#blueprint

402296 messages · Page 834 of 403

main lake
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Like do I need to convert the Game Minutes passed to Minutes, Hours and Days still ?

tranquil abyss
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So I have color tired to each slot in my inventory based on a value in the weapon

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and im struggling to figure a way to do this would making a get text and Get color for Each dam slot in the invnetory

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Made a map earlier in the weapon get return color based on the weapon tier

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but not binding a function to each slot in my inventory for color escapes me

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I dont wanna spaghettis code anymore

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btw ignore the - 0 that's not important

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Also for my function that sets the text color and name when I stand over an Item, I want that in the sword if possible but also not sure

dawn gazelle
tranquil abyss
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if that is that way so be it but it seems like spaghetti

dawn gazelle
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Definitely not. Each slot should be it's own widget.

tranquil abyss
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🤔

dawn gazelle
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You're representing an array of items. What better way to represent them than with an array of widgets?

tranquil abyss
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and in the player the inventory is an away of item structs

tranquil abyss
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or UI element in general

main lake
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@dawn gazelle It almost works, like I tried with day = 2 min and night = 1 min and after 2 min it precisly arrive at 11Pm but for the night it arrives at 1 min at 7:30 instead of 6:00

spark steppe
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if something subscribes do an event dispatcher, and i delete that object, i guess the engine takes care of removing the object from the dispatch listener?!

dawn gazelle
# tranquil abyss im guessing thats true, not sure how to use / make an array of widget

Just create a brand new widget class that is for your inventory items - it should contain all the widget parts you need to represent your items (so like a button it looks like, a text field for the name etc.). Then loop through your inventory, create a widget for each item of the inventory. More complex would be to have the OnConstruct of the inventory item widgets bind to an event dispatcher that you call so they can update themselves whenever the inventory changes.

main lake
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I missed to connect this branch now it stops at 11PM, how do I make continue ?

dawn gazelle
tranquil abyss
dawn gazelle
tranquil abyss
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ok ill see what I do

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🙏

main lake
dawn gazelle
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That one would need a call to StartdayTime

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Also, those shouldn't be RPCs to the server.

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Otherwise, you're letting the client tell the server when day/night starts and stops 😛

main lake
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the events are on server

dawn gazelle
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but why would your clients call to the server to tell them to start?

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the server should already be running them without input from clients.

main lake
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Also it works perfectly now, so Thank you so much 😄 You stopped my 3 weeks struggle 😄 Could you tell me why your code works and not mine please so I can learn what not to do next time ? 🙂

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@dawn gazelle Can I save your name if one day my game is released so I can give you a key for free and maybe some cosmetics (if I do them) ? 🙂

spark steppe
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idk if datura is immortal

icy dragon
tranquil abyss
main lake
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@dawn gazelle It doesn't work anymore 😦

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Nevermind fixed it 🙂

tranquil abyss
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guess I need to add something to my inventory slot Widget to get that index

dawn gazelle
# main lake I don't see why you're telling the client are the ones calling the timer to star...

When a node says "replicated to server" that usually means that you're getting a client to tell the server to do something. So if this code is ever run on the client side, and the client is capable of calling the RPC, then the server will execute that command. Based on your naming convention, I imagine this is on the game state, in which case, the client can't RPC to it, so it's a moot issue, but then that also means this event doesn't need to be set to "Run On Server".

As for why my code works and yours wasn't, it's likely just a matter of I separated out the logical flows and I wasn't restarting the timer every time the timer ticked, however, I don't know exactly why as for the most part what you had seemed like it would work, but it just wasn't working. You did have the right math for figuring out the ratios correctly which was good.

As for saving my name, feel free. lol

dawn gazelle
dawn gazelle
main lake
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Also those prints don't show up somehow 🤔

tranquil abyss
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also tried to bring up this but it shows no details

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The part I can think to click is the inventory slot in the Hierarchy

dawn gazelle
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The hint is that you're changing the "Replicates" property on the event. Replication is meant as a means of communication between the client and server or the server and clients.
By default, the basic classes like Game Mode, Game State, Playerstate, Playercontrollers.... They are all spawned on the server and replicate to the client (depending on the class of course, game mode doesn't do this).

This means the "Begin Play" that you see in the class both executes on the server and on the client's version of it. In this example,

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If you want something to only ever execute on the server side, you can use the HasAuthority node.

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This works because Begin Play fires on both the server's version and the client's version of this class.

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There's no need for the client to call to the server to tell the server to execute anything. So if you put your timer logic on the "Authority" path from begin play then it would only start up on the server side, which is likely what you want to do anyway as you'd want your server to control the time, not necessary allow the clients to control their own time.

dawn gazelle
tranquil abyss
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Sorry oof

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obviously

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Thank you being nice about answering my stupid questions

main lake
dawn gazelle
dawn gazelle
# main lake listen

Hmm... not sure what to tell ya... The events shouldn't be marked as run on server at all, but if you're running StartDayTime which in turn is calling DayTimeStart (may want to change these names around a bit to avoid confusion, I just named them whatever), then the print string should be functioning just fine.

tranquil abyss
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@dawn gazelle One more thing. should I run this on event play. im thinking

tranquil abyss
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for the inventory UI?

dawn gazelle
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Yep

tranquil abyss
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hmm

tranquil abyss
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dont see a construct for it

dawn gazelle
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"Executes on Server" does not mean it's server sided. That means that you're exposing the event to allow clients to call RPCs on it so the clients can tell servers to do something.

tranquil abyss
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derp

main lake
dawn gazelle
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The events would run on the server but you don't need to mark every event that you want running on the server as "Run On Server" - if you do you will run into TONS of problems.

dawn gazelle
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I just explained that.

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That means that you're exposing the event to allow clients to call RPCs on it so the clients can tell servers to do something.

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Say I'm a client and I want to tell the server "I choose color blue"

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I need to mark an event as "Run On Server" so I can tell the server my choice.

main lake
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So by default everything runs on server then ?

grave apex
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is there a way to FInterp a float without having to make always make a separate variable for it?

dawn gazelle
grave apex
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(i dont like seeing them in my variable list)

main lake
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but it prints in the output Log 🤔

dawn gazelle
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Have you tried restarting Unreal? 😛

main lake
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Let me do that

dawn gazelle
grave apex
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yeah,

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but is there like a node or something that automatically tracks a pin's value over time instead having to create one of those myself?

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like, I still like the simplicity of using select, but I just wish the transition wasnt instantaneous (since it's a bool)

main lake
dawn gazelle
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Ah I see... Sadly that's the entire point of variables. I can understand why you wouldn't necessarily want one for here, but what are you using this value for?

dawn gazelle
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If the print string node is firing but you're not seeing prints, that's beyond what I can help with.

main lake
main lake
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Does anyone know why this doesn't add my BP_Zone to one of the array depending on the index I give it please ? I need to add the BP_Zone actor to one of the array in the Game Mode depending on the dropdown list named "Trigger Details Task"

mint lava
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You need to apply the physics forces on tick rather than using LaunchCharacter

elder ruin
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What could possibly be stopping this from working? I'm getting "Cast Failed"

odd ember
elder ruin
odd ember
elder ruin
odd ember
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use breakpoints to debug

eternal gate
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how do I clear the Play In Editor log?

elder ruin
eternal gate
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I found a forum post from 2015 that said right click -> clear log but I get no menu on right click

odd ember
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if you press F8 that's a shortcut for putting down a single breakpoint

eternal gate
small halo
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made a compass for my rpg game and i wanted to display enemies on it. I only have one image which is the enemy tracker so the problem im having is that if there are multiple enemies, the compass only displays one enemy as there is only one image. bare in mind that the enemies all share the same bp, they are just dupes of each other. How would i make it so it displays all the enemies using that one image

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thats what i have right now

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just testing the arrays that why there are 2 but will change after a fix has been found

dark crow
small halo
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i done it for performance, ill delete it

dark crow
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It will just break the entire thing

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Use a Timer

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And no reason having 2 GetActorsOfClass of the same Class

small halo
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i used self array at first

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but tested all actors of class to see if the self array was not working

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make array and casted it to self***

tranquil abyss
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So I redid my inventory with some help form some people in here but now Im using the Inventory slot I made (picture 2) based on the index I created in a box in my inventory And for some reason if I try to populate the text slot in the slot I made it wont work, Ive just returned simple strings and that worked just fine so idk why this is happening

dark crow
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That part feels totally unnecessary if you're storing just your Location before doing anything

tranquil abyss
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pic 1 is the construct of the inventory made of slots

small halo
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had it like this before but dont i need an array instead of just target self as then it will only get one Ai

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or am i wrong?

dark crow
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Is that to get your Location?

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Cause that will get your Location

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And tidy it up

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Do this or directly use the Player variable

small halo
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no its to get the enemies location

dark crow
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It will not

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You are getting yourself

small halo
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yes

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im casting to my player at first

dark crow
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Why

small halo
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because the variable is created in the player bp

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this code works and tracks 1 ai

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if i duplicate the ai, it doesnt track it

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only tracks the first ai

dark crow
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But doing that gets your location, not the enemy location

small halo
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nah

dark crow
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Yup

small halo
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im getting the variable which is in the player bp

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and storing the enemies location inside the variable

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the connection doesnt conflict with the location

dark crow
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What variable 🤔

small halo
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its just grabbing it from the player bp

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enemy tracker

dark crow
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So you want to get each enemy location and store it in the Location variable, alright

small halo
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yeah precisely

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at the moment its just doing for one enemy

dark crow
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Seems a little weird that a Widget is getting the enemy locations and setting it into the Character tho

small halo
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and right now the only reason i can think of is that there is one image on the compass which is the enemy tracker image and unreal cant duplicate the image onto another enemy

dark crow
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There's only 1 cause the Location is only 1

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It's not an Array

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That holds all the Locations

small halo
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hence the many arrays xD

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was putting arrays everywhere

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even then it didnt work

dark crow
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Not sure what you use that variable or how you use it, but in your case it would look something like:

Clear Enemy Tracker Array -> Get All Actors By Class -> Get Actor Location -> Add to Enemy Tracker Array -> Show Locations with a For Each Loop of Enemy Tracker

small halo
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this is making the enemy tracker an array right?

dark crow
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Nope

small halo
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well then

dark crow
small halo
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brain fart

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forgot about that

dark crow
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And you can use this to Add to the Array

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Like that you'll have an Array of all enemy locations

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If you want the Radar to locate enemies every 5 seconds or so, just create a Timer as i said

small halo
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aha

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look

dark crow
small halo
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can i use timer for this too instead of tick

dark crow
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Depends what you are doing

small halo
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this is for the compass, getting the locations on event tick

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enemy locations, objects around the map etc

dark crow
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Depends how fast you need the locations

small halo
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preferable constant

main lake
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What's the node to enable a box collision's collision or just enable / disable the actor containing the box collision ?

small halo
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but its expensive to have so many then sequences

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especially on tick

dark crow
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If it's a fast update, then just keep it on tick

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Timer can be worse if a low value

small halo
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iv added a 0.5 delay on all

dark crow
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It won't work

small halo
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so its not every frame

dark crow
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Delays on Tick don't work

small halo
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it works

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oh

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but

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doesnt it trigger the delay every tick

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so it will trigger a 0.5 delay which will cause the code to be called 0.5 secs within the frame slower

dark crow
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I mean, even if it works, you're far better with a Timer most of the times, they're done for that exact specific need

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I never used it like that myself, seems highly unnecessary tho

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Just do yourself a favor and switch to a Timer :p

small halo
dark crow
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Idk what you're currently doing

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How you're currently showing

small halo
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if player is within 3000 distance of enemy is sets the tracker visible

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this is what i got with ur code so far

dark crow
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Well, do you manually create the Markers or Procedurally?

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Cause you would need to Procedurally create one marker for each Enemy in range

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And assing its location

small halo
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manually i think, wait i can show you

dark crow
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Yeah that won't do it, what if i have 10 enemies? Having just 1 marker will do nothing

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Number of markers needs to match number of enemies

main lake
dark crow
main lake
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This does print nothing

small halo
dark crow
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For sure

small halo
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but then if i wanted to spawn 100 enemies

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i would need 100 markers?

dark crow
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Yeap, lol

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How do you represent 100 enemies otherwise?

small halo
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idk

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thought an array would work

dark crow
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Array still holds 100 elements in that case

small halo
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so how and where would i call the additional markers

dark crow
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You need to create them based on number of enemies visible

small halo
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ill do it tomorrow

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imma go bed my brain hurts

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thanks for the help bro much appreciated

dark crow
dark crow
small halo
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try casting to your third person character

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then printing it after

dark crow
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Nah, it's surely not that

small halo
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thats how i normally do it

dark crow
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He's getting the Display Name of the Actor that Overlaps

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So it should return any Actor that Overlaps

small halo
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as any actor can walk into the box coll

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eg AI

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anyway

main lake
small halo
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click on ur box

dark crow
small halo
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search collision

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whats it set on

main lake
dark crow
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What are you trying to Overlap?

main lake
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the player

small halo
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this should work.

main lake
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yeah but it doesn't

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somehow

dark crow
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You can just make the Print Non Development Only

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Blueprint, you decide which one

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Last one works in a packaged build

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It's a keybind or you can enable it to show in the menu

main lake
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so any idea on why it doesn't print ?

dark crow
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Or you can enable the option with right click

dark crow
dark crow
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Allow Explicit Impure Node Disabling in Editor Preferences

Ticking that only makes it show on the Right Click

dark crow
# main lake

I see nothing wrong from what you sent, you sure you actually overlapping it? Try making the box bigger

main lake
dark crow
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You sure you didn't disable stats for some reason?

dark crow
main lake
dark crow
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Hm, honestly out of ideas, it all looks okay

Perhaps try creating a new blueprint with just a box and see if it acts the same

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If it works, it's something with the Box BP, if not it's something with the Char BP

main lake
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it works with a new trigger

dark crow
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So something borked with the Box BP

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You could try recreating the Box inside the BP, see if it fixes

main lake
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These last days I have weird bugs like this

wintry gazelle
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How would you get a key for an input action but not on the event? I want to use it for showing an Interact Prompt.

dark crow
main lake
dark crow
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Never had that problem, but had no sense problems where the fix was just recreating the thing, so i just feel the pain

main lake
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snif, like few hours ago I had another bug with print string not showning up on screen but after sometime it came back

dark crow
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Unlike my dad :D

main lake
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bruh

wintry gazelle
dark crow
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You may need to use bUseLoggingInShipping = true

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Should be in the Target

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Yeah, pretty sure UE disables+ logging into Shipping by default, you can still have it by doing setting the Print to Always and having that bool in your Target

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The Target thing is a must tho

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Atleast now you can easily disable / have development only nodes :)

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I always find this cool

crimson geyser
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Hi, I want my character to be able to walk through wallls temporarily after a pick-up. I found info about object channels, but can't seem to find out how I can change it for a few seconds. Does anyone know a good way to do this?

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I was thinking about making the walls a certain object type and have my character ignore it. But haven't found out how to do that yet.

crimson geyser
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Nevermind, I'll think I get there eventually xD

dark crow
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Now you'll have it in the Collision responses

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When you get the pickup, you can do this in your Character

faint pasture
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Just call the channel Walls though.

dark crow
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Yeh :'D

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I feel like i forgot something tho, mmh

crimson geyser
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I'm trying it right now haha

dark crow
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Oh yeah, i think i know what

crimson geyser
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It looks like it is working though 😉

dark crow
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You need a Preset like this too

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And assign it to the wall

crimson geyser
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Ye I already had that, but my issue was that I didnt know of the Set Collision Response to Channel node haha

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So it is working now! Thank you very much!

dark crow
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Aye! Good to hear

native linden
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how do i make an array that calls an event based on selected number when selected?

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left mouse > selected number > event

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the event will change based on a number

native linden
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awesome, thanks :)

rapid bronze
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hi. does there is any way to change actors FGenericTeamId? for using detect enemy and friend in ai perception

native linden
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and then just add pins that call the event?

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have the integer be updated seperately

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i have the number start at 0

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q + e do -1 and + 1 respectively

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then it loops back round to 10 or back to 1

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ah

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so, if the int is 4, it'll call the 4th output pin? im a little confused

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awesome

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i shall work on that when im no longer lazy

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and then ill just make it so whenever the event is called it sets the int back to 1

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awesome. thanks mate you're a huge help :)

maiden wadi
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Oh. I didn't realize that was the same conversation. Name change. 😄

native linden
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yeah aha

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thanks anyways, the integer method works

woven ermine
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hey guys

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I have the following functions that each set up one of those bools. I needed them, because I want to change some thing based on the angle. For example when it's at a 90-80 angle certain things happen, on a 80-70 angle other things and so on.

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For example look what happens when its between 90-80:

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but I want to make it so that each of them calls a new function. for example if 90-80 is true it does X, if 80-70 is true it does Y, if 70-60 is true it does Z and so on

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is there an elegant solution to this ? Should I change the bools to integers like and call a switch on int ?

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the more I wrote the more i realized I need to change the bool setter to an integer setter and do a switch on int

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xD

gentle urchin
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That is some weird functions

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Sounds like you want a macro

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In < 10 then 0-10
In < 20 then 10-20.. etc

woven ermine
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yeah but I dont know how to make them

gentle urchin
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Macros?

woven ermine
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yeah

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hm

tight schooner
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Jeez that's a lot of booleans. If they're mutually exclusive then it could be an enumerator. Or you could make a single pure function that does the check and outputs an int that you can use a Switch On node with, or... Lots of other ways to set it up

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A macro is like a collapsed graph that you can reuse

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It can have multiple exec pins and... There aren't many restrictions

woven ermine
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in the end I did this :

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instead of a 9 bools i made a single int setter

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and i change it 9,8,7,6,...1

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and i call it with a switch on int

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but as you guys said, im looking into the macro thing also atm

gentle urchin
woven ermine
gentle urchin
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invert the intial check so we can connect default on the switch aswell

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just for good measure

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guess it was ugly regardless

woven ermine
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but it should be between -90 and 90

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so i should change the 0 to -90

gentle urchin
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gosh ... 😄

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what in the world would you want to react to every 10 degree in 180 degree range....

woven ermine
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oh

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:))

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here this is better

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the thingy can only turn between 90 and-90 (so it cant turn facing upslope)

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so based on the turn rate i want to set a few things, like friction etc

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the strenght from the physics truster

tight schooner
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You can always take the floating point angle and divide it, round it or truncate it if you want to quantize it into an integer

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If you want the quantization

gentle urchin
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Sounds like a better way of doing it

woven ermine
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atm i just had it to between 90 and -90 the physics truster is at a large value and the friction is very low, at 91 or -91 the truster goes to 0 and the friction increases over a few seconds, so it mimics a break / stop (picture a ski guy going down a hill)

gentle urchin
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figure out the math you need for your parameters

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and convert the angle to the correct value

tight schooner
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Or you can drive the parameters directly with the float value by... Yeah.

gentle urchin
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Sounds like dot product could be the magnitude of friction basevalue etc

woven ermine
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your options are much more elegant than mine

gentle urchin
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Imagine this when you want to adjust the friction in general

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you'll need to change it on every single possible angle...

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very much extra work imo 😛

tight schooner
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If you want the response curves to be nonlinear, you can make a curve asset and have the float angle sample your custom curve

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Lots of better ways to do it than branch execution in 20 directions

woven ermine
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Yeah I knew for sure there must be other ways

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but I didnt really know how - still dont, but i`m looking into it as we speak

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I`m loving this - there are so many ways to achieving the same thing, more or less, some much more elegant than others

gentle urchin
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yepp 😛

woven ermine
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hmm except the minus part

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its not returning anything when its on turned "to the right" aka on the minus part

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any ideas how I could do this?

gentle urchin
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you'd need to add more to the macro

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assuming thats what you went for

woven ermine
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yeah the macro seems the middle ground

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i've no idea about how to use the curve, and for what little i need it, the macro seems "good enough". but i cant figure it out how to do it on the minus

marble tusk
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Do you want it to output the same pins for left and right? Or should it be a separate set of pins?

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oh wait, I was behind

woven ermine
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how its outputing now is fine

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but the minus part isnt working

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so i can know when its between 90 and 80 or between 80 and 70 or 70 and 60 but not when its between -90 and -80 .. and so on

marble tusk
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The int going into the switch would be negative numbers in that case, so you need to set the switch to start in the negatives and add those to the outputs of the macro too

woven ermine
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wow

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damn

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thats a lot of pins

marble tusk
woven ermine
gentle urchin
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you can just ABS the input float

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as in

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if -10 and + 10 is gonna have the same friction

woven ermine
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goddamn i asked for help for an issue and then I learned 4 new things from you guys (well, 3 cause i`m still on the curve part). at the moment ill use the macro with the ABS its working super fine 😄 but i'm also learning about the curve I think it will help me a lot along the way. i love you guys

woven ermine
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ok so from what i understand now

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the best way to do what I need (or well, the best so far) is making a curve to drive friction and the physics truster, so for example if its closer to 90 or -90 the bigger the friction the lower the truster

gentle urchin
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Sounds about right

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dot product can help you out

woven ermine
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aha

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but only the Z axis

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i split the pin and get only the Z

gentle urchin
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assuming you update actor rotation when moving

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dot will be 1 if the directions match

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0 at 90 degrees

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and negative when more 😄

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So you could say Friction = BaseFriction * Max(0,dot(ActorForward, WorldForward))

tiny prairie
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Currently working on a making a Fortnite clone to learn more about unreal engine.
I would like tips on how let the buildings know they dont have any support anymore and need to get destroyed.
So they dont fly in the air when i destroy the buildings underneath them.
I haven't found anything on the internet about this just yet / dont know how to word the question.

timber knoll
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since it's all very grid based

tiny prairie
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ye but what if i place a new actor next to it then is connected to the ground and the old one gets destroyed

timber knoll
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You add a new reference...?

gentle urchin
timber knoll
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You would know whenever you have a new thing connected, as you need to know for the grid to work as well

woven ermine
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1 silly question what is the world forward, where do i set it from

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"assuming you update actor rotation when moving"

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this?

gentle urchin
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Assuming you got fixed camera rotation

woven ermine
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yeah camera isnt rotating at all

gentle urchin
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Perfect

#

Are you going up or down on the screen? 😄

woven ermine
#

down

gentle urchin
#

away from or towards the camera

#

towards then

woven ermine
#

more or less

tiny prairie
woven ermine
#

towards

gentle urchin
#

If you're alligned to the world then -1.0 in X is "world forward"

#

i'd probably use the camera forward instead but might need to align it with the actor first..

woven ermine
#

aha

#

i get it

#

lets see how this turns out

timber knoll
#

That way, when blue get's destroyed: red will know one of it's supporting structures is gone, if none are left it also gets destroyed

#

if you would only store green as reference, destroying blue wouldn't do anything and you would have a floating red structure

gentle urchin
woven ermine
tiny prairie
timber knoll
#

The moment you connect lightblue here, you would need to update all linked ones

#

Which isn't too hard since red knows about blue, blue knows about green (and you would need to know about red to be able to connect them)

gentle urchin
woven ermine
#

im having a go at it now

gentle urchin
#

I would have the friction update on tick (or on player rot update but prob input axis so tick anyways)

woven ermine
#

its actually on the input axis

#

wait im trying to have a go at it and i want to show the results 😄

tiny prairie
#

and should purple tell light blue gray is a support structure?

gentle urchin
#

when 6 hits ground, you backpropagate support value in reverse is what i'd think

#

assuming 1 can already support 5 ..

timber knoll
#

Yeah like Squize is saying... the moment you place 6, you would go down the list and tell 5: 6 now supports you, 5 tells 4 to add 5 as a support and continue through the whole list

tiny prairie
#

but when i place 5 5 will think its supported by 4 and 6. so if 3 and 6 break they will still think they support each other right?

#

i think i need some way for 4 to be able to go down the connections and check if anything is connected to the ground but that would probably be really intesive for every build

gentle urchin
#

I havnt done this setup before, but i imagine the beams holds a support value

#

or rather 2 values really

#

one value that is set if they are touching ground

#

and one value they get from surrounding structures

#

with some decreasing logic ..

#

based on their own type, and their placement relative to surrounding constructs...

odd ember
#

is this some sort of physics setup?

gentle urchin
#

afaik, no

#

fake physics at best

tiny prairie
#

yeah no reale physics

gentle urchin
#

fortnite build system logic

odd ember
#

ah I see

tiny prairie
#

same as fortnite it needs 1 piece to connect to the ground or base wall rest can fly

odd ember
#

isn't it just building a tree structure and if any of the root nodes collapse the leaf nodes of said root nodes collapse as well?

gentle urchin
#

Does that work if a leaf is connected to multple roots ?

odd ember
#

you wouldn't have a leaf node connected to multiple roots

#

a leaf node can only ever have one root

gentle urchin
#

otherwise its not a leaf

tiny prairie
#

that wouldnt work then

odd ember
#

how come?

gentle urchin
#

Imagine setting up two beams and a platform

tiny prairie
#

because 1 object can have 2 roots

gentle urchin
#

platform on top of the two beams have 2 roots

tiny prairie
#

if 1 breaks it should still fly

odd ember
gentle urchin
#

it's not that logical 😄

#

Its fortnite logic

tiny prairie
#

ye

odd ember
#

okay so it's a graph

gentle urchin
#

so it would still hold with only 1 beam

tiny prairie
#

yes

gentle urchin
#

Yepp, it is a graph

odd ember
#

each object holds a map of connections TMap<Object, EdgeWeight>

gentle urchin
#

new terminology for me, but it appears correct

odd ember
#

then just have a delegate that triggers any time the structure changes (e.g. called on actor destroyed)

tiny prairie
#

that could work maybe

odd ember
#

it's the simplest way of doing this

#

in a manageable fashion

#

edgeweights are optional

#

but could be used as a heuristic

tiny prairie
#

i would make it a bool i think

#

the Edgeweight

#

so if it i connected to thte ground it would be true then if an actor gets destroyed i would update surrounding actor and say its not connected to ground

#

and make the actor check if they have any other connection to ground if not make them destroy themselves

odd ember
#

well you'd have to have a "grounded" as a special case

#

but equally that could be part of the edgeweight as well

tiny prairie
#

im gonna go have lunch il be back in a bit and try out that idea

odd ember
#

and then on spawn you'd have to ensure that you know which object you are constructing off of

tiny prairie
#

yes connection check

opal wave
#

I'm working on a bp tool that renames my assets in the world outliner to it's proper asset name. But I can't figure out how I can get the original static mesh name. Right now I just do a regular input from the user, but I want to skip this step and just have it fetch the real name. Is there any specific get function for this? Feels like I've tried most of them with 0 success 😅

versed sun
#

I think you may have to Get Static mesh Component>Get Static mesh>Get Name

opal wave
#

Can't find any get static mesh component in there when checking the actor 😮

versed sun
#

this one

opal wave
#

aah sorry, should probably have mentioned that the tool is editor utility blueprint. So I don't have that one

versed sun
#

is your Array made of Static mesh Components?

opal wave
#

it should be? I only select static meshes with the get selected actors that creates the array.

versed sun
#

I think you are close, Can you pull off the Array Element pin and "Get Static Mesh" ?

#

ahh, is the Get Selected Actors returning Actors ?

opal wave
#

I can't do that. If I uncheck context sens I can see it, but I can't hook them together

versed sun
#

yes

#

sec

#

does each actor only have 1 Static mesh ?

opal wave
#

yes

versed sun
#

toss a [Get Component by Class] Node in there

#

That will loop thru actors and get the First Static mesh it finds in each actor

#

make sure you set the Component Class to Static Mesh Component

ocean bluff
#

Hello! I would like some guidance/starting point of making a game mechanic using tether and chain-like In Knuckles Chaotix (reference gifs) and tied together but in 3D in UE4, for local multiplayer. I want the tether mechanics to behave like a rubber band and must be used to maneuver the characters on the level. Are there any tutorials or anything to help me do this part? I already set up the local multiplayer. Many thanks

opal wave
#

all the different get name only gives me "staticMeshComponent" and not the actual name of the asset

timber knoll
#

Which would automatically force this rubber banding behavior if tweaked correctly

gentle urchin
versed sun
#

this didn't work >?

gentle urchin
#

Oh , thats what you already said, mb 😄

opal wave
#

aaah, for some reason it didn't work the first time

#

works now 😄

versed sun
#

i think it was covered by my tooltip text

opal wave
#

thanks

versed sun
#

np

ocean bluff
timber knoll
#

The character by default supports physics interaction so yes 🙂

ocean bluff
timber knoll
#

You probably should create a new actor that gets 2 references (2 players to attach) and applies these forces

icy dragon
#

<@&213101288538374145>

torn kettleBOT
#

:no_entry_sign: Rishabh#2723 was banned.

remote obsidian
#

I feel like I'm having trouble with a simple problem

I have Actor1 location: Vector3
I have a parameter for Actor2 Offset: Vector3
The actors are separate from each other, I want to position Actor2 at the same position as Actor1, then add the offset value, but only in the forward direction of Actor1, not the world direction.

How do I take the info I have on Actor1, and convert the offset to a value rotated relative to the forward direction of Actor1?

#

I'm rotating Actor2 to match Actor1's forward direction too, so I can do the offset locally after the rotation but would be nice to do this all in 1 step

junior citrus
#

Hello! I want to create a modular radial menu to be navigated by using the Thumbstick from a Gamepad. My quenstion is, how can I translate the thumbstick vectors (Forward -1 to 1, Right -1 to 1) to the right position of my divided radial menu?

junior citrus
#

multiplying the forward vector of actor 1 will give you the offset, and the world position set the world coordinate relative to actor 1, I think it's what you want.

mild crystal
#

hello everyone. So i made this condition and on true i want to move the character to a position. But how do i do that? I ve been trying diferent things as simple move etc.

drowsy flame
#

Hi what is better to use performance-wise, multiple static meshes or spline with spline meshes?

devout pine
#

Hello, I can make Soft Level Reference Var type: World, but I can't make a map with value "World" I can't find this type.

#

anyone have any ideas how to make map with value: "World" (Level) ?

obtuse herald
#

yeah there is no way outside of c++ afaik

magic summit
#

hello how large is it recommend for game save files to be before they start bugging out? is having 10mb save files ok?

hexed glade
#

Anyone got an idea on how you would go about getting a random location in front of an actor at a defined radius?

versed sun
#

I would do

maiden wadi
remote meteor
#

or you can use 2d dot then compare value

gentle urchin
drowsy flame
#

nice thanks a ton

gentle urchin
#

So either static or instanced static meshes

mild crystal
#

this is what i made. and now i wanna move the actor. how do i do that?

gentle urchin
#

Input in level bp...

mild crystal
gentle urchin
#

Some things should not be allowed 😄

mild crystal
#

can you just not be stupid. it better stay quiet than talk like this.

hexed glade
gentle urchin
remote meteor
#

it should work by default but justincase

#

you can check if the input event is working

mild crystal
#

it worked.

#

but i want to know how can i move a actor because i tried with ai move to, simple move to. and with custom event

obtuse herald
#

Level BP does receive input

obtuse herald
gentle urchin
obtuse herald
obtuse herald
#

And Actors can't use path finding afaik

#

Only pawns can

mild crystal
remote meteor
#

if you follow the topdown template

mild crystal
junior citrus
#

@maiden wadi @remote meteor Ty, I'll look into that.

mild crystal
#

it still not working

#

i made this and now i wanna move character close to the cilinder when its true. How do i do that?

hollow inlet
#

so why is it a great crime to handle input in a level class

gentle urchin
#

Tons of ways to do it. Id suggest following some tuts to get familiar with it. Anything from SimpleMoveTo to custom interps

hollow inlet
#

like there's no hesitation to tell someone they're stupid or doing something wrong

#

but holy fuck nobody can actually explain why that's bad

#

what if you have a control that only is relevant in a level?

mild crystal
earnest tangle
#

@hollow inlet if your control is only relevant in one level and will never be used for anything else then it seems not entirely terrible to have it in level bp

#

assuming it's otherwise easy to implement and you don't need to do any weird stuff to accomodate it

hollow inlet
#

seems not particularly awful to me, either

gentle urchin
mild crystal
earnest tangle
#

@gentle urchin perhaps, but it's not a huge difference to implement it one way or another. Even if it was actor specific, you might need a level specific subclass of the actor

gentle urchin
earnest tangle
#

The main downside in putting the logic into your level is if you decide to change your level structure now you have to deal with moving the logic out of it

hollow inlet
earnest tangle
#

So that's why architecturally it might be better to put it into an actual class of some other type

#

In a multi-person team level changes are also somewhat annoying to manage on a version control system, because it's a binary file and the UE editor often updates it even if you don't change anything

#

This is another reason why it may be beneficial to consider placing logic somewhere else

hollow inlet
#

it doesn't matter

earnest tangle
#

You asked for examples, I'm giving you some

hollow inlet
#

you already lost the dude who actually needed the help

#

i didn't ask for examples

gentle urchin
#

If we already lost him, whats there to explain lol

hollow inlet
#

you're toxic, you suck at giving help, maybe you could rethink your approach for the next one

#

the point is to make you feel bad for being shitty to newbies

gentle urchin
#

Toxic? Lol

earnest tangle
#

I've definitely noticed that some people are really fucking snarky sometimes

gentle urchin
#

That is true^ 😅

earnest tangle
#

But I have no idea who this particular issue is referring to

hollow inlet
#

scroll up like one screen

#

but it's one example of the ongoing attitude in here

gentle urchin
#

Then you're not paying much attention

earnest tangle
#

All I see is Squize saying he's disappointed that level bp receives input

gentle urchin
#

Theres plenty of very helpfull people

earnest tangle
#

I'm not really sure what else I'm supposed to be looking at :P

mild crystal
earnest tangle
#

What's the problem with that?

gentle urchin
#

Apparently its toxic

earnest tangle
#

Frankly it seems like a misunderstanding

mild crystal
#

anyways forget about that. I know thers something that verify if a input key is pressed. How do i check if a key is pressed?

earnest tangle
#

Isn't there like a key pressed or key down node or something like that

mild crystal
#

i will check.

#

to move a character that is being controlled my player i need to disable input before move it?

gentle urchin
#

Depends on how you're moving it

#

Ai controller and navpath might be essiest,

#

And as suggested before, top down template has a good example

remote meteor
#

follow the top down template

mild crystal
#

ok

frozen spear
mild crystal
#

like this? @gentle urchin

gentle urchin
#

Not on tick

#

You only need to call it once,

#

Pathfollowingcomp handles the rest

#

Cant recall if it needs an ai controller tho(?)

#

And a navpath , if you dont have that

remote meteor
#

should work with a player controller

devout pine
#

Can I store selected asset class to an array with Editor Utility Widget?

remote meteor
#

in the top down example, its called in a player controller

spark steppe
#

if you just want to get a bool for some checks

hollow inlet
main lake
#

Am I the only one facing this bug :

  • Create an Actor BP, inside it put a Box Collision
  • Use the Beginoverlap event and cast that to the player character and print the character display name on that
  • Test to see if it works
  • In the construction script put a "Set Collision Enabled" and link it to the Box collision and set it to "No Collision" in the Set collision enabled node.
  • Test it (it should not print anymore)
  • Now Disable the Set Collision Enabled node in the construction script and you will see it still doesn't work somehow

Am I missing something ? I'm using 4.26 version

gentle urchin
#

Not sure i understood thd problem?

#

If you disable collision the expected result would be no collision

main lake
#

The trigger detection doesn't work anymore after the doing the step above I have to delete the trigger and add a new one

main lake
gentle urchin
#

Unless you remove and add the actor, right ?

main lake
#

yeah

gentle urchin
#

So you've succesfully manipulated an instance's collision setting

main lake
#

huh ? 🤔

#

what's that ?

frozen spear
#

It's because construction scripts run in editor mode also..have you tried restarting after removing it?

gentle urchin
#

If you need to manipulate collision you'd probably want to do it on beginplay

main lake
main lake
gentle urchin
frozen spear
#

Because you changed the collision then removed it...if you set it in the construction script to go back to its original state before removing it does it still present the error?

gentle urchin
#

As pointed out, its ran at editor time

main lake
gentle urchin
#

Hmm. Well i guess thats a tad weird, if enabling it on construct doesnt update the instance collision again

#

Removing it doesnt update it tho

main lake
#

Removing the node it doesn't update it, but removing the box collision and put a new one fixes it

frozen spear
#

You would have to nudge the actor in the scene to force an update

gentle urchin
#

Yes because collision box default values are enabled

#

So thats expected

main lake
frozen spear
#

Yeah it sounds like it's working how construction script is intended... Little quirks like this is the reason why I try to avoid construction script unless absolutely necessary

#

You would have to nudge them all by the way

gentle urchin
#

You can however

#

Make an editor function for this

#

If you want to edit it on the fly like that )

#

:)

frozen spear
#

There are other ways to force an update with the construction script as well just make a minor little change and change back something in the view of the actors scene

#

That should force an update on all place actors too

obtuse herald
main lake
#

Like I need those box collision to be disabled by default and I need to enable them at certain time, how do I do that ?

mild crystal
#

i swear i dont know why this isnt working

mild crystal
frozen spear
#

Depending on whether something's going to trigger it... You probably want to start with the collision disabled on the box

main lake
vital aspen
#

I have an array of recipes. When every time I load the Crafting Menu. It wants to add 1 more of the same item,

frozen spear
#

Because if you start with it enabled even on begin play there's a chance it will be triggered by something that could possibly trigger it before it has a chance to disable

vital aspen
obtuse herald
vital aspen
#

anyone have an idea

gentle urchin
main lake
gentle urchin
#

For an editior function just make a custom event ,

frozen spear
#

Click the collision box in the components panel of the actor class that you're working in

gentle urchin
#

And in the details panel, mark it as "call in editor"

frozen spear
#

Then as squize said its in the details panel for that component

gentle urchin
#

Then make a instance editable bool (and possibly collision setting) and use that as the new values for the collision setting altered by that custom event

gentle urchin
vital aspen
#

See I tried using something like this

gentle urchin
#

Clear children first

#

Before entering the creation loop

vital aspen
#

and that doesn't seem to work. It does clear the list. Then i can't get the list to show again

#

ok

gentle urchin
#

You want to remove them before adding the new ones

vital aspen
#

I don't see how I can do that. sense The button is on another widget to create the list. and the list is created every time the widget gets loaded.

mild crystal
#

i already solve the problem thx. Now, i want to make some combos on combat, and i have left and right punch. but when i pressed left mouse(punch button) he just do right mouse punch coz it skipped the left punch. I want to know how can i check if a anim has been played and only after that if i pressed left mouse the right punch will be played.

gentle urchin
vital aspen
#

this is the list it makes

gentle urchin
#

If thats the event ur using

gentle urchin
vital aspen
#

Got it working. Thanks I just put clear children on wrong button.

mild crystal
gentle urchin
#

Probably gonna get some issues with how you set the icon and text on that widget Iceman11a, seeing how you loop an array and get row data

#

You probably want to just notify the created widget about its rowname or index or smth, and use that for the row lookup

lofty hound
#

Can anyone tell me what the "World context object" is in the Async save game to slot?

atomic fjord
#

im trying to rotate camera on the z axis as my mouse moves but it only seems to be happening whenever i hold left click and drag my mouse

#

is there an event that will give me mouse x whenever it moves

gentle urchin
#

Sounds like u got visible mouse, capture on hold

atomic fjord
#

and how would i change that

gentle urchin
#

Mouse visibility is a setting in the playercontroller

#

Not sure if thats enough or if you need set input mode game and ui with capture always

#

Cant recall

atomic fjord
#

im already setting its visibility to true i believe

#

oh yeah thats probably what i need

#

setting input mode to game only seems to be working fine until i left/right click on my screen

gentle urchin
#

Got any logic on left/right click?

atomic fjord
#

nope not at all

gentle urchin
#

Hmm.. then i dont have much suggestions 😅

atomic fjord
#

thats the entire bp if it helps

gentle urchin
#

Id suggest having this logic in playercontroller/custom pawn and not in the level bp :p

atomic fjord
#

thatd make sense

gentle urchin
#

But dont wanna come across as toxic ™️

#

Not sure if thats causing any issues tho. I wouldnt expect it to

atomic fjord
#

ill see in a moment

gentle urchin
#

Try to keep the mouse hidden

#

See if that changes anything

#

I sorta think it does

tranquil abyss
#

Anyone know why my color binding function is not working. I have a widget for inventory slot and that is working just fine getting the name of the item

#

^working

gentle urchin
#

The function ?

#

Returning no color?

#

Or wrong integer read ? As in, 0

#

Also not something id put on bindings. They easily become costly due to updating frequently.. Doing an event based approach is preferable

tranquil abyss
#

ik the int is right

#

bc im printing and chekcing

#

1 sec

#

they are all white

#

if I unbind and set a color that works

#

not sure why the color isnt getting properly

gentle urchin
#

Print its value

tranquil abyss
#

I am

gentle urchin
#

Thats not the color value

tranquil abyss
#

begind the : is the rarity value and that is what is feeding into the map

gentle urchin
atomic fjord
#

created a seperate bp class for the camera im using now but im assuming im doing something wrong since nothing is happening

gentle urchin
tranquil abyss
#

Color out pin?

gentle urchin
gentle urchin
#

Thats the set value, afterall

tranquil abyss
#

Cant print that type of value

#

🤔

gentle urchin
#

Break it, print it

tranquil abyss
#

2 converts works

gentle urchin
#

Or that

#

Also, to avoid stream of prints,

#

Set duration to 0.0

atomic fjord
#

like so?

#

if thats done right nothing is happening still

tranquil abyss
#

Weird.... I think its just showing all 24 values of the array

#

but also its all retruning 1,1,1

gentle urchin
#

Thats white

tranquil abyss
#

(white)

#

weird

gentle urchin
#

So the function is the issue ?

tranquil abyss
#

🤔

gentle urchin
#

Show the function internals?

tranquil abyss
gentle urchin
#

Either it doesnt find it

tranquil abyss
#

Ik it works bc Im using it in other places

gentle urchin
#

Or it dies during conversion

tranquil abyss
#

Might be it

gentle urchin
#

Test, iterate, test, iterate^^

#

If yoy always do the double conversion, perhaps consider swapping type in the map

tranquil abyss
#

can I just use an Rbg value instead of a state color

#

for the text

gentle urchin
#

Perhaps? Dunno, dont work much with colors 😄

tranquil abyss
#

I dont care about transparency here

#

oog lol

gentle urchin
#

Also, on finds, i'd consider always verifying with the bool...

#

Can save you some trouble when troubleshooting

tranquil abyss
#

Ok so

#

it looks like it is setting color

#

but not in the right spot

#

why... idk

gentle urchin
#

If nothing else, atleast return some odd grey color or smth if no color is found

tranquil abyss
#

nope its setting in the right index

#

😕

gentle urchin
#

But what is bound to this binding

hoary knoll
#

How can I create an editable list during gameplay that can also be modified during runtime (items move up/down with click drag) and be able to be executed one by one?

tranquil abyss
#

text in the widget

gentle urchin
#

Ue5 aswell... could be anything then :p

#

Try setting the color value when the eidget is created instead

hexed glade
#

Just thought I'd share as I finally got it working. This setup allows you to get a location in a circle around your character starting with 0 degrees in front.

frozen spear
#

Thanks for sharing @hexed glade

gentle urchin
#

Looks pretty complex, is this a specific location or a random location?

#

If its random, getting forward, rotate by random z , and multiplying with random distance between 0 and radius does very much the same

hexed glade
#

You can pretty much choose what you want. Radius is how much out from your character you want to set it and the angle can be set as random by setting it as a variable through a random float. Just remember that the max range is -180 and 180.

gentle urchin
#

Right

#

So rotate forward by angle and multiplying by radius does very much the same?

main lake
#

How to get the first item of an array please ?

gentle urchin
tranquil abyss
#

@gentle urchin so it works now

main lake
tranquil abyss
#

but I didnt change anthing

gentle urchin
stuck palm
#

Hi, I'm trying to cast from an UUserWidget (created in c++) to my specific class in this blueprint, but for some reason the casting fails and I can't understand why. Any ideas?

tranquil abyss
#

All I did was change the return value to color

#

then back to slate color

#

lmao it works now idc

main lake
gentle urchin
#

What type is the array ?

hexed glade
crisp vault
#

hi, im not sure what to set there
Ive created the widget in same blueprint in a custom function and cant access its variable, self doesnt work either. thanks

dawn gazelle
crisp vault
#

Im trying to make my floating damage not just normal but crit and if crit another animation plays, damage and floating function + all anims are already done, i just need to hook it up in the game logic somehow and im not sure why I cant set isCrit in this case, what target does it want? Just an Object it says, everything is an object.

#

honestly I just dont know what to post to get help, all yt and everything is either outdated or isnt finished, and i cant find any proper courses to blueprints, so thats that

gentle urchin
#

I would just stuff the functionality in the same component

#

Component having a canvas, adding flost widgets to itself,

#

Where the float widgets play their own animations. Fire and forget setup 😄

pulsar rampart
#

guys anyone know how to make this stay bec when i test my game i must click on it again

crisp vault
#

not sure, i have enemy which have a apply damage func which aims at player, so Im getting player ref into enemy instance.
same goes for player, it has apply damage func which aims at enemy, so im getting enemy ref into player, now its a widget which spawns a number of enemys world pos, converts to screen and add to viewport, after hit on enemy is recognized.
Then the widget animation is played, one for crit and one normal. Crit is just resized during animation for the pop.
The floating damage function is to calc and set all the necessary positions.
So now Im trying to squeeze the widget function somewhere in enemy graph.

gentle urchin
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Pinged you in umg with a suggestion ^

dawn gazelle
# crisp vault Im trying to make my floating damage not just normal but crit and if crit anothe...

I know this is may not be very helpful, but hopefully it may help you understand a little bit.... You're the one that would know in what class your Is Critical variable is stored - no one else really would. What you're asking is like me asking you where I put the "Has Cheese" variable in my game - there is no way that you would know.

When you're looking at variables that have targets like that, the target needs to be a reference to the instance of that object class you're wanting to change the variable on - and those variables with targets are usually typed as well and it'll tell you the appropriate object type when you hover over it. That's why I asked the question I did - I was trying to determine if that Is Critical value is potentially within your widget class.

As to fixing your issue, you may just want to pass the value into your widget on your "Floating Damage" function by making the variable in the widget "Exposed on Spawn" and "Instance Editable" and then refresh your "Create Widget" node. You can then add the boolean IsCritical to the input of your function as well and directly feed it into your widget creation node. (Probably should do it for your damage as well!)

flat scarab
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Hi. I have this system to spawn objects in a grid pattern. I want the Amount variable to also make it go up in Z axis as well. How would I go about doing it?

dawn gazelle
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Add another loop

gentle urchin
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All good loops are tri-nested !

dawn gazelle
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But for reals, if you're doing it for every single value of X Y and Z... Then you may only need 1 loop.

neon jay
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If you can't do it in one loop don't do it at all!

flat scarab
obtuse herald
pulsar rampart
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thanks (New to ue5)

green linden
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Heyo peeps!

So I've hit a bit of a wall, I'm working on a FPS stealth game and want to make a mechanic very very similar to Thief 4's Swoop mechanic, where essentially, pressing space + a direction makes the character just for a moment get on all four and haul ass in that direction. It's essentially just a stealthy dash, but I don't quite know how to go about creating it

The only dash I've gotten to work is one that pushes the player controller up into the air and then shoots them in a direction, but I need this to work up ramps and stairs, as well as not fling them off of edges

This is the dash BP I have atm, jumping is done from standstill and dashing is direction+jump

crisp vault
tranquil abyss
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First image is in the Weapon. Second and third are in the Widget

So I have been fixing other stuff and im back to this. I have a widget that delays the name of time items above it when a player stands on the item

The issue is if I and collidng with more then one item is diplays the name and color of Only 1 item on both of them

odd ember
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I'd set down a timer that moves a certain distance per frame

tranquil abyss
green linden
odd ember
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or you could use a timeline as well, since you could use two tracks for that, the other being the camera bob that happens during the swoop

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for preventing people falling off edges, trace each frame/tick/timeline update from the character to the ground, and if it exceeds character height (or some other such value), stop the movement

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it's not rocket surgery

green linden
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Ooo gotcha gotcha,

I was playing around with setting player movespeed up really high for a second but it just didn't feel right

as for falling off ledges I more meant that the launch, well, launched me off them, might not be rocket science but I'm not particularly bright when it comes to code

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Thanks for the help though 😄

odd ember
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I remember doing something similar for a megaman x style dash

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which already came with the dash jump mechanic built in

faint pasture
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Not sure about order of operations but you get the picture

modern musk
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Just curious, what happens if you have an event with an array input that leads into a for-loop, and then you call that event a second time while the for-loop is occurring?

Does it wait for the previous for-loop to finish before iterating through the newly passed in array, does it override the current for-loop with the new for-loop?

faint pasture
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I think.

small halo
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when i use this instead of teleport

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ai spawns with 0 health

faint pasture
small halo
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100

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if i manually place is its 100 health

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if i use teleport its 100 health

latent beacon
small halo
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but if i delete it out the world and use spawner node it spawns ai with 0 health

latent beacon
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My take on it.

faint pasture
modern musk
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I'm curious what happens to the previous "ActorArray" and then currently running for-loop in this kind of situation

small halo
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dragging the bp into the world

faint pasture
odd ember
dawn gazelle
tranquil abyss
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ye

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and yes this code also hurts me

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going back and looking at it lmao

mild crystal
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hello, i create a anim notify and now i wanna check when the anim notify over. because i need do some thing in anim bp so pls help

faint pasture
modern musk
# faint pasture Nothing. It'll run the same every time you run it. It's not like it's spawning o...

Sorry, it's possible I'm being dense (and that was a bad example given the infinite loop thing, I more just used it to illustrate what I'm trying to understand), but lets say I called that event elsewhere, and passed in an array with 100 actors, then, after the second index, that event gets called again and an array of 50 new actors is passed in, do the original 98 actors get iterated first? Or are they disregarded in favour of the 50?

modern musk
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Thanks!

runic urchin
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So I am trying to animate something from my actor blueprint in sequencer. I have variables set for the items that I want to animate but when animating the values from 0-1 from the variables I am not seeing anything happen in my persistent level? I have expose to cinematics checked on in all of my float variables and no errors running through my construction script. Does anyone have a tutorial or any advice?

faint pasture
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@odd ember How do events work internally in these situations? I had never thought about it but if you tried to do a recursive function with an event, is there no call stack?

tranquil abyss
hollow inlet
odd ember
hollow inlet
runic urchin
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@hollow inlet what do you mean by that

hollow inlet
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if the value is 'blue' is the thing blue

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and then figure out what's wrong with how you change the value

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anyone have thoughts on how to do a sort of time.sleep() to delay between steps in a loop?

runic urchin
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first thing that I'm seeing is once the value that is being animated in sequencer its not passing the value back into the blueprint

faint pasture
runic urchin
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It is animating the variable in the default slot

hollow inlet
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w h y

odd ember
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because loops are happening at instant speed

hollow inlet
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don't just give commands with no context

odd ember
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oh I will

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because I don't have time for 2 hour lectures

hollow inlet
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i am literally visualizing an algorithm, put your fucking pitchfork away

odd ember
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just to indulge you

hollow inlet
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you have time to fucking harp on everyone

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but no time to explain anything

hollow inlet
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now tell me i'm in the wrong channel

dawn gazelle
# tranquil abyss ye

The binds aren't really necessary. Something like this would make it so each item is only modifying it's own widget, and that your widgets aren't looking at every possible object the player is overlapping. When I say "create a variable of your base item type", I meant within the widget class.

mild crystal
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so i have this anim notify_state and i want to put it on my anim bp so when its true change to other animations for example. how do i do that?

faint pasture
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@hollow inlet you can hack up the BP for loop macro to adapt for delay but it's hacky. Timer is the right approach.

coarse cipher
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Anyone knows how I could smoothly set the positions of a ghost replay? Every 0.1 seconds I store the location and rotation of my pawn. After saving, I want another pawn to replicate my route. When and how should I interpolate between those transforms?

tranquil abyss
maiden wadi
coarse cipher
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And should this happen on tick, or also every 0.1 seconds?

odd ember
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whatever feels fluid enough

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if you can get away with a value higher than tick and it works, do it

runic urchin
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Figured out that I needed to have checked on Run construction script in sequencer

maiden wadi
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When I made a component for this, I just used it's tick. Disabled it when done, and enabled it to start.

gentle urchin
mild crystal
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@gentle urchin can you help me

gentle urchin
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Carefull tho, im toxic :trademark:

odd ember
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we're all toxic

maiden wadi
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@coarse cipher Basic idea is that you can get the array index you need by getting the time along the duration of play. So if you save 3.0 seconds, you'd have 30 array entries at 0.1 second per entry. You can access the correct array indexes for lerping by taking the time that has elapsed, and dividing it by total time. This gets you the percent that has elapsed of the timer. EG 1.25 seconds passed in a 3 second timer is 0.41 or 41%. Total time/Tick rate, or in this example 3.0/0.1 = 30. So now you use your percentage to access the correct last point on the array by doing 30 * 0.41. This gets you 12.49. If you floor this number, you can use it to get the last point in the array as index 12. This is the start point of your lerp. Also get the array index you just got and +1 it to access the next array index. Then you mod the 12.49 by 1 to get the remainder of 0.49, you use this as your Lerp's Alpha. Doing this you can lerp the entire way through the array.

hollow inlet
gentle urchin
gentle urchin
hollow inlet
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it's extremely complicated to show off how much you know

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also i'm just going to block you

gentle urchin
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Im confused

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Fine by me