#blueprint
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ah well
im looking to draw out a space for these line traces and around the player
actually
could i use draw polygon and just trim off any parts the line traces dont reach
thats essentially what this person is doing but with triangles, at least thats how my brain sees it
wouldn't that work? can make a look with "Set Timer By Function Name" like this? (and have a check to clear the timer in the function)
i've seen a tut on udemy of someone doing it, but it's not working for me
i don't think you want a looping timer calling a looping timer
if you mean the blooping is checked in the "Set Timer By Function Name" then i've tested it out without looping set to true
or you mean i can't do it entirely?
sec , wife agro
If you want to have your items separated out, then you'd should loop through your inventory and determine the types of items first and only add the ones you want to add to whatever categories. Right now it looks like you're looping through your inventory in your "UseItemList" and just adding all of your inventory, which may be part of the problem.
Here's how I would probably approach it for now:
Category Widget:
Contains a listivew for your items.
This should have a "Add Item" function for adding a new entry in your listview and the function should just take an integer input. The function will take the integer input and feed it into the Menu Item Object you are currently creating and then that object is added to the list view of this category widget.
ItemWidget:
Implements the ListViewUserObject interface and is responsible for reading in the data from the Menu Item Object. As it's now an integer, you just need to get the player's inventory array, a
Main Inventory Widget:
Contains your layout like you have above, (You have buttons for Items, Weapons Armors, etc.)
The buttons control a widget switcher. The widget switcher should contain a copy of the "Category Widget" for each category you have.
The main inventory widget on construct loops through your inventory array, reading the item ID and determining what Category Widget the tag belongs to and calling the "Add Item" function on that Category Widget, passing in the Inventory Array Index you are currently on. (ie. if an item in the inventory is Item.Consumable then you want to call the "Add Item" function on the Category Widget for the "Items" widget switcher). This integer will in turn be fed into your ItemWidget which can then read the contents of the array and display the necessary values.
what calls your function the first time ?
left mouse click, it trace under crosshairs check if the trace item is interactive_item set it to player_physics_handle and then calls this function to set the location of the physics actor
and what would trigger the stoping of the timer?
i was thinking of calling it again with bClearTime set to true, and branching it to see if i want to clear or loop the timer
the default value of bClearTimer is false, so it would loop if i don't pass it
anyone know why this isnt working?
i was thinking of making the set location on tick, but i only want to set the location 1/10 of frame rate. the tick will call it every frame
so you want it to follow your mouse cursor ?
i have an ItemGrip UScene component attach to the camera in the player character class
and i'm setting the location to that scene component
is this an appropriate use of a pure cast?
I usually never use em and I'm just grabbing a value in this case
what condition do you want met to trigger bClearTime to be true ?
it's kind of complicated to explain, but in short i've made it so the bClearTime is passed true when the FireButton (Left mouse button) is released
so the timer is cleared when FireButton is released
oh, thats each, so you are just setting position while button is pressed, and stop moving it when you release
yep
altho there's a small delay (of 0.1 sec) when the FireButton is pressed to check if the player is holding down the button
ive been stumped on how to make a system like that
anyone know any good tutorials
Hello does anyone know how i can get a finish line working? I have a system where a ai and the player race toward the finish line and i want to be able to tell who gets there first
I have no idea how to figure it out though
as far as i know, pure just makes it so that the function is called when you need it instead of calling in on exec order. in other words the pure function is called each time a function that needs the output variable is called
i would go more like this then
begin overlap?
Yes but how does it know who overlapped first or not
I was taught that pure stuff should only be used for getting values or converting between types, and they should never be responsible for executing big gameplay stuff like spawning or destroying actors
thanks i didn't knew that there was a "Set Timer by Event" node i would use that instead thanks!
make a sequence. so for the first time it gets overlapped execute the 1st place code
and then the second time it gets overlapped execute the 2nd person code so on and so forth
Ahh okay, how can i create the sequence, is there a node for this?
yeah use that only to get values. when you plug this pure function to multiple functions, you'll get different values for each function call as the pure function will be called for each of the functions separately
hold "s" and click on graph to make a sequence
im working on a game were the main way to get around is flying but i need help making a in air dive system
widgets are just a place holder
maybe u could use a widget to display a first place screen tho
Put a print string on the pressed. If you get nothing printing on screen, then you're probably not possessing the character that you've put this input action on.
nvm i figured it out
Hi, im still having some issues with my revive system so im wondering if anyone can help, ive done the below and managed to get the desired behaviour that but it only seems to work on the server, if i use the client to revive the downed server player, when the revive is finished it just sets the clients own health to the revived health of 30 and doesn't get the server player up
it seems like when i pass in OtherActor into the OnRevive event its not actually doing the other actor and OnRevive is getting called on itself instead of the downed server player, i have no idea why that is tho lol any ideas?
maybe ask in #multiplayer ?
Am i allowed to send a video example here?
Yes
my blueprint and the problem
the line trace seems to get longer or rotate depending on location?
also that rotator connected to the division node is supposed to be z not yu
i forgot to change it back after fiddling with things
well you are adding a rotated location to your current location
so as your location X, Y, Z components get larger
so will your end result
ohh
shouldn't you just have a simple vector with X=1
and rotate that, then add it to the actor location
also not me just now realizing that multiplying by 1 doesn't do anything at least not in a normal context
Is it possible to get the source object reference when a event is called through a delegate?
x.x hold on
i did this and it works
yeah but the pitch rotation makes absolutely no sense π
Pass along a reference to self in the event dispatcher.
How can I do that?
working as intended now?
Same way that you added the "new param" to it.
Just change the variable type to be of your specific object and when calling the dispatcher, feed in a reference to self.
but the stuff i had before with the make rotator was working as intended
it was the same before and after i erased it
why is that
pitch is up and down
you probably just don't see the difference
no wait lol
you rotated on the pitch for degreePerTrace * traces / -2
which would basically be -180 degrees
Thank you π
which means, your traces were inverted
so it was rotated on the Z -180
the ones that were supposed to go forward, were going backwards, rotated on the Y
which visually doesn't make a difference π and probably doesn't change a thing about your functionality
well i appreciate the help anyways
Well for one, you're not doing the revive on the server, you're doing it entirely on the client. You call a server RPC (Server_RevivePlayer) which immediately calls a client RPC (Client_RevivePlayer) and this client RPC then calls OnRevive which has all the code for your revive.
Anyone here familiar with timelines?
Hi! is there any way to get a data table row in a dynamic way?
i want to get a row from a table (both can change)
Ahh.. thats how the original tutorial i followed had it set up, what would be the best way to set it up to work on both?
Define "a dynamic way"
Not sure, the code you have is a bit hard to follow, but you probably want to run any of your revive code while running on the server (so off of the Server_RevivePlayer) and maybe just do a multicast call for the montage to play.
Normally when you have an ability you'd have Player Input > Server RPC > Server RPC does checks and sets states, Performs Required Action > Multicast any visual results
How can i only play a animation once while in that state instead of doing a lot of times with anim notify?
like i made this simple punch 1 state
Why not went with montage and anim notify?
yes i just dont know how to do it
i know that i need anim notify
but idk how can i use it
Make an anim notify in the anim montage asset, and you're off the races from there.
so this is my current binding for my HUD for round timer.. its ok for a single preset time but on my lobby menu ive added a timer selection and the array in image is the different times but im stuck on connecting it all together so it works. the basic idea is if the player selects 10 minutes the HUD will show 10 .. same with 15 minutes etc. slowly getting my head round it but guidance would be very much appreciated.
Fairly old tutorial, but this goes into using montage and anim notify for attack anims.
https://www.youtube.com/watch?v=8CA4e818erY
In this video we add combo attacks and setup the animation blueprint for handling animation montages.
If you have any questions or comments please let us know. If you like the video and want to see more, go ahead and subscribe. Or consider supporting us on patreon https://www.patreon.com/titanicgames for more great tutorials and games to come!
thx
Hey, is there a way to get a variable value from one blueprint to another? I wish for when a button in my editor is pressed, a value is increased in my other geometry placer allowing the control of height.
:warning: Failed to send a DM. User will not be notified.
:no_entry_sign: Vampyre#9072 was banned.
well dayum.. he got consigned to oblivion
lmao
Figured it out, had to use this get actors thing
Hi everyone, trying to render with alpha from sequencer but most of the animation is set up in the level blueprint. Is there anyone could suggest a solution? Is that possible?
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...
That might be helpful, thanks @dawn gazelle
Hey there, can I ask anybody who knows a way to select one of the maps first by keys and then values at the end? How I'm attempting to make it work is by selecting one of the keys then choose it's value at the end to transfer to the return node and it seems the way for using the find and get is not working so far.
Maps have a find node. You feed in the key value, it'll pop out the associated value.
Could you show or explain that to me more?
You do mean this right?
I've tested it and I think it may have worked. Though I may have gotten a unknown error, it seems to be giving the different reactions so far. Thank you for some of the advice.
Trying to put these into the render queue. How could I manage an alpha output?
tender... queue?
Hah trying to make it tender to myself π§ββοΈ
do you actually have access to the render queue in BP?
because I'm not sure you do
Hello! Hope yall are doing well. I am struggling with unreal engine right now. I am trying to record x, y, and time coordinates into a table. I will attach pictures of the code i have right now. I want the table to be filled with the coordinates as the game is running. But the coordinates are not being put into the table unfortunately. Thank you in advance.
Tables are read-only at run time.
The closest you can come is by using a Map of Name > Vector and then saving it in a save game if you need it to persist between sessions of your game.
Or sorry, map of Name > Your custom struct
Hello, Is the blueprint character Event Possessed different from c++ Character::PossessedBy()? I'm noticing calls to Super::PossessedBy() within c++ Character::PossessedBy() trigger my EventPossessed BP event. Since my BP character class inherits from my c++ character class, I was expecting to be able to call Character EventPossessed BP function -> call to parent function -> run c++ Character::PossessedBy but this isn't the order i'm seeing when debugging π€
If i want to store the coordinates, should i use an array instead? I would like to have the coordinates so i can import them after the game ends
question is it possible for a render target to work on another level trying to get a dice roller working in a different level and be shown through a widget thanks!
You can only have one persistent level open at a time
Depends on if you want to access them by index or if you want to be able to look them up by a key/value pair.
There is the concept of having unreal engine having a separate world and doing something like this, but it can't be done in blueprints alone, there's definite C++ work required there, and I don't really know how to do it myself, just that I know that is how it would be done.
dang that sucks
only work around i know is putting multiple render targets above worlds and make a dice roller
do you have any other ides how i should do a dice roller
You got a link or anything for the multiple "worlds" concept?
I don't understand what you're trying to accomplish.
Dice roller is basically just a random int in range behind the scenes
Yeah
But like 3d object on a widget
That rolls
Like a dice roller on a widget sorry
You could sequencer out the 6 possible rolls and then play the clip according to the random int in range
Hmmm might do that sucky thing is i have to d4-d20
Oh then I'd key out one or two rolls in sequencer and swap materials to make it look like it landed on the proper number
why not just render it out of view?
Hey, I've been working on a bubble speech feature for actors, just as training, and it actually works pretty well. Problem is that as of now, it's an actor component that has to be added as subcomponent to another actor, is there a more efficient way to do it?
Like I have an Actor Bubble component that dynamically creates a Chat Bubble when I go near the actor it's inserted in
Way heavier performance wise and not typically good to use physics for something like rolling dice
@cinder stratus add the component to your base character class and all children will inherit it
Yep, but like, is this a good way to do it or there's a better way?
I'm learning, that's why I'm asking
Also I'd probably want only NPCs to inherit
Then you can apply it to your base npc class.
But thats about the most efficient way
Add it once and everyone who needs it has it
Okay, thanks!
how can i have each section contain the same scaling when it comes to calculating height?
Super noob here. Can anyone point me into the right direction of maybe a youtube video that shows how to create an in-game button to toggle on and off static meshes for an archviz project? I cant find anything on it.
Should i use advanced sessions or steamsdk
Doe's anyone know why my Game when running on a client won't Control a Pawn or Display UI
Completely new Project just with new Widget's
Did you change the default game mode or game state?
Nope
Work's fine when running on Server
What is the netmode set to?
I've tried all 3
Standalone works fine
Listen Server only let's the Server see the UI and Control a Pawn
Play As Client doesn't allow any Instance to Control a Pawn or see the UI
Usually when you do Play As Client you'd see your pawn in front of you, no?
No Pawn just the camera placed below the floor
Can you show what your world settings look like:
How many player starts do you have placed in the level?
5 Of Them
π€
This seems like something obvious, and I'm missing something. If I want a character to rotate to a particular direction when you click with the mouse, but also set orient rotation to movement to true, how do you do it? Just setting the actor rotation sucks because it 'teleports' the character to the rotation, instead of smoothly rotating like Add Movement Input does...
Is there something like Add Movement Input you can use to smoothly rotation to a direction without actually moving?
VInterp or lerp and timeline
My last basic guess may be that you don't have ThirdPersonCharacter set to replicate.
Though I'm doubting that is the problem either as that doesn't change anything on my end....
When you click? Like top down mouse clicker? If you click to move with orient to movement, wouldn't that just happen?
Or like they would just turn to the direction you clicked? Cause you'd need some sort of turning timer thing that finterps to the rotation or something. But yeah just setting actor rotation is basically a teleport thing.
No, because I'm not using mouse to move
Only to shoot
Yeah, a lerp with an interrupt appears to be the best solution.
I was hoping like a scale factor of 0 or something like that would work on Add Movement Input... but no.
anyone know the answer to this? let me know if you need more info
GameStateRef no set
but I have a reference tho
Do you actually get the gamestate and cast to it or something?
Then set that value in the GameStateRef variable?
And that's happening after you've called those two functions
Would probably help if you explain the context of your game to figure out what you're trying to accomplish, cause hell if I know. First person? 3rd person? Top down? Sidescroller?
A lerp works, but then you need an alpha, which would still require something to drive it so the alpha changes.
I guess this is what an aiming state is for in situations like that so the rotation is more finely tuned to your control rotation.
But shit for all I know it's a hockey game.
i was curious; can i use curves for something like damage?
Yep
Can someone help me with this?
please let me know if more information is needed
Is there any way to promote these values in a timeline to a variable? I'm trying to create a smooth zoom in and out function, but the starting point differs depending on whether or not the player is aiming so I want the starting float to just be the current arm length and then automatically blend to the correct one
Does anyone know why sometimes code just...stops working? I'll load up a project and some things stopped working properly
You can use Map Range Clamped and have the timeline float go from 0.0 to 1.0.
Admittedly it's kinda hacky but it should work.
hey, any help is appreciated!
I was also wondering if there was a way to use finterp, but my experimentation with it was meh
granted a refusal to use event tick prolly doesnt help
Event Tick is not as bad as some people want you to believe.
It's just that one can abuse it and put unreasonable instructions that took up lots of frame time, like Get All Actors of Class.
I know, but for my purposes I don't think its neccesary
Guys I want to do something and i need help so i want when a player join a server it says "Player Name" Joined the game So anyone know how can be that possible or send me video that illustrate this Thanks π
For a smooth zoom, tick is more or less mandatory, or atleast something very close to tick
Its very visual animation so if anything is allowed to tick, i'd say this is one of those things
I found a lerp and timeline worked well
Timeline is tick π€«π
True but its not constant so Im fine with it
Event tick is always firing
Yeah timeline handles gating internally so its easier to use
No it doesnβt seem like
||Don't let the secret about absurdly low timer duration spill out||
Hello,
I'm making a minimap and what I'm trying to do is to hide the minimap when I press "M" so that it shows a big map instead. I have no problem showing the big map but my problem is that I can't hide the minimap in runtime (set visibility to hidden). Selecting the hidden property in the widget itself before playing works, so it has something to do in runtime
do you guys know how to fix that?
maybe a setting to tick
Thx
Probably not on tickπ€·ββοΈ
I mean to tick true of false
Right but toggling visibility on the parent surely affects the child
i could not call the hide feature from my character bp so I tried with events
it seems like the whole widget (even the parent) can't be hidden
Surely it can
I would consider nesting it in a widget switcher tho
As they seem to be mutually exclusive
The map vs minimap and player ui elements
I'm gonna look into that thx
beside of that, rightclick you UI Map variable, and select "convert to validated get"
and replace those ugly isvalid nodes with that
Seeing a single blueprint variable being drug to multiple nodes bugs me.
Surely adds alot of spaghetti that could easily be avoided^^
Ever since I started writing C++, I tend to stack my blueprint nodes together as much as possible. Much easier to read through and not have to backtrack through reroutes and such.
Same π i also tend to make c++ functions for almost anythimg so bps stays nice and readable
Just a bunch of function calls
Ton of my single input stuff looks just like this. Targets on top, function call, argument on the bottom. So much easier to read through when you have ten settings to do in a single execution line.
yea but your order of nodes on the bottom bugs me π
Hey i have an actor which spawn when game begin i want to spawn some static mesh with that actor but random meshes as there are many and with perfect transform how can i do that any suggestions
Not sure what you mean by with perfect transform?
Like i can change that location and scale in future if i want to change
I can't even read it without punctuation marks, lol.
where did you add them? because i still have a hard time grasping it
Hey i have an actor, which spawn when game begin. i want to spawn some static mesh with that actor, but random meshes, as there are many and with perfect transform. how can i do that? any suggestions?
that's the best i came up with, but still...
I think that an example might be easier to help with. Unsure of your end goal intentions with this. Like, spawning a mesh in an actor is easy, add a static mesh component and set it's mesh to the randomized one. Save the pointer and you can change it's local location to that actor or scale it. Have a feeling that might not quite be what you're after though?
Actually i am making a endless runner in which i am able to spawn the floor but can't able to spawn side of world so i am thinking if i can spawn that in an easy way
are you using google translate?
No
maybe you should...
π
yea sorry, but it's hard to understand what your actual problem is
Did u play any endless runner game till now
does super mario count?
Stuck on side of world. Not sure if meshes directly to the side of the running track or mountains in the distance.
I made a path on which my player will run but i want that the side world also should be spawn which is not spawning so far
Side world is static mesh
Sounds like you just need to reference where you're spawning floors, and use their transforms to spawn meshes to the side of the track.
Yeah quit a bit like that only
Id switch them to minimize crossing wires π ββοΈ
Personally. I'd consider going with a prefrab route. Make an actor that can be spawned along the track and that one actor picks it's own track obstacles, floor, and side meshes. Much easier spawning code.
Yeah i want to that only but i am not able to do that quite noob
Show us what you have got so far.
Seeing the code is more helpfull.. π
And seeing something of the desited outcome can also help, if its hard to put words on it
E.g. does any game have what you want? If so, a screenshot or smth would be nice
good mornin , i am stuck trying to possess another character with another game mode and controller , i want to make it through a button in a widget its function is to possess to the other character , i hope some one can help through this , and thx in general
Yes subway surfer have this i want exactly like that
Walls?
yes with another functionality and inputs too
Ye s
As u can see i have the middle path i want the side world i am not able to do that
Like house tree i make them into a singal mesh and i have 20 mesh like that i want random 20 mesh spawn sideways
@halcyon laurel you can't change game modes without loading a new persistent level. If you're other character is set as default pawn for that game mode, you'll possess it automatically
pretty sure there are ton of tuts online on this very topic, maybe start from there? and if you're stuck on anything you can always come here and ask us
found this in just 5 sec on yt: https://www.youtube.com/watch?v=qzFd-PfM5kc&list=PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1&index=3
Now that we've set up a simple running course, let's make some obstacles to dodge.
He's looking for how to create the non gameplay visuals on the side at runtime dynamically.
@maiden wadi yeah
yeah this is a great start, first make a system that spawns meshes on the sides, randomizing them is easy
@trim matrix but i will surely look for this
@trim matrix yeah i thought of watching this but i think it will not be helpful but i will surely watch this
for an endless runner, you need to have modular meshes, spawning them and randomizing them on runtime is pretty straight forward
Yeah
Is there a way to "close caption" signs like for example in Resident Evil VIII when the player looks at them? https://cdn.discordapp.com/attachments/579302600407777281/942403587626119228/20220211_232854.jpg
My project will have signs I want to translate in several languages and I want it to be in a "subtitle" style as seen in the above picture. I'd appreciate any advice on the topic, maybe even a tutorial?
You'd just have the sign pass it's text to a widget when in range.
Localization would pry require a datatable or some sorta list of the various versions of the text
Thank you for taking the time to answer! I already use datatables for translations but didn't know how best to approach the close caption issue, thanks for the advice π
does "Set Timer By Event" not work with 0 as timer argument?
this is not firing the function
ahhh
I'm trying to get a mouse click event on a text world widget, any advice on how to achieve that?
If you mean you wanna click on a 3d widget placed in the level, you need a widget interaction component on the character or controller
i have that, and can interact with it, my problem is that the text umg only got these two events
Is it possible to add a mouse event to it?
So i'm thinking about declaring an event on the c++ files
Not to the widget itself. You add it to the character or controller and trace to the widget and do what you want from there
for some reason, the hitresult stop working when i'm over the widget
maybe because i've set it to capture input ?
The world widget didn't worked without it
Can you show your code? It should just be a trace from the mouse to world space and then if it hits the widget, you fire whatever event inside it..
I'll screenshot it
so i have these two world widgets
the one from the left
with this one i cannot interact with the text
the one from the right, have "recieve hardware Input" enables, it recieve text properly, but when i put the mouse over it, there is not red dot
didn't found another way to allow the text to recieve input
hey guys, i've got a question. I would like to let the player choose a folder path where his/her music is located to be played IG (like in sims or space colony), is it doable in BP ? Or do I have to pre-create a folder where to copy the musics ?
@formal dagger for file access this might work: https://www.unrealengine.com/marketplace/en-US/product/blueprint-file-sdk
but i dont know about the audio part
Wouldnt it be ok to just let the user play their audio from outside the game ?
Implementations tend to be limited anyways..
the one i use, yes ^^
thx i'll try
I made a blueprint and added a static mesh and some capsule collisions to it but when I stretch out the mesh in the world, the capsule collisions dont get stretched out with the mesh
I tried to attach to both the default scene root and static mesh with same result
try dragging you capsules onto your static meshhttps://www.screencast.com/t/6g7hX0YQdC
tried that still doesnt stretch them out
This isn't really a use case for collision objects though. This kind of thing is something you'd export with the mesh.
Anyone know why would a world widget won't recieve input ?(i have widget interaction component) For example, the buttons does receive hover events, but not click events, and i can't interact at all with texts.
@maiden wadi but I need to test the collisions
nice alliteration
something about having to enable mouse click events in the player controller?
maybe? i'll check
WidgetComponent itself needs to block real collision channels for the WidgetInteraction to hit it, sounds like you have that. Widgetitself still needs to be hittesable. Sounds like that's fine with the hover. There are also issues with the interaction component requiring specific IDs set up for multiplayer stuff.
Any idea how do i deal with that?
seems ok i think?
Not sure what you mean by this. Collision components are meant to be simple shapes for simple gameplay use. If you need more complex collisions for a static mesh, either generate it on the mesh in the static mesh viewer, or import it with the mesh itself.
do none of them stretch , or they stretch incorrectly ?
do you need different collisions per area of the box or are you trying to make one collision that covers all edges ?
Hi! does anyone know if "while loop" node condition is evaluated first of after completion? (the first run checks the condition?)
@gentle nebula Player controller settings are irrelevant to widget interaction. Chances are you're not using the Interaction's interaction functions.
If you're not, you're looking for PressPointerKey, and ReleasePointerKey functions.
Are these necessary?
That's just how you use the interaction component.
My bad.
Does it support full keyboard interaction? for example if i set it up currectly, would i be able to ctrl+C inside in a text umg?
Uncertain. I've never went quite that far with it. I've only used it to make basic interactable widgets for actors like a hologram display.
I appreciate all the information so far, thanks!
how can i check if in the moment im not clicking in any button?
maybe
i cannot found that function can you tell me where you found it? @versed sun
you need a player controller , or turn off Context Sensitive
GetPlayerController and then from player controller reference, search for IsInputKeyDown
Btw can i set a boolean inside a state in anim bp?
Yes. on EventUpdateAnimation, store into bool and then get variable inside state machine
can you do a exemple pls @gritty elm
Hey guys I am a bit in a pickle reason being that I am trying to make a material instance that can be applied on an object that the transform can be manipulated in any way the material will still look the same, I manage to use a world position_with_scale node and it works semi-successfully because as I rotate the object the material instance does not rotate with it π¦ any fixes or nodes I should try?
and how do i say to a animation start on a certain point. I only wanna play last 20 frames from my animation. how do i do that?
I don't remember what it's called off the top of my head but there is a way to scale the UV's with the object size.
Iirc they use it on the automotive materials provided by epic
ah thanks will take a look
Basic UMG needs more setting options for some widgets. :/ Kind of bugs me that progressbar doesn't have a set from timer function. But whatever. Wrote it into my own wrapper.
You are asking so many different simple questions, I would advise to do some more self learning and look up stuff on the internet.
People aren't going to keep helping you this way, as it feels a little low effort from your side. Just being honest, don't want to be rude.
It's okay to come here ask for advice or something that you can't figure out yourself,
but you should generally have already tried something out, we aren't google π
probably a good question for #animation
Hey @tawdry surge are you referring to this
Probably but it's been years
It's was part of an epic online learning course about materials.
The one leather with eyelets material has it for sure
Ooo Might know where to find it, yet again thanks for the help
this is probably more of a material question than BP question. you can handle it entirely within the material. I'd ask in #graphics on how
Ok sorry
I'm thinking of remaking a large project that I have been working on for over a year. Everything works fine with no major bugs but I know there is a better way of doing some tasks. Would someone with cpp and Blueprint knowledge be able to video call with me so can show them how I did things and pick their brain for any improvements? I hope it would take less than 30 min and could be done now or later.
Hi guys how can I implement the different speed based on the surface type?
physics material afaik
I tried
welp
But i dont see any improvments
have you tried a tutorial on them?
I created the surface type in the project settings and then i created a physics material
After in the material of the surface i add the physics material
you can always try and break down some of the systems you're using. I'm happy enough to assist here but I'm not up for video calling
@mild moon
I can't found a tutorial based on it
The main thing is: I have a ton of BP structs that are being written and saved to a save game, and I believe that's bad ?
if it works it's not bad. but BP structs are copies and are generally meant to be read from, not written to
how would I know if it DOSN'T work? I havn't had any problems yet
your values are nulled out
ok, so far so good
it could fail silently in that the project works without issues, but certain things just don't load
where do you see 4 levels?
well I don't see them either
so how did you come to the conclusion that there are 4 levels in your game?
that doesn't mean there are 4 levels in your game
it does
if there were, you wouldn't see it print 4 times, you'd not see it print for the other levels
cause i add 1 to a variable repeat
sure
but begin play is fired 4 times
and it does not use updated variables
spoopy
you have any idea why it is that way ?
not on top of my head. if you're switching game modes maybe?
but equally I can tell you there aren't 4 different levels
Hey, whats this type of node called? the purpley sort of general node type? Thanks
function
Thanks @odd ember
right on screen there is a function drop down you can override it
so i have only one gamemode
and its not changing anywhere
the only other thing it could be is that the level is loaded 4 times somewhere else
so if you're loading the level somewhere, check that code
I don't know what "basic" means in this case
if you open levels anywhere else
that's likely where there's an issue
i am only loading in one level
at start
and i did not setup anything else with loading levels ...
is this PIE?
PIE?
play in editor
happens in Play in Editor and Standalone Game
Is there an Event that is fired when changing Level ?
or loading level again ?
BeginPlay
how do you mean?
Like
like what?
yes
I didn't say that
I said that if you had several levels you wouldn't get this behavior
that's on tick
yea
that gets updated every frame
do you have any level streaming volumes?
hard to say then. maybe if you had four separate instances of the same level loaded somewhere, like 1 server + 3 clients
.
I'm trying to make Widget interaction work, but after setting press pointer key, nothing seem to happened
can't be several instances
well you've just proven that it is
there's 4 separate instances here
doesn't matter?
4 different levels tough
the same game instance can run 4 separate instances of the same level
ok
don't conflate things
do you know where levels are created ?
.
Well when a momma level and a pappa level love each other very much....
can you screenshot your play settings?
can i have multiple event tick? how do i create a event tick
no
1 event tick per actor/component
you can create timers using delta time
that do the same
ah ok
you can do this
so since i have several levels on same Game Instance, these Levels must be created somewhere
.
Just a silly question, but have you tried restarting the editor?
looks like there's only 1 client and it's single process, so that checks out
maybe try the restart editor advice
Hi! I have trouble at replacing tick event with something else in order to optimize the performance
restarted my Computer, Problem persists
show code
Yes, Im making the screenshots now
hard to say what's wrong then. if you're not having any code that has to do with opening levels anywhere then I'm drawing a blank
if you haven't made the logic yourself and you're the only one working on the project, there isn't going to be specific level loading code
So basically what I want it to do is when the player grabs the interactable object which is called pill, a countdown of 10 secs starts
just created a new blank level
dont have the problem there
@zealous meteor You can bind a Event on Pickup
It normally works with event tick but the problem is I want to add a prompt when the player looks at the interactable object
Can you give more details?
Hey everyone, I'm trying to make an enemy in an auto-running game and wondering what's the best way to make the enemy object follow and float around the player character as they run? I've tried attaching the actor to my player but it's not working as I had hoped
I saw your question so I wanted to answer it: Set the interp speed to how fast you want it to go.
thx a lot mate
@dawn gazelle like this?
@odd ember If the Game Instance that is running on my Computer runs 4 times the same level would make me thing that it is running everything 4 times...
begin play function on other actors only outputs me only once hello by print string
why is it not running everything 4 times ?
Using a delay on tick is probably not the best way.... If you want something to go up every 0.1 seconds, you may as well use a timer and the input controls the timer. This assumes the value starts at 0, the increment will make it go up to 10, then 1 back up to 10 again.
because i want create something that will check how many times i pressed left mouse button in 1sec but after that sec it will back to 0
there was only 1 game instance
so the levels are not holding the actors they include ?
i have 4 times the same level in my game instance
no
yes
you're conflating things
all you know is that the same level gets BeginPlay called 4 times
tick function is fired 4 times every tick too
so there must be 4 levels running at the same time
or do the other levels are not rendered ?
Quick question, how would I spawn an actor without changing its scale?
exactly what I said here
so yes you have 4 instances of the same level loaded for whatever reason
Best way to make progress bar 0% to 100% smooth with float time (crafting time)?
so my CPU makes 4times more calculations than needed ?
That's completely different than the problem you posited XD Here's something that can count the number of clicks in one second.
this has nothing to do with your CPU. why are you talking about these things? focus on the issue, not everything else
thanls
thanks
lets say i would be fine with that issue, and fix it by not using the Levelblueprint, i am unsure if since there are 3 other levels if they get calculated too
bad english
whether you use the level blueprint or not
you have an issue where 4 of the same levels get loaded
which is a problem for performance ?
potentially? I'd say consistency in terms of gameplay is probably a bigger issue than performance
but yes performance as well
well ... that will be a fun issue
if you don't have this issue with other levels
move your actors over to a new level and start fresh
that's the best advice I can give you
I don't know your project
yea
lets hope that the issue won't come back
I have a vague memory of someone else having that issue with level blueprints at some point. Two beginplays running and such. Only fix was a new level.
if it does you can backtrack and figure out what's wrong based on what you added to e.g. the level blueprint
@maiden wadi had a quick look on that one too
@odd ember yea thing i will do that
Can i drag and drop actors from outliner from one editor to another ?
if you open up the levels window
you can create a new level as a sublevel, select all actors, move them to the new sublevel, and remove the sublevel
your sublevel stays as persistent data, but you can run it separately
just remember to save once all the actors have been moved
copy pasted from one editor to another
okay well if you prefer it the hard way be my guest
I added a projectile movement component but it doesn't seem to do anything, even the gravity and initial speed gets ignored. What am I doing wrong?
@peak wedge 
Wait what, the movement works I add a scene layer above it ... but the rotation doesnt
ok so when I spawn an object into my landscape it just never stops and it keeps on moving
just never stops
This nodes in the picture is to torque the ball and move it to the direction that the camera is facing ( given the Controller ) how the get right vector helps to move to the controller direction ?
I'm having a really hard time understanding the question
Why do we use the controller right vector to move the ball at the camera direction ?
when I spawn in a dice it keeps sliding off the landscape, and the velocity never stops is there a way I can stop this I tried putting up the friction
Imagine the red axis in this image is the forward vector of the sphere. If you wanted it to spin in the forward direction, you would need to spin it on the green axis.
That means you need to apply torque on the right axis.
Thank you for your answer iam try to comprehend it in my mind.
If you were to apply torque on the forward vector (again, being the red axis) then it would being turning the sphere left or right
Back then I made an ability system and I put all of it's functionality on the player character bp, it works very well and I'm wondering if in such situation there is any reason for me to now put most of it into the actor component (since this is how I see lots of people do it) or should I keep it in player character bp?
@dawn gazelle ty bro
It depends on whether or not you're going to have classes that would need that functionality that won't inherit from the class that contains that functionality. If you're planning on using that ability system with child classes of the one that has it, then you don't need to move it into a component.
Hello. I'm struggling with a problem with ue4 that is making me crazy.
Simplifying the matter: let's say I have an actor with a light that turns on when it finds actors of the same class in the level. To see them right (lit/unlit) in the editor, I look for other actors within the construction script.
So I put actor A in a level, that starts unlit. Then I put actor B, that finds A, so it turns on and tells A to turn on too.
The problem appears when I delete A from the level, because B doesn't know that A no longer exists.
I've tried to use the OnDestroy event, but it doesn't fire on editor. ΒΏAny idea to deal with that? π‘
Left and right orc/troll are trying to get to the middle and they jitter as a result. Does anyone know how to fix this issue? What could be the problem?
They're all trying to reach the same destination and are colliding.
Not much you can react to there. You can check the next time construction script on A runs if B still exist but beyond that... not much.. c++ might help here.. some odd scenario if im being honest but only you know your usecase
any way to fix this? make collision more smooth
What I ended up doing was just creating separate inventories for the different categories. However, the lists for the weapon/armor/etc. inventories don't show the items even though it's the same logic as with the consumable items. I'm not entirely sure why.
The consumable items also don't show the icons/names/amounts/etc
Not sure where I'm going wrong, I'll attach screenshots of my Blueprints in a sec (shame I can't make a thread so my screenshots don't clutter up the chat)
And... do you know if there is a way to force the whole level to run their construction scripts. I mean manually, from a menu of the editor or something.
You need some crowd manager , or bigger acceptance radius, or abort on collision
This is the Blueprint for the consumable item list. The other lists are the same as this one, but checking a different inventory of the player rather than "use inv".
You can make editor utility functions
Or use a blutility with some getallactorsofclass , calling the same function as constructions cript does
This is the Blueprint for the widget that the consumable item list spawns
This is a snippet of the Add to Inv function (it's not done yet because I'm first making sure I set up the weapons part before copying it over to the rest)
This is off of the consumable items inventory. The weapon inventory one is exactly the same
After picking up three consumable items and three weapons
You're adding to your inventory, yet you're only doing so if the inventory already contains that item.
?
Thank you, I'll try with that.
4.27 - whenever i open a widget bp this tab get spawned
this bug is legendary
This setup works with the useable items, but I'm not sure why it doesn't work for the others
Got most of the health system set up, but there's the issue of everything being super accurate. Is there a way to change anything in the damage instigator or the health counter widget so it's rounded up to the closest decibel?
@dawn gazelle Not sure if I understand, I do have classes that need abilities functionality in a way but those are AI's and widgets, AI is responding to the abilities but not really using them. And widgets store all the data, I think you meant that if I ie. had an AI that could use the same ability as the player then component is a much better way?
As in, if you're only using one base master "character" class that all your characters will use, including AI, then it can remain on the character as you would still be able to access the functionality of it in all subclasses of your master class.
If you're not intending on doing that, and have character classes that are not inheriting from the class that has the functionality, then you should put it in a component as you can then add that functionality to any other classes that need it.
Pick your poison
The logic you have doesn't really make a lot of sense to me. You're incrementing the value of an object if it exists in the array but at the end of the loop you're adding the item to the array again.
You probably want a function that validates if the item is in the inventory already and returns the index in the array that has the item so you can increment the value at that position only, and if it's not in the inventory, then you add it.
That means you'd likely need to use a Set Array Elem node that lets you directly set what is in the array at a certain index.
Based on what I'm seeing here you're also building yourself into a trap... Using arrays stuck into your player is not the way to manage multiple inventories. You're going to be redoing the same code over and over again for each different inventory you have - there is little point to that and makes it even harder to maintain. Create an Inventory component (a blueprint that inherits from Actor Component) - this should contain 1 array for the contents of said inventory, and all functions related to how that inventory operates (adding items, removing items, etc.). You then attach this component to your player controller or character, or whatever actor you wish to have an inventory. If you want to use multiple inventories on an actor to keep things separate, that's fine as well, but add multiple components to the actor rather than trying to add multiple arrays that you end up having to manage.
When you're creating UI to represent said inventories, then you just need to feed in the component into the main widget that represents the inventory. That widget should then be able to read the inventory, and create any widgets that represent the items in the inventory.
If you end up having multiple inventory components, then when picking up the item, you need to decide which inventory component actually receives the item, and call the "add item" function of that particular component.
The flow would then look something like:
Player Moves Overtop of Item > Player reads item data from Item > Determines Item has tag "Item.Weapon" > Player grabs its "Weapon Inventory Component" and calls "Add Item" function
is there a good way to stop characters from falling off ledges in the character movement component? I know you can make your capsule super thin but that messes with other collisions
@fierce stump you mean decimal. Yes to round up there is a ceiling node for rounding down it's called floor.
adjusting ledge check doesn't help
It's like the capsule is glued to ledges, I want it to slide off
make your edges sharp enough for a falloff
@sand bloom have a line trace in front of the character. If the line trace traces further than a certain distance it doesn't allow the character to move forward anymore.
What do you mean? It can't get much sharper than a cube right
hmm interesting idea, although I don't need it to stop but to fall, but I could push it into the direction to make it fall maybe
If I can't find a better way i'll have to try a linetrace thanks
if you slope it downwards it'll slide
but you would have to do that for every edge
Oh yeah I don't think that'll work for me but yeah I suppose that could help
Appreciate you thinking with me
Im making a 3d widget for my crosshair, is there a easy way to have a worldspace widget (so that its masked by objects) that has a fixed screensize?
basically i want the widget to be hidden if it goes behind objects but also stays the same size based on distance
Got it to work ok with a linetrace thanks water π
So would that look something like this, for the Add function in the component?
A bit more complex than that.
https://blueprintue.com/blueprint/28kr5xk6/
Also, your array in your inventory does not need to contain all the data about the items. Just the item ID and the quantity
Not sure if this counts as a physics or BP question, but
Anyone know a good way to go about detecting overlaps for an expanding collision cylinder? (for a quickly expanding radar pulse)
As I understand it, collisions meshes don't generate overlaps when rescaled during runtime
I can definitely find some sort of spaghetti solution to this, but want to make sure I'm not missing some obvious solution
If you don't mind some inaccuracies, you can step through different size of sphere collisions.
If they don't call overlaps when rescaling, you could set it's location again to the same location. Not sure if it's optimized to ignore that.
Thanks! Yeah, I'm probably gonna go for the step every few frames-solution, accuracy isn't that important
unless that set location trick works
I don't know if I've set things up incorrectly in either the weapon base or NPC base blueprint, but the test NPC I created refuses to take damage
Is there a way to make an actor move towards a player without having to use ai? It's just a static mesh and not a character
Does the Any Damage event here run? Probably easier to solve if you can figure out exactly where it's breaking
Try putting a print string right after the event AnyDamage?
Probably the simplest way would be to make it find a player with something like GetActorOfClass, save it as a variable, and move the actor towards the saved actors location in event tick?
Not fancy but should do the trick :P
Thanks! Which node would I use to move the actor in event tick?
Get Player Character -> save the reference to a variable
VInterp To on Event Tick -> Target is player character's location
(Don't need to try mine, that solution is cleaner, forgot about Get Player Character)
Don't use Get Actor of Class. It's much heavier than Get Player Character (or Get Player Pawn)
Doesn't run at all. Tried putting in the Print String, still no result.
or are you just saying in comparison?
I think it might be something in the weapon base blueprint:
Is the Line Trace by Channel hitting what it's supposed to be hitting?
Other than that, this does seem like it should work
for getting a player character it makes sense to use the more lightweight get player character, than the very expensive get actor from class
It's hitting what it's supposed to be hitting, but it doesn't seem like it's hooked up to hitting a pawn/character; not sure how to do that, either @foggy dew
makes sense
So if you put in a Get Display Name -> Print String for the Hit Actor from the Hit Result, it gives the correct actor, but the Apply Damage event doesn't work?
because if that's the case, I have no idea :p
The Apply Damage event doesn't work at all, I'm afraid
Works just fine on the explosive barrel I set up, but not on the NPC
Hey guys. I create a crosshair for my thirdperson character, but when my character shoot a linetrace, is not in middle of a crosshair. how can I fix this?
you're kidding me.
Apparently all I needed to do was change the collision preset in the capsule component from Pawn to PhysicsActor
Line trace from camera
thanks
yeah but I need on my character
Your*
But its third person
So you can move the crosshair without moving your character
Your camera is moving
So you need your line trace to move with your camera
You can still have the bullet come from the character
Think about it π΅οΈββοΈ
didn't understand exactly π¦
What part don't you understand?
I try to fix it with project world to screen but its not that easy. I need some math I guess
I need that line trace shoot from my character
Why
becouse I dont have a projectile and I show my arrows only with linetrace . this is the work limitation For
You get a trace from the camera
Then move the projectile from character to the trace hit
Yes I got it. but no projectile. I am limited to use only linetrace from my boss
π¦
Then you perform a trace from the camera, and then perform a trace from the character to the point your first trace hit
It's a silly way to do it
But it should work haha
aha you mean my performed linetrace is camera but show character linetrace on the screen right?
The third option would be to have your character follow the rotation of your camera
Like the upper body
So that a trace from your character would always be the same as the trace for your camera
Would anyone mind explaining what the blocking hit result is?
Greatly appreciate ya in advance π
unreal docs just says "True if there was a blocking hit, false otherwise."
Have you read the documentation on collision
I think it should be in there
Ah I think i see, collision document says "Blocking will naturally occur between two (or more) Actors set to Block. However, Simulation Generates Hit Events needs to be enabled to execute Event Hit, which is used in Blueprints, Destructible Actors, Triggers, etc..."
Afaik it's false if it was an overlap collision and true if it was a blocking collision
Like if you have an overlap sphere and you trace through it you still get a hit result but it's non blocking
But if you have a wall and trace through it's blocking
I dont think your traces are always blocked
With multitracing
You can set up certain objects to block
Yeah
And tben use this to know if that's what happened
It depends on collision settings and stuff
But a wall is usually blocking
Write your own physics basically
Yeah you could fake physics
idk about the best way but using lerp or movement input with a forward vector going towards the center of the tornado works for getting your object there
Once there you could use a spline making it rotate in a circle around it or use random clamped movement inside your tornado bounds pretty easily
If you're gonna be faking physics might as well put the effort into doing physics
There was a node stimulate projectile path or something along does lines
Finterp the acttor to the tornado center
how come when I hit play and end it, it'll sometimes give me an error for a reference but then won't. I like replicate it each time and it will do this off and on again. but the weird thing is it still works the way I intended to work.
should I just make it better?
Technically that's physics if you got gravity enabled π
Should look pretty good too
And after that finterp it away via the points returned by said node
@trim matrix are you using is valid nodes
I would recommend starting to go through the unreal learning website
There are a bunch of beginners resources that should get you started with these kinds of issues you'll run into when you start out
alright
Yeah not that I don't wanna help it's just that those resources will help you out much more than just solving the problem for you
It goes to GetActorForwardVector
You need a start location for the LookAt node
But you're giving it a direction
No
Location of array elem
ye
Also, I wouldnt do this on tick
Needs to be on tick tho
And I would cache the overlapping actors because using a for each loop on a pure function can be funky
That's fine in this case actually
The output of that pure node will only change between frames
And the fir loop is running in one frane
You probably want to convert the rotation to a direction
And multiply that by some value
And use that as offset
True but it will still evaluate the pure function on every impure call
Which is quite inefficient
Especially in a for each loop
Which is basically a bunch of impure functions
You should really always use variables when looping
I would rate it as overoptimising in this case
I dont know, if the tornado is big that array could get pretty big too
I dont know how it'll be used
Just pointing it out
Personally I would do an event based system, when the player overlaps the tornado you enable tick, and on tick you move the player closer. When the player stops overlapping you disable tick
Well I mean if he would filter for actors I can see that
Is it really over optimising when it's just a good general habit also not that much effort just promote to variable and you're done
This is probably a good way too btw
It depends
When you put every value you retrieve inside its own variable then you're most likely just bloating your actor
But for for loops it's fine
Just make a Other category and throw it in there π
But there is also memory consumption
I would just say generally if someone is running a for each on tick its good to advise them to cache the result and clear it when you're done
But granted you have to really try to make that actually a problem
Yeah
At least with pure functions
Especially with pure randomize functions
Who ever had the idea to make GetRandomFloatFromStream a pure function must be a devil
Not only do you get a different result on every call
You also internally change the stream variable
I spent 2 hours today trying to find a dumb reference to an actor that takes up like 1 gb
It's pure hell
Turns out I had a variable type of that actor π
1gb is eh
They should have that come up in searches lol
A lot
Yeah I know I wanted to migrate my project and not migrate that actor
It was the skeletal mesh and textures
Silly me
It was in the interface too
Didn't make the search easier lol
Anyways I'm off to bed cheers
So I have a rhythm game and the whole point is you can use any song U want and the game will make it for you, and I have an idea, instead of downloading the .wav file and using the audio there, you can use youtube link for the audio
Does anyone have a way to pull the audio from a youtube video and use it with synesthesia NRT's
idk know about the second half but youtube-dl is a great library
However you can only really access it via raw os command calls
And I think that's only possible in cpp
exactly
I found threads saying they found a solution and were even able to use the videos, but the link they provided doesn't work anymore
I mean you could probably fetch it via http request from some yt to WAV converter Website or something
Or setup an youtube-dl API sever
I could just use the website plugin to get the video, then get the audio from the video playing in the background
then I could have the video playing behind the game
But ads
yea...
I mean ig it would at least be entirely legal that way
yea
There is also a way to script stuff in python in ue4
really?
But I don't know how limited you are there
yeah
I dont know much of python
Ill try the first option then come back
if problems arise
tysm
You're welcome
it works kinda,
embedding it doesnt work for copyrighted music
so I try to not embedding it
but there are adds now
so if you want it to work you just gonna use an unofficial video xd
is there anyway to slow down a sound in unreal
Pitch control.
and is there any way to sync sounds with timelines bro?
i have a trap which is using a timeline and currently it syncing it with delays but requires perfect timing. is there an easier way?
anyone know a way to get the audio from a web browser widget?
IIRC a timeline can output events too
IIRc?
Show the timeline logic
That's the curve, what is the timeline doing
make an object swing side to side
seems the correct way would be to use an animation and tie the sound to it
if that's not possible then you can check the value for the peak of the curve and play the sound at the start/end and peak
If I remember correctly
What is the situation that you need to calculate this?
seems from the first answer, it's not implied that it's a right triangle
is this the correct way of using timers by event
if so its not printing hello every second
Something has to call test1 from somewhere
Basically
still didnt work
Then there was no begin play. That's how timers work though. Means it wasn't created in game for whatever reason.
is your actor on the map?
If I recall correctly you can make an event track for a timeline, and thus have the timeline play audio at the moment of its choosing
Also timers should just work, otherwise they're not getting called, or they're getting repeatedly called which will reset the countdown time. (Or your game is paused, or time dilation is set to something weird, or the actor is getting destroyed, or...)
Kinda eh late but you can convert the Alpha angle to a vector direction via cos/sin and multiply it with b (the side), then add the position of A to it and you got the position of C
i hope i'm not interrupting anything, but when i use vinterp, it stays at the start location, anyone know the problem to it?
How do you call it?
im trying to make the object move towards a line trace hit
when i'd print the output of the vinterp, it'd always be at the actor location
You need to call it every frame until it's at it end location. And don't forget to connect delta time with world delta time
Yes
Or the other way around
Yepp that should work
OMG THANK YOU :)))
the problem was world delta seconds i had no c l u e i was supposed to do that
You're welcome
Ah right you probably want to rotate the direction vector
Cheap way is to convert some offset angle to a direction vector, add both direction vectors together and normalize it
Is it possible to store a spline from an actor on traced hit?
nvm i figured it out π
How would I go about adding a ranked system that carries over with the player account
Save the data on the server, linked with a player ID or so
but that would be #multiplayer
Actually I think EOS can also do this, but not sure never used it before
I also gotta make it so itβs ONLY the rank and xp that gets carrier over
there's a seperate channel for #epic-online-services as well π
what else would you carry over π
Player health etc? Which I need to figure out if itβs possible for it to not carry over
That would be a very weird thing to save onto a server
hi, is there any way to select gamemode at runtime? Like before you open a map? Or do i have to make multiple maps with gamemode overrides?
It might be possible through C++, but not blueprints.
you can override the gamemode via optional parameters in the OpenLevel node
but I don't know the exact syntax
apparently it's ?game=/Game/PATH_TO_BP
example: ?game=/Game/Blueprints/GameModes/CaptureTheFlag.CaptureTheFlag_C
Oh sweet, that works. Thanks alot π
Looks like you can create shortcuts for the gamemodes in the project settings too.
Ooh I didn't know about those parameters π€ interesting
whats the likely reason i cant use a macro i imported from my other project?
i imported the function library and macro blueprint library - i can access the fn lib but not the macros
Guys, I need an advice, which way should I make revolver reloading system? I need to make reloading variants with different amount of rounds that already in the revolver drum. For example, animation when there are two unshot rounds in drum, and we taking out one that we shot, and putting two new rounds for example. I mean there are huge amount of animations I need to make if there are not proper way of doing it
(sorry for my eng, explained as I could)
depends on what parent you used for the macro lib and where you're using one of it's the macros
Sounds like something you want to use animation montages for, where you can choose to repeat an animation X amount of times or start at a certain point in the animation (which you could use for reloading the actual rounds back in)
Once reloaded, or you want to cancel reloading you could then jump to a next section inside the montage (to close the drum again)
how can I jump from one section to the last section of animation?
Notifies or so, you can read up on montages here: https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimMontage/
i dont think i have a paretn defined for the macro lib?
i just selected the macro i defined in my older project and clicked migrate to my new project
should I play character reloading movements animation and gun reloading animation as separate two animations or as a one?
Well you kind of have to make the weapon and character seperate unless you only have 1 weapon
hmm
and with those montages I can make differents variations of reloading?
You know, I need to make reload like in Insurgency Sandstorm for example
it's perfect in it
That's all up to you, montages just allow you to have different animations be split up into sections that you can repeat and notify when done/start from a certain section
I don't get why people are so set on using montages where there's an animBP available for the taking with more than adequate functionality for this
