#blueprint

402296 messages · Page 850 of 403

surreal peak
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The variable can't know which one you mean.

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You need to make sure that you set up your references in a way that you can access them

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There is a Stream from Epic Games pinned to this channel called Blueprint Communication

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Watch that

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it's a bit older but should still be relevant

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Whereever you create the Widget you need to save it to a variable

short pawn
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ok thank you

surreal peak
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And then you need access, the same way, to whatever has that variable

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Usually you ensure that you use easily accessible classes

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Like spawn your HUD in the PlayerController

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And save it to a variable

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Spawn your Menu there too

short pawn
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im going to try and save it as a variable and refrence it in the playercontroller

surreal peak
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Then you can alwasy GetController etc. and grab the Menu

short pawn
surreal peak
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Yeah Pointers (in C++) are probably a bigger entry barrier to understand

short pawn
surreal peak
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They call them References in BP, although they are basically Pointers

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Don't ask me why they do that

tender gorge
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Hey everyone. I'm making an Infinite Runner as a game to learn some Blueprint stuff. I have it set so that a Collision Box is set to End Overlap to destroy the actor which makes it so it destroys the previous Tile Map, but I'm having the issue where when I die it destroys the Tile Map and it is linked to the End Overlap Collision Box. I know it is linked to it because if I remove the connection it no longer destroys the Tile Map, also Breakpoints show that it is caused here. Is there a way I can still use the End Overlap to destroy the actor but someone disconnect it upon death to make sure it doesn't happen, or is there a better way to destroy the previous Tile Maps?

surreal peak
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Hm, I guess overlap is fine, but you could also check distance for example

tender gorge
surreal peak
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Distance from Character to Tile

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Idk how your tiling works, but usually one have like x tiles that are moved (and the player runs in place)

tender gorge
surreal peak
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Yeah that's basically wrong

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Cause game worlds aren't infinite

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The further you run the higher the floating point errors go

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That's why you usually keep the player stationary

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And just move the tiles below them from front to back

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That way you also know, since you are moving them, if a tile reached the end and can be despawned

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But let's say you are doing it with the Player running. You can check the distance between tile and player

tender gorge
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I couldn't get it to work properly doing that. I'm not using tiles I'm susing 2D Tile Maps and I kept getting a lot of issues.

surreal peak
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If it execeeds the tile size or whatever distance you want, it can be despawned

tender gorge
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I wouldn't know how to do that. I can copy the project and try doing it that way again.

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But then I also am not sure how to do the obstacle spawning with that.

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If worlds cannot be infinite than why would there be tutorials for games with infinite world from Unreal?

frank rover
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Worlds can not be infinite. Just make a cube and move it forward with crazy speed. You will see rendering glitches and stuff. There are ofc ways around it that usually move the whole world to fit the world origin.
For an endless runner it's very common that the player doesn't run forward but the world runs backwards kind of. And it's not really more complicated to set it up this way

icy dragon
tender gorge
charred flint
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Hi guys, when I make a blue print on a widget with "open level" and go to the level it no longer seems to connect to a play mode, it just sees a player standing there but nothing is happening when clicking, etc.

Seems that it doesnt find the game mode or something

charred flint
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I somehow think its skipping the event

tranquil abyss
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Can I not create a custom event between a UI widget and a player character

gentle urchin
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Yes

charred flint
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(but that doesnt work obviously)

gentle urchin
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Which game mode is specified in mainmap?

charred flint
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topdown

gentle urchin
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Options must bebhandled by you aswell

tranquil abyss
charred flint
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I think its because I have the login interface as first menu that when it opens level mainmap it somehow doesnt know about the player movement, etc

gentle urchin
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The game cant know what to do with some random vector input

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It must be handled manually

charred flint
# gentle urchin It must be handled manually

So what do you advise me to do?

I have a login system via xsolla plugin ( works great ) it will be the start menu of our game. So when I have a redirect to the MainMap it doesnt know the game mode it seems, is there a good way to do this via the blueprint?

mental robin
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Not sure where to put this. I've been working on a mobile idle game but I've been putting all the variables and functions like costs/upgrades etc in the game mode...but now I am thinking it would have made more sense to put it in the game instance..... does it really matter

icy dragon
mental robin
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Lets say I do want to prevent that

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lol

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:\

tawdry surge
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Game mode is fine for anything relating to the "game itself". Idk who's hacking mobile idle games anyway

mental robin
tawdry surge
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Save game object is more proper

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Either way will work

mental robin
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Okay I feel better about it now then lol

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I was having a moment

tranquil abyss
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So I have a little ability menu and im trying to use scroll wheel to select the ability when I click

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I have the scrolling working properly when I have it up and the number range is working just fine

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the map works just fine when I click the buttons the correct action happens

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I need to be able to scrooll and click to use the ability While still being able to move

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or use the ability index I have made to pass into the UI widget somehow

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Should I need a better way to do this OR i need to take the ability index value and (Click / press / fire, whatever you call it)

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the ability in the Ability UI

bold phoenix
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Is there a simple way to remove all values equivalent in an array ?

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Lets say I have [ 1, 1, 2 , 4 , 2 , 1 , 4,4 ] and i want to obtain [1,2,4]

gentle urchin
gentle urchin
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If the array was [1, 1, 2, 1, 4, 3, 4, 2, 2] what would the result be ?

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[1,2 4] ?

bold phoenix
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The goal is to keep one value of each

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But there was a very easy way to do it with a simple loop and the 'add unique' node, thank you tho !

gentle urchin
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Yeah that one exists. Wasnt clear what your goal was :) no prob, whateber i did not do 😅

bold phoenix
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yeah i know, its kinda hard to explain when you know what you want but you don't know how to do it, i'll do better next time 😉

pulsar spoke
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Hi everyone! I'm still relatively new to UE4 and I have come upon a problem in a game I'm making. The idea is to make a little spaceship rotate around a planet to make it seem that it is being affected by its gravity.

Currently, when the spaceship overlaps the planet's collider, it triggers a boolean in the Tick function, that in turn makes a function that (for the moment) is called BP_Test to continuously be called, which does the following:

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As you can see, the problem relies on the fact that when the spaceship overlaps the collider, it starts spinning but not from where the pawn first touched the collider, but on a exact spot. By debugging I realized that this is because of the planet's variable called "Angle of Rotation". Because by default it is 0, it always makes the pawn rotate from that exact point.

So what I want to know is that if there is a way to calculate the angle of rotation based on when the pawn first touches the collider. I thought about getting the distance between the center of the planet and the location of the pawn when it first collides and from there calculate the point in the circumference, but it is just an idea and I kind of got stuck thinking how to go from there.

Thanks in advance for every comment or idea on how to do this 😅

charred flint
severe kettle
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Is there any way to turn unreal engine coordinates to right handed mode? I've been doing some blueprints about circular trajectories and now I realise X is backwards and when an actor rotates it rotates clockwise around the Z axis, which means all the paperwork I did is not valid xD

earnest tangle
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Not really. Better to fix your actors so that X is forwards as it's expected to be

icy dragon
severe kettle
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Yes, I know. I was just wondering if there's an option to turn it into cartesian

icy dragon
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Tbh I was tought X is forward since school so it doesn't throw me off. But I guess i'm "coordinate ambidextrous"

severe kettle
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I'll try multiplying x by -1, doing all the calculations and then multiplying again by -1, hopefully it fixes it

earnest tangle
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Probably easier to just fix the calculations if this project is going to be developed further

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Otherwise it's just gonna get confusing :D

icy dragon
heavy ibex
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When performing a hit result under cursor for objects, is there any way to determine what object type the hit was found with? Looking to be able to determine if the hit object was a WorldStatic or WorldDynamic

icy dragon
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And scaling It up, especially in BP, might cause some slight repercussions in game thread frametime

sly relic
severe kettle
blissful grail
icy dragon
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And that's where the ambidexterity shines 😎

blissful grail
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Well because of that, I do my skeletons +Y forward and static +X forward.

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Probably weird, but w/e, it works.

distant grotto
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Could I get some help in figuring out how to get vinterp to work? Im trying to get a character blueprint to offset a certain amount and interpolate to the new location over time but I cant figure it out no matter what I do

icy dragon
distant grotto
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yeah i tried that, it must be something else im getting wrong. the delta time input on vinterp is from event tick here

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I might be inputting vinterp into the wrong kind of set location?

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@icy dragon

sly relic
# distant grotto yeah i tried that, it must be something else im getting wrong. the delta time in...

I think it may be because you are updating the target location every tick. As GetLastUpdateLocation is a pure function, its value is recalculated when it is being read.
The target location is an offset from the current location, so as the current location moves towards the target, the target also moves the same amount due to it being recalculated.
I think you'd need to store the target location in a variable and update it once, that way it won't change as the character interpolates towards it.

gentle urchin
crimson jolt
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Is it possible to receive hit events from inside a component, without adding anything to the owning actor?

I'm trying to encapsulate all the functionality inside a component, but I can't seem to figure this one out

gentle urchin
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You can add a collision component at runtime

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wait, you'd still need to add it to the actor

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but the actor doesnt need to know about it, if that makes sense

crimson jolt
gentle urchin
runic parrot
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Hi! is there any way to make one object completelly "WHITE"? i removed all lights on my scene and placed one actor with one material, the problem is that it's not completelly white

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and when i change it from something else to white, it takes some time to adjust.

crimson jolt
tight pollen
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why For Loop doesn't work like First Index is for example 20 and last is 0?

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what do i have to use to get it to work the other way around?

whole dune
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How can I find the blueprints I need? Im thinking about switching to C++ just because finding Blueprints is a ####### waste of time

dawn gazelle
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You could create your own macro to do the opposite using the for loop as a base.

dawn gazelle
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Like, looking for them in the content browser?

dusk dust
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hello, im having a hard time figuring this out. I am looping through an array of values, and creating a new widget supplied with the values for each iteration. This widget im spawning per iteration has a button. what i want to do is when one button is clicked, return the corresponding value. however the way i set it up makes all the buttons return the same value when clicked

wicked osprey
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What is needed for red Data Asset?

dawn gazelle
odd ember
whole dune
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and finding out what they do

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there are a billion

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ive been searching for a god damn fitting blueprint node for 2 months noe

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ive only been doing shitty implementations

dusk dust
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@dawn gazelle im pulling the button from the widget, which is being duplicated with a foreach loop

wicked osprey
dawn gazelle
# whole dune there are a billion

Well, you probably won't have any better luck in C++ as the nodes are effectively representative of C++ code, just in a visual format.
What node were you looking for? What are you trying to accomplish?

dusk dust
odd ember
whole dune
dawn gazelle
whole dune
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i tried calculating the angle between the 2 objects and adding that to the already modified lerp

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but thats expensive af

dawn gazelle
whole dune
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without delay and another timeline or some sneaky tricks because i also control the speed

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and delay will mess up on bad pcs

dawn gazelle
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Have you tried attaching one actor to the other?

whole dune
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so the second object is a child of the first?

dusk dust
whole dune
dawn gazelle
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Usually at the top right.

whole dune
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the second object also has to follow the spline (location + rotation) just like the first one but remain a fixed distance between them

dawn gazelle
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Riiiight, so more like a train

whole dune
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exactly

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in fact

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thats what im trying to do

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that problem has been bothering me for like 2 months now

dusk dust
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@dawn gazelle I created a dispatcher and created an input, what should I do now?

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sorry if im asking too much, ive never worked with this before

tight pollen
dawn gazelle
# whole dune that problem has been bothering me for like 2 months now

So I don't think there's really a node to accomplish that. This is some custom code you'd have to work out for sure.
What I'm thinking in my head is having a "TrainEngine" actor that is set up to run along a spline. In this TrainEngine actor you can have an array of other TrainCar actors, all defined to run along the same spline.
When you adjust the speed of the TrainEngine, you loop through the array of TrainCar actors and set their speed as well - not realistic per se, but should effectively allow your train to increase speed and keep all the cars together.

tight pollen
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I don't know how it should look like

crimson jolt
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Does anyone know if you can give the switch node a variable as a case, instead of hard coding the case values?

dawn gazelle
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Basically should look like this

gentle urchin
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controlled by one bp ?

whole dune
dawn gazelle
crimson jolt
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@odd ember Well not really, the switch node will directly control the execution flow. The same can be done with branches but it's less elegant. Basically, I want "if input x = y, execute branch A, if x = z, execute branch B, else execute Branch C"

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But I can find a way to assign variables as y and z (called Cases in the node)

odd ember
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so you want an enumerator?

tight pollen
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no Loop

dawn gazelle
whole dune
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i thought about trying to get the two points at the end of the carriages and then add to lerp

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so it wont stretch

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or atleast not too much

odd ember
dawn gazelle
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True

odd ember
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also not sure how good CompareFloat is with precision

dawn gazelle
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Probably 💩

crimson jolt
# odd ember so you want an enumerator?

@dawn gazelle @odd ember Well it's selecting based on a name, which can have one of 2 values. But the whole point is for it to be just one node cause it looks and feels good xD One could easily do the same logic with 2 branches. I just wanted to know if the switch could have variables as cases cause it seems strange that it wouldn't be able to

dusk dust
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@dawn gazelle thank you so much

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it all works

odd ember
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if you can describe it then it'd be easier to say

crimson jolt
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Input is a name variable, and based on the name I want it to execute one of the cases

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But, the cases cannot be hard coded cause they may need to change

gentle urchin
odd ember
# crimson jolt

right what I am talking about is what you are intending to do in a non technical context, not your own technical solution for it

gentle urchin
crimson jolt
odd ember
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if it's just two variables you can use a branch

frank rover
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You could just store an enum whatever feet your character has and simply switch on enum. No need for bone names and stuff like that

whole dune
tight pollen
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or someone?

whole dune
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but without adding another timeline for every single object

crimson jolt
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@odd ember Well it's a long story. I think I'll just make a custom macro for it, but thanks for your help!
@frank rover The data is coming directly from a hit event so there is no need for a enum, I can just grab the foot name

gentle urchin
whole dune
faint pasture
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@whole dune Do you want the objects to be oriented tangent to the spline or pinned to spline by 2 points?

frank rover
faint pasture
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pinning to spline will be much harder, but oriented to the spline is ez

dawn gazelle
crimson jolt
tight pollen
odd ember
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the left foot has a clown shoe and needs to make a horn noise, the right foot has a loafer and needs to make a shoe sound

whole dune
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or what exactly do you mean?

frank rover
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Okay in that case you could switch on name and just make sure you set up the skeletons right. Or just compare to a data table of left and right bone names by skeletal mesh or whatever. The first thing would be the best, tho

crimson jolt
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@frank rover Yes and that's what I was doing, but perhaps you missed my original question. I was wondering if it is possible to assign a variable as a case, instead of hardcoding it

tight pollen
frank rover
crimson jolt
low hound
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Is there a way to control the tick order of actors in the same tick group?

tight pollen
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and return index is always 0

dawn gazelle
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Can you provide a screenshot of your code?

faint pasture
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or like this?

gentle urchin
tight pollen
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@dawn gazelle

whole dune
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the object on the spline

gentle urchin
whole dune
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but how

faint pasture
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On tick

Position += Speed * DeltaT
OffsetPosition = Position + Offset

Different objects would have different offsets

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and that's all along the spline

gentle urchin
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Exactly

faint pasture
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it won't respect distance from object to object but distance along the spline. Respecting distance between objects would be pretty hard and not trivial

gentle urchin
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used a component just for this mockup, but the same idea goes for any actors

whole dune
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so is it better with tick than timeline?

gentle urchin
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I'd say so but people will disagree

faint pasture
gentle urchin
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Timeline gives you some handy user friendly controls

faint pasture
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doors don't update all game long, smooth chase cameras do. That's the difference.

gentle urchin
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using tick, you'd need to do that by yourself

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Yeah only update if there's something to update

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flow control.

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Its one of the main reasons why tick is frowned upon 😄

whole dune
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it looks so much simpler on tick

dawn gazelle
gentle urchin
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that looks counter intuitive 😄

whole dune
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the carts always have to follow

gentle urchin
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or is it just "the train may move when X happens"

whole dune
gentle urchin
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Yepp you can

faint pasture
gentle urchin
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but speed != velocity , if you care for it

faint pasture
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just add an offset into your location for distance along spline and you're good

whole dune
faint pasture
faint pasture
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yes

whole dune
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oh no

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thats were i got

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and its not good

faint pasture
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show what you have again

whole dune
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oh wait

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theres no lerp

runic parrot
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Hi! does anyone have any idea of why the capsule is not centered on the floor? The parent of this object is base "character"

whole dune
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so it should work smoothly

runic parrot
whole dune
faint pasture
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you don't need a lerp

whole dune
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but this method doesnt require lerp

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awesome

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tysm

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gonna try it tomorrow

faint pasture
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Is this meant to be a loop?

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Or does it stop at the end

whole dune
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?
So the carts go back to the beignning

faint pasture
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is it a closed loop or a spline with 2 end points

whole dune
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the spline can be a closed circle

faint pasture
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roller coaster or drag strip

whole dune
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it doesnt really matter

faint pasture
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ok then don't do the branch, just use a modulo to wrap back around when distance > spline length

whole dune
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is the speed relative to the spline length?

faint pasture
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CurrentDistance = (CurrentDistance + Speed x DeltaSeconds)%SplineLength
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I'm not sure, idk if splines are in cm or alpha or percentage or whatever

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110 % 100 = 10, wraps back around

gentle urchin
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length is uu

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speed is

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your definition

whole dune
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so absolute speed

faint pasture
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I mean in splines, if it's in UU then you're good

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100 for your speed will move you 100 cm along the spline per second

whole dune
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thanks

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really

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i thought about using tick but i didnt think it would be much different

gentle urchin
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adding weight and height speed increase/decrease is also within grasps

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if this is .. a rollercoaster game f.ex

whole dune
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train game

gentle urchin
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train tycoon ?

faint pasture
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I'd use physics but that's a bit far from where you're at

whole dune
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nah, actually driving

faint pasture
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depends on the design tho

gentle urchin
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Dunno, is physics reliable enough for that really?

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I'd go for spline but thats just me being cautious

faint pasture
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I would never use physics for the train -> track interface but for everything else yes

whole dune
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I actually would love to use physics

gentle urchin
faint pasture
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I got a train prototype working with wheels stably staying on 2 parallel rails but it'd be hard to make it behave nice. Would be fun for a chaotic game

gentle urchin
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hehe that's what i'd imagine

faint pasture
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If only we could have a perfectly smooth spline collider

whole dune
gentle urchin
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so a rollercoaster ment to repeat the same track reliably a hundred times over could be.. interesting

faint pasture
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yeah it'd be more like a Derailment Simulator 2022

gentle urchin
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xD

faint pasture
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I'd still use physics tho for any train game, just have a custom solver/constraint to keep the wheels pinned to the tracks

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Spring/damper between 4 points on the car body and the spline would get you close enough

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use physics for the momentum and constraints between cars and traction etc

whole dune
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i think the driving feeling would feel much better if its phyiscs based

faint pasture
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Depends on what the game design is meant to be. If it's a logistics game then that's overkill.

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IDK, driving a train seems like the definition of boring

gentle urchin
faint pasture
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sweet

gentle urchin
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Sure, its oversimplified , not counting for carts weights and whatnot

faint pasture
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now, increase Speed by the spline tangent's Z component

whole dune
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i dont fully understand splines yet

gentle urchin
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im increasing it based on the Dot for World Up (gravity)

faint pasture
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Same thing

gentle urchin
faint pasture
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You can just break out the Z

whole dune
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Wait, theres a direction node

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omg

gentle urchin
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there are all sorts of nodes 😄

faint pasture
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Dot(Vector, Z) = Vector.Z

gentle urchin
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Its to late for logic , that train has passed

whole dune
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its just so hard to find them all

faint pasture
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That's the best part of BP, just type for what you want

gentle urchin
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there's a billion things on a spline

whole dune
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whataaa

faint pasture
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And that's the worst part of C++, knowing what you want to do but not what the function is called

whole dune
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omg

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the possibilities

gentle urchin
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Yepp

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If im working on something new i often just check that first

faint pasture
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Use Forward Vector and Right Vector to calculate the orientation of the object at that point

gilded elbow
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Hi all. I'm looking to assign enemies a reference(within the game mode) as they spawn so that the Game Mode can destroy the one that has existed the longest on an event. Anyone know what direction I should go with that? Should I be casting from the Enemy to the Game Mode on event begin play to create a reference somehow?

gentle urchin
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"whats avaliable here"

whole dune
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Thank you so much guys im going to try it out tomorrow

gentle urchin
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In case you dont know;

faint pasture
faint pasture
gentle urchin
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dragging of from your object type will give you context specific functionality. Typically Getters are usefull. Bindings are also very nice 😛

gilded elbow
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Eventually, an "enemy spawner" actor. As of now, a keyboard event

gentle urchin
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I'd just do a manager ^

gilded elbow
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Whoops, on that casting wording(still somewhat new)

gentle urchin
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FIFO

faint pasture
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For now you can just have the enemy notify the gamemode that it was spawned, but once you have a spawner it can handle that

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You usually want references to flow in 1 direction if at all possible. Spawner already knows about Enemy, Enemy doesn't need to know about Spawner.

gentle urchin
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If its singular spawner, the spawner can be the manager. If there's multiple...

faint pasture
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depends on if it's oldest total or oldest per spawner, all depends

gentle urchin
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True

gilded elbow
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Ohhhhkay, I think I understand. So basically the spawner would store that information and the game mode could get/check the info?

gentle urchin
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the game mode wouldnt need the info really,

faint pasture
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In production the final result probably looks like GameMode handling the spawning of enemies at SpawnPoints and keeping track of them

gentle urchin
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at best, gamemode would tell the spawner to destroy the oldest spawn

faint pasture
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but it all depends on what you're trying to do. If it's a minecraft style spawner then have the spawner actor do it and don't bring game mode into it at all

gilded elbow
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My current set up is that the player can use a certain amount of "battery" to destroy the oldest actor, so I think what I'm going to do is check from the game mode if there is enough battery to do so, and if that is the case, then the spawner can destroy the actor?

faint pasture
gilded elbow
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I have the battery stored within the game mode

faint pasture
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You making a tower defense?

faint pasture
gilded elbow
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Similar mechanics, kind of half way between a tower defense and 5 nights style game

faint pasture
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Game Mode is poorly named. They should have called it GameController along with GameState the way you have PlayerController and PlayerState

gilded elbow
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Ohhhkay, that makes sense. So theoretically I should move what I have in the game mode into one of those others like GameState

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Also thanks so much for the help, I really appreciate it

late cave
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Huh... just had a look at the contents of my game mode, and it's just this... 😆

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Haven't look in there for a good year or three... 😅

gilded elbow
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Hahahhaha

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I think I went with a misleading youtube tutorial or something at some point

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Or just misunderstood one

maiden wadi
#

Keep in mind that UE4 is designed around the idea of match based multiplayer gameplay at it's core. It can still be very easily repurposed for a lot of game styles, but not every class type will be useful to everyone. GameMode in itself is a heavily multiplayer based class.

silent rivet
#

not sure if right channel but is there a way to do a 3d curve? for instance you input 2 variables and get back a third and the curve defines that? when i create curve asset it is only x, y. Maybe im missing something.

vestal plinth
#

does anyone remember how to do exec pins in functions? I thought there was an exec pin output type

#

in UE5

maiden wadi
#

Functions, or macros?

vestal plinth
#

oh, needs a macro?

#

thanks 🙂

#

you can't delete outputs anymore 😣

#

lol there's an invisible block in the panel hiding the delete button. it's behind that blank area

vital aspen
#

This one has me stump. In my Find Stack function. Just 1 variable has me mad. when it does a loop looking for a Stack of items and it finds a match and the item has less then the stack size. It then adds that item to the stack. The the Variable

#

Should return that item and the amount in that stack. It's just this 1 returns nothing but 0's. anyone have an idea

#

The variable Name is LocalQtyInStack

flat scarab
#

Hi. How can I close automatically close a Gate Flow Control after a certain period of time?

desert owl
#

Okay so I've spent all day trying to get this to work and everything I've tried has failed so idk if this is even possible without being super heavy. I'm trying to make an Interaction Actor component. All of the code on the tick works, but I'm trying to implement a system where it preferences the closes actor to the player (like if i'm right beside two actors that have this component, only one will accept input. the code will have to fire on sequence line 1 somewhere.) this component this placed in. You can see the start of what I feel like is a solid idea on the Event begin play node.

odd ember
desert owl
#

Sequence 0 puts a white dot above the actor, indicating you can interact with it. Sequence 1 turns that into a button prompt and allows input.

odd ember
#

why are you checking these things per tick? every interaction in the game world running per tick just to check the distance to the player?

#

and then the player doesn't even have control of whether they can interact with it, but the interaction itself does?

odd ember
flat scarab
odd ember
#

if you want to change the interval between ticks you can do that

#

but putting a delay on tick isn't the solution

vestal plinth
#

Epic: please rename "delay" to "procrastinate". Thank you.

desert owl
#

The tick is just for the prompt and enabling/disabling input.

odd ember
#

I would not recommend doing it like this

surreal peak
#

@flat scarab This looks like something you would do with a timer

odd ember
#

I'd center the interaction logic in an interaction manager that sits on the player or controller, and allow interactions in the world register themselves to the manager

#

then the manager can decide (based on conditions that it gets from the player) which interactions should be prioritized

surreal peak
#

Also, that random node is gonna create two different values if you are unlucky

#

Not sure someone mentioned that already

#

But maybe you want that, not sure what that code is supposed to do

desert owl
#

Alright, i'll look into that @odd ember but how do make it to where the prompt only fires on the closest interactable actor?

odd ember
#

if you imagine that an interaction can have collision, you can reshuffle priority every time a new interaction collision gets registered. if you need it more granular than that, you could reshuffle it on player input

#

or failing that, on tick for the manager

#

that way you reduce n amounts of tick from each interaction in world to a single tick for the manager

#

but you can get it without tick as well

tranquil abyss
#

So I have a little ability menu that I make and im trying to kinda get a Hover sotra effect or like Is selected effect on this list I did have it hooked up on click to use the ability but That is that the function I need Atm I scroll and It changes a index in the character and fires based on a map using the UI part to shot the abilities

#

I tried to do the scoll thing in the UI widget stuff but that was to hard for no reason

frail pilot
#

How do you capture on change visibility event in a widget?
Tried this but the function I pass isn't firing.

odd ember
tranquil abyss
#

To be clear The top picture is in the character

#

the middle is the ability list being made of ability slots

frail pilot
odd ember
#

you link another event

#

that will fire when visibility changes

#

use the CreateEvent node

#

and I believe you can change visibility by using SetVisibility

#

the binding sets up another event to be callable dynamically when something happens

tranquil abyss
#

I guess that would make more sense then adding it and removing it

odd ember
#

but you need to have that event called in the first place to make it work

tranquil abyss
#

but that is not the main issue

odd ember
#

so I'd suggest putting the binding on BeginPlay

#

and then bind that event you created

#

or use the CreateEvent node

#

your choice @frail pilot

tranquil abyss
#

I tried to use a custom event

#

but I could not get that to work in the ui widget

#

I tried setting focus on the widget but I still want the character to be able to move

#

and also setting focus just did not work

#
  • using scroll wheel to change the selection was way 2 hard for no reaseon
#

-Let me be clear

#

either I need to rework this in the UI blueprints

#

OR just get the index from the player of the current ability

#

and use that to change the style of that button

#

OR make it behave as like "IS hovered" but I did not see a node for such

odd ember
frail pilot
#

BeginPlay is not popping in the contextual menu

odd ember
#

fair enough, try that then

#

I know there's a few widget construction events, not sure which one is the most correct to use

#

some of them run too early before the widget is fully constructed

#

but I think that's Init

frail pilot
#

ok ty

maiden wadi
#

PreConstruct and Construct is ran anytime the UserWidget is added to a new parent. Init is ran at widget creation. AFAIK all internal widgets are available at init, but exposed variables won't be set yet.

odd ember
#

which is why I'd caution trying to setup a binding at Init

frail pilot
#

I don't think I have too many options, there is construct, pre construct and On Initialized

odd ember
#

go with construct

#

it's the safer option

frail pilot
#

alright

tranquil abyss
#

I was like how does this help me XD

vast lion
#

How big of a capture can I take with a scene capture component?

scarlet sedge
#

Dunno where else to put this, but I cant figure out how to make a collision mesh from my complex mesh on my 3d model. Anyone able to help?

#

I want to be accurate to the model

mossy mist
#

how do I restore blueprints

#

whenever i copy them into the project from the saved folders they are just the same as the current one

#

yet I know it is different

icy dragon
# mossy mist

Copy the autosave one without renaming, delete the BP in Content Browser, and replace reference the the autosaved BP.
Then you can rename it back.

daring merlin
#

Guys! Does anyone know how to setup a material that always faces towards the camera's current position? Any help would be much appreciated!

bright harbor
#

so, if i had a spline with a procedural spline mesh on it in my level, and i want to make it so the player can rail grind on it, how would i make it so the player snaps to the point they start grinding on, rather than at the beginning of the spline, or at the nearest set point on the spline? like just start grinding along the spline wherever they hit it

hardy fable
bright harbor
unborn compass
#

Anyone got any advice for this? I have a widget component on pawn (overhead health bar) and so i bound this function in the widget and it has trouble reading player pawn. Is there a different way i'm supposed to reference the pawn that owns this widget?

#

error is "accessed none trying to read pawn name"

wicked osprey
#

Guys, I don't understand. What are the advantages of Data Asset over Data Table and vice versa? For example, for static item data. I noticed that many people use Data Asset, but Data Table is also suitable for this.

dawn gazelle
dawn gazelle
coral lance
#

For my game I wanted to create multiple playable characters that the two teams share how would I do this this is probably an easy concept but I am confused

hollow steeple
#

So trying to understand how to use gameplayTags for keys, and looking at Tom Loomans example he is plugging these. Looks like hes using a custom interface function i think? Im still new to unreal so not entirely sure, but any idea how if it is needed? Picture of it attached:

hollow steeple
#

no

gentle urchin
#

Using interfaces for common interaction seem fair

#

What part are you uncertain about?

hollow steeple
#

Sorry for poor wording, but i'm confused on what it is essentially doing, and how i can recreate it.

loud atlas
#

I'm trying to set the roll of a spline mesh in a way that if it were a racetrack, it would bank. Does anyone know how I might go upon doing this?

dawn gazelle
# hollow steeple So trying to understand how to use gameplayTags for keys, and looking at Tom Loo...

Yes, those are interfaces. An interact interface is usually used when you have multiple classes that need to react to something. For example, you could be doing a line trace, getting a "hit actor" and then calling the "interact" interface on that actor. If the actor implements the interface, it can then perform whatever it needs to do. This would allow you to use that single line trace to control things like doors, switches, lights.

You can create an interface by right clicking in the content browser, go to blueprints then select Blueprint Interface. You can name it whatever you like. Within the interface you can then define interface functions and include any inputs you would like to use in it.

Any classes that you want to use the interface call in need to have the interface added to them in the class details tab.

Once the interface has been added to the class, you can then implement the functions you set up - they're usually listed under the functions in the class.

You can then have that class do whatever it needs to do when the interact interface is called on it.

hollow steeple
#

Ah i see

#

Thank you

coral lance
# dawn gazelle What do you mean by share?

I mean I want to create 5 different characters each with a unique ability. I want these 5 playable characters to each be selected once and have one character be on each team

gentle urchin
#

So like LoL,

#

with a common pool of characters to pick

#

Unique picks only

dawn gazelle
coral lance
coral lance
gentle urchin
#

I'd start simpler, keep the multiplayer part out of it, and just see if i could get the idea working with a single player picking to different arrays

hollow steeple
#

@dawn gazelle Sorry to bother you again, but you were the only originally helping me with the key system suggesting i should use gameplayTags. However even after looking at guides on them im still extremely confused. I created the gameplayTags for the keys i want to use, but i'm completely failing at understanding how i can use the gameplay variables at all. I know in the example you gave me yesterday it was playerkeys and required keys but how do gameplayTag variables work?

dawn gazelle
# hollow steeple <@!218956378654507008> Sorry to bother you again, but you were the only original...

You can create a "GameplayTag" variable for the key within whatever actor you're using to grant the player the key.

On the player, you want a gameplay tag container. Any time you 'pick up' a key, you add the gameplay tag to the player's "Key Container"

Your door can have a GameplayTag or a GameplayTagContainer variable for the "required" keys. If you would only ever care that the player has any single key, then just use a GameplayTag rather than a GameplayTag container. You can then check if the player's "Key Container" has the tag.

You'll want to set up the key actor's tag and door's tag to be expose on spawn and instance editable. This will allow you to set the key actor and the door actor's granted and required key when you place these actors into the scene.

hollow steeple
dawn gazelle
#

Yep

hollow steeple
#

Alright, and so how can i get the players key container variable onto the the key pickup blueprint to add it?

dawn gazelle
#

Depends on if it's multiplayer or not. If you're using an interface, you could potentially pass in a reference to the character making the interaction happen (much like the instigator pawn in the screenshot you showed). From there you can manipulate and access the variables of the character. If it's just single player, you could just do a GetPlayerCharacter and cast to your custom class.

river mason
# daring merlin Guys! Does anyone know how to setup a material that always faces towards the cam...

I have no idea how a material would face the camera all the time but I found this tut recently while trying to figure out how to have textrender facing the camera all the time. If it doesn't help just ignore:
https://youtu.be/58tCYEEPgLQ

In this tutorial I show you to easily add floating text above objects/actors in your game.

This text will appear and disappear depending on how far away the player is, plus it will rotate to always face the player.

If you get stuck, have issues, or any questions about this video topic, please leave a comment below and I will try my best to an...

▶ Play video
hollow steeple
#

Well it will end up being multiplayer but at its current state isnt.

dawn gazelle
#

So then you'd want to use the interface most likely, and pass in the interacting character as an input into the interface.

hollow steeple
#

Ok, not sure how i can do that haha. I understand how to add a input to the interface but im not seeing the variable in the list

dawn gazelle
hollow steeple
#

Oh okay so im inputing the character blueprint as a class?

dawn gazelle
dawn gazelle
glad sigil
#

Not sure if here is the correct place to ask this. I'm making a local multiplayer game (No network, couch) that doesn't have Split Screen, so everyone sees in the same viewport. However I don't know how the HUD flow should work in that case, should we have a custom one only for that mode?

lilac storm
#

can someone please help , why this simple cast is failing ?Ovelap events are working pretty fine

gentle urchin
#

its the wrong class coming in

#

print its display name

#

Adding sockets at runtime, are those somehow saved in the static mesh component itself, so they persist through mesh changes? 😄

#

Nvm, they're added to the SM ..

signal hornet
#

Hey guys I've got a blueprint system for when a player enters hitbox it changes their health value to 0 and they die & respawn.. works fine for client (player 1) but it doesn't work for other players on the server. I'm trying to figure out how to implement a server sided replicating health and respawn system. Haven't found any tutorials out there to help with this so any help here would be much appreciated!

robust gate
robust gate
# signal hornet

Your problem here is this needs to only run on server. And you are grabbing only the first player controller. (index 0) Which means you are only checking, killing, and respawning the for the first player controller. All player controllers exist on server - there will be 1 per player. So you need to do this operation for each of them.

One way to do this is to grab the gamestate, get the players list (list of playerstates) and get the player controller from each playerstate and operate on each of them.

robust gate
languid linden
#

Can anyone help me how i can make a AI movement bp without using navmesh or behaviour tree. any tutorial will be helpful.

robust gate
signal hornet
#

Thanks @robust gate i'll see what I can do 🙂

languid linden
#

yeah, anyone give solution is fine.

icy dragon
#

See #rules no. 7
Crossposting without prior redirect is frowned upon because it can cause confusions.

signal hornet
#

@robust gate what node can I use to specify multiple player indexes?

robust gate
# languid linden yep.

I don't know of any tutorials for that. Generally most people doing ai use the navmesh and behavior trees.

But if I was trying to do this, I'd start with a character class and try to feed it input as if it was a real player. Just try to get it always running in one direction. Maybe try this out using the third person template. Once you get that working, try to add some simple logic where it tests if there is collision in front of it while running, and if there is, it turns left or right. Keep expanding on it til you have what you want. 3d pathfinding is gonna be pretty difficult without using a navmesh tho.

robust gate
languid linden
#

i'm having problem which one i should use to move pawn in one direction which actually looks moving.

robust gate
signal hornet
#

My BP was only calling for index 0 (client) and not the other players. I'm trying to reference the other player indexes to link into the 'Get Player Character' node.

languid linden
robust gate
robust gate
# languid linden I want to move 4-5 pawns using events not through input like a simple chracters.

I get that, I'm saying to actually get them to move properly, you might need to feed them fake input. Like call the function that giving input would normally call on a player controlled character.

Say you have an event that wants them to move to a certain location. First you need to set actor rotation on them so they are facing that location. Then you need have like a target location variable set and also set a new bool variable called like 'should move.' Then, on tick in that character, you spoof the move forward input for that characters as long as they are not at their target location or past it. Something like that.

languid linden
#

i just need to know a node which makes pawn move from one target to next target but still play movement animation.

icy dragon
#

You can role out your own logic/transition for the animation state change.

languid linden
#

yep let me try this.

robust gate
languid linden
robust gate
languid linden
#

I have set custom event which first get tile location i want the pawn to move then i get the pawn through get actor of class and then using timeline to set the pawn location to tile location.

gentle urchin
#

You'd need to manually calculate velocity as the input for the animationBP

robust gate
languid linden
gentle urchin
#

Sure you can

#

SetNewLocation -> SetVelocity(New Loc - Last Loc) -> Set LastLoc(NewLoc)

robust gate
#

@languid linden if you want natural movement input like I suggested, just call AddMovementInput on the character on tick til it gets where you want it. That's the function I was thinking of: AddMovementInput

languid linden
#

ok i will try this.

gentle urchin
#

Pawn doesnt have that does it ?

#

I read pawn, but it may be character, I dont know : D

robust gate
#

Hmm - not sure. Is it actually pawn or character? @languid linden

languid linden
#

I'm using pawn with skeleton mesh inside as i'm not using any direct movement inputs.

#

so i'm not using AddMovementInput.

robust gate
#

Unless your terrain is perfectly flat, if you are doing humanoid type pawns, I recommend using a character with a character movement component instead of a basic pawn. With SetActorLocation ur gonna have to find the exact ground height for each tick too. If you start tracing for it, at that rate you might as well just use the prebuilt character.

gentle urchin
#

Ah, nice! Good advice 🙂

#

It's not trivial to make ones custom CMC

#

easily underestimated , depending on requirement of it ofc

languid linden
robust gate
trim matrix
#

Question I have a manual shift knob in a car, how would you realize animation of the gear change on shift knob (only rotation trasformations) so that it matches gear of the model? All the data is already available in an event (previous and current gear)

daring merlin
gentle urchin
#

ISM's always facing camera?

icy dragon
#

Impostor foliages, maybe

dusty oxide
#

Hi, I would like to make a black hole trap in a 3rd person game.
I used AddForce for the pulling effect which works, but it works way better when the pawn is in the air, and not so much when standing.
Is that because of friction? Can someone point me to a direction?

daring merlin
gentle urchin
#

How many are we talking about?

#

since you *need * it in the material

#

I assuming thats the reason

daring merlin
icy dragon
daring merlin
#

Context: tons of these already placed in an openworld map, just needs the rotation from the material

icy dragon
daring merlin
#

Ty for the reply. Sadly it aligns the material to the camera's rotation, while I'd want it to face the camera's worldposition. (If you have the player camera pointed exactly downwards towards the ground and rotate it, the mesh material should not rotate, as the camera's location doesn't change)

digital bough
#

Hey guys, sorry to bother but is there a way for a smooth third person camera to a sidescroller one? not just activate i would love it with a blend and also it messes up if i activate the sidecam because it always rotates with the boom before its even activated.

vague sierra
#

if i set up a blueprint by some sort of mechanism through another blueprint, and it then has new components. can i save that now to the blueprint itself, so it is not scenerelated ?

unreal quail
#

I can't find the Rotator to Quaternion conversion function in bp

#

anyone knows how it's called?

icy dragon
unreal quail
#

why is it asking me one then

#

🥲

#

yeah I just found it

#

also I see that you can convert a direction vector to a quat

#

but not a rotator

#

this is some really weird stuff going on

#

why? :0 I actually like them

#

yeah true

icy dragon
unreal quail
#

btw I'm trying to rotate a box extent but it seems that just rotating it as a vector is a pretty bad idea

#

found it

#

oof looks serious

vague sierra
#

if i hit "apply instance changes to blueprint", it deletes everything, i worked out in constructing that actor...

gentle urchin
#

Are there any bug with splines where fetching the last point somehow is bugged?

#

Whenever i get the distance at point + 1 (which i've assured is 3, with a spline length of 4), throws me array access violation

#

Nvm, it's just me being dumb

#

Added a point to the spline while not updating the spline

wary shadow
#

Hi all, do you know how to constrain the HMD position? I’m piloting a drone but when I put on the VR the FOV is translated along the drone z axis (so I can see the drone by looking down)

hot lotus
#

Hello everyone, could someone explain to me how to use the SaveGame flag present on the variables? All information I found on this topic are really old. I want to save a variable on actors presents in the level.

#

I already have a save system on structs for the player using the save/load to slots, and I want to save some variables on actors already present in the world

torpid hound
#

what's the easiest way to get a blueprint to have a compilation warning?

last abyss
#

sorry, never false

#

or true... it's been so long since I've used a while loop I don't even know anymore alex

torpid hound
#

Apparently that's just fine as far as UE is concerned 😄

last abyss
#

XD

#

that should throw an infinite loop error ¯_(ツ)_/¯

torpid hound
#

yeah, but that's a runtime check, right? I'm looking for compile time

last abyss
#

ah yeah

torpid hound
#

looping a node's execution into itself causes a compile error

tawdry surge
#

So will using a create or spawn node without selecting a class

#

Did you want a warning or an error tho?

last abyss
#

same for using deprecated variables in blueprints right?

#

or is that also during runtime?

tawdry surge
#

Never tried that

torpid hound
#

perfect, thanks

dark crow
hot lotus
#

Is this saved along the save to slot? Then how do I load it?

dark crow
#

Well, if you just wanna save and load you don't even need to flag that

That's mostly a flag for C++ from what i've seen

hot lotus
#

Ok thank you for the answer. I'll use a custom save system then!

random plaza
#

i'm getting an infinite loop detected error, anything i'm doing wrong?

dark crow
#

Seems like it checks against the flag in FArchive::Serialize()

hot lotus
#

I never used this, but I guess this is not what I am looking for

dark crow
#

Yeah, it's for data compression, doubt you looking into that :p

hot lotus
#

I think they should change the name of this flag then haha, this is misleading. Thanks again

dark crow
random plaza
#

👍

rose elbow
#

anyone have any idea why this isn't working? The variable is being activated but whenever I press the spacebar nothing happens

#

because thats something so simple I didn't feel the need to include it but here you go

#

yep I get the print string i'll try put it in different places

#

initially I thought it may be because I restricted my characters movement along the x axis but changed that and it still does nothing

#

and the string only goes off when the variable is true so idk why it isn't working tbh

agile hound
#

Hey everyone, i’ve been struggling for a full week on this problem and I’m wondering if anyone could help me.
I’m working on a turned based rpg and i would like to draw some splines to show who is targeting who similar to ff12 (see picture).
I’ve been able to set up a print string that confirms that when i hover the target in the menu, it displays the correct enemy name.
Any advice? 🤞🙏😂

#

Where would i code the spline? In my character blueprint? Combat component? Target widget etc… and what would that code look like? I have a unitbase-> party unit base & enemy unit base as child

earnest tangle
agile hound
#

Then my characters/enemies are children of those

earnest tangle
#

A spline mesh should be reasonably simple way to do it I think - it might be easiest to have a separate "target indicator" actor or such, which you spawn when needed

agile hound
#

Oh… never heard of the ribbon effect… which would be better between the 2?

earnest tangle
#

No idea which would be better tbh :)

agile hound
#

Haha

earnest tangle
#

It's not hard to implement this, so if you later decide you want to try the other method it shouldn't be an issue

agile hound
#

I thought of just and arrow above the target’s head but… not my vision lol but it could work for now

#

And if i’m to use the spline method… i code in my character?

#

Then i try to find the target to make my spline end on the target?

earnest tangle
#

You could have it in the character or create a separate actor for it

agile hound
#

I feel like i’ve tried this 20 times this week hahahaha 🤦‍♂️

#

Aw just a new Spline actor

earnest tangle
#

Both methods would work so it's mostly a question of which you find easier to use

agile hound
#

BP_targeting spline for example and code there?

earnest tangle
#

For example yeah

agile hound
#

Hummm interesting, and as for the particule ribbon technique… any help on that to give me an alternative if i keep struggling hahahah

#

Thank you very much by the way.

earnest tangle
#

I think if you google for "ue4 particle ribbon" you'll find some info on how that is used

agile hound
#

Will do perfect thanks 🙂

gentle urchin
#

What about the material with world position offset?

#

Then all you need is a 'pole' between char and ai

earnest tangle
#

interesting idea, that would probably also be doable

#

might be a bit more complex in terms of the maths since you'd have to do all of it in the material

chrome nymph
#

how do you change the viewport in perspective to be top down but still remain in perspective

#

ideally - centered over an object (i'm trying to use an image as a reference, not sure if theres a beter way)

odd ember
#

press f to focus object

#

pan camera down to the ground

#

zoom out

chrome nymph
odd ember
dull kraken
#

Hello, does anyone how can I replicate this? I'm new to blueprints and I know it uses raycast and forces but I'm still lost aha. any help would be wonderful. this is the link: https://www.youtube.com/watch?v=RjUTtGTk8Js&list=PLtRCuWjjYCfBmPBT7ja1tq7IExd7dbJjZ&index=4&ab_channel=KlasKroon

Tried to figure out how to do something like this in Unreal, have done something similar in Unity before.
The idea is to have a simple rigid body, like a box, and then do raycasts where the wheels are. Then add force depending on the length of the raycast. So they act kinda like springs. I toggle on the debug mode sometimes, so you can see a bit...

▶ Play video
hardy ferry
#

Can anyone spot what is wrong with my BPs? Currently it thinks the player is not hiding (is hiding == false) and I don't understand because their Y location is less than 1 ( they are hiding if it is less than 1) (red circle for Y location printout).

random plaza
#

can you save the game in the construction script?

chrome nymph
odd ember
chrome nymph
#

nvm i just realised you can change the wireframe mode to lit

#

doh!

#

thanks anyway 😄

dawn gazelle
hardy ferry
dawn gazelle
#

Your screenshot shows an overlap event, but there's nothing calling "Hidden".

hardy ferry
#

sorry

dark crow
dawn gazelle
#

That's just checking the boolean "IsHiding". Something needs to be calling this code in order for it to activate.

hardy ferry
#

oooh

#

so like on the event ticker on my character?

#

Thank you for your help, I'm very very new 🙂

gentle urchin
earnest tangle
#

maybe but that's a lot more complex than placing a spline lol

gentle urchin
#

Well spline with start, end, tangents

#

I suppose you'd only need X and Z tangents.. scratch that

random plaza
#

can you skip an index in a for each loop?

gentle urchin
#

Sure

#

Which one

#

You can do custom forloops aswell

#

Doing say every other index f.ex

#

For i := 1 to 15 by 2 do ....

#

😃

random plaza
#

cool

#

i'm using blueprints so i'll have to look up how to do it there

gentle urchin
#

If you wanna just dodge specific index(es) you can do branch

#

Every other would just be branched on (index % 2 = 0 or 1)

#

Depending on if you want the odd or even numbers

tidal marlin
#

Hy. Why box and sphere trace for object ignore landscape?

tawdry surge
#

Trace channel on the landscape collision is pry ignoring visual traces

tidal marlin
#

Why linetrace for object work with landscape?

unborn compass
dawn gazelle
# unborn compass big list of them. why would "get owning pawn" not work when run on a widget com...

From a widget, you do not have the means of accessing an actor that has the widget component that the widget is in.
"Get Owning Player Pawn" gets the player controller that owns the widget and attempts to get their possessed pawn.

Now, your player controller may be possessing a pawn, but not necessarily the "BP_Piece" pawn, so your cast could potentially be failing, but you have no check on your bind to ensure that the cast succeeded, so the cast could be returning a null reference and you're still trying to pull data from it, hence the errors you're continually receiving.

unborn compass
#

i see

#

so how can I have the overhead healthbar percentage set? will I have to do it inside the pawns bp?

#

I tried but couldn't seem to access particular variables inside the widget from the pawn either

dawn gazelle
#

You could feed in a reference to the pawn that has the widget component into the widget. It's a bit of a mess to do it though... (The "owning pawn" is a variable I created within the widget blueprint)

#

From there you can do what you need with that pawn inside the widget itself.

unborn compass
#

oh so this is setting the widgets "owning pawn" variable from inside the pawn blueprint on beginplay?

#

i see

#

i'll get back to you if it works lol

trim matrix
#

I'm trying to have my player range hitbox (swinging a sword) overlap every rock placed/spawned inside the game, right now it only interacts with one rock though, tried various connections but to no avail, does anyone know how to solve this?

trim matrix
#

i am trying to play the sound of the media

#

it works perfectly when we want to show the video

#

but i dont have sound

#

inside the media player when i am play a media source i can actually hear the sound

#

althouth there i cant

#

am i missing something?

#

after playing and closing pie

#

i try to hear again in media player

#

and i cant hear anything

#

i have to reload the engine

#

oh found it

#

i was actually missing the start node from media sound

prisma prairie
#

This has got to be simple, but I cannot seem to find a good youtube video or question answering it. I want to connect two Static Mesh actors together when they overlap. I have tried this to no avail... The branch is true and they are overlapping, but it doesn't snap into place. Any help?

#

Neither are skeleton mesh actors

#

both have sockets

mental trellis
#

Does the named socket exist?

trim matrix
#

i found a solution my problem hell yea

prisma prairie
#

It exists on one of the actors, the parent one

mental trellis
#

Idk, maybe try removing it from the attach node see if it works. Or try attaching the root components of each actor directly. Shrug

trim matrix
#

make sure that all actors have overlapping activated in their collision

#

was struggling cause i forgot to check that the other day

mental trellis
prisma prairie
#

yes, I have the print string and the branch to confirm they overlap

manic knot
#

Hey weird question guys!: is it possible to use a BP actor like a Spline mesh? For example make the BP actor conform, twist, and bend like a regular spline mesh. This would be for a road with configurable options for each segment

gritty trout
#

I am making a weapon for VR. My problem is that when I release the weapon bolt it stays in place, what nodes should I look at to, not instantly, move the weapon bolt back to its local origin?

unborn compass
#

Simply put I want to hide this particular pawns health bar when i'm possessing that pawn, this works to hide it but doing the reverse does not work. ie unpossessing does not bring it back. any input is appreciated

trim matrix
#

i think youre unhiding it an extra time

#

since the boolean is both ticked and you have a seperate function

#

oh i see thats a network thing my bad

unborn compass
#

yeah i should probably post on multiplayer

trim matrix
#

maybe a toggle node could help

#

in some cases that can fix those type of problems

#

but im not sure if thats implementable in this case

gritty trout
#

How would I slowly move a child mesh locally?

trim matrix
#

timeline and a vector prolly

ruby badge
#

Does anyone have any insights in to why a blueprint setup with nested geometry, with a translucent material, does not show up in raytraced reflections? Is raytracing unable to handle semi transparent objects? https://forums.unrealengine.com/t/translucency-not-showing-on-reflections/151711/4

wind void
#

I renamed this event node in the Project Settings, (actually I renamed over 14)
Is there a way I can sync this to be renamed as well? Or a easy way to convert it to my NEW name?

So far deleting this node and placing the new node renamed seems to be the only way to do it, but that takes time. Looking to see if there's a quicker way to do it.

gentle urchin
#

there's no quick fix

#

only hard work

tiny meteor
#

hi, anyone have an example of how to animate a material along a spline mesh

#

for example, a pipe with water flowing down it

wind void
#

Hey is it possible for a function to have TWO white spline outputs?
Much like the branch?

It would be so nice if I could just remove the Branch node all together.

hexed jungle
#

Sorry if this is the wrong place but, Whenever I delete an asset even if it's not being used in the game world, it takes FOREVER and uses up all of my RAM (64gb) until the computer crashes. Sometimes it successfully deletes most of the time not. My RAM usage while the world is open is usually around 12GB.

Anyone else had this?

maiden wadi
wind void
maiden wadi
#

Wrapper is a terminology of putting things into a container that usually makes them easier to use. Macros are sort of like functions, but slightly different. Allows latent actions and multiple input and output execution pins.

maiden wadi
pine trellis
#

hey can someone help how I need to know how to get to the node that does this but for a widget as I dont need it on the viewport

#

the node is called set position in viewport

#

I dont want it on the view port but on the widget in front of the player

maiden wadi
#

If it's in world space, it's in a widget component, you move the component and not the widget itself.

pine trellis
#

well they way it is now is on the viewport, I need it to be on the widget, it follows the target which is a chatracter with a component attachted

#

its projecting to the world screen

#

or is there anyway t o make the widget see what the view port see and does?

unborn compass
#

real quick anyone whats the proper node to find actors within a collision sphere

maiden wadi
#

SphereOverlapActor

unborn compass
#

does this use a newly "generated" sphere or can it use one thaat is already part of my projectile?

maiden wadi
#

New one. You can just get overlapping actors from your sphere.

unborn compass
#

gotcha thanks

#

alright, one more thing, how to get distance from center of the sphere?

#

also what is the array "object types" input supposed to contain?

maiden wadi
#

If you have your own sphere already, I'd use that, it's a lot cheaper.

unborn compass
#

let me just explain the use case?

maiden wadi
#

The ObjectTypes on the SphereOverlapActors is what object types to query for.

unborn compass
#

its a fireball ability that should impact one target but then explode to hit a wider aoe

#

so i was thinking about having a second collision sphere that represents the aoe and just checks which pawns should be hit by the aoe

maiden wadi
#

Depends on how instant you want it to be. Immediate, I'd probably just use the SphereOverlapActors for convenience. If you're looking at a half second effect of a growing damage sphere, I'd definitely have a preset collider on the projectile.

unborn compass
#

ok sphereoverlap it is, but still just don't get what object array to put into "object types"

#

nvm i got it

maiden wadi
#

Collision profiles have an "Object Type"

unborn compass
#

tyvm

echo salmon
#

Shouldnt this "loop" between the two platforms, when platform1 finished it call the interface and then platform2 start moving , when it finished it start the platform1 from the beginning . My results are when the platform2 finished , the platform1 starts and keeps loop and doesnt call the interface event .

maiden wadi
#

First off. Why is this an interface function?

#

Second. Timelines are a VCR player. You've finished the tape and never pressed rewind. Event needs to play from start.

echo salmon
#

i want to switch between the two platforms, move platform one when finish move platform 2 and goes on.

maiden wadi
#

Yeah, but this is all in one class. The interface isn't necessary. It's a waste of programming time for something that could just as easily be a simple CustomEvent, and requires a second class as an interface to function.

echo salmon
#

Ok i see

maiden wadi
#

Interfaces are meant to allow multiple wildly different things act the same, or allow one thing to interact with multiple wildly different things.

echo salmon
#

Custom event is better for this situation ?

maiden wadi
#

A good use of an interface function would be something like a timer. You could pass an object to a widget and the objects could use that interface to return a timer value. And the widget could call this interface function on the simple object it's passed. It allows the widget to access multiple different classes without casting to them all.

Another use is for like an FPS game. Being able to open doors, pick up objects, press keypads, interact with NPCs, all from just pressing F, doing one line trace and calling the interface function on the hit object without casting.

echo salmon
#

I see

maiden wadi
#

When calling events in the same class, interface functions are entirely useless unless they are already in use by something else that actually requires the interface. Cause you don't need to cast to self's class to access that function.

echo salmon
#

In my situation what is the best practice to use ?

maiden wadi
#

Just a simple custom event.

echo salmon
#

oki, appreciate sharing your knowledge and helping me out !

#

ty

unborn compass
#

this is almost working to deal damage based on how far away someone is but the only issue is its reversed, ie doing more damage to people further

#

i'm not good at math can anyone tell me what to do to fix it lol

surreal peak
#

@unborn compass This is not how you calc the distance

#

Remove the abs and the + node

#

Recomine the vector pin and call VectorLength on it

rustic sonnet
#

Hi everyone, have been trying to setup an ai car and havent been able to figure out how to slow down the car faster when braking, any suggestions?

unborn compass
surreal peak
#

0 to 1?

#

Or 0 to 35?

unborn compass
#

1 to 35

surreal peak
#

Well 1 to 35

#

Yep you can do what datura posted. Or even calc 36 - result. That will be 35 for 1 and 1 for 35

#

Daturas is nicer though

unborn compass
#

just trying it out

surreal peak
#

The node alone won't work though

#

You should plug the damage into it

#

Not the distance

#

At least for your code

unborn compass
#

huh?

surreal peak
#

Nvm just mimic their code

unborn compass
#

yeah i still need to reverse this though

#

still doing less to the guy it hits than people around it

surreal peak
#

It is reversed

#

OutRange is swapt for Min/Max

#

Check the image again

unborn compass
#

i see now

#

gratz

#

thank you everyone

wind void
#

I got this Warning. But I can't find any SpawnActor nodes without the class? Every SpawnActor node has the class HardCoded like so.

teal talon
#

How can I make the rotations here a var so I can edit them per usage in editor

teal talon
#

Yes

#

I want to set it different per object in game but as it is now when I change one they all change, how do I break these out so I can input var as needed.

wind void
#

Well... You need a way to differentiate each object. Then you can just set the rotation rate depending on which object it is.

teal talon
#

oh, I'm sorry. You add it then you can set it.

#

thank you!

wind void
#

Yea most objects you have to add it before you can modify it's values. NP 👋

teal talon
#

Make so much more sense, I kept trying to get it from the add, and was just stuck, like wtf. I'm such a noob. Thanks.

wind void
#

We've all been there XD

teal talon
#

I'm coming from Minecraft development in bedrock. I love UE4 so much.

thorny knoll
#

Hello, everybody

#

May I get some assistance?

loud atlas
#

Maybe?

thorny knoll
#

😳

wind void
#

Different people know different things. So nobody can actually say they can assist you until they know what the problem is.

thorny knoll
#

Ah, sorry. Force of habit

#

I'm trying to create a new volume that, once the player hits, takes a life away and teleports them back to a checkpoint

#

I have a checkpoint blueprint actor in place, I just don't know how to make it work with the new volume. I also need to make a lives system

#

which... I haven't gotten to yet cause I need to replace the generic KillZ volume

wind void
thorny knoll
#

I'm trying to fiddle with it but I think I am doing it wrong

#

I can't get the components of the checkpoint to be set within the new killzone volume I created

high fractal
#

And they never heard from him again.

unborn compass
#

Hey guys so I was just designing this event in a child class and copied it into the parent because I want it to be standard but the event doesn't trigger anymore for the child class

#

it doesn't even run the print statement

#

bottom pic is the playercontroller that calls the function and the main function is on my parent pawn class

#

any help appreciated and let me know if you need additional info

high fractal
#

So the server isn't actually calling it?

unborn compass
#

which

high fractal
#

Does it work in Standalone, Listen or Client?

unborn compass
#

it worked on all of them when the top function was in the child class

#

and i was just messing around with it but SpellCast (server) was "run on server"

high fractal
#

Put some strings after the nodes in the top one and see if any of it is firing

unborn compass
#

oh

#

i figured it out

high fractal
#

That was fast, what was it?

unborn compass
#

i hadn't deleted the "startspellcast" on the child class

#

so i guess it was overriding it

high fractal
#

Ah gotcha. Well good job.

unborn compass
#

❤️

#

I guess i'll just ask this as well in case anyone wants to help. Can't figure out why this might be running twice the "on begin play" should only have one copy of each ability

#

parent function doesn't add anything to this array

runic parrot
#

also, from your previous message it seems this is Multiplayer, you will get better help on the multiplayer section

unborn compass
#

my bad

#

fixed it though "hasauthority" thank you

zealous moth
#

can i set this in BP for a niagara particle system? I want to do it in the construction script however I am not sure how to access it

thorny knoll
#

like what to code, add, etc.

wind void
# thorny knoll like what to code, add, etc.
  1. You gotta store your checkpoint thats currently in the world SOMEWHERE. Use gamemode or playerpawn. That way in whatever blueprint you are in you can use the get Gamemode or playerpawn, and then you can get your checkpoint from there.
  2. On actor overlap, get the checkpoint, get the checkpoint's location. Teleport player to that location.
#

How familiar are you with blueprints? Because maybe you should take a few tutorials on general blueprinting rather than specific blueprinting. That way you learn the general idea and how they work.

thorny knoll
#

Not very familiar with them

minor wolf
#

so im currently having an issue with my gamemode where i spawn as a spectator but i cant move or look around. im using the spectator pawn that comes with unreal and i cant confirm its being spawned

tawdry surge
#

does the BP_SkySphere not update at runtime without a directional light?

bleak swift
#

My Game keeps throwing

Error        LogFileManager       Error deleting file 'C:/Users/leven/OneDrive/Documents/Unreal Projects/CyberCards/Content/Cwybercawds_assets/MENUS/Widgets/ServerMenu.uasset'.
Error        LogSavePackage       Error saving 'C:/Users/leven/OneDrive/Documents/Unreal Projects/CyberCards/Content/Cwybercawds_assets/MENUS/Widgets/ServerMenu.uasset'

When trying to save anything. I can't give a reason because it doesn't list one

desert juniper
versed widget
#

Hey everyone, I'm currently working on a fire propagation/spreading system for a game of mine. I took inspiration from a certain video I found on YouTube. I followed along with the video making sure I got the coding correct, which I ended up doing. When I proceeded to play my game the fire itself being lit wasn't working upon clicking. Many other people in the comments of that video had the same problem I did even though all of the coding was correct. Many people commented asking how to fix it and the creator of the video gave a very vague answer in the comments. All I'm missing is some level blueprint coding to get it working. I would really appreciate some help with level blueprint coding. I have plenty of extra info to ask and tell if you're up for the challenge. Here is the coding I have on a bush that spreads the fire. Thanks everyone

bleak swift
dawn gazelle
versed widget
#

@dawn gazelle This is the current code I have on my level blueprint. I have my fire spread saying its targeting the bush. Not sure what else to add

trim matrix
#

You cannot leave the input Object on CastToBush empty

#

a CastTo node will not work in any way if the Object input is left blank

#

You need to plug an ObjectReference into the Object input

#

For example, you could do, GetActorOfClass[BushClass] and plug that into the CastTo node

dawn gazelle
#

Since you're using the level blueprint, you could even drag the object from the outliner into the level blueprint to get a direct reference to the object and not need to cast at all.

trim matrix
#

yes, you can even just do that

versed widget
#

@trim matrix @dawn gazelle I knew I needed to plug something into the object input. Stupid me, that was too simple. Thanks a lot for the help, I really appreciate it!

foggy escarp
#

So I'm working on a Runtime Transform Gizmo and when translating using the plane method my LinePlaneIntersection is failing. It doesn't do it every time and if I translate very slow or towards the camera it does it, although still in spurts from the failed calculations.

unborn compass
#

if anyone has a good way to halt projectile movement and have it reactivate later lmk

desert juniper
desert juniper
#

0 doesn't seem to work in multiplayer after light testing, but maybe something low like 0.0001

unborn compass
#

i have no idea how to use it so i'll have to look up a video

desert juniper
#

just call the node whenever you want

unborn compass
#

so i have a fireball class, would i call it in the fireballs bp?

desert juniper
#

for instance when player presses a key?

unborn compass
#

projectiles move a certain distance before they stop (each projectile is different) and then move again when player ends their turn

#

i think its working though, i have the main one on a delay from "begin play" to a multicast custom event

desert juniper
#

and you're already keeping track of how far it's traveled?

unborn compass
#

i was just doing time based right now to see if this worked lol

#

so a delay of one second

desert juniper
#

okay, so sounds like it works 🙂
you can also of course keep track of how far it's traveled, and check against the current traveled distance

#

then if the traveled distance is greater than the allowed distance, change its time dilation.
there's probably better ways, but it's a cheap trick that'll work

unborn compass
#

yes thank you so much

desert juniper
#

np!

desert juniper
# unborn compass yes thank you so much

Just in case you want to change how it works in the future, I'll leave this so you can search for it
Another more 'correct' way is likely storing storing it's current velocity, position, and forward vector
Then setting it's velocity to 0
When you want to then resume movement, you can just set it's velocity, position, and forward vector again with your stored data

unborn compass
#

i kinda like the effect this gives i'm just wondering if it'll have implications later

#

cause the way the particle effect freezes is kinda dope

#

but thank you!

desert juniper
#

no worries, i don't know if it'll have unwanted side effects in the future. I'd assume not.
but in case they do, then you can at least refer to the above 🙂

unborn compass
#

roger that, i can't believe i didn't think of setting velocity to 0. that was pretty dumb of me lol

#

but now i got this cool idea so not a terrible brain fart on my part

desert juniper
#

great, one of those 'it's a feature, not a bug' moments

gritty plover
#

Hey, quick question. I'm try to follow along an old blueprint, and I was wondering... If Other Actor and Other Component aren't being called or used at all, do we even need to check if they're valid? Would it even give an error if they weren't valid, if we never call them?

desert juniper
bold wasp
#

Hi guys, still really new to blueprints ... if I want to call an event from Level Blueprint that affects a number of objects/blueprints in the game, how should I do that?

solar sequoia
solar sequoia
bold wasp
#

@solar sequoia yeah, they're placed in the levels ... ok that would be ideal. I know there's this whole thing about Blueprint interfaces and such but that approach seems more to-the-point since this is hard-coded cinematic stuff

solar sequoia
#

a blueprint interface may not be what you think it is in this context

#

but yeah, all you do is click on an actor in the level view, and then you can right click in the Level BP to create a reference to that object

bold wasp
#

Oh snap

#

thanks!!

solar sequoia
#

np