#blueprint

402296 messages Β· Page 846 of 403

odd ember
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you use the actor's rotation instead

haughty temple
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hmm ill look into it a little but it says returns the array in the axis-aligned box, not sure what that exactly means but to me sounds like it cannot be rotated

odd ember
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in which case, the second option is using collisions, which have their own transform and can be rotated, individually of their parent actor even

haughty temple
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yea thats the only other thing i could think of is box collision that is attached to player, seeing this in action it shows that it doesnt rotate with actor

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and guessign that is what its designed for for whatever reason

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ok maybe componentoverlap actors is what you want?

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and make a box collision on your player

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then feed the box collision into that

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havent tested that yet kind of multitasking atm

dusk nymph
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The problem is If i will use the collisions events i will not have those options "actors to ignore", "object types"

haughty temple
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this one

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then you can set its transform to whatever you want or just pass in its current transform

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i would assume

dusk nymph
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omg i didn't know this exists i wasted a lot of time

main pollen
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thanks

haughty temple
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aye we both learned something new πŸ˜„

odd ember
dusk nymph
odd ember
teal talon
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Any help on accessing this rain settings in my landscape material instance from a blueprint?

gentle urchin
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Sounds like the wrong way around ?

long schooner
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Hey can someone help me with spawneable items on sequencer?

gentle urchin
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Wouldnt a weathercontroller control some MaterialCollectionParam ? @teal talon

teal talon
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I'm not sure I'm using goodskys from market place. Just need to toggle the rain drops in puddles when the rain starts. Can't figure out how to get access to that check box

long schooner
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I have an error that do not appear in the level, and if I made it into possessable, they stay at 0 0 0, without updating any keyframes

jovial elm
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If anyone is familiar with Genshin Impact, I'm trying to make a feature where I can swap between different characters in a party by pressing a button. The new character would replace the previous character's and have its same position. What would be the best way of doing this?

I saw one suggestion that says have all the party characters in the world but the ones not played as would be invisible and not respond to any inputs. They would just update their position as you move about the world. When you want to switch, it would just remove the restrictions on the character you switch to and place them on the character you were playing as initially. Im questioning if that's the best in terms of efficiency as it seems like a lot of things the computer has to do.

long schooner
rare gale
tight schooner
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the problem with doing it as one BP is you'll need one huge BP that handles every possible character...

long schooner
rare gale
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you have to be careful if you store a lot of info on the character itself. Might be good to move certain info that is shared or would need to be re-acquired to the GameInstance

tight schooner
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Spawn and possess is the most practical. Pre-spawning and keeping hidden the swappable characters might be better for perf cuz spawning complex actors can be expensive

rare gale
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wouldn't you just destroy the other one? Depends on how big that character is I guess

twilit gull
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if i'm using same gamemode for 2 maps does the first instance of gamemode being destroyed when new map is loaded?

finite fulcrum
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Does anyone know why a SphereTraceByChannel would not register a hit on a character, but a MultiSphereTraceByChannel would?

jovial elm
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The hidden and then toggle on or off I mean

jovial elm
long schooner
# rare gale wouldn't you just destroy the other one? Depends on how big that character is I ...

If you want to change the characters fast, in middle of the battle, possessing would make it janky, you would force the player to stop and then do it, genshin allows to change the character mid fight, and falling, moving etc. having one character that changes it's skeleton mesh, with specific animation BP is the way to go, unless you want the characters to have really different ways to play, then having different characters bp is better, but possessing and unpossessing would make a lot of bugs and problems later on

jovial elm
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Personally I'm not very experienced so my opinion was only formed with limited knowledge but it seems more resource intensive. I could be totally wrong tho

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Also if its more resource intensive it might not be snappy enough at times depending on existing loads on the computer?

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Again I could be totally wrong on everything which is why Im asking

dusk nymph
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i have "attach component to component" node so when i get the component world location it gives me the location if it wasn't attached what to do ? help

long schooner
jovial elm
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oh that would be great thank you

austere copper
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Hey yall is it normal for UEs ram usage to jump 100 mb everytime you compile a bp? Im think I have a memory leak if not.

long schooner
tight schooner
# jovial elm Again I could be totally wrong on everything which is why Im asking

I haven't tackled specifically this scenario, but swapping will have some complexity, cuz you'll have to hide the actor, disable collision, disable other stuff (Particle emitters? Sound sources?) and then transfer some data to the character being swapped to (location, rotation, whatever else)... But if all the swappable characters share a common parent class (which they definitely should!), you can put a lot of those functions into the parent class so that all your characters will have them. And that's basically how UE4 is meant to be used, with a family of classes, inheritance of functionality, and spawned objects. Having one mega-actor BP that handles every possible action that every possible character can do is contrived and will entail lots of complexity in practice, unless all your characters are so similar that they're practically skins. (And even then, you'd have to use UE4's soft object reference system to avoid loading all possible character assets into memory at the same time.)

From a performance/memory POV, pre-spawning and/or reusing stuff is a common technique called "pooling"; it ensures that stuff is in memory and ready to go so it doesn't load it on demand.

long schooner
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Also you would have to prepare some different attack hitbox, but they can just the animBP

long schooner
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the animation works off, because they are not prepared for the swap, but you will have to work on them so this won't happen(the reset mid air)

jovial elm
long schooner
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you can also set conditions like, we can press swap, but can't swap before the attack is finished and something like that, also if you add the particles and elements on the BP anim they will swap with the character, so no need to worry about them

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in game conditions like buring grass, are activated by the character and stayed on lvl, which make sense

jovial elm
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They have those same restrictions in genshin anways

long schooner
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I have no idea where I would put the dmg boxes of different characters, if in the BP character, or have different weapon BP that are switch when we switch the character, having different triggers on Heavy and light attack, for example

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having 2 enum, one for character mesh and one for their weapon

worthy frost
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you want to encapsulate stuff

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like your weapon should have the damage overlapping/detection

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and you can just use the character mesh and bones to determine where damage was

long schooner
worthy frost
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overwatch doesn't do that?

long schooner
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this is used, because it has a multiplayer structure

worthy frost
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i don't do such a thing in a multiplayer game

long schooner
# worthy frost overwatch doesn't do that?

Ever wondered how big the Rein Fire Strike is?

β˜… Written Workshop Guide/Instructions (Google Doc):
https://docs.google.com/document/d/1hHR-3VZ4_VIGc5skwslMBf3FLuhN8dZVygtwxwZVicY/edit?usp=sharing

β˜… This video was done in collaboration with the members of the Elo Hell Workshop Discord
https://elohell.gg/workshop/discord

β˜… Workshop Developers:...

β–Ά Play video
worthy frost
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thats damage boxes though

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from the weapon

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not hit boxes on the player?

long schooner
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Yeah, what I meant is that they are not linked to the ability

worthy frost
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we do that with weapons (we do sphere traces/box traces) as the weapon is used

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all abilities actually

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but players don't get special hit boxes

odd ember
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that's right, players aren't special

long schooner
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you right, I explaned myself quite poorly there

jovial elm
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@tight schooner @long schooner thanks for the help and answering my questions I really appreciate it

silk hinge
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Hey, I'm wondering why is this locked ? https://prnt.sc/U99ibkddouoO

I tryed setting master bone component node, but It's making the head of the weapon way too small, probably the bones ares not the same size, so This option is kinda my last shot x)

Lightshot

Captured with Lightshot

spiral fossil
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Hi, I'm working on a map for pavlov and I have a little problem that is struggling me.
Basically, what I want to do is that when a player enters into an interior, which has a triggerbox, it plays some specific sounds that are looping. The problem is that I'm not very experienced at UE and I'm not able to stop the sounds when the player exits the triggerbox. What could I do?

long schooner
silk hinge
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have you tryed get the "end overlap" node, getting the same actor that the one that enters and something like stop the music when ever the actor ends overlapping ?

odd ember
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reliably

ionic gull
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For some reason all of my Interface Messages to weapon classes stopped working suddenly; Other than the interface not implemented (it is, it was working until recently) what could cause this?

spiral fossil
spiral fossil
# icy dragon Why the for loop at the end?

Because 2 of the sounds aren't loops, they're sounds efects that play every random amount of seconds in a range and I just want to loop that delay. I'm not very experienced so if itΒ‘s wrong you can tell me πŸ˜„

prisma stag
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Hello, I have an actor that creates an array of plots that the player can purchase to then build on. Now I have an AI that I only want to walk on the purchased plots, so is it possible for the navmesh above the plot to become β€œactive” once the plot is purchased?

odd ember
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you can set the navmesh type to be null if it's not purchased

prisma stag
odd ember
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it's an option on the actor

silk hinge
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I'm still stuck here wondering why is this locked ? https://prnt.sc/U99ibkddouoO

I tryed setting master bone component node, but It's making the head of the weapon way too small, probably the bones are not the same size, so This option is kinda my last option, unless you guys know another way to link those two togetherx)

Lightshot

Captured with Lightshot

obsidian ridge
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Sorry

silk hinge
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I've find how to unlock it, But it still dosent do the job tho, so I'm like super stuck on how to make move together xD

prisma stag
odd ember
tight pollen
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I have really high FPS drops when it loads a new Level (Level Streaming)
anyone can advise something?
each Level have 400-1000 actors

glossy drum
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I have an array

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when I use get

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it never seems to get the right array element

tight pollen
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when should i use Streaming method: blueprint / always Loaded?

glossy drum
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number and array element never match

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that is easy 101 stuff

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if indexes in arrays don't work?

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this is nuts

odd ember
vestal acorn
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Im a bit stuck here - I change player camera to cinema camera (blend view with target ) in level and then play a cinematic - but how do I set it back to view blend to original player camera? The only things I can connect to it are not the correct camera

twilit gull
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why dont they block each other?

dawn gazelle
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You can set up an input to be passed by reference.

golden crest
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Hello, I am working on a feature for my game where I am trying to have meteors, acid rain, lighting etc just natural disasters come down at random times throughout the match and deal damage to the player. I am not soliciting help I just would like some ideas as to how to use blueprints to make this system

tawdry surge
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Make a weather manager object to spawn/trigger the events using timers is pry the simplest way

golden crest
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my biggest confusion is the damage system specifically how I would integrate that into something like rain

dawn gazelle
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When it stops raining, stop the timer.

golden crest
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I feel like the idea seems so simple I just am not sure how to execute it

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with that system if I gave other actors a health system would it also damage them too?

sharp rapids
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How would one Update an existing value in a Map?
This does not seem to work

dawn gazelle
sharp rapids
sharp rapids
# dawn gazelle Yep

This might be a stupid question, but what would happen to the previous int value?

dawn gazelle
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Any time you add a key and it already exists in the map, the key/value pair is overwritten.

lofty ravine
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hey guys i am trying to replicate a build menu. So when I place something down I am trying the server to replicate it so all other clients can see

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pls help

pale iris
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Is there a way to replicate ai on the client side because it only works on the listen server 😦

dawn gazelle
# lofty ravine hey guys i am trying to replicate a build menu. So when I place something down I...

#multiplayer But it's pretty much the same thing you asked before - anything that you want to tell the server to do has to go through a "Runs On Server" event (along with any data you want to pass to the server about said object creation) on an actor that the client owns and is replicated (like your Player Controller). Once you're running on the server, you can spawn any actors you wish and if they are marked as replicated, all clients will be able to see them as well.

keen widget
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please tell me

rough cedar
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Hi, I am currently trying to move my crosshair around the screen using a gamepad independent of the camera and character. I couldn't find any way to do it other than just forcing the crosshair around the screen using local offsets which I am getting from the axis inputs of the right analog stick. This seems to work but its been a pain to try and get the cursor to stay within the bounds of the screen. Currently I'm just gathering that info from the Get Viewport Size node and setting cursor bounds as a boolean. If they are false the cursor moves, when true it gets the last last position where it stopped and Hopefully still have mouse control to bring it back. But its really janky right now. The cursor sorta stutters when it reaches the bound and I can eventually gain control again. Ideally I'd like the cursor to just stop when it reaches the edge of the screen and have control the full time. Or really any other method to moving the cursor around with a gamepad I'd be happy with. Any help is much appreciated.

dawn gazelle
# keen widget please tell me

Don't think there is any way to do this. Can't see anything within the project/editor settings that would allow it.

dawn gazelle
dusk cave
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Hello. I need help adding force to an actor by using a line channel.

rough cedar
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@dawn gazelle how would I apply the clamp. It's not really something I've used.

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clamp float?

keen heart
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Can You Let Me Known, How I can tackle an input to multiple events at different scenario on same left key of mouse

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Moreover, Please help me out with click input register

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Any thoughts from you guys

dawn gazelle
rough cedar
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Awesome very helpful! Let me see if I can apply this to what I have

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@dawn gazelle what am I pulling the "calculated next position" from?

dawn gazelle
rough cedar
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So the relative location of the cursor I think

dawn gazelle
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Yep, the the appropriate MaxLeft and MaxRight for the Min and Max on one axis, and MaxUp and MaxDown on the other.

rough cedar
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@dawn gazelle I did this but my cursor just shoots off screen when I start now

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clearer shot

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maybe I should be grabbing the axis from the up and right of the controller instead of the relative location of the cursor

dawn gazelle
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So if the axis is 0, then it won't be adding a local offset.

rough cedar
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right on

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yep that works! but the cursor isnt stoping at the edge of screen

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i think its cause the screen size is by pixels and that doesnt really convert to the same units

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ill just try putting some basic values in to see if its working for now

rough cedar
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weird, it seems like when I move the cursor via addLocalOffset it moves but then it sets the the relative location back to 0

rough cedar
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@dawn gazelle tried everything. for some reason the max distance never works but setting min to 0 does stop the cursor. So regardless of the number I set in Max it just seems like its thinking every time I move the cursor and stop the new position is 0. so what happens is the cursor moves (lets say right) and then if i try and go left it cant. But it can continue to move right without restriction.

patent plover
rough cedar
wicked osprey
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Guys, what is the best practice to store crosshair for different item, in character, or in item, or in HUD?

odd ember
last abyss
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I don't believe there is just a node for that, but you can do something like a select node where the condition is value A - 2 > value B - 2 ?

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in this case if both are equal difference it would default to B, but you can change the > to a >= if you want A to be the choice if the difference is equal

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well... actually it would be however u organize the select node... anyway I'm rambling

fiery glen
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yeah that's the solution but I'm honestly wondering if there's a math node that just does that all at once

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oh well, easy to make one in a minute

dusk nymph
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the location of the collision is not changing and i need it what to do ?

dusk nymph
wicked osprey
gentle urchin
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Have a fallback

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IF HeldItem IsValid -> Use texture from HeldItem
ELSE Use this DOT texture

odd ember
tender gorge
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So I did this and it worked 100% before but now after doing nothing new it no longer works for some reason. What I have is two Collision Boxes where one is set to Begin Overlap and the second one is set to End Overlap. Begin Overlap spawns something while End Overlap destroys the spawned object. It worked 100% but now for some reason any time I enter the Collision Box for the End Overlap to destroy the spawned object and now destroys it when it's suppose to happen On End Overlap.

There is literally nothing different with the Blueprints so I have no idea why.

dark crow
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That destroys itself, not the spawned object

tender gorge
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Yeah the object that is spawned is itself and I want it to destroy itself on End Overlap but it doesn't. It destroys it self as soon as it enters the Collision Box not exiting it. This works for everything else as intended but this stopped working. I even redid it and it's still doing it.

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Stopped working only for this. It works as intended for everything else.

odd ember
tender gorge
odd ember
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on the overlap events?

neat stream
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hey guys, do we have a way to control landscape from blueprint... say I have a city blueprint and I want it to flatten the landscape under if possible

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?

odd ember
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I don't know that landscapes can be dynamically changed

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certainly not in blueprint

tender gorge
odd ember
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and how many times begin overlap triggers

neat stream
odd ember
tender gorge
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OK. It says the End Overlap triggered as soon as I entered it, but how do I see how many times it triggers?

odd ember
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you'd have to find a voxel plugin that would allow you to do that regardless as its not part of the engine by default

neat stream
obtuse herald
odd ember
obtuse herald
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right

tender gorge
odd ember
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you can resume play and count if it triggers again

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you can also see which component triggered it

tender gorge
odd ember
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what if you generate it on tick? πŸ€”

tender gorge
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All four times it says it is that Collsion Box

odd ember
tender gorge
odd ember
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here you say Collision Box triggers it yes?

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what is it

odd ember
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@trim matrix could that be ran on tick? kappa

tender gorge
# odd ember what is it

Ah ok. The Collision Box is suppose to destroy the actor on End Overlap. Is this what you mean?

tender gorge
# odd ember what is it

The Collison Box that is triggered is the correct Collision Box but it triggers when it Begins Overlap but it isn't suppose to trigger until End Overlap. As you can see in the photo the Destroy Actor is indeed hooked up to the End Overlap.

odd ember
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only about 17k people in here. at 60 fps that's only enough for 284 seconds worth of bans

tender gorge
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I havbe all of this setup the exact same way for everything else and yet it works as intended.

odd ember
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I would check how that correlates with how the actor moves

tender gorge
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Hmmm. Wonder why.

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I wouldn't even know how to do that.

odd ember
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you can show collisions in game

tender gorge
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Oh yeah I did that.

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Which is how I discovered it is that Collision Box that starts it.

odd ember
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you can highlight the pin when using breakpoints to see if it is Collision box

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that is crucial

tender gorge
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I also tested by taking out the Destroy Actor Node and it no longer does that when I take it out.

odd ember
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because it might not be collision box triggering it on exit

tender gorge
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It's not exiting when it causes this it is when it enters but its suppose to when exting.

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Or I just misunderstood what you said

spiral shell
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I'm using RInterp to get my actor's rotation to animate over time, but my rotations are happening instantly. Anyone know what I'm doing wrong?

maiden wadi
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You're using a delay in tick.

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Tick->Delay,
Tick->Nothing,
Tick->Nothing,
Tick->Nothing,
Tick->Nothing,
Tick->Nothing,
Tick->Nothing,
Tick->Nothing,
...2 seonds later
Tick->SetRotation

spiral shell
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@maiden wadi Thanks! What's the appropriate way to set this up

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Or if you can just point me in the right direction

graceful holly
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hello! do you guys have any idea of how to implement a jump buffer mechanic? right now i was thinking about using timestamos

main lake
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What can cause this :
I'm following a tutorial and I have this now for some reason while in the video i'm following everything works perfectly for him

maiden wadi
spiral shell
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AI Roam, but where the rotation happens completely before the location transform, not simultaneously

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@maiden wadi

maiden wadi
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I would do your tick in two parts, constantly with no gates for start. First, try to rotate. Interpolate rotation towards target. Drop that into it's own event or function and call that from tick.

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After that, do the same thing, but with Location. Except only do location interpolation if actor forward rotation yaw nearly equals look at rotation yaw.

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Then on beginplay, set a timer for your 2 seconds to pick a new location in navigable radius.

spiral shell
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@maiden wadi thank you! this is super helpful

main lake
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anyone for my probleme above please ? ☝️

maiden wadi
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First guess is that those are unnecessary saved pointers from a PlayerController and GameState that aren't actually populated.

thin panther
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Oh my 28.5k errors

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It really must want those

main lake
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But like all of these things were working perfectly before. What code should I sent here to help people understand what's going and help me fix it ?

dark crow
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Can HUD even access GameState?

maiden wadi
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Click on the white ReturnNode text on one of them.

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Anything can access GameState

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Well, anything that can GetWorld()

main lake
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GetWorld() ?

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The first one moves me to this

maiden wadi
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Yeah, ditch the little blue thing there and just do a GetGameState and cast it to your gamestate type.

main lake
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but I'm already doing that in my Event Construct and save it into a variable to do it once

maiden wadi
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Chances are it was too early, which is unlikely since this is probably created from something's beginplay. Or you're casting to the wrong gamestate, or your gamestate isn't set correctly on this map.

tender gorge
main lake
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For me it's set properly

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And on the main menu too

maiden wadi
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Where is this widget being created?

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Oh, is that in a WidgetComponent?

dusk nymph
main lake
maiden wadi
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Is this widget in a WidgetComponent?

main lake
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How do I know that ?

maiden wadi
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Did you put it in a WidgetComponent on an Actor?

main lake
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oops

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You mean this ?

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Because this is the thing creating the widget

maiden wadi
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Odd. Should be valid there.

main lake
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?

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What should I do ?

maiden wadi
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Unsure. Doesn't make sense that it isn't valid. Widget is created on Beginplay. GameState is what initiates BeginPlay so it has to be valid at that point. Your world settings indicate the gamestate is correct for the cast type.

main lake
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I'm gonna relaunch Unreal just to be sure

maiden wadi
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At this point I'd start screaming dark black magic. πŸ€·β€β™‚οΈ

main lake
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Yeah I should call a witch to solve my issue πŸ€”

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It looks like it's an issue with the BP_Hud class

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when I remove it from the HUD Class in the world settings I don't have the errors anymore

maiden wadi
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You also shouldn't have the widget.

unkempt terrace
#

Hey, does anyone have extensive experience with the media player and seeking through videos ? I'm having a lot of troubles somehow and help would be appreciated

main lake
maiden wadi
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You HUD spawned the HUD widget.

graceful holly
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Help!

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do you guys have any idea of how to implement a jump buffer mechanic? right now i was thinking about using timestamps, but it's not working so far

main lake
maiden wadi
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Yeah.

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You just removed this thing, so it's beginplay doesn't run.

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No widget, no errors.

main pollen
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I have a "while loop" node and the condition is depended on me holding down a button. UE4 sees this like it's an infinite loop but it is not. How can I fix this

main lake
main lake
main pollen
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It's not actually button press I just told that for simple explanation

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Let me screenshot the blueprint

main lake
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you said holding down a button πŸ€”

thin panther
main pollen
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I don't know why but I tried to do what I did when I get the infinite loop error

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but now I dont get it πŸ˜„

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The thing I am trying to do is fire a line trace until it hits a different object type

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I might need to put a delay between loops because I dont want it to depend on my framerate

vital aspen
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some one from earlier was telling me about a tutorials series from Titanic Games. and did anyone know that his tutorials series are 5 and 6 years old. They are way out of date. Nothing new sense 2017.

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anyone have time for a hands on help with drag and drop issue. I'll be in the Lounge voice channel

graceful holly
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It doesn't work for some reasons

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why? 😦

vital aspen
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show us what the node Jump does

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I don't think anyone has any idea what your trying to do. @graceful holly

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and how do you call the event on landed ???

thin panther
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Also wouldnt that infinitely jump

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So many questions

slow pewter
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Hey Guys im Trying to Saving, an List Array of User Widgets in Save Game, Saving is Correct, i can look into Savegame, or into the Log output , but When i Load, it Only loads all other Vars, is it possible that is an Bug?

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btw an Array in an Struct

odd ember
odd ember
vital aspen
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ok, Thanks CE

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Using On Drag Detected. When you drag something off an inventory. It should set what it's dragging, Right. anyone know how that works. This just returns None

gentle urchin
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Didnt we go through this last night?

vital aspen
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Yes and I never got an answer

gentle urchin
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.

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How exactly you update and set the infi in your widget slots was never talked about

vital aspen
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Like I said, That's not the issue. Look at the image above. This should have the info on the item that's getting dragged. and it returns None. Makes no sense. This is what I'm trying to figure out how this works.

gentle urchin
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The print returns none?

vital aspen
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Yes,

gentle urchin
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So the data is not present

vital aspen
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Right. There should be something from what it's dragging

gentle urchin
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But thisnis the drag start...

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So if its not even there at the start, it cant be there at the end..

vital aspen
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right

#

I think. See when I drop the item I'm dragging it returns None

gentle urchin
#

But you say its also None at dragdetected...

#

So it cant magically make data along the way

vital aspen
#

Right and on the On Drop. Because the On drag Detected doesn't see anything.

#

it all reads None

gentle urchin
#

Pass a hardcoded value in,

#

You'll verify that the drag works as it should

#

Make literal name

vital aspen
#

ok, I have a log that I use for testing. let me see what happening now.

#

Now the ItemName is passing the name Log.

#

let me see if the same thing happens on Drop

main pollen
# main pollen

solved with using event tick and "is input key down" node, but I hope that linetraces don't cost too much system power

vital aspen
#

ok, that's strange. the On Drop doesn't run.

#

Yes, the on Drop doesn't run when I drop the Item in the box. What I am trying to do is when I pick something up and I drop it back on the ground.

#

well I didn't think I can get help on this sense no one has any idea what's wrong. Let me ask you this. Will drag and Drop only work with slot based inventories

#

The inventory that I have. Is that someone helped me make it. because slot based inventories are too hard. and I just couldn't get them to work. The inventory system that I'm using is Object related and using arrays for my inventories.

wanton knoll
#

does anyone have any sort of tutorial on how to make an end game screen after collecting all of the coins with the time showing, i have a simple project that i need to finish soon

icy dragon
gentle urchin
#

No tutorial.. have the coins register at a manager, and deregister when picked up. When the array of coins (pickups) is empty, create the widget

icy dragon
#

Nothing too extraordinary going on

wild moth
#

Hello πŸ™‚
I'm looking for the best way to make the most precise timer with the least performance and it is affected by FPS? Timers aren't affected by FPS

wanton knoll
wild moth
#

It's an automated manufacturing game, crafting and output times need to be precise

icy dragon
wanton knoll
icy dragon
wanton knoll
#

im pretty new to ue4...

gentle urchin
wind tartan
wild moth
#

Timers aren't impacted by FPS they're world time

gentle urchin
#

Wait, you want it affected by fps?

wild moth
#

Yes

gentle urchin
#

Well thats new

#

If you want it affected by fps then its a terrible timer

#

Not a timer at that point

wind tartan
#

if you want it to change by FPS, just increment an integer in a Tick() function and use that number as the time

gentle urchin
#

Its basically just a frame counter

#

Not a timer

#

Those high fps players are gonna have a perma boost in such a setup :p

thin panther
#

That is a terrible idea but go for it

spiral shell
#

when using GetRandomPointInNavigableRadius, anyone know how to limit this to a point in a semicircle in front of the character only

wind tartan
#

you could check if it is in front or behind, and if it is behind rotate it 180 degrees

spiral shell
#

@wind tartan Thanks!

north maple
#

hello! i have a question

thin panther
#

Ask away :)

north maple
#

I have 2 textures, dark and light versions of the same image and i try to achieve something like fog of war.

As the car goes, it should reveal the texture in some radius and save it on the plane but i couldn't find a proper way.

It may be simple but i just can't figure how to approach this, any idea?

thin panther
north maple
#

ah okay, thank you

wanton knoll
thin panther
#

He has given you the names of the nodes, i reccomend learning the basics a bit more

main pollen
#

How to get the location of multiple objects that are from the same blueprint and spawned after the game started?

gentle urchin
#

In what context ?

#

Selecting some of them?

#

All of them?

#

What is it for?

lime yoke
#

Do you guys know how to use GetPlayerViewPoint using blueprints?

main pollen
# gentle urchin What is it for?

I spawn the same object everytime I press a button and their locations are different. I can get the first one's location but what about the second of third one? How can I put this process into an order without copy-pasting all of the nodes?

gentle urchin
#

Store them in an array

#

Their locations if thats all you need , or the actor references

open crypt
#

To make a custom actor that has navlinks contained in it, but still be able to have the functionality, I"d have to make a construction and instanced variable for each one of these elements I want to tweak when the actor has an instance in the world?

#

Am I missing something, or is this a decent approach

I need to be able to put some parameters on on navlinks, just for simple location tracking purposes, (like where the navlink actual is)

main pollen
#

this might seem dumb but maybe I can explain myself better with this. I know "sequence" doesnt work like that but basically what I am trying to do is: when I spawn the object for the first time, I want to set object location1 and I want UE4 to wait for me to spawn another one, so when I spawn the second object, I want only "Then 1" to fire @gentle urchin

#

probably there is a node for this but because I am a total beginner I dont know it

open crypt
#

if it is only running once, you can Get an Actor of all class, and at the end of your begin play of that actor, check the length of that array, (the get all actors of class)

#

@main pollen - then don't do the thing, when the array length is greater than 1

#

there's probably more elegant solutions but this should work for you

main pollen
open crypt
#

that will work for you

#

whenever an actor is spawned, (this is for blueprint of C++) the beginplay function will fire

#

so all you are doing is checking, each time you manually spawn it in, "Hey, are there more than one of this actor in the game" if so, fire false

gentle urchin
main pollen
gentle urchin
#

Wouldnt do getallactors

#

The actor in question is already a ref avaliable

winged holly
#

has anyone ever worked with pixel streaming ? Is it possible several players (camera) ?

gentle urchin
#

Add their locations to a vector array...

dawn gazelle
gentle urchin
main pollen
main pollen
gentle urchin
#

Right, so array.

#

Is perfect for that

main pollen
#

yeah I was thinking about that

gentle urchin
#

Lets you have a generic amount of spline points

#

Loops well , being an array and all

open crypt
#

Is there any reason why I shouldn't have a space inside an item of of enum?

gentle urchin
main pollen
#

can you explain

gentle urchin
#

As in mouseButton Down -> new spline point (for road, rollercoaster or whatever)

main pollen
#

What I have in my mind is, first: set the start and the end location of spline and then add the spline points in between

gentle urchin
#

Inserting splinepoints is troublesome

#

The sharp turns is by choise btw. Can be swapped when adsing the points

#

It was curved at some point

#

Added in an identical fashion tho. Starting from 0 and moving forward

#

If you use actors as you planned, you probably want to save the actor references aswell

#

As you probably want to destroy them once the spline is placed there

#

Not sure why you spawn an actor in the first place if all you want is the location tho^^ you alreasy feed it to the actor spawned, so you could use that directly instead

odd ember
gentle urchin
main pollen
# gentle urchin Not sure why you spawn an actor in the first place if all you want is the locati...

I am shooting traces and when a trace hits the ground while I am pressing a button, an actor spawn at that location and since my linetraces are only sensitive to the object type that my ground is, it only spawns when it hits the ground. So spawned actors are basically staying between the trace and the ground preventing the spawn. Also I use the actors as a distance between spawn points. Might be dumb but I have been working on this for weeks now πŸ˜„ total beginner problems

odd ember
#

I do wonder if cities skylines did graphs instead of splines for their roads. or maybe a combination

gentle urchin
#

Im ending on some combo, if it can be called that.

main pollen
odd ember
#

didn't you first learn about graphs the other day?

gentle urchin
#

Intersections will be setup in a graph, with splines connecting them

#

Yepp

odd ember
#

have you already implemented one?

gentle urchin
#

Not yet

odd ember
#

any vehicle could query an intersection to get to the next one

#

the splines would determine the how

gentle urchin
#

Yepp exactly what i was thinking

odd ember
#

simplifies your pathfinding as well

gentle urchin
odd ember
#

instead of looking at spline points

#

you just look at intersection points

#

much cheaper

gentle urchin
#

Yeah, this will help a lot on that part

#

But with my latest change in direction i may be facing way less performance issues than i initially imagined

#

Earlier i could easily imagine atleast 500npcs doing their things and pathfinding and whatnot

#

Now ill be surprised if it hits 200 before its "enough"

odd ember
#

not sure what that means but πŸ‘

main pollen
gentle urchin
#

If you're using an array, you dont need the multigate

#

If you're not using array or another dynamic container type you're in for a fun time...

golden crest
#

I am trying to make a feature in which meteors fall down and damage the player im not sure how to set it up though I understand collision and gravity but not how to get it to spawn and go in the line i want it to and how to get it to spawn at random intervals

gentle urchin
#

Some spawnerbp with a random variable delay/timer for the spawning. Parameters for height and radius for the random spawn, and some random direction modifier

#

Comets being actors with something like projectile movement

late shuttle
#

Problem: Switching characters by possessing a new character through the Player_Controller.... but the NEW character immediately inherits the rotation of the previous character. Have turned Rotation Rate Yaw Z to 0 but it doesn't work....

#

Ideas?

tawdry mural
gentle urchin
late shuttle
#

@gentle urchin tried that. Didn't work.

tawdry mural
#

then apply radial damage on timeline finished

gentle urchin
golden crest
gentle urchin
#

Should at the very least have some check for end location with such a method

#

Id probably just let it happen on hit tho

#

Using collision

gentle urchin
faint pasture
#

@gentle urchin I'm doing some graph work and yeah I'd do roads as a directed graph. For a city sim anyway. If your agents have to be able to leave the road and get on the navmesh you might want to stick to just 1 nav environment.

#

Really depends on your desired scale and mechanics.

gentle urchin
#

No navmesh for the people that uses the graph

#

probably not for the exterior entities aswell, but I'll see what works when it comes to it

#

Sounds like a clever way to do it with directed graphs πŸ™‚

gentle urchin
trim matrix
#

How could I make this better?

golden crest
#

yup that looks like what im thinking of

gentle urchin
#

centered around the player

#

going straight down as it is now , dunno if thats what you want but

golden crest
#

I kinda want to just spawn then in a certain area not primarily focus the player

#

my goal is to spawn them in the center of this map and only the center

faint pasture
#

@gentle urchin You'll want to do some thinking on if you go with the adjacency list or adjacency matrix route. Matrix is more memory but scales better for searching.

#

I'd lean towards list for roads since the matrix would be super sparse

gentle urchin
steady night
#

what dose this mean ?

faint pasture
# trim matrix How could I make this better?

Start by rearranging so it doesn't look like spaghetti thrown at a wall. Then make some functions/events for commonly used stuff instead of reaching execution all over the place.

golden crest
golden crest
gentle urchin
#

replace the GetPlayerCharacter with probably self

#

and just place it in the dead center of your circle

#

play around with radius and SpawnZ to find your initial spawn settings.

trim matrix
golden crest
gentle urchin
faint pasture
#

@trim matrix
Tidy it up something like this. If you have a lot of execution going into the same node, consider making an event or function

visual dune
#

Heya, the editor keeps crashing when I run this blueprint (See attached Image). I've tested the graph without the variable set node and it doesn't crash. This is the error that I get upon crash (See attached file).

wind void
#

Whats a quick way to animate rotating something 90 degrees? Atm I just have an AddWorldRotation node, which works. But trying to polish the game by adding it as a very quick animation.

gentle urchin
faint pasture
#

If it has to be continuous, do some sort of interp on tick. If it's an "animation", use a timeline.

#

Door opening, timeline. Constant smooth chase cam, tick interpolation.

gentle urchin
#

Yeah timelines are more user friendly πŸ˜›

visual dune
wind void
#

Ty

visual dune
#

Thats exactly the issue, one of the items is invalid.

gentle urchin
#

Sweet!

visual dune
#

I would've spent the rest of the night tryna just find the issue

gentle urchin
#

Well.. not sweet but glad it was that straight forward to figure out atleast πŸ˜›

late shuttle
#

This is seriously pissing me off, EVERY time I possess the new Character it inherits the controller rotation of the previous. FFFFFFFFFFFFFFffffff

gentle urchin
#

disable pre swap enable agaim after?

#

Nah prob wont work

#

Are you sure they are not identical?

#

As in the logic plays for both of them?

#

Mimiced all along...?

late shuttle
#

I keep outputting the event tick actor rotation into a Print String and it reports identical rotations

gentle urchin
#

Always?

late shuttle
#

Always.

gentle urchin
#

Cool

#

So logic is off then?

late shuttle
#

The 2nd character is supposed to be an RTS camera that doesn't rotate, but this is messing everything up.

gentle urchin
#

πŸ˜…

#

Springarms?

late shuttle
#

If the 1st character looks yaw 71.1 the RTS camera is looking yaw 71.1

gentle urchin
#

So you're basically swapping actor when zooming out ?

#

Whats the original cam? The not rts one

late shuttle
#

Not swapping, unpossess and possess

gentle urchin
#

Poteto tomato

late shuttle
#

Original camera is on top down rotating space ship.

gentle urchin
#

Ah

#

And the rts is ment to be fixed in the z rotation?

late shuttle
#

Both are fixed in the Z rotation.

#

But somehow the 2nd ACTOR itself is rotating

gentle urchin
#

Original wouldnt be if following ship ..?

late shuttle
#

Original is a child component of the original, not really "following" per se

gentle urchin
#

Got any code to show?

late shuttle
#

Let me clean things up so I can show.

#

I've been trying so many different things trying to solve this that it's a mess.

faint pasture
late shuttle
#

Hmm.... I think I fixed it with a Disable Input (Controller + 1st_Character) - Set_Control_Rotation to 0,0,0 then possess the new Command RTS Character and THEN enable Input and do a OnPossess SetActorRotation

#

I had been doing SetControlRotation 0,0,0 previously, but the key was to DISABLE INPUT on the 1st Character Actor so that the movement code that updated rotation via current mouse screen location wouldn't nullify the SetControlRotation 0,0,0

gentle urchin
#

sounds like some complicated setup

late shuttle
#

Thanks, everyone. That was a wee bit stressful...

golden crest
#

does anyone know why I have two different options for a blueprint. I created a fresh project and made a brand new blueprints folder and in one i get the one on the right and the other the options on the left

dawn gazelle
golden crest
echo salmon
#

I have changed the physical material friction but it still moving even when iam not hiting the forward button.

golden crest
#

i deleted the default events that come with it in the second picture

gentle urchin
#

You're in a different section of the window

violet wagon
gentle urchin
#

^ this, exactly

echo salmon
#

The physical material friction shouldnt make the ball not roll after you stop hitting the forward button ?

golden crest
#

There is no way to add more components it doesn't give me the option to open the components tab

violet wagon
#

@golden crest

golden crest
violet wagon
#

no problem πŸ˜„

golden crest
#

thank you everyone i know these are very basic questions i am asking i appreciate the help though

violet wagon
zinc willow
#

am i missing something? left class is bp class derived from right c++ class. I wanted to assign static meshes in the editor, not static mesh components. Wtf?

gentle urchin
#

Even wrong category

odd ember
#

the category thing is because there's a missing meta = () wrapper in the UPROP

gentle urchin
#

Ah, yes. Good catch

#

I tend to forget about that one

zinc willow
#

can you please elaborate? idk about that and googling "meta uproperty" doesnt show anything related
a link would be awesome

odd ember
#

I've linked it in the #cpp channel

#

but yes

tranquil abyss
#

If I wanted to make my character shoot a fire ball lets say from its hand, and the damage comes form the stats of the player, would you crate a number in the fire ball on spawn based on the players stats, then the damage on hit does form the projectile its self

#

I should say damage is based on some stat in the player

odd ember
#

on spawn you can parse the parameters for the stats into the fireball, have the calculations be done beforehand based on the caster, then when it hits, have similar calculations happen for the hit target

main pollen
#

I have blueprint class called "spline" and it has a component called "spmesh"

#

I am trying to find a reference for spmesh in details there is none

odd ember
#

get a blue pin instead of a purple

main pollen
#

isnt it possible for me to pull a component of the class that I casted :/

odd ember
#

if you want the component, you need the blue pin basically. if you show your entire logic it might be easier to solve

main pollen
#

that object thing always confuses me

dawn gazelle
main pollen
#

what to connect it

odd ember
#

what are you trying to do?

#

which class/BP are you in?

main pollen
#

but that object doesnt exist yet

main pollen
dawn gazelle
#

If the object doesn't exist, then how can you cast to it?

odd ember
main pollen
#

I'll spawn it

dawn gazelle
#

Then it needs to be spawned so you can have a reference to feed into the cast.

main pollen
odd ember
#

only the BP that contains "spmesh" knows about "spmesh"

#

no other blueprint will be able to know about it, unless you explicitly tell other blueprints about it

main pollen
odd ember
odd ember
#

yep

#

it will be a spline component

#

but not your "spmesh"

#

maybe explain a little bit about what you are actually trying to do with "spmesh" in this blueprint, that has no knowledge of "spmesh"?

main pollen
#

maybe this will make sense

cursive girder
#

I've added a Procedural Mesh Component to my actor, and then added a load of triangles. I couldnt see the mesh, so I added debug lines to confirm the triangles. The debug lines appear where I expected. Unposessed my actor and started fiddling around and I could see the Procedural mesh about 7000 units away. Anyone know why the mesh isnt sitting onto of my actor?

main pollen
odd ember
violet wagon
cursive girder
#

Yeah, just trying to get some screenshots

#

This is gathering 360 line trace results into an array of vectors

#

Trace results to the mesh

#

Building the verts, triangles and uvs

#

The LineTrace and creating each blade both use the actor location, so I thought it would have worked - I'll just do another with the debug that does render in the right place

violet wagon
unreal trout
#

is it possible to create an animation without skeleton?
such as the opening and closing of a chest

violet wagon
cursive girder
#

@violet wagon - So subtract world location from all 3 points in the blade creation code?

violet wagon
somber lintel
#

Anyone know what this node is?

#

I need it, but idk what its called to search it up

violet wagon
somber lintel
#

Im watching a video and the guy has this and the code doesnt seem to run without it

cursive girder
#

Whats the video?

violet wagon
somber lintel
#

Thanks!

cursive girder
#

@violet wagon How do I get the world location?

violet wagon
violet wagon
trim marsh
#

ohh i got it

cursive girder
#

@violet wagon

#

😦

#

Red line traces on the right are my debug, Big grey area on the left is my procecudrally generated mesh

violet wagon
cursive girder
#

No, its attached to my player pawn

violet wagon
#

i see. the character location is some thing like 526, -14, 885 while the relative location starts at 0, 0, 0. There is a desync with where these drawing start. So when you line trace to 15, 50, 70 it will start at 0, 0, 0. When you start the mesh drawing and 15, 50, 70 it will start at your player location, not 0, 0, 0. line traces use world location, mesh uses relative.

Thats the difference between the two, but what should fix this is subtracting the world location (GetActorLocation) from the vectors in your vector array. Seems like your player location is getting added when you draw the mesh.

cursive girder
#

so my vertexes are (0,0,0), (point1 - GetActorLocation), (point2 - GetActorLocation) ?

cursive girder
#

progress -

#

Its now radiating out from the player, but the planes or the points are backwards

#

Ha, dumb math πŸ˜„

#

Cheers @violet wagon

violet wagon
tranquil abyss
#

Trying to create a fire ball, I can spawn it with a key but I want it to move to the closest AI from it Also want speed rotation accel and accel controll

#

Guessing ill need a motion controller maybe

#

not sure

lavish vortex
#

I'm trying to learn more about level streaming for an infinite brawler where you can pick up improvised weapons from different sections I have streamed in. I want these weapons to persist regardless of the load state of the level they were spawned in from, so if the player walks far enough away from the area to unload the section the weapon was in, the weapon isn't unloaded as well. Pouring through documentation and I can't seem to find a way to do this, is this possible?

minor wolf
last abyss
lavish vortex
tranquil abyss
#

what Do I need to make this work

#

Working with actor

last abyss
#

I'm pretty sure u can't use simple move to node using an actor, you need pawn or character for that because it has to be a possessable class

tranquil abyss
#

hmmm

last abyss
#

if you want to change an actor's location over time you have to code that yourself in a timeline, using set timer by event, or using the tick event it depends really on what you're trying to achieve

tranquil abyss
#

what im doing here is making a fire ball

#

that finds the nearest enemy ai

#

and goes to it

last abyss
#

if you're making a fireball then you likely want to use projectile movement component

tranquil abyss
#

that work with an actor

last abyss
#

because the projectile movement component actually has what you are looking for, where you can assign a "homing target".. I just don't know how customizable it is

#

yes it will work with an actor

tranquil abyss
#

coolie

peak solstice
last abyss
# peak solstice

I'm not sure what you mean by that, but I believe that is a fallback when the enumerator you had previously selected gets deleted.

unborn compass
#

Hello everyone. Just wondering if anyone knows why my floating pawn movement isn't working on client1 when playing via listen server. works on the servers pawn though. I have a feeling its something really simple like a checkbox somewhere. I do have the entire class replicated

#

another thing is that it doesn't realistically require replication at all since its kind of a topdown view and there isn't any reason for other clients to know where it is so if someone has a way of doing it that way it'd be cool

#

Like I'm not sure if you're allowed to have a client create an object they can control and not have it matter to the server at all

dawn gazelle
#

Server and other clients won't know anything about it.

unborn compass
#

i apologize if my questions are dumb lol

dawn gazelle
# unborn compass could you elaborate on feeding it commands? and where it should spawn from? sh...

Feeding commands:
You make events that an AI controller can then use to determine what to do, or you directly drive the behavior from any player input just as you would normally.

Spawning:
Spawn from wherever you like - it probably makes more sense to spawn from the player controller in case you do end up possessing a different character on the server, this way you can keep your reference to your other controlled actor.

Possessing:
You are already possessing a character determined by the server, so possessing anything else locally only doesn't make a lot of sense, and could quickly lead you to not knowing who is possessing what. Everything in the game world can theoretically be interacted with by the player controller without possessing it - it's just a matter of possessing gives some easy access to using known player inputs.

Eg:
You can have an actor that is spawned in the world. You have it so your "A" key from your player controller sends an event to that actor. The event on the actor can then react to that keypress and do something with that input from the player.

unborn compass
#

ok but doing that "feeding" option would i be able to see through that camera? cause that is the main point

#

a pawn with an RTS like camera

dawn gazelle
#

Not sure about the camera. I'd imagine you could change the camera locally without issue using something like SetViewTargetWithBlend().

sleek kite
violet wagon
dusty quartz
#

Hello, sorry I am new to here, I just have a small question related to a project that I am working on. I want to return Mouse Location to World Space during Mouse Drag, it works perfectly when I put it on Event Tick, however, when I tried to put it on OnDrag function or Event On Drag Enter, the value only returns 0,0,0. If anyone can point me to the right direction, it would be very helpful. I don't know if this is the right place to ask.. Thanks in advance.

gentle urchin
#

Sounds like something thats fine to have om event tick ^

#

You want it to update smoothly

earnest rose
#

Any1 have any idea why a pawn wouldnt be slowed by character movement when strafing? Im setting the character movement like normal, and it works forward, backward (reducing it by half-that is)

#

But not sideways...he goes fullspeed!

maiden wadi
gentle urchin
#

Its to early to start guessing :p

#

Like finding the needle in thehaystack with nothing to go on

spark steppe
earnest rose
maiden wadi
#

And what is detecting that he is moving sideways?

gentle urchin
#

Is max walk speed altered?

#

Show some code^^

earnest rose
#

A GetMoveRight Float connected to a >= .5 and <= -0.5 'OR' Branch. Yes the max walk speed is altered, which i have tested via a print string and moving forward/backward

#

oh i could show some code

gentle urchin
#

Way easier

earnest rose
#

apologies for the double screen thing

gentle urchin
#

Do a snippet ^^

#

"Windows btn + shift + s" i believe is the shortcut

earnest rose
#

and thatll crop a bit? ill give it a try

maiden wadi
#

This check isn't being ran, or is being overridden somewhere else.

earnest rose
#

gotta say, thanks guys, even for that windows shortcut thats awesome

gentle urchin
#

And its just for moveright, not forward?

earnest rose
#

Forward gets reduced by a testable amount if hes not strafing here

#

100

#

so he should be reduced to 50 moving sideways

gentle urchin
#

Looks like something that should run of the axis input event tho, and not in the.. whatever montage is player before this

earnest rose
#

I can do this, but... i mean its odd right? he works fine forward backward, but despite the value being print screened... he still moves at 270 while strafing

gentle urchin
#

Also you can do AxisValue -> abs < 0.5

#

Looks cleaner imo πŸ˜…

earnest rose
#

I'll give it a cleanup : )

#

ty

gentle urchin
#

Im not seeing the code for forward tho

#

Only right..

earnest rose
#

the idea is that if hes not moving right or negative right then he will get a negative on that branch, and then he gets his speed reduced by 100 while forward backward, which works fine

#

*Set to 100 sorry

gentle urchin
#

If he's not moving left or right, reduce the speed to 100?

#

0.5 is not not moving tho, if its for controllers

#

You'd want to check if its nearly equal to 0

#

With a tolerance

earnest rose
#

oh!

#

like .2?

gentle urchin
#

.05?

#

Or less

#

Just to account for rounding errors

earnest rose
#

ah!

#

Ill try this!

gentle urchin
#

You can call this "deadzone" if you want to have it as a player setting

earnest rose
#

It didn't work -__-' I have failed the gods

#

Thankyou tho, for your suggestion, i know theres not a lot ppl can do without seeing the rest of the code etc

gentle urchin
#

So, 100 movespeed if not moving left or right? And more if so ?

gentle urchin
#

Sweet

#

What was the issue? πŸ˜›

#

Also, If this is done during a notify

#

may i suggest using a notify state instead?

#

or does this 100% work ? πŸ˜›

earnest rose
# gentle urchin What was the issue? πŸ˜›

Hi, yes, so- I didn't consider an on Tick Event's interaction with my aims. It was asking a similar enough question that it was overriding my set values back to 270 (but only if i wasn't moving forward!)

gentle urchin
#

Heh like Authaer suggested then πŸ˜…

earnest rose
#

yup!

#

TBH its valuable just to 'chat through' it with people.

#

I doubt i need to tell anyone here that though- probably a big reason why this Discord exists!

gentle urchin
#

Rubberducking solves 80% of the problems

#

If not more

#

The remainder ends up here πŸ˜…

earnest rose
#

Time to invest in Rubberducky

brittle flame
#

Before i post a heap of screenshots - is this a reasonalbe place for a noob to ask questions about axis orientation and the projectile component?

#

or should i annoy the physics channel?

gentle urchin
#

πŸ˜…

#

Is it about the physics part of it, or the setup of the direction etc?

brittle flame
#

setup of direction\

#

the orientation is wrong and i'm going crazy

gentle urchin
#

Sounds like bp to me then

brittle flame
#

righto here goes lol

#

This is the only mesh in question - its a mesh i made in blender to clearly identify front,back,left,right,top,bottom, the three axis and even the axis direction. (dark red is negative x)

#

Another angle

#

the mission is to create a 'bullet' in unreal

#

using the projectile component

#

and enabling the um... follow direction thingy... more screenshots comming

#

This is the overall layout of my scene

#

Here is an explanation of the orientation difference between blender and unreal - incase that's the issue

#

I have a BP actor with the mesh and projectile component - here are the transforms for the various bits

#

Strangley in the BP area - the oriention is funky - and is likley indicitive of my issue.

#

The problem is that when i run the game - the direction that my mesh moves in... it is leading with the Red axis

#

i've set the projectile to shoot up in the z direction (very tiny amount)

gentle urchin
#

Change the import transform ?

brittle flame
#

yeah tried that here:

#

So after transforming by -90 on import it looks good in the BP

#

But the bugger in the viewport looks like this... BUT IT DOES LEAD WITH THE BLUE EDGE UP WHICH IS GOOD

#

if i rotate it here- then it goes a little wierd

#

i had to research FBX front and top orientation to try and nut this. I just want it to shoot up from the top

#

which i guess it does after i reimport on the -90 um...y axis i think. But the object sits in the viewport before playing with the weird orentation above

gentle urchin
#

Is the instanced object rotated?

brittle flame
#

nah

#

i keep thinkign if i change the mesh in blender it might work but.... then i realise it just moves the problem

#

i guess i just want predictable results

#

this is just a rig to check it is doing what i want

gentle urchin
#

The object in the world isnt oriented as the object in the preview window ,

#

Thats why i was wondering if you rotated that

brittle flame
#

yeah its weird

#

gimmie a tick i'l drag the BP into the scene again

#

... something odd going on... bit longer...

gentle urchin
#

Ill give you... 5 ticks !

brittle flame
#

i guess this is as good as i can do - if i rotate on -90 degress on the y axis on import, it works as expected if I tollerate the orientation of th emesh in the editor before i hit play.

#

if this was a large object this could be super irritating

#

maybe i should write my own projectile code - its frustrating though - i just watned to do a basic video on youtube to follow and i ran into issues right away lol

#

the bloke on youtube used a blank cube so there was no way to tell if he had the same issue.

#

i noticed the problem when i moddled a bullet shape - then i got the shits because that only helps with one axis so i modeld this cube.

gentle urchin
#

You're not the first and definetly not the laat to face this

#

Blender has some weird fbx support iirc

brittle flame
#

thankyou - thats nice to hear.

#

i wasn't being sarcastic lol

#

yeah i guess i should find an object that someone has modeled in another application

#

and drag it in and see what hahppens

gentle urchin
#

I believe theres quite a few guides on how to adjust thevexport orientation in blender so it matches unreals

#

Havnt touched blender in years so dont have any at hand sadly

cursive path
#

I need help with loading because the loading screen end before i spawn my character and i use asyn loading plugin

blissful horizon
#

Hi guys, can you recommend how can I set Depth of Field with nodes? Which one(s) should I use? I have been reading the documentations for an hour now but couldn't find a solution :/
Great thanks for any help :)

brittle flame
#

sorry laith and AIRNEr i'm a noob - not much good to you

spark steppe
#

you can set the forward/upaxis in the fbx export of blender, just google the correct settings (there are probably hundreds of results for that)

#

but yea i think your projectile movement in unreal is the problem

gentle urchin
#

Probably played around with them trying to align it to the wrongly imported mesh forward axis

icy dragon
blissful horizon
icy dragon
cursive path
# icy dragon Are you using world composition?

Yes but i use main menu is in seperate persistent level and when i open level from main menu to my main persistent which have many composition maps the loading finish before the level load

icy dragon
cursive path
icy dragon
vagrant surge
unreal quail
#

is there a function to interpolate between two vectors? (with two vectors and a float between 0 and 1)

#

I just want it to do v1 * float + v2*float basically

#

but it's 2km long in blueprint

#

meh nvm I guess I'll just do it πŸ₯²

mental trellis
#

Yes.

#

FMath::Interp probably

unreal quail
#

it's called ease

#

I just found it

#

FInterp is for floats only and VInterp takes a speed input and a deltatime

mental trellis
#

Oh, if you want a linear interpolation, it's Lerp, not Interp

#

Ease In/Out won't be linear.

unreal quail
#

thanks!

icy dragon
pliant tendon
#

Does anybody know why my packaged game doesn't play the music (it plays it inside the PIE editor thing)

raven hollow
#

I want to adjust light settings at runtime,
so I have to get all the lights from the scene(there are around 5 to 6 lights so it's not a big issue) I am using this code.

#

when I use the object from this array and try to adjust the intensity no changes are happing.

#

while the print string showing the current changing values like between 0 to 50

#

the lights are not updaing

#

does anyone know how to fix it?

#

or how to change light intencity?

uneven coral
#

Sorry for throwing this inbetween light problem description parts.
Hello, I'm coming here with 2 questions.

  1. I wanted to perform advanced search through "Find in Blueprints" and it is not working as intended. For me usage of AND (&&) is resulting in both conditions listed together as OR (||) should work. Any ideas how to overcome this? https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Blueprints/Search/
  2. How to search for exact name only? Like if I do "(Nodes(Name=Delay))" then I will receive all nodes that contains delay in name (but I only want nodes named exactly Delay on this list 😦 )

Getting the most out of searching in Blueprints, from indexing all Blueprints to advanced search syntax

raven hollow
# raven hollow

I have seen some forum posts where people are changing light intensity directly but in my case when I try to link light component with the intensity node it's converting my and or getting this light component node.

tawdry surge
#

When you "get" the light array element is it a (copy) or a (ref)?

pliant tendon
#

Hey, sorry for asking again, but when i package my game my music (only one sound, all the others are fine) doesn't play

wicked osprey
#

Hi guys. How can I monitor the number of created Uobjects at runtime? I'm just afraid that I'm doing too many operations to create Uobject, which can load memory

odd ember
slow pewter
#

For my understanding if the Savegame already was loaded, it should get easy to grab the Variables of them, but looks like not rly

odd ember
#

unfortunately BP structs aren't made for writing to

odd ember
#

and work best when they are only read from

slow pewter
odd ember
#

the SetStructMembers node can help alleviate this but even then it may still bug out

earnest tangle
#

I wonder what would cause that because I had a whole bunch of struct processing and it worked just fine πŸ€”

#

I moved a lot of it to C++ purely due to it being easier to deal with there though

odd ember
#

it seems to work on a case by case basis

#

I've had projects where I have had issues that I couldn't resolve and projects where it worked flawlessly

#

I've since then moved all struct writing to cpp

earnest tangle
#

interesting

slow pewter
#

Ok if i would load it again, with like the Load Event, it Works, but boi, i dont want to load 1000x Times

slow pewter
odd ember
#

yeah that does sound like the same issue I've had with this

#

it just isn't consistent

slow pewter
odd ember
#

if you can, I would recommend to dip into cpp to create a few wrapper functions that allow you construct cpp structs that you can then expose to BP

#

the consistency so far has been 100% for me when I've done that

slow pewter
#

i cant because im not a Code boi, im more Artistic, and i have something Visual in BP; and on Pure Code i get headache

odd ember
#

I can't really give you any advice then, you're hitting the limitations of the BP scripting language

earnest tangle
#

That's just yourself setting arbitrary limits on what you can do

#

:D

slow pewter
bright harbor
#

dk if this is the right place to ask, but how would one make an async loading screen? not one that just displays for a couple seconds when loading a level but actually multithreads the task to make the level load in the background

#

if there are any tutorials or documentations that could help as well it would be a huge help

odd ember
#

there's a tutorial on the wiki

bright harbor
slow pewter
#

Oh i found an Way

slow pewter
#

@odd ember https://puu.sh/ILqY2/51e55e56f4.png // So i guess there was an Misunderstanding of my Side , From Loading directly Cast is only from the Loaded STATE; if i now Get the Reference and doo an another Cast, it Works Well, i just append than so it Get to the Current State at the Current SaveGameObject

#

now i Can get the State and still Modify it, whitout only Load the Loadedstate

bright harbor
trim marsh
#

hello guys , why the child spawn in the same positions , exist some function to set the child position?

slow pewter
trim marsh
#

im spamming a widget when i overlap a box , but the child widgets are spamming in the same position

#

like this , so i need to move the position when theyre spawmed

mellow folio
#

Use a Grid Panel or somet other type of Panel that placesthings? not an overlay

slow pewter
#

@odd ember nvm u was right, thats Buggy af, now its Doubled all, and if i didnt Append, its just Empty, probably i should doo a Bug report

odd ember
#

(to be clear, it's been this way for years now)

#

and it's likely a consequence of the fact that structs in BP are always copies of data

#

rather than pointers to data

slow pewter
mellow folio
#

I'm not sure what you're trying to do but there are no bugs around setting structs inside of savegames

#

I do it all the time

#

same with reading from

slow pewter
#

Yeah you read the directly State, of that SaveGame Object, but i Work with Loadstates, and Unloaded States, and its an Bug, because thats why it doubles, and if i doo nothing its Empty
@mellow folio

#

its like @odd ember said already

mellow folio
#

I'm sorry but the translation makes no sense

#

the problem you're having probably relates to the way you're using output pins on those macros

#

or whatever that is

slow pewter
#

@mellow folio Well as i said, if i Load it loads the State of the Variables, but for my Understanding the Object itself, like the Current Saveobject, should have that Loaded States too, but it wont, if i Load from State and than use the Cast, it Works, but if im just Cast to the Reference like the Cast to the Savegame, it uses the Current Savegame object, but the State is Empty

#

thats indeed a Bug

odd ember
#

BP structs were not meant to be written to

slow pewter
#

Well to be fair with an Easy workaround now it Works very well, but its an Workaround so yeha

mellow folio
#

No, the problem he's having stem from misunderstandings about how SaveGame objects work. If he wants to set variables on a savegame object, he can't simply pull from a Getter pin over and over, he needs to variabilize the object, make changes to that variable, then use the SAVEGAME node to save it again

mellow folio
slow pewter
#

i would need LOAD everytime i get this Var.

odd ember
mellow folio
#

Yeah, but that's not what you said. 😎

slow pewter
sharp rapids
#

That way, it will be accessible later

mellow folio
#

If you're regularly reading/writing to an array, you wouldn't want that to be a SAVEGAME object anyway. SimpleorComplex is correct, just run your logic on one of the standard game objects.

slow pewter
#

So for a better Workflow i just Transfer Data, and than at last Point Save , so i can directly doo changes etc,

mellow folio
#

Yeah. Make a variable of your SaveGame object, and you can quickly read and write from that

slow pewter
#

for me its more easier and faster than saving that Array on an Variable and Work with another Copy

sharp rapids
mellow folio
#

he wants to read and write to savegames without loading the savegame again, or making a copy of it

slow pewter
#

Yep

#

i found an Way

sharp rapids
slow pewter
#

Yeah im a begginer got an Workflow for it to get it to Work,

slow pewter
# sharp rapids That's not possible <@!143780188814049280> You already have your answer in just ...

The Main Problem is about Complexity, for Example have 10 Buttons, and all of them like Name Change, or Struct Data in their changing, is Directly, Transfering Data, and directly Storing it and saving, that Means, it get from a Lot Sources Data, , if i want it Simple i just, Set one Array up , Set it to the Variable in the Savegame and SAVE, but well it doesnt matter tbh, i got it to Work, how i want, its an Workaround, but Hey it Works 5761xqcd

gentle urchin
whole anchor
odd ember
coral sand
#

hello how can I hide a Widget?

#

I'm doing

#

but it's not... hiding?

gentle urchin
#

Is it your only instance on screen?

#

Are you getting errors?

cold cobalt
#

Is there any way to orient character movement to the control rotation without actually rotating the character?

slow pewter
hollow inlet
mild briar
#

I got a gun skeletal mesh inside a blueprint and I would like to change the gun material when it is in game, i tried searching for something but didnt find any answer that worked. Could anyone help please?

dapper forum
#

Hi Guys, my players I spawning with the camera facing the "player start" orientation and not the camera I've set for my pawn, do you know why?

#

Players are*

fair magnet
#

If I do a multicast... which then does a server call... will each individual client do that server call? .-.

dapper forum
#

The pawn is set on Gamemode, it's definitely being considered since my custom inputs are working

tranquil abyss
#

I have a fireball like ability and it is going to the nearest enemy like I want but I want the turning to be more like a missile and not just adding velocity in the direction of the actor

#

Using a projectile movement controller

gentle urchin
#

Depends on your logic

#

If its a looping timer it will catch up

#

Not sure if its worth much of a consideration tho, as the player experience in such scenario would be pretty bad regardless of how it tries to 'make up' for it

#

Just my two cents :)

odd ember
#

anything below delta time will fire at the next delta time

#

if there's enough accumulation of ticks between delta time, it will fire multiple times, but only at the next delta time

charred flint
#

I tried making a simple teleport, but now it doesnt work anymore when I click on the mesh. When I add press string in between it works, the teleport destination I have set I checked multiple times and is correct, anyone has any logics why this wouldnt work? (It did work before)

tranquil abyss
#

Yeah that's doesn't do what I want it to do

reef marsh
#

I have a base class (TDCharacterBase) that my character BPs derive from and then several children of the main character BP. Any idea why I can't cast an actor to the children? I can cast to the base class or the top-level parent BP but none of the children (when the object is an actor)

gentle urchin
#

Something along those lines

#

Or a collision volume on each side setting the opposite side as target

#

Probably cleaner

fair magnet
#

How do I revert time?

mental trellis
#

I really want to say Flux Capacitor.

gentle urchin
#

Bathtub, a spinning device, and the speed of light

mental trellis
#

If you create an instance of, say, TDCharacterBase and try to cast it to a child it will fail.

echo salmon
#

Can anyone help me out why the ball is keep moving ? I have changed the the physical material friction but is still moving while iam not pressing anything.

fair magnet
#

does insert resize the array to fit or will it replace the index?

mental trellis
#

Resizes

odd osprey
#

Yes it adds to the array at the specified index and then repositions everything behind it

fair magnet
#

Great

tight pollen
#

can I use Stream Level Bound Volume without any problems and always have maps set to Always Loaded? I'm creating a multiplayer game and I heard that using Stream Level can be problematic, so I decided to only set the visibility of the Maps, they will be loaded all the time but not visible, are there any contraindications?

vital aspen
#

does anyone know of a BP inventory system that works. Most of the videos I fount on youtube are more then 1 year old. anyone have any ideas.

#

and the ue doc's has nothing on inventory systems

vital aspen
#

No thanks. I couldn't get it to work. I even made a new project and just tried to get it to work. and it failed

#

and plus his video are like 4 years old

odd ember
#

good programming principles are timeless

reef marsh
mental trellis
#

Are your classes setup in c++ without the BlueprintType specifier?