#blueprint

402296 messages Β· Page 837 of 403

glass magnet
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would it be a custom material?

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ah well

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im looking to draw out a space for these line traces and around the player

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actually

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could i use draw polygon and just trim off any parts the line traces dont reach

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thats essentially what this person is doing but with triangles, at least thats how my brain sees it

trim matrix
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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)

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i've seen a tut on udemy of someone doing it, but it's not working for me

versed sun
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i don't think you want a looping timer calling a looping timer

trim matrix
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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

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or you mean i can't do it entirely?

versed sun
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sec , wife agro

burnt canyon
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that is that self

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that does not seem right

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Won't the object it wants be a timer?

dawn gazelle
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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.

versed sun
trim matrix
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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

versed sun
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and what would trigger the stoping of the timer?

trim matrix
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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

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the default value of bClearTimer is false, so it would loop if i don't pass it

mild crystal
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anyone know why this isnt working?

trim matrix
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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

versed sun
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so you want it to follow your mouse cursor ?

trim matrix
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i have an ItemGrip UScene component attach to the camera in the player character class

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and i'm setting the location to that scene component

signal ibex
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is this an appropriate use of a pure cast?

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I usually never use em and I'm just grabbing a value in this case

versed sun
trim matrix
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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

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so the timer is cleared when FireButton is released

versed sun
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oh, thats each, so you are just setting position while button is pressed, and stop moving it when you release

trim matrix
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yep

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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

fervent temple
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ive been stumped on how to make a system like that

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anyone know any good tutorials

loud cipher
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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

versed sun
loud cipher
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I have no idea how to figure it out though

trim matrix
# signal ibex is this an appropriate use of a pure cast?

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

versed sun
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i would go more like this then

fervent temple
loud cipher
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Yes but how does it know who overlapped first or not

fervent temple
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so its only 2 at most right

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who could cross the line

signal ibex
loud cipher
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4

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Players

trim matrix
# versed sun

thanks i didn't knew that there was a "Set Timer by Event" node i would use that instead thanks!

fervent temple
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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

loud cipher
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Ahh okay, how can i create the sequence, is there a node for this?

trim matrix
versed sun
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hold "s" and click on graph to make a sequence

clever lion
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im working on a game were the main way to get around is flying but i need help making a in air dive system

fervent temple
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widgets are just a place holder

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maybe u could use a widget to display a first place screen tho

dawn gazelle
glass magnet
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nvm i figured it out

prime stump
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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

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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?

odd ember
glass magnet
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Am i allowed to send a video example here?

timber knoll
glass magnet
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my blueprint and the problem

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the line trace seems to get longer or rotate depending on location?

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also that rotator connected to the division node is supposed to be z not yu

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i forgot to change it back after fiddling with things

timber knoll
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well you are adding a rotated location to your current location

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so as your location X, Y, Z components get larger

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so will your end result

glass magnet
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ohh

timber knoll
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shouldn't you just have a simple vector with X=1

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and rotate that, then add it to the actor location

glass magnet
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also not me just now realizing that multiplying by 1 doesn't do anything at least not in a normal context

timber knoll
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wait

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why is that rotated on the pitch

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and then another rotate vector

formal wren
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Is it possible to get the source object reference when a event is called through a delegate?

timber knoll
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can actually get rid of most of the top πŸ˜‚

glass magnet
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x.x hold on

glass magnet
timber knoll
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yeah but the pitch rotation makes absolutely no sense πŸ˜›

dawn gazelle
formal wren
glass magnet
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youre right

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x.x

timber knoll
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working as intended now?

glass magnet
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yes yes

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thank you eezeh

dawn gazelle
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Just change the variable type to be of your specific object and when calling the dispatcher, feed in a reference to self.

glass magnet
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but the stuff i had before with the make rotator was working as intended

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it was the same before and after i erased it

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why is that

timber knoll
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pitch is up and down

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you probably just don't see the difference

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no wait lol

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you rotated on the pitch for degreePerTrace * traces / -2

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which would basically be -180 degrees

timber knoll
glass magnet
timber knoll
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the ones that were supposed to go forward, were going backwards, rotated on the Y

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which visually doesn't make a difference πŸ˜› and probably doesn't change a thing about your functionality

glass magnet
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well i appreciate the help anyways

dawn gazelle
hazy grail
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Anyone here familiar with timelines?

runic parrot
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Hi! is there any way to get a data table row in a dynamic way?

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i want to get a row from a table (both can change)

gentle urchin
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dont think you can in bp

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the table defines the struct used

prime stump
spice lynx
dawn gazelle
# prime stump Ahh.. thats how the original tutorial i followed had it set up, what would be th...

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

mild crystal
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How can i only play a animation once while in that state instead of doing a lot of times with anim notify?

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like i made this simple punch 1 state

icy dragon
mild crystal
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yes i just dont know how to do it

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i know that i need anim notify

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but idk how can i use it

icy dragon
brave ridge
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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.

icy dragon
# mild crystal How can i only play a animation once while in that state instead of doing a lot ...

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!

β–Ά Play video
mild crystal
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thx

fervent jolt
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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.

torn kettleBOT
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:warning: Failed to send a DM. User will not be notified.

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:no_entry_sign: Vampyre#9072 was banned.

trim matrix
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Manny ain't playing around

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He really didn't like that guy

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lol

dawn cliff
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well dayum.. he got consigned to oblivion

trim matrix
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lmao

dawn cliff
fervent jolt
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Figured it out, had to use this get actors thing

loud belfry
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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?

dawn gazelle
# fervent jolt Hey, is there a way to get a variable value from one blueprint to another? I wis...

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...

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fervent jolt
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That might be helpful, thanks @dawn gazelle

tropic pecan
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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.

dawn gazelle
tropic pecan
dawn gazelle
tropic pecan
# dawn gazelle

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.

loud belfry
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Trying to put these into the render queue. How could I manage an alpha output?

odd ember
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tender... queue?

loud belfry
odd ember
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because I'm not sure you do

next vector
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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.

dawn gazelle
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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.

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Or sorry, map of Name > Your custom struct

vocal bobcat
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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 πŸ€”

next vector
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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

lofty ravine
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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!

tawdry surge
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You can only have one persistent level open at a time

dawn gazelle
dawn gazelle
lofty ravine
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dang that sucks

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only work around i know is putting multiple render targets above worlds and make a dice roller

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do you have any other ides how i should do a dice roller

tawdry surge
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You got a link or anything for the multiple "worlds" concept?

lofty ravine
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not really

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do you know any workarounds on the dice roller

tawdry surge
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I don't understand what you're trying to accomplish.
Dice roller is basically just a random int in range behind the scenes

lofty ravine
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Yeah

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But like 3d object on a widget

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That rolls

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Like a dice roller on a widget sorry

tawdry surge
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You could sequencer out the 6 possible rolls and then play the clip according to the random int in range

lofty ravine
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Hmmm might do that sucky thing is i have to d4-d20

tawdry surge
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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

vocal bobcat
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why not just render it out of view?

cinder stratus
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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?

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Like I have an Actor Bubble component that dynamically creates a Chat Bubble when I go near the actor it's inserted in

tawdry surge
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Way heavier performance wise and not typically good to use physics for something like rolling dice

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@cinder stratus add the component to your base character class and all children will inherit it

cinder stratus
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I'm learning, that's why I'm asking

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Also I'd probably want only NPCs to inherit

tawdry surge
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Then you can apply it to your base npc class.
But thats about the most efficient way

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Add it once and everyone who needs it has it

cinder stratus
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Okay, thanks!

dusk dust
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how can i have each section contain the same scaling when it comes to calculating height?

neat stratus
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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.

lofty ravine
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Should i use advanced sessions or steamsdk

bleak swift
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Doe's anyone know why my Game when running on a client won't Control a Pawn or Display UI

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Completely new Project just with new Widget's

dawn gazelle
bleak swift
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Work's fine when running on Server

dawn gazelle
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What is the netmode set to?

bleak swift
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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

dawn gazelle
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Are the pawns still spawning for any clients?

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(other than the listen server)

bleak swift
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I don't know how I could tell

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But I don't think so

dawn gazelle
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Usually when you do Play As Client you'd see your pawn in front of you, no?

bleak swift
dawn gazelle
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Can you show what your world settings look like:

bleak swift
dawn gazelle
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How many player starts do you have placed in the level?

bleak swift
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5 Of Them

dawn gazelle
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πŸ€”

gray chasm
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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...

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Is there something like Add Movement Input you can use to smoothly rotation to a direction without actually moving?

tawdry surge
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VInterp or lerp and timeline

dawn gazelle
# bleak swift

My last basic guess may be that you don't have ThirdPersonCharacter set to replicate.

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Though I'm doubting that is the problem either as that doesn't change anything on my end....

tulip mason
gray chasm
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No, because I'm not using mouse to move

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Only to shoot

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Yeah, a lerp with an interrupt appears to be the best solution.

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I was hoping like a scale factor of 0 or something like that would work on Add Movement Input... but no.

dusk dust
trim matrix
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I no understand that

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also, I have a reference built to it tho

dawn gazelle
trim matrix
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but I have a reference tho

dawn gazelle
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Do you actually get the gamestate and cast to it or something?

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Then set that value in the GameStateRef variable?

trim matrix
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that is the gamestate reference

dawn gazelle
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And that's happening after you've called those two functions

trim matrix
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wait what?

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so I need it before?

dawn gazelle
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Yep, hook it up to 1

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er 0 sorry

trim matrix
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yay

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my man

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or woman

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thank you

tulip mason
# gray chasm I was hoping like a scale factor of 0 or something like that would work on Add M...

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.

dusk ember
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i was curious; can i use curves for something like damage?

dusk dust
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please let me know if more information is needed

midnight wedge
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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

forest timber
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Does anyone know why sometimes code just...stops working? I'll load up a project and some things stopped working properly

icy dragon
midnight wedge
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hey, any help is appreciated!

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I was also wondering if there was a way to use finterp, but my experimentation with it was meh

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granted a refusal to use event tick prolly doesnt help

icy dragon
midnight wedge
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I know, but for my purposes I don't think its neccesary

pulsar rampart
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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 πŸ™‚

gentle urchin
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Its very visual animation so if anything is allowed to tick, i'd say this is one of those things

midnight wedge
gentle urchin
midnight wedge
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Event tick is always firing

gentle urchin
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Yeah timeline handles gating internally so its easier to use

loud belfry
icy dragon
pine pivot
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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

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do you guys know how to fix that?

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maybe a setting to tick

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Thx

gentle urchin
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Probably not on tickπŸ€·β€β™‚οΈ

pine pivot
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I mean to tick true of false

gentle urchin
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Seems like ur nesting is suboptimal

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You could try a widget switcher instead

pine pivot
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yes

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but the event there was just to test

gentle urchin
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Right but toggling visibility on the parent surely affects the child

pine pivot
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i could not call the hide feature from my character bp so I tried with events

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it seems like the whole widget (even the parent) can't be hidden

gentle urchin
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Surely it can

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I would consider nesting it in a widget switcher tho

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As they seem to be mutually exclusive

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The map vs minimap and player ui elements

pine pivot
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I'm gonna look into that thx

spark steppe
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beside of that, rightclick you UI Map variable, and select "convert to validated get"

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and replace those ugly isvalid nodes with that

maiden wadi
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Seeing a single blueprint variable being drug to multiple nodes bugs me.

gentle urchin
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Surely adds alot of spaghetti that could easily be avoided^^

maiden wadi
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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.

gentle urchin
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Same πŸ˜‚ i also tend to make c++ functions for almost anythimg so bps stays nice and readable

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Just a bunch of function calls

maiden wadi
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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.

spark steppe
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yea but your order of nodes on the bottom bugs me πŸ˜„

candid nest
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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

maiden wadi
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Not sure what you mean by with perfect transform?

candid nest
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Like i can change that location and scale in future if i want to change

icy dragon
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I can't even read it without punctuation marks, lol.

spark steppe
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where did you add them? because i still have a hard time grasping it

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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?

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that's the best i came up with, but still...

maiden wadi
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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?

candid nest
spark steppe
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are you using google translate?

candid nest
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No

spark steppe
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maybe you should...

candid nest
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πŸ˜‚

spark steppe
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yea sorry, but it's hard to understand what your actual problem is

candid nest
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Did u play any endless runner game till now

spark steppe
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does super mario count?

maiden wadi
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Stuck on side of world. Not sure if meshes directly to the side of the running track or mountains in the distance.

candid nest
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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

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Side world is static mesh

maiden wadi
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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.

candid nest
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Yeah quit a bit like that only

gentle urchin
maiden wadi
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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.

candid nest
icy dragon
candid nest
gentle urchin
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Seeing the code is more helpfull.. πŸ˜…

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And seeing something of the desited outcome can also help, if its hard to put words on it

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E.g. does any game have what you want? If so, a screenshot or smth would be nice

halcyon laurel
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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

gentle urchin
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With another game mode ?

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As in world / level game mode ?

candid nest
gentle urchin
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Walls?

halcyon laurel
candid nest
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As u can see i have the middle path i want the side world i am not able to do that

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Like house tree i make them into a singal mesh and i have 20 mesh like that i want random 20 mesh spawn sideways

tawdry surge
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@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

trim matrix
# candid nest Ye s

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

maiden wadi
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He's looking for how to create the non gameplay visuals on the side at runtime dynamically.

candid nest
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@maiden wadi yeah

trim matrix
candid nest
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@trim matrix but i will surely look for this

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@trim matrix yeah i thought of watching this but i think it will not be helpful but i will surely watch this

trim matrix
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for an endless runner, you need to have modular meshes, spawning them and randomizing them on runtime is pretty straight forward

candid nest
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Yeah

viscid python
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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?

tawdry surge
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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

viscid python
trim matrix
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does "Set Timer By Event" not work with 0 as timer argument?

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this is not firing the function

sly shore
trim matrix
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ahhh

gentle nebula
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I'm trying to get a mouse click event on a text world widget, any advice on how to achieve that?

tawdry surge
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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

gentle nebula
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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

tawdry surge
#

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

gentle nebula
#

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

tawdry surge
#

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..

gentle nebula
#

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

formal dagger
#

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 ?

spark steppe
#

but i dont know about the audio part

gentle urchin
#

Wouldnt it be ok to just let the user play their audio from outside the game ?

#

Implementations tend to be limited anyways..

pine trellis
#

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

versed sun
pine trellis
#

tried that still doesnt stretch them out

maiden wadi
#

This isn't really a use case for collision objects though. This kind of thing is something you'd export with the mesh.

gentle nebula
#

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.

pine trellis
#

@maiden wadi but I need to test the collisions

odd ember
#

nice alliteration

odd ember
gentle nebula
#

maybe? i'll check

maiden wadi
#

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.

gentle nebula
#

Any idea how do i deal with that?

maiden wadi
versed sun
#

do you need different collisions per area of the box or are you trying to make one collision that covers all edges ?

runic parrot
#

Hi! does anyone know if "while loop" node condition is evaluated first of after completion? (the first run checks the condition?)

maiden wadi
#

@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.

gentle nebula
#

Are these necessary?

maiden wadi
#

That's just how you use the interaction component.

gentle nebula
#

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?

maiden wadi
#

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.

gentle nebula
#

I appreciate all the information so far, thanks!

mild crystal
#

how can i check if in the moment im not clicking in any button?

versed sun
mild crystal
#

i cannot found that function can you tell me where you found it? @versed sun

versed sun
#

you need a player controller , or turn off Context Sensitive

gritty elm
#

GetPlayerController and then from player controller reference, search for IsInputKeyDown

mild crystal
#

Btw can i set a boolean inside a state in anim bp?

gritty elm
#

Yes. on EventUpdateAnimation, store into bool and then get variable inside state machine

mild crystal
#

can you do a exemple pls @gritty elm

fresh magnet
#

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 😦 any fixes or nodes I should try?

mild crystal
#

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?

tawdry surge
#

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

fresh magnet
#

ah thanks will take a look

maiden wadi
#

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.

timber knoll
#

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 πŸ™‚

fresh magnet
tawdry surge
#

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

fresh magnet
#

Ooo Might know where to find it, yet again thanks for the help

odd ember
fresh magnet
#

Ok sorry

versed sun
#

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.

odd ember
#

oof

#

sounds like something you really want to pay someone to do

versed sun
#

i was thinking of that

#

thought I would ask first

mild moon
#

Hi guys how can I implement the different speed based on the surface type?

mild moon
#

I tried

odd ember
#

welp

mild moon
#

But i dont see any improvments

odd ember
#

have you tried a tutorial on them?

mild moon
#

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

odd ember
odd ember
mild moon
#

I can't found a tutorial based on it

odd ember
#

πŸ€”

#

literally second result on a google search

#

first results were the docs

mild moon
#

I was serching the wrong key name

#

Thanks

versed sun
odd ember
#

if it works it's not bad. but BP structs are copies and are generally meant to be read from, not written to

versed sun
#

how would I know if it DOSN'T work? I havn't had any problems yet

odd ember
#

your values are nulled out

versed sun
#

ok, so far so good

odd ember
#

it could fail silently in that the project works without issues, but certain things just don't load

waxen gull
#

This Is My LevelBlueprint

odd ember
#

cool

#

was there a question?

waxen gull
#

I have no World composition activated

#

yea

#

why are there 4 levels in my game ?

odd ember
#

where do you see 4 levels?

waxen gull
#

nowhere

#

have only one

odd ember
#

well I don't see them either

#

so how did you come to the conclusion that there are 4 levels in your game?

waxen gull
#

look at first screenshot

#

the node setup

#

can only print once

odd ember
#

that doesn't mean there are 4 levels in your game

waxen gull
#

it does

odd ember
#

if there were, you wouldn't see it print 4 times, you'd not see it print for the other levels

waxen gull
#

cause i add 1 to a variable repeat

#

sure

#

but begin play is fired 4 times

#

and it does not use updated variables

odd ember
#

spoopy

waxen gull
#

you have any idea why it is that way ?

odd ember
#

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

fervent jolt
#

Hey, whats this type of node called? the purpley sort of general node type? Thanks

fervent jolt
#

Thanks @odd ember

waxen gull
#

right on screen there is a function drop down you can override it

#

so i have only one gamemode

#

and its not changing anywhere

odd ember
#

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

waxen gull
#

i have pretty basic level setup

#

nothing with changing any levels blueprints etc.

odd ember
#

I don't know what "basic" means in this case

#

if you open levels anywhere else

#

that's likely where there's an issue

waxen gull
#

i am only loading in one level

#

at start

#

and i did not setup anything else with loading levels ...

odd ember
#

is this PIE?

waxen gull
#

PIE?

odd ember
#

play in editor

waxen gull
#

happens in Play in Editor and Standalone Game

#

Is there an Event that is fired when changing Level ?

#

or loading level again ?

odd ember
#

BeginPlay

waxen gull
#

hm

#

When loading in a New level all other Events should be Stopped right ?

odd ember
#

how do you mean?

waxen gull
#

Like

odd ember
#

like what?

waxen gull
#

Added this

#

so when loading in a new level

#

this even should fire?

odd ember
#

yes

waxen gull
odd ember
#

if you load that particular level

#

with that particular logic

waxen gull
#

you said there could not be several levels at once

odd ember
#

I didn't say that

#

I said that if you had several levels you wouldn't get this behavior

waxen gull
odd ember
waxen gull
#

yea

odd ember
#

that gets updated every frame

waxen gull
#

but each number is there 4 times

#

should only be printed once

odd ember
#

do you have any level streaming volumes?

waxen gull
#

no in world Outliner

odd ember
#

hard to say then. maybe if you had four separate instances of the same level loaded somewhere, like 1 server + 3 clients

waxen gull
#

ohh

#

4 several levels

#

but why ?

gentle nebula
#

I'm trying to make Widget interaction work, but after setting press pointer key, nothing seem to happened

waxen gull
#

can't be several instances

odd ember
waxen gull
#

4 times same game instance

odd ember
odd ember
waxen gull
#

4 different levels tough

odd ember
#

the same game instance can run 4 separate instances of the same level

waxen gull
#

ok

odd ember
#

don't conflate things

waxen gull
#

do you know where levels are created ?

odd ember
dawn gazelle
#

Well when a momma level and a pappa level love each other very much....

waxen gull
#

the game is not meant to be multiplayer

odd ember
#

can you screenshot your play settings?

mild crystal
#

can i have multiple event tick? how do i create a event tick

odd ember
#

1 event tick per actor/component

#

you can create timers using delta time

#

that do the same

mild crystal
#

ah ok

waxen gull
#

you can do this

#

so since i have several levels on same Game Instance, these Levels must be created somewhere

odd ember
dawn gazelle
#

Just a silly question, but have you tried restarting the editor?

waxen gull
#

This ?

odd ember
#

looks like there's only 1 client and it's single process, so that checks out

#

maybe try the restart editor advice

zealous meteor
#

Hi! I have trouble at replacing tick event with something else in order to optimize the performance

waxen gull
#

restarted my Computer, Problem persists

zealous meteor
#

Yes, Im making the screenshots now

odd ember
waxen gull
#

can i search for code somehow ?

#

i would have a look where levels are created

zealous meteor
#

The order if from down to top

odd ember
#

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

zealous meteor
#

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

waxen gull
#

just created a new blank level

#

dont have the problem there

#

@zealous meteor You can bind a Event on Pickup

zealous meteor
zealous meteor
waxen gull
#

thats pretty rough:

#

not binding event tough

#

should work too

iron bone
#

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

dawn gazelle
# mild crystal ah ok

I saw your question so I wanted to answer it: Set the interp speed to how fast you want it to go.

mild crystal
#

@dawn gazelle like this?

waxen gull
#

@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 ?

dawn gazelle
# mild crystal thx a lot mate

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.

mild crystal
waxen gull
#

so the levels are not holding the actors they include ?

odd ember
#

they are

#

but one game instance can have multiple levels

waxen gull
#

i have 4 times the same level in my game instance

odd ember
#

no

#

your level gets loaded 4 times

waxen gull
#

no

odd ember
#

yes

#

you're conflating things

#

all you know is that the same level gets BeginPlay called 4 times

waxen gull
#

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 ?

atomic iris
#

Quick question, how would I spawn an actor without changing its scale?

odd ember
#

so yes you have 4 instances of the same level loaded for whatever reason

hybrid ether
#

Best way to make progress bar 0% to 100% smooth with float time (crafting time)?

waxen gull
#

so my CPU makes 4times more calculations than needed ?

dawn gazelle
odd ember
waxen gull
#

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

odd ember
#

whether you use the level blueprint or not

#

you have an issue where 4 of the same levels get loaded

waxen gull
#

which is a problem for performance ?

odd ember
#

potentially? I'd say consistency in terms of gameplay is probably a bigger issue than performance

#

but yes performance as well

waxen gull
#

well ... that will be a fun issue

odd ember
#

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

waxen gull
#

yea

odd ember
#

I don't know what caused your issue

#

so I can't tell you how to fix it

waxen gull
#

lets hope that the issue won't come back

maiden wadi
#

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.

odd ember
#

if it does you can backtrack and figure out what's wrong based on what you added to e.g. the level blueprint

waxen gull
#

@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 ?

odd ember
#

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

waxen gull
#

copy pasted from one editor to another

odd ember
#

okay well if you prefer it the hard way be my guest

atomic iris
#

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?

waxen gull
#

@peak wedge alex

atomic iris
#

Wait what, the movement works I add a scene layer above it ... but the rotation doesnt

lofty ravine
#

ok so when I spawn an object into my landscape it just never stops and it keeps on moving

#

just never stops

echo salmon
#

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 ?

weak zealot
echo salmon
#

Why do we use the controller right vector to move the ball at the camera direction ?

lofty ravine
#

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

dawn gazelle
#

That means you need to apply torque on the right axis.

echo salmon
#

Thank you for your answer iam try to comprehend it in my mind.

dawn gazelle
#

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

echo salmon
#

true

#

I now got it

#

Thank you so much

#

my brain couldnt understand why lol

mortal cradle
#

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?

echo salmon
#

@dawn gazelle ty bro

dawn gazelle
median monolith
#

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? πŸ’‘

trim matrix
#

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?

dawn gazelle
gentle urchin
trim matrix
high sapphire
# dawn gazelle If you want to have your items separated out, then you'd should loop through you...

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)

median monolith
#

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.

gentle urchin
high sapphire
gentle urchin
#

Or use a blutility with some getallactorsofclass , calling the same function as constructions cript does

high sapphire
high sapphire
high sapphire
high sapphire
dawn gazelle
#

?

median monolith
willow yacht
#

4.27 - whenever i open a widget bp this tab get spawned
this bug is legendary

high sapphire
#

This setup works with the useable items, but I'm not sure why it doesn't work for the others

fierce stump
#

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?

mortal cradle
#

@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?

dawn gazelle
# mortal cradle <@!218956378654507008> Not sure if I understand, I do have classes that need abi...

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

dawn gazelle
# high sapphire This setup works with the useable items, but I'm not sure why it doesn't work fo...

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

sand bloom
#

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

hazy grail
#

@fierce stump you mean decimal. Yes to round up there is a ceiling node for rounding down it's called floor.

sand bloom
#

adjusting ledge check doesn't help

#

It's like the capsule is glued to ledges, I want it to slide off

odd ember
hazy grail
#

@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.

sand bloom
#

What do you mean? It can't get much sharper than a cube right

sand bloom
#

If I can't find a better way i'll have to try a linetrace thanks

odd ember
#

but you would have to do that for every edge

sand bloom
#

Oh yeah I don't think that'll work for me but yeah I suppose that could help

#

Appreciate you thinking with me

vague dome
#

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

sand bloom
#

Got it to work ok with a linetrace thanks water πŸ™‚

high sapphire
dawn gazelle
foggy dew
#

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

icy dragon
maiden wadi
#

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.

foggy dew
#

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

fierce stump
#

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

iron bone
#

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

foggy dew
foggy dew
iron bone
#

Thanks! Which node would I use to move the actor in event tick?

icy dragon
iron bone
#

thank you!

#

will try both

foggy dew
#

(Don't need to try mine, that solution is cleaner, forgot about Get Player Character)

icy dragon
trim matrix
#

wait

#

what if you need to make a reference to something?

fierce stump
trim matrix
#

or are you just saying in comparison?

fierce stump
#

I think it might be something in the weapon base blueprint:

foggy dew
thin panther
fierce stump
#

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

trim matrix
#

makes sense

foggy dew
#

because if that's the case, I have no idea :p

fierce stump
#

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

teal oasis
#

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?

fierce stump
#

you're kidding me.

#

Apparently all I needed to do was change the collision preset in the capsule component from Pawn to PhysicsActor

teal oasis
#

thanks

zealous fog
#

Np

#

You're crosshair is on the camera if you think about it

#

Not on your character

teal oasis
#

yeah but I need on my character

zealous fog
#

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 πŸ•΅οΈβ€β™‚οΈ

teal oasis
#

didn't understand exactly 😦

zealous fog
#

What part don't you understand?

teal oasis
#

I try to fix it with project world to screen but its not that easy. I need some math I guess

teal oasis
zealous fog
#

Why

teal oasis
#

becouse I dont have a projectile and I show my arrows only with linetrace . this is the work limitation For

zealous fog
#

You get a trace from the camera

#

Then move the projectile from character to the trace hit

teal oasis
#

Yes I got it. but no projectile. I am limited to use only linetrace from my boss

#

😦

zealous fog
#

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

teal oasis
#

aha you mean my performed linetrace is camera but show character linetrace on the screen right?

zealous fog
#

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

unreal tusk
#

Would anyone mind explaining what the blocking hit result is?

#

Greatly appreciate ya in advance πŸ˜›

#

unreal docs just says "True if there was a blocking hit, false otherwise."

zealous fog
#

I think it should be in there

unreal tusk
#

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..."

obtuse herald
#

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

zealous fog
#

With multitracing

#

You can set up certain objects to block

obtuse herald
#

Yeah

zealous fog
#

And tben use this to know if that's what happened

obtuse herald
#

It depends on collision settings and stuff

#

But a wall is usually blocking

#

Write your own physics basically

sand bloom
#

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

zealous fog
#

If you're gonna be faking physics might as well put the effort into doing physics

obtuse herald
#

There was a node stimulate projectile path or something along does lines

#

Finterp the acttor to the tornado center

trim matrix
#

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?

zealous fog
#

Should look pretty good too

obtuse herald
#

And after that finterp it away via the points returned by said node

zealous fog
#

@trim matrix are you using is valid nodes

trim matrix
#

what you mean valid?

#

like am I getting any errors within the BP?

zealous fog
#

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

trim matrix
#

alright

zealous fog
#

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

trim matrix
#

I get that and I'm not taking it personally lol

#

I appreciate it my man

zealous fog
#

Where is that blue line going lol

#

It just disappears

obtuse herald
#

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

zealous fog
#

Also, I wouldnt do this on tick

obtuse herald
#

Needs to be on tick tho

zealous fog
#

And I would cache the overlapping actors because using a for each loop on a pure function can be funky

obtuse herald
#

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

zealous fog
#

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

obtuse herald
#

I would rate it as overoptimising in this case

zealous fog
#

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

obtuse herald
zealous fog
#

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

zealous fog
obtuse herald
#

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

zealous fog
#

Just make a Other category and throw it in there 😎

obtuse herald
#

But there is also memory consumption

zealous fog
#

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

obtuse herald
#

But granted you have to really try to make that actually a problem

obtuse herald
#

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

zealous fog
#

I spent 2 hours today trying to find a dumb reference to an actor that takes up like 1 gb

obtuse herald
#

It's pure hell

zealous fog
#

Turns out I had a variable type of that actor 😭

obtuse herald
#

1gb is eh

zealous fog
#

They should have that come up in searches lol

obtuse herald
#

A lot

zealous fog
#

Yeah I know I wanted to migrate my project and not migrate that actor

#

It was the skeletal mesh and textures

obtuse herald
#

Ahh

#

Yeah

#

That can add up fast

zealous fog
#

Silly me

#

It was in the interface too

#

Didn't make the search easier lol

#

Anyways I'm off to bed cheers

supple bane
#

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

obtuse herald
#

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

supple bane
#

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

obtuse herald
#

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

supple bane
#

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

obtuse herald
#

But ads

supple bane
#

yea...

obtuse herald
#

I mean ig it would at least be entirely legal that way

supple bane
#

yea

obtuse herald
#

There is also a way to script stuff in python in ue4

supple bane
#

really?

obtuse herald
#

But I don't know how limited you are there

obtuse herald
supple bane
#

I dont know much of python

#

Ill try the first option then come back

#

if problems arise

supple bane
obtuse herald
#

You're welcome

supple bane
#

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

small halo
#

is there anyway to slow down a sound in unreal

faint pasture
small halo
#

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?

supple bane
#

anyone know a way to get the audio from a web browser widget?

tight schooner
small halo
#

IIRc?

small halo
#

fairly simple

unique harness
#

That's the curve, what is the timeline doing

small halo
#

make an object swing side to side

unique harness
#

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

small halo
#

yeah thats what iv been doing

#

thanks

unique harness
#

What is the situation that you need to calculate this?

unique harness
#

seems from the first answer, it's not implied that it's a right triangle

small halo
#

is this the correct way of using timers by event

#

if so its not printing hello every second

tulip mason
small halo
#

so begin play

#

if i want to call it every second from when the game starts

tulip mason
#

Basically

small halo
#

still didnt work

tulip mason
#

Then there was no begin play. That's how timers work though. Means it wasn't created in game for whatever reason.

stuck hedge
#

is your actor on the map?

tight schooner
# small halo IIRc?

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...)

obtuse herald
#

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

velvet dagger
#

i hope i'm not interrupting anything, but when i use vinterp, it stays at the start location, anyone know the problem to it?

velvet dagger
#

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

obtuse herald
# velvet dagger

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

velvet dagger
#

the problem was world delta seconds i had no c l u e i was supposed to do that

obtuse herald
obtuse herald
#

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

rough cedar
#

Is it possible to store a spline from an actor on traced hit?

rough cedar
#

nvm i figured it out πŸ˜„

lucid nebula
#

How would I go about adding a ranked system that carries over with the player account

timber knoll
#

Save the data on the server, linked with a player ID or so

lucid nebula
#

Thanks

#

Now time to figure out that

timber knoll
lucid nebula
#

I also gotta make it so it’s ONLY the rank and xp that gets carrier over

timber knoll
#

what else would you carry over πŸ˜›

lucid nebula
#

Player health etc? Which I need to figure out if it’s possible for it to not carry over

timber knoll
#

That would be a very weird thing to save onto a server

lucid nebula
#

Welp that statement doesent help me at all

#

I gtg

odd spade
#

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?

timber knoll
#

It might be possible through C++, but not blueprints.

obtuse herald
#

but I don't know the exact syntax

#

apparently it's ?game=/Game/PATH_TO_BP
example: ?game=/Game/Blueprints/GameModes/CaptureTheFlag.CaptureTheFlag_C

odd spade
#

Looks like you can create shortcuts for the gamemodes in the project settings too.

timber knoll
#

Ooh I didn't know about those parameters πŸ€” interesting

chrome nymph
#

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

onyx wing
#

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)

obtuse herald
timber knoll
#

Once reloaded, or you want to cancel reloading you could then jump to a next section inside the montage (to close the drum again)

onyx wing
#

how can I jump from one section to the last section of animation?

timber knoll
chrome nymph
#

i just selected the macro i defined in my older project and clicked migrate to my new project

onyx wing
timber knoll
onyx wing
#

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

timber knoll
#

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

odd ember
#

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