#blueprint

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odd ember
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and animations that don't run on gamethread

timber knoll
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I only use montages for melee combos or reloading really

onyx wing
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what if I already have one round for in drum for example, how should I know from where place to start putting new rounds?

chrome nymph
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might anyone know whats the mistake in this collision settings?

timber knoll
chrome nymph
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i have a Ball, and a Wall. I'm trying to get the Ball to collide with the wall and have the wall receive its OnHIt event

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currently - they don't even collide.

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i applied collission to the Ball's Sphere Collision component, and collision to the Wall's static mesh.

timber knoll
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@chrome nymph these settings look fine, does your ball and wall have actual collision meshes tho?

chrome nymph
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hmm, im not sure about the wall - i merely convered the cube geometry into a static mesh

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ah bingo

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i had to manually create collisions, oh wow didn't realise that was a thing

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thank you

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is this the case for every static mesh?

timber knoll
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On import, you can let unreal generate these meshes (or you can generate them/create them in the menu you just did)

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For more complex things, you usually make them in your 3D software and them import them together with your mesh

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But yeah all static meshes will need to have a collision like this if you want them to collide anything

chrome nymph
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you mean you can use stuff like blender to generate collisions?

timber knoll
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Scroll down to collision

scarlet pumice
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Hey guys, I tried using a Sequence node to tidy my BP flow up a bit.
The problem is that the Async tasks I have at the end of some of the sections are no longer waited on, the flow starts the task then continues immediately.
Is there any way around this?

maiden wadi
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Not really. I generally avoid sequences. Most of my BP work are selects, or single function calls. If I need a more complex function in a long function line, I drop it into it's own function or event and call just that.

scarlet pumice
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ok sounds like a good idea

odd ember
chrome nymph
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is there a reason a pawn doesnt trigger EventTick other than not being auto activated?

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lol i know why

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its static mesh was there and not the blueprint instance xD

scarlet pumice
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@maiden wadi is there any reason to prefer a BP function over an event? or vice versa.

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oh.. I can't call Tasks from functions?

odd ember
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functions can return values and are considered to be instant speed

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events don't return anything but can be delayed

restive oracle
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Hey Guys, I'm trying to use a movie render queue in blueprint but keep running into an issue of setting the map path

Am I doing something wrong without realizing?

odd ember
restive oracle
scarlet pumice
restive oracle
# odd ember does it work?

Nope it crashes out with that error. I just mean to my eyes the path is correct so I think I am missing something

odd ember
restive oracle
odd ember
restive oracle
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Do you know if there is a soft object reference I can store my level in? What would the variable type be

scarlet pumice
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Sorry for these basic questions, but I'm a bit of a BP noob.
I moved some stuff into Events, but I have the same problem, in that I want Update Weightmap to run AFTER the async tasks inside Update Heightmap have finished. I'm not sure how to do this...

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At the moment flow just continues right on without waiting for the tasks to complete

odd ember
restive oracle
# odd ember soft object reference?

Yeah the variable I'm trying to set is of type 'soft object path structure', therefore I guess I need a soft object reference to get that path

scarlet pumice
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ugh.. ok I'm going for one long flow again then ๐Ÿ˜…

odd ember
odd ember
restive oracle
scarlet pumice
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I think I can move all the non async stuff into functions, keep the async in the main flow and it will be more readable

odd ember
odd ember
restive oracle
restive oracle
odd ember
restive oracle
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Yeah, multiple times. I assumed it was a type so I was looking for it earlier

restive oracle
cyan surge
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Node to convert a float into a formatted time in seconds + milliseconds, EG only to a certain amount of places?

chrome nymph
tardy kettle
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This a blueprint Ive created for a fog effect with a custom material, however when I insert it into my map it does not work

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Can anybody help? I've been trying to figure it out for the last 1 hour

lime cairn
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Can't tell if FogPlaneMat is assigned as the naterial for your static mesh component

tardy kettle
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Yes M_FogPlane is the material file

lime cairn
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Ahh I forgot CreateDynamicMaterialInstance also assigns the material to the SM

tardy kettle
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Yup but here's what it looks like in the world

lime cairn
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Is FogPlaneMat a local variable?

tardy kettle
lime cairn
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That might give some scope issues if you're running it in ConstructionScript

gentle urchin
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<@&213101288538374145>

thin panther
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Good old dlscorb

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My favourite app

lime cairn
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Try either making it a Blueprint Variable or do a StaticMesh->GetMaterial

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goddamn spam bot interuptign me

tardy kettle
lime cairn
tardy kettle
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Replaced all the link with a bp variable

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Does Event Graph need to be modified?

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This is what my eventgraph says

tardy kettle
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Anybody?

surreal peak
# tardy kettle Anybody?

LocalVariables are scope limited to the Function you are in.
If you want it outside of it, it depends on what you are doing.
E.g. if the function is called and should return it, you can use an ouput param.
Otherwise, if you simply need a member variable instead of local, create it in the blueprint on the left and set that instead of the local one

restive oracle
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Is there any way to use the 'ImageMediaSource' class to display a singular image rather than a sequence of images? I'd like to take advantage of the MediaPlaylist functionality by using it to play images like a slideshow. I've tried using 'FileMediaSource' but this doesn't seem to recognise PNG files

tardy kettle
spark steppe
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a local variable is only available to the function that it's part of

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it can't be accessed from the outside

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and every time you run the function the local variable will be reset to it's default value

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a global variable in the blueprint however, will keep it's value as long as you don't change it, or destroy the actor. And you can expose the variable from the blueprint, so that you can change the default to something you like in the details of the actor

tawdry surge
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@restive oracle flipbook is what you want

calm iris
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Anyone know how to create a volume/area on the map where a set of different items/meshes are spawned randomly and continuously?

versed sun
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for your randomness

calm iris
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@versed sun Thank you!

restive oracle
tawdry surge
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In this episode, Emily takes us through the process of setting up and using a UI health bar that is animated and changes speed based on your health amount. The lower your health, the faster the animation. As you get closer to low health, your health bar drops to red and the animation plays quickly.

The first HP Tutorial:
https://www.youtube.c...

โ–ถ Play video
spice smelt
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How can I bind a class's custom event to another class's dispatcher from within a third class?

tiny prairie
tender gorge
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Hey I was curious about something. In an Infinite Runner I notice most people just put the Spawn Tiles in the Game Mode and then they reference the Game Mode in the Tile Blueprint. My question is if I didn't want to use the Game Mode but instead wanted to make my own Tile Spawn Class what do I reference back to?

restive oracle
tawdry surge
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That's why they usually use the game mode..
But you can get all actors of class if you only have one spawner in the level

tardy kettle
thin panther
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That bp should be good, is it a post processing material?

tender gorge
tardy kettle
thin panther
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Yes but the fog material

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Is it a post processing material

tardy kettle
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I created the material myself as well

thin panther
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Show the fog material

tardy kettle
thin panther
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Try posting that in graphics, cause i dont see a reason why that bp wouldnt work

tawdry surge
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@tender gorge you could have the spawner be self contained and then it doesn't need to cast to tile map base.
Spawn with a function inside the tilemapBP

thin panther
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Worst case scenario just use volumetric fog

tardy kettle
thin panther
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It likely is, i spent an hour wondering why my zone system wasnt working, then realised i forgot to index them

tender gorge
thin panther
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It happens

tawdry surge
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@tardy kettle My only guess would be that your construction variables are local. So they maybe resetting as soon as it finishes running. Did you make them member variables instead?

tardy kettle
tawdry surge
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Yeah

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That was my only guess

tardy kettle
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Hmmm let's hope somebody in graphics can sort this out
Can't make sense of it myself

tawdry surge
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@tender gorge you could use the game instance or the level BP if you want but you need a global object to connect the spawner and tile map BP's

tender gorge
# tawdry surge <@752548092615721032> you could use the game instance or the level BP if you wan...

Damn. OK. I'll keep it self contained like I originally had, but I'm not sure what to do about the enemies then. The best way I could think is to have arrows to control the spawning but then that would also have to be in the BP_TileMapBase Blueprint. I only want the enemies to spawn on certain levels of the Tile Map.

I'm new but not 100% new to Blueprints so I'm still learning. I know in the end this should probably be easy.

hushed pewter
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Hey, im working with a food component enumerator that has an enum for each "Component of a burger" (Tomato, Meat, Lettuce etc.)

I need a way too compare the enumerators semi quickly without care for the orders. (As im using the same array type with enum for the order)
(E.g it has 1 bun base 2 patties 2 cheese 1 bun top)

tawdry surge
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You can pass a reference for the spawner to the tile that was spawned and then have the enemy spawner line trace at the spawn point. Use the trace to access the spawner and tile map to determine if the enemy should spawn there

vital aspen
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Is it possable to use 2 data tables in side 1 structure

tender gorge
vital aspen
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I made a buildables data table and I need to get the recipes for the item data table. That just doesn't seem to work

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I didn't want to add all items into 1 data table

tawdry surge
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Not really, but basically when you spawn the tile. You set a variable inside the tile to reference the spawner/tile map BP. So each tile knows who spawned it.
Then when your enemy spawner tries to spawn an enemy you can do a line/sphere trace at that location. The trace will give you a reference to the tile, which is storing a reference to the tile map. You can then check if that tile should have enemies or not

lucid ingot
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Okay i finally got this working but now this is not updating to the ADS camera location. any idea why?

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small video of whats happening.

keen wedge
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Sanity check please... my head is broken...

I have a UI where the player can change input bindings... I've just discovered that it isn't removing items from the input settings correctly.

This is the code that removes part of them
It seems to always remove the "positive" one, but not the negative, e.g. a "W" instead of the "S" for moving forward... I'm sure this is just coincidence... all the crazy lines are for PRINT nodes I have attached to it to debug...

The array two items when it comes into that FOREACH loop, but only one is removed (again using a PRINT node) before it moves on to the next bit of logic (outside of the screenshot)...

Best guess is that because I'm removing something from the array, its getting a bit screwed up... can anyone confirm that this might be the case, and, if so, what would be a better approach to remove all items for a specific mapping?

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ooooh... looks like a Reverse Each Loop works...

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so I guess it was taking the first item from the array, removing it, index 1 became index 0 which it had already processed, so it assumed it had completed...
Reverse approach takes from the end so the array shrinks but leaves index 0 to last..

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yay... my brain works..

tawdry surge
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@restive oracle Another option would be to create an array of the images and use a manager object to switch the active brush on your ui's image component

restive oracle
tender gorge
slow pewter
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anyone got trouble with Array and Inserting?, , When i fill Items to an Array with Add works Good, but with "Insert", its Empty,

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only empty indexe's ?

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This Test Texte's /// https://puu.sh/IJ7zU/24bcce6ea6.png [see its not empty]
on an Insert Array, and even if i Debugg it its absolutley Empty // its an Specified Index and atm its about the Current Used Reference # 1

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done but it doesnt help me that much more, still empty

winged grail
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Hey guys how can i add animations to that box?

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how can i change the skeleton on the other animation ?

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It happend outa nowhere and i am stuck with that

slow pewter
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mhh which one you mean ?

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its an Specified Index and atm its about the Current Used Reference # 1

winged grail
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thanks ๐Ÿ™‚

odd ember
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you can lead a horse to the trough...

slow pewter
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length is 2

odd ember
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you can explain the theoretical concept of a trough to a horse...

slow pewter
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i redone it again with Set Array Element that it works flawless

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ok thats weird, i try to insert on Index 1

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but the length is 0

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i mean on Set array Element u can Size to fit, but here not

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Is ther elike an Size to Fit option too?

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Ahh so i want to Update with Insert, but at this Moment the Array have No Indexes, and i was bypassing it everytime with Size to Fit, because i need it dynamically

odd ember
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don't BP arrays automatically resize ๐Ÿค”

slow pewter
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doesnt look like

obtuse herald
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'Add' appends the element into the array automatically increasing its size by one.
'Insert' inserts the element into an existing index, moving every latter element by one thus also automatically increasing its size by one.
'SetArrayElem' sets the element of a specific index to a specific value. If the index is out of range and you checked 'SizeToFit' it will automatically fill every index between the former last index and your specific index with the default variable value.

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๐Ÿ‘๏ธ ๐Ÿ‘„ ๐Ÿ‘๏ธ

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hahaha

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ah wait

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you mean on set elem

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I thought you were talking about the set variable type

fleet cobalt
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hi so i have this problem where I have a working ai but if I put another one in the exact same spot it just doesnt work and if I duplicate working one it works

timber knoll
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make sure you have controller set

fleet cobalt
pallid cedar
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Anyone knows how to properly set up Steam Achievements? I'm going crazy with this issue:

  1. Added the required code in DefaultEngine.ini using the test AppID for Spacewar.
  2. Activated the Steam Subsystem Online plugin
  3. Added in level blueprint a test bp: when you press 1 - cache achievements - on success - write achievement progress and connected a "get player controller" to both of these BPs.
  4. Added print string in the end just to make sure.
  5. Double checked DefaultEngine.ini for same name of achievements like the ones in Spacewar.

On test: Print String shows the achievement code successful.
My steam shows I"m playing Spacewar.
However' I'm not getting the achievements.

odd ember
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sounds like a steam issue

pallid cedar
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Another dev told me the same thing, I reached out to Customer Support, but they haven't replied yet.

wicked osprey
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Hello guys, how to make an animation of holding the trigger before firing and unclenching after firing? I need 2 anim montage?

dense tulip
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I miss doing ue4 stuff, i was not a pro but i did enjoy it. Unfortunately i will not be able to make a decent project due to alzheimer !! ๐Ÿ˜ฆ

gentle galleon
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Hello everyone, I got some imported texture like that(I'm in progress of making horizontal compass) and compass works perfectly(I'd attached my blueprints), the thing is I don't quite understand how it rotates the texture(raw image), I've this x_offset variable that usually in range of (0, 1) but when I'm hard-coding these values inside of TexCoord[0] and set UTilling from 1 to for instance 1.8 my image get stretched. Could someone explain how this UVs work?

leaden sonnet
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Does anyone know how I would do or what I should look into for randomly spawning pickups across a fairly large terrain?

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I want pickups randomly placed along the terrain the player can pickup to replenish health

stable onyx
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Does anybody know a good pattern for getting a widget blueprint animation's value inside of BP? I'm changing the location of a WBP based on some camera/location data and would like to drive an animation on that. I can do some vector math to accomplish what I need but don't have a good way at getting an animation track's value over time

obtuse herald
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was there a version that let you not do that?

dawn gazelle
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Macro libraries are always tied to a class.

blissful grail
maiden wadi
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Semi surprised that's not in UE5 for as much as it's requested.

odd ember
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dunno never used macro libraries

maiden wadi
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Can't say I've ever created macros other than for Actor parent class.

odd ember
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I'm still of the opinion that macros are of the devil

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also what's a manual for loop

thin panther
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Its like a for loop but it doesnt actually loop, you still have to write the code x amount of times

maiden wadi
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Well, in that case you could probably drop it in Object. Only need Actor if you're dropping the delay or whatever into the macro itself like most people do.

odd ember
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you mean like... an iterator? ๐Ÿ˜

fervent jolt
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Hey, I basically want to add to the inputs that cause the update tooltips to fire, notably the key B, How can I go about this since it doesnt seem to let me do such inputs in this UI blueprint

runic parrot
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Put some flags and read the variables

fervent jolt
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I'll try that, Thanks!

hushed pewter
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Does anyone else just figure out whats wrong seconds after asking for help. Despite searching for half an hour

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fuk

long whale
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hello, is there a way to update blueprint Structures without breaking previous get Structure nodes?

runic parrot
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you can't, but you can quickly udpate them by click on the node and "refresh"

indigo bough
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Hey folks, trying to set up a feature on our characters to move them naturally to an 'interact' point (defined by the interactable actor) to prepare the character for interaction animation
I have this setup, but I can't see why it's not working?

I have tried debugging the path points, and they are created/set correctly as well.
I have a Nav Mesh correctly set up, but no movement input appears to be made. Perhaps there is a better way to do this without handing over control to an AIController?

I should add that this is running on a dedicated server setup

long whale
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That's bad... Should switch to c++ structure if it can't be helped

white field
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I really wish you could Control or Alt click on an empty input to split it without needing to right click

runic parrot
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bp is okey for prototype, if you are changing your structures (changing names or types instead of adding new ones) too often, probably something is wrong with your design

white field
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to split a struct pin I mean

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like Alt clicking on node inputs to remove wires

safe musk
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Hello every one, i am have been tried to make the character look at a specific object in the level, i did this, but not work ... some one can help me ?

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i tried this ....

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but not worked

remote glacier
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Does anyone know why this isn't working for me?

spark steppe
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just delete the output and add a new one

gentle urchin
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If ur extra cool you use external bool for break aswell. Makes the use of it a lot cleaner (but requires a bool ofc)

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Not externally?

keen wedge
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I have a question regarding approaches for picking things up in an FPS... anyone have a bit of experience with that?

maiden wadi
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Yes!. Screen space agnostic easily resizable and movable widgets via drag drop operations from a plugin that fully stay on screen at all times. Victory. ๐Ÿ˜„

maiden wadi
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Nah. Just got done writing that.

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But what is your pickup issue?

keen wedge
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ok... so current issue is that the picked up is triggered from an animation notification... so it actually gets picked up at the "right time" and looks ok... the problem is, some of the player's tend to move away from what they are trying to pick up too quickly, and because they are then not line tracing to the object when they've moved, the pickup code runs but doesn't give them anything...

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I've tried a few tweaks... increase the animation playback speed, bringing forward the animation notification in the animation... changing the line trace to a sphere trace (really didn't work)... I'm running out of ideas other than to say to the playtesters "JUST STAND STILL FOR HALF A NANO SECOND AND IT'LL BE FINE!" ๐Ÿ˜„

slow pewter
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thanks again Bro, works now all flawlessy!

keen wedge
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my last thought would be to store a reference to the last object the player looked at, which they could pick up, then, when the anim notify triggers, pick up whatever it was they were looking at... but for that I feel I'd need a time limit, other wise they could be on the other side of the map, hit pickup and grab the thing they looked at 10 minutes ago... and it would have to expire really quickly... and feels just wrong.... I figure thats pretty much the same as speeding up all the other bits..

gentle urchin
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Like this

maiden wadi
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Can you get how long the animation is? If so you could just code a timer to run to clear the pointer after the timer and call the animation at the same time. Animation should run it's notify long before it fully finishes the animation, so their pickup time would still be directly linked to the animation.

gentle urchin
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true, it does. thats the downside of it

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but the returning wire is also ugly af ๐Ÿ˜„

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I did the same thing with the wait macro, but felt weird when you already have this control over the loop

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like... if you wanna break, you can just skip going to next body ๐Ÿ˜›

keen wedge
# maiden wadi Can you get how long the animation is? If so you could just code a timer to run ...

Potentially, yes, but I just wondered if this was a bit of a weird way to do it... and what other people would do... I think part of the challenge is that the objects they pick up are quite small (mushrooms - you'll probably remember this from the other week)... so its easy to move and no longer have the cross hair over it... because the game has a sense of urgency, they are moving rapidly...

..there's actually a large part of me that doesn't really want to change it, because most of the play testers only played about 3 times, not really long enough enough to get the hang of those little intricacies imo... but because they are all stating its too hard I feel compelled to throw them a bone...

Any other thoughts on different approaches? I've removed the anim notify from the equation completely, but then it feels kinda too fast and the animation swings around after you're already holding the object, which then looks daft... but you do typically grab the things more often..

lucid ingot
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Okay so i rewrote this ads code for MP standards but i can not figure out for the life of me why this is spins when the button is being pressed and its driving me crazy!!

spark steppe
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if it hits something grabable grab that, otherwise grab the closest

quartz parrot
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hi guys, im having this issue

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im setting it with Set Master pose but it clips in a weird way when i sprint :/

keen wedge
# spark steppe just linetrace when the grab starts?

Already doing that... there's a line trace to highlight the objects that they are "looking" at, then, when they hit pickup, it fires off another line trace and if its something that can be picked up it picks it up... but the animation is played on the act of picking up (regardless of whether they actually pick something up or not)... there's a notify in there which then runs the code to do the actual attaching of components... only 8 frames in... but because they can still move in the game, if they do, when the line trace is run (from the anim notify) is misses

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(because they moved)

dawn gazelle
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Macro libraries are tied to a class. When you create a macro library, it's asking you for the class that you want to use that macro library in. It should be able to be used in the class defined as well as any of its child classes. If you want to have a macro accessible basically everywhere, then the class to select is Object. If it's to be used with actors, then you should use Actor as the class. If it's only needed in your characters, use character as the class.

The idea is that macros are supposed to be able to support the class they are made for - so if you had custom variables in your character class, your macro library could then be able to use and change those variables if it your character class was selected for the macro library.

keen wedge
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to me, thats just feels like "tough sh!t"... kinda like a darts game where you decide to look at the door when throwing a dart and wonder why it didn't hit the board...

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but I might be being a bit savage..

dawn gazelle
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That's how it works

quartz parrot
maiden wadi
trim matrix
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hey, i am trying to find a way to do level stream but do not have them loaded at the editor, so i can run large maps in a weak computer... i can not figure out how to do it with Level Stream build options, so i tried this; i am doing something deadly wrong if i upscale this?

keen wedge
# maiden wadi Hard to say, honestly. Really just comes down to what you want in the end. I do ...

Yeah, its just because the game creates a sense of urgency and pressure, so they are all responding rapidly, more than they need to really, but thats only something you learn as you play the game more and adapt your style... 3 playtests doesn't afford that...

Ref the animations halting... we have it set up so that you can throw/pickup and those animations play regardless of whether you have anything in your hands, or whether you successfully targetted something to pickup, e.g you can flail your arms around just like in the real world (if you want to)...

The camera lock is an interesting suggesting, I'd not thought of that... they'd still be able to move, but briefly would be force to look at the thing they were trying to pickup... hmm... the only issue that might occur is if they walked far enough away that the line trace was then out of range... we have a "reach" distance etc...

I did try the instant pick up, but it just looks a bit, well, odd... seems far to fast etc.. intended is effectively what I have... but the people are being all, well, peopley... ๐Ÿ˜„

keen wedge
dawn gazelle
# odd ember that seems silly

Like a blueprint function library is more meant to help support any class with common functions, but you lose out on direct variable support within the function library, so at best you can send inputs and return values and then have to set the values where needed in the class receiving the return value. Macro libraries are the antithesis of this - they're meant to support a specific class as they will have direct access to read and set the variables within that class but you can only use them within the defined class or its children.

odd ember
maiden wadi
# keen wedge Yeah, its just because the game creates a sense of urgency and pressure, so they...

Personal experience from both sides. People are going to cry. Specially playtesters. As the person who plays games and enjoys them, and having played quite a few beta tests, people really just want attention. If their fix gets implemented, they get to go around saying that "they" told the devs that was definitely the best way to handle it. Or they get a feeling of a pat on the head. Y'know, egos and shit. That isn't to say dismiss everything on that basis, but just take play tester critique with a grain of salt. Or five. Take their ideas into consideration, but if it doesn't line up with what you have in mind, it doesn't line up. If it's not something easily changed without ruining what you as the developer want, probably not worth considering at this moment. Could be reconsidered at a later date if your game changes and stuff, but if it's not in your vision now and you're at odds with it, don't do it.

odd ember
keen wedge
dawn gazelle
# odd ember yeah but this just doesn't make sense. maybe it's just because of the limitation...

Well, let's say you wanted to have a macro that you can use everywhere... Then you can create that macro library at the "object" class - then you can create special for-each loops and other fun stuff and it'll be able to be used everywhere. This is the ideal use case. It makes less and less sense to use the library the more specific you get, especially if you start to make your own child classes of the primary object types as you could then just put the macros in the class itself and all children will be able to use it anyway. Like... Macro Library for GameMode? Makes sense as then those macros would be made available to all game modes. Macro Library for BP_MyGameMode? Doesn't make sense to do, especially if you have child classes of BP_MyGameMode - you may as well have put the macros in BP_MyGameMode.

keen wedge
# odd ember what do you want to happen design wise

I think it could perhaps be a little more responsive, but at the same time, I dont think things should just magically appear in their hand if they've spun around and walked away either...

If you or @maiden wadi wanted to have a quick go I could upload a copy somewhere and you could see what you thought etc... but I don't want to take up lots of your time

#

I think maybe increasing the playback speed of the animation, and maybe moving the notify forward a couple of frames might be the middle ground...

odd ember
keen wedge
#

do quite like the idea of locking the camera, would forced them to pick up successfully, but needs to not happen everytime etc..

odd ember
echo salmon
#

Any idea when its paused i got those shiny lightings in the scene ?

odd ember
trim matrix
#

er, ok, why unloading the streamed level does not make it disappear on PIE?

keen wedge
fervent jolt
#

Hey, How can I get my project input height up key into this node in a widget bp?

odd ember
#

input... height?

gentle urchin
fervent jolt
#

yeah, my bad

fervent jolt
#

Ah ok, thanks a ton!

keen wedge
# gentle urchin Wouldnt it make sense to instantly trace -> hit the object, trigger the anim, an...

I have a constant trace firing out for a "look", this is what highlights objects if they are interactable, and within reach...

If the player press the button to pickup, then the animation starts, 8 frames in the notification fires and that calls the function which runs a trace to see if the object can be picked up etc. If so, it is.

So, you're suggesting I swap the trace and animation around the other way yeah?

So they press pick up, I do the trace, if it hits, fire the animation (we want to run that animation in either case whether they pick something up or not)... and then what, use the notify to do the actual "attach" part of it all?

#

thus if they'd moved after the initial press of the key and trace, it would still get grabbed...

wide quiver
#

When using Detour, how do I set a minimum distance the NPC's should stay from eachother?

gentle urchin
# keen wedge I have a constant trace firing out for a "look", this is what highlights objects...

Atleast you dont need to re-trace during animation! The trace already hit the thing they intended to pick up. If the player has clicked, this item should be picked up, regardless if you lock the animation part or not ^^ Atleast thats how i see it. The players intent, and percieved action was that it was gonna be picked up . Especially if this game has some pace, i'd say thats important to keep in mind ๐Ÿ™‚

keen wedge
gentle urchin
#

I'd "lock" the item for pickup as soon as the interactable trace has hit the object AND the player has pressed the interaction button

#

if you got a lot of attention on the animation, perhaps some simple lerp magic would be in place .. just to toss an idea out there ๐Ÿ˜›

#

the item basically just sliding towards the hand or whatever

keen wedge
gentle urchin
#

Its been a while since i played it, gotta check a video about it to see how that was ๐Ÿ˜›

#

heh

#

not even remotely close

#

they litteraly teleport it at a given frame

keen wedge
#

So that's kinda what we're doing already then...

odd ember
#

there's always smoke and mirrors

#

especially to fit camera work

keen wedge
#

I must admit, I didn't check to see if they lock you on the target or not etc..

gentle urchin
#

the smoke here

#

is that the item is not even in his hand

#

it just vanishes

#

sorta as expected

#

his hand is just a distraction

keen wedge
# odd ember especially to fit camera work

Yeah, I was wondering whether we should scale down the objets a bit when they are held, so they dont look so big, but they still all need to look right again when dropped, which then means managing all the state of those scales...

odd ember
#

anyway you can insinuate an animation even without playing it if you just make e.g. the leaves rustle as you pick a fruit etc.

keen wedge
gentle urchin
#

^Exactly. They do some sound and location specific 'hit' thing

keen wedge
#

Out of interest, if you were making something like that, would you reduce the scale of the held objects? Some of ours block the main view of the camera which is a bit crappy... but I wanted to get a feel for the common approach before really doing anything specific.

#

I toyed with having separate "held" meshes etc... but that did't go down too well..l

odd ember
#

I'd do whatever seemed natural

keen wedge
odd ember
#

no point trying to understand it through a technical lens

odd ember
keen wedge
keen wedge
# odd ember have you tried it?

accidentally yeah, I had a bug in my code where it ignored the actors scale, so it defaulted to 1,1,1 - some of the objects in questions were 1.5, 1.5, 1.5 - they looked ok at 1,1,1 whilst held... but then, if I pick up something thats already at 1,1,1, it would need to be reduced so conform with the difference between that first object etc... so there was some form of consistency... so I guess I'd need to calculate that somehow and then it could be applied to everything equally..

odd ember
#

you're going to get more done if you stop overthinking it and just try to see what works and what doesn't

#

if you're thinking about something that might be jarring without even testing that it is jarring you're going to overcorrect and waste time

#

it's the same as optimization

#

you only optimize when you have something to optimize

keen wedge
odd ember
#

it's like giving you a fish versus teaching you how to fish

keen wedge
echo agate
#

I'm trying to make the player take damage whenever they are in darkness. Is there a way I can fire a trace out in every direction from a light?

I'm pretty sure sphere collider would still register them if they are around a corner but still inside the sphere, so I don't think that will work. I could fire a line trace out in every direction but I'm pretty sure that would be too system intensive if I have more than a few lights in the scene and probably highly inefficient. Is there something built in that would work for that?

odd ember
echo agate
odd ember
#

anyway it's what you got to work with

echo agate
odd ember
echo agate
odd ember
#

if you're this new I'd suggest you spend some time familiarizing yourself with the engine

echo agate
#

I was just wondering if there was an alternative trace type or something better I could do

odd ember
#

and that's basically it

#

but if you're only 8-9 hours in I'd do more tutorials

#

at least a week's worth or so you're familiar with the systems

echo agate
echo agate
#

Very clear, ty

echo agate
odd ember
echo agate
odd ember
echo agate
final rampart
#

I figure you'll want to look into Raycasts

#

Linetraces

odd ember
#

I gave you the how

#

it's up to you to figure out the "what"

echo agate
# final rampart Linetraces

Yeah that's what I thought. I just don't know how resource intensive it would be to fire a bunch of them from all the light sources

odd ember
#

I mean that's why I said look into how the engine handles that

#

I even gave you an example that could work

#

with light attenuation and tracing

#

and mention collisions

#

if that's not enough keywords

#

then I really suggest some more familiarization

final rampart
#

The documentation doesn't really say anything in particular about line traces and performance.

I would assume as a singular event shouldn't be extremely overwhelming even if there's like, 10-20 or so.

Requiring them to be called every frame however, is a different story.

Of course, there's only one way to find out.

#

Consider MultiLineTrace for this purpose

odd ember
#

which is a great place to start at least

echo agate
#

You gave me A sentence, then refused to elaborate and told me to google it

#

Sry if I didnt take in your every word

faint pasture
#

Make sure you understand collision and Trace channels and stuff like that.

final rampart
echo agate
final rampart
#

Character Movement can be worked with in BP, but past a certain point it feels like grabbing a bramble by the thorns lol.

#

And some parts of it, like friction or deceleration, just absolutely cannot be interfaced with in BP outside of adjusting default values.

eternal gate
#

I keep getting a bunch of "Accessed none trying to read property ..." errors from my animation blueprint when I start playing in editor, but nothing seems to be malfunctioning. I'm guessing I'm not making assignments before the animBP is updated for the first time, but I make all my assignments off of the BeginPlay event. Should I be assigning initial values somewhere else?

final rampart
#

Is it like, the engine can't detect your AnimBP at all?

#

I think this requires some screenshots to debug

eternal gate
#

no it's working fine, I just get a bunch of error messages when I start playing

odd ember
#

use breakpoints to debug

eternal gate
#

I know what the error means, I just don't know how they're null if I'm assigning the necessary things in BeginPlay event

#

screenshots incoming

versed sun
#

maybe add a Delay 0.0 before you assign the variables

eternal gate
#

and all the errors are coming from this node:

odd ember
#

and that's going to ditch the error, but

#

your weapon related stuff will never work

#

what I suggest is that you weapon registers itself to the player

dawn gazelle
# eternal gate

The character should have a IsValid check on the update as well.

odd ember
#

and in doing so, you can have the animBP register that its state has been updated

#

that way any time you switch weapon (to any weapon/no weapon), you can have the animBP work accordingly

eternal gate
odd ember
#

well then no problem, just have the delegate register with the animBP

eternal gate
#

I'll see if that breaks anything with the animation

#

How can I get a reference to the AnimBP in c++?

odd ember
#

that's uhh

#

a bit harder

#

I think you have to go by (asset) path or something like that

#

alternatively if you're wanting to work in bespoke logic for the animBP parent I believe you can derive from AnimInstance

eternal gate
#

the way I have it set up is the character class spawns a weapon, and attaches it to its skeletal mesh, and as part of that process the character and weapon get references to each other

#

that happens in BeginPlay

#

I'm thinking what might happen is the BeginPlay for the AnimBP is called before the character's BeginPlay

odd ember
#

otherwise, yes, you'll experience race conditions

dawn gazelle
#

Put an IsValid check on the FPSCharacter on the update and watch as your problems disappear!

safe musk
#

Hello every one, how can i connect two different nodes in Animation Blueprint ?

eternal gate
flat scarab
#

Hi. Why is it that the console command Viewmode Unlit works in Editor but not in a binary version of the runtime?

dawn gazelle
dawn gazelle
icy dragon
#

Unless I'm missing something obvious because lack of caffeine.

dawn gazelle
#

The solution to that would be to capture the data on begin play or on update and use variables in the animBP instead to feed the values into the animgraph.

eternal gate
#

took me a while to find the right node.

#

still got the errors though

eternal gate
#

calls to c++ functions?

dawn gazelle
#

No, calls to variables in other blueprints.

spark steppe
#

i think that doesn't apply to events

#

they run in the gamethread anyways if im not wrong

eternal gate
#

that's still in the Anim BP, in a state machine. Does that count as a separate blueprint?

dawn gazelle
#

Second image is pulling data from another actor. First one is using a variable from the anim graph.

crimson saddle
#

how can i get the name of a folder a file is in? I feel like it should be easy but I can't figure it out

icy dragon
spark steppe
#

or only to animation graph / layers?

dawn gazelle
crimson saddle
icy dragon
crimson saddle
icy dragon
crimson saddle
spark steppe
#

or use regex ๐Ÿ˜› ((.)*\/)

crimson saddle
#

figured it out, thanks for the help!

dawn gazelle
# eternal gate that's still in the Anim BP, in a state machine. Does that count as a separate b...

https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/Optimization/#animationfastpath
Here's the real answer.... It prevents animation from having to run anything in the blueprint VM. Any time there is any blueprint logic (including reading values from a separate blueprint other than the AnimBP) then it needs to go into the blueprint VM slowing things down. So better to read the values and set them within the AnimBP then use the variables from the AnimBP in the AnimGraph (transitions or states). If you need to use an object reference such as the sequence you're trying to get out of the "Anim Data" object, then the variable that would be set for it should always have a default value in the AnimBP since it requires it in order for your AnimGraph to function.

odd ember
odd ember
high sapphire
#

What is the line above the nodes? Is that just a couple of reroute nodes?

dawn gazelle
#

Basically, the set should connect up to the "Break" on the For Each Loop with Break.

glass stump
#

how do i get my enemy character to stop whatever it's doing and do something else?

glass stump
dawn gazelle
#

You could try offering it more money to do the other thing.

For a real answer, you'd probably call a function on the character to rerun whatever you have set up for it to determine what it should be doing.

glass stump
odd ember
#

so first thing is to remove the object of stimulus

#

in that case

glass stump
#

Hmmmm, nope it's still just continuing to do what it's doing.

#

I need it to stop and do something else.

#

I need to interrupt what it's doing somehow.

#

okay actually I've managed to do that bit!

#

so it must be my blueprints of what I'm trying to get it to do that's wrong.

#

I want it to just keep moving forwards in the direction it's currently going.

#

Here's what I've got so far.

odd ember
#

stop movement
have you tried that node?

#

it's for the CMC

#

but it may work

glass stump
#

Yeah I tried that and it works at getting it to stop.

main lake
#

Is there a reason to use Interfaces over binding events and vice versa ?

glass stump
#

But then it doesn't do the thing I'm trying to get it to do.

#

@odd ember Which is move forward haha.

high sapphire
dawn gazelle
high sapphire
#

Yeah, noticed that as I kept going through

#

And I'm guessing this = Set Array Elem?

dawn gazelle
#

Yep

#

You can copy and paste from BlueprintUE

#

Only thing that wouldn't directly paste is the structures since that's not necessarily defined.

main lake
#

Is it normal that we can't use Switch Cases and Select node inside a RepNotify function ? ๐Ÿค”

dawn gazelle
# main lake Is there a reason to use Interfaces over binding events and vice versa ?

Using event dispatchers allow multiple actors to react to the event. The actor calling the event can do so without caring who is listening in that regard. The actors needing to know about the event would need to know about the actor that has the event of course. A good use case is UI - your UI can easily grab the owning player's controlled character, cast to it and bind to events on the player's character or playerstate to make changes to values that are displayed on screen without the character having to pass those values to the UI directly.

Using an interface requires the actor making the call to know about the receiving actor, and that receiving actor needs to implement the interface. It's not practical to use an interface if you have multiple things that need to know about the thing that happened, especially if the actor that would be calling the interface doesn't really know about those actors. A good use case is an "Interact" interface - you would likely be doing a line trace to try and interact with something ahead of you, so then you can feed it the "interact" interface - if it implements it, then it can do whatever it needs to do, no binding required.

main lake
main lake
# dawn gazelle Works fine on my end.

Thank you got it working by truncating my "hours" variable being a float to an int before doing the Switch. So it looks like you can't make a switch on a float

tawdry surge
#

That would be alot of switching options

dawn gazelle
main lake
main lake
main lake
tawdry surge
#

Unreal doesn't let you do that in BP.. forces sequential. .000001, .000002, etc..

tawdry surge
#

Afaik anyway

dawn gazelle
main lake
tawdry surge
#

Just depends if you want the timer to tell the actor or the actor to listen for the timer.
They do the same thing in the end

main lake
#

But is there one optimized over the other ?

tawdry surge
#

No

dawn gazelle
#

Man i totally read the ending of that question wrong. But ya, it'll work either way, but if it makes more sense for the individual things to handle what they need to - so if they need to know about the time, then they should bind to it. It doesn't make sense that your time necessarily knows about those things that need to know about it.

#

otherwise your clock is going to end up being filled with a whole bunch of unnecessary references to objects, or having to do heavier calls to functions like "Get All Actors of Class" to get a reference to the objects that need to change whenever you're trying to send out time updates to all the actors that need to know about it.

main lake
#

No like I have an interface called BPI_TriggerTime and it has 2 functions : OnEnable and OnDisable and as a parameter I have an enum "Time" (going from 00:00 to 23:00) and I just call that Interface each time an hour passes with the Time as an argument,

and in the BP of my Triggers (those are the ones receiving the time as they use the Interface) I do a check to see if the starting time property they have on them is the same as the one sent through the Interface and if it's the case "Enable the Collision of the Trigger Box" otherwise don't do anything.

Same thing for "OnDisable" with the property "Ending Time" on the actor to compare it with the "Time" argument sent through the Interface, if they're the same "Disable the Collision of the Trigger Box", otherwise do nothing

#

Maybe I am wrong but for me I feel like Interfaces are more performance optimized as it's only called each time the function of a specific Interface is called and the actors having that interface receive the call when the function of the Interface is called so they can do what they need to do at that time compare to "Binding Events" where each frame a check is called to see if that event is called or not.

I don't know how it works behind the scene so it's only my assemption.

#

Also I want to use my "hours" variable as an index to return an enum (as it's in the same order from 0 to 23 so I want to return
00:00 when hours = 0,
01:00 when hours = 1,
...
23:00 when hours = 23

I don't know how to do that using the left node (Switch on EN_Hours which is an enum), and I don't know if there's a better way to do that than doing what i'm doing with the right node

#

Or a Select node will be better in this case ?

icy dragon
icy dragon
#

We went through this a few days ago already.

main lake
mossy mist
#

Hey so my character using flying character movement is working, but when it gets hit my launch pawn it gets launched, then falls to the ground and cant fly anymore and starts just moving on land or not moving at all.

#

1st image working, 2nd image stuck

icy dragon
main lake
icy dragon
main lake
icy dragon
#

Unless you hate yourself and want to make it even more difficult to program than it should be.

main lake
#

Is that bad to do it this way ? ๐Ÿค”

icy dragon
main lake
icy dragon
#

For fuck's sake.

main lake
#

? ๐Ÿคฃ

icy dragon
main lake
#

and I already solve my issue with the timer

#

now I'm implementing the Triggers being enabled and disabled at the right hour depending on what I set in the Enum of each Trigger

nova ledge
#

Ok, I'm having an issue with my groom for my wolf and an animation I made for the wolf. Not 100% sure if it's a UE problem or a Blender problem (everything about the wolf I made in Blender). This is how it looks in UE 4.27. Any suggestions?

icy dragon
nova ledge
#

Anyone have an idea as to what might be going on? Should I also send a picture of what it looks like in Blender?

icy dragon
trim matrix
#

I have a question about main menu. so, I am watching these tutorials and they add it to viewport to the level BP is that right? it seems off and weird.

icy dragon
trim matrix
#

wait

#

I can have it as a separate it level?

#

that makes sense

#

when I was in the shower thinking. I was thinking how to make it like a certain level like picture

#

by golly

icy dragon
#

Yes. Which is exactly what I did, because I have the game map using World Composition, so I put main menu in a separate map to reduce memory usage and increasing startup load time.

trim matrix
#

oh

#

that's smart

#

wait

#

you said something about "main menu pawn"

#

there is a thing for the main menu besides using a widget?

icy dragon
trim matrix
#

oh

icy dragon
#

This way you can also have 3D background, maybe a dumbed down version of your game world, containing only meshes for certain angle.

trim matrix
#

interesting

#

ty

#

i learn

#

on that

dawn gazelle
# main lake No like I have an interface called BPI_TriggerTime and it has 2 functions : OnEn...

Can you show how you call your interface? How you've explained it sounds like you're calling from your time keeper actor, and you're trying to call it on the triggers, but in order to do that you need to feed in a reference to an actor that implements the interface. There's no "global" interface call that sends out a call to the interface to all actors that implement it that I'm aware of.

odd ember
main lake
dawn gazelle
# main lake Yeah I'm stuck on that part right now ๐Ÿค” I thought like I just call the Interfac...

Yep, interface is 1 to 1 and you need a reference to the actor that implements the interface that you want to call the message on. That said, you can feed in an array into an interface message too and I believe it will call the interface on all relevant actors in the array.

So you do have a few options.

  1. On Begin Play of the Game State you can do a get all actors of class to get an array of your triggers which you can then save on your gamestate. When the time changes, you can call your interface on that stored array of actors. Each of the triggers will then receive the message. This means if you happen to spawn any new triggers, they won't automatically register, so this is the least practical.

  2. Alternative instead of using get all actors of class, on the Begin Play of your triggers, you can have your triggers report into the game state and your game state adds them to that same array, and call the interface the same way as described in 1. Whenever a trigger begins, it'll register itself into the array so it'll end up receiving the updates.

Both options 1 and 2 require the gamestate to keep track of something that it may not need to in an array.

  1. Have an event dispatcher on game state that gets called when you want the time change message to go through. On Begin Play of your triggers, you bind to the event dispatcher by getting your Game State and casting to your appropriate game state to get the event dispatcher to bind to. This could potentially be considered easier to manage as you no longer have an array you need to maintain in the game state. Whenever a trigger begins, it automatically starts listening for the clock events.

In Option 3, the Triggers just need to be able to get to the game state (which is easily accessible via Get Game State) in order to bind to the time changing, and no additional array is required.

main lake
dawn gazelle
#

Gamestate:
(You can add inputs into your events as well to pass along information through the event)

#

Trigger:

#

Example with an input on the dispatcher:

nova ledge
#

I figured out my problem, so I'm saying this just in case anyone else had the same problem as me. It turns out that in Blender my mesh origin and skeleton origin wasn't in the same spot, which is why it caused my groom to look weird.

trim matrix
#

@icy dragon is the main menu pawn called something else? I cannot seem to find it. I would like to do it the way you explained.

tulip mason
#

What difference would it make what the point object is rotated at? It would give the exact rotation to look at point B regardless. It's based on location.

#

If your comparing multiple look at rotations, the only difference is the location. Whatever rotation point A is matters nothing.

amber kindle
#

yo any help? im new

#

i want it to look like this

#

looks like this in game

gentle urchin
#

If you're gonna compare directions you probably want dot product anyways

high sapphire
#

Alright, I've got the add function set up and working
Though it looks like I might be making a mistake in setting up the widgets? It's pulling the information from the datatable, but in-game the widgets' appearance doesn't change. And when I have two items with similar tags, it only shows one widget for them. (In this case, I picked up 3 Item.Consumable.HealthPotion and 3 Item.Consumable.MagicPotion, but it only shows one widget under the Consumable category)

#

(Items = Item.Consumable, Weapons = Item.Weapon, Armors = Item.Armor, Accessories = Item.Accessory, and Other = Item.Material)

#

Each section has its corresponding list, this is how the list is set up for the Items tab (the others are just referencing a different inventory component)

#

And this is in the widget that the list spawns

gentle urchin
#

Is it finding the row ?

#

Doesnt look like it

pseudo geyser
#

Hi all. I want to create something similar to this system in GTA sa ...like you go to the gym operate the equipment by pressing buttons as shown in screen,so that player strength will increase. Any idea how to do that.

winged holly
#

how to get refrence of level script actor ?

timber knoll
# pseudo geyser

Have a somewhat random delay which shows button on UI, set a variable so you know which button is shown. (you ofc choose which buttons to show, can also be somewhat randomized with a random int and select)
Then when the player presses this button within an interval (another delay after showing the button), or however you want it to work... (can have stats drop when pressing the wrong button etc)
You give the player some stats / a percentage of a stat.

fair magnet
#

what means default constructed ?

scarlet pumice
#

Hey guys, is there any way to add an Array as an input argument to a function?
Specifically an Array< Texture Render Target 2D > but I just can't figure out how to pass any array...

scarlet pumice
#

Secondly, does anyone know if it's possible to add a Math Expression for Log2() ?

ocean bluff
#

Hello, I'm doing a blueprint where the tether mechanics behaves like a rubber band ( like a Bungee). I did this blueprint but it doesn't rubber band from both characters when one character is far away. is there a way to fix that? I showed a video example and blueprint. @timber knoll

#

Reference:

trim matrix
#

In need of help storing variables as part of game instance

#

In the main menu my game gets your Steam profile picture and name. It then stores these in a structure variable in the game instance

#

Here:

#

Main menu player controller:

#

Game Instance:

#

I can verify that this has definitely retrieved and set the data correctly as I've got an image and text binding in the main menu

#

The plan is to then set a replicated variable to these values once a player joins a server, to save constantly asking steam to retrieve the info

#

This can be seen here

#

I've specifically made "Get Player Info" run on owning client, because their Game Instance variables are obviously not going to exist on the network

#

So on the owning client they retrieve the "Player Info" variable, and then execute a custom function "Set Nametag On Server" which is set to run on the server

#

My understanding of this is as follows:

1: RUN ON MY CLIENT - I get my info from my own game instance
2: "Set Nametag On Server" - I pass this info through a custom event set to run on the server
3: "Set nametag On Server" - Sets "Player Info" (A replicated variable) to the value of the passed info
#

In my head this should work correctly, and to make it even stranger the "player name" variable passes perfectly and is replicated to all clients, however the "profile picture (texture 2d)" is not and appears as a white box

#

This has stumped me for a month now

hazy tree
#

Hi. I am trying to spawn a niagara system at a specific location, but as soon as I pass my location to the SpawnSystemAtLocation node and inside of the function the spawnlocation is 0 0 0 although its printed correctly before calling SpawnSystemAtLocation.
Any idea what could cause this ?

tawdry surge
#

@winged holly you can't reference the level blueprint

#

@ocean bluff you're only adding force to one of them. (Side note, just do it on tick. .05 duration timer is less efficient)

ocean bluff
tawdry surge
#

You pry have to invert the force for one of them. Pushing them both in the same direction isn't gonna make them get closer

ocean bluff
slow pewter
#

Is on "make array" the 0 Input the Index 0, or means it just source 0 and i could add from an Source 1 too?

last abyss
#

0 is index 0

tawdry surge
#

I'd have to play with it for a minute. Off top my first thought would be a second add force node and multiply the force vector by -1

slow pewter
gentle galleon
#

how to output/debug this vector inside of material?

tawdry surge
#

Right click any node and start previewing, or make an instance so you can test it real-time in the level

wintry gazelle
#

is it not possible to watch values in functions?

obtuse herald
#

works better ever

gentle galleon
gentle galleon
#

could you maybe talk me through a lil more>

#

?

tawdry surge
#

If you right click on the material you can create a material instance. If you assign the instance to a mesh in the level you can mess with the exposed parameters and watch the effect in real-time.
I'm not 100% sure, but don't think you can "print" values

gentle galleon
#

dang, I just need to get an access to an uv rect but there is no such func or whatever

tawdry surge
#

You mean texture coords?

gentle galleon
#

yea

tawdry surge
#

If you do the instance, you can mess with the offset x parameter, and offset it in the level

gentle galleon
#

right

#

I know how to do that

#

but I can't figure out one

#

wait a sec i'mma reply with my prev message

gentle galleon
#

I just wanna figure out why the texture looks different if I set tex coords manually

#

compared to how it looks while"shifting" with another vecor

#

vector*

ocean bluff
tawdry surge
#

@gentle galleon I don't understand what you're trying to do

gentle galleon
#

uploading a vid

tawdry surge
#

@ocean bluff add a second force node, use the other player cmc as the target

tawdry surge
#

Grab the vector from the subtract node output, multiply by a positive number and plug into the force node, then connect the execute pins

#

@gentle galleon I'm not sure why it's doing that. Maybe someone in #graphics will have a better idea

tender gorge
#

So I've been having an issue that hasn't happened since I made these, but all of a sudden today I have constant issues. The first image is suppose to spawn a new Starting Tile Map to start the level, it worked 100% when I made it two or three weeks ago, but now it will randomly stop spawning maps with no pattern.

The second image is suppose to spawn a new Tile Map based off a Box Collision Overlap and spawn on an arrow. It also worked 100% when I did it two weeks ago, but now today it will randomly crash due to infinite loops.

The third image is the Begin Overlap for the Box Collision to spawn a new Tile Map. I started my enemy spawn yesterday and everything worked fine, but then today it all went down hill. I deleted everything I did yesterday to see if that would fix it and nothing was fixed. I cannot understand why this is happening. Was wondering if others would know.

I thought of doing Arrays for the Tile Maps but it is unstable and doesn't always spawn a new Tile Map for some reason which is why I have individual variables.

#

I really don't want to start over from scratch but will if I have to.

slow pewter
#

mhh ok Im trying to Insert Items in the Array on Specified Index, im Update the Array, but looks like its duplicating, is it possible that it Clones that Index'es?

tender gorge
ocean bluff
slow pewter
slow pewter
tender gorge
#

OK.

ocean bluff
slow pewter
slow pewter
tender gorge
slow pewter
tender gorge
slow pewter
#

as i said i got troubles days ago after i deleted that Functions

tender gorge
#

I wish I could figure it out. It's probably something simple. I'm still learning Blueprints. I'm a artist going to this.

slow pewter
#

Yeah but u can totally do it

tender gorge
#

I honestly cannot see how without restarting entirely. I really don't want to.

slow pewter
#

Just look at the Entire Flow, like u just need to take care about that Infinite Problem

tender gorge
#

Also the problem where at random a Starting Tile Map won't spawn on start. No idea on that one either.

ocean bluff
slow pewter
#

I was in trouble and get at anytime Infinite Loop error on all, where it Was on that "infinite" loop, thankfully i got help here from @trim matrix so i just was reminding what i was editing the last time

tender gorge
#

Ok. I'm going to make a copy of the project and redo the sections for the spawning and see what happens. It won't take me long to do those parts thankfully.

slow pewter
slow pewter
tender gorge
ocean bluff
tender gorge
slow pewter
slow pewter
ocean bluff
#

alright will do that, thank you very much

slow pewter
tender gorge
#

Sorry it starts off Begin Overlap for thed Collision Box.

#

Dammit. Sorry.

#

Begin Overlap (Collision Box) to Cast to BP_PaperCharacter to Spawn Tile Map to Delay and then to Destroy Actor. That is it

slow pewter
tender gorge
#

Tried that and it did nothing. I attached an image for you where it does state the problem is in the function Spawn Tile Map.

#

The reason I had the Destroy Actor there is so when it Overlaps it will destroy the previous one as it spawns a new one in. This worked 100% as well, but now I have no idea since the Loop keeps happening.

slow pewter
#

For me was thinking u spawn and destroy infiniteable

tender gorge
#

Yeah I could see that potentially being an issue, but taking it out and it still happening means that's not the case.

tender gorge
slow pewter
faint pasture
#

@tender gorge infinite loop is prolly from the spawning triggering the overlap again?

tender gorge
faint pasture
#

What are you trying to do gameplay wise here, this all looks weird. You use child actor components in one version. It then just spawn actors in the other.

faint pasture
last abyss
#

If I create a map.. or lets say array variable on a class, make it instance editable/expose on spawn so i can set it, is it being set (on spawn) as a reference to the array or is it just a copy of the array... meaning if I change a value in the array in the class that spawns the actor, will it reflect in the array in the spawned actor without having to update it in the spawned actor?

faint pasture
slow pewter
tender gorge
# faint pasture What are you trying to do gameplay wise here, this all looks weird. You use chil...

OK. So it's an Infinite Runner game. I'm still learning Blueprints so I chose this as something to do.

So the image where there is the Child Actor is to spawn a Starting Tile Map on spawn. I used a Child Actor because this is what a lot of sources online and in videos said to us.

The Collision Box is set to spawn a new Tile Map off the arrow in the Blueprint.

That is literally it for the gameplay. Simple Infinite Runner.

tender gorge
slow pewter
tender gorge
tender gorge
tender gorge
slow pewter
tender gorge
faint pasture
tender gorge
#

Straight forever. A lot of tutorials suck, but I watched 6 different ones. Some are different and give different ways of doing things.

Everything worked 100% until today and I deleted everything I've done since then and still does this.

I'm gonna do the input action and see what happens.

slow pewter
tender gorge
faint pasture
tender gorge
faint pasture
#

How many tiles exist at a time, 10?

tender gorge
tender gorge
faint pasture
#

Should be at least 3 but anyway

tender gorge
slow pewter
faint pasture
#

If only one tile ever exists at a time, how do you step on the next tile where you're already standing on the previous tile. Does it just disappear right when you hit the edge between tiles?

teal nexus
#

is there a way to make default character movement component to hover ? Or perhaps there is hove movement component available out of the box? By hover I just mean to either keep capsule over the surface at set distance, nothing fancy as with "real" hovering vehicles

tender gorge
tender gorge
spark steppe
#

delete the hit event and readd it, by rightclicking the component in the hierarchy

#

it looks like it's still referencing the old one "static mesh" while you renamed it to "random mesh"

slow pewter
tender gorge
slow pewter
tender gorge
slow pewter
tender gorge
slow pewter
tender gorge
slow pewter
hexed cloak
#

If someone writes a hack for your game that uses pointers, what is the fastest way to change / update something to break it temporarily?

obtuse herald
#

Probably another variable, or copy the actor and destroy the current one

slow pewter
#

Okay Why the hell i have trouble with "Inserting" everytime when i Use it,
https://puu.sh/IJkJY/eb8d0c05cf.png
on Inserting i get my Specified Index, and i replace it with New Item at that INDEX , (yes the Index is existing already) , but looks like it duplicates Items in my Array, and on Set Array Elem, it works flawlessy, thats so strange

obtuse herald
hexed cloak
spark steppe
#

there are tools that make cheating in unreal games kind of easy

#

so i don't know if it's worth your effort

obtuse herald
#

If it's singleplayer you shouldn't really care

hexed cloak
#

It's multiplayer

obtuse herald
#

if it's multiplayer just add server checks

hexed cloak
#

And I know it's impossible to stop hackers in general, my issue is that one hacker publicly released a hack for my game, and a bunch of people are downloading it and using it, so I just want to break the public download

obtuse herald
#

A player want's to pick up an item? Server checks if the item is in range and only if it is, it adds the item to your inventory

royal pilot
#

Hey guys, I am trying to keep my player inside the camera view. I can detect if it's out of the view, but now I need to know the point to move it back to. (basically move it along the Y axis to a point at the edge of the view.) I'm not sure how to accomplish this.

spark steppe
#

fix your game, if a simple pointer hack can give benefits

#

e.g. run game logic on the server, don't trust client data, etc.

hexed cloak
spark steppe
#

aren't their problem mainly aim bots?

obtuse herald
#

yes

hexed cloak
#

Mine is too.

spark steppe
#

or think of ways to detect that specific cheat

obtuse herald
#

well aim bots are kind of a diffrent story

spark steppe
#

and ban the players

hexed cloak
#

I am. I'm just curious about ways that would make a compiled .exe style hack stop working until the developer updates the addresses

spark steppe
#

e.g.: duplicate the data, when the client sends only one modified value you can be certainly sure that it was altered by the cheat

obtuse herald
#

still if he has problems with aim bots there wont be any altered data

spark steppe
#

depends on how the cheat works

obtuse herald
#

well

#

I mean I guess yeah

spark steppe
#

if it sends modified data it may work, if it aims on the client then it might be more hard to detect

obtuse herald
#

but as soon as the aim bot is moving the actual mouse to aim then yeah

hexed cloak
#

For sure, that's it's own huge thing to work towards. I just want to figure out how to break the current one that is publicly downloadable.

obtuse herald
#

you could only allow as many kills in a minute or something

hexed cloak
#

There are far, far fewer people who make cheats than those who download and use them, ya' know?

obtuse herald
#

that is true

hexed cloak
#

My game is pretty small still, so spending a bit of time every now and then to break currently available downloads would go a long way.

obtuse herald
#

did you thought about adding easy anti cheat?

hexed cloak
#

Yes, working towards moving everything over to EOS and EAC.

tawdry surge
#

You could always give pixel streaming a look if you're that concerned about cheating

hexed cloak
#

But that isn't a full solution either, nothing really is. EAC has many bypasses available, so again I just want to learn how to break hacks until they are updated by their devs.

hexed cloak
#

Oh, no that wouldn't work for my game, haha. My game is FPS/TPS.

obtuse herald
#

but you'll never really be able to stop hackers

hexed cloak
#

For sure

obtuse herald
#

I don't know really how most of the pointer hacks work so I can't help you there

hexed cloak
#

Would be a waste of time to try

tawdry surge
#

How would you hack a stream?

obtuse herald
hexed cloak
#

I wasn't saying you could; just that pixel streaming doesn't work in FPS style games, it's too slow.

obtuse herald
#

but streaming is not really suited for FPS/TPS

#

at least currently

tawdry surge
#

Depends on your set up.. what you mean is it would be too expensive

hexed cloak
#

It's not an expense issue, or the main players would do it

obtuse herald
#

no, he probably means latency

hexed cloak
#

If it was possible to do it without it feeling terrible, CoD would be doing it.

#

Regardless of money.

#

Valorant put a ton of effort in to stopping cheaters, and Riot is VERY aware of streaming vs not (that's why League has basically no hackers), they would have done it.

gentle urchin
#

When you say pointer cheat, is that aimbot? Or is it obtaining unavaliable objects through ram manipulation ?

hexed cloak
#

Pointers as in references to data in the game. Info to draw ESP, speedhack, aimbot, etc.

gentle urchin
#

Right ok

hexed cloak
#

It's not hard for a hack developer to update their hacks when they change, but the developer has to do it, not regular jo shmo who is downloading a hack and running it

gentle urchin
#

Hm

#

Floating data locations ๐Ÿ˜„

hexed cloak
#

Would be nice, right now I just want a solution to break the readily available .exe that is floating around

spark steppe
#

pixel streaming is just tooo expensive

#

and works only with some gamepass style payment model

obtuse herald
#

remember google stadia?

spark steppe
#

yes

obtuse herald
#

because I don't

hexed cloak
#

Trying to play any latency-dependent game was so brutal lol

obtuse herald
#

iamgine playing osu on it

#

(the game where you click on circles very fast)

hexed cloak
#

Impossible haha

#

I'm just curious what changes make hacks stop working until the hack is updated. ๐Ÿค”

#

I guess I'll have to download the sketchy ass hack and test how to break it.

spark steppe
#

xD

#

you should understand how it works, then it might be easier to break it

#

e.g.: is the address hardcoded or does it do some "smart" lookup

gentle urchin
#

But like.. server verification would solve most hacks wouldnt it ? Except client help tools like aim bot etc ?

obtuse herald
#

yes

hexed cloak
#

Yes, for sure. I'm specifically talking about ESP and aimbotting.

obtuse herald
#

but I think we are currently only talking about aim bot

gentle urchin
#

Right right, just wanted to verify :p

#

So to avoid esp hacks youd need to heavily limit what data is avaliable on the client

#

As in basically as close to "only whats currently visible for the player already" as possible

hexed cloak
#

Not really possible without hindering gameplay with latency

#

I'm not trying to reinvent the wheel with new methods of stopping hacking; I just want to break the hacks that are currently available until they are updated by their developers

gentle urchin
#

Right, just wanted to explore it some more, even if just in theory. Figured you already had a plan on what to do(testing the hack and going from there)

hexed cloak
#

Yeah for sure. There's a lot that can be done in general, it's just very hard to do without messing with the gameplay experience. If there was an option, at least some AAA game would be doing it.

spark steppe
#

that will be a never ending circle of updates on both sides

hexed cloak
spark steppe
#

add some data to the blueprint and hope that the compiler offsets the address of your problematic variable

#

but that's just brute forcing an solution

hexed cloak
#

Brute forcing is fine at the moment, I just figured someone would know how to force the addresses to change haha

obtuse herald
spice smelt
#

it consistently shows first the best match, but highlights the most useless one it finds, any way to fix that behaviour? It'd save a lot of time if i could just presss enter after typing lol

fierce stump
#

Still stuck with getting my test NPC pawns to take damage. No idea what I'm doing wrong here.

hexed cloak
fierce stump
#

Event AnyDamage in the pawn/character blueprint, and LineTraceByChannel and ApplyDamage in the weapon blueprint

obtuse herald
#

multiplayer or singleplayer?

fierce stump
#

Single player

obtuse herald
fierce stump
#

NPC nodes:

#

Base weapon nodes:

obtuse herald
#

ok

#

first thing to try is if your pawn actually receives any damage

#

also I belive you need to set a DamageTypeClass

obtuse herald
fierce stump
#

But not from the player's weapon for some reason

obtuse herald
graceful swift
#

Hey guys, hope you are well. How can I properly attach a magic staff for the wizard?

What I'm doing? I'm trying to pickup a magic staff from the ground and attach it for the actor. But, when I'm attaching it, the rotation of staff in kinda weird (see in screenshot). I've tried several approaches from diff youtubers, but with the same results. Please, help me)

Also, Animation in preview mode (in SM socket), seem to be correct

fierce stump
obtuse herald
#

your trace channel is set to visibility

#

which should work out of the box

#

go into your enemy pawn and make sure that the skeletal mesh overlaps visibilty inside the collision preset

noble cape
#

Hey, is it possible to reparent a component class?

#

If you add a SkeletalMeshComponent to your actor, is it possible to change the change the component to CustomSkeletalMeshComponent without losing all the values?

obtuse herald
#

oh, and you probably need to enable 'trace complex' to trace your skeletal mesh collision

fierce stump
obtuse herald
fierce stump
#

Yep, same result.

obtuse herald
#

it's inside the physics asset

fierce stump
fierce stump
#

which makes me wonder why it's not working with Overlap

obtuse herald
#

yeah me too

obtuse herald
#

It needs to be query only or collsion enabled to work

fierce stump
#

Pawn on the capsule component, None on the skeletal mesh

obtuse herald
fierce stump
#

oh right

#

Collision Enabled on the capsule and Query Only (but disabled) on the mesh

blissful grail
#

Set it to blocking instead of overlap

obtuse herald
#

ah yeah

#

I may be stupid actually

#

yes

#

set it to block

#

only multi trace care about overlaps

fierce stump
#

okay, I think we're getting somewhere with this now

#

That seemed to work okay now

weak zealot
#

I have a tank (attached image below) that has a root, and head bone. In my character blueprint, when a/d is pressed, it adds a rotation of -1/1 to the Z axis of the whole mesh, and the head bone is set to track to an object (my mouse pointer) in the scene. Everything works perfectly fine until I rotate, afterwards it offsets the head rotation by how much I've rotate. This makes perfect sense due to how the hierarchy of bones work.. although I've really been struggling to find a solution

white field
#

how can I check if an int is negative?

#

my tanks don't have bones, I just do the stuff to separate components

spark steppe
#

subtract the tank rotation from the head rotation

white field
#

watch for world or relative rotations also

brazen merlin
weak zealot
#

I guessed a few ways to fix that, but it just felt.. too.. scrappy

spark steppe
#

thats where you should do the subtraction

#

in the update from the mouse cursor

white field
#

aye

weak zealot
white field
#

if you ditch the bones you can add transforms to your hearts delight

spark steppe
#

or use world rotation instead of relative rotation

weak zealot
white field
#

ah

white field
#

yeah I could just check if it's less than zero I guess, derp

#

nice

#

you could do those animations directly in unreal but I can understand not wanting to redo them

#

quats are good for avoiding gimbal lock but don't seem a requirement here to me

#

good luck

weak zealot
#

If i had planned out my workflow better yesterday i wouldn't had wasted so much time ๐Ÿ˜ฎโ€๐Ÿ’จ. Basically have to fully restart

white field
#

pew pew

#

I've kinda been avoid the anim graph but it's certainly there in the editor

#

do your treads work?

#

tracks

remote obsidian
#

Has anyone had any issues with getcomponentbounds with construction script and splines?
The bounds aren't being calculated properly for splines edited outside of the blueprint (once placed into the level)

white field
#

it's good secondary action on the lid

weak zealot
#

Probably just going to make an animated texture

#

The uvs are laid out in such a way to make that possible

marble echo
#

can anyone tell why the first blueprint works fine, but the one for drawing the second cards gives me kind of random results?

gentle urchin
#

Whats the id on the second card array index? Are you sure its 1?

marble echo
#

yeah, it starts at 0

gentle urchin
#

Yet it seems ur picking the same card as the first card

marble echo
#

it should be choosing the right one in the compare int node

steady night
gentle urchin
#

Ur comparator is different atleast

marble echo
#

but the second bp seems to be random

gentle urchin
marble echo
#

like, it'll say its found the 2nd card on different values each time

steady night
#

squize ty

marble echo
#

this is how it's finding the value

gentle urchin
#

I still dont see how thats related to what you show above

marble echo
#

the array is made of values 0-6, and it's shuffling and picking the top one

gentle urchin
#

Also id suggest doing this a tad different than get all actors of cards

marble echo
#

and the card bp is looking for when itd ID is drawn

gentle urchin
#

Shuffling can still result in the same value

#

Im not sure what the compare is for

marble echo
#

yeah i realise thats quite hacky but i dont know a better way

#

so each card is a seperate blueprint, when the event is called each bp will check to see if their number is called basically

gentle urchin
#

But the compare value is hardcoded?

marble echo
#

its how it checks for its ID

#

so card 2 BP is looking for ID 1

gentle urchin
#

How does it know its id if the comparator is hardcoded?

marble echo
#

which works perfectly fine with card 1 for some reason

#

it takes it from the array and compares it

gentle urchin
#

And why does it need to check what id got picked?

#

Like

#

If you have stack of cards

#

The actor representing the stack would have an array of all cards (their id's)

#

Player clicks the stack actor, stack actor picks a random index from its array, passes it on to the player(whatever handles the actual players cards) , and removes the picked index from the stack array

marble echo
#

thats pretty much whats happening yeah

#

or supposed to be

gentle urchin
#

The compare doesnt make sense in such a scenario

marble echo
#

how else will it know if its the right card though?

#

oh i've fixed it... i had to use a find instead of a get off the ID array

#

it was trying to find it in a place that gets shuffled

gentle urchin
#

what is "the right card" ?

steady night
#

u cant convert a float to int ?

gentle urchin
#

is there a wrong card?

gentle urchin
marble echo
#

yeah. card1 will be looking to see when card1's ID gets called

#

if any other ID is called and the blueprint carries on it'll be the wrong rules etc

gentle urchin
#

perhaps this isnt a regular card game, and i got no clue ๐Ÿ˜„

steady night
#

ty ๐Ÿ˜›

marble echo
#

cards will mostly get resolved one at a time, so i only need to check for 1 card

#

and i want all cards on seperate blueprints

gentle urchin
#

But why check the ID ?

#

like

marble echo
#

what would be the alternative tho?

gentle urchin
#

doesnt the ID already represent an actor in some way ?

marble echo
#

its just an int

gentle urchin
#

right

#

but if int itself is not enough

#

why not use the class?

marble echo
#

i dont want all of my different rulings and effects in 1 bp

#

if only cos its messy

gentle urchin
#

i agree

#

i'd never have them in one class

marble echo
#

this way made sense to me lol. its probably very wrong

gentle urchin
#

The actor doesnt need to be spawned untill use of the card tho

#

What i'd probably do(never done a card game) is have the data intel in a database

#

so the card ID (or a neat GameplayTag) would be a row name,

marble echo
#

hmm yeah. they all have to be in the scene already annoyingly

gentle urchin
#

Oh ?

marble echo
#

ah, you can do that?

gentle urchin
#

So what i'd do

#

is have a "template" card

#

which is what exist in the world, that the player looks at

#

which has some widget with all the details of the card

#

(btw assuming heartstone ish) ?

#

or are there another game "like" yours?

marble echo
#

dunno how to describe it really

#

you move your piece from left to right along cards which get revealed as you step on them

#

and resolve their effects

#

its kinda roguelikey

gentle urchin
#

Oh

#

I see

#

so the effect goes off instantly?

marble echo
#

the player will have a hand and inventory at some point but youre mostly looking at one card at a time

#

yeah