorToComponent". However, this means that i can't have the widget behind the mesh (as i want to have a faint blur behind the item mesh). so it seems like scene capture is my only option. i don't want to use it because..:

  1. the rendering quality is pretty bad even at 2046 by 2046 res.
  2. i want the lightings to be exactly the same as where the player is at.
  3. it's pretty expensive having to render two different viewports (the player camera and the scene capture)
  4. and also i want to be able to interact with the mesh. (can't do that in scene capture as far as i remember)
    so is there a way to show a mesh on top of a widget without having to use the scene capturing?
odd ember
odd ember
feral ice
#

i am using a loop after the forst block and that means that the var would change value each time right?

weak zealot
odd ember
feral ice
odd ember
#

premature optimization is a terrible thing to do in general

lusty shard
#

@feral ice thats how i identify an instance from within the player for trees generated by ISMCs. I am removing the instance to replace the static mesh with a BP actor version.

odd ember
#

and it stops you from working on your actual game

odd ember
trim matrix
azure sparrow
#

so do i check the pass as reference?

odd ember
feral ice
# odd ember I don't know what you're trying to do

Ye i understand let me explain. Dont bother asking me why i do it this way i just wanna learn. I have for loops that makes line traces on a plane. Whereever it hits it will spawn grass. It will spawn from an instanced mesh. Btw i have an actor that does this atm, shoots all the lines and spawns the grass. The next actor is a sphere that will roll over the grass. Where ever it hits it will take that overlapped grass and place lower it. But whenever the sphere hits any grass it will set all the grass to a lower value. Im currently using a spherical collision event begin overlap

azure sparrow
odd ember
#

okay some sort of foliage spawning system

azure sparrow
#

i am prolly dumb

feral ice
odd ember
odd ember
flat scarab
feral ice
#

Ill send some pics

lusty shard
maiden wadi
feral ice
#

in the next actor rolling in begin overlap its like this

lusty shard
#

i dont think instances can have overlap events btw

eager peak
odd ember
# feral ice

if you add an instance like that you should really save it as a variable

feral ice
odd ember
feral ice
#

yeah sorry instance i mean!

odd ember
#

I don't think you need the array at the end

lusty shard
#

every instance of the grass mesh

odd ember
#

instances are kept in an array by default by the parent mesh

lusty shard
#

yea i dont think atm that its necessary to save them all to a variable if you can use the Hit Item

feral ice
#

ok so in the other actor that is rolling over i should not use overlap event

odd ember
#

use hit as well

#

tracing on visibility

feral ice
#

so two events?

odd ember
#

which is the other event?

feral ice
#

overlap

lusty shard
odd ember
#

just use hit

#

not overlap

feral ice
lusty shard
#

I have this in the player.. so .. in your ball

feral ice
#

hahah idk why i laughed

#

but ok

#

but how do i get the ref of the instnace?

odd ember
#

if only the answer was somewhere on the screen...

lusty shard
#

i had that cast somewhere else..

#

currently working with ISMCs learning how to use them. I really dont like casting over and over.

#

you can figure out how to optimize later

odd ember
#

casting is cheap

lusty shard
#

yea but not cheaper than not casting lol

odd ember
#

if you need to cast it's better to cast

lusty shard
#

less nodes too

feral ice
#

Ok so i have a actor called spawning grass and in the actor is all the code with the isntnace grass. Do i plug the spawning grass into target?

#

that seems weird

lusty shard
#

yep

#

because youre referencing the entire grass spawner..

feral ice
#

like that?

lusty shard
#

then updating the transform of the specific instance within that grass spawner

#

no..

feral ice
#

but it wont let me

lusty shard
#

o

#

youre going from other actor

#

need to go from other comp

#

in the event

feral ice
lusty shard
#

and dont use cast to grass spawner

#

lol use cast to InstanceStaticMeshComponent

feral ice
lusty shard
#

make sure all of your grass static meshes have blockall collisions btw

feral ice
#

wont it work otherwise?

odd ember
#

visibility will work

lusty shard
#

im pretty sure overlap collision does not work with hit events

feral ice
#

ohh you mean the hit

#

i need them to be overlap

odd ember
#

are you sure?

feral ice
#

otherwise i cant walk through them

lusty shard
#

arent you lowering them when theyre hit?

odd ember
#

visibility collision isn't the same as actual collision

feral ice
#

ok so block on visibility

#

but i can still walk through them

odd ember
#

yes

#

most meshes are configured to be blocking visibility anyway

tawdry basalt
#

alright, why input doesn't work in my player's bp? When I press LMB, nothing happens

#

oh, it's only mouse that doesn't work

#

for some reason

feral ice
#

should the event come from sphere or collision?

tawdry basalt
#

this works somehow

odd ember
sturdy herald
feral ice
#

nothing happened

odd ember
#

nestled fine in the grass

#

a peaceful sight

feral ice
#

lol

sturdy herald
feral ice
#

peaceful spot in the grass

odd ember
#

and see if it triggers at all

feral ice
#

ok

#

the function isnt even called

odd ember
#

ooh noo

sturdy herald
tawdry basalt
#

so how do I do it?

odd ember
tawdry basalt
#

wdym binoculars?

sturdy herald
feral ice
sturdy herald
#

Is the blueprint, where the LeftMouseButton compiled? Btw, we get the answer for the original question, so what i said (that maybe is used in another bp) is no the problem.

odd ember
feral ice
#

this is the grass

odd ember
feral ice
sturdy herald
# tawdry basalt yep

at begin play fire this node OR create a player controller and in the settings enable the click events

odd ember
# feral ice

physicsbody is set to overlap, try setting that to block

sturdy herald
odd ember
#

collision is always two way, the same settings have to be set both ways

tawdry basalt
#

it was enabled already

feral ice
#

yeah it was something with the collison settings

tawdry basalt
#

oh, I found the solution

sturdy herald
tawdry basalt
#

wait, fuck, I lost my blueprints

#

I went too far from my blueprints

#

and now I can't find them

#

what now?

feral ice
sturdy herald
sturdy herald
# tawdry basalt

or select a variable in the list, right click, find references

tawdry basalt
#

alright

#

everything is working now

sturdy herald
#

This is what i talked about.

#

just give him a better name :))

feral ice
#

wait sorry. so i sett everything in grass coll to block and everything in sphere to block

tawdry basalt
#

but here's another question. I am making a top down game from the top down template. I made it so my character looks at mouse position, but how do I make it rotate smoothly?

feral ice
#

nothing happened

odd ember
feral ice
#

What do you mean? Im not following

odd ember
feral ice
#

oh you mean like a line trace but instead its a sphere

feral ice
#

so i should yeeet that compoennt hit event

formal bronze
#

Hoping y'all can answer an interesting question: If on an actor blueprint, I want to expose an array to the details panel of type actor component, there doesn’t seem to be a way to populate it with objects in the scene with that actor component attached. The workaround is to make the array of type actor, but that allows the user too much freedom. Thoughts?

odd ember
formal bronze
#

I understand that, but I'd like the user to be able to populate an array with actors that have a specific component attached. But only if that component is attached

feral ice
#

like this

#

@odd ember

sturdy herald
odd ember
#

also you might want to trace complex if it doesn't work

sturdy herald
#

and @tawdry basalt if u want the rotation speed always the same (with this simple build it will rotate faster with a higher float difference, because the timeline length is always 1, u can modify the play rate, i have a simular bp, i serch for it

tawdry basalt
sturdy herald
#

a is the input float and b the output.

dawn gazelle
sturdy herald
#

so if ur actor need to rotate from the current rotation to the find. u get the actor location before the rotation (need use as a variable or always will add and u get a big rotation in the and)

feral ice
#

everything i can think of is turned off

#

visibility wise

formal bronze
sturdy herald
#

@tawdry basalt u'll need this setup to control the rotation speed

odd ember
sturdy herald
#

and the return value of lerp goin in SetActorRotation Z value

feral ice
#

wait i fixed it

#

but now for each grass to get a lower z value, how would i do that?

#

this doesnt wok. It doesnt set the grass to a lower value

maiden wadi
#

MarkRenderStateDirty Also probably WorldSpace

odd ember
# feral ice

take the z value of the hit grass and push it lower by a certain amount?

feral ice
#

yeah like basically change its position

#

i want it to look like a trail

odd ember
#

well there's your answer

maiden wadi
#

In that case not world space. But do enable MarkRenderStateDirty. Get that instance's transform add -1000 to Z, Update that instance's transform from that new transform.

#

If you don't mark renderstate dirty, it won't visually update, only in the transforms array. Is an optimization for moving large amounts of ISM items at a time.

feral ice
#

yeah that worked

#

thanks for the help guys! Really appreciate it

odd ember
#

poor grass

feral ice
#

before it was lime green and someone said it look like toxic waste thats why i changed the color of it haha

#

now it looks like worn clothes

odd ember
#

the duality of grass

dawn gazelle
odd ember
#

slot machines πŸ€”

feral ice
#

is it bad perforamnce wise that it each tick creates sphere trace

feral ice
#

i usually avoid using event tick

#

yeah so its not good at all haha

odd ember
#

it's fine

feral ice
#

its better to use collision boxes?

odd ember
#

I was being facetious

#

it's roughly the same performance as a collision sphere

feral ice
#

oh ok

odd ember
#

slightly more but negligible

feral ice
#

pls dont with that word me and pewdiepie cant even pronounce it

odd ember
#

neg li jib le

feral ice
#

haha

#

of each instance how do i get its location?

odd ember
#

the same way you did before

feral ice
#

do you mean from instnacestaticmesh compoennt ?

feral ice
#

but that location only gives me one location. It gives the location of the mesh not the instance

odd ember
#

if it doesn't update then maybe you're not marking render state dirty

formal bronze
odd ember
#

picks an actor

formal bronze
#

Oh I see, it's just an alternate way to add to the array got it thanks!

feral ice
#

i dont know how to get a desired instance from this cast to

dawn gazelle
feral ice
#

i want to set the position to a lower value so it looks like it get rolled over

odd ember
#

desired instance, not distance lol

feral ice
#

im still not sure how to get the desired instance location any idea?

dawn gazelle
#

Oops @_@

dawn gazelle
feral ice
#

so i get the "parent"?

odd ember
#

the parent is what shows up

#

you modify the instance index of the parent

#

which corresponds to your instance

feral ice
#

ok so how do i do it?

odd ember
#

the way you've done it

#

just mark render state dirty

feral ice
#

like this you mean

odd ember
feral ice
#

the new location sets it here

#

left bottom

meager spade
#

Not sure if this should go in UMG or not but if I want like a panable map what would the best implementation be? I've tried using an actor with widget component so I would be able to have a physical camera pan the widget but I can't get buttons have the hand cursor on hover. Would this kind of thing usually be a viewport widget instead?

weak zealot
#

How can i check for a bunch of floats in an array without using variables?

#

Something like this

meager spade
#

You wanna know if an array has any of X numbers?

#

Only way I know of is the Contains node, only allows you to test against one number at a time

weak zealot
spark steppe
#

what do you want to compare it for?

meager spade
#

I mean the best approach is probably to just iterate an array and check against the rotation then, not using variables means you would have to do ugly long branching

spark steppe
#

because that sounds like it's very likely to fail

weak zealot
#

I'm trying to figure out a way to see which faces are currently in this position, this is admittedly pretty clunky though.. really manual

spark steppe
#

well he can get the object rotation and do a contains check on the array tho

#

yea that will most likely fail a lot

#

you probably want to do a range check, rather than compare against one specific rotation value

meager spade
#

Can't you just check which one has greates X/Y value depending on the rotation of the wheel?

weak zealot
#

I have a tolerance set up

spark steppe
#

well, just do a division on the rotation and you should know which face it is?!

meager spade
#

^ sounds kinda big brains

weak zealot
#

rotation is making no sense to me, it's not constant

meager spade
#

and simple

spark steppe
#

not a good idea to make something which involves rotation then πŸ˜„

tight schooner
#

If you can produce a boolean for each check, you can connect them all to an "Or" node as a way to do all the checks at once. Just answering the direct question... can't say if it's "the best" way to make a slot machine

burnt canyon
spark steppe
#

say you got 10 fields, 360/10 = 36, currentField = rotation/36

burnt canyon
#

^

weak zealot
burnt canyon
#

I don't mean actual nodes, talking about the actual concept of mapping sections of rotational range to a map, so you can define range area's to sections
example
area index - mapping range
[0] = 0-35
[1]= 36-70

weak zealot
spark steppe
#

there's an inRange node, so you don't have to deal with >= <=

#

also depending on your concept, you may want to snap to the divider when the wheel spin ends

weak zealot
#

This sounds very promising, thank you guys so much

forest lodge
#

Hey guys!
I used a ue vehicle.
And I changed mass in my car.
But! I want to add power/torque, because my car is slow.
I tried to change Torque Curve, but it didn't works.
What's wrong? Any ideas.

maiden wadi
weak zealot
dawn gazelle
maiden wadi
#

^

weak zealot
#

I'ma just redo this code πŸ˜†. Never hurts to restart

odd ember
#

after each attempt

mild crystal
#

how do i check if a animation is being played?

tawdry surge
#

Pretty sure there's an "isPlaying?" function

trim matrix
#

is the playerstate something that holds data for your own character over a network. say if we were in a coin collecting game and they both get different numbers that would most likely be kept in a playerstate so they can have their own to buy their own gear right?

#

like personal stats

dawn gazelle
trim matrix
#

ok

#

another question

#

so, if I need to make a win condition on a game and let's say "score 5 points to win" that would go on a gamemode, even though it's over network, right?

dark crow
#

GameMode dictates the game rules

blissful grail
dark crow
#

GameState keeps track of them

#

GameState has a ref of all PlayerStates

trim matrix
#

so

#

if I want the game to end at 5 points and player 1 hits 5 points

#

I do gamestaete?

blissful grail
#

GameMode would set the max points to win
GameState would track total score
PlayerState would hold individual score

trim matrix
#

so, Playerstate if it's like a goal type game wouldn't matter right?

blissful grail
#

It depends.

trim matrix
#

like a sports game

blissful grail
#

PlayerState would matter more in that than other games. If you care about stat tracking at least.

trim matrix
#

not really

blissful grail
#

But if all you care about is a team's total score, then player state doesn't really matter

trim matrix
#

ok

#

that's what I needed to understand

#

also, about that gamemode gamestate thing

#

if I needed to set a condition

#

i keep it in gamemode

#

but if I want to add score to each TEAM then it's in gamestate

blissful grail
#

PlayerState would mostly just be used to have the name of the player (like their profile name/steam name, etc...) or what team their on. Other than that, would be quite empty.

trim matrix
#

ok

#

so, it's just personal statistics

#

gotcha

blissful grail
#

GameMode defines the overall rules of your game. How many people can join, how to handle login/logout, starting positions, total points, etc...

#

GameState handles the actual game progress.

trim matrix
#

so, if I want the game to end at a score of five for an individual team then that goes in gamemode?

dark crow
#

Yes

#

No

trim matrix
#

huh?

dark crow
#

I mean

trim matrix
#

lmao

dark crow
#

GameState keeps track of when it reaches 5

trim matrix
#

gamestate would add it to the game and UI and stuff?

blissful grail
#

Have a simple int, MaxScoreToWin. Then when you score, increment it in the GameState, have the GameState check the GameMode if the max score was obtained. Then call a function on the GameMode to conclude the game.

trim matrix
#

ah

#

that's what I definitely needed

#

lol

#

thank you

#

just gonna screenshot that

dark crow
#

Remember you can use GameState to show a GameEnd UI to everyone for example

#

With the PlayerState Array

trim matrix
#

wait

dark crow
#

And it can have logic based on the team

trim matrix
#

if the HUD is something simple and is the same for everyone

#

can I just replicate it to the gamestate?

#

like if it needs to be updated

#

I put that stuff in the gamestate so it can update to everyone's hud or is that dumb?