#blueprint

402296 messages · Page 842 of 403

gentle nebula
#

Check this https://www.youtube.com/watch?v=CF3XznWU_l0&ab_channel=MattAspland
I havn't seen it, but he may have the solution you want.
From one look into the video he might have done this:
Add a trigger box/collider bellow the capsule, so only when it's triggered, it would set the channel for the capsule.

Hey guys, in today's video, I'm going to be showing you how to create one way platforms for your game. This means that we can jump up through a platform and land on top of it, then fall back through again with a button press.

#Ue4 #UnrealEngine4 #Ue4Tutorial


00:00 - Int...

▶ Play video
odd ember
#

yeah I dunno

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seems not to do anything

glass stump
gentle nebula
#

What do you mean, you are looking for another solution?

glass stump
#

good to know, i thought i set it up wrong xD

gentle nebula
#

Question, is there an key combination to switch between node connections of the same type?
Instead of taking one and reconnect the other

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to this

#

what do you need it for? Doesn't setting a trigger bellow the capsule to modify the collision channel solve your need?

dawn gazelle
gentle nebula
#

why not? the trigger can rotate with the capsule, or stay with the capsule depends what you want

#

I don't really have enough details to know what you want to achieve

glass stump
#

is there a way to destroy components without destroying them? like removing them from the scene temporarily or something?

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or disable them, so they can be reactivated later.

glass stump
odd ember
#

you can disable the collision

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I'm about to look into the activate/deactivate mystery, stay tuned

glass stump
#

Oh cool, thank you! :D

odd ember
#

but set collision allows you to set it to no collision

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which sounds like what you want

glass stump
#

Ah, yes, thank you! :D That should sort it out. :)

odd ember
#

AH HA

#
void UActorComponent::Activate(bool bReset)
{
    if (bReset || ShouldActivate()==true)
    {
        SetComponentTickEnabled(true);
        SetActiveFlag(true);

        OnComponentActivated.Broadcast(this, bReset);
    }
}

void UActorComponent::Deactivate()
{
    if (ShouldActivate()==false)
    {
        SetComponentTickEnabled(false);
        SetActiveFlag(false);

        OnComponentDeactivated.Broadcast(this);
    }
}```
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doesn't really do that much

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but it actually stops tick

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which is more than I thought it would do

glass stump
#

what do you think it would be utilised for?

odd ember
#

stopping tick, the delegate broadcast

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active flag seems to mark things dirty, not sure how that relates to runtime

glass stump
#

ahhh

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it has such a distinctive name for something that doesn't so much.

odd ember
#

well stopping tick is kind of a big deal

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and you can hook things into the delegates

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so really it's up to you to deactivate your own components

rain fractal
#

I'm trying to make a Static Mesh fall down due to gravity. I gave it a Box Collision and I turned Physics enabled, but I am receiving an error stating "Collision Enabled is incompatible"

glass stump
#

ah I see!

#

thank you for looking into this! :) It's interesting to find out exactly what things like this is used for.

rain fractal
#

I set the Collision Presets to Trigger, did I do that wrong?

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nvm, found what I did wrong

gentle nebula
#

Is there a way to check if a reference no longer valid?

final nimbus
#

Anyone know what the editor kb shortcut is for toggling "Context sensitive"?

wicked osprey
#

Hi guys. What i can do slot only for weapons? I should create array only for weapons to do this?

dawn gazelle
thin panther
#

does an IsValid node just check if a pointer != nullptr

#

ah of course, that makes sense

thin panther
final nimbus
thin panther
#

no problem

versed sun
#

Does a Data Asset work like row on a Data Table?

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Like, it can store a preset list of Variables/Values and not editable in game ?

odd ember
#

it can store data and have functions

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it can be modified in game afaik

versed sun
#

hmm,. and functions you say

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are the functions a cpp only thing ?

gentle nebula
odd ember
versed sun
#

well, assuming i had current info, I think the Data Asset has to be made in cpp

odd ember
#

you can derive a BP version from the data asset class in BP

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but yes if you want more complex behavior you need cpp

real cipher
#

Map/Filter/Reduce etc... aren't in Blueprints. Is there a reason for that? Does anyone know a plugin that fixes that? Or is that not a Blueprint way of doing things?

odd ember
#

maps as in TMaps?

real cipher
#

Functional Programming style .map
I think in C++ it's called Select

odd ember
#

if you're talking about ternary operators

real cipher
#

map: iterate an Array and convert each element into something else, returning an array

filter: iterate an Array and run a predicate (return bool) on each element. Filter returns an array of elements that pass the check

odd ember
#

yeah you can't run predicates in BP

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in that sense it's much more limited than cpp

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never heard the map expression though

real cipher
#

Alas
Thanks CE

odd ember
#

you can always make some wrapped nodes to do that behavior for you in cpp, however BP doesn't even have generics

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unless you enable it by using custom thunks

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but probably better to ask those questions in #cpp

warm sparrow
#

Very new so please go easy on me xd This is an event graph of a Actor Component I have added to my First Person Character, does anyone know how to find the First Person Character's Camera Location+Rotation from here? I feel I've exhausted my options from a getowner node but I can't find any way to do it. Any help would be appreciated :)

proper wyvern
#

Hi, is there a way to know which widget was pressed with OnMouseButtonDown? "MyGeometry" doesnt seem to provide much info

warm sparrow
# gentle nebula ?

Is that from an Actor Component? I tried that already and saw no results

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I'm not on the actual FPC, I'm trying to be very compartmentalised so I'm trying to achieve it from an Actor Component

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I know it'd be easy to do from the FPC Itself but I'm trying to learn how to do it better and differently

gentle nebula
warm sparrow
#

Thanks, I appreciate it

past wyvern
#

you'd have to either cast to your character base class after the "Get Owner", or do something like a FindComponentByClass off the Get Owner to find camera component that way.

gentle nebula
#

could that be the answer ?

warm sparrow
#

I'll give these a shot. Thanks for your help :)

versed sun
#

also try Get Owner>Cast to FPC>Get Camera>Get World Location

gentle nebula
gentle nebula
warm sparrow
versed sun
glass stump
#

if i want a character to do something when they collide with a static mesh, do i have to turn the static mesh into a BP instead?

gentle nebula
versed sun
#

yes, i think

glass stump
#

to get the character to do a bumping animation when colliding with a static mesh.

versed sun
glass stump
#

yeah

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but there's tons of them, so if i can do it altogether that'd be better.

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a modular wall

versed sun
gentle nebula
#

look into on hit

versed sun
#

you might need another Collision box/capsul

glass stump
#

hmmm, good suggestions, thank you. :) yeah i think i might have to create a BP class or something, i'm not sure how to code it in otherwise.

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maybe i can do it easily and combine everything i've got into a BP.

versed sun
#

you dont need a BP for your walls tho

glass stump
#

hmmm. i can add a collision box to them without it?

versed sun
#

are useing First Person Template ?

glass stump
#

yeah

versed sun
#

sec, leme open it

glass stump
#

but it's not the first person character i'm trying to get collision for just to clarify haha

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it's an enemy character.

versed sun
#

should be similar

keen wedge
#

Hey all, I wanna make a block fall (2D game) without using physics. I've tried a LERP node, multiplying the delta by a speed and its ok, but it kinda slows down at the end... I've swapped that out for a VLerpToConstant which is better... just wondered if anyone knew if it was possible to have a kinda inverse of the lerp? e.g. it starts to fall slowly, then picks up speed as it goes?

versed sun
#

you try a timeline ?

keen wedge
# versed sun you try a timeline ?

Not yet no... did consider it, but wasn't entirely sure where to "start" it from... the block is spawned by the player... there wasn't any kind of OnSpawn event, so I assumed BeginPlay, but whether the block should fall or not depends on a line track firing out of the bottom of the block

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thats happening in Tick at the moment...

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wasnt sure how to make the Timeline conditional

versed sun
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so falling animation would start when it spawnes ?

keen wedge
#

thats what I have at the moment... its ok, could just be better

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in some cases yes, in others no... one sec... let me get a screenshot

versed sun
keen wedge
#

if, the play places a block and the line trace hits, and its the same location (Z axis) as the block, then there's no fall

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only if it was different,

versed sun
# versed sun

i added a Sphere Collision, set it to block all and Generate hit Events

keen wedge
glass stump
#

this looks like it's exactly what I'm looking for. :)

keen wedge
#

didn't time that very well, sorry... the red square is the placement guide... but in that second scenario, the block was placed higher than an impact point, so "falling" was triggered..

versed sun
# keen wedge

ok, sounds simple, have you made a timeline before ?

keen wedge
#

Yeah, a few times, usually just a 1 second duration, with one key set to a value of 1 at 1 second... firing an event etc

versed sun
#

do they always spawn center of a grid space?

keen wedge
#

they do yes..

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(that was a headache from a few days ago 🙂 )

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the only axis that needs to update is Z etc

versed sun
#

looks like you have a linetrace to see how far they are falling

keen wedge
#

yeah... one sec..

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stoopid Snip tool in windows is playing up now.... grr...

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messy as still trying to work it out - sorry..

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the +50 on the X axis is because the pivot point of the block is in the bottom left corner, they are all 100 wide... so I fire the line trace from +50 across etc, and then down

versed sun
#

Im rethinking the timeline... you might want a timer..

keen wedge
#

..and start/stop it etc?

versed sun
#

yes

keen wedge
#

at the moment they do fall nicely, at a constant speed... it was really just how I might get the initial fall to be a little slower and then speed up to that maximum speed...

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effectively what the LERP did, but the other way around, e.g. start a bit slower, get fast, where-as that started fast and ended slower

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wasn't sure just incrementing the speed arbitarily during the process would work, thought there might be a tidier way

versed sun
#

and each loop increases the fall speed, and linetrace each time to see if fall speed is more than distance left, then stop timer and snap to goal location

keen wedge
#

so it does kinda come down to incrementing the fall speed then really... at the moment I'd not added anything to turn this off, so the linetraces just continue to fire etc.. as I say, not tidied up yet...

anyway to make that incrementing fall speed seem not so linear? e.g. not just +1 each time, where the speed would effectively step but more of a curve, like I assume the LERP was doing?

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or... anyway to just use the VInterpTo but kinda backwards?

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just increased my FallSpeed variable after the SetActorLocation by 10... seems to do the trick... not really as clean as I'd like but does work...

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thx for your help btw... will tidy it up now 🙂

versed sun
#

you can add a short timeline to it after it lands to give it a little bounce

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i add .09 to the Fall Speed every .01sec

keen wedge
#

ooh, I like that... I've tried moving this all into the timeline stuff but I'm getting problems if I mash the build key now, I start to get gaps in between the blocks... something weird happening..

wide quiver
#

Anyone have any ideas as to why my game's movement axis' keep flipping themselves randomly

trim matrix
#

hey anyone have any idea or tutorial on how i would replicate a character switching between two different state machines using a layer blend node in the anim graph

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willing to suck some toes for the answer

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no amount of googling can give me the solution

trim matrix
#

nvm got it

quasi relic
#

Is there a way to change the pivot point of a character?

gentle nebula
#

.

Can i use trace/hitresult on a world widget and get the class of the widget "component"? Like checking if i clicked on an image/button/text and so on

quasi relic
quasi relic
#

OK. Let's say I want my character to get on gun that's mounted on a tripod. How can I make the character rotate around the center of the mount when I look around?

odd ember
#

attach it to the gun?

trim pollen
#

Hi, what node would switch between these cameras based on an integer? I thought "switch on int", but that only lets me choose which "exec" to output, and would require me to duplicate all my code for every switch

trim pollen
quasi relic
odd ember
#

I don't know enough about what kind of gun you have for it to make sense. if it's a mounted gun turret you'd want to attach the character to the gun at a point where everything fits together

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adding a child actor component is not at all that

trim matrix
#

is there anyway I can destroy a widget after a click?

odd ember
trim matrix
#

does that keep it in memory?

quasi relic
#

Hmm, well I just want to attach the character to a tripod. The gun attaches to the player, the tripod will just be there to give it the illusion that it's mounted

gentle nebula
#

Isn't "select" is just a "map"/"dictionary" in some sense?

odd ember
#

select is the equivalent of a ternary operator

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? :

quasi relic
#

say the black thing is the tripod (or any mesh for that matter), how can I make my character rotate around it when I move the mouse to look sideways?

odd ember
quasi relic
odd ember
#

you'll need to figure out where the pivot is in relation to the gun, as well as consider how inputs will change

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if you have animations, the animations need to change

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you need to ensure the facing direction is correct

quasi relic
#

Ah yes of course but right now I'm just trying to make the character rotate around a center point, making it look pretty will come later

gentle nebula
quasi relic
#

aligned*

gentle nebula
#

So move the capsule too?

tidal marlin
#

Hello. Have really strange bug.
Sometimes my input axix event get zero vaule but i dont turn off my hand from my keyboard. Maybe, something can help.

haughty temple
quasi relic
quasi relic
haughty temple
#

yea sorry cant really help you there i wouldnt even know where to begin with somethign like that seems very uneeded and complicated :/

quasi relic
bold phoenix
#

Any idea how to get the actor class from an Actor Object reference ? It doesn't work with "get Class"

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Or another simpler way to get the pawn from an ActorObjectReference or a Line Trace node

dawn gazelle
bold phoenix
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Yeah you're right that simplifies it a lot

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I did not quite get the other part though

bold phoenix
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and it works better then before

untold mist
trim matrix
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static meshes that are not tied to actors are returning as valid in my traces for actors. If you know how to turn this off please @ me as this is making me ragequit to bed

maiden wadi
# trim matrix does that keep it in memory?

To vaguely answer this, yes it does leave it in memory but only for a short time. Garbage Collection usually runs about once a minute. Objects that are not referenced by a pointer property will be destroyed at some point. Actors are saved in the current World, actor components are kept alive by their actor. Any other pointer properties that are not these two classes like basic UOjects or UUserWidgets will be collected and destroyed when nothing is pointing to them. UserWidgets, or any Widget for that matter is kept alive through their hierarchy tree. Once you remove the widget from that tree via remove from parent they will eventually be garbage collected if you didn't save a pointer to them.

maiden wadi
trim matrix
quasi relic
dusk nymph
#

how could i use montage while state machine is running

icy dragon
tawdry surge
#

It does

thin panther
#

Thats also not much to go off

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Youve shown us 1 event in no context or no explanation on what you want to do

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That still doesnt say anything

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Thats just a character in a box

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Why is the character in the box, what do you want to hapoen when the character is in the box, why do you need sweep result

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You still havent said what at all you want to do

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Hit collision only works for solid things

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Ok so coukdnt you just check the location of the actor that overlaps

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So off of other actor, get world location then print it

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Hit alos requires the objects to have simulation generates hit events turned on

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It might work but overlap is more suited

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Have you tried breaking sweep resukt and getting location

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Then id go for getting the world location kf whatever overlaps, wont be exact but will be fine for small things

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Show me the bp

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Wait is the box attached to the character

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No problem

rain egret
#

hey i have stumbled upon an issue where the select material instance node isnt working if i feed it values via a variable

tiny prairie
#

what does this mean

thin panther
#

You cannot pass array references through events like that for some reason

zealous meteor
#

How can I get the object in this situation?

icy dragon
#

Casting is not spawning an object out of nothing.

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It's basically for trying to treat an Object Reference as one particular class.

zealous meteor
#

how can I solve this?

night trench
#

I want the character to rotate 180 degrees in a small amount of time akin to classic survival horror games (but specifically RE4 in this case).
After completing the rotation however, the character just snaps back to its original position, and I can't figure out why.
My apologies if this is a rookie question, I'm still quite new :3.

icy dragon
night trench
icy dragon
# night trench I am

Since you use CMC, if you want to turn around:

  • the movement, simply increase the turn rate
  • the camera, simply set the control rotation
buoyant gate
#

hiya. quick question, my character requires you to hold mouse to turn the camera, which nodes do i need so it is always turning with the mouse regardless of holding down left mouse? feel free to @

night trench
#

I'd have to fiddle with it relentlessly and it wouldn't quite be right still

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There should be a relatively easy solution to turn around exactly 180 degrees right?

icy dragon
night trench
#

This is my current method of rotating

buoyant gate
#

<@&213101288538374145>

torn kettleBOT
#

:no_entry_sign: Jeffrey#8535 was banned.

buoyant gate
#

wow that was quick

timber knoll
safe musk
#

hello everyone, i'd like to know how can i set location at specific point in spline ? I was trying this:

timber knoll
safe musk
timber knoll
#

You are also changing rotation, and it's parented to another component...

wicked osprey
#

Guys, hello. Should I constantly delete objects from memory if I constantly create and add them somewhere (when selecting an item), or delete them from the array (but do not delete them from memory). Is there an automatic garbage collector or does it all have to be done manually?

odd ember
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all manual

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no just kidding

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BP doesn't let users handle gc

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in fact even UE4's cpp is engineered to let the gc be automated for the most part

timber knoll
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Well if it's a lot of creating/deleting or a lot of data in general, you probably want to just reuse it

safe musk
wild seal
#

is the remove from parent node destroying widgets?

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if not how to destroy them?

wicked osprey
odd ember
wicked osprey
faint pasture
zenith trout
#

how can i make it so i can walk through an object but still check collision is there a collision preset

maiden wadi
tight schooner
#

A transform is location, rotation, and scale in one struct FYI

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You can also disable relative movement behavior by going into your component detail rollout --> transform section, and setting everything to "absolute" (not "relative")

high sapphire
#

I'm still not sure where I'm going wrong with this. Clearly I'm doing something wrong, I just don't know what

gentle urchin
#

Well did it find the row? 😄

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Print string will tell you

twilit gull
#

has anyone tried advanced sessions recently?

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we had a playtest a few weeks ago and everything worked having 10k in sessions find and now doesn't 😦
even with a few millions

odd ember
#

doesn't really seem like BP question

sacred plover
#

Hey guys. Can anyone tell me if I'm doing something wrong here that would cause the event NOT to fire? It's seemingly random that it happens.

twilit gull
odd ember
amber crag
#

Hello guys, so i have a problem in all of my blueprints, out of nowhere some random variables appeared that are actually variables inherited from parent classes, but i didn't have this before, can some help me with this?
(sorry for my bad english, i'm learning yet)

maiden wadi
#

You likely enabled the view for them.

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All classes inherit their parent's variables. Simple object oriented programming logic. Blueprints just don't show them automatically for.. whatever reason.

amber crag
#

yes i know that but they are showing up anyway, look at this

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i think it's a bug

maiden wadi
#

Click the eyeball thing above where you just screenshotted, and uncheck the top setting for Inherited properties.

amber crag
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Oh, thank you very much lol

maiden wadi
#

Just remember where that is. You'll need them later for something. 😄

amber crag
#

Ok 😁

robust kelp
#

i was trying to follow a mixamo tutorial and now my defulkt third person animation blueprint wont play when i click play game.. its there selected

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any thoughts?

stable onyx
#

does anybody know in what file unreal stores your blueprint node favorite list?

amber crag
robust kelp
#

i dident touch animation graph all ive done was imput a new one auroa didnt touch the old thirdperson one just tryed replaceing it im confused and new very new

timber knoll
#

Since it looks okay in your AnimBP, I assumenyou changed the mesh

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With one using a different skeleton, resulting in your animations not being shown due to mismatch

rough cedar
#

I keep getting an Accessed none error when using my grapple mechanic. Which works totally fine in game but its bogging down performance cause its constantly looking for a best target.

Error happens right around the line trace. I put a validation check after the trace to see if that would fix the issue but same result. Any ideas?

gentle urchin
#

Its when accessing owningCharacter

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Cant see it in the pic

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But you're calling this function while that reference is invalid

dawn gazelle
safe musk
#

@tight schooner it worked man !!! tks

rough cedar
#

Ahhh yeah I just changed something recently to find the owning character cause I had it hard referenced before. I see!

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I changed it to "Owner" so I'd know the difference

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Now its setup to find the owning character

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Thanks!

hexed glade
#

If you're using duplicated pawns in a level, but you want them to act differently (in my case i used a variable to decide their behaviour), would you spawn them in the level at start with their variables set up or can you set their variables at start by selecting them through the blueprint (f.ex. pawn 1, pawn 2, pawn 3 etc.).

robust kelp
dawn gazelle
#

These can then be used to control their behavior.

hexed glade
hardy merlin
#

Is there a way to use DebugDrawLine in a constructor and have it draw every frame? I have an actor and I want to draw lines between itself and a different actor it references, but the line only draws if the actor is moved.

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I've tried using a Spline but it adds a bunch of unneeded curves

hardy merlin
#

Can you elaborate?

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That can fire instant events but it cant cause a tick on frame redraw, which is what I would need for DebugDrawLine. If there was a component like Spline where I could provide a start and end location that would also work.

maiden wadi
#

Would recommend disconnecting that when not testing.

gentle urchin
#

Which you just flush on move

hardy merlin
#

If I had access to C++ in this context I would make a component that handles the line drawing

maiden wadi
#

I don't see one. I know there's a call to remove them, but that usually just removes any that haven't timed out. Probably with that is that you'd need a manager to handle this at that point because otherwise one would run last and kill all of the other lines.

gentle urchin
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True.

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Editor dispatcher through a simple manager class, with some time limited duration prooobably does suffice tho(?)

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Like.. you can have it on for minutes at the time

maiden wadi
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True that. Could work with a really high set draw time.

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Semi curious to try out this editor tick thing now though.

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Oh, that's cheap. 😄

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Nevermind, you don't need C++ for that. Someone smartassed it and did it from a EditorUtilityBlueprint's Tick.

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That's a neat trick. Will have to remember that one for more testing later.

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I really need to learn some editor utility stuff better.

gentle urchin
#

Drawdebuglines are stupidly expensive tho :(

thin panther
#

Thats why i draw the lines on my monitor 😎

maiden wadi
#

Yeah. To be honest I feel like if I needed that for something in a decent sized level I'd rig a basic Niagara ribbon emitter. Could also set it's value from the construction script too which removes the need for the tick

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Still fun to mess around with though for fast testing. 😄

gentle urchin
#

I hated how my game comes to a crawl when debug drawing...

maiden wadi
#

Yeah.. Line Batcher is pretty brutal. 😄

gentle urchin
#

Like... its so slow... it'd be cheaper to straight up animate an extra set of ISM just for the visuals

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The 'worker' behind the drawdebug functions...

maiden wadi
#

You can pretty much get the same affect with a basic Niagara ribbon and an endpoint value you can set. Only drawback there is of course that you wouldn't want that emitter in actual gameplay classes... Hmm. Wonder how hard it would be to spawn a basic actor with that if it doesn't exist via an editor subsystem and manage it in level as an editor only actor and pass a mass amount of start/end points to a single Niagara system.

gentle urchin
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Ping me when its ready 😂

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Id want it exluded when not in debug mode

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Excluded from shipping builds basically

maiden wadi
#

I'm actually genuinely curious of the performance difference between the same count of line batcher lines versus same sized Niagara lines. Gonna test that first.

gentle urchin
#

Im too, but got litteraly 0 time to check it out atm (plus the need to dive into niagara which is an untouched chapter so far)

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Otherwise id be all over it

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I wanna be able to do atleast a few thousand lines at the time

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But its purely as a "nice to have' kinda thing, not really necessary, if you know what I mean

zenith trout
#

what should i do?

foggy escarp
#

You need to have a valid reference which to use with the cast

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Also, you shouldn't cast with a tick. You can do it on begin play and save the variable as a start.

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I'm guessing you are doing a side scroller since you are using a detection zone in the x plane.
In this case you could probably adapt your code to do something similar with begin overlaps.

trim matrix
#

Hi everyone, i'm trying to run Epic's Blueprint 'MovieRenderRuntimeExample' (pluginContent -> MoviePipelineContent -> Blueprints) but i cannot make it work... got loads of errors .. anyone to try or help?

dawn gazelle
#

You need to input an object that is, or inherits from, the MoveableBox class in order for the cast to succeed.
This is a little guide I made about casting you could read through. It's a very common thing to misunderstand what you're doing when casting.
https://docs.google.com/document/d/17bEGQEC1_G5KQKAI3_ixbe4S0BIulEH5w4qS9b7fuqc/edit?usp=sharing

vital aspen
#

I been working on attaching weapons to the player and Well I can't seem to fix this issue

#

Just happens after I attach the weapon. anyone here have any idea.

bold sedge
#

is there a discord for advanced cel shader lite?

trim matrix
#

Dumb question - how do I actually keep "reading" a variable?

#

Using "Get Variable" returns the variable in that specific moment in time, but what if the value changes? Can I trigger the "value read" somehow?

glass stump
#

I've created a door BP that opens, however when it's open my character can't walk through it, as though it's closed.

#

Any ideas why? I assume something to do with collision.

glass stump
#

Like, would I have to go through every static mesh that makes up the BP?

icy dragon
#

The static mesh!

icy dragon
vital aspen
#

check the collision of the mesh in the BP. making sure the collision doesn't cover the full size of the mesh

glass stump
#

I just tried adding complex collision to it though.

#

But I don't think it retained it.

dawn gazelle
trim matrix
#

Actually the variable is read from the block that "asks" for that function - I figured it out but I think I'm gonna use c++ for this

#

Because I don't love having things tied to tick

#

Another question: is it possible to know when a c++ function is being called/ran on the bp side?

vital aspen
#

check with #cpp on c++

#

a variable that read from a block that calls a function. ?????

trim matrix
#

forget about the variable

#

all I'm asking is: my actor has a c++ function called hello(), is there a way to know (and make things happen) in blueprints WHEN this hello() function is being called or is running?

#

something like isFunctionRunning or something like that

vital aspen
#

oh, You want to call a c++ class from a BP. Again check with #cpp

#

or check youtube for a video on it.

trim matrix
#

any idea?

vital aspen
#

check the dev on that make that plugin's or try #plugin-dev

trim matrix
#

it's in unrealEngine Plugins default... how can i check the dev?

vital aspen
#

unreal engine forums

trim matrix
#

actually got it working

#

thanks

covert agate
#

Hey, using the "Remove from Parent" node in one of my actor blueprints leaves me with this error. It works fine, I just would like the error to be ironed out. Any fixes?

glass stump
#

@icy dragon Fixed it. :) Turns out I had two door frames and was using the wrong one....

dawn gazelle
trim matrix
#

which node do you need to add to edit a material from the content using a blueprint?

icy dragon
icy dragon
maiden wadi
#

Vague tests show a 12.7% performance increase using validated gets.

trim matrix
small halo
dawn gazelle
#

🙂

maiden wadi
#

Mind you, that 12.7% is negligible in most cases. It takes tens of thousands of validations in a frame to matter. But still. Performance is performance. 😄

small halo
dawn gazelle
small halo
#

first one is for strafing around the player second was is for how close he needs to be to attack

#

reason first ai move to has 5000 radius was just for testing

dawn gazelle
#

Like, what happens if you only have the Target Actor connected rather than both Target Actor and Destination?

#

or vice versa.

covert agate
#

I think you've helped me before too. They should really promote you around here haha

dawn gazelle
covert agate
#

Right, understood. Thanks again

maiden wadi
#

I want to remind someone to use the HUD instead of gameplay classes for handling UI, but after Multiplayer earlier I'm kinda nervous. O.o

glass stump
#

how do i prevent a switch from being pressed again while it's still doing what it's doing from the first press?

maiden wadi
#

Depends. Can sometimes query what you told it to do and see if that something is still happening/running/state set

#

Previous method is probably better but at worst, you can do a DoOnce and reset it after your thing is done.

glass stump
stark marlin
#

hey guys

#

Im following this tutorial on how to make thunder lighting appear at random places in the sky

#

but Im having an issue that my thunder plane is facing the wrong way and I cant see it

icy dragon
stark marlin
stark marlin
#

do you see anything wrong in this blueprint

icy dragon
#

Not to mention it can backfire with replication

stark marlin
#

that were using particles

icy dragon
stark marlin
copper steppe
#

Hello!
So I've created a spline system for creating roads, trails and what not
But I'm ending up with this buggy end result, it works great if you just go straight, but if you try doing curves, then the road doesn't curve (unlike the curbs), it just goes diagonally.

Is it simply the mesh that needs changing? Or is it something in the BP?

wet surge
#

hey im getting problems with the attach function im making a building system that attaches blocks (actors) to other blocks (same actor) when you look at them and click(minecraft like building system but with physics) and all works fine but im getting this freaking warning that i cannot avoid in any way:

copper steppe
wet surge
#

its to other actor but its from the same class

wet surge
#

and thats a check to avoid attaching to the same object but seems to have no impact

copper steppe
small halo
mortal cradle
#

If I want loot to just have a different mesh, is it better to make a child and change the mesh manually or just expose a couple values and in case change the mesh on begin play?

dawn gazelle
dawn gazelle
small halo
#

I tried doing 1

#

But didn’t work

#

I gave up but I can show you it tomorrow if that’s okay?

dawn gazelle
#

You can always ask in here. If I'm around when ya do I can chime in again 🙂

small halo
#

Thanks bro. Been stuck with this bug for a month 🙂

mortal cradle
#

@dawn gazelle The biggest issue for me with changing the mesh from the variable is that it doesn't update in the editor so it's hard to remember which item it is exactly without clicking on it and I just tested and static nav mesh won't update so I would have to use dynamic just for this one thing.

dawn gazelle
#

Then when you're placing (or even moving around) things in the editor, you can see the new mesh.

mortal cradle
#

Construction script is something that I actually never looked into, thank you

obsidian ridge
#

Why does it add the 90 rotation and go back to 0 when it's called again?

gritty trout
#

I'm looking to take the SampleVR level and add a firearm with reloading mechanics. Currently I need to either spawn and configure a physics constraint on demand or find a way to manipulate a designated blueprint physics constraint from the Grab Component.

Is there a way to spawn a component from blueprints? I can't seem to find a way to create a Physics Constraint component on demand.

#

The end goal is to manipulate the weapon bolt with the motion controller. The weapon bolt already has a physics constraint keeping it properly aligned and constrained with the weapon itself and I am seeking to create a new physics constraint from the hand to the bolt to allow for simple hand manipulation

rugged wigeon
#

@gritty trout add component by class

fiery swallow
#

Anybody have that annoying problem where the camera rotates around itself, but not the actor, I'm assuming it's a boolean you can tick. But I can't figure out which one. Anyone know?

mental trellis
#

You mean the camera rotates in local space instead of circling around the actor (as if attached to a rotating camera boom) ?

fiery swallow
#

yeah, maybe it's a player camera manager issue 🤔

mental trellis
#

How are you rotating it?

fiery swallow
#

It's the default options I'm pretty sure, InputAxis Turn And Lookup

#

I've got a springarm and a camera

sharp rapids
#

How would you recommend loading and unloading chunks of a map, dropped items in that chunk, etc?
I'm thinking about simply destroying and spawning, just wanted to know If there's a better way

vital aspen
#

Can't figure why after attaching weapons. This happens

#

anyone have an idea how to fix this.

short pawn
short pawn
vital aspen
#

when I attach a weapon to the player. The image you see is what happens. All so when I try and move. I'm all the way up in the air, flying around.

#

I have no idea what's going on.

short pawn
#

What Re you attracting the weapon to? Did you attach it to a bone. What I don't understand is the picture, it's so close up to tell

vital aspen
#

Yes, Know. That's the issue.

#

No, the weapons get attached to a socket

#

On the player

short pawn
#

OK never mind I don't think I can help I still don't understand what's wrong

vital aspen
#

?. then I don't under stand how you could not know. You had to have this happen to you when you attached weapons or something to the player.

#

That's how I attach it.

#

This is what I pick up.

#

just before I pickup the weapon and attach it.

#

This is the result

#

see the weapon in on the right side. That's my hand holding the rifle.

#

@short pawn Maybe this will help

waxen knot
#

anyone know any good multiplayer fps videos I cant find any and its way to hard for me but I wanna make one so bad

#

I know this is kinda dumb but I need some help

vital aspen
#

go a head and ask your question

waxen knot
#

um I did

#

anyone know any good multiplayer fps videos I cant find any and its way to hard for me but I wanna make one so bad

#

ya kinda dumb

vital aspen
#

if your wanting to learn. The videos on youtube are way out dated and so on. everyone here tells me to go to the unreal engine tutorials and watch those videos.

waxen knot
#

where do I find them

vital aspen
#

@short pawn Does this image help more.

warm sparrow
# waxen knot where do I find them

Try and go through this channel to try find something to suite your needs. Not an expert on this but saw you was left hanging so thought I'd try help https://www.youtube.com/c/UnrealEngine/playlists

waxen knot
#

thanks

vital aspen
#

Turned out to be the collision. I really hate the collisions

main lake
#

Do code in the Game State run on server ? And do people can call RPCs on gamestate or not ?

dawn gazelle
main lake
dawn gazelle
#

game mode does not exist on the client.

main lake
#

I know

dawn gazelle
#

Clients cannot RPC on the gamestate.

#

So Client > Server on gamestate is a no go.

main lake
#

nice

#

and if I do a call on a binded event present in the gamestate too, could the client cheat and keep calling it when they want ?

obsidian ridge
#

Can someone help me with gimbal lock?

sharp rapids
dawn gazelle
# main lake and if I do a call on a binded event present in the gamestate too, could the cli...

A client can do whatever they want with their client as they own the computer the software is running on. So if they happen to have a hook for an event being fired, sure, they could keep on calling it if they wanted. If you don't give them access to RPC to the server and call said event, then it's never going to be running on the server (which would be an avenue for cheating), and anything they could be doing would only be running on the client anyway.

main lake
odd ember
obsidian ridge
#

How do i make a branch with more than one condition?

gentle urchin
dawn gazelle
tight schooner
#

But in a pinch you can "switch on int"

vital aspen
#

when the player picks up a weapon. How can I find out if the player has a weapon and what kind of weapon

thick orchid
#

bHasWeapon.. ?

#

or check if the weapon component exists on the player?

vital aspen
#

Ok,

vital aspen
#

why can't I use the animation from the starter pack in with my Animated BP from Mannequin

main lake
#

What node do I need to receive a Task Enum (so 1 item selected from the Enum) and the one selected set it to true ?

gentle urchin
#

This doesnt look like a great setup 🙄🤔 how come you need a bool for each?

#

Ah MP aswell, carry on then :p

main lake
#

huh ?

gentle urchin
#

It looked like a functions return node (still early here 😅)

main lake
#

So how can I do that please ?

gentle urchin
#

I can now see its an event with a set w/rep notify :p

#

Being a struct, i suspect you must set the bool by member, and pass a reference to the struct to that node

main lake
#

it's not a struct, it's an enum

gentle urchin
#

The set node is a struct

#

So what you want to set is part of a struct

main lake
#

what node should I use ?

gentle urchin
#

There is no 1 node for this

#

You need a ton of nodes

#

Comparators might be the simplest

#

Or a bunch of bools for the actor tonpass innafter updating the bools..

#

You could also swap to some bitfield and do a powerof2 multiplication on the byte value coming in, but that'll definetly add a layer of complexity to it

main lake
#

What the heck, I understood nothing

gentle urchin
#

Comparators ==, != etc

#

So the value of bool 1 : inEnum == Roll Call

main lake
#

but that means I have to do like a switch case for each bool ?

gentle urchin
#

Yepp

main lake
#

It makes no sense, I'm pretty sure there's a better way

gentle urchin
#

Feel free to tag me if you find a way

main lake
#

Ok

dawn gazelle
#

There is no direct means to convert an enum to a boolean. One is a byte, the other is like a bit (or one eighth of a byte)

gentle urchin
#

^

#

As a bitfield a bool can be represented as a single bit within the same bitfield tho

#

So for <16 bools an uint16 would be enough

#

Then bool 1 would have the value of 1, bool 2 of 2 , bool 3 of 4 and so on

#

All stored in a single uint16

dawn gazelle
main lake
# dawn gazelle

That means there's a better way to do that in the early stage like maybe organizing my data differently to make it easier on this step ?

gentle urchin
#

Add a bitmask and you're good to go :p

main lake
tight schooner
#

@main lake An enumerator contains a bunch of states that are mutually exclusive. A bunch of booleans aren't mutually exclusive. UE4 doesn't have a ready-made way to convert an enum into a series of bools cuz you're not meant to use an enum that way. Idk what you're up to, but you should consider getting rid of that boolean struct and just saving the enumerator coming out of that Validate Task event directly into an enum variable.

Then if you need booleans elsewhere in your BP graph, you can get that enum variable and check if it equals a specific state

gentle urchin
#

In some way tracking what has been done or smth

vital aspen
#

when you attach a weapon to the player. how can you tell what weapon the player is holding. Or what weapon is the active weapon

gentle urchin
# dawn gazelle

This methods grows in complexity as you get more bools 😄 imagine that function on a 64bit int...

#

Luckily enums are uint8 so.. it would just be several functions like that in such a scenario :p

dawn gazelle
main lake
# tight schooner <@112981085423452160> An enumerator contains a bunch of states that are mutually...

Here's what I need to do :
In my game people have to be in certain zones (Box Collision) between 2 hours (Like 8:00AM and 9:00 AM for instance) and each time they enter that box collision I need to check if the timestamp is good for that zone(each zone has an enum as it's "ID") and if the timestamp is good then I set to true the Task for that player on his playerstate, and if he's not at the right time in that zone, he get's a warning. After 3 warnings (so not being in the right zones at the right time) you get sent to jail.

So how would I set the player to save the state that he was in the right zone at the right time then ?

And the next day all those states are reset (except the warning). so he has to do the same routing again

gentle urchin
#

Plus smaller footprint over network

tight schooner
#

Wait, that boolean list is a record of when a player was trespassing?

gentle urchin
sharp rapids
sharp rapids
gentle urchin
#

For a timezone setup, wouldn't you simply have a global time and a local time in collisions for the correct time slot?

#

Or does individual npc's have individual time slots for different collision volumes?

tight schooner
#

Could you make a map variable (or is it set? I always forget lol) with your tasks enumerator paired with a boolean

dawn gazelle
#

I was thinking a Map myself.

#

But, they don't replicate.

gentle urchin
#

If its simply "is time within my timeslot" all you need is a time manager..?

#

Or did i misunderstand the setup 😅

stray socket
#

pls help

gentle urchin
#

Depends om your requirements. Not sure if there is a "proper", but using IK definetly looks best

#

If its possible above any object then its quite tricky to get it "right" , needing to do a bunch of traces, find the best surface etc etc

#

If you use fixed climbable objects you can get away with just spacing them according to your animation(or reversed)

#

If that works for your objects, sure

#

Zelda just ignores this mostly iirc

#

They prob ik toward the surface, but not much beyond that

#

Cant recall seeing them float , no

#

But dont quote me on it :p

#

Tomb Raider does much of the same

peak plaza
#

Camera angles can be op there.

gentle urchin
#

Yeah^

sharp rapids
gentle urchin
#

Never player it

#

But seem like just topdown traces on specific ledges for hands ik

#

Just a guess

#

Tracing for specific objects (or perhaps registering with some sphere around player?), finding nearest one in relative direction to player input

peak plaza
#

I'd think set up grabbing points and just snap to

peak plaza
#

Make it a little dirty.

gentle urchin
hasty wolf
# gentle urchin

maybe those rocks are blueprint actors and the code finds the closest actor and takes it's location and move the hand to that location

peak plaza
#

Then you just need to have the spots ready and set distance, maybe spline spawn the pieces.

#

If you know they'll occur at set distances you can have your designer hide it from there.

gentle urchin
#

Just having them all as actors would make sense to me, allowing them to register to player, and a simple helper function to find the correct one

#

Would allow for good artistic freedome aswell

peak plaza
#

Yep, collision profile would work too.

gentle urchin
#

Wasnt there some vid about AC's system aswell?

#

That one impressed me on the first game, looked so much like free climbing

#

Felt like it aswell, mostly

wicked osprey
#

Hello guys. How do I choose the slot index for those items in the inventory widget that I create not through a loop, but add it as a separate widget? I have two slots that should store weapons in themselves.

hasty wolf
#

horizon zero dawn got some nice climbing system

gentle urchin
#

Yeah they do! Very much fixed objects tho ^^

#

Which obv is fine

warm sparrow
#

No matter how hard I try, for some reason I cannot get my first person player pawn to rotate to face the direction of my choosing using this setup. I'm pretty new so I am probably missing something obvious but any input is appreciated :)
Edit: Found out I needed to use control rotation from player controller

lost oracle
#

hello everyone, for a couple of days i have been checking out the Action RPG sample game from the learn tab. Is a there a way of merging that with ALS v4.Any insights on how to go about this will highly be appreciated😃

willow cedar
#

I'm having this issue and I can't seem to figure out why this is occuring.

#

Should I use Get Player Character Instead?

willow cedar
#

This is the other issue I've been running into, but my For Each Loop won't cycle through the array or do anything after.

#

It works after I open up my Inventory Widget first, then fire off the loop

#

But not Beforehand

fiery glen
#

I assume it only calls construct when that occurs

willow cedar
#

Ah, I see

#

So I would need to use Pre Construct?

#

Pre Construct didn't seem to fix the issue still

hasty wolf
#

maybe add a delay to the custom event

#

like with 0.1

willow cedar
#

Sadly still did not fix the issue

#

Creating the Array upon the Custom event instead of construct seemed to fix it

gentle urchin
#

No worries

lavish bluff
#

What's wrong with this setup? My goal is: Given a simple Blueprint Class "A" with a staticMesh component in it, what is the workflow to soft-reference "A" into the construction script of another Blueprint "B" and load "A" as child actor component of B? (Note: "A" is not instantiated in the World)

sharp rapids
#

My bad, looks like you answered there question 😅

gentle urchin
#

😂

#

Trying

#

But often things are out of my work experience

#

Happens quite a lot with things i rarely work on 🤣

trim matrix
#

Hi @everyone !

basically i have 1 actor in my level, and i want a blueprint to swap that actor to another shape. then process render queue, then swap, then process render queue.
do you think this loop process can be done easily?

#

would you advice a loop?

gentle urchin
#

What is render queue in this example?

#

And how often would it swap?

trim matrix
#

it's the blueprint built in the engine content

#

maybe 200 times swap

gentle urchin
#

200 times, at what interval? Every second? Minute?

trim matrix
#

that's the tricky thing, it needs to wait for the renderqueue to finish before swapping, etc..

#

so it swap to sphere, then render. then once done swap to cube, etc...

gentle urchin
#

Again, what is render queue in this case? What does it do?

haughty temple
#

so you just mean a delay before it swaps?

trim matrix
#

it takes whatever is in your movierenderqueue and render.

gentle urchin
#

So callback for when movierenderqueue is finished then

trim matrix
gentle urchin
#

Not at a pc so cant check if anything is avaliable

#

If you have a ref to the mrq you can search with context enabled for anything bindable

trim matrix
#

sure let me show you

trim matrix
#

and once you go in you have this

#

but i can't get the onrenderfinished node

#

can't find it in the list of nodes

willow cedar
#

Is there a way to Get Camera Shake to pause on the current head bob when you stop moving, and then resume it when you walk again?

gentle urchin
gentle urchin
#

More like custom camera manager territory , isnt it ?

kind dirge
#

Hey can someone help with a blueprint, I want to play and pause a video on my game with key bindings.

willow cedar
#

Well, The Camera shake blends back to an original stable position, and I want it to keep exactly where the camera shake stops when you walk

trim matrix
gentle urchin
willow cedar
#

And you can use camera shake for head bob, it looks really good and simple to use too

gentle urchin
willow cedar
#

Yeah, can't seem to find an alternate solution

gentle urchin
#

Is there some speed setting in it ?

#

Playrate?

trim matrix
gentle urchin
#

Shakerate. 😅

willow cedar
#

Only a Scale

gentle urchin
#

Then there doesnt seem to be much to do about it

#

Extend the class could work, overriding some of the functionality to allow for pausing

#

Or a custom camera manager with tracking of a head-bob offset, which interps back and forth based on some player velocity or smth

trim matrix
#

ok!

#

thank you Squize

trim matrix
#

how do you add a delay during a loop? if i add a delay right after it, it only does the change once...

icy dragon
#

The built in one is also just a BP macro, so you can copy paste it to your own BP's macro, and add a delay on the part where it's looping back to the Branch node.

trim matrix
#

wow! ok trying that!

#

i've copy all the nodes from the loop. where do i add the delay?

#

oh after "increment loop counter" ?

trim matrix
#

thank you!

lavish bluff
timber knoll
#

Max node, depends in what context tho

#

If you are looking for the largest number in a container, you would have to either sort it or go through the full container and store the largest number manually (for BP at least)

#

the largest of those 3?

#

Max(x,y) return value -> Max(value, z)

lavish bluff
#

use Max of Float Array and you ll get the index

sharp fox
#

Hey, does anyone know how to make start walking immediatly

#

because i don't wanna to make it start smooth

magic parcel
#

If i wanted to show the ping... how would I do that? the node is looking for a blue pin pull out

magic parcel
#

what goes into result

#

thats the issue

obtuse herald
magic parcel
#

the blue node

#

i read that

#

i dont know what byREF means

sharp fox
magic parcel
#

Session Result doestn really mean much

#

at least, to me

sharp fox
#

does anyone know how to make start walking immediatly

timber knoll
#

It just means you need a reference to SessionResult

magic parcel
#

sadly (I am an artist)

#

k

#

ill try that out

timber knoll
#

SessionResult, is something you should get when connecting in multiplayer.

magic parcel
#

coolio, ill try that, thanks

#

netstat command doesnt seem to be helping me so this will help. Thanks a ton

timber knoll
# sharp fox please..

Do you mean the character movement? It's called acceleration, if you just increase that to a very big number it will be instant

sharp fox
#

it works thanks

#

ok, and i have one more question, how to make player head bounce up and down when sprinting?

white pewter
#

Hi

sharp fox
#

Hi

timber knoll
#

🤔 I'm not sure what you mean... But I'm guessing what you're looking for is just animation

sharp fox
#

just the camera bouncing up and down

white pewter
#

who knows me?

timber knoll
#

Aaah, then you can use Camera Shake... And have it play every X seconds when walking

sharp fox
timber knoll
#

This channel is for BP questions and discussions, not general chatting

white pewter
#

what is it for?

sharp rapids
icy dragon
#

I didn't found any mention about Control Rig Picker in the source code commits, nor any mention of the like of UControlRigPickerWidget across the code

icy dragon
#

Shame that I deleted my MetaHuman stuff too early. I want to recreate the picker tool, and I don't know how they assembled the blutility widget. Thought that particular UMG class might be what I'm looking for if it exists.

trim matrix
#

guyz, i don't get how they created this SET node.. it says it's lock to parent(?)

#

any idea?

icy dragon
#

(also I can't download huge files right now, so atm I'm hoping for those who are generous enough to migrate MetaHuman's Control Rig picker Editor Utility Widget to an empty 4.27.2 project and send it to me)

trim matrix
#

thank you, checking it out

#

Nodes(VariableReference(MemberName=+"OutputResolution" && (MemberParent="Class'/Script/MovieRenderPipelineCore.MoviePipelineOutputSetting'" || bSelfContext=true) ))
yep seems so!

formal wren
#

Any ideas why my pawn wont move?

sharp fox
#

Hey! Does anyone know why my texture is low res?

sharp fox
formal wren
maiden wadi
formal wren
sharp fox
formal wren
#

It's an Pawn I want to use as target for my animations IK

sharp fox
#

How?

formal wren
sharp fox
#

But is it will change if someone will change texture resolution in options?

formal wren
#

not sure about that

sharp fox
#

ok ill try

#

it still doesn't work

formal wren
sharp fox
#

how to check it 😢

formal wren
#

you see them in the viewport

maiden wadi
# formal wren No

Hmm. Nevermind I was thinking of controller rotations, those required the playercontroller. AddMovementInput should work just fine as long as it's any controller. AFAIK movement will stop working if not possessed. Only 60% on that though as that's character stuff, not base pawn.

sharp fox
#

yea

#

thats only errors from message log when i build

trim matrix
sharp fox
#

nah, i want performance

#

but, i know how to do it, i just don't know why its so low res

obtuse herald
keen wedge
#

Hi al, getting a weird problem with saving key mappings....

Running the game in the viewport, all good.
Running the game "standalone" from the editor, all good.

Running a packaged version - can't move the player character.

Any specific BP nodes i should be using?

At the moment, the code iterates through and removes all mappings, then adds them in from the player preferences (SaveGame file), adding Axis/Action mappings... I thought I'd resolved this by adding a GetInputSettings->SaveSettings node, but it still doesn't seem to make any difference. Nor does adding a separate ForceRebuildKeyMaps (before or after)...

When I look at the created Input.ini file it has the keys, but not the names for the Axis/Action names etc...

What's weirder still is that if I go into the game's setting screens and then just back out, you can move in the game.

Looking at the .ini files that it creates, without the SaveSettings node, the Input.ini file is just empty... if I leave it in, I get the above... clearly doing something wrong here...

sharp fox
#

yup but i have the same resolution of landscape in other projects, and in other projects it work

sharp fox
#

i have 1 falloff and it still doesn't work

keen wedge
# keen wedge Hi al, getting a weird problem with saving key mappings.... Running the game in...

[/Script/Engine.InputSettings]
ActionMappings=(ActionName="",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=C)
ActionMappings=(ActionName="",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
ActionMappings=(ActionName="",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=P)
ActionMappings=(ActionName="",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
ActionMappings=(ActionName="",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY)
AxisMappings=(AxisName="LookUpRate",Scale=1.000000,Key=Gamepad_RightY)
AxisMappings=(AxisName="",Scale=-1.000000,Key=A)
AxisMappings=(AxisName="",Scale=1.000000,Key=D)
AxisMappings=(AxisName="",Scale=-1.000000,Key=S)
AxisMappings=(AxisName="",Scale=1.000000,Key=W)
AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX)
AxisMappings=(AxisName="TurnRate",Scale=1.000000,Key=Gamepad_RightX)

This is what using the GetInputSettings->SaveSettings generates in the Input.ini file?

sharp fox
#

Ohhhh, should i make an instance of landscape material?

magic parcel
#

Is there a way to create a text object (in a widget) on the graph?

#

seems silly that I would have to create a widget, externally, then call that to display that widget within another widget...

#

shouldnt there be an option to create a text widget via the graph?

#

of the widget

#

for example. I want to create another image widget

#

shouldnt I be able to do that via the code?

#

without having to call an external widget?

sharp rapids
magic parcel
#

what goes to the outer node

#

?

#

that looks like it works

#

outer node doesnt make sense

sharp rapids
magic parcel
#

ah

#

k

sharp rapids
magic parcel
#

okay

#

so self

tawdry surge
#

You should always instance materials @sharp fox

magic parcel
#

@sharp rapids thanks

maiden wadi
#

On a side note, you really shouldn't construct UWidgets directly. Have personally run into garbage collection crashes from that.

magic parcel
#

@maiden wadi so the issue is

#

or what we are doing is....

maiden wadi
#

If you want to use a basic UWidget, wrap it in a UserWidget and Create that with the CreateWidget node.

magic parcel
#

i have a "NAV BAR" widget, and want to add a marker for each "objective"

#

i could have 50 quests

#

how would you go about adding the quests without creating the widget inline?

maiden wadi
#

Nav Bar like a compass?

magic parcel
#

have 50 objects created and then assign/hide/show based on objective being added

#

yeah

sharp rapids
magic parcel
#

@sharp rapids sure, but that doesnt make a ton of sense 😛

sharp rapids
magic parcel
#

i dont htink so either

#

i was just throwing out a value

#

for the arguments sake

#

say we limit it to 8

#

the point is the same

sharp rapids
obtuse herald
#

or create the boxes at runtime

maiden wadi
#

I mean personally, 50 small markers is nothing.

#

Make a UserWidget for the marker, keep it's hierarchy simple and you're not invalidating much slate, which means very little performance cost.

obtuse herald
#

you just need to "rotate" (move) them accordingly, but that should the same code if you already got the compass working

magic parcel
#

yeah that is it

sharp rapids
#

The upper compass

sharp fox
#

can anyone tell me what is wrong with my material and why it is so low res when i paint

sharp rapids
magic parcel
#

sure...

#

again 50 was just a number

#

if it can handle 50 it can handle 8

#

😛

obtuse herald
magic parcel
#

yes

sharp rapids
magic parcel
#

it works

obtuse herald
#

ok

magic parcel
#

My issue isnt the compass

#

i am creating a component for the "marker"

magic parcel
#

that way I can add the marker to any object

obtuse herald
#

I've never done this before actually. But my first try would be to get the look at direction between your character and the quest location

magic parcel
#

I got that

#

my issue is not that part

sharp rapids
magic parcel
#

my issue is the most performant method for adding the marker widget

#

to teh HUD

obtuse herald
#

ah alright

keen wedge
#

think I've found my problem on the input mapping issue above....

I have a set of "Default" variables using the InputAxisKeyMapping or InputActionKeyMapping type. When you set a default value for those variables though, the Axis / Action name isn't exposed... so all I've set is the key and the scale...

#

looks like you have to use SetMembers to access the actual "name" property... which is a bit odd..

obtuse herald
keen wedge
maiden wadi
#

I can crash the engine in about three minutes in a fresh project by creating a widget that uses ConstructObject to create a UTextBlock. 😄 Besides that, it's not good design. I wrap pretty much all of my majorly used UWidgets in a UserWidget if I need to create them dynamically. As long as you're not calling CreateWidget on tick to replace and update the markers, you won't have any performance issues doing this.

obtuse herald
#

yeah

magic parcel
#

hm...

#

my main coder (on video with me) agrees

#

he was laughing

#

while i was reading your response lolol

#

ill try this with the "add image" process first, then... if that fails we will go with the only 8 quests shown at once as a marker

#

😛

brittle spade
#

how can I spawn an actor from an object?

#

it doesn't let me even add the node there

magic parcel
#

thanks guys

#

createActor

maiden wadi
#

SpawnActor requires World reference. UObjects cannot get this by default.

obtuse herald
#

else no

brittle spade
#

which is an actor

obtuse herald
#

wait lemme try myslef acutally

#

before I start telling lies

magic parcel
#

depends on where you are calling it

sharp rapids
brittle spade
#

in c++, I know that I can use ->GetWorld() and do the magic with it anywhere, but it doesnt let me

obtuse herald
#

yeah the world context node is hidden by default

#

give me a min starting my project

maiden wadi
#

If you can use C++, make a base class for your UObject and override it's GetWorld.

sharp fox
#

can anyone tell me what is wrong with my material and why it is so low res when i paint

sharp rapids
#

I mean overriding 'Get World'

maiden wadi
#

I don't think so.

sharp rapids
maiden wadi
#

Yeah. 😄 I started learning C++ after almost two years of messing around with BPs. The workarounds just weren't worth the headaches anymore.

brittle spade
#

for me was the other way around, I messed with blueprints since I started to hate the c++ compile time

sharp rapids
#

I used C# in Unity, when I switched to Unreal I actually tried to go C++ first. But , I just couldn't get around the C++ workflow in Unreal. It's too cumbersome and compiling always takes 5-10 minutes on my machine. It kills your mood. So, I stuck with BPs. 🙂

obtuse herald
brittle spade
#

if they added c#, it would've been much more better since it doesnt need scripts upon scripts for reflection

sharp rapids
maiden wadi
#

To be fair, that compile time only takes that long the first time or so. And if you structure stuff well with forward declarations and no terribly large includes, you mostly avoid the large compile times when changing things. And if you plan it out and write out your headers first, you can mostly do the fine tuning with some livecoding.

obtuse herald
brittle spade
#

it crashes rarely if you add the proper checks

#

I generally have a macro, if compiled for editor, do the checks and the warnings, if not editor compile without the checks

obtuse herald
#

well I guess he meant doing development

sharp rapids
obtuse herald
maiden wadi
#

Then there's just weird shit. Like when you make a function that passes back FText, create that FText from FText::FromString, Then do MyFirstFunction().ToString() in a loop initiation. And it also only crashes in shipping. 😄

sharp rapids
sharp rapids
#

Which is kind of a weird thing, I've noticed when working with C++, there's a lot of closing and restarting the editor involved.
The hot reload screws things up a lot

maiden wadi
#

You can avoid that with building debugeditor and making sure to nullcheck your pointers.

#

And don't use Hotreload. 😄

trim matrix
#

Hey guys, how do you create and combine multiple text in a blueprint? let's say i want to combine "text1" + loopCounter + "text2"

maiden wadi
#

FormatText

#

Or

#

In your case.

trim matrix
#

wow!!! awesome! thank you @maiden wadi !!

maiden wadi
#

You can also use AppendString, but that just feels dirty after a while.

sharp rapids
obtuse herald
maiden wadi
#

Easy enough to do though.

brittle spade
#

Authaer, thanks it worked

obtuse herald
maiden wadi
#

Mostly just a wrapper. Literally just calls PrintString(InText.ToString()) mostly. Very useful in blueprint debugging though.

wicked osprey
#

Guys, how I can specify an index in the array for the widget that i custom add to my main inventory widget, and not create in a loop(right part create with loop, but left slots(wide) i custom add in my inventory widget and it is haven't index)

maiden wadi
#

What are the things on the left supposed to do?

sharp rapids
obtuse herald
#

probably the thing you want

#

(or tile-view)

wicked osprey
sharp fox
wicked osprey
#

Because i'm not creating them through loop

sharp rapids
sharp fox
#

HOW THE LIGHT IS NOT AFFECTING THIS BLACK BOX

#

black box is plate

icy dragon
sharp fox
icy dragon
#

It's like late elementary school physics 101

sharp fox
#

moved lught

sharp fox
#

education is at level -1

#

and when i delete light

kind dirge
#

Hey can someone help with a blueprint, I want to play and pause a video on my game with key bindings, I would really appreciate any help

sharp fox
#

How i can fix this error "Trying to simulate physics on ''/Game/Maps/UEDPIE_0_Starter.Starter:PersistentLevel.ketchup_5.StaticMeshComponent0'' but it has ComplexAsSimple collision.
"

icy dragon
sharp fox
dark crow
#

Generate simple collision or add it manually, or trough your favorite modelling software or directly in engine from the Static Mesh viewer

magic parcel
#

So, we went with the "preset"

#

and it works great!!!

#

except for Set Visibility doesnt seem to be hiding them.

#

the breaknode is saying its being set on those objects

#

Anything wrong with that node, for set visibility?

copper steppe
vital aspen
#

I tried using the Anim starter pack with my anim BP that comes with UE4, The issue is that for some reason the BP that I made for my game doesn't see the Animations from the Anim starter pack in my BP. So any one have an idea why. The starter pack comes with it own animations and a BP and a Char BP. So does that mean I have to change chars and do all that editing. ???

radiant shard
#

how do i go from 'slate units' to pixels?

wraith eagle
#

Hi there!
I have like no changes to the topdown click to move, but still I cant walk up this stair and I really have no idea why??

last abyss
wraith eagle
#

green where, everything is yellow, but I can still walk on the other stair

#

I still can walk up the first stair, even if its not green

last abyss
#

you have a navmesh in your world outliner, make sure it encapsulates the entire thing

odd ember
wraith eagle
#

@last abyss LOL, yeah thanks. Thats what you get for using template and not learning from scratch.. thanks ❤️

magic parcel
#

Got it to work...

#

was a double hud

#

man, that was a bitch to find

#

hud being created for the server and player one, which you are both 😛

vital aspen
#

How can I retarget Animations from the Amimation starter pack to my ThirdPersonChar

wraith eagle
#

Im gonna break something... why cant I change the size of the material??

tawdry surge
#

You mean the tiling?

wraith eagle
#

yes, I think its the premade "floor" that makes it so I cant change

#

I guess it wasnät a box or a cube