#blueprint

402296 messages ยท Page 848 of 403

manic vessel
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help!.. I have just started to try and use MAP Variable's and Im not sure if what Im trying to do is what they are for?. Im trying to spawn the correct ammo actor for the Held gun, But Im just spawning another gun . what Am I doing wrong .

dawn gazelle
dawn gazelle
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second one

manic vessel
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ACE

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Thats such a useful trick

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Such Simple code but big results ๐Ÿ™‚

trim matrix
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so i can now spawn the ragdoll npc, but it collides with my character, causing it to move upwards very fast

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so, literally the right idea, wrong direction

mental trellis
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Use the character's forward vector as the basis for your offset

dawn gazelle
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I believe that's because you're missing quite a bit of code from this function.
Adding an item to your inventory and getting it to stack up means you need to first see if you can find a stack already in your inventory.

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If the stack is there, add the quantity you're picking up to the quantity that already exists in the slot that has your item.

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If it's not found, then you have to add it to the first empty slot.

vital aspen
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well I know that. The idea is to learn what I can about inventories.

runic parrot
vital aspen
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I know, I all ready have all of those in functions. Something went wrong when I change my inventory around back to slot based. I was having too mean issues. Any way. I'm starting to put some if it together to see if I can get some of this crap to work.

gentle urchin
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You could make it recursive

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To handle the overflow

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Wait nvm.

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Thats some setup

vital aspen
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can anyone tell me, is this the right way to find a stack.

gentle urchin
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Didnt see the overflow down on the right

vital aspen
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the other haft

gentle urchin
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Looks fine

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Pro tip: you can exit a loop early by calling Return() in the loop body

vital aspen
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it seems to be passing info ok.

gentle urchin
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Ye it does

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Just feels cleaner ๐Ÿ˜„

vital aspen
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if it finds a stack, It add to stack

gentle urchin
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Also

vital aspen
gentle urchin
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Consider what data you need on the outside

vital aspen
gentle urchin
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Do you care about stack amount ? Or just how many is left to be stacked

vital aspen
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last 1

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does that look right

gentle urchin
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yepp

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looks fine

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recursive one

vital aspen
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any idea why it doesn't seem to want to work. ???

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it's passing info right

gentle urchin
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Somethings wrong ๐Ÿ˜›

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Cant see it from what you showed tho i think

vital aspen
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Yes, sorry about that. More images coming up

gentle urchin
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this is what i ment btw

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not important

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but

vital aspen
gentle urchin
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These two ways of doing the function will work identically , just with less wires

vital aspen
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I hope the larger 1's will help

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last 1

gentle urchin
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It looks a bit weird

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to recursively add to slot

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yet return the remaining amount ?

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recursive methods are confusing like that i suppose

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hard to read, easy to loop , many pitfalls

vital aspen
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I just checked my notes and some samples. This is the right way to do this.

gentle urchin
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I guess there's nothing wrong then x)

vital aspen
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is there another way to check for stacked items

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nothing wrong and it doesn't work ??? so figure that 1 out, ???

gentle urchin
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Logically those two statements cant be true

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they are exclusive to one another

vital aspen
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this is just too pinned for me to under stand what's it doing

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i don't think the find stack is working all so. i need to find another way

desert owl
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So I tried using the "was recently rendered" node to detect if an actor was on screen (^blueprint for that^). but its ticking true when i'm not looking at it, as if its still being rendered. doesnt tick false until i get far enough away. Is there a setting i need to fix somewhere?

gentle urchin
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what are you trying to do?

desert owl
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I'm making an interaction system thats based on the object being on screen. I need it to tick false when not looking at it as it should.

gentle urchin
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Ah

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I did a c++ function for that

desert owl
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This should work, but its still rendering when not on screen for some reason. I might need to install UE4 to make sure that UE5P1 isn't the issue.

gentle urchin
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Pretty sure it doesnt work as you think it works ๐Ÿ˜•

desert owl
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That's possible, saw a YT video of it and I tested a simple was actor rendered with tick and that didn't work like it did in the video.

gentle urchin
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I suppose you dont do c++ code either

glass stump
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how do i get a door to move when I click a button in a widget? (been trying to figure this out for like an hour....)

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could be a #umg question but i figure it's more to do with blueprints.

desert owl
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Nope, not yet. lookin like i might have to learn soon

gentle urchin
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this should work

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If you wanna dare yourself out into c++ , this would be somewhat the equivalent code

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//.h file
// the Horizontal and Vertical Offsets are there for tolerance from screen edge, but can be skipped if you dont need it / care for it.

UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Perception")
        static bool IsLocationInViewport(const APlayerController* PlayerController, const FVector Center, const FVector Target, const float HorizontalOffset, const float VerticalOffset, FVector& DebugLocation);

//.cpp file
bool MyActor::IsLocationInViewport(const APlayerController* PlayerController, const FVector Center, const FVector Target, const float HorizontalOffset, const float VerticalOffset, FVector& DebugLocation)
{
    FVector2D ScreenLocation;
    int32 SizeX;
    int32 SizeY;
    FRotator tempRot = FRotationMatrix::MakeFromX(Target - Center).Rotator();
    float fA = FMath::GetMappedRangeValueClamped(FVector2D(0, 180), FVector2D(5, VerticalOffset), tempRot.Yaw);;
    FVector TestLocation = (Target + (tempRot.Vector() * HorizontalOffset)) - FVector(0.0, 0.0, fA);
    UGameplayStatics::ProjectWorldToScreen(PlayerController, TestLocation, ScreenLocation, false);
    PlayerController->GetViewportSize(SizeX, SizeY);
    DebugLocation = TestLocation;
    return ScreenLocation.X > 0 && ScreenLocation.Y > 0 && ScreenLocation.X < SizeX&& ScreenLocation.Y < SizeY;
}
desert owl
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Sigh... Time to watch some C++ videos... I'll save this in a txt in the meantime. Thank you!

cursive girder
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Is there a way to debug material functions?

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like see what math its doing as its running?

gentle urchin
cursive girder
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I've got a material function that is supposed to do Line of Sight using PostProcessing, the mask for it looks good, but the world never gets masked.

desert owl
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Might just use that for now then.. buy myself some time.

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again thank you!

gentle urchin
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No worries. gl

fair magnet
# gentle urchin

Am I allowed to ask:
Why you save the index to a tmp variable? why not return it directly?

odd ember
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how dare you

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but yes you could actually do that

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returns are treated as implicit breaks

fair magnet
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make it a >= 0 instead... sorry my bad

vital aspen
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I'm getting there. I made some changes. Still doesn't work like it should. See what is doing

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anyone have an idea why the numbers are all messed up

minor wolf
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looks like you are rendering more than 1 text in the same spot

vital aspen
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I fount 1 spot that did. I removed that 1

thin panther
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1? those are all doubled up

vital aspen
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yes. i know. there has to be more some where

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Hmm, It still does it even after I remove the 1 set of pins. I don't get it

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Ok, that looks better.

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'The stack size is wrong. It should be 5 for logs

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Now I just have to fix the end less loop error

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anyone have an idea why ??

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This is in some kind of a loop. and I have no idea

dawn gazelle
vital aspen
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Add to Stack

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I think it mite be the math in the Add to stack. It doesn't look right

prisma stag
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Hello, this is currently what happens when you use the mouse left click. Just a series of branches that check certain things to determine what is happening and what to do about it.

Is there by any change an easy way to reorganize this? So if one of the main branches are true, it will just execute what is in that branch?

odd ember
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yes if you're using #cpp. as far as I can see your branches all deal with different outcomes, so no, you can't really reorganize it without modifying logic

tranquil abyss
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Repost

thick orchid
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I think I've melted my blueprint

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No collision is working anymore.

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fuck me

icy dragon
icy dragon
thick orchid
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Changed a few of the collision values.

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I have two pre-set collision channels

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And looks like it'

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is not liking em

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It's UE5, so it's to be expected.

shell temple
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Ok probably a dumb question, but if I want to use a slider to change the view distance instead of buttons to do that how would i do that

thick orchid
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As in, in your game?

icy dragon
shell temple
# thick orchid As in, in your game?

Yea like i was watching a Matt Aspland video and he created an options menu and the view distance was like near, medium, far, etc. But i want to do it with a slider instead of a button like he was doing

thick orchid
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Yeah, cool there's slider widget you can use.

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Or you could create your own if you're feeling adventurous

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You familiar with how the UI stuff works?

shell temple
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I plan to in the near future set that up

thick orchid
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Well that's how I'd approach it.

shell temple
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But i just want to use the slider to change the view distance but I'm not sure how to use it in the blueprint to set new intervals by the step up

thick orchid
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Generally menus are handled via a Controllers HUD.

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HUD is where you handle stuff like option controls, such as your widget.

shell temple
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See this is where I'm at, like i have the screen resolution thing set, and I'm trying to execute console commands to change the view distances. as you can see on the bottom

thick orchid
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That's certainly a way to do it. Though I'd strongly recommend digging into how HUD widgets work, and how you can use them to alter things like view distance via a slider.

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You can have buttons for toggling resolution etc.

lofty ravine
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question how would i go by doing like a notes page, I have a huge journal that has editable text and I want it to save to HDD.

thick orchid
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So you've created the journal already?

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Or how would you go about the whole thing?

lofty ravine
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I created the journal

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I show you

unborn compass
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Whats the correct way to have a child blueprint for an actor thats identical and inherits any new functions added to the parent class but also i can edit independently?

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or is the best way to create the child blueprint and call all the parent functions?

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by that i mean the child pawn will have all the functions prewritten and working when I make it but also i can add new ones that don't affect the parent and add things to the parent that then get added to the child

foggy escarp
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A child actor can easily call functions of its parent, but I've never tried using a child actor that inherits from its parent. Sounds like something that would cause a loop.

gritty trout
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I have a magazine component that contains an array of Bullets. The bullet object is of PrimaryDataAsset and currently only contains a Damage float variable.

I would like to, on the magazine, fill the PDA Bullet array with PDA objects on the Event Begin node.

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I'm not sure how to create a new PDA object to add it to the array I have

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I feel like I might be using PDAs wrong

unborn compass
foggy escarp
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He was talking about creating a child class and adding functions to it.

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If you create child classes by right clicking on the blueprint, you can call function of its parent.
This way any nrwllew function you add to the new child class can have slightly different uses.

unborn compass
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yeah let me just specify my issue

foggy escarp
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Oh that's you nvm

unborn compass
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i have a class that has all the functions and stuff that i want all my units to have but I want to create a bunch of subclasses that function the same generally but also have their own special stuff

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ie like "chess piece" and then program their movement and stuff for "knight" and "bishop"

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thats a simplistic example

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but i want all previous functions and stuff that were created in "chess piece" to also apply to "knight" and "bishop"

foggy escarp
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.

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You can access all parent functions of child classes.

unborn compass
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but when i have a child class i have to manually call every parent function i want to be activated?

high fractal
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For all intents and purposes the Child is just a copy that you can then extend functionality. If your Parent can do it, so too can the Child. If your Parent doesn't have logic programmed, the Child won't either.

unborn compass
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okay. Basically i have a bunch of onclicked and stuff happening to the parent but when i created the child class it doesn't have that stuff built in

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no problem i guess

sharp rapids
high fractal
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But it does? You just don't see it in the Event Graph I take it.

unborn compass
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nah the onclicked doesn't work

high fractal
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Did you move the Child into your level or are you still using the Parent?

unborn compass
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moved child into level

high fractal
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It should behave, once created initially, exactly as the Parent until changed.

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Did you change anything at all in the Child?

unborn compass
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all i did was "create child blueprint" > move into level > click on him

bleak swift
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Is it possible to change the direction of a Arrow Component? Or how any component like Pawn Sensing Spawns?

high fractal
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Then in your Character Controller make sure you have the right logic

unborn compass
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oh

bleak swift
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See I have my AI Positioned how I need them to be though it's not the default rotation and so something like Pawn Sensing spawn's this way and I don't see a way to rotate it

unborn compass
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well i have the linetrace set to make sure its of class "parent" with an == but is there a way to do that but check if its a child of that?

high fractal
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Snake you can rotate the arrow in the actor's blueprint.

bleak swift
sharp rapids
unborn compass
high fractal
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Snakey it's in the viewport, select the arrow component on the left hand side.

high fractal
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Can you move it out of your capsule component, rotate it, and then re-attach?

bleak swift
sharp rapids
bleak swift
high fractal
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You should be able to move it like any other component but if not you can either move the mesh or set a rotation for arrow component on begin play. Though I don't like that.

bleak swift
sharp rapids
bleak swift
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In the Pawn class it doesn't contain one.

sharp rapids
bleak swift
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I have my own Movement System and everything so I'll just move it over to a pawn

high fractal
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Should be able to make the arrow a child of the character instead.

high fractal
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Snakey are you making a sidescroller?

bleak swift
high fractal
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You can runtime change the arrow direction on input.

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Add it to your player controller directional inputs.

blissful cloud
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Hi. I am trying to update a Niagra variable but it has no effect. Sorry, my experience atm is limited. This is in my blueprint

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While this is in the Niagra-System

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I am trying to update User.Color parameter

sharp rapids
blissful cloud
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Didn't work. It still has the same Color as the initial Color.

bleak swift
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Though now for my AI I'm still wondering on how to turn the direction of the sensing component

blissful cloud
wicked osprey
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Guys, I have such a question. Who made inventory with unique slots? For example, I have slots that will be sharpened only for weapons, and here's the question. Is it better for me to make a separate array for them in the inventory, or do I somehow fix the indexes only for them in the main array where all the items are stored?

trim matrix
mild ibex
# trim matrix

pls, do me a favor, and get auto size comments, from the marketplace, pls i beg

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its free

gentle urchin
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Was there a question to that screenshot, or just random share?

fiery swallow
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he's just proud of his commenting kekw

gentle urchin
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Prime showcase material :p

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Atleast an upgrade from my 0 comments policy

fiery swallow
gentle urchin
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Keeping it clean, and self explaining code dont need commenting ๐Ÿคช

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Or atleast very little

fiery swallow
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I feel like you get to a point in blueprints where all code feels self explained

gentle urchin
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Yeah visual languages tend to have less need for commenting compared to regular code

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But it requires some good naming conventions

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Imo anyways

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Also wrapping every small piece of unctionality into its own function, and avoiding a function doing several functions in one big mess is a good start

wicked osprey
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Guys, what is the size map for?

gentle urchin
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Huh

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Size map?

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For bps?

wicked osprey
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Yes

gentle urchin
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The one with the different colored tiles?

wicked osprey
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Size map for bluepribt, maps and other

wicked osprey
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With memory and disk size

gentle urchin
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Its to show you the asset size, and why its that size

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So it'll tell you if a class that should be really small has gotten really big because of depenencies and hard references

trim matrix
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Hi team, i need your help on something.. i'm trying to procedurally transform staticMesh to be scatter inside a sphere..
i started by adding actorOfClass to get all the object to scatter, but i'm sutck with the rest.. what would you suggest?

sharp fox
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Hello, i have a question. Why my ai controller is first printing that max walk speed is normal 600 then its printing that is 0 pls help

gentle urchin
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You've changed it?

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It doesnt change by itself :p

sharp fox
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ok nvm it was printing me an alpha from timeline, but it still doesn't move

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the run function

gentle urchin
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Not moveto

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Setactorlocation

sharp fox
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yea but i wan't it smooth

gentle urchin
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If you're running with that setup

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No it wont be

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Now you're triggering ai moveto on tick

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Which is not a good idea at all

sharp fox
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but move to location is returning failed

gentle urchin
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You cant/shouldnt call it on tick anyway

sharp fox
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the whole thing is on begin play

gentle urchin
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But timeline is tick driven

sharp fox
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i know, i will change it soon, i just now need to know why my move to location is returning failed

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dest is not 0

gentle urchin
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Is thete a navmesh on this spline?

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Is the location reachable?

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I bet not

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Using moveto like this is horrible

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At best you can moveto each spline point, assuming they are all reachable

sharp fox
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they are and i disabled pathfinding and it works but its not in loop

gentle urchin
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Huh?

sharp fox
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yea idk how it works, with path finding this was always failed but when i disabled it, its normal and its printing me that it reached the goal

gentle urchin
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So there is no path to target

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According to pathfinding

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You should work more towards refining your interpolation i think.. or moving to each spline segment, and ditching the timeline

sharp fox
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omg now it does work but it work only go to first spline point and not going to second

gentle urchin
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Ofc

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That logic you must make

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OnPathPointReached -> remove current pathpoint and see if there are more left -> set next pathpoint as new location -> MoveTo location

sharp fox
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bro, im watching youtube tutorials on how to make player move and you are telling me chineesee things

gentle urchin
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Your logic must slowly move through this list of locations,

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From start to end

sharp fox
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ok nvm im so dumb and i have 0 iq, i didn't plug in "set duration"

upbeat inlet
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Time stamp: https://youtu.be/pG7KFaCwvJw?t=1405

Hi, I'm fallowing Reid on his tarkov like inventory system. I got stuck on a create event that is different from what is shown on his video. this might be because I'm using 4.25.4 and he is using 4.25.2. Can I get any recommendation on how to get around this?

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โ–ถ Play video
maiden wadi
#

Compile

trim matrix
# gentle urchin Scattered?

yeah i need to procedurally moves positions of tiny bricks inside a sphere..
in houdini i would make the sphere a volume, and then use a pointFromVolume, and then packAndCopy bricks to the points..
Do you know how to do such a thing in unreal?

sharp rapids
trim matrix
#

yes!

gentle urchin
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^ ding ding !

sharp rapids
trim matrix
#

awesome! thank you!

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now what about spawn in a cube? would that me much more complex?

sharp rapids
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If you need help translating into BPs you can ask

trim matrix
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definitly need your help to translate that

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shall i use expression or can i do that using nodes only?

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also for the sphere one, i did like this

trim matrix
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oh wow!

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so i just need to plug the cube in it and it will give me all i need

sharp rapids
sharp rapids
trim matrix
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what i don't get is how should i connect the positions to all the actors i want to transform?

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setActorLocation does not seems to work

sharp rapids
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It gives you the current array element to work with

trim matrix
#

like this then

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(can't find forEachLoop, so used forEachLoopWithBreak)

sharp rapids
trim matrix
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ok!

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nah does not work

sharp rapids
trim matrix
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nothing moves.. all the actors are at the origins

sharp rapids
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Does it print?

trim matrix
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no

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it prints before the lop

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loop

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but not right after

gentle urchin
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So no actors were found

trim matrix
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so i can i get this actor list then

sharp rapids
# trim matrix

You mean the Cylinders?
Those are Static Mesh Components

trim matrix
#

ohhhhhh

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damn

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yeah

sharp rapids
trim matrix
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ok!

sharp rapids
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Try the 'Make Array' node

trim matrix
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i did but i can't plug it in the forLoop

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*forEachLoop

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ok created a new one and worked

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but then i can't use a "setActorLocation"

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i need to use another node isnt it?

sharp rapids
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Since the components are a child of the actor

trim matrix
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hmmm can't plug anything in...

sharp rapids
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My brain is not working properly ๐Ÿ˜…

trim matrix
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How can I generate a path(spline) based on Navmesh data, at runtime?

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How can I generate a path(spline) from a point to b point, based on Navmesh data, at runtime?

sturdy herald
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Hello. With widget i can control an actor on X,Y,Z. Is there any way to make a different coordinate system for moving with defining the center and 2 axises of the new coordinate system?

wicked osprey
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Guys, how can I replace these pasta? I need to be able to install my own model for some classes, and some took a model from the data table. And I also want to set the weapon value for the item type only for PickUpWeapon, and for others, respectively, so that the item type is Item by default

foggy escarp
#

I would need to see more of your code....
Here's a free plug in that makes graphs easier to read with screenshot.

unique falcon
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hello, i have a problem when i add a widget to the viewport players can see each other's widgets

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for example the crosshair gets added twice

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i tried isLocallyControlled but it doesn't work

foggy escarp
unique falcon
#

yes

foggy escarp
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Can I see your bp for adding to viewport?

maiden wadi
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Above is a classic case of why HUD should manage all UI and not networkable classes.

fair magnet
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I've noticed a weird behavior :o
I'm not sure wether it's my fault, UE5's fault or neither ones fault.
So...
I made a system that loads and saves savegames.
I tested it and everything is working fine.
Then I proceeded with creating Volume Options and started with the Master-Volume. Created it made it load up on start and all that works good
Then continued with music and... It didn't pop up... The Array were only 1 entry long.
So I tried changing things and it seems that Unreal saves an array per array and not per index :o (which is fine)
This leads to me having to delete the savegame everytime I wanna add a slider else it won't find it.
Can I "fix" that somehow?

unique falcon
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that's on beginPlay

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i should mention that's a parent class

foggy escarp
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What is this BP and what is running it?

unique falcon
#

it has child BP's and the children BP's are which players control

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TankBase>Tank1,Tank2 etc...

foggy escarp
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Sounds like there might be a server rpc calling functions of clients or something...
@maiden wadi is right things like this should controlled by a hud....
But you could also just make sure to be using the correct controller or even use a even for client only.

unique falcon
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hmm do you think it's this

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its like an ovveride for the default spawn in the game mode

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i get all player controllers in the game mode BP and spawn the actor then posses the spawned actor

maiden wadi
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This is a UI issue. This issue has nothing to go with gameplay code. Gameplay code should be able to drop you into 500,000 tanks within two seconds and your UI code should still only display one crosshair. You have to separate your user interface design from your gameplay.

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When the local player enters a new pawn for controlling it, HUD should be notified by an event. That event can check if the crosshair should be shown from that HUD's PlayerController's ControlledPawn's type. If you move into a new pawn and crosshair is already there, ignore it, no need to remove or add it again. If it's not on screen, add it. If there is no current pawn, remove the crosshair.

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Realistically this would be better as a delegate from C++ in client's SetPawn, that the crosshair widget could bind to and do it's own thing with, but babysteps.

slow pewter
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I have an 3D widget, if im Scroll it its Gosting af, is there any FIX for it?, and i have Motion blur disabled

unique falcon
#

This is the logic where i spawn the players, how i can override the PC to a custom class that i made?

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i have TankController BP i want to use that instead of the default PC

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NVM thanks for your help i think i found the solution

hybrid hare
#

Hi, i am still struggling with my cupboard BP but with your help it's getting better. I can now open my drawer then open the cupborad doors and close them, then close the drawer and open it again. But once I ve done this, I cannot open the doors anymore. Any idea why ?

#

Also, I'd like to be able to open either the doors or the cupboard independently (not in sequence, that's why I pu a flipflop instead of a sequence), both being controlled by different trigger boxes (one for the drawer, the other for the doors)

hybrid hare
#

ok, now I have both working. I can open the drawer, close it , open the doors, close them but it feels like I cannot really control them separately and my trigger boxes seems to be be considered as one ???

#

If I use a sequence instead of a flipflop after my event pickup, both opens at the same time obviously

wicked osprey
#

Guys, how can I optimize this code? This code is written in construction script. I want data to be taken from the data table in some classes, and in some I would like to choose static mesh myself

earnest tangle
#

Why are you looking to optimize it? Does it perform poorly?

wicked osprey
earnest tangle
#

Something where you can add things "after the fact" is often achieved via polymorphism, so perhaps making use of that here would be helpful as well

wicked osprey
#

And even more so, in some classes I need to make it so that I can choose my static mesh, icon, etc. in them.

earnest tangle
#

Eg. you have a base class used for all your items, and some function on the item will be able to return the values used here, so you can simply call that function directly instead of having to use a manual mapping

gritty trout
#

Using Blueprint, I would like to take my weapon magazine and define data (damage, type enum) for each bullet that is loaded into it. How would I create such a data structure in Blueprint?

hybrid hare
#

Is there a control like flipflop or sequence but with a or as a condition ? Like use A OR B

earnest tangle
#

@hybrid hare use a Branch node and an Or node in its condition

hybrid hare
#

@earnest tangle like this ?

earnest tangle
#

Yeah

hybrid hare
#

then I use it before my flipflop ? or instead ?

earnest tangle
#

Well it depends on how you want it to work

#

the branch will go into the True output if the condition is true, otherwise it will go into False

hybrid hare
#

I want to be able to open the drawer and the doors independently

#

they use different triggger boxes

#

either open A or Either open B whatever the state of A or B

#

then be able to close them the same way

earnest tangle
#

So if the player interacts with the trigger for the door it would open the door and so on?

hybrid hare
#

exactly. So far i can only either open both at the same time or get lost in a loop and open close / to open close the next item

earnest tangle
#

Right - so you could use a branch have the condition for it set up to compare whether trigger box that was used equals the drawers trigger box

#

Then if it's true, you open/close drawers, and if false, doors

hybrid hare
#

ok, so I have to put my triggers somewhere else ?

#

I'm getting lost. I have a really pretty basic beginner knowledge of BP

earnest tangle
#

Without knowing exactly how everything is set up it's a bit hard to say, but you could for example store the trigger which is being used into a variable, and then use that in your Branch

slow pewter
#

If i get a Ref of an Array lets say Index 3, and can i get this Struct Ref, to " Set members ", and is it working? , looks like its not Settin the Var in my Array with this Method

earnest tangle
sharp rapids
hybrid hare
#

@earnest tangle, ok thanks, I'll try to understand and do what you wrote

earnest tangle
#

@sharp rapids if you use Get (a ref) instead of Get, and then modify the value say using Set Struct Members, it should update in the array

#

But depending on where the array came from, the array itself might be a copy of your original array

slow pewter
hybrid hare
#

@earnest tangle sorry for being dumb, but how do I store the trigger into a variable ?

slow pewter
earnest tangle
#

@hybrid hare if you have a begin overlap or such on the triggers, you can have a variable like "WasDrawersTrigger" with type boolean, and you just set it to true in the drawers overlap, and set it to false in the doors overlap, or something along those lines

slow pewter
earnest tangle
#

Yeah it was kind of a pain to ensure nothing was getting copied at any point with arrays and structs

#

It's so easy to accidentally do it, eg. if you just set the array as parameter into some function and didn't set up the function to have a reference for the parameter

slow pewter
#

I directly Work with the Savegame Array, so No Copy, thats the strange thing, and 100% all get a ref not a Copy

queen sapphire
#

Hey guys, I'm trying to write a BP that can take mic input, use Google STT, GPT3 and Replica to respond to said mic input. The video I'm watching seems to be a version or two behind, and I'm having trouble with getting the player speech and getting a response. Here's the full code from the video: https://blueprintue.com/blueprint/qr8pj06x/

How would I write that player speech code in 4.27? I see the AudioCapture variable and I'm confused as to how to get it without ArthursAudioBPs.

sharp rapids
hybrid hare
#

@earnest tangle ok thankx

slow pewter
#

Ok @earnest tangle With SET Array Elem works flawlessy, i avoid now this get a ref and try to set members

earnest tangle
#

Yeah set array elem would probably help if the refs get messed up :)

slow pewter
hybrid hare
#

@sharp rapids yes exactly

#

same for doors in the same blueprint

earnest tangle
#

@slow pewter Yeah this is why it's a lot easier in C++ because you can see it very clearly what's a ref and what isn't :D

slow pewter
sharp rapids
hybrid hare
#

I would be easier and already done with 2 BP but I want to have it working in one

sharp rapids
hybrid hare
#

this is my setup

sharp rapids
#

Booleans 'IsDoor' and 'IsDrawer'

sharp rapids
safe iron
#

Hey there, I have a small blueprints issue
I was working with maps to make a weapon inventory and for pickups I went to use the add node to overwrite the value of a slot, in order to give it the child actor of the picked up weapon
The fact is that it does not work, the actor is added to the map but for some reason when I get the parent component to set the visibility and attach it, it says "access none trying to read property" and it does nothing, here are some screenshots from First Person Character and the pickup

sharp rapids
safe iron
#

I remember having a similar issue a while ago (probably different though) and having solved it but I can't figure this out, probably I am rusty on Blueprints, haven't touched them in weeks cause I've been focusing on writing

#

I could simply change the value of the "can be equipped" boolean but then the player would be stuck with the same set of weapons, which I can't afford since the game is gonna be set in different eras so it requires different weapons set, also, it would kill moddability

hybrid hare
#

@sharp rapids ok thanks, I'm trying to digest all of this, my poor head's already aching !

vital aspen
#

for add to stack. I just out of ideas why this doesn't seem to work as it should. the BP and pins are passing the right info. I made some changes. That still doesn't seem to work. It seems to be stuck on a max stack size of 2. It the max stack size for Logs is 5. Doesn't matter. Still uses 2.

#

and the numbers are still screwed up and I can't figure out what's doing it.

high frost
#

how can I find where exactly this error occurs? I have quite many blueprints but this error message doesn't really help

safe iron
vital aspen
#

where you have the CreateWidget is calling a null class

safe iron
#

Click that thingy under the purple pin and select your widget

high frost
safe iron
#

A

#

probably you deleted some used stuff then

high frost
#

I know x) how do I find the blueprint?

safe iron
#

Have you saved? if you didn't I would suggest you to close the engine without saving and opening it back

#

It's a panic move but it works

high frost
#

I dont want to recover deleted stuff although I still can. I just need to find this BP. Is there any way?

safe iron
#

Probably if you double click but I don't think it will work

high frost
#

of course I double clicked it, it doesn't work

safe iron
#

It usually should give you a reference

safe iron
#

Then you must check your blueprints by yourself sadly, you can't get back to the blueprint if it doesn't specify which blueprint

#

First place I would look is obviously the HUD

high frost
#

eh. okay

safe iron
gentle urchin
#

Well it doesnt find it in the map

#

The bool is there for a reason :p

#

So adding either doesnt happen, or its overwriting some singular slot

#

You got some index coversion going on

#

Id verify that

safe iron
#

oh ok, thanks

#

Should I use some other node then? Or fall back to modifying the boolean value?

gentle urchin
#

Id use the bool to react in case what we searched for was not found ,

#

About your index i got no clue what you're doing in the collapsed node

safe iron
#

I am simply getting the value of a integer

#

The integer specifies which key the gun should go in, the slot of the weapon

#

And it specifies it to the add node

maiden wadi
#

Oh, discord forgot to scroll again. ๐Ÿ˜ฆ

#

But yeah. Not sure if you solved that already, but Blueprint CreateWidget immediately returns if there's no class selected. So I'm semi sure that this is something you've passed to C++ and ran a CreateWidget<>() from there without checking the class.

high frost
trim matrix
#

@sharp rapids oh sorry you said "SetRelativeLocation"

#

but then what do i do?

trim matrix
#

ok nevermind got it working!

gentle urchin
trim matrix
#

hi @gentle urchin ! pretty well thank you

#

even tho i'm not done yet

#

which timezone are you on?

hybrid hare
#

what should I use between the event pickup and the branches to play event pickup when overlapping drawer OR when overlapping trigger_door so only the overlapped trigger plays ?

wicked osprey
#

Guys, how can I make it so that only the desired row can be selected in the Data Table Row variable? (in the PickUpKey class, for example, I can't select data with rifle weapon values, I only need the key string) I have an idea just to create a variable and compare it with Row Name. But in my opinion, this is a bit of a crutch code.

gentle urchin
maiden wadi
#

Not sure you can do that with FNames. I know GameplayTags support this.

#

If it's that concerning, you could just make separate Datatables. If you need to use all of the rows in one place, make a composite table out of them all.

wicked osprey
#

Thank you)

hybrid hare
#

sequence execute both of them. i tried

#

I want to execute each independently

dawn gazelle
hybrid hare
#

I also tried that and ended with only one r working

dawn gazelle
#

I'm not sure what you're expecting then. If you don't want both to fire, then that means one has to have priority over the other and if one is true, the other will not fire.

fiery swallow
#

Anyone know if there's a way to make it so static meshes stay visible even when you are inside of them?

#

for some reason they disappear once the camera goes inside of it right

#

like they stop being rendered

echo salmon
#

My question its a bitty silly but am a bit confused . If i want to access another BP which is parent is just an Actor , i can access it if i use get actor of class ? And by reference ?

hybrid hare
#

Well, to make an analogy to real life, i want to be be able to open my drawer, open my doors, keep them both opened, close one or another

#

Maybe I should go for a BP only for my doors then ?

fiery swallow
echo salmon
#

ItsMoxie how i can access it then , if i dont have any reference via overlap etc?

dawn gazelle
fiery swallow
#

when you overlap something it gives you a reference to the actor that was overlapped. Other Actor is the actor you overlapped

dawn gazelle
#

An analogy in real life would be, you don't check if you can open the drawer when you're trying to open a door.

echo salmon
#

@fiery swallow yes i know, but lets say i want to access a BP from a widget lets say . How i can access a BP ?

dawn gazelle
#

Your widgets can then use GetOwningPlayer or GetOwningPlayerPawn, cast to your appropriate type and get the variables.

echo salmon
#

@dawn gazelle ty buddy !

hybrid hare
#

ok, thanx. I finally made one blueprint for the drawer and one blueprint for the doors. Far less complicated for my poor noob brain cells

#

only thing to deal wth is now the speed at which the drawer opens

sacred comet
#

Hi I was wondering if anyone could help me, i'm trying to use the SetRenderCustomDepth on a HISM component but only want it on one instance is it possible to do that?

gentle urchin
#

Possibly by using custom primitive data?

strange urchin
#

how can i get the input key name

#

i mean

#

when u look at item

#

i wanna text in widget

#

press E to intract

#

how i get the E from input

gentle urchin
vital aspen
#

what would cause a limit of only 2 items to 1 inventory slot

#

and I see 20 slots. It only see's the 1st slot. doesn't see any other slots. ???

gentle urchin
#

Faulty code

vital aspen
#

in what way, to give me an idea one what to look for

gentle urchin
#

Well however you add to the inventory

#

Thats thr part failing

vital aspen
#

ok, I'll have to start from scratch. Thanks

dawn gazelle
vital aspen
#

I removed the 1 issue I was having with the number of items in each slot. How ever it seems like the issue is still there. it seems to mess the number up after item 4

#

anyone have an idea where to look

#

and can't figure out why I can't get the icon to show. Here's the binding for it

echo salmon
#

It is possible on User Widget to add static mesh ( to show the static mesh as an image? )

strange urchin
trim matrix
gentle urchin
#

๐Ÿ‡ณ๐Ÿ‡ด

trim matrix
odd ember
#

random tagging

#

you got compilation errors in all of those BPs

trim matrix
#

yeah when i open one of them i got this.. but never ever edited thoses BP..

#

odd

odd ember
#

that will reflect too

gentle urchin
#

This doesnt look like a new default ue4 project

trim matrix
#

very odd then...

trim matrix
trim matrix
gentle urchin
#

Which template did you use then ?

trim matrix
#

film template

odd ember
#

never heard of that

#

is it official?

autumn surge
#

Hey, how do I get this variable type?

trim matrix
#

yeah

odd ember
#

doubt it is though

autumn surge
#

its promote to varable from a open level by reference node.

odd ember
#

yeah sounds sketch

autumn surge
#

open level by name does not work on after loading my save file.

trim matrix
#

i'm sure you already saw it tho

autumn surge
#

so I need this type in my savefile container but I cant find it.

odd ember
odd ember
# trim matrix

ah it's UE5. I expect everything there to be broken. try the UE5 section

trim matrix
#

well yeah, because i'm re-installing ue4.. but i get the error with ue4..

#

but do you think installing both version could cause trouble in one or the other?

gentle urchin
#

No, i run several versions and have never had any problem about it whatsoever ๐Ÿ˜„

odd ember
#

never seen that interface with 4

autumn surge
#

my issue is its not opening the map after loading my save file even in a cooked build, what do I need to do?

#

google search suggests to have all maps in the root folder, is it that?

odd ember
#

I don't know what you're trying to do but UWorld isn't exposed to BP for a reason

#

if you have a path for the level you can try that if you're trying to load it in

#

I think the fact that you can "promote it to a variable" is just a hack, which is why it doesn't work either

maiden wadi
#

Google also suggests that you interface every function in your game and store savegame data in GameInstance. ๐Ÿคทโ€โ™‚๏ธ

hybrid hare
#

Is there a way to slow don the drawer opening using this ? Action on curve is useless.... and the drawer keeps spurting out of the cupboard to it's Y vector location

gentle urchin
#

ugh, I hate it when traces dont hit, despite obviously hitting

desert owl
#

So I've run into another issue I cant solve. The code only works if the root of the mesh is on screen, instead of any part of the mesh. I'm trying to make a vision based interaction system.

gentle urchin
#

If you want any edges to count aswell,

#

you can simply add a value to the meshes

#

an "offset"

#

wouldnt be dead on accurate, but thats pretty hard to do in general

#

Not entirely sure why you need it so accurate tho

#

like.. im reading "vision based interaction"

#

but are you covering an edge case just for the sake of covering an edge case ?

desert owl
#

Well i tried this for my doors and they only work if i'm looking at the root of the mesh. so i have to walk up, look at the bottom corner, then press E

gentle urchin
#

Add a new root to the mesh, so it's centered ?

#

a scene transform

desert owl
#

I was hoping to avoid that cause depending how close the player is they still might not be looking at it. guess i'll just put it on the handle and say fuck em if they cant figure that out. thanks for the advice.

gentle urchin
#

Handle makes a lot of sense

#

you can definetly add some more to it, but it easily gets very heavy for little reason

#

a collision volume in front of the mesh plus a dot check for general direction could probably result in much of the same

trim matrix
gentle urchin
#

Sweet

#

my collision issue still escapes me.. got the same setup in a different bp, and it works just fine..

#

got both simple and complex collision on the mesh

gentle urchin
#

Figured it out.. disabled collision in an inappropriate place

dawn gazelle
#

Naughty.

gentle urchin
#

Indeed it was ๐Ÿ˜›

hybrid hare
#

Is there a way to slow down the drawer opening using this ? Action on curve is useless.... and the drawer keeps spurting out of the cupboard to it's Y vector location. I tried set rate with no luck as well.

gentle urchin
#

erh

#

Output from the Timeline is your Alpha value normally

#

Not a float converted to a vector

#

So there's an "open" position (vector), and a closed one

#

Or closed + Open offset, however you wanna name it

barren relic
#

currently trying to make a weapon in my game work like the spread gun in contra. Having trouble getting the projectiles to spawn in the cone like it would as pictured

#

im making a sidescroller but in 3d, as in models, etc.

trim matrix
#

guys, i'm trying to reproduce the wedge PBR feature of Houdini.. do you know if such a BP already exists in unreal?

hybrid hare
#

ok, I see. i have to redo this part to find another way to get the positions then.

gentle urchin
#

GetForwardVector - SprayWidth/2 + BulletID*SprayWidth/Bullets @barren relic

dawn gazelle
barren relic
gentle urchin
#

yeah

#

could be angles instead i suppose

#

2 sec, setting up a test

barren relic
#

yes im trying to make that

#

ok I appreciate

gentle urchin
#

I missed a step, I'm sure of it

hybrid hare
#

Thanks Datura for those explanations

vale pine
#

Is it possible to have "Add call to parent function" with Input events?

gentle urchin
barren relic
#

thank you I will try that now

gentle urchin
#

This is purely from the "forward",

#

you'd want to use the guns Aim direction as the origin location

barren relic
#

ive been using random cone lol

bright harbor
#

is there a way to get the location of points along a cable? i just want to move an actor along a cable, as you would on a spline

gentle urchin
#

There must exist something for it

dawn gazelle
gentle urchin
#

Not your everyday bread. Requires c++

#

You can get length and segments from it but the rest is not avaliable

dawn gazelle
gentle urchin
#

Also, id suggest using a spline instead

trim matrix
#

guys, how do you create an output node of a function?

#

the input comes by default

barren relic
#

it works @gentle urchin, Thank you I appreciate it a lot

vale pine
bright harbor
maiden wadi
#

Cables should mostly be for looks. Like Particle Systems and such. Recommend avoiding them for literal gameplay code.

dawn gazelle
trim matrix
#

oh! got it! thank you!

maiden wadi
#

Also you can drag and drop connections on both the function start and ReturnNode to add inputs and outputs.

#

Semi useful. Annoying to have to rename them ReturnValue for the first one every single function, but can be quicker than looking up classes or types in the selection list.

trim matrix
#

do you know how to get Exec and Wildcard ?

#

i can't get them in my function input/output

maiden wadi
#

Those are only for macros.

trim matrix
#

oh

#

go it

#

thank you

austere fiber
#

I followed a tutorial of sorts to calculate speed variations based on slope angle. But the tutorial didn't show me how I'd tie the values into the movement variables. Can anyone tell me how I'd incorporate these values into movement?

hybrid hare
#

finally changed my drawer BP to get the drawer location and now it works just fine. Thanks again

random plaza
#

How do you change variables in a child actor component?

barren relic
random plaza
#

like, if i have a door object parented to a bigger blueprint and i want to change the variables on it

#

it's a child actor component class

dawn gazelle
random plaza
#

thank you

burnt berry
#

Hello, is it possible to have delegates with payloads from blueprint? I know Dynamic delegates can't accept payloads, but maybe there is a workaround.

dawn gazelle
#

Do you mean like having an event dispatcher that passes along an object?

autumn surge
#

so fixed it, it was a engine bug that took 3 hours to figure out, it just refused to save that name variable, so I made a new one in the savegame container saved it to that and it fing worked.

dawn gazelle
burnt berry
#

DECLARE_DELEGATE(FDelegate)
FDelegate Deleg;
void FuncWithParams(float A, float B);
Deleg.BindUFunction(this, "FuncWithParams", 0.5, 2.8);

#

This is valid C++ code, for instance. Even though FuncWithParams has 2 parameters, and the delegate is not declared with any parameters, we can still bind the two because I passed along 0.5 and 2.8 as payload data.

#

The equivalent in BP would be if your event accepted no parameters, but I could pass along the Payload object anyways and it would always be equal to whatever value I set it to when I created the delegate.

earnest tangle
#

I don't think so on payloads

#

This is one of the reasons why I tend to always include more stuff in my delegates than is strictly necessary because it just makes dealing with it in BP's much easier :P

#

one workaround of sorts is to just wrap it in a BP uobject which has no other purpose besides handling the event... then you can stick your payload data into variables in that uobject

#

but it's not really great imo, but maybe for some usecases it might not be too bad

tropic pecan
#

Hey there, I'm uncertain if this is a complicated question or not as well as I'm not sure if this should be asked in either graphics, animation or audio but I'll attempt to ask. I'm attempting to make a camera move along with the spline and then move to the next blueprints after completing it's spline end just like an animation. There's not many tutorials for this and I'm uncertain of how to make a camera move along with a spine will a trigger ending so does anybody know a way for this?

fathom cobalt
#

is there an alternative to this node for Actors?

trim matrix
#

You can SetActorLocation yourself

fathom cobalt
#

it's supposed to be a vehicle

#

but I had problems with it when it was a pawn

plain jay
#

anyone know how to calculate a positive and negative value 0-180 via dot product? I can only get positive values

errant snow
plain jay
errant snow
gritty trout
#

I'm making a firearm and I'm currently looking at making the logic for a fire rate cooldown.

I can accomplish this with the tried and true DateTime variable but I'm asking if there are any Unreal Engine quirks that accomplish this in a cleaner, more efficient manner

#

Sorry, the functionality being that when the function is called it fires off and then goes in a cooldown where it can't be fire again until the timer has expired

tawdry surge
#

Timer, timeline, delay
Take your pick

runic parrot
#

Hi! does anyone know if there's a way to know if one collision box ALL overlapping with another collision box?
Meaning, Object A is ALL within Object B

rough cedar
#

I'm trying to figure out how to have the camera boom always point in the forward direction of the character without having to disable. " Use Pawn Control Rotation". Anyone have an idea how to do that?

midnight otter
#

For some reason my AI suddenly stopped working

#

I was working on something completely different that should have zero impact on AI, yet when I press play, the AI won't follow the player anymore

tawdry surge
#

@runic parrot You could use the bounds of the two collisions to determine if one has enveloped the other

midnight otter
rough cedar
#

Does anyone know what kinda math "Use Pawn Control Rotation" is doing for the camera boom component on a character to adjust itself to the correct orientation. And is there a way to do some math to compensate for that and force it in another rotation?

chilly fulcrum
#

How am I able to add to relative rotation to my camera when use pawn control rotation is enabled? It seems to override all changes to rotation

rough cedar
#

@chilly fulcrum lol im here for the same reason

chilly fulcrum
#

lol yep just saw that

#

im going to search the channel to see if theres previous responses

rough cedar
#

Everything I try to force rotation either makes it go crazy or doesnt do anything

chilly fulcrum
#

I cant find anything that does anything at all

dawn gazelle
# rough cedar Does anyone know what kinda math "Use Pawn Control Rotation" is doing for the ca...

This is in CameraComponent.cpp

    if (bUsePawnControlRotation)
    {
        const APawn* OwningPawn = Cast<APawn>(GetOwner());
        const AController* OwningController = OwningPawn ? OwningPawn->GetController() : nullptr;
        if (OwningController && OwningController->IsLocalPlayerController())
        {
            const FRotator PawnViewRotation = OwningPawn->GetViewRotation();
            if (!PawnViewRotation.Equals(GetComponentRotation()))
            {
                SetWorldRotation(PawnViewRotation);
            }
        }
    }
rough cedar
#

@dawn gazelle this looks great, but is there anyway to do it in bp?

#

also thank you!

dawn gazelle
#

This one is in SpringArmComponent.cpp

    if (bUsePawnControlRotation)
    {
        if (APawn* OwningPawn = Cast<APawn>(GetOwner()))
        {
            const FRotator PawnViewRotation = OwningPawn->GetViewRotation();
            if (DesiredRot != PawnViewRotation)
            {
                DesiredRot = PawnViewRotation;
            }
        }
    }
chilly fulcrum
#

you just have to interpret it correctly

dawn gazelle
#

Would there be a particular reason why you would want to do something in BP that is already able to be done without it?

rough cedar
#

I just dont have experience with cpp. So idk how to implement this

#

oh im sorry you are just providing the code

#

of what its already doing

#

right?

dawn gazelle
#

Yes

rough cedar
#

haha ok sorry

whole mulch
#

Hello all quick question, I am trying to figure this out but what is the different between Editor utility blueprint and Editor utility widget?

vale pine
# runic parrot Hi! does anyone know if there's a way to know if one collision box ALL overlappi...

I have and idea but it is deeply theoretical and it might be overkill if you're only looking to do Boxes....

So when you have a static mesh, and you use complex collision, you can set the collision to Double-Sided Geometry, which is like giving it a shell, making it hollow.

Now imagine you have 2 Overlap cubes of the same size. CubeA is "filled" like default overlap. CubeB is the shell.

If BOTH overlaps begin, but NONE end, that means you are only partially intersecting the cube.
If the overlap for CubeB ends, but the overlap for CubeA has NOT ended, that means you are fully enclosed.

To be clear, you would need 2 different Overlap cubes (one of which is really a static mesh), PLUS your actual Collision Object.

That's the theory anyway. I've just tested to make sure that Double-Sided static mesh can use overlap and it can.

unborn compass
#

Hi everyone, hopefully a quick question. Say that i would like MOBA style spell casting, is it necessary at all to axis map QWER or could i just use input events in the player controller?

desert juniper
unborn compass
#

would I make a new axis mapping for each key?

desert juniper
#

yes

unborn compass
#

thank you

desert juniper
#

would help if uses want to change their keybindings

unborn compass
#

right right

desert juniper
#

along with support for controllers, etc

vale pine
trim matrix
#

hello guys

#

how can i call an actor to another actor without using cast

#

just like how we call player by getting "Getplayerchatacter" node

#

is there any way to call actor

rough cedar
#

@chilly fulcrum GetTargetRotation in the CameraBoom holds all of its inherited rotation values. Just now figured this out. Hope it helps.

chilly fulcrum
#

I dont have a boom for the cam though

rough cedar
#

Springarm?

chilly fulcrum
#

nope

rough cedar
#

oh

chilly fulcrum
#

I mean I can add one if that fixes it I guess

rough cedar
#

Is it for a character in a third person project?

chilly fulcrum
#

first person

rough cedar
#

oh yeah that wont help you

stone aurora
# vale pine Here's a visual that hopefully makes more sense

I barely know how to follow a tutorial so this may not be useful. But does it have to be one specific collision box? Maybe have it where 2 collision boxes (one on each side) or maybe 3 if you need a middle attachment. Then have both/all three require verification that they are all in contact with the same "overlapped" collision?

odd veldt
#

Just to be sure, is it the best way to use a 2D Render Target to switch ingame to a 3D map like in the new Doom games?

unborn compass
#

anyone got a simple fix for a binded variable that is supposed to be draining a progress bar but only jumps from filled to unfilled?

#

in widgets

odd veldt
icy dragon
#

Canvas Render Target is hogging on performance, it can cost you a lot of frame time for even simple elements / scene capture 2D

austere fiber
#

Oh boy. Okay. I'm trying to make a check for slope angle, and whether the direction the player is going, is going up hill or down hill. The current way I'm setting it up is going to spiral out of control, so I'm going to ask if there's a better way to do this.

slope pending is the current location hit of the location the player is standing. slope last, is the previous frame. Since the player doesn't move on the Y axis. it's irrelevant.

#

this for example gives the same result but using sonic style movement. if you're on the ground you're holding left, and if you're on the ceiling, you're holding right

bleak swift
#

So I've setup a Level Camera to create a little transition using Set View Target With Blend. It should simply just move between the two but instead it sorta rotates and is really buggy

sharp rapids
# austere fiber Oh boy. Okay. I'm trying to make a check for slope angle, and whether the direct...

I don't exactly understand what you're trying to do
But If you want to compare two vector positions, you can do it in a 'compact' way by subtracting the 'Last' position from the 'Pending' position. And from the resulting vector, If X is negative, then you're moving left and vice versa. If Z is positive, you're moving up.
Can you elaborate what are you trying to do? Relative to what, do you want to calculate the slope?

austere fiber
#

I've thought about it a little more. I realized X is worthless. I'm trying to find if player is going up or down. so only Z is needed. so I can get rid of the X stuff altogether

#

basically. I'm trying to add speed to player if they're going downhill. or slowing them down if going up. Needed a downhill check before I could do that part

#

I over thought it

sharp rapids
#

that is if, you have physics applied on your character

austere fiber
#

that only works if you're under max speed and getting up to reach max speed. If you're already going max speed, and you want to add more. got to increase max speed. so it has to change dynamically depending on terrain

bleak swift
tender anvil
#

What's like the best way to implement headbobbing/camera shake to an FPS camera?

#

one that would give me a really smooth result

bleak swift
austere fiber
#

@sharp rapidsI do believe this is the most simple version of what i was originally trying to do

barren relic
#

Toggle visibilty not working on a timer for me

#

the code is running, it's just not becoming invisible

tame pecan
#

and it becomes visible again

austere fiber
#

yeah sequence is same frame

barren relic
#

oh

#

fixed with flip flop

#

idk how

tame pecan
#

or just a not boolean

#

to be even more clean

barren relic
#

Don't think I get it but it works so imma head to bed

odd veldt
icy dragon
#

Performance wise, it's actually less demanding as you don't need to go through Canvas Render Target.

trim matrix
#

does anyone know can i access a variable (component in my case) from an instance of a class inside of the class itself?

#

for example this ObjectMesh that i added in the object?

maiden wadi
#

No. Because it's not part of the base class.

trim matrix
#

yep it does work, thanks again ๐Ÿ˜„

untold mist
#

๐Ÿ‘

safe iron
#

Guys... this is embarassing to ask... I am still stuck on the problem of yesterday
Briefly, I have a map of integers to actor object references as a weapon roster, and I need to overwrite the value of a object reference in a given index when the player pickups a weapon, and it works ine until here, the weapon gets added and the engine finds it in the map

#

The problem comes in setting its visibility and attaching it to the GripPoint, I use a node called Get Parent Component, and the value it outputs is not valid for the weapon that gets added

#

I mean, it works fine for all the weapons that are already in the map, but not for the weapon that gets added later, so it just stays on the ground, always visible, firing from that position, here are some screenshots of the code

#

I asked the same thing yesterday and got an answer but it ended up confusing me even more and I felt awkward asking again, also it seems like the guy who answered thought the weapon wasn't added correctly, while it is added correctly, it just fails getting the parent component and I have no idea how to solve that, I tried many different things but none worked

sharp rapids
safe iron
#

All child actors of a master weapon

sharp rapids
safe iron
#

Oh... then why does it work with all the other weapons except this one?

#

Maybe it's because the other weapons are already put on the character when the game starts?

sharp rapids
safe iron
#

I'll try and see if it works... I'll message the result back

#

It works

#

Now it succesfully changes the visibility, but I still need to attach it to the GripPoint

#

Nvm solved it

#

Thanks a lot for the help, I would have never figured that hidden in game thing on my own

cobalt lynx
#

Hey, Any One know how to fix this?

I have added collision shapes to the front part of the forklift in my physic asset but since then it just falles of as soon as I start to play. I have added a Constraint to the body but it does unfortunatly not work.

spark steppe
#

why did you add physics in the first place?

#

also "i've added a constraint" is a bit vague

#

have you added angular limits and a soft constraint? also which physics engine is used? (and btw. theres #legacy-physics )

cobalt lynx
spark steppe
#

so it's a skeletal mesh and you just want collision?

cobalt lynx
#

exactly

spark steppe
#

then select the physics bodies, on the top of the details panel you can set them to kinematic

#

that means they are only affected by animation, not by gravity and such (the constraint between the bodies can then also be removed)

cobalt lynx
#

Works, thank you!

#

well step back

#

does not fully work

#

it still does pass trough other objects

spark steppe
#

that's probably related to the collision settings of your actor

#

get sure to have it block on the correct channels

#

anyways, for the forklift i would go with a static mesh anyways, i don't see any benefit of having a skeletal mesh

cobalt lynx
#

It's a drivable vehicle

spark steppe
#

yea, but you can separate the wheels and fork and animate them even as static meshs

cobalt lynx
#

this again creates the big issue that it's passing trough objects. I can now still drive trough a static wall with the fork until it hit's the collision of the vehicle body.

spark steppe
#

select the body in the physics asset and check if collision response is enabled

#

and if it's set to simple as complex

cobalt lynx
#

it's set this way

spark steppe
#

ok, can you show the collision settings of your actor, too?

cobalt lynx
#

the wall?

spark steppe
#

no, the forklift actor

cobalt lynx
#

The body in the physic asset as the exact same setting

spark steppe
#

not the physics asset

#

the actor blueprint

#

the one you actually place in the level

cobalt lynx
#

This is the mesh from the vhicle blueprint

spark steppe
#

ok

#

and the wall?

#

does it block on the vehicle channel

cobalt lynx
#

it's just the default cube with no changes

spark steppe
#

idk what the defaults are ๐Ÿ˜›

cobalt lynx
#

yes it does block the vehicle and does work for the main body but just not the fork.

#

Same issue if I replace the fork with static meshes with collision. for dirving the meshes are ignored

spark steppe
#

in the editor viewport, there's that small show button on top, check collision there

#

does it show the collision box for the fork?

cobalt lynx
#

yes, it's in green, the rest of the forklift collision is in purple

spark steppe
#

hm. no idea honestly what else you could check

#

i would go through all the physics/collision settings in the fork lift actor, your physics asset should be good

cobalt lynx
#

If I the box to default and not kinematic, it wobbles around but collides with the world

spark steppe
#

ok, that's interesting...

cobalt lynx
#

If I just could find a way to stop wobble. I tought the constraint where to prevent this

#

short afk, back in 10 min

spark steppe
#

honestly i would just make it a static mesh. that makes it way easier to deal with all of that imho

#

but i've not worked with vehicles yet, maybe it's more convenient to go with Skeletal Mesh for them ๐Ÿคท

cobalt lynx
#

I actually tried static mesh before but is also just passes trough static objects

bleak swift
#

If I wanted to replicate the rotation would I need to set these in a variable instead?

keen hedge
#

Hi, so Child Actor Templates can be used to set child actor variables from within the parent's blueprint. But is there any way to do so per instance from the editor itself, on the parent blueprint instance?

odd ember
#

not without some weird proxy variables. it's recommended not to use child actor components

#

they are not very well performing and might turn out buggy

#

you can spawn actors and attach them instead

keen hedge
#

But what's the alternative? Create a million child blueprint classes :/ ?

#

Or attach at construction/begin play time and then have duplicate variables between parent and child actors to propagate?

odd ember
keen hedge
odd ember
#

no but equally child actor components aren't visible either

#

you'll have to have proxy variables all the same

#

or just consider another workflow

keen hedge
#

Thanks! Do you have any suggestions maybe?

#

For a parent->child like interaction with actors, where I would ideally like to control both from the editor itself rather than blueprints

trim matrix
#

hi everyone! any idea how to get all staticMeshComponent from a BP? (there is no meshComponent from GetAllActorClass)

lunar nest
#

GetComponentsByClass?

keen hedge
odd ember
trim matrix
#

but it give mes an error...

lunar nest
#

Replace the GetAllActorsOfClass node by a GetComponentsByClass node

trim matrix
#

ok! trying

keen hedge
#

@odd ember Let's say a stand of items, where the item stand is the parent and the item is the child. The stand blueprint initializes the item and sets its position and rotation on the stand. The item can then be interacted with differently, depending on the item type (that's why the item is an actor, rather than a static mesh component on the stand). If you have ideas, you can PM me so that we don't spam the channel here. Thanks!

lunar nest
#

Seems right. I assume it's not giving you any errors anymore?

trim matrix
#

no it seems to work well!

#

thank you @lunar nest

lunar nest
#

Np

trim matrix
#

guys, do you know how to edit the range of an array? let's say i want to remove the first array of a value

odd ember
#

the other way to do it is to handle all the actor instances as BP children in the context browser, and fix the parameter values there

graceful forum
#

I'm using multisphere (also tried capsule, same reuslt) trace node to get different hit results for each bone that hit on an enemy character. When the enemy is in range of a sphere originated at trace start location with given radius, I get as many bones as it's hitting. When I get further from the start point but staying inside the trace, I only get a single hit result with closest bone. Shouldn't I get the same result whatever my distance is to the start point?

wicked osprey
#

Guys, such a question. What is the way to make it so that I can hold some objects in my hand, and some not? Here is the architecture of the items, but I still donโ€™t understand how best to implement this selection logic. Create a Wearable variable of type bool in ItemBase, or what?

spark steppe
#

yes, or create a child of ItemBase which is ItemBaseEquipable

#

which also introduces the methods for equip/unequip

wicked osprey
#

How can I check that the item I want to wear is equip? Without cast

mellow folio
#

Either a bool on the itemparent

#

or use an interface, which is less ideal in this case

#

just put a bool on the parent

heady saffron
#

Can someone tell me why the true part of the boolean is not working? this is in my actor class from character.

stable onyx
#

Good morning everybody. Is it possible to have something like EditCondition in blueprints for certain variables to only display depending on the value of an enum?

graceful forum
heady saffron
#

@graceful forum ignore the code for now, I was just trying to see if the "if true" node is being triggered which it isnt, but basically when the player slides the camera remains in the same position when scoping in, so I will rotate the camera when he is sliding

trim matrix
graceful forum
spark steppe
#

or your bool is just not working as intended

heady saffron
#

@graceful forum I did, the node never returns true but the cast is valid

#

I assume there is some rule when casting that i forgot that is causing this issue

graceful forum
heady saffron
#

@graceful forum yes and i tested it out

#

it also turns false at the end

#

of the action, but i tested both ways

graceful forum
#

Is this a multiplayer project?

heady saffron
#

I will turn it into one, but as of now no

graceful forum
#

Maybe you're casting another character

#

Oh okay

heady saffron
#

if u want I can share my screen if that makes it easier

graceful forum
#

Sure, is it possible to use the voice channels in here for that

#

Nevermind we can't stream there

tropic pecan
#

I ask again, does anybody know a function structure to move a camera with a spline? I figured to use a timeline already but how must it connect?

odd ember
tropic pecan
odd ember
#

otherwise I believe you'll need to use some camera rigs like rhino or what have you, that might be part of the cinematic camera suite

tropic pecan
odd ember
#

rhino is a rig

#

or it may be that you need to use sequencer

tropic pecan
# odd ember rhino is a rig

There's a JRPG blueprint that has an example of what I'm trying to achieve though I don't want loops. I at least think this is what I'm looking for.

#

These are the examples of what I kind of want to achieve though the functions are not right. I know I could redo it but how?

odd ember
tropic pecan
wise swan
#

any1 know what this error is?

wise swan
#

so asked here

odd ember
#

reposting is generally frowned upon. but in either case the #multiplayer channel is where you can get answers for the most part

wise swan
#

yeah ik

#

sorry for reposting

odd ember
# tropic pecan

well if you iterate over them with an array then yeah you could loop the same timeline over

#

if that's what you're asking

tropic pecan
odd ember
#

sure, same principle

#

you just use an array of spline components instead of spline points

icy dragon
tropic pecan
#

If you played the game, I'm certain you'd know what I mean. This isn't going to get any easier...

icy dragon
#

And I do the similar thing based on FF7 Remake's limit breaks or magic cast

tropic pecan
# icy dragon And I do the similar thing based on FF7 Remake's limit breaks or magic cast

There is a blueprint made by Trevor Betts on Youtube that has an extremely good example of what I'm looking for. It may be able to solve most of my questions. Though it seems the maker doesn't have any connection for it. Sigh since I can't seem to find good guidance and too many are saying "sequencer" I guess I'll have to try though I'm very uncertain if it's the correct type to use.

gentle urchin
#

What about a custom camera manager

#

That'd probably be the best class for this

#

Personally i'd try and disconnect it from 'splines etc and do it mathematically, procedural like

tropic pecan
heady saffron
#

Can someone tell me why the true part of the boolean is not working? this is in my actor class from character.
(reuploading to see if anyone knows the fix)

gentle urchin
#

Defining start and end points and a method for moving between them according to desired options

spark steppe
#

it's not working because your bool is always false

#

it's kind of obvious

gentle urchin
#

Id imagine some random camera angle/style picking

heady saffron
#

@spark steppe nope, bool was confirmed true

spark steppe
#

in the same method?

heady saffron
#

issue is when it is referenced on a different blueprint, it doesnt work

#

wanna vc and see?

spark steppe
#

then your player reference is wrong

#

no, sorry

heady saffron
#

np

#

i only have 1 player ref

#

so its not that either, unless there is a rule that i forgot when referencing to certain classes

gentle urchin
spark steppe
#

have you placed a print string node between the cast and the branch which prints the value of the bool?

gentle urchin
#

A branch goes where its told to

#

If it doesnt go true its because of the critera is false

spark steppe
#

show where you set the bool to true

heady saffron
#

ben i did and it shows the string

spark steppe
#

that's impossible

#

if the bool is true it will take the true branch

heady saffron
#

I also tested out using a print string if that returns true btw

spark steppe
heady saffron
#

that is where I set it to be true

#

yes ben

gentle urchin
#

What event calls this

#

And when in relation to your issue

#

Print strings is the way to go

heady saffron
#

it'll be easier to talk instead of typing, but its when i click 2 keys I slide and it is set to true

#

Its when i reference the bool in a different blueprint it isn't being recognized. only the false branch works

gentle urchin
#

So bool is set when 2 keys are pressed

#

And is read when?

#

On tick?

heady saffron
#

wdym is read when? do u mean in the first pic i sent?

gentle urchin
#

Yupp

heady saffron
#

thats in my actors bp, im trying to have the camera be adjusted when sliding is set to true

#

and its on beginplay

spark steppe
#

oO