#blueprint

402296 messages ยท Page 839 of 403

gentle urchin
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I see

marble echo
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theyre less cards and more events i guess

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but i felt cards was a good way to describe them

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i wanted the ability to shuffle and add and remove them like a deck

gentle urchin
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ah i see

lucid nebula
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hey guys i got a question, so im making a game like r6s and wondering if theres a way to make AI on certain teams and shoot AI and players not on their own team

spark steppe
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obviously that's possible

lucid nebula
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well if i asked about it that means it wasnt obvious to me

lime cairn
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a bit unrealistic, I remember getting popped in the back of my head when playing R6 Rogue Spear

last abyss
lucid nebula
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ty

gentle galleon
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figured out

steady night
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can i destory emitter based on a delay timer instead of auto destroy ?

gentle urchin
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perhaps set lifetime ?

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not sure if that works for emitters, but i'd think so

steady night
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lifespan ?

gentle urchin
steady night
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target is actor

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so no.

obtuse herald
gentle urchin
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a bit surprised one cannot set lifetime on a component

obtuse herald
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lifetime is an actor thing, yes

gentle urchin
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would be handy for those who like to create/destroy them on a whim

dawn gazelle
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Could spawn a niagara actor instead, then you could do a lifetime on the actor spawned.

steady night
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dosent work

gentle urchin
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It could already be destroyed ?

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auto destroy is still ticked

obtuse herald
gentle urchin
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but emitter dont do lifetime! ๐Ÿ˜›

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being a component

steady night
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auto destroy dident change it

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aye, so its a no go

gentle urchin
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lifespan is just a timer tho

obtuse herald
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however 'emitter' is an actor with a particle system component as root

gentle urchin
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Ah

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That was gonna be my next suggestion

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wrap it in an actor

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toss a component to it

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glad to see it already exist, and you're right, the naming is confusing ๐Ÿ™‚

steady night
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hm i suppsoe so

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or rather

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how could i change the color of the effect ?

obtuse herald
steady night
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aye cool ty, however changing color would solve it better for the next one aswell ๐Ÿ˜›

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im kinda new so still learning

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do i have to change the mesh materials colour ?

obtuse herald
glass stump
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how do i make an enemy move forwards in the direction it's currently going?

odd ember
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take its forward vector, multiply by amount of forward, add to location

formal wren
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I guess this has been asked a 1000 times, but how does one make interpolation truly frame rate independant?

odd ember
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there isn't anything "truly framerate independent"

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at least not in BP

formal wren
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I know ๐Ÿ™‚

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but at least more consistent

odd ember
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more consistent than what

obtuse herald
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isn't the InterpTo node pretty consistent?

odd ember
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everything is consistent

formal wren
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If I use vinterp for example to move an actor from A to B it need 1 sek on 30 fps and 10 sek on 120 fps (extreme example)

odd ember
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that's where deltatime comes in

obtuse herald
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what is your delta-time input?

odd ember
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it has to be variable per framerate

formal wren
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delta time input is 'GetWorldDeltaSeconds'

odd ember
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okay can you see if during debugging it corresponds to 1/framerate for the framerates you listed?

formal wren
odd ember
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something along the lines of 0.008 for 120fps, 0.033 for 30fps

odd ember
# formal wren

there's also a concern if interp speed varies between framerates, that should stay consistent

formal wren
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Just tried setting a constant value for Delta Time and it seems to work

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speeds now seem more consistent on different framerates

obtuse herald
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what

formal wren
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lol

odd ember
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lol

obtuse herald
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do you.. change your interp speed variable somewhere between these frames?

formal wren
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no

obtuse herald
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๐Ÿ‘๏ธ ๐Ÿ‘„ ๐Ÿ‘๏ธ

torpid hound
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How are you changing your framerate to test?

formal wren
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t.MaxFPS

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This is driving me crazy. I'll create a project just for testing this now ๐Ÿ˜„

gentle urchin
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The two interps handle it differently aswell, InterpTo vs InterpToConst

formal wren
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Okay, just build a simple test map where I switch the framerate and stop the time an actor needs for a certain distance. And results are consistent

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so I might have something else off in my project

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it falls apart at extremely low fps

main lake
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How to bind an event dispatcher to multiple Events please ?

safe musk
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Hello every one, guy i have a doubt, How should i use the "Base pose" in a "Blend Pose By Enum" because my ENUN there are those options:

dawn gazelle
main lake
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and the red line (Event) I can only connect it to one of the 2 but not both

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do I need to duplicate the Bind Event a second time for the second one ?

formal wren
dawn gazelle
safe musk
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@formal wren is it possible create a "default" in ENUM ? how i can define a "default" in this condition ?

dawn gazelle
# main lake how ?

On the event that's bound, put a Sequence node. One the first part of the sequence do your first == branch check. On the second part of the sequence, do your second == branch check.

safe musk
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@formal wren

formal wren
safe musk
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i can do this ... if is not those option it is "default" ...

formal wren
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You don't have to have a 'Default' value in your ENUM

odd ember
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but in principle, yes

dawn gazelle
# main lake Like so ?

No. This would mean the bottom check would only ever execute if the top check was false. Based on what you were saying, you wanted both checks done regardless of what the other one was as you wanted both those events bound to when the event dispatcher was fired. There's a node called "Sequence". It lets you run things sequentially without having to put them all in a line like you usually do with blueprints.

glass stump
odd ember
glass stump
odd ember
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also you're adding an offset

glass stump
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get base rotation offset maybe

odd ember
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get actor forward vector

main lake
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awesome thank you ๐Ÿ‘

zealous fog
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Sequence nodes are the best

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Also for do once events they're useful

glass stump
zealous fog
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You can use them like this, it will fire off 1, then 2. Next time the event hits it will only fire off 2

glass stump
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hmmm, nope the enemy still chases after the player.

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i just want it to go in the direction of the player and then continue onwards.

odd ember
glass stump
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well, it's kind of complicated and a separate part of what i want it to do.

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basically, i just want it to move forward based on whatever direction it's going.

odd ember
glass stump
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true true ๐Ÿ˜… good point

odd ember
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find look at rotation > forward vector

glass stump
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wait wait nevermind

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i see what you meant

odd ember
glass stump
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Hmmm, maybe it's because I previously used an AIMoveTo.

odd ember
glass stump
odd ember
glass stump
odd ember
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if you want it to move, use another AIMoveTo

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should override the first

glass stump
odd ember
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so now it just takes the forward vector from 0,0,0

glass stump
odd ember
tulip mason
# glass stump Like this?

Yeah, that'll literally say go to the position of the forward vector, which is always between 0 and 1, so pretty much 0,0,0. Or add that forward vector multiplier to the actor location so it moves forward from the actor location instead

glass stump
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@odd ember @tulip mason This is great stuff, thank you! :) This explained it really well, I get what you mean now, I'm just working out how to implement it.

odd ember
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that means it will always have a length of 1

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and as such when you multiply it with a value, you get a distance in the direction of the unit vector

glass stump
odd ember
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almost as if math works

glass stump
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the problem with it currently is it stops when it gets to where the player was at that time.

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whereas i just want it to continue going forward. like a homing missile that's lost it's tracking.

odd ember
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add more distance

glass stump
# odd ember add more distance

i've tried a few things but none of it is working, so may i ask what your recommendation on how to add distance is? i tried following the method you used above, but maybe i'm using the wrong nodes perhaps....

obtuse herald
odd ember
glass stump
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wait that's my problem

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the get actor location, right?

obtuse herald
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why are you multiplying the forward vector with your location?

glass stump
obtuse herald
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just change the 10 to something way higher

glass stump
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hmmm

glass stump
obtuse herald
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mmh

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try setting the int value to 1000

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and add the player location instead of self location to it

odd ember
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most likely the AIMoveTo cancels out because you're hitting beyond the navmesh

glass stump
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I think

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I had it at 6000 and it just stopped still, why did 1000 work!?

obtuse herald
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6000 is probably out of nav mesh and the ai ain't even trying to get to that point then

glass stump
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ahhhh

obtuse herald
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but 'Simple move to' might actually

glass stump
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Oooh, maybe I should try that!

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And thank you very much all of you! :)

obtuse herald
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you're welcome

glass stump
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I tried a few months ago to do this and couldn't, so I appreciate this immensely!

obtuse herald
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if 'Simple Move to Location' doesn't work there is also a 'Move to Location' node

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it has a lot more parameters avaiable

glass stump
main lake
# dawn gazelle No. This would mean the bottom check would only ever execute if the top check wa...

I have a small problem (as I think it could be improve). So I'm using my variable "Hours" (replicated variable) on my Binded Event to call the binded event / dispatcher "HourChangedDispatcher" and printed when the Box Collision is enabled when receiving the call from the binded event but instead of printing only when the Hour variable change it prints all the time (it looks like each time my timer update (so almost once per second).

I use the OnRepHours function to call the bind event "HourChangedDispatcher".

I tried to replicate only if the old value isn't the same as the new one to not overload my print system but it doesn't work (See screenshot below)

glass stump
obtuse herald
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interesting

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I thought 'Allow Partial Path' would do the trick

main lake
glass stump
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Maybe I need to connect it to something I wonder.

glass stump
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Thank you so much!

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I accidentally increased the acceptance radius instead of decreasing it!

main lake
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How to Enable and disable collision on Box Collision please ? Like NoCollision works perfectly for disabling it but Enabling it make it we can't go through anymore and get the overlap event like before and in the "New Type Property" there's no option for "OverlapAllDynamic"

silk hinge
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Hey guys, I'm having a little trouble finding something, Like I literally just want to stop running a behavior Tree, The "Run behavior tree" node set up with no value dosent do anything, any ideas of a node ? I can always run an empty bevior tree to make the AI stop, but I'm pretty sure there is a "Stop running behavior tree" node, right ?

smoky rivet
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how can i access the specific actor of the mesh component

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i need to access a variable within it

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so the notify knows which shell casing to spawn when the notify is recieved

fluid dirge
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I'm trying to understand how the ThirdPersonCharacter blueprint rotates the camera boom. How does Add Controller Yaw Input "tell" the camera boom to rotate?

main lake
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Does anyone know if a replicated variable is only replicated when it changes or it's replicated every frame, because I'm using a Binded Event that I call on the OnRep function of my variable and it's spamming the string with a printString I told it to print, so that's why I'm confused on why it's printing this much even if my variable isn't changing this quick (my variable change like every 20 to 30 sec)

dark crow
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Pretty sure the Server stores the Replicated value and if it's the same it doesn't Replicate it again

gentle crest
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has anyone else had this warning before ?

tight cargo
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anyone know how to make the character lock onto the person so I cant look around the character?

main lake
dark crow
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Well, it's sent over to the server ofc all the time, but it doesn't replicate to clients if it's the same value

dawn gazelle
# main lake

Your function is likely constantly setting a different value for the hour. Assuming your timer value is incrementing every second, the timer value / 60 % 24 will likely not result in the exact hour that you're hoping for. Put some print strings around and you can see what your values are looking like.

#

Part of the problem is likely because you're using floats. When you're dealing with integers it usually just gets rounded out. So 1/60 = 0 rather than 0.01666 or 65/60 = 1 rather than 1.0833

main lake
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my variable "Old Hour" variable is always at 0 somehow

gentle nebula
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How can i read a mesh/widget current material opacity through the actor blueprint?

dawn gazelle
# main lake Zoom

Well if you're truncating after the fact, of course that's what you're going to see. Don't truncate the values before putting the value into the print string. That's changing the number from a fraction to 0.

main lake
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yeah my Old Hour variable stay at the same value all the time somehow and even setting it to 6 to be equal to the hour variable at start changes nothing it keeps spamming the print string

dawn gazelle
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Don't

main lake
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so what should I do ?

dawn gazelle
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I've told you - put the values into a print string and you can see what their values are. Don't put them into a truncate node - that changes the value from what it really is so you're not seeing the true picture.

mild ibex
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so uh, my blueprint isnt receiving inputs even though i have it set to enable input and i know for a fact that input is enabled due to a print string
but none of the keybinds in that bp are working at all, even if i set a basic keyboard binding like shift or something, its still not working

main lake
crisp vault
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The cube can be attached to player and left laying around, so the safe location can move/change position.

mild ibex
sharp rapids
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will creating separate Blueprints for every inventory item become performance intensive?
I'm working on an Inventory system and so far I've found two ways to go,
first being simply creating a new blueprint for every item
second is having only a few base classes and using data assets to change their properties.
The second one is obviously more convenient to work with but I find a lot more flexibility in the first one.
I'm using actors to store the inventory items, so an actor for every item in the inventory
My question is, will the first way be more expensive than the second?

silent berry
silent berry
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Well going off the example of weapons, which could be applied to many other similar things, I've just found that making a master blueprint and then making a different child blueprint for each different weapon wasn't super performance heavy

sharp rapids
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For e.g. If I have 50 items in the Inventory, either way I'm going to have 50 actors in the level
In the 1st way, I'll have 50 instances of different classes (each inheriting from one base class)
2nd way, I'll have 50 instance of the same class (with different data assets)
Using the first way increases the number of classes in the project, so for 100 or so items that's 100 more classes
So I was wondering If it was more expensive

dawn gazelle
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Here's a way to think about it:
Your inventory component likely isn't going to be storing actors, especially if you're doing something like minecraft and you need to store 99 stone blocks in it.
Additionally, you can't really store actors in a save game, so you'd have to break down and reassemble each actor when you save and load them.

silent berry
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well more classes doesn't necessarily mean more expensive. I'm not sure how exactly you're building your thing, so the only thing I can really suggest is just trying a sample of each method and seeing which works best for you

silent berry
sharp rapids
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I can't have functions in structs ๐Ÿ˜ฆ

sharp rapids
silent berry
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I see

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My apologies @sharp rapids , I'm a dipnut and I actually completely misunderstood what you were asking for

dawn gazelle
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Either way you're not going to be storing your inventory as actors in the end - that would be super wasteful and require too much additional code to manage.
You're going to end up with a structure somehow. That structure should be minimalistic - just a means of identifying the item in the slot and the quantity of them.
The identity of the item can even be a reference to the actor class (normally the purple colored reference) that would represent that item as an actor. Just make sure you use a decent base actor class that has details like name, description, etc. so you can look it up by using a class default object.

Having different types of actor BPs isn't really the limiting factor and it's fine to build out your items in such a way- but then that makes the limiting factor your management of said actors. Like, if you build a house out of 15000 bricks, each one of those actors will be making draw calls unless you have a manager set up to handle instancing of meshes.

runic parrot
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Hi everybody! i want to remove all text but the numbers from a editable text box, is there an efficient way to do this?

dawn gazelle
runic parrot
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i was thinking on creating some method to do exactly that, but if there's a library for it already, even better

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do you know how do i have to proced to get the library?

fathom cobalt
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can someone help?

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My Forklift thing isn't moving. Even though it's detecting input

obsidian ridge
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I want to make it so when a first person character clicks on a cube it makes it rotate

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I use raycast? I'm not sure where to start

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So far I have it working with a projectile and overlap, but it's too buggy that way

tulip mason
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Or the cube rotate,,?

obsidian ridge
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Here's what I'm trying to do

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It's working with a projectile

obsidian ridge
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Another question

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How come textures in the blueprint view port look fine, but ones it's in game they turn black?

tulip mason
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Well I guess a line cast would work, I can't remember raycast bu it's surely cheaper.

You could then do a fast rinterp of 20-30.

wicked osprey
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Hello guys. Where i should write cutscenes and entire game logic? In game mode, or level blueprint, or another actors?

gentle urchin
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In a sequencer I'd think

crude dew
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Hi wonder if someoen can help me im sure it,s easy fix but after 2 hrs i finally thought I would ask for help.

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I have a health bar but instead of using 0.01 for damage values from a gun i would like to use integers.

faint pasture
crude dew
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This is my current HP implementation.

faint pasture
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either way, you need to architect your HP and Damage systems to work with floats or ints

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a health bar is going to expect a float but you can convert from into to float for it.

crude dew
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As you see with the image it prints out 40 as 4000 is 40% of 10000

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but im sure how to convert that output of 40 to a float to feed the Progres BAr

faint pasture
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Current/Max

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BarAlpha = CurrentHP/MaxHP

native willow
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see smth suspicious?

faint pasture
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That's assuming your bar expects a 0-1 range. You can make a bar that takes whatever numbers you like though.

crude dew
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is it the x 100 ?

faint pasture
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You want to convert those to floats tho before the divide

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the outcome of 4000/10000 as an int will NOT be 0.4

willow yacht
crude dew
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ok i removed the x 100 and it prints out 4000/10000 is apprently 0.0

native willow
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^

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thats why you usually want to use floats

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saves you a few headaches

crude dew
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so use a float of 4000 and a float of 10000 ?@

faint pasture
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That will convert int 1 into float 1.0 so you can do a divide without rounding

crude dew
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Ok this prints out 0.4

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but set percent doesnt set the health bar.

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so maybe i need to check the cast.

faint pasture
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Does set percent expect 0-100 or 0-1?

crude dew
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0-1 i think

faint pasture
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check it, give it manual numbers

crude dew
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just checked the progress bar widget it says in the progress section Percent and can go from 0-1.

faint condor
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he just gave you the formula for progress bar lol

crude dew
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lol sorry maths never been my strong point ;P

faint pasture
# crude dew

It's either this or this x 100, if it doesn't work, something else is fucked

crude dew
#

ye im guessing the cast to the health bar widget isnt working as it prints out 0.4 correctly so it knows 4000 is 40% of 10000

willow yacht
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isn't the function GetWidget() that returns the component widget?
also make sure you select a widget class in your component

crude dew
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@willow yacht I have the HealthBar widget selected in the class component the text is showing the values but the slider part is not working am getting a float of 0.40000 now man i hate using progress bars lol

willow yacht
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lol try to remove the progress bar and add it back again and compile the bp
or restart the editor

crude dew
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odd even with a hardcoded value like this it doesnt work

willow yacht
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lmao

crude dew
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but the target is active when i step through the code. xD

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weird i removed it and readded it and it,s all working now

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thanks for the help!

gentle urchin
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Could you've had a binding on it aswell?

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easy to forget those

rough cedar
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Is there a way to get a character to follow a spline forward direction without using a tick?

gentle urchin
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Why would you not use tick?

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If it's animation/movement, surely you'd want it as smooth as possible

rough cedar
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I'm just trying to see if theres another way. I like to avoid ticks if possible

gentle urchin
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Avoid it when it makes sense

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in this scenario it doesnt

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you could use a timeline, arguably easier to manage

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Its still tick based, but the gating is handled internally atleast

rough cedar
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Ive never tried that way. How is that done?

gentle urchin
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Updating animation/interpolation/movement less than on a per frame basis can easily look very bad (unless fps is way above noticeable animation smoothness, in which you probably have the resources to just do it on tick anyways)

rough cedar
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oh ill just use a tick

gentle urchin
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You'd lerp towards the next splinepoint

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and when you reach it (e.g. timeline completes) you'd check if there are more splinepoints

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if so, restart the timeline, with the next splinepoint index as a target

rough cedar
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If you think its better to just use a tick I'll do that

gentle urchin
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I'd just use tick, but then again I'm used to gating it

rough cedar
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ok I'll use a tick for now. If it becomes a problem I'll try this other method. Thanks!

gentle urchin
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No worries! Gl ๐Ÿ™‚

primal smelt
#

I'm playing about with a 2000m inverse sphere (ico sphere with normals flipped inwards) and I'd like to have a light source in the middle that lights everything up and casts shadows. A point light can't seem to reach the required attenuation radius to light the whole thing up. Just curious as to what my options are. Is there anything like in the Source engine skyboxes where you can essentially create a small diorama of a scene, light it and then scale it up with all the baked lighting data? A lot of this would be for background scenery purposes and playable areas could still be lit by a direction light when loaded in.

Any other suggestions would be appreciated too

timber knoll
primal smelt
ocean bluff
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Hello, I'm doing a blueprint where the tether mechanics behaves like a rubber band ( like a Bungee). It works quite well for the first player but when I play as the second player, the cable doesn't follow it in the second video. is it because of the endpoint of the cable settings? in the first video, this is what is supposed to look like

gentle urchin
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I would think the entire component must be attatched to one actor, and end attatched to the other ?

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instead of just existing in the world?

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If thats whats going on.. cant tell from your screenshots

gentle urchin
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Im seeing the ned being attatched

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but not the start

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ok nvm

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i got it ๐Ÿ˜„

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its the end having isssues

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Try adding a socket to the mesh and use that

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instead of end location

ocean bluff
gentle urchin
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You may need to include a component name?

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i'd expect this to work tho

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opening project now

ocean bluff
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oh alright

gentle urchin
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the socket in the socket name, and the component (mesh component) in the component name i would think

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cant recall if you could get sockets across all components in an actor just like that

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This just worked atleast

ocean bluff
gentle urchin
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beginplay

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i would say

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you can prob just use the existing cable component, and not the "add cable component" node that i used

ocean bluff
gentle urchin
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just two random components i had laying around

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It would probably be the capsules or mesh components inside your two reference actors

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or just root component or smth

ocean bluff
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I tried to use the character reference variable for the parent and component but it doesn't connect

gentle urchin
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It needs a component,.

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so try to get one of the components in the char ref ๐Ÿ˜„

ocean bluff
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oh yeah! I got it

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haha

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let me show you

gentle urchin
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sweet

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so now its attatched

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next up is attatching it to your desired location

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or socket

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there's a socket name input

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avaliable ๐Ÿ˜„

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I think you need to get the correct component for that to work tho

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root component probably (?) doesnt have sockets

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Not sure if its able to walk down its tree and find a matching socket... i would think not

ocean bluff
gentle urchin
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for the attachment rule

ocean bluff
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IT WORKS!

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Thank you very much

gentle urchin
chrome nymph
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if i have a PlayerStart - i should not have a BP_Character, right?

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in my level

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(assuming i only need one that the player should control)

odd ember
tawdry surge
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Unless you place one and it's set to auto possess. But generally you pick one or the other

surreal coyote
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I have a blueprint that consists of multiple light components and in another blueprint I'd like to toggle the visibility of all those light components. How do I do that?

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Blueprint reference > Set Hidden in Game
doesn't work

gentle urchin
#

propagate to children

surreal coyote
#

Like so?

gentle urchin
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No, the boolean

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Check the propagate to children bool on Set Hidden in Game

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with the original target

surreal coyote
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Oops blind

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Yep that does it, thanks ๐Ÿ™‚

gentle urchin
#

noice!

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I would think an emissive material could handle that

surreal coyote
#

Not quite the same effect as pointlights

gentle urchin
#

quite a bit cheaper ๐Ÿ˜›

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you can check the light complexity of it

surreal coyote
gentle urchin
#

๐Ÿ˜„

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If its not a problem, its not a problem i supppose

#

i love pre-opitimizing

#

dont follow my example

thin panther
surreal coyote
#

Yeah it is

thin panther
#

it looks sweet, it's essentially what I model my environments around lol

#

might have to nick the vehicles tho, never been good at those

final kiln
#

Good day I am trying to make a system that checks if the interface is open, but I do not know how I can do pro branch be informed whether it is open or not, how could I do this?

surreal coyote
#

I love the style of that pack

thin panther
#

its my favourite style, all of our projects get made in that style

#

low poly is underrated

surreal coyote
gentle urchin
#

Interface -> Widget?

thin panther
final kiln
#

and because the idea is that the user's movement will be deactivated when the interface is opened, because he will use the same movement buttons in the interface

gentle urchin
#

disable movement sounds like what you want then i think

surreal coyote
#

Yes

#

Check if interface is open in the character movements. If yes, block movement

final kiln
#

and if I use a branch it does this easier, because if the interface is open it already stops working the movement, if it is closed it comes back, but the thing is that I don't know how to pull the information from the interface that is open

surreal coyote
#

The information from the interface?

final kiln
#

Let me explain better, wait a bit

gentle urchin
#

On Interface Open -> disable movement?

#

What else is there ๐Ÿ˜„

#

You need to redirect your inputs to the interface?

#

Use a branch

#

IF Visible -> Interface
ELSE -> Add Movement

final kiln
#

I am trying to make a skill tree interface system where it is possible to move around inside because there will be many skills and with that a normal screen size would not be enough to show everything, so to give the player the freedom to move the screen and see the rest of the skills, but already made everything to work, just missing this issue of the branch, because I have to make it true when the interface is open and false when it is closed, so the screen movement script will only work when the skill interface is open

surreal coyote
#

Sounds like you need a boolean variable

gentle urchin
#

"Is Visible"

final kiln
#

Yes, but I don't know how to pull from one script to the other

gentle urchin
#

You have a interface reference (widget ref),

#

you simply provide functions in the widget for widget movement

surreal coyote
#

Default false, set to true when you open it, back to false when you close it

final kiln
gentle urchin
#

skilltree is an actor...

#

didnt see that one coming

#

Or is it?

#

looks like a widget unless you get errors

#

dunno if you unticked "Context" ..

chrome nymph
#

am i misunderstanding how event dispatchers work?

#

on my other actor - i am calling this actor's OnEvent function

#

however, it doesn't seem to do anything

final kiln
#

I tried this before, but it didn't work

thin panther
#

cause you have the event, but it isnt associated

gentle urchin
# final kiln

Yupp. If TRUE , forward the event to the widget
if not, then just act normal and add move input

final kiln
#

=/

#

not working

gentle urchin
#

huh

#

you can invert it if you like sure

#

then if branch is true, do movement
else do forward the input to the widget

final kiln
gentle urchin
#

null ref

final kiln
#

it doesn't work, the same way as the other way, it just fills up the logs with errors

gentle urchin
#

you're accessing something that is not valid

#

this is the root of your problem

final kiln
#

that's the problem

rugged wigeon
#

I'm trying to use a data table to store my skill / ability data. Part of that data needs to be the icon used to indicate the skill in a widget. The desired type is just "Object" which is not compatible with data tables.

Any ideas on how I can store this kind of data in a table?

tawdry surge
#

Wouldn't the icon be a texture2d

rugged wigeon
#

ahhh set brush from texture. Yes that would do it

#

didn't realize there were other options. thanks

prisma gulch
#

I dont know why this error is showing

gentle urchin
#

you're not checking if its valid

#

it appears it is not

#

So you should probably ensure it is valid before trying to access it ๐Ÿ™‚

#

And possibly have some fallback if its ment to be valid, but is not yet updated for some odd reason

prisma gulch
#

thanks but I solved it by creating the variable of CurrentWeapon which was declared in C++, but I was using the different CurrentWeapon

#

How Can add CurrentChamberAmmo and TotalAmmo like 25/100 or do I create a new text for TotalAmmo

chrome nymph
#

is there a way to make a retriggerable timeline?

rugged wigeon
#

use the append function of strings to join together the integer values and " / " in between

chrome nymph
#

like retriggerable delay

gentle urchin
prisma gulch
#

I dont know how to do that I am beginner

faint condor
prisma gulch
#

@faint condor where do I put the CurrentAmmo/TotalAmmo in the Format text node

prisma gulch
#

Ok thanks

chrome nymph
gentle urchin
#

huh ?

#

just play from start?

remote obsidian
#

I have a problem re: procedural components in editor and persistence

I'm spawning components on a blueprint actor procedurally in the editor, I'm using call in editor functions to spawn these components.
The problem comes when building the app, the procedurally spawned components aren't included, aren't saved with the level.

One solution is to trigger all the functions I'm using in editor on event begin play, but then I'm adding a lot more calculations on app start that I'd rather have baked down in editor, I also can't cherry pick my component setups as they're regenerated on play (eg. random scattering)

Is there any way I can take my "AddComponent" dynamic objects and bake them down to fully static components that can be adjusted in the details panel when the blueprint is selected (eg as if I had added them using the "add component" dropdown in the details panel)?

Thanks!

fiery knoll
#

Are you spawning them during play or beforehand (eg in the construction script)?

odd ember
#

you can use SetArrayElem and SizeToFit, but you'll have to have a nonzero element at the end

remote obsidian
chrome nymph
#

how do i make my game start automatically possess the player spawn?

rugged wigeon
#

@trim matrix There is no reason to pass an array as an argument to that function and then clear it. Make the array a local variable. It will be instantiated as an empty array whenever the function is called.

#

That being said, I'm not sure why you would ever need such a function. Seems kind of obscure.

fiery knoll
# remote obsidian Missed this message, i'm spawning them in the editor, not specifically construct...

Not entirely sure, but I would say the approach you're taking isn't meant to work that way: an actor in the build will be made just like the base blueprint, with the properties you set in the editor. So added components would not be created as they're not a part of the 'template'. Why do you need the objects to be spawned as a component? If they're going to be static objects anyway, why not just spawn them as separate objects?

chrome nymph
#

does anyone know what i'm doing wrong?

#

sorry the deadline is super urgent >_< i need to compile it asap

#

its not automatically posessing the pawn

spark crow
#

do you have auto possess player enabled on the BP_Character?

chrome nymph
#

BP_Character isnt in th eworld

#

does it need to be?

#

i only have PlayerStart

#

i just enabled it to player 0 - doesn't work still

spark crow
#

that's as far as my knowledge goes unfortunately :p

chrome nymph
#

anyone?

#

i will literally paypal you 5 usd if you can help solve this

#

i need a solution like NOW T_T

#

this is what i see when i press start

#

anyone? if you can solve this in the next 5 mins i will paypal you 10 usd

spark crow
#

what exactly you see when you press play?

chrome nymph
#

only my viewport

spark crow
#

on the scene

chrome nymph
#

the same perspective as i was

#

when zooming around

thin panther
#

you are on simulate

#

change to play

chrome nymph
#

pm me your paypal address

#

i really hope i can package it in time

thin panther
#

nah i dont need paying

chrome nymph
#

UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for C:\Users\shawn\OneDrive\Documents\Unreal Projects\Miniproject3\Miniproject3.uproject
UATHelper: Packaging (Windows (64-bit)): Miniproject3.uproject requires a temporary target.cs to be generated (ControlRig plugin is enabled)
UATHelper: Packaging (Windows (64-bit)): ERROR: C:\Users\shawn\OneDrive\Documents\Unreal Projects\Miniproject3\Miniproject3.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\shawn\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\Log.txt for full exception trace)
PackagingResults: Error: C:\Users\shawn\OneDrive\Documents\Unreal Projects\Miniproject3\Miniproject3.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

#

anyone knows whats up with this? trying to package as a 64 bit windows build but theres no targets.

#

ah seems to be that i dont have visual studio

warm ermine
odd ember
odd ember
#

it might be that the project settings need to reflect the target platforms that you are building for

#

but I'm not sure

chrome nymph
#

anyway yikes, compiling takes quite a while huh ๐Ÿ˜›

odd ember
#

I think there's a joke about this between programmers

maiden wadi
#

5900x disagrees with your compile times being long.

limber olive
#

hey guys how can I use multiple "set timer by evenet" instances at the same time in a for loop? The engine only uses one and resets on each iteration of the loop

odd ember
#

you want a new event every time?

limber olive
#

yes sir

odd ember
#

remove the loop, tick the Looping box on the SetTimer node

limber olive
#

I need a new event not a single repeating event

odd ember
#

at least that would hack it to work that way

limber olive
#

Each timer has it's own unique delay

odd ember
#

otherwise you would need to spawn new objects for each item and handle the timer inside of each object

limber olive
#

So I should make a BP actor that plays a sound after a delay and auto destroys?

odd ember
#

yep

limber olive
#

that's really funky lol but guess it'll work

odd ember
#

or if the actor already exists you can just call an event on that actor to do the same

obtuse herald
#

You could also try start timer by function name

limber olive
odd ember
#

the problem is that the timer isn't unique if it's inside e.g. a manager class

odd ember
limber olive
odd ember
#

so it's a no go

#

it also violates the responsibility chain generally

limber olive
#

Also I think functions don't allow any delays/timers/timelines

obtuse herald
#

Yeah, but you falling it via timer anyways

#

Calling*

runic phoenix
#

Why don't you make multiple custom events, use Start Timer by Function Name, and a Select from int to the name

#

Mind you I don't know if that would work, just what I thought up

obtuse herald
#

Just create a new uobject st that point

odd ember
#

what happens if the amount of objects inside the array increases then? you'd have to create a new event per new object, no?

#

this is why it's better to let the object itself handle this responsibility

limber olive
#

yea the array size n is the amount of pawns

odd ember
#

no extra code needed

limber olive
#

no upper bound

runic phoenix
#

Yeah, but what's the goal here, trying to call events each on their own timer?

#

Just put the function in the object and the timer there too

obtuse herald
#

Calling the same event multiple times with different delays

limber olive
#

Yea I'm going the route of spawning an actor at this point

odd ember
#

Foreach (Pawn) -> CastToPawnType -> CallSoundFunctionWithCustomDelay

runic phoenix
#

Yeah then you'll need multiple objects firing that event

gusty shuttle
#

Anyone have an issue where you try to play/scrub through an anim in UMG and it won't frigging move?
Why is that and how do I fix it

obtuse herald
#

I would've thought that the set timer node would not override the previous timer but here we are

runic phoenix
#

Hey I have a question, I want to add an in-game pause, but still allow for my camera to move around smoothly. What would be a good way to do this? Is there a way to have multiple delta-seconds somehow?

odd ember
#

I believe you can have input keys trigger regardless of pause, so maybe that would work on its own?

obtuse herald
#

You can make actors not be affected by time dilation/pause

odd ember
#

sorry, input actions

runic phoenix
#

Yeah they do, but things like r-interp don't work when the game is paused, so the camera no longer moves gently

odd ember
#

how does it move?

#

can you show your code?

runic phoenix
obtuse herald
#

Yeah world delta seconds probably doesn't get uodated

#

Use delta seconds of your tick instead

runic phoenix
#

Input movement is using Add Actor World Offset

obtuse herald
#

And set the actor to not be affected by pause in details panel

runic phoenix
#

Ok so I was on the right path creating the camera's own delta seconds variable

odd ember
obtuse herald
#

Yeah world delta seconds is literally the delta seconds of the world

runic phoenix
#

Also the focus gets blurry when moving while paused, but only near the original rotation when pause begins

odd ember
#

you could also try with 1/GetFrameRate() to get an approximation

#

of delta seconds, that is

odd ember
#

I think it's a tickbox somewhere

#

I can't remember where

runic phoenix
#

Ok thanks I'll do some digging

heavy peak
#

Good morning, I had a quick question if someone could answer at all or provide even slight assistance on. We are having issues with our beam (an FX) going to the center of the crosshair in our third person game. We are able to spawn a line trace to get the point of impact we want it the beam to end up. The issue is the beam that is socketed to the hand is slightly off and when moving the character up and down it deviates even more.

Thanks in advance for any advice ๐Ÿ™‚

feral ice
#

can i change at what level (z value) objects should get destroyed? Cuz i cant jump down before i get killed

fierce stump
#

So I've hade some issues with implementing a proper reload system with the function in the weapon master blueprint. Ideally I'd want to do something like GoldenEye where the weapon you're holding drops down off of the screen for the reload duration.

how do?

blissful grail
#

Kill Z is the setting

feral ice
#

yeah nice

fierce stump
#

First-person, yeah

feral ice
#

Do you have a skeletal or is the gun just floating in the air?

#

like does you character have arms or is it just like this

#

@fierce stump

fierce stump
#

They have arms, but they're set to invisible

feral ice
#

you could just rotate the arm thats holding the gun

#

hmm im thinking of a way that doesnt require any animations

#

ill try and see if i come up with any solution

fierce stump
#

cause ideally I'd want the ammo to replenish after the gun goes back up

feral ice
grave relic
#

Anyone that is able to help me? I spawn NPCs depending on a input int(currently 10) that runs a forloop for spawning. I pick a random pos on the nav mesh within a radius. But I never get them all to spawn, often around 1-3 are missing. I have the print string and it prints out "hello" on is not valid. Ive tested with print string and it runs through 10 times but some NPCs just get deleted.

obtuse herald
obtuse herald
grave relic
lofty ravine
#

Does anybody know how to do a live-editor in game like landscape editor

hazy grail
lofty ravine
#

Yeah trying to mkae like users make there own landscape editing tools but idk how to do that

hazy grail
obtuse herald
lofty ravine
#

Frickkkk

#

Thanks though

obtuse herald
#

via heightmaps'n stuff

#

or you create your own mesh in runtime

lofty ravine
#

Is there a way they can import that stuff through run time

obtuse herald
lofty ravine
#

Hmmm ok is there a video on it

obtuse herald
#

your second option is btw to create your own mesh in runtime

#

but that is a bit more advanced

remote obsidian
#

How would you take a rotator value, and add rotation to that value relative to itself?
I feel like I'm missing something obvious

Basically I get this rotation from the ImpactNormal of a lineTrace, then use LookAt to get the angle between the hit and the impact normal vector

I tried converting the normal to rotation but couldn't get consistent results

The problem with this current result is that I want the blue axis to be facing outwards from the hit, but if I use combine rotators I end up rotating every new angle by a world value rather than relative to itself

obtuse herald
remote obsidian
hollow sequoia
#

Hi, I try to replace a make array ( with level references) by a Get all Actors Of class with tags ( target points are flagged ) then store them into and variable array to randomly spawn actors, the thirst way work well but the GetAllActors return an 'access none' did I miss something?

odd ember
pliant sail
#

Is there a way I can have the camera rotate around the character without the character always facing the same way or does it need a complete overhaul?

#

At the moment the character's facing direction is locked to the camera but I'm trying to have it so the character can face independently from the camera

hazy grail
#

or the array could be getting emptied later where we can't see

#

if you hook print string after targetpoint list hooked to with a do for each loop I'd like to see what it outputs

dawn gazelle
# pliant sail

On your Camera Boom click the "Use Control Rotation" option

pliant sail
#

OK done that and it's rotating around the camera at the other end of the boom ๐Ÿ˜…

steady night
earnest tangle
#

Maybe store the widget you spawn into a variable, then you can check if it's valid or not

dawn gazelle
steady night
#

hm

gentle urchin
#

on the return pin of the create widget,

#

promote to variable

steady night
#

ah you can do like that

#

i did like this :/ ?

#

same same but different i suppose

maiden wadi
#

Checking the actual state of things creates less buggy games than storing other variables that make assumptions.

steady night
#

how do i remove widget from viewport ? or do i destroy the widget or what way is best ?

#

so boolean is better ?

maiden wadi
#

The boolean is the assumption.

gentle urchin
steady night
#

oh

#

ty !

hollow sequoia
steady night
#

@gentle urchin hm i cant find the "is visible" condition is widget dosent appear in my list

#

oh had context sensetive on

#

got it

maiden wadi
#

You should see it even with that on if your pointer is correct. Messing with Unreal for over three years and I've turned context sensitive off less than a dozen times.

#

Do the codez.

#

You have to be missing a super somewhere then, or have the construction script move variable turned off. Which would still run it when finishing a move.

steady night
#

@maiden wadi hm ok so how could that be sometihng wrong the n?

maiden wadi
#

@stone linden Does this class inherit from a BP or C++ class?

steady night
#

BP

maiden wadi
maiden wadi
#

Cause you're backwards.

pliant sail
maiden wadi
surreal coyote
#

Why does this just straight up fail to cast?
I set self visibility to false if it fails to cast the character on overlap. It's invisible instantly

steady night
#

oh kappaross

#

thanks ๐Ÿ˜›

#

works now

maiden wadi
dawn gazelle
steady night
#

yeah thats why i wonderd but x)

#

he did it in like 3 seconds so its fair game

dawn gazelle
surreal coyote
#

I placed a collision box around a car and want it to do something when the character moves into it

gentle urchin
#

Not sure what this means tbh

gentle urchin
dawn gazelle
# surreal coyote Explain <:Think_Eyes:718281783191273512>

The Other Actor pin returns a basic actor reference which basically everything in your game world is. Let's say you have two different character classes, your BP_CharacterExample, and another BP_CharacterEnemy. Both of these classes inherit from just the base "Character" class.

If your BP_CharacterExample walks into that overlap, then the "Other Actor" pin will be returning a reference to your BP_CharacterExample character, just in a basic "Actor" reference instead. You then use your cast which is converting that Actor reference to a BP_CharacterExample reference, so the cast should succeed.

If the BP_CharacterEnemy walks into that overlap, then the "Other Actor" pin will be returning a reference to a BP_CharacterEnemy character, again, in a basic "Actor" reference instead. When attempting to cast, since this actor is not a BP_CharacterExample, and it does not inherit from BP_CharacterExample, the cast will fail.

gentle urchin
#

Ah, vaulting. Now it makes sense. My mind read Mantling..

maiden wadi
#

I took a quick glance through the C++ code. The singular thing I'm seeing that stops BP construction script is some setting called bDoUserConstructionScript. You messed with anything like that in project settings or whatever?

#

May also be some ini setting.

gentle urchin
#

I'd linetrace for it

pliant sail
#

Thank you @dawn gazelle it's working perfectly now! ๐Ÿ‘๐Ÿ‘๐Ÿ‘

surreal coyote
gentle urchin
#

Whenever you detect that you're going to vault (if ur detecting that already), i'd at the same time check the distance to vault for

dawn gazelle
gentle urchin
#

If the question is how to detect vaultable obstacle in the first place then thats another thing ofcourse

dawn gazelle
gentle urchin
#

Linetrace for sure

#

When trying to vault, do a trace to figure out the depth needed to vault

surreal coyote
stable abyss
#

Anybody can suggest a good blueprint tutorial or book. I'm technically a virgin in unreal engine ๐Ÿ˜ซ

dawn gazelle
surreal coyote
#

It just never does feelsbadman

#

But now it also doesn't fail anymore either

#

Now it's just doing nothing

gentle urchin
#

Simplest way to check whats going on ^ is to print its display name

#

the incoming actor

surreal coyote
#

Prints nothing

#

I think my collision box is broken

#

K, new collision box, cast fails again but prints nothing

#

Entire mesh turns invisible (failed cast)
Log prints nothing

tawdry surge
#

You realize print will never fire cuz it's white pint isn't connected to anything

surreal coyote
#

I'm tired

#

It overlaps with itself

#

Why does it overlap with the actor it's attached to

#

Doesn't make any sense..

maiden wadi
#

Makes perfect sense. It's a component. So it's going to check if it overlaps any other component. Actors have many different components. If you don't want your logic to run in that case, just check it. If Overlapped Component's Owner != OtherActor, then do code.

surreal coyote
#

Well it does overlap with the character now but it still doesn't do the logic after that

gentle urchin
#

Its not just rotated wrong?

surreal coyote
gentle urchin
#

And it contains text?

surreal coyote
#

The text is Enter

gentle urchin
#

Also, i think this would be better as a on screen widget instead

#

Belonging to the character

#

Allowing interactable objects to send their location and interaction text

surreal coyote
#

The cast doesn't fail. I connected it to the mesh invisibility on cast fail and the mesh turns invisible when I overlap with the hitbox

gentle urchin
#

Mesh turns invisible?

surreal coyote
#

My "debug"

gentle urchin
#

So the cast succeeds

surreal coyote
#

So with this it does not turn invisible but the text is also not visible

gentle urchin
#

Eject from the controller while playing

#

Check the text component

#

Both its visibility and text

surreal coyote
#

Text is "Enter", hidden by default

gentle urchin
#

Hidden in game.......

#

Is not the same as visible

#

As you can see, they are seperate

#

Hidden in game overrides visibility

surreal coyote
#

I swear I shouldn't do this stuff at 2am

#

My apologies

#

I literally did it for my emergency lights before..

#

Thank you BlobFingerGuns

broken wadi
#

What's the fastest way to check if a custom event from a blueprint is used in any other blueprints? I know the reference viewer can help determine if anything from that blueprint is being used by another blueprint but I'm looking for a specific event. So far I just keep opening up blueprints and doing a CTRL + F to search for the event.

hazy grail
#

I'm trying to figure out how to enable mods in my Unreal game. Anyone know an easy way to enable that?

odd ember
hazy grail
#

I was thinking maybe a simple open the game file up and add their uasset might work

#

, but IDK

empty bison
#

any linetrace specialists in here ? my brain is not working anymore, cant calculate, im hanging ๐Ÿ˜„

odd ember
#

tom looman is reliable too

hazy grail
broken wadi
#

Well I can print something like "this event was called from this blueprint" whenever it fires, but I'm trying to find in my blueprints exactly WHERE that particular custom event was called so I know it can be safely deleted or not.

#

The reference viewer helps to find if blueprint A is being used inside of blueprint B, but I'm only interested if a particular custom event from blueprint A is being used.

hazy grail
broken wadi
#

That isn't really what I'm after, my use case is more about refactoring code or deleting something.

broken wadi
#

Can I safely remove this custom event? I forgot if its used elsewhere.

hazy grail
#

during runtime?

broken wadi
#

I know that this custom event isn't ever being called within the blueprint I made it in, but I can't remember if another blueprint is using it or not.

#

Then its like that problem over and over again lol

obtuse herald
#

or whatever it is called

#

lemme open a project

broken wadi
#

Yes I have been using the reference viewer, but that only helps determine if blueprint abc has any reference to blueprint xyz, but I'm only looking for a particular custom event. So I have to open each one and do a CTRL + F to search for it.... rather tedious.

#

Because blueprint abc is being called by say like 20 other blueprints

obtuse herald
broken wadi
#

That's just like pressing CTRL + F to search, it only scans within the current blueprint.

obtuse herald
#

and then click on the binoscluar on the right-hand side

broken wadi
#

ahhhh bingo!

#

That's what I was missing the binoculars

#

thanks

obtuse herald
#

you're welcome

small halo
#

this is my ragdoll code as of now
https://gyazo.com/3cd72ca2ea330e79c27ab6935842bb43
At the moment, my ai runs to me and when i send of a blast out of my character to kill the enemy, the ai will die and fly towards me as its simulating physics (ai was initially running towards me) however, i want the same effects as a ragdoll but i want the ai to fly away from me when i use the blast as it makes sense

#

is there any way of doing this

obtuse herald
small halo
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would this be in the ragdoll event?

obtuse herald
small halo
#

and the target being my AI's mesh?

#

also before or after where i call the ragdoll event

trim marsh
#

Yo, guys , someone know a way to clean the child box one by one? , i've a horizontal box , this function clear all

obtuse herald
small halo
#

yeah i added it into the for loop

#

but dont u need the mesh for the target?

obtuse herald
#

you only need a 'primitive component' (a mesh is a primitive component)

small halo
#

origin is the players location as thats where i want the blast to come out from right?

obtuse herald
#

yes

small halo
#

thanks it worked @obtuse herald

trim marsh
wicked osprey
#

Guys, what should I do if I created a sound cue variable in the parent class, but I don't need this sound in only one child class? Is there any way to close it for this child class?

obtuse herald
#

or split your hierarchy tree into a class with the sound and a class without the sound

surreal coyote
#

Is there an easy way to always get a location to the left of a movable actor?

wicked osprey
#

And why blueprint haven't protected variables? (

obtuse herald
obtuse herald
keen wedge
#

Sanity Check Please...

I'm experiencing some weird behaviour in a function, its probably something else, but I just wanted to check...

If I set a local variable in a function, and that function is executed many times, in quick succession (from input event), does each call to that function use a "unique" instance of that local variable for each function call? This is my expected behaviour, and how I thought these things worked in general... but as I say, some odd behaviour as if the local variable has changed by the time its almost at the end of the function - just wondered if a subseqent (or many subsequent) calls to that function could be over writing that value...

surreal coyote
obtuse herald
keen wedge
surreal coyote
#

I actually just pulled a big brain I think

#

I have a collision box on the left of the vehicle to check if I can enter it or not

obtuse herald
#

scene component?

surreal coyote
obtuse herald
#

yeah you can also just add an empty scene component

#

probably easier to manage anyways

surreal coyote
#

I love it when my brain works

obtuse herald
#

hahaha

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who doesn't

surreal coyote
#

Well it works when the car is on the road. When it's on a sidewalk and I get out, it launches up in the air like a rocket

obtuse herald
surreal coyote
#

Even with Z +50

#

Plus my character is fine, only the car

obtuse herald
#

wait the car gets launched?

surreal coyote
#

Yep

obtuse herald
surreal coyote
#

The car is way too easy to move around anyway. Can push it with my character

#

Guess I'll have to increase its mass?

obtuse herald
#

yeah

surreal coyote
#

Even at mass scale 50 it gets launched saddofroggo

obtuse herald
odd ember
restive token
#

when a user alt-tabs away and comes back, the widget loses focus
is there a simple way to refocus if they come back? is there an event for coming back from alt-tab?

quick marsh
#

I'm making a damage system, when the player touches this basic enemy blueprint it should take some of their health. Is there a way I can get it so it only takes the health of the player if it overlays with the players capsule component?

#

at the moment the player has a collision box in front of them for the sword and I want the enemy to ignore that box

odd ember
tawdry surge
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If you select the capsule component it should have an on component overlap begin event at the bottom of the details panel

quick marsh
#

would it just be easier to do it in the player blueprint?

tawdry surge
#

Oh. Set the box to ignore pawns

quick marsh
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alright, that works, is that going to cause any problems if I need that box to interact with enemy characters though?

charred berry
#

was baseflattennormalmap texture for BP, changed to T_flat_Normal ? ( think so as former isn't showing up under material expression texture base)

odd ember
#

I think you meant to ask that in #graphics perhaps? @charred berry

charred berry
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I'm using BP's so I thought it was here, ok np

odd ember
#

are you referring to the material graph?

tawdry surge
#

Yeah. You're telling it to ignore them..
What is the point of the box?

quick marsh
#

I'm sorry if these are dumb questions, I'm really new to unreal

sand radish
#

Hello everyone, I m new to UE4; I have a level with multiple player starts; I have figured out how to travel back and forth from the levels and start at the desired player start. But at the first startup, it will jump randomly to one of the player's starts; how do I set up the default player start on a level with multiple players starts?

tawdry surge
#

@quick marsh I don't understand. Are you using it for damaging things when you swing the sword?

quick marsh
#

yes

sand radish
#

Lets call the level with the multiple play starts as main, and the other as 2nd, this is code on the level blueprint from my 2nd into main

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ugh sorry ue4 crashe

#

this is my code on my gamemode

quick marsh
#

the player has a capsule component that when hit should lower the players heath. I've put a box collision for when the sword animation will be played and damage enemies but the way the code is at the moment its considering the player as a whole so when the enemy overlaps with anything, including the box, the player takes damage

#

is there a better way to work with weapons then?

#

I might just ask my teacher next time im in class

trim matrix
#

dumb questions but how do you make something "happen" without using event tick?

#

I'm trying to generate a sine wave but I don't want to use delta seconds lol

#

I want to have some node "work" every say, x seconds

zealous fog
#

Timers

odd ember
main lake
#

I'm using the Example Content by Epic Games to learn all the stuff through those explained levels but there are alot of them, does anyone know if it's possible to play the first one and when you're done you go through a teleporter and it will move you to the next level so you don't have to stop the play mode and launch another level each time?

trim matrix
# zealous fog Timers

thanks not that, still not sure how to generate a sine wave that sweeps from -180 to 180

trim matrix
#

I'm looking at it now for the first time

#

I'm assuming I want a float track to set my function right?

#

y = sin(x)

#

oh nvm I got it that's insanely cool

odd ember
#

the float track generally you can use with alpha values to lerp anything between two states fluidly

#

doors etc. as well

trim matrix
#

The only thing is that I plotted the points of a sine wave by hand which is easy enough (just 4 points really), but how do you actually input a function in it?

odd ember
#

hmm I'm not sure you can. perhaps if you supply a curve asset separately you can do that, but I'm not too sure

amber kindle
#

Does anyone know how to make a button run an event to choose a random map (level) ? Im very new to this.

amber kindle
#

Yes

odd ember
#

that would be a widget, I'm sure if you search for button widget you can find a tutorial. for the actual functionality, I'd have a table or array of level paths that get picked at random into an OpenLevel node

amber kindle
#

Tu

#

Ty

#

Ill see if i can find a tutorial

jolly inlet
#

Trying to get a blend blueprint going with the megascans. How should i go about that here

tawdry surge
#

@quick marsh Why not just have the sword trigger a hit event on the enemy when it hits the enemy?

odd ember
trim matrix
#

heyy i've got a question, is there a way to disable triggers? i've been trying to find a way to disable it, but nothing works, is there a special node or something else that i'm missing? and yea i tried to spawn the actor in and it he didn't open the door because it needs to specify which door he should trigger to open

umbral dirge
#

"Choose Player Start" executes before "Begin PLay". Is it okay behaviour? Cause im want to give first player first spawn spot and for the second player second spawn spot etc.

odd ember
trim matrix
#

wrong chat?

trim marsh
#

guys , how can get a unique random value?

umbral dirge
trim matrix
#

talking about the guy promoting his game

#

lol

#

sorry should've specified

odd ember
#

or do you just want 1 thing to have random value?

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if so just use the random node

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with set visibility

#

done

trim marsh
#

this works, the array value need to be called every loop , but the random dont pick unic values, need a method to dissapear the random value from the array , when its called

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like this

magic summit
#

hello is it possible to have sort of boolean or something that switches true or false upon development or shipping build?

#

for example I would like to have login bypass in dev build and automatically remove it in shipping build

untold mist
#

@magic summit "is packaged for distribution" I think thats what you're looking for

magic summit
#

thanks

#

its exactly what I was looking for

untold mist
hard scarab
#

How best could I setup a timer to track the time in between a players actions for a minigame?

odd ember
sharp rapids
#

a different question, Do empty arrays occupy memory?

jaunty summit
#

No

faint pasture
upbeat inlet
#

How do I get around this message? I have VS 2021 installed.

broken wadi
#

Visual Studio is not the same as Visual Studio Code, but I also had the same problem. I ended up exiting UE opening up visual studio directly and started making the classes in there manually.

runic parrot
#

Hi everybody! is there any reason as to why i can't Override OnRepNotify on BP? is this intentional or a bug?
As a workaround i'm creating a new Method and calling that one OnRep, so i can override that other method for my changes, but it's kind of annoying
(I'm posting this one there and on MP because it also involves bp, not spam)

merry moth
#

I have a chunk system and i'm trying to have each chunk have it's own random seed do you guys think this is the correct way to approach that?

merry moth
#

Oh this doesn't work... Welp if anyone has a suggestion please chime in @_@

trim matrix
#

I'm creating a footsteps system but for some reason this code is not working, can anyone help me?

trim marsh
dreamy crest
#

Hello

trim marsh
# trim matrix ????

on animation menu , can set sound notifies , and you call every time that this is played

obtuse herald
merry moth
#

I think i'm not really under standing how to use it. I'm used to seeded randomness acting different i guess? This just ends up giving alot of the same numbers

obtuse herald
merry moth
#

Is there a better alternative to seeded randomness in ue4/ue5

obtuse herald
#

Just change the 10000 to 1000000000 and see if it gives you better results

merry moth
#

I think the issue stems from my chunk system allowing -1,1 and so on

#

It will at the end of the day be the same if it's 1,-1

obtuse herald
#

Should be fine

obtuse herald
merry moth
#

Random bool from stream and other functions

obtuse herald
#

Show a pic

merry moth
obtuse herald
#

Ok

trim matrix
obtuse herald
#

So you have a seed variable that you set once yeah?

obtuse herald
trim matrix
#

this is not anim notifys

obtuse herald
trim matrix
obtuse herald
obtuse herald
merry moth
#

Yeah it was just a test to get something

obtuse herald
#

Did you try upping the limit in your 'get seed' function?

merry moth
#

Yeah it didn't work @_@

#

Chunks 1,-1 and -1,1 are still coming out the same

obtuse herald
#

Oh yeah actually that makes sense

merry moth
#

Is there a good way to generate a seed for two integers?

obtuse herald
#

You probably want to do some math magic dividing stuff and such to generate your seed value

#

(X10) * (Y/2.5) + (WorldSeedX/Y)

obtuse herald
wicked osprey
#

Hello guys, why blueprint haven't protected variables and how to get around it? If I set private variable I can't change it in child class, and if I set public class I'm violating OOP rules(in particular encapsulation)

sharp rapids
#

Is there any way to set the 'Outer object' of a 'Object' reference to null?

#

I have a BP derived from the 'Object' class

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I'm using the 'Construct Object from class' node to create an instance of it at Runtime

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When it's no longer needed, I'm setting the reference to null