#blueprint

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odd ember
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lmao

gentle urchin
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It is clear who is toxic among us imo ๐Ÿ™‚

hollow inlet
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bye, felicia

earnest tangle
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You're not much better, expecting hand holding for your problems for free

maiden wadi
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@hollow inlet As a fair warning. Being sour in public is really unbecoming. Even people who are willing to try to help you more are much more likely to avoid helping you in the future when you act like this. This is a public forum, you're free to ignore the first person that responds to you if you don't like their answer and simply ask again.

earnest tangle
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He's not wrong that some people here are being overly snarky and sarcastic with their "help"... but that's a matter for the moderators to figure out I think..

gentle urchin
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Honest question, was my asnwer snarky?

odd ember
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no

keen wedge
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So.. if you wanted your GameInstance to be able to Bind to an event from a GameMode... how would one go about that? The game instance is generated before the gamemode, so at the moment, its kinda missing it... any thoughts?

gentle urchin
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If it is percieved as snarky, surely i can... add a smiley to it ?

earnest tangle
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CE's was though :p

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(mildly)

maiden wadi
odd ember
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I think it's fair to expect an answer without a lengthy explanation

gentle urchin
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90% of the askers simply wants thr answer anyway

earnest tangle
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Sure, expecting free help to be elaborate and handholdy is not right

keen wedge
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I've had to drop gamestate because its lost when the level changes...

gentle urchin
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And if not, the real explanation can be way above their current skill level, so explaining it could gain very little...

maiden wadi
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Doesn't really matter in the end. You can't control the way other people are in public, only yourself. ๐Ÿคทโ€โ™‚๏ธ

earnest tangle
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It doesn't mean the response to it should be similarly unfair

keen wedge
maiden wadi
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Sure. All you need is an event in your GameInstance. Have your GameState's beginplay call it.

odd ember
maiden wadi
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Can pass itself through if you want to, or get it globally, doesn't so much better.

gentle urchin
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Or let gameinstance bind up gamemode

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Just to avoid an extra funtion call

keen wedge
keen wedge
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(that would have been my preferred approach tho)

odd ember
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the game mode can register itself onto the game instance

gentle urchin
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Sorry, i missread it ! Reversed yes

keen wedge
maiden wadi
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Are you trying to avoid casting or?

odd ember
keen wedge
coarse cipher
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Thanks a lot for this insight, I'll try this asap

maiden wadi
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Cause honestly, there's no need to avoid casting in this case. It's code classes. Cast to them all. Your memory footprint isn't going to do anything.

odd ember
coarse cipher
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It's just what i needed ๐Ÿ˜„

keen wedge
maiden wadi
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I had fun with it. ๐Ÿ˜„ I was doing what you're doing in reverse, made a reversal spell.

odd ember
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but the same process is used when e.g. registering interactions for the player, or registering AI pawns to an AI director

weak zealot
keen wedge
odd ember
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I don't actually know what the pattern is called but I'm pretty sure it is a pattern

keen wedge
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Perhaps if I summarise what it is I'm trying to achieve it might help...

odd ember
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just maybe not GoF

maiden wadi
weak zealot
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To move:

odd ember
keen wedge
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GameInstance is holding a data item that needs to be persisted across level changes

The main menu has three "modes" of play, each uses a unique GameMode.

When the level is complete for each GameMode I want to report back that the level is complete and update the data item in the GameInstance.

Each GameMode has a "PlayModeCompleted" event dispatcher.

I wanted to fire that and then have the GameInstance respond to it accordingly. In this specific case, it effectively "unlocks" the next mode of play (this is for an experiment where the participant works through a series of tests).

Ordinarily I would set a reference , create the binding, and all good... but because the GameInstance is created first, the GameMode doesn't quite existing yet, and thus it doesn't create the binding. If I add a Delay node (shudder), I can create the binding, or at least, it looks like it does, no casting errors, print node indicates the binding was complete, but it still doesn't fire - which leads me to believe it didn't quite create it in time.

I would prefer that rather than having direct calls to functions in the GameInstance, it just listened for updates, and then responded etc.

I looked at using GameState, but because that's lost at the end of each level change, I can't persist the data item across all levels.

maiden wadi
# weak zealot To get the pointer:

Instead of doing the world location of the mouse here. Use a LinePlaneIntersection(Origin&Normal). You're looking for a point on a plane that is the turret's location, facing UpVector in world.

tight pollen
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How do make the capsule for 1st person view to a different capsule height from the 3rd person capsule in multiplayer?

odd ember
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"correct"

maiden wadi
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@weak zealot

odd ember
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you could also have the game instance poll for game modes

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but that's less elegant

tight pollen
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the character in the first person must have a different capsule height

dawn gazelle
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Yeah I think I'd still use a function on the game instance and let the game mode say "hey I'm here!"

odd ember
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exactly

keen wedge
odd ember
keen wedge
keen wedge
odd ember
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polling handles exactly 1 case, whereas self registration handles a handful of cases at least

keen wedge
keen wedge
odd ember
keen wedge
odd ember
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so I don't know the full context of what you're doing

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but if it wasn't game mode picking up on those actors, it should probably be another actor or object that you wrap as a "globals" or "savegame" object

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quotation marks because it doesn't have to be derived from any such class

weak zealot
keen wedge
# odd ember so I don't know the full context of what you're doing

You'll probably hate me when I've wasted this much of your time for the "one" variable that is a structure holding effectively which "mode of play" is unlocked... I figured GameState initially, then moved to GameInstance when I realised the persistence issue... I avoided the SaveGame because I figured it only matters each time the game is run, e.g. if the game is run a second time, the whole thing is wiped and starts afresh anyway (new participant etc). So I thought just holding the progress through the modes of play in the GameInstance would work.

I'll give the Register(GameMode) approach a whirl.. I know it'll work as the direct function call thing will obviously avoid the execution order/timing issue

Thanks @odd ember / @maiden wadi / @dawn gazelle - appreciate your replies and especially your time ๐Ÿ™‚

weak zealot
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The issue persists. Also i haven't used this node, not sure what it's doing exactly, can't debug it right away

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Also it looks like i'm getting some gimble lock too ๐Ÿ˜ฎโ€๐Ÿ’จ

coarse cipher
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@maiden wadi It worked!!! It feels like magic after just following your instructions ๐Ÿ˜„

maiden wadi
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Love that function. I use it a lot.

coarse cipher
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I am just curious about getting the lapsed time

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I did this

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But I don't really know if it's a good practice to do this

maiden wadi
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Nah. Ditch the float. Just promote the return variable on the timer and use the handle to get elapsed time.

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And set the timer to the length you want it to play.

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Or just use tick and it's deltatime to count it, either way, but don't use small numbered timers like that.

coarse cipher
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Thank you ๐Ÿ‘

leaden niche
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Having an issue with a texturerendertarget2D. The scenecapturecomponent2D is attached to my BP character and is coded in the character to only show the mesh component. The issue that I'm having is that the background is still blue and I require it to be translucent. I've messed around with the alpha but it doesn't appear to effect in. If anyone has any solutions please let me know.

small halo
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how do i reset ragdoll when i respawn in through a checkpoint

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right now, when i respawn (teleport to the checkpoint) it doesnt teleport me

true valve
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How can you make your camera maintain the same distance when you rotate it in third person view?

shadow merlin
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Is there a way to make this color transition smooth? Other than doing some animation bc I might want to take the current state into account to make it more procedural.

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I think some subroutine that waits and repeats until the color is lerped, to avoid the event tick, but idk how that is done in unreal

gentle urchin
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Just use the tick

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Or an animation

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Or a timeline

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Depending on which class this is in

opaque river
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real stupid question but im not used to UE5, when making a widget how do i go to designer mode seems locked in graph mode

shadow merlin
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I found this: "You create a trigger for which to call the Timer Event, and you set it to update by a loop which uses DeltaTime. But because the Timer Event itself will only be ran once you have to make sure that the function you are calling can pause and clear the timer itself!"

I think that's ok?

https://forums.unrealengine.com/t/what-is-the-equivalent-of-coroutines-in-ue4/286754/5

wicked shoal
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hey all. i've got some expierence with setting up vehicles in UE4 but wanted to try and use Chaos. but it doesn't seem to like me. the car falls down and the wheels just flop in place as if it was simulated. am i missing something here?

gentle urchin
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And the gains vs tick is... questionable?

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Timeline would work as a 'limited duration' tick, with curves to play with for more refined behaviour

shadow merlin
# gentle urchin And the gains vs tick is... questionable?

I found another reply in the link above:

"For those who is still looking.
Here is the most effective and lightweight solution how to achieve a similar result like it is in Unityโ€™s coroutines (no timers, no delay nodes, no timelines, not inside tick with a bunch of checks). In Unreal the same functionality is easily achieved by using Latent Actions.

In order to make it happen and to use it in your blueprints, you will need to write a code in C++[...]"

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Yeah, the problem is I might control some property like scale with some other action, and when hovering I might want to inccrease it even more, so unless I can overlay animations I might prefer it

gentle urchin
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Wont argue over latent, but I'm not seeing much of a gain for something like this..

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A few lerps on a relatively limited tick, is not something id worry about

shadow merlin
gentle urchin
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Animated stuff needs to be updated close to every frame for it to be smooth, not much getting around that at the end of the day

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If it were heavy calculations and native (c++ tick) wasnt enough to reduce the immediate cost, then id probably consider a co-routine for it

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Atleast thats my take on it.

feral ice
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This is super weird. Look at this. I created my own collision channel named grass so whatever the box hits that has the collision grass should get its position (0, 0, 0)

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It gets it, but as soon as i change the collision channel in box trace it will set the position

shadow merlin
feral ice
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when i set it to visibility instead of grass this happens

gentle urchin
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Blueprints offer way faster iteration tho, so atleast for now id just stick with that. Can always convert it later :)

gentle urchin
tranquil abyss
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What kind of data type is the "items" here

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item

dawn gazelle
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Whatever your base item class is. If you intend on doing this same thing with all items, then you probably want to use a class that is a parent to your "weapon" class.

tranquil abyss
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uhhhh

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so the parent weapon

dawn gazelle
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Item > Weapon > Sword

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Item > Food > Cheese

tranquil abyss
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I dont have it like that

odd ember
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time to refactor then

tranquil abyss
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not again

odd ember
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๐Ÿ˜”

feral ice
dawn gazelle
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If you don't do it now, you're going to be kicking yourself later that you have to refactor even more.

tranquil abyss
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I dont even know how to refactor this

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this is what I have atm

feral ice
tranquil abyss
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Default sword is the parent

dawn gazelle
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Ok, and what is the parent of Default Sword?

tranquil abyss
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then I make a child and change values I need

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actor?

odd ember
# tranquil abyss

that's not too bad. just create a parent class called weapon, and let the parent class of weapon be item

dawn gazelle
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So, make an "Item" actor class. It should contain any variables that are common to all items.

tranquil abyss
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hmm

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idk if I know what that would be

dawn gazelle
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So like.. Display Name. Tier. Price.

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Basics.

tranquil abyss
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valueless right

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actually that would work

odd ember
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almost as if there's some sort of logic to this

gentle urchin
# feral ice

So... you're spawning grass, and removing grass?

tranquil abyss
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because Higher rarities or tiers would just be a multible for those values

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I think

feral ice
odd ember
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but don't let me dictate how you want to do things

dawn gazelle
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Then you may want to create a subclass, "Equipment" - basically any items you could "equip".
This should contain variables that are relating to being able to be equipped... LIke an enumerator for the equipment slot it would go into... Durability/Max Durability.

tranquil abyss
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lol I dont know how to do things so that part of the problem

dawn gazelle
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Then you make a subclass of that "Weapon" - this can have variables relating to damage.. Like damage amount, damage type, etc.

gentle urchin
dawn gazelle
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Then finally, you may have a "Base Sword" class.

tranquil abyss
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I have dynamic values in the item database

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and stock in the actor itself

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or static I should say

feral ice
tranquil abyss
gentle urchin
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Only spawn grass if the trace does not hit stone

feral ice
gentle urchin
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Or you can use the material, but that could be more complicated..

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Not really no

feral ice
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i cant use material cuz i am not working with landscapes

odd ember
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just a thought

feral ice
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To spawn the grass?

odd ember
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to determine where grass can be spawned

long whale
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what will happen if the parent actor is destroyed?

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after attaching

long whale
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sure

feral ice
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its still outside but its still inside

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so i cant place the grass after. I have to place the grass first

odd ember
feral ice
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Yeah thats what i did

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but it looks like huge empty spots now haha

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its ugly ah

odd ember
feral ice
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For what?

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I am already doing that with spawning of the grass

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Do you mean for the rocks?

odd ember
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if you spawn the rocks first, then trace with traces that are slightly larger than each grass instance, you'll get grass that is neatly filtered around the edges of the rocks

fierce stump
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AI's currently in development. There's a lot that I actually need to learn here, though

odd ember
# feral ice

something like that, if I understand your drawing correctly

feral ice
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green means spawn red means ignore

odd ember
feral ice
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Oh yeah that was 100% on purpose haha

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But like if it spawns here becuase the pivot point is in the middle some of the grass will glitch trough the stone

odd ember
feral ice
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How can a trace have a size?

odd ember
feral ice
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Oh you mean to spawn the grass with a box trace or capsule not line trace

odd ember
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yes

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the alternative is to spawn a sphere trace at the end of the line trace to check if anything is blocking it

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but the same principle applies

feral ice
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yeah smart, that way i wont spawn unnecessary instances

bleak swift
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Doe's anyone know a free Voice Chat Plugin?

icy dragon
#

Wasn't there one built in with EOS in 4.27?

bleak swift
dawn gazelle
# tranquil abyss that is kinda what I have already

At the very least, you want to have a base item class that all "item" type objects in your game inherit from that contains some basic data about said item and will house basic functionality of your items (such as your overlap showing the display name of the item).

You may not need to have a class for every single sword in your game if you're intending to use a datatable for item management, but at most then you should have only the "base sword" which is parented to "base item" - then when you're spawning a sword in, you already have the "base sword" class to work with and just populate it's values/change it's appearance based on the data in the data table for the actual item you're trying to spawn. There is no sense in creating a bunch of "sword" subclasses if you have a data table that contains all the data about your swords. If your data table doesn't contain all the data for your swords or can't, then you may want to rethink how you're handling them otherwise you're going to have to be setting values in two different places.

bleak swift
dawn gazelle
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And if that functionality needs to change, well, now you only need to change it in one place instead of 500.

weak zealot
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Ughh, i've googled everywhere, can't find a solution to this weird problem. seems other's are having the same problem i've found after searching "mouse lag" here. I have my object rotating towards my mouse pointer, but whenever i move the object seems to push away in the opposite direction i'm moving, almost like it's being effected by force. I plugged the cord of my ConvertMouseLocationToWorldSpace node and whenever i'm moving it stops updating properly

weak zealot
odd ember
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how does the lag manifest?

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is it the character's rotation that lags? or the cursor itself?

weak zealot
odd ember
weak zealot
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That's what i meant by lag, it should be pointing directly at my mouse pointer

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"Lagging behind" suits what i mean better

tranquil abyss
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Im not able to get the widget in the new Item class I made, I tried using it as a variable but that also wont connect

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@dawn gazelle

odd ember
weak zealot
dawn gazelle
bleak swift
odd ember
weak zealot
odd ember
tranquil abyss
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As a variable? bc that wont connect

odd ember
dawn gazelle
weak zealot
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Not exactly what i'm looking for

tranquil abyss
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im dumb

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for the 3th time today

dawn gazelle
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(which it probably should be in the base item class)

odd ember
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my guess is if you move the tank while moving the mouse it's OK

tranquil abyss
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This makes it when I use other items that are not weapon it will also work

weak zealot
odd ember
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disabling tick while moving would be a test to see if it fixes the lag at all (which again, it should)

weak zealot
odd ember
odd ember
weak zealot
# odd ember both moving

When it's not moving, it's fine, when it is, it isn't.. if that's what you're asking. (Moving the pointer around the tank a few times)

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Not sure if i understood what you were asking 100%

torpid hound
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Another test: lock the camera in place, let the tank move and see if it's better. IMO you probably have things updating in the wrong order.

odd ember
torpid hound
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You need to have:

  1. Tank move
  2. Camera move
  3. Get the current mouse world position with new camera
  4. Turret moves
weak zealot
torpid hound
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Yeah, but you aren't

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They are updating in some order and if that order is wrong, bad things happen

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If you work out where the mouse pointer is before the camera moves, you will get the wrong data

weak zealot
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How could i change this order? manually code it in?

odd ember
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in which class is the mouse tick event happening?

torpid hound
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CE is right that you should try isolating things. Isolate each of those steps above and see which combinations of th break. Can you move and point without camera. Can you pan camera and point without moving

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That will show you which bit is happening at the wrong time

weak zealot
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Gotcha gotcha

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Let me try and set that up

torpid hound
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So strip it back and take baby steps and you'll get there :)

torpid hound
odd ember
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you can try and do print statements to see if there is a consistent order to your events in relation to the event tick as well

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ideally you would get a consistent order of either tick first, or input event first

torpid hound
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Inputs normally happen very early on

odd ember
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it's a question of how far along the tick update I suppose. I don't know, that's why I would test it to be sure

weak zealot
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I removed my camera from my player object, then just put it in the scene.. because i wasn't sure how to lock it into place since everything in the player object is moved (Targeting Self:).. and it's further broken. Not sure why

odd ember
weak zealot
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But it's really weird now

torpid hound
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It seems offset somehow

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Can you draw a debug sphere or something for where the tank thinks it's pointing at in world space?

weak zealot
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Pushed it down on the z axis because it was almost inside the camera

torpid hound
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Oh, I think you might not be converting from screen space to world space?

magic parcel
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This is a long shot... but I figured it is worth asking

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Anybody know if a BP that has animation timeline curves for moving elements is more/less performant than a skeletal mesh object with animations and anim bps?

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i am trying to make an open chest object, but there are a few ways to do this

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animations seems a bit overkill unless I am wanting to do somethign crazy with it.... So the more likely and easier option (from what I can tell) is the BP + timeline curves

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however, I dont know if that is better or worse than a skeletal mesh that has an ANIM BP

thin panther
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my money is on the timeline if you just want to open and close a lid

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rigging and animating a chest with an anim bp seems like overkill

magic parcel
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right?

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i mean if i wanted some scale or something like that.... yeah

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but I dont, so my thoughts are to go with the timeline curve. Just wasnt sure if that was performant.

thin panther
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i mean you can do scale on a timeline as well, at the end of it, a timeline is just a float over time

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you can even add events if to a track if you want things to execute over time

magic parcel
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nice

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yeah, I know niagra could do the same

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so... looks like im going to go with that then ๐Ÿ˜‰ thanks for the answer

trim matrix
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I am having an issue with my ball isn't bouncing properly off the walls. I tried using projectile movement and that didn't work properly. I tried using Physical materials but it doesn't work at all. does anyone know why it don't work?

odd ember
trim matrix
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i did and I apologize for coming here

odd ember
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no need to apologize

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you may jsut get better answers there

trim matrix
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ok

thin panther
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damn why is doing level designs on paper so fun

green linden
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Okay
okay okay

I think I'm getting close, I thought hours ago
The speedup works wonderfully, the only issue now is that it keeps picking really odd, arbitrary directions in which to up speed.

Weirdly always veering slightly right, and going exponentially the wrong way the more I turn, doesn't matter how or where I look or what direction I walk in.

https://imgur.com/B4d4Z4d

odd ember
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remove all the rotation nonsense and just use GetActorForwardVector. multiply that onto your float, then add that to GetActorLocation and use the result to SetActorLocation

green linden
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That..

is unsurprisingly elegant, I'm just stitching things together from my other node clusters atm ๐Ÿ˜“

I'll try that, cheers !

bleak swift
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Would anyone have a good idea on how I'd go on making a push to talk system

bleak swift
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Not from every player.

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I tried this with no luck

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Thought it'd work because the Voice Generated I think is coming from the client so then checking for push to talk and then if it is true capturing that data and sending it or if false just sending blank data

magic parcel
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Does this logic make sense

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the bool i am creating is to find out....

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is usable + is used (not) then fire TRUE

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after true, set isUsed to TRUE so that it cant fire again adn will fail

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logic seems to work in my head, but dont know if there is a better/easier way to do it

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and I tested the logic and it works, so... barring anybody saying I did it wrong ๐Ÿ˜›

tranquil abyss
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When you break a for each loop with break does it signal completed

hollow inlet
dusk dust
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Im trying to setup a quadtree in ue4, and so far I have it dividing continuously, but the problem is the location of each node becomes innacurate after the 1st division and im not sure why. Here is how I determine the 4 new node locations and here is the problem in action

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it starts as one big grid, then when it subdivides it turns into 4 separate grids, but in this image I only enabled one of those 4 grids to make it easier to see the problem

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InLocation represents the center of the previous node or "parent" node

dawn gazelle
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If you're hoping if that's possible to do in C++ then #cpp would probably be the best place to ask.... If you're just looking for a blueprint solution then two easy options I can think of... GameplayTags or Enumerators. Gameplay Tags are a little easier to work with, but you have to deal with the full hierarchy of all the gameplay tags you have (see screenshot) but they can be converted to strings or used with switch nodes.. Enumerators you have to have all the options defined in an enumerator to begin with but they can be converted to their friendly name and used as a string.

obsidian ridge
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How do i grab another actors location? For example I have this one actor that is always moving. I want to make this other actor move towards using IntgerControlPoint

small halo
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is there anyway of doing 'ai cone of vision is less than''?

dusk dust
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@obsidian ridgeyou could create a variable in your original actor that has the type set to actor reference, and then get the location from it. To specify the actor, make it public and select the actor of choice in your level

wet adder
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can anyone help with @small halo question please, Idk how to

obsidian ridge
dusk dust
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no

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well maybe, im not sure

wet adder
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@obsidian ridge u got any ideas on how to do ai cone of vision less then?

dusk dust
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here is an example

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@obsidian ridge

wet adder
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anyone pls

dawn gazelle
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best not to spam asking for help.

dusk dust
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@wet addersomeone will answer when they know

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its best to wait

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if there is no answer in an hour, post the question again

wet adder
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ok sir

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sorry sorry

dusk dust
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no problem

wet adder
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super sorry

obsidian ridge
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Has to step out since what I wanted to accomplish was not working out

dusk dust
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np

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before you go one more step

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in the editor, you can select the object you want and set it in actor 1

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here I grabbed actor 2, an entirely different actor and chose it inside actor 1. Now in actor 1 I am able to get the location of actor 2

tardy flax
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In animation blue print. How can I set my mesh to disappear and reapper

tardy flax
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how

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like how the stucture

dusk dust
tardy flax
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And if its two or more meshes

dusk dust
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you would figure out the conditions needed to set the visibility, then call this function

dusk dust
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like here

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or different ones

tardy flax
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well this is more of switching the model for facail expression in the game

dusk dust
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they dont have to share one set visibility node

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hm

#

you could set the visibility of the first mesh to false and set the visibility of the second mesh to true

#

ill try to make an example

tardy flax
#

ok. Lets try that

dusk dust
#

@tardy flax

#

you need to figure out the conditions for switching

#

but this is how it could work

tardy flax
#

Ok

#

I don't have these in UE5

dusk dust
#

can you screenshot your blueprint

tardy flax
#

It empty

dusk dust
#

you are sure these arent in ue5?

tardy flax
#

set vis is no where found

dusk dust
#

oh

#

you said animation blueprint

tardy flax
#

yes

dusk dust
#

I guess everything I said wont work then

#

sorry

tardy flax
#

This is for a animation

#

damn

#

But any idea on how to disable one mesh and enable

dusk dust
#

idk anything about anim bps

#

but in normal bps the method I showed above would work

tardy flax
#

well I do havbe a event graph and it has that so let me try

dusk dust
tardy flax
#

no because they are rigged to the same bone

dusk dust
#

hm

pale blade
#

Is there a way to have a bunch of reusable events?
I have a bunch of events I use often in different places:

  • Multicast_Play_AnimMontage
  • Multicast_Spawn_Particle
  • Multicast_Play_Sound
  • Client_Play_Sound
    etc.
    I don't want to copy and paste the same implementation in multiple places
    I basically want to use them similarly like a Blueprint Function Library (use them anywhere independently), but I know events cannot be used as functions.
weak zealot
#

@odd ember Fixed my problem, and future problems by ditching the mouse pointer in its entirety and just using an object

#

Thanks for all the help

dawn gazelle
dawn gazelle
#

Yep

pale blade
# dawn gazelle Yep

Ah, unfortunately the BPs that use it differ too much to have a common parent
I was thinking... have all the events in a BP called BP_CommonEventsUtility
Then in any other BPs that need those events just spawn that BP_CommonEventsUtility and use its events
In software dev, it's like instantiating a utility class in the place you want to use it at
What do you think of this?

wet adder
#

is there a way for an object, actor etc not effect the ai perception?
like so it doesnt block it?

odd ember
#

doesn't AI perception have a choice of which channel it scans?

#

if so... just have the channel be ignored?

wet adder
#

if i had an enemy ai, i dont want them blocking each other, will this effect them seeing the player?

odd ember
#

I don't know. I don't use the AI perception system. I made my own instead. I'm sure you can make that happen, but given most of the AI module is made for cpp, you might have to dive into code to make it work properly

#

but I would check which channels the AI perception uses

dawn gazelle
odd ember
#

and see if you can change that

wet adder
#

okay thank you for your time

tight schooner
dawn gazelle
#

OH yeah

#

XD

tight schooner
#

And components can be used in an interface-like way cuz from any actor ref, you can check if it has that component or not

#

And then call functions on it w/o casting to the actor class etc

pale blade
#

Hmm.. yeah, actually currently I have all the events in a BPC which is attached to BPs that need that functionality
However, I have other BPCs attached to the same BP that need those events..
So I pass in the BPC_CommonEventsUtility reference into the other attached BPCs in the BP
It works but it feels messy
I was just wondering if there was a cleaner way anyone happened to know about

odd ember
#

more context usually means better solutions

#

it sounds like you just threw everything into a component

#

usually you want to keep components to a certain functionality theme

#

e.g. health component manages the health of a character

#

stats component could manage stats of a character

#

etc.

pale blade
#

Hmm, okay
I was just wondering if there were other options in reusing events
But looks like BPC is the way to go
Thanks guys

tight schooner
#

Kind of related question... In my current project I end up using event dispatchers mostly, in which case components can decide whether they want to bind to each other's events. Is that a normal way of making components talk to each other and the host actor?

#

... Within a structure of one host actor with many components, I mean

dusk dust
small halo
#

hi

#

when i spawn my ai using the spawn actor node, it spawns the ai with 0 health

#

however, if i manually place the bp of the ai into the world, the health is 100

#

i dont understand whats conflicting with it

tranquil abyss
#

it isnt working yet but this make you die inside a little less now ๐Ÿ˜‚

#

@dawn gazelle

tranquil abyss
#

I just move the pain somewhere else

#

I feel like im still doing a stupid elsewhere tho

#

This is the constructor for the base weapon class

#

I just could not wrap my head around the other way

#

but I feel like this is less awful

#

Now i really dont get why I can cast to this instance of the widget and set values in it for that object

echo agate
#

How do I detect when the player is in a pill collider? I want the player to take damage when when not in light and I figured the best way to do that was to create a pill collider in its own bp and tag it, then attach the bp to any lights I use and set it to about the lights throw distance. If this is the hard way of doing this, I would love to hear another way.

brazen merlin
#

this mechanic, specifically from the thief game, would check the lightmap value at the player's feet

dawn gazelle
#

(I'm guessing)

tranquil abyss
#

Lol

#

How long did you guys mess with unreal before the stupid stopped XD

obsidian ridge
#

Will someone be able to quickly voice chat with me?

tulip mason
#

Get actor location is t relative, it's world

obsidian ridge
#

I resolved that

#

But i've came into another issue. The actor I want to follow in grouped with another one, and it location is relative to that actor

#

So when that actor is rotated my object moves to the original location and not not follow it because it's location does not change

#

Hopefully that makes sense

#

I have a rotation on the star

#

The gray ball needs to move with it

#

Using those points attached to the star

#

Although once it rotates those positions don't update

rough warren
#

Hi! I've got a bit of a problem. I'm trying to send the players Pitch, to the server which then sends it to other players, but it's only affecting the other persons rotation in the server view

dawn gazelle
rough warren
dawn gazelle
#

Remote Procedure Calls (what you're trying to do)

#

The events that say "Run On Server" and "Runs on All" or "Runs On Client" are RPCs.

#

You can put inputs on them to pass values to the server, and from the server to clients.

rough warren
#

That's what I do though don't I?

dawn gazelle
#

No. Part of the issue is calling "Get Control Rotation" on a controlled character in multiplayer is that the value is actually stored in the player controller of the character, which doesn't exist on other clients. So when you're doing the "Executes On All" it's trying to read a value from the player controller that doesn't exist on the client trying to read it.

rough warren
#

Oh I think I understand

dawn gazelle
#

You only really need to have an input on the "Executes on All" event and pass the GetControlRotation value to it.

#

Then you use that value on any clients that need it.

rough warren
#

I don't need a server one?

#

Just a multicast

dawn gazelle
#

No - server already knows about the client's control rotation, so you don't really need to tell the server the value.

rough warren
#

Alright I'll try that thanks!

dawn gazelle
#

(So yea, you may still need a "Run On Server" RPC to trigger the process, just that you don't need to pass the value through it!)

obsidian ridge
#

I found a better way to phrase my question

#

I need help with location. World vs relative**

#

I have an object grouped with a rotating object. I want get the location of the object connected to the rotating object as it rotates

#

How can i do that

dusk dust
#

@obsidian ridge"transform location" and "inverse transform location" converts a relative location to a world location and a world location to a relative location respectively

dusk dust
#

i think the transform has to be from another component, such as the actor itself

obsidian ridge
#

Star locations are actors

dusk dust
#

the actor you are currently in

#

not those other actors

sweet terrace
#

Is there a way to store the result of the pure function node (green one) without storing it to a variable?
I realised that even though I'm using the same wire from random node, it returns different result when fed into two consecutive print strings.

dusk dust
#

so get actor transform(self) goes into T and star location 1 goes into location

#

but if you want to turn relative into world, you use transform location instead of inverse transform location

obsidian ridge
#

Okay so I did that, and it still does not follow it's location

#

It goes off screen

dusk dust
dusk dust
#

try all the different combinations

#

im not sure which one is the right one to use

obsidian ridge
#

This is what I have

#

I have other location that are variables, that I had previously

#

I'm trying to make it work while the actor it follows rotates

dusk dust
#

ill have to think on this, im really not sure what to do now

#

@obsidian ridgewhat is this for? there could possibly be an easier way to what you are doing

faint pasture
obsidian ridge
#

I can screen share if you'll like

dawn gazelle
# dusk dust can someone try to answer this? Maybe we could vc so you can get a more in depth...

My guess would be that you may be running into floating point math accuracy issues... You start to lose accuracy with floating point numbers once you're getting too big or to small.
So if you're starting at 1 and diving down by a quarter each time, after 5 divisions you're already at 0.0009765625 which cannot properly be represented by a 32 bit float as they can only accommodate about 7 decimal places (and unreal will actually display 0.000977 if you try to input this number anywhere)

dusk dust
#

im starting at 1000

#

it starts to fall apart after 1 subdivision

dawn gazelle
#

Ok, even still... Problem still exists. 1000 /4 (5 times) 0.9765625 which unreal will only represent as 0.976562.

dusk dust
#

hm

dawn gazelle
#

The way floating point numbers work is that they cannot contain every possible number combination, so you're going to lose accuracy somewhere.

#

Which can even happen in larger numbers.

obsidian ridge
faint pasture
#

@dusk dustThat looks WAY too fast to be floating point problems

#

It happens after like 2 iterations right?

#

like it's visibly way off

faint pasture
dusk dust
dusk dust
dusk dust
#

okay ill think

obsidian ridge
#

I appreciate it I've been on this for such a long time

faint pasture
#

@obsidian ridgeReal quick, what exactly are you trying to do?

obsidian ridge
faint pasture
#

That doesn't exactly explain it. You want the star to always be in front of the camera and facing it?

obsidian ridge
#

The gray circle needs to move with the star when it rotate

#

I have a few actors working as locations attached too it

gentle urchin
faint pasture
#

Why not just attach the grey circle to it

obsidian ridge
#

Although the locations are relative with the star and I cant get the actor to move too it

#

It moves everything

#

And it becomes offset

obsidian ridge
faint pasture
#

Attach the circle to the star and use set relative location or add local offset to move it

faint pasture
dusk dust
#

im setting up the print

#

i messed up something so im trying to fix it before printing the values @faint pasture

#

okay well ive ruined it, its now doing something else

#

anyway ill print the values

#

cant make sense of this but here

#

0 subdivisions

#

1

#

2

#

3

#

4

dawn gazelle
#

at least it looks like it's being more accurate, just not in the right spot now ๐Ÿ˜›

dusk dust
#

yes

#

lol

#

this is so wacky

dawn gazelle
#

I know what the problem is.

#

It's always subdividing from the last center point.

dusk dust
#

shouldnt it be from there?

dawn gazelle
#

You're expecting the last subidivdes to be at the edge of the cube, right?

#

ie here

dusk dust
#

yes

#

hmm

gentle urchin
#

wouldnt that be true every time_

#

As in, the pattern would be consistently wrong?

dusk dust
#

okay okay

#

so

#

it turns out

#

for some reason I was subtracting the nodes position by the actors position, which caused it to flip direction when subdividing

dawn gazelle
#

interesting

gentle urchin
#

well good find i suppose

dusk dust
#

yes

gentle urchin
#

i tend to stay all positive when doing things like this

dusk dust
#

though i wonder if the other problems disappear with this

gentle urchin
#

to avoid things like that ๐Ÿ˜„

dusk dust
#

lol

gentle urchin
#

so actor root is at the corner, and not center

dusk dust
#

its at the center

obsidian ridge
#

Once I move it the previous location stays and does not follow it's new location

#

Although I'll figure that out tomorrow

faint pasture
#

@dusk dust Why are you doing this weird operation and not the classic quadtree?

#

What's the use case?

hexed glade
#

Got some trouble with this code. I've been trying to rotate the forward vector (only the vector as it is required for the rest of the code) of my character towards an AI character, but no success so far. Any idea of what could be done?

fair magnet
#

Is there any benefit of using Blueprint interfaces over Parent Inheritance?

fair magnet
gentle urchin
fair magnet
hexed glade
fair magnet
gentle urchin
#

It'd be interesting to see an in depth "proper" setup using probably what ends as a combination of the two

spice lynx
#

Fight me! ๐Ÿ˜„

#

I mean it's a generalization of course given the environment is 100% inheritance

hexed glade
#

Tried searching, but could you explain a bit what "target-start" is?

gentle urchin
#

target location - actor location

gentle urchin
spice lynx
#

Class members, components, subsystems

#

There are various ways to structure your functionality more modulary and not 100% relying on inheritance

#

It's about picking the right tool for the right job, how it makes the most sense to structure your work

gentle urchin
#

I feel fairly flexible in my setup. Then again my master class mostly is just an interface

#

Im probably just using actual interfaces wrong tho

#

like trying to use them as i would use inheritance or smth

hexed glade
#

Managed to figure it out. Using get unit direction now gives the vector I needed from the character to the AI character.

wicked shoal
#

My chaosvehicle is setup. and works. but it moves backwards. and i can't seem to find what causes this. anyone know what could be the problem?

#

fair point.

sharp rapids
#

Is there a way to 'clip' a widget's bounds?
For example, I have an Image which is 512x512 in size. But I want it to be treated only as 200x200 in a grid panel.
Is this possible?

maiden wadi
#

@sharp rapids Actual clip, or shrinking? Because if you set the brush itself to 200x200, it'll shrink the image.

sturdy herald
#

Hello. I have a mesh component (child of another mesh). I want to enable physic sometime for falling, after that i have an option to put it back to it's place for this i use AttachComponentToComponent. After that if nothing holds it (a bool component give the information) should fall again. The problem is here, that after the Timeline finished in Falling custom event, the mesh will stop in air, he dont care about simulating the Physics (at first fall it works). I thought there is a problem with attaching, so before simulating i used DetachFromComponent node, but changed nothing.
Here is my Falling event:

#

and the reattachment.

#

(before reattachment i disable physics)

#

oh , before i disabled the collision to test something and i forget to enable collision back before attachment. Nvm, it works.

sharp rapids
#

I've managed to get it working using the Transform of the Image

#

Put it in a grid panel, reduced it's size, it shrunk the image then I scaled it back up using the Scale property in the Transform section

maiden wadi
#

Hmm. For something dynamic on that you'd probable need something like a canvas wrapped in a sizebox.

#

Anchor the image to 0.5 on alignment and anchors in the canvas, and then set the sizebox wrapping the canvas to your 200x200

sharp rapids
#

Green is the actual image, dotted is the Size box

hybrid ether
#

correct way to return all 3 value arrays appended?

obtuse herald
hybrid ether
#

like make one array that contains all 3 arrays

dire oyster
#

hello, how can we get the spline length between two spline points

#

GetDistanceAlongSplineatSplinePoint BP function starts from point zero till some index

warped quail
dire oyster
#

thanks

vapid ibex
#

When I'm applying Physics Constraint component to the actor blueprint, the constraint refuses to move with the actor, so static mesh stays in one place. what causes this?

remote obsidian
#

If anyone has used the remote control web interface before

  • Is it possible to set the value shown in the web interface from the app? Or is it 1 way only (Web controls app only)

I'm trying to set the exposed property based on actions in the app but it's not reflecting in the web interface

wicked shoal
#

It even switched gear in "reverse" so the car is backwards.

trim matrix
#

Using Steam Advanced Sessions plugin - Specifically Advanced Voice.

What is the difference between a Remote talker and a Local talker?

pine hatch
#

Hi.. i wonder is there a easy way to get a pawn speed ? i tried to get velocity and get vector length from that but it doesnt work only when i add force to the mesh

crude dew
#

How would I go about spawning multiple mesh instances if for example I wanted to generate a 4000x4000 map of squares please?

#

This is as far as i got.

#

I cant seem to find a way to do while X < Rows then spawn an instance of the static mesh

obtuse herald
#

Else just spawn a new mesh at X * Spacing, Y * Spacing

mild crystal
#

how can i use a end of a animnoti state to be the condition to change to other animation in AnimBp

crude dew
#

When i drag off the Static Mesh I cant find a Create Instance, or Create a Instance Static Mesh theres no options for that.

obtuse herald
#

It's a component

crude dew
#

Ahh i have it as a Variable in the blueprint and not a component.

#

should i use it as a Component and not just a Variable?

#

Was thinking as a variable I could change the floor mesh and then generate a different floor.

obtuse herald
#

InstancedStaticMesh is a component

#

You can still use a mesh variable to set the mesh

crude dew
#

So the variable sends the mesh to the instanced mesh component and then use the Instanced Mesh Component to create X number of meshes right?

obtuse herald
#

Yes

crude dew
#

Thank you

obtuse herald
#

You ofc need to 'send' the mesh variable to the component by yourself

#

You'll still need a loop tho

tawdry surge
#

@mild crystal get time remaining in current animation and if it's less the .1 switch

rancid cloud
#

Question: If "b" is an instance actor of my actor "A"... why does b has smaller disk size than A when using asset audit?

crude dew
#

While loop to create a tower of floors 20px apart? I think this looks right.

rancid cloud
crude dew
#

@rancid cloud I,m no pro but I guess its because Instance B is reusing the assets from instance A instead of duplicating them it points to them in memory.

#

I could be wrong though ๐Ÿ™‚

tawdry surge
#

No, you're right

#

Thats the point of instancing

crude dew
#

wahoo I did learn something in about 8mths xD

obtuse herald
crude dew
#

For-Each X as Y

#

for(i=0; i<50; i++) {}

obtuse herald
#

Yes

rancid cloud
#

Thanks guys. I thought it was weird earlier ๐Ÿ˜‚

crude dew
#

I used these in PHP and C# a bit.

obtuse herald
#

Bp has that aswell

crude dew
#

Ahh i,ll see if i can find it ๐Ÿ˜„

#

Sometimes its hard to translate things into BP form

#

I assume its this

rancid cloud
obtuse herald
crude dew
#

@rancid cloud I think a child blueprint is "inherited" from it,s parents so likewise I would imagine the compiler takes what it can from the parent before creating new footprints in memory for child.

obtuse herald
tawdry surge
#

Yeah

crude dew
#

I like to take guesses at these types of questions as someone will tell me if im wrong ๐Ÿ™‚

rancid cloud
crude dew
#

The UE documentation is horrible for beginners to understand lol

tawdry surge
#

The child class is inherited from the parent, so logic/data inside the parent is referenced by the child. The size of the child on disk is just gonna be whatever you added to the child above what exists on the parent

crude dew
#

This look better?

#

Ok seems my GPU doesnt like that I used the Starter Content floor 400x400 and it pegs my GPU at 100% when i move the camera lol

#

I have a GTX 1070 ti

#

not sure why if its adding "instances" of X mesh and not creating actual meshes as such.

obtuse herald
#

the component is made for exactly that

#

try clearing all instanecs before you start generating if you calling it in-editor

crude dew
#

ok ty will try it

versed sun
#

have you tried Clamping the Launch Velocity ?

#

Also, this may help for debuging

tawdry surge
#

Why are you launching rather then using some sorta Vinterp or physics constraint to pull the character to the destination?

obtuse herald
#

launching gives you additional problems like drag etc. that you would normally not have when using a grappling hook

#

yes

dense yew
#

any particular reason this is happening every time I open up unreal?
(Using the sun position plugin from epic)

obtuse herald
#

๐Ÿ˜Ÿ

#

did you deactivate the plugin?

dense yew
#

no

#

that's the thing

#

super weird

#

if I refresh the nodes it'll come back to life

#

but it's happening every time I restart the editor

obtuse herald
#

do you save after refreshing?

dense yew
#

yes

obtuse herald
#

idk, try reconnecting the stuff

dense yew
#

this is annoying af, ugh

slow pewter
#

Okay Guys, anyone know Why , this happens?

My Index 1 is Correctly in Array, but When it try to get Index 1 , its look like all empty?

#

But on Debugging u can clearly See it should work

tawdry surge
#

@swift pewter looks like they're jumping b4 the interp to avoid colliding with the ground

trim matrix
#

what I need to add to make door open with e?

#

compared to this

#

i tried to copy paste it but got errors

#

also the doors in second image are kinda buggy

neon jolt
#

I'm getting something weird using widget, when I click on a button my player is supposed to teleport to a location on the map, it's working in standalone but when using it online with the correct RPC the buttons are absolutly useless

#

The prints works just fine when I fire the teleport but the player doesn't move

jolly inlet
#

Im looking for some one who can teach me blueprint. \

neon jolt
#

The same blueprint that is supposed to teleport the player work perfectly using a box trigger, am I doing something wrong ?

vapid grotto
#

Any Know how to fix >> "Attempting to move a fully simulated skeletal mesh ItemMesh. Please use the Teleport flag"

gentle urchin
#

Sounds like checking teleport as it suggests would be a way

vapid grotto
maiden wadi
# jolly inlet Im looking for some one who can teach me blueprint. \

You should start with some basic tutorials. There are a few on youtube. They'll teach you bad habits in a lot of cases, but you need to learn to navigate the engine before you can begin understanding it. If you want an actual tutor, be prepared to pay for it and post an add using #instructions. If you have specific small questions, feel free to ask them here.

gentle urchin
#

Bad habbits for sure. But in time, one can learn from it ๐Ÿ˜„

#

Enough reference material gets you forward!

vapid grotto
#

i understood it check box in BP node but i don't have idea in editor

maiden wadi
vapid grotto
#

thanks

gentle urchin
#

Think i've visited that one a few times

#

Most of the starting tuts i did was rpg focused ^^

#

"Advanced inventory" stuff etc

#

Before it spiralled into everything else

maiden wadi
#

Ugh. Inventory.

#

<@&213101288538374145>

gentle urchin
#

Damn, got a macro for that? ๐Ÿ˜‚

maiden wadi
#

Nah. Just quick. ๐Ÿ˜„

gentle urchin
#

Yeah inventory was troublesome

#

Add a crafting menu, drag and drop ui and equipment system and we're good to go

#

For a newbie the entire thing was quite a handfull

celest mortar
#

is it possible to create a function to trigger a timeline animation? in bp?

gentle urchin
#

Especially with the recursive functions

frozen spear
#

@jolly inlet

#

He has playlist of intro to ue4, and other amazing content. Check him out, he's a bit of a legend.

brazen pike
#

Anybody know of a way to keep an actor exactly on the mouse cursor faster than a linetrace on tick? I'm running into the problem where, if the player turns too fast, the linetrace can't keep up and it lags behind meaning the actor is not on the cursor for a short time. If anyone wants to see how I've got it setup currently: https://blueprintue.com/blueprint/f-u_bfmh/ is for the linetrace and then setting its position:

#

Actually this is not on tick atm, but on a delay that should, in theory, be faster than tick

gentle urchin
#

Delay faster than tick?

odd ember
gentle urchin
#

Have you made a delay that can substep?

odd ember
#

I think the solution was to create an empty actor at the point of the mouse cursor that your actor can move towards

brazen pike
#

wasn't the case

odd ember
brazen pike
#

I see

brazen pike
obtuse herald
celest mortar
tranquil abyss
#

What are some reason a text widget is now showing up

#

Atm I just have a plain text over an actor but it wont show

#

Hidden in game is false

#

show in game is true

#

or visible in game

gentle urchin
#

Plain text? Or widget component .

tranquil abyss
#

widget

#

only thing in it is text

gentle urchin
#

Whats the problem?

tranquil abyss
#

it wont show

gentle urchin
#

Not showing up when added to viewport?

formal bronze
#

Is there anyway to change how editor events show up? Like change the category or give it a tooltip?

odd ember
tranquil abyss
#

now im confused

formal bronze
odd ember
fleet cobalt
#

how can i have two things happening in event begin to play

formal bronze
formal bronze
gentle urchin
#

It cant be a function, can it ?

#

Functions can probably not be callable from editor directly.. pretty sure i've seen this aswell tho

odd ember
#

I'm at work now so I can't check

obtuse herald
#

you can however do it for functions and call them in editor

#

(you can right-click on an CE and convert it)

formal bronze
rose citrus
#

I am making a Blueprint actor for a trigger box to put in front of buildings I want to enter. On begin play, I use the trigger box to find an overlapping actor of BP Building class and set it as a variable so I can call it later. The problem is, Overlap actor doesn't get the blueprint actor. I don't understand what I'm doing wrong. I set the trigger box to enable overlap events as well as BP Building Base to enable overlap events. Does anyone have any idea?

gentle urchin
#

Wouldnt it be easier to add some sockets or whatever to the building doors

#

Andnin the building beginplay spawn triggervolumes at the socket locations?

#

Providing self as a reference, if needed

#

Or just binding up to the callback directly (the event overlap)

rose citrus
#

I'm doing this in paper 2d. I suppose I could just put this all in the parent blueprint for the building

gentle urchin
#

2d , 3d , dunno if it makes any real difference ^^

#

Beside cheaper detection

tranquil abyss
#

oof

#

replied to the wrong thing

#

I had it working

#

then I added a parent class and now nothing is showing up at all

gentle urchin
#

Plenty of ways to do this

#

Top down ?

#

Isometric?

#

Fp?

maiden wadi
#

Chances are if you just added a parent class and broke it, you did something like move logic to the parent class, kept the event in blueprint, and didn't call the super.

#

Example, Beginplay in blueprint doesn't call Beginplay on parents unless the child doesn't use it. If the child uses it, it'll override it and you have to directly add a call to the parent's Beginplay. Most blueprint events are like this.

tranquil abyss
#

Atm I Have zero logic tied to it at all

#

just a widget with text

gentle urchin
#

In the parent?

tranquil abyss
#

yes

#

parent

#

child

#

Ive been on displaying name of item player is standing on for 4 straight days now ๐Ÿ˜ญ

thorny lily
#

Hey Guys I am having trouble with referencing a variable,
When the player grabs a gun i trigger an event in the gun that gives over an variable that is used on recoil handling. The OnGripGun gets only called at that point once and the variable only gets set at that point too, and the variable can only be used after the OnGripGun event. When i print things out everything seems properly even the set variable in the gun always prints the right name.
However this variable in the gun fires accessed none errors in play mode, the really weird thing recoil gets applied on the first gun i pick up even with the errors, but on the second it doesnt work at all. I already set the variable to instance editable on & off, no ideas what else i could do to make sure the gun has the right variable reference since it is still printing out the right name. :/

balmy vessel
#

guys, i have a huge problem atm

#

i've made a custom Scene Component class called SC_GridSystemBase, this has a few child components, a Box Collision (GridBoundBox) is currently the main issue

#

it's stuck at 0,0,0 and won't follow the transform of the root scene component and I cant find/edit it's transform

#

have i setup the attachment incorrectly?

sturdy herald
#

Hello. I have a conveyor with a spline on it. I want a mesh to fall on conveyor (the location of hit its not fixed) after the fall i want the cube to attach to spline, but i dont know how to continue after get the closest location on spline. Hove can i get a distance along spline from a location on spline?

tranquil abyss
#

When I added the new parent The space was set to world and not screen

and the object was oriented in a way where i could not see it at all

slender bane
#

hi guys everytime im moving my mouse to the right the camera doesnt move the char itself moves do u know any fixes?

tawdry surge
#

Is the player BP set to follow control rotation

cerulean cloak
#

Hello everybody.
Can some1 please explain me where do i access the code for this function?

tawdry surge
#

There shouldn't be anything inside it. Its just a call to kick off an event in another BP

cerulean cloak
#

how do i find the BP which will execute this?

dawn gazelle
tawdry surge
#

Where did you assign the delegate?

cerulean cloak
tawdry surge
#

Oh, yeah search

tawdry surge
#

Yeah

obsidian ridge
#

Is anyone able to voice chat with me really quick? I have a question about InterpControlPoint movement and location stuff

cerulean cloak
dawn gazelle
#

Press the binoculars on the far right of the search bar.

cerulean cloak
slender bane
dawn gazelle
#

That looks like you may have turned on all the "Use Controller Rotation" options. You want them off if you don't want the character to rotate with the camera.

slender bane
#

just have the pitch and yaw on

tawdry surge
#

I think you just want yaw

slender bane
dawn gazelle
#

Again if you only want the camera to move, you need to turn off all the "use control rotation" options.

slender bane
#

then nothing working

obsidian ridge
#

Is the position i feed not able to be updated once given?

#

For example if the position is moved from the last variable given?

#

Like chasing a moving object

paper karma
#

Is there a way to have an OnComponentBeginOverlap for a actor BP ignore a specific object on my player character? I have a collision sphere on my character for one purpose and I don't want it triggering other things in the level.

dawn gazelle
slender bane
#

this is what it looks like if i just enable camera rotation

#

only the cam is rotating not the mesh

dawn gazelle
#

Your original question: hi guys everytime im moving my mouse to the right the camera doesnt move the char itself moves do u know any fixes?
Isn't the intended behavior then that you want the camera to move, and the character to stay stationary?

slender bane
#

no sry for explaining it wrong. I just want a normal third person char movement with the cam

dawn gazelle
#

So you want both the camera and the character to rotate?

#

But the character only rotate on yaw of course.

slender bane
#

I just have the left right rotation. It works good. The updown rotation is working too but the problem i have with the pitch rotation is this

dawn gazelle
#

Turn off the Use Control Rotation Pitch

slender bane
#

now just the yaw rotation works

dawn gazelle
#

Which is what you were looking for, yes?

slender bane
#

no im trying to use both yaw and pitch

dawn gazelle
#

You want your character to rotate on both yaw and pitch?

slender bane
#

yeah

dawn gazelle
#

Thats what this is.

#

If you have stuff set up like this:

#

Camera Boom:

#

Then your character will rotate only on yaw, but the camera will be able to rotate up and down, and the character will follow the camera yaw.

#

If you enable Use Controller Rotation Pitch, then the character will dip down like you have in your image.

slender bane
#

oh okay well i think i have to watch more character tuts

#

but thank you very much for ur help

dawn gazelle
#

Are you trying to get the character to look up or something?

slender bane
#

yeajh

chilly geyser
#

How do I get a different item out of an array each time a button is pressed without changing the array index

#

(non repeat)

mild moon
chilly geyser
mild moon
#

you need random item or just not different to before?

chilly geyser
#

The way I did it before was to get a random item from array, then just remove that item. But when I did that. It changed the array index.

#

both

#

random and not from before

blissful grail
#

As in, you can only grab an item once in the entire array's lifetime?

dawn gazelle
# slender bane yeajh

Ok, that's a more complex topic. These basic nodes only feed information into the rotation of the character. What you're wanting to do would need to take that control rotation and apply rotation in the animation graph to make the mesh look up and down. An example of how to do it can be seen in ALSV4 but that's a pretty complicated example and it's not exactly easy to grasp as there's lots to get lost on.

chilly geyser
hollow inlet
#

you might want to make a second array that you can draw and remove values out of

blissful grail
#

Put a boolean on the item, bWasGrabbedFromArray - when you copy the reference to the item, flip that boolean. Check that boolean each time you get a random index from the array.

hollow inlet
#

yeah, or tag them with a boolean

#

somehow you have to track what you've picked

blissful grail
#

No other way around it.

#

I was going to suggest the 2nd array idea first, but figured this was another one of those cases where you were strangely restricted to a single array.

chilly geyser
#

I don't need to be restricted to one array if there's a way to make a new array

#

as long as 1 on array 1 is still 1 on array 2

blissful grail
#

It won't be.

#

No guarantee

#

If you grab index 3 for your first grab, that's going to be index 0 on the second

hollow inlet
#

make an array like [1,2,3,4] if the array you don't want to change has 4 things. like make an array of indexes. then choose one randomly and remove it from the pool

mild moon
#

Instead, there is a method to ignore an actor from being hitted from an instance of an actor?

dawn gazelle
chilly geyser
#

its an array of actors though

mild moon
hollow inlet
#

actors = [actor1, actor2, actor3, actor4], choices = [1,2,3,4]

blissful grail
hollow inlet
#

pick '3' from choices, then choices is [1,2,4]

#

and get actors[3]

mild moon
hollow inlet
#

so the location of 4 in choices will move, but it doesn't matter

#

then when you reset, remake the choices array

blissful grail
chilly geyser
blissful grail
#

And if you don't want to deal with collision layer shenanigans, just check if what you are overlapping or colliding with is the player, if it is, just ignore it.

chilly geyser
hollow inlet
#

with 'out actors', measure the length, then create the array for choices

chilly geyser
#

ah length! XD ty

hollow inlet
#

you're close i can feel it ๐Ÿ™‚

dawn gazelle
chilly geyser
limber wing
#

Has anyone ever made a blueprint to simulate tire wear for the chaos wheels? It doesn't need to be anything fancy. Simply losing friction over time would work well.

tawdry surge
#

That would be a physics material thing

high sapphire
#

Struggling with getting the inventory system working
First screenshot is with an empty inventory
Second screenshot is when I pick up 3 Health Potions

#

(Technically the first screenshot is an older version, but same behavior)

maiden wadi
#

Well, you icon seems to be working?

high sapphire
#

Yeah, the icon is working
But not the item name, not the amount, not the effect text
The UI shows x0 even though it shouldn't
And the debug text shows double the amount that should be in the player's inventory - I pick up 1 potion, it says 2, I pick up 3 potions, it says 6

#

Am I making a mistake with the tracking of the counter?

#

Or maybe in the actual picking up of the item?

gentle urchin
#

Not seeing the function updating the widget tho

high sapphire
#

Based off the List View guide I followed, the Construct event should be doing that

gentle urchin
#

Probably dont need a forloop in the add to inv either but i suppose it does the job ^^

high sapphire
high sapphire
gentle urchin
#

Wouldnt you just add 2 to the current amount in slot, and update the slot once?

#

Probably just pass the entire struct to the listview widget aswell

#

Id slap together an example, but not at pc in a while :-/

high sapphire
#

Maybe it's because I'm a little tired, but I'm having a little difficulty fully picturing what you're meaning (for some things I'm more of a visual learner), sorry

gentle urchin
#

Nothing to be sorry about, im not doing a good job elaborating properly

maiden wadi
#

My point was more that you've set the item's icon correctly from somewhere. So it's possible that you need to set the name and amount there as well.

gentle urchin
#

^ fair point

#

Also seeing struct so perhaps adding to struct is done on the copy ?

high sapphire
gentle urchin
#

Ah nvm

#

Name would be static

high sapphire
maiden wadi
#

Where is that name pulled from and placed in the struct in the inventory?

#

This thing here has the correct Item Name?

high sapphire
#

It's pulling from the inventory array in the character Blueprint

#

And the character's inventory array starts out with 0 array elements, but apparently that gets counted as an element since even with an empty inventory it shows an entry for an item

maiden wadi
#

In the Item struct.

high sapphire
#

Yeah, it does.

maiden wadi
#

Right here. Put a print right after the SetItemCounter inside of the LoopBody. Print out the element's name using a format text and PrintText node. Format it to say ItemInLoop - {Item}

#

See if all of your entries, specially the last has the correct name.

trim matrix
#

so, I have this thing that multiplies the current velocity by something and adds it to the velocity on hit

#

the thing is can I call back to the function every hit and keep adding speed?

#

using the same multiplier and everything

maiden wadi
#

Huh..

high sapphire
#

I'm also confused about why it's saying there's 6 in the inventory when I only picked up 3

maiden wadi
#

Oh

#

Actually that is the issue. I didn't notice that til now. ๐Ÿ˜„

#

You're creating a widget, but never adding it to screen, you're using ListView. You don't actually create Widgets directly to use in a ListView, you create small UObjects and populate them with data and send those to the listview.

#

The Listview will create it's own widgets to handle, what you pass to it is just a data object for it to use.

high sapphire
#

The guide shows doing this:

maiden wadi
#

What the fucksticks?

#

No.

high sapphire
#

So me doing that is (at least part of) the problem?

maiden wadi
#

Most likely. Your widget you're passing data to isn't actually doing anything with it. Lemme show you how listview is actually supposed to be used. That guide is basically bringing a dump truck full of objects to do what a shovel could fill.

high sapphire
#

Ah. I figured ListView was the easiest way to dynamically show more of the widgets whenever the player picks up new items

spark steppe
maiden wadi
#

It is. And it's fine to use Listview, but you definitely don't need to create a full huge UserWidget class to pass data do it.

high sapphire
#

Ah

vague dome
#

I think i need some math help here, im currently working on a UI element for my sailing game, but im struggling with finding how to project the wind direction in relation to the ship