#blueprint

402296 messages · Page 851 of 403

bold wasp
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Uhh but just for my understanding's sake, about Blueprint interfaces ...

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I thought that if I added the interface to all the blueprint classes I wanted to be affected, then I called an interface function from the Level Blueprint, they would all receive it ... does it work like that? Like the pub sub pattern if you've encountered that before

solar sequoia
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the limitation of BPIs is that they only work for classes that they're defined to, which can be advantageous in some cases

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I like to use Event Dispatcher, but it doesn't make a huge difference

solar sequoia
bold wasp
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Ok cool thanks I'll check the event dispatchers too

solar sequoia
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event dispatcher's advantages are more specific but it's generally better once you get a handle on it

bold wasp
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Unfortunately this direct-instance-reference approach has some problems, the Niagra System I'm referencing seems to be replaced by Niagra Actors at runtime and it breaks the references

solar sequoia
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does that system destroy itself once it fires or something?

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I don't know much about Niagara, but I've seen a parameter for that when using them

bold wasp
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ah maybe

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It's infinite though

solar sequoia
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I honestly couldn't tell you, then

bold wasp
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No worries

solar sequoia
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you just have a particle system that's not connected to anything, though?

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if it were me I'd probably make it a component on an actor

bold wasp
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Maybe that would work

solar sequoia
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for example, a campfire would be the actor, and there could be a particle system component for the smoke that's contained within that actor

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just recontextualize that with whatever purpose the particle system would serve in your level

bold wasp
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Yeah, since this is using sequencer it's a lot more convenient to just leave it as a top-level niagra emitter (since I can control the params from sequencer directly) but I think you're right I have to make it a blueprint

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Because all the params set in sequencer seem to reset when it's done

solar sequoia
bold wasp
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So I need to hide this cinematic stuff in the game

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Yeah it's all good I'm still super new to Unreal so just hacking around stuff

solar sequoia
bold wasp
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It's cool the blueprint approach you recommended worked

solar sequoia
# bold wasp It's cool the blueprint approach you recommended worked

keep in mind that's only good for things that are placed before play begins, basically. If you wanted to include enemies that are spawned after, as an example, you'd need to devise some way to store maybe an array of references and then call those references from the level

bold wasp
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Yeah I figure the event dispatcher would work better there

solar sequoia
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I don't know if I already said it, but the Event Dispatcher excels when you want things to conditionally bind or unbind

bold wasp
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Uhh I'm not really sure what you mean there

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Like you would dispatch the event and the receiver would decide whether or not it cares right

solar sequoia
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there's a node for "bind to event", and another called "unbind from event" that you would use under various circumstances

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the event that you bind it to is what's actually called, and in theory you could use that under various conditions

bold wasp
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Ok yeah I think I have to watch some youtube on that

solar sequoia
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if you just look into it it's gonna make more sense

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so "whether or not it cares" is actually determined by if it's bound or not

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so in a pub sub example, binding an event to an event dispatcher would be "subscribing" and unbinding is the opposite

bold wasp
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ok yeah that's confusing, not your fault though

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appreciate the explanation

solar sequoia
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except I got it backwards dammit

solar sequoia
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the red line effectively selects the event to be bound or unbound

flat raft
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hiya! Can someone do me a favor, please? Can you create a Animation Curve Compression file/asset, set it to UniformIndexable and save, and send it to me please? 4.27 please

bold wasp
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Oh I see you're using events to bind and unbind other events @solar sequoia cool thanks

bold wasp
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Is there a way to define global events? E.g. when the sender and receiver don't know who each other are

gritty elm
grave relic
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Anyone that can help me see the problem? Tring to make a custom collider for a turret. Ive put in all the collisions setting to what works with a normal collider. But right now the collider never prints out a overlap

surreal peak
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Please ensure your AI overlaps with WorldDynamic

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@grave relic

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CMC with NavWalking might ignore it (automatically set when starting, even if you set the defaults differently)

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Also, unrelated tip: Don't use hardcoded strings for your check

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Your Enemies should have a shared parent class

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Cast the OtherActor to that if you need to know if it's an enemy.

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Otherwise try to setup the Collision so that only enemies cna overlap anyway

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If you need multiple things that don't share a parent, try to utilize Interfaces

grave relic
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I have a shared parent class for my enemies, that print string is to check why the overlap is not working. Changed WorldDynamic to Overlap, still did not work.

surreal peak
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Not the PrintString

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The HasTag

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:D

grave relic
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ah

surreal peak
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Can you play in the Editor Viewport, press on Pause and Eject

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Go to your Enemy and check the Collision Settings on the Capsule in the Details Panel?

grave relic
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Okey i see, it sets the self actor to this. But it set the capsule component to @surreal peak

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CapsuleComponent

woven ermine
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hello guys

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what am I supposed to connect to this ?

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I mean if i just connect "other actor" to "object" it always fails, so I can just pull from "cast failed" and it works

surreal peak
grave relic
surreal peak
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Hm okay

grave relic
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This is why i find the problem so weird, cause seems like it should work from my pov

surreal peak
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Can you, just for the sake of this not being ignored, use something else for the turret as a type?

surreal peak
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Which is also not so easy to explain in a 2 minuten chat :P

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Please try to look up some tutorial about Pointers/Refs and Casting in Blueprints

woven ermine
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Yeah I struggle but most of the time I can make it work

surreal peak
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Yeah but that won't work forever

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Blueprints are C++ in visual nodes

woven ermine
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I know

surreal peak
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You won't get around learning it

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I don't know what you are trying to do there, but just from the nodes, you are trying to interact with some sort of Foliage Mesh Actor. So you need a reference to one of them.
If OtherActor (whatever you overlap with) is not a such an Actor, or a Child of one, then the Cast will fail.

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Using the Failed Pin of the Cast only tells you that the Object you are casting is NOT that type of an Actor

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So not sure how helpful that is

woven ermine
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well I have my player pawn, which, when overlapping said foliage needs to get slowed down a lot

surreal peak
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You can see Casting as a way to determine "somethings" type.
Like in the realworld, you have an object in front of you. You have no idea what it is.
Casting it would tell you if the thing you are casting to is that.
E.g. cast the object to an Apple. If it's an Apple, it will succeed.
If it's a Cat it will fail.

Casting also gives you access to the Objects properties and functions if it succeeds.
If you know it's an Apple, you can call Eat on it.
If you know it's a Cat you can call Sleep on it, get the FurColor property etc.

woven ermine
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like this

surreal peak
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The OtherActor pin is of type Actor by default. So you only know it's an Actor (which is the base class of things placed into the world). You can access all the Actor Functions and Properties, but not more. If you need access to e.g. the FoliageMeshActor functions, you need to cast it. Which will only succeed if Actor is actually a FoliageMeshActor. If it's a cat that you overlapped, it will fail

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Hope that makes sense

woven ermine
surreal peak
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It's a bit of a "I expect this to be xyz" situation

woven ermine
surreal peak
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And the Cast is the Test if that's correct

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If you have an Overlap event in your Character

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And you run into a Cat

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The OtherActor pin will hold the reference to that Cat, but with Type Actor, as you can always put Instances of a Class into a Pointer/Reference Variable of that Type or of a Parent Type. So at that point you know "I ran into an Actor, not sure which one, but at least it's an Actor." And then you could cast the Actor to "Apple" and it fails, cause it's a Cat.
Then you could cast to "Cat" and it would succeed, and you can use the "As Cat" pin on the Cast node to access its properties

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If you expect a lot of different Classes and you want to generically interact with them, you would use Interfaces, but that's a different story

grave relic
surreal peak
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Does your Static Mesh have a collision set up?

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In the Static Mesh Editor?

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Does the same setup work with a simple sphere collision component?

grave relic
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Yeah in the static mesh editor it matches. And i had a sphere collision for my range previously but wanted to change it to a triangle. Copied the settings, but when i use it with the static mesh it just dosent work. And when i change back to sphere it works again @surreal peak

surreal peak
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I don't see any collision though

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The Mesh itself is not the collision

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The Collision is made up from Primitives or a Convex Hull

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You can display them with the toolbar buttons at the top

grave relic
surreal peak
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That's the Complex collision though

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Or not?

grave relic
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Its a BSP brush made to a static mesh

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Yes

surreal peak
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What is the collision setting on the right in terms of Simple vs Complex?

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Idk if you can use complex collision for overlaps like this

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But that object is simple enough to have a convex hull

grave relic
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Sight, had forgoten about that, now it works...

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Thx for the help, had completly forgotten

surreal peak
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Cheers

agile hinge
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Can someone please help me with my inventory system? I'm trying to use a listview in a widget to display a list of items, however, I'm having issues with modifying the items in the list, more specifically, stacking the same item together. (rn im just trying to stack the 2nd item)

past wyvern
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Is there a simple way to have multiple timers executing in parallel on a single actor? Or any other way to have multiple delayed/latent callback

For instance in this example I like to achieve 5 Hellos and then (delayed) 5 corresponding Goodbyes. However in reality, it provides 5 Hellos and 1 Goodbye.

I'm assuming the Timer by Event has the same "feature" as Delay node where if you call it again during countdown it is ignored.

edgy badger
agile hinge
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YOOOOOOOO

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@edgy badger THANK YOU

edgy badger
edgy badger
past wyvern
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Ah I assumed if I didn't cache the handle it would return a new timer each time. I'm guessing there's no timer node built in that would do that

edgy badger
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What you are trying to achieve, can be done with just single timer instead since the for loop executes in a single frame, so basically what you should do is on forloop completed, you can set the timer which will later run the for loop again and print individual hello.

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Separate timer should be set when each have to execute in different frames. You want to set 5 different timers in the same frame which eventually is useless.

past wyvern
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I was just trying to illustrate the issue in a generic case, in reality it would be delayed response to input related actions

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thanks for confirming the timer node has some kind of handle burnt into it!

edgy badger
edgy badger
modest gulch
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is there simple way to get actor that uses given actor component inside of that component?

modest gulch
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thanks

robust kelp
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im having a little trubble with basic movement.. i want my camera to move with my pawns rotation.. atm it sits still while my character spins in circles

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all the tutorials guides i find are on mouse movement tuyrning etc.. i dont want player to touch the mouse.. well excpect for adjusting look up so they can see in front of them.. turning i want done threw keyboard

surreal peak
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Disable the UsePawnControlRotation on the Camera

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And make sure it inherits Yaw

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Starts from there

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Or sorry

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On the SpringArm

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Not the Camera

robust kelp
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oh ok

agile hound
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I’m just brainstorming here away from my computer to test things out. If i have a spline actor that i want to call with a specific event and i want my spline point 0 to be connected to Actor 1 and spline point 2 to be connected to actor 2… how would i do that? Set location at spline point?
(I also want my spline point 1 to be in the middle and a bit higher than the other 2… but that’s a problem to solve after 😂)

surreal peak
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Put Actors into an Array

agile hound
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Trying to make a targeting system similar to ff12 for a turned based rpg

surreal peak
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Loop over it

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Yeah if you have the actors

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Just clear all points

robust kelp
surreal peak
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And then add new ones

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Just call AddSplinePoint or so

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And pass in the Actor location

agile hound
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Not sure i understand :S

surreal peak
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Given you have a SplineComponent and the two Actors in question

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Clear the Points on the SplineComponent

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Add 3 new ones

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And then these would be your points you can add:

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FirstPoint = Actor1.ActorLocation
SecondPoint = ((Actor1.ActorLocation + Actor2.ActorLocation) / 2) + ZOffset
ThirdPoint = Actor2.ActorLocation

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Make sure when calling AddSplinePoint on the Component that you add them as World ones

robust kelp
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so its odd everytime i push w it turns my character to face the move direction noirth and moves forward.. when i turn right i dont turn i turn right thenj mopve forward all holding turn right key... wtf?

surreal peak
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Sorry, what?

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Can you rephrase that

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Also please explain what you actually want

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Otherwise it's hard to help

robust kelp
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i want my character to move normaly

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im sorry

surreal peak
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Normally is not helpful

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Normal is a lot of things

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Explain exactly what they are supposed to do

robust kelp
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ah ok my bad

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i want to push w move forward. i want to push s move backwards. i want to push a and d and turn left and right then move forward with w

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atm i dont know how to explain what is going on besides how i did

surreal peak
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So the Character is always with their back to the camera?

robust kelp
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no

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i want it to have back to camera

surreal peak
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Thats what I meant

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Do you want it to be always facing away from the camera

robust kelp
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yes

surreal peak
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Try disabling "OrientRotationToMovement" on the CharacterMovement Component

robust kelp
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ok that made it so my character dont turn/move right/left

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feel like i need to change rotation somehow with input from a/d

agile hound
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Cedric, when you mentioned loop over it earlier… you ment “for loop” right?

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Of “For each Loop”, i’m guessing this is the one since you can plug in an array?

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Aven’t worked alot with loops so far 😂 i feel like it would be a non stop loop that would be expensive on performance haha will for each loop create the 3 spline points only and then stop? Sorry if it’s a dumb question haha

surreal peak
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You can ignore the for loop stuff

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I wasn't aware of what exactly you wanted

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For loops don't loop forever

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So yeah they would only call once per entry (ForEach at least)

agile hound
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Aw ok so it would only be add spline points based on my actors location (and the one in the middle with the offset)

surreal peak
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Which makes no sense here anyway

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Just create the 3 points by hand

surreal peak
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Also make sure the Character itself has "UseControllerRotationYaw" set to true

agile hound
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Perfect thanks you’re awesome 🙂

robust kelp
paper galleon
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Hello, quick question here.
You know how you can have collision presets for static mesh assets?
I want a static mesh component in an actor to use the presets from the asset as I will be changing the static mesh on the component at runtime.
I expected it to be automatic but it doesn't seem to work.
Can anyone help me out?

tawdry surge
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I'm pretty sure you can only change if it's doing physics or query or none at runtime. Don't think you can set trace and object channels.

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Not 100% tho

paper galleon
random plaza
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is there any easy-ish way to search a stuct array to see if one variable in it is the same? i have an ID variable i need to match with objects.

paper galleon
random plaza
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yeah, i want to compare a specific variable of a workshop already in the world with one in my save file's array to set the contents of it

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basically, if the id matches just copy the entire struct to the existing one

paper galleon
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You can use a for each loop

random plaza
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i'll try that

dawn gazelle
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If it's something in a save game, then you may want to consider using a Map variable rather than an array. With the map you can use some form of ID as a key to look up the specific value you may be looking for.

rustic sonnet
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Would anyone know how to increase the brake strength or increase the deceleration of a vehicle?

wise remnant
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Hi Guys, please excuse if I cant post here but I'm trying to set up a spring arm that rotates around a fixed point when interacting with an object, I've set it to get its initial rotation and add 360 to its Yaw but for some reason it only goes a short distance before ending...any BP experts willing to help? I cant work out why

paper galleon
wise remnant
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So I did have this set as being set at the point of interacting with the object and then called the variable on the first image, is that not chached?

paper galleon
wise remnant
paper galleon
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Yep, weird

storm pivot
wise remnant
wise remnant
wise remnant
paper galleon
wise remnant
storm pivot
wise remnant
rose elbow
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at the moment I have everything that affects my player character in the character blueprint i.e. grapple movement, melee combat, is it better practice to have these separate blueprints then make a reference to them? Or does it not really matter?

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are BP interfaces a good solution for this?

paper galleon
# rose elbow at the moment I have everything that affects my player character in the characte...

It depends on the scale of your game and your view on modularity.

I prefer a very modular approach to my design. That's why I use the Gameplay Abilities System.
You have ability classes separate from the character that can contain logic for whatever you want. All you need to to is just grant those abilities when needed.

GAS is a bit daunting to get into so an alternative that I can think of if you want a modular approach is components. Abstract the logic into components the add those components based on the type of character blueprint. Maybe players can grapple but enemies can not, don't add the grapple component to the enemy blueprint

slow pewter
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hey any chance,to Save textures for Later use with BP?; looks like its only Work with Code

echo salmon
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This question bothers me a lot. Is how BP communicate with each other, i know that we have cast to , interfaces , event dispatchers etc. In the following image whats the best way for BP_Actor2 to access BP_Actor1 functions and variables ?

frail pilot
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How do I get that value?

odd ember
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because that does not look like something you want to do

dawn gazelle
odd ember
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actors, and all objects really, should have a responsibility only for themselves

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not for other actors

echo salmon
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@odd ember it just a general question about object reference . As @dawn gazelle mentioned , so either from exposed variables overlaps and line traces. That what solve my question. I thought it was bad practice to get an object reference via exposed variables

odd ember
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it is

echo salmon
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Ok lets say if my player overlap BP_Actor2 i want to change the color of the cube of BP_Actor1 .how would you approach this ?

odd ember
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the cube with the color checks all actors on overlap, if it determines it to be the player, it changes color

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the player does not care about the cube

echo salmon
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yes but you dont have the reference of BP_Actor1

odd ember
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you do if you use collision overlaps

echo salmon
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you need the reference to change its color for example

odd ember
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and which color choices it has

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the player doesn't change the cube's color

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the cube does so itself

dawn gazelle
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There's 3 objects he's talking about here though.
The player, Actor1 and Actor2.
He wants it so when the player overlaps Actor2, Actor1 is changed.

odd ember
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then actor 2 and 1 should be the same actor

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ideally

echo salmon
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@dawn gazelle correct. But if the one cube is an explosive and the other is a coin ? and for a reason i want an some sort of an interaction between them ?

odd ember
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the question you should ask yourself is why you would want that to happen

echo salmon
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i see

odd ember
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because if it's hard to correctly in code

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chances are it's not a common case in reality either

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you can of course link one trigger to an actor between them, and this can happen in for instance the level BP. but ideally each object's own trigger is enough

echo salmon
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i see, maybe my thinking of how to approach this is wrong

odd ember
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yep

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there's a right way of doing things and there is a quick way

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and those two are opposed

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if you do things the quick way you set yourself up for having to do more work later on

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if you do things the right way you make it easier for yourself later on

echo salmon
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in my current stage learning UE i cant clarify which one is better

odd ember
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it's not learning UE

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these are fundamental programming principles

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it's the same whether you use BP or CPP or work in a different game engine all together

echo salmon
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i see

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thanks both of you for your time . @odd ember @dawn gazelle

trim marsh
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'Sup guyys , i have this problem , and really idk how to solve it, how can i translate a X,Y coords(2D) in screen to World(3D), i have a widget and want to put it in world , like a indicator

fair magnet
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will adding a return node there break the for loop?

fair magnet
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Just create an actor with a widget component

left carbon
trim matrix
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I have a confusing problem with my multiplayer game. There is a Sphere, that spawns when 2 players or more joined the game. The sphere moves in a fixed speed with event tick-> Set Actor Location. it works all fine, when i test it in unreal engine. Even if i run the game twice on my pc it works normally. But as some other computer or network joins the game with me the ball starts moving way faster.
Does someone has a clue?

odd ember
storm pivot
trim matrix
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Its been called in event tick

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All this stuff is running in the sphere pawn class

storm pivot
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Can you show your adjust direction node?

trim matrix
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Sry, it looks all pretty messy D:

storm pivot
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You can try these two things -

  1. Normalize the direction vector again in move ball forward.
  2. Multiply with delta time to make it frame independent.
trim matrix
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I will try it thank you!

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I want it to have some delay after the initial sound delay, so that it doesnt play as soon as it ends

unique harness
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Is there a node that converts FDateTime to string?

solar sequoia
unique harness
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FDateTime is a struct

solar sequoia
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ah

maiden wadi
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You can get Text that you could ToString

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AsDate, and AsDateTime, and AsTime all have UTC variants.

unique harness
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I was looking through KismetMathLibrary and didn't see it

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I will try again

solar sequoia
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I'll make something rq to show you

maiden wadi
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They're in the KismetTextLibrary

solar sequoia
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nvm there's just a node for it

scenic rivet
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Hi, I have a postprocess that does the outline stroke, but it changes the colour of the water. The postprocess itself is apply to the entire map. Is there any way to not apply it to specific objects on the map?

unique harness
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When you set IsSoundPlaying to false, do it with a timer and you'll have a delay before the next sound starts

trim matrix
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I tried that but I cannot get the duration

unique harness
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Where do you set IsSoundPlaying to false?

trim matrix
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after I do Play Sound At Location

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I'm sorry if this is a dumb question, I just want to be an expert at Unreal so I can make good games

unique harness
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Well assuming the play was successful, the IsSoundPlaying is going to be true

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Is IsSoundPlaying a local variable?

trim matrix
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Yes

maiden wadi
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Sounds like something you'd use a service for.

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Drop a service on the same node/sequence/selector that runs while the AI is searching, set it's tickrate to like 0.1. when the sound is played, save a current game time and randomize a float if you want it to not be same length every time. In the tick check if CurrentGameTime > SoundPlayedtime+RandomizedTime

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If that returns true, play another sound, save the current time, etc etc.

glass stump
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Is it a good idea to create a blueprint with a lamp mesh and about 5 lights and place this BP everywhere or will that slow down my game?

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Cause I've kind of done that and when it gets to this bit the game feels.... sluggish slightly.

storm pivot
storm pivot
glass stump
trim matrix
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Hi everyone, i have a question, i'm trying to get all the component by class, and would like to remove the 1st one.. i have a remove Index, but not sure how to use it and connect it

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how can i use it before the EachLoop?

solar sequoia
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the node removes the array value at "int" index, which in this case would be the first one because 0 is the first number

trim matrix
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awesome! trying it!

solar sequoia
trim matrix
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like this?

solar sequoia
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looks right to me

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although you have multiple things plugged in for the first screenshot. Might want to make sure everything that's supposed to fire it still does

trim matrix
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awesome! it's odd that the way it's connected as there is not INDEX output.. but seems to work!!

solar sequoia
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wym index output?

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the node takes an index int as an input so it knows which to remove

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if there are 5 things in an array, they will be numbered 0, 1, 2, 3, 4 in the order they're added

trim matrix
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but in the forEachLoop, the Array input is coming from GetComponent

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i mean, it's working great! thanks @solar sequoia !

solar sequoia
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it looks weird because visually it comes from the same place, but after you modify the array all future references to it will return the modified version

trim matrix
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sounds good!

agile hound
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If i want to add component on my character just to keep track of a position what would you recommend? So that i can spawn an actor at that exact location. I was thinking about arrow component and the get it’s location… is there anything better?

solar sequoia
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sounds like you should just use a vector variable for the location

agile hound
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Yeah well for example we can put a widget component for hp bars etc… but i would just need anything to be there to keep track of it’s location. And i want to put something that is made for that and is cheap on the performance haha

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So i could just make a variable with the location and not in the viewport.

solar sequoia
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yeah just use a variable if you need to store a value

agile hound
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Yeah hahahha just z 150 or something and it should be good hahaha

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Feel dumb for not thinking about it before hahahha

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Thanks

trim matrix
# trim matrix like this?

actually i would like to to get an array name and delete it.. is it possible? (arrays are GetComponentByClass, and i would like to delete only 1 array name == CUBE)

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do you know if that's possible?

solar sequoia
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yeah you'd use "remove item" and plug a reference into the node

trim matrix
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trying!

solar sequoia
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that's how the node is used

south plaza
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SO.... I need some help from someone who can decipher world/local space rotations on an actor if someone could lend a hand quickly.....

trim matrix
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ok!! trying right now

solar sequoia
#

fyi the output from the get all node is an array and the individual variables within it are array elements

south plaza
#

let me copy and paste my forum question. its a lot of information

solar sequoia
south plaza
#

I'm literally just trying to get the Barrel Fuselage to rotate flat over the top of my tank, even when the tank goes over hills and changes its pitch/roll.
The tank has a fuselage that hold the barrel on top of the tank body

https://gyazo.com/bd3e9fdc0a16be398823792bed7632e6

I'm trying to get this so that the fuselage stays perfectly flat over the tank body and rotates along its local Z axis to face where my camera is currently pointing, BUT....

I'm not fully understanding how to manipulate ONLY the local z of the fuselage over the tank body when the tank body's world rotation is constantly changing, driving over hills, bumps etc.

This is what happens...

https://gyazo.com/adbd7adefa9b8affb2cc07576da0ca50

But obviously it works fine on level ground, when there are no changes to pitch and roll.

https://gyazo.com/97bb76e3424e8af3220b00c973292d8a

What am I doing wrong? How to apply the Z rotation of the fuselage around the tank bodies local UpVector while keeping the WORLD roll and pitch of the tank body on the fuselage?

📷
https://gyazo.com/c9cf1bda08ec037fd44dd02f8991af50
Called every frame.

trim matrix
solar sequoia
solar sequoia
south plaza
#

so ive done that as well, and it usually returns the near exact same result

#

ill show you now

solar sequoia
#

a way to understand the relationship between world and relative transforms is to consider that the world has an xyz axis that never changes, and individual objects have their own relative rotation

#

so you want to set the rotation of the component relative to the actor

maiden wadi
# trim matrix actually i tried like this but does not work.. :§

This won't work unless you cache the return before removing. You're calling a pure node twice here that returns an array. You're getting a copy of the array, removing an item from it, and then getting a new copy of the array where the item has not been removed and iterating on it.

solar sequoia
#

@south plaza pretty sure you just need to use relative rotation instead of world

#

again if an actor's world rotation is +90 degrees and you set one of its components relative rotation to +90 the component will be 180 in world space

trim matrix
storm pivot
south plaza
#

I'll do it right now and show you what happens

trim matrix
#

*return

solar sequoia
#

then you just modify the variable

trim matrix
#

ok trying

maiden wadi
#

Probably cleanest to drop it into a function. Avoids polluting your graph variable list with extra properties.

#

Function allows a local array that exists only in that function and gets cleaned up afterwards

south plaza
#

omg i fixed it by subtracting the relative yaw of the tank body from the control rotation yaw

solar sequoia
#

there you go

south plaza
#

thats the solution for future ref if anyone needs it

glass stump
#

How do I just save a game in it's entirely (or level?) and load it up? I'm seeing so many tutorials but they seem to just save like one aspect of a game or something. I just want the entire thing like a normal save.

maiden wadi
#

That would be useful. If you find a way, let me know.

glass stump
maiden wadi
#

But really, there's not. Savegame data is extremely game specific. There is no easy way to just save everything and reset it's state. This is something you have to plan for in your development process

solar sequoia
glass stump
#

Hmmm interesting. It's such a common thing in games I thought there'd be a node for it or something. xD

glass stump
solar sequoia
#

if you mean for an actual save-game, you have to define what is saved in the save game object

glass stump
#

And I do that with variables?

solar sequoia
#

ctrl + shift + s is for the editor, not the save game object

#

so save games use a save game object, and that object has a set of variables

#

the variables are user-defined, so you may save a character's health, position, inventory etc

#

and everything that's not saved but appears the same is just kinda "the lie of game design" where it's not actually saved, but procedural

glass stump
#

ah, i see

#

so, let's say i wanted to save the position of a character, i would go into the character's BP and create some kind of variable, right? or would i create the variable in the game save instance?

#

*or save game object whatever it's called

solar sequoia
#

save game

glass stump
#

ah ok

solar sequoia
#

you make a BP for the save game and a vector, probably, for the character's position

#

and then when you call for the game to be saved to a slot, you would get the character's location and input that into the save game's vector variable parameter

glass stump
#

ah, i see.

solar sequoia
#

I'll give you an example

#

this is within the save game BP

#

so those are the variables I've created for things I want to be persistent, whether that's between levels or save-quits

#

this is in my player controller, because I need to get the sensitivity from the save game to set it within the controller

#

you have to put the cart before the horse, so to speak, and create/load a save game before anything can be saved to it

#

still within the controller, just after that top row's execution

glass stump
#

ahh this is really good

#

thank you, you're helping me understanding it way better than the many tutorials i've watched! xD

solar sequoia
#

not a problem

glass stump
#

i was so confused about how to set it in the controller

solar sequoia
#

I've barely used saves, though, and I just got what I have so far from a tutorial

solar sequoia
glass stump
#

ah yeah

#

and for a position of a door i could perhaps use a state machine to declare whether a door is open or closed and save that as a variable.

solar sequoia
#

yeah, pretty much

#

most old games' save files are just a series of variables in a text-type file

#

postal 2, for example, is a lot of "BHasDone'X'Thing = 0/1"

glass stump
#

ah yeah, i hadn't considered how old games used to do that, for some reason i thought it was like such a simple thing.

solar sequoia
#

this is what I use inside of a sensitivity slider/text box widget, for example

solar sequoia
#

I see now that I cast to the game mode for no reason, not sure what's up with that. Haven't touched this project since October

#

some of the things I'm doing here may or may not be good practice as well, like maybe I should be promoting some of these cast return values instead of casting multiple times

glass stump
#

Yeah I should get really familiar with references, there's still a lot I don't know about them, which I think is an obstacle to me.

solar sequoia
#

once you understand casting and inheritance it's pretty easy

glass stump
#

I guess over time improvement comes.

modern willow
#

Hey all, I'm having some trouble hard setting the first person cameras rotation through blueprints. Am I missing something?

solar sequoia
#

the camera is anchored to the player pawn and will transform with it, so you just set the control rotation and it will apply to the pawn

#

or if you need to set the rotation to an absolute value, just use SetRotation on the actor

modern willow
#

Hmm, so I need to specifically set it to look at the selected position of a cursor so that the view is centered. Even using set actor rotation doesn't seem to be working

solar sequoia
modern willow
#

I've got controller desired on

#

Yeah, I've got the logic down for it I believe, but it's not affecting my camera at all

solar sequoia
#

you'd find the look at rotation from your actor's location to the target location and then set the actor's rotation to that

modern willow
solar sequoia
#

try disabling controller-desired rotation to test it

#

I can't remember if that would interfere

modern willow
#

So it's making my camera twitch, a little but not working how I'd expect

solar sequoia
#

did you try setting the control rotation?

#

I think otherwise the actor is being set back to the control rotation if you change the actor's rot

modern willow
#

Doing this, just seems to do nothing

solar sequoia
#

try my thing rq

modern willow
#

Oh wicked yep

#

set control rotations what I'm after

#

thank you!

solar sequoia
#

np

#

ctrl rot is basically overriding actor rotation constantly so just set control rotation if there's a controller used

maiden wadi
#

Depending on the pawn settings. Pawns can be set to not use control rotation. Common cases are third person rpg styles where character turns towards movement direction and control rotation is used for the camera direction only.

modern willow
#

I'm using it to spin a first person player towards an object, seems to be working well

topaz wigeon
#

hi there, im trying to set up a character movement by pressing a key and each time its pressed the character moves like 100 units on Y, but i cant make it... anyone could help me ?

solar sequoia
#

if rotation is not important, you can just do it in world space like this

#

otherwise, you would need to get the forward or right vector, depending on which direction you want to move

topaz wigeon
#

yes but the problem its that the actor should be able to walk not teleport

idle rivet
#

Hey guys, I'm trying to control a parameter on a MID with BPs, this worked before but we recently implemented material layers, now it seems to not work at all, are there specific nodes for material layers? is it not supported at all?

This parameter is on the material layer blend*

solar sequoia
# solar sequoia

it seems like you're just asking how to do character movement, right?

#

alternatively,

#

just use a lerp node to interpolate the two positions over time

topaz wigeon
#

yes would be character movement, id like to do a bomberman

solar sequoia
#

just interpolate it then

topaz wigeon
#

like put it between break vector and make vector?

solar sequoia
topaz wigeon
#

ok ill try

#

thanks

odd ember
#

I believe CombineRotators exists

glass stump
#

What's the best way to temporarily make an input action not working?

#

so the player can't spam it basically. like press it once then they can't do it again for 10 seconds or whatever.

maiden wadi
#

Depends on the use case. What is the input for?

glass stump
#

Just pressing a keyboard key.

#

'InputAction X'

earnest tangle
#

Do Once into Delay I guess?

odd ember
#

right but... is it that an ability is on cooldown, and if so, is that cooldown shared with other abilities?

maiden wadi
#

What does the key do?

odd ember
#

can you reuse the button for another ability or function?

glass stump
#

Oh I see! It just spawns a particle emitter briefly

maiden wadi
#

Purely cosmetic with no gameplay actions?

glass stump
#

Yeah, purely cosmetic

odd ember
#

delay, probably

glass stump
#

I just don't want the player to be able to spam making tons of particle emitters

maiden wadi
#

I like tracking game time floats, but a delay would work too.

glass stump
#

Oh a delay would work? I was thinking about that but didn't think it'd actually prevent the player from pressing it again

odd ember
maiden wadi
#

Yeah. 😄

earnest tangle
#

So you set it up so that you have Do Once -> Perform Action -> Delay (connected to the Reset pin on Do Once)

glass stump
odd ember
#

for the record, comparing game time is probably the more cost efficient version of this

#

you'd need to compare game time at press, and if it's above a certain value, allow it to set the game time to a variable

#

but for a prototype DoOnce will do fine

glass stump
#

compare game time.... hmm....

odd ember
#

make it work first

#

you can optimize later

#

if it works with the DoOnce and you're not satisfied

#

you can consider improving it

glass stump
#

Just tried it with DoOnce now and yeah it works perfectly. :)

odd ember
#

👍

glass stump
#

But what you say seems like some more advanced stuff I should learn.

#

To make it better.

#

Thank you all btw! :)

modern willow
#

Hey all, has anyone ever implemented Bresenham's line algorithm for spawning objects in a grid and able to point me to a video/resource that may be able to help me along?

trim matrix
#

hi, ive been sitting here for hours now trying to get each specific rock from a class (hope that i described it correctly) to lose health when Hit detected by the players tool, so i essencially want each rock from that class to have its own health bar, kinda like in muck , is an interface a good idea for his? or an array? any input would be apreciated

#

i tied a variable called "health" to the class and managed to get hit detection of each individual object, but i just cant seem to get a way to save each rock's health

#

the string tells me the exact name of the rock actor im hitting

dawn gazelle
#

Delete this node and add it back in.

#

It's stuck with an "Actor" reference indicating you connected it before defining the class on the GetOverlappingActors node. If you connect it after setting the class, then you'll have the appropriate object type coming out without needing to cast at all.

pine trellis
#

does anyone else think 4.27.2 is very unstable? I am starting to see things dissapear from my maps after crashes and all weird kind of stuff

#

has anyone else had bad expirence with 4.27

trim matrix
#

tried to delete the get copy window and still cant connect to the target node at the set health node

tawdry surge
#

4.27 works fine for me

dawn gazelle
trim matrix
#

hm, tried to do it the other way around aswell and im getting the same message

#

the other way around i get the same problem

#

thank you very much tho

foggy escarp
#

Convert the float to actor

#

Or I mean it's just not the same variable

#

Cast to your object your setting and from there u will have access to the variable

trim matrix
#

ill try thanks interesting idea

#

omg it works

#

thanks ur a legend

#

damn there we go 😄

#

now i can sleep well 🙂

#

thank you guys very much ❤️

#

was sitting on this blueprint for like 3 days, overall project like 10 days and was about to scrap it lool

dawn gazelle
#

Argh... The GetOverlappingActors node doesn't set the correct reference type, sorry about that.

#

Thought it did.

trim matrix
#

haha dont worry man 😄

#

thanks for the info aswell learnined a lot

dreamy kindle
#

Hello, does anyone know how to get an ice cream sound .wav file to play from this truck BP as it travels down a sequencer timeline?

Is the sound in level BP or sequencer? Thanks

sonic briar
#

Hey, beginner question here.
So, as far as I know GameInstances are use to store persistent data, but only one GameInstance can be active at a time.
Let's say e. g. a marketplace asset wants to store its own persistent data, like e. g. an inventory. If it required using its own GI, it would not be compatible with other assets that require an own GI, so that obviously doesn't work.
If the individual systems store data elsewhere, e. g. in actors, they wouldn't be level-persistent. So how is this handled in such cases? Would they require manual implementation, or is there an easier way?

quartz mauve
flat raft
#

Anyone know if I can write the character velocity to file? (Graph)

agile hound
#

How do i bring my actor info into a widget… trying to cast, get actor etc… never works :S

#

I do seem to get access to everything … variables etc… but it always gives me an error

tawdry surge
#

@sonic briar game instance is a persistent object, so you can store information there and it will stay between levels. That's not really a good practice though and your better off learning to use save game objects

#

@agile hound what actor and how is it related to the widget? Casting requires a reference to the specific actor you are trying to manipulate

agile hound
#

@tawdry surge I’m doing a turned based rpg and i want a target spline to appear from the caster to the target. I have a BP_target spline, but now i want that to communicate with my target window when choosing who to attack for example.

tropic pecan
#

Hey there, can I ask anybody who knows a way to avoid at least the first array while getting the others? I'm setting up a spawn where the leader spawns first but the others spawn in a few moments but my problem is they are spawning along with the spot the the leader is at and I don't want that. I've attempted trying to edit the get array with what I could think of but no success for far. So, does anybody know a way to avoid the first part of the array but go for the others?

tawdry surge
#

When you do the click to select your target you must be getting a reference to it right?

agile hound
#

Yes

tawdry surge
#

Ok, so you would just use that and pass whatever to the widget

agile hound
#

Right now when i’m hovering i’m printing the targets name. If i click, the caster attacks the enemy

#

Then i want to clear the spline points and add 3 spline points. I have all my locations…

#

It’s the spline i don’t have to connect

#

Target can’t be self since i’m in my widget lol

tawdry surge
#

Oh, where are you spawning the spline?

#

I mean in which blueprint?

agile hound
#

Bp_targetspline

tawdry surge
#

Are you placing it in the level? Or spawning it at runtime?

agile hound
#

Trying to spawn it at runtime 😂

tawdry surge
#

So you have to call spawn actor of class and spawn one

#

Then you can save the return value to a variable. That way you have a reference to it for later

#

Like when you want to add or remove points

agile hound
#

So i would put it as a pre construct i guess?

#

It’s the first thing i tried tho tonight… maybe i missed something i’ll try again

tawdry surge
#

No. Id put it in my controller. Widget shouldn't be actually doing anything.. Just displaying information it gets from other blueprints

agile hound
#

Spawn transform can be anywhere i guess? Lol

tawdry surge
#

Yeah

agile hound
#

Awwwww

#

Altho… if i don’t want the BP in my level after wards… can i or should i delete the actor i’ve just spawned to create my reference?

tawdry surge
#

If you want.
Then just spawn a new one next turn

agile hound
#

So this is in my controller

#

Now in my target window widget… i cast to my controller to get my spline?

tawdry surge
#

Right

agile hound
#

Attachto error…

#

Am i missing a step?

tawdry surge
#

Whats the warning say?

agile hound
#

Is it cause i’m in the widget and he’s trying to create my spline in the widget instead of in the world or something?

#

Lol

#

My locations are in the world lol

whole coral
#

Hello there

tawdry surge
#

The spline is spawned in the world too, you should just be passing positions to the spline

whole coral
#

Could anyone help me

agile hound
#

Or before adding spline points, do i also need to spawn the actor first (in the widget event)

#

Yeah….

#

Hummmm

whole coral
#

I have a praoblem

tawdry surge
#

Idk, it's 1 a.m. here, but you're on the right track

#

I'm out for tonight

whole coral
#

Is there a good way to open/load levels while the character is not loaded

#

for the basic thirdperson character

agile hound
#

Haha 2am i know how you feel hahaha good night 🙂

whole coral
#

and for the thirdpersonexamplemap

#

I know Open Level

agile hound
#

Sorry Teemo, i’m just learning but i know that Ryan Laley did a tutorial on youtube called level travelling… i didn’t watch it yet but might be helpful. He’s great

whole coral
#

but it works only loading everything

#

ok

#

I just go and watch it

agile hound
agile hound
#

I’ve set my spline mesh to be movable, no longer get an error, but it doesn’t move :S

whole coral
#

I'm back

#

its useless for me

wispy fiber
#

I'm getting this error when I nativize blueprints and try to package my project, anybody seen something similar/have suggestions?

UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: Ensure condition failed: EPropertyAccessOperator::None != AccessOperator [File:D:/UnrealMigrateVersions/UnrealEngine-4.26/Engine/Source/Developer/BlueprintCompilerCppBackend/Private/BlueprintCompilerCppBackendValueHelper.cpp] [Line: 84]
#

is there a way to attach the visual studio debugger to the packager so I can add a break point on that line and see what it's doing?

gentle urchin
gray chasm
#

Does anyone know of an existing method to backtrack from the closest point on a spline to the time offset for that point?

#

eg. Say I have an actor and I want it to trace along a spline from an external position ... I can move it up to the spline by finding the closest point, but there doesn't seem to be an obvious way to then 'join' the spline at that point.

#

Obviously a single world point can be multiple time values on the surface of the spline, I only care about finding a single matching point.

gentle urchin
#

Get duration at distance on spline?

#

What do you mean by joining the spline?

limpid cedar
#

how do you make an a projectile movement component go straight (same direction as character)?

gentle urchin
#

Remove its affection by gravity

fathom spindle
#

Hi all, general flow control question: if you have something like a trace firing every x times a second to check if something is intersecting or not how do you convert this to an event that fires only when there is a change in that value?

stoic palm
#

One message removed from a suspended account.

grim peak
#

hello all.

I have created a splash screen which i have setup in my
project settings so it plays a mp4 (movie) on start.

Then it goes into my Playerselect, but I'm loosing my mouse on screen.
When I just load Playerselect map it works with mouse, but not if I start up my
splashscreen. I'm testing in Standalone mode. Or do I need set this up again
worldsettings? Thanks.

last abyss
stoic palm
torpid hound
eternal saddle
#

I need help with something. In the game that im working on, i made a spectating widget, but the game is multiplayer and when one person dies

#

it gives it to both people

last abyss
#

or use the Is locally controlled node if your actor is of pawn type or inherits from it

stoic palm
#

One message removed from a suspended account.

torpid hound
agile hound
#

Hey Everyone 🙂
I need some help with my spline.
I’ve created a reference in my controller (spawn actor) and now am casting to my controller in a widget. Everything works fine, i’m able to change my spline material, getting some needed info when i print string etc… the problem is i’m trying to clear spline points and then add spline points at specific locations but nothing happens.what could i be missing? The spline remains at the spawn location unmodified. I’m trying to make a spline appear between the caster and the target to show who i’m targeting when i hover over the enemy names in my widget (target window).
Thank you for helping. 🙂

tight pollen
#

what is the max when it comes to the number of widget animations?

#

when i play 30 widget animations, performance go from 60 fps to 45 fps ;p

dapper forum
#

Hey Guys, my camera is starting facing towards the PlayerStart's direction, how can I make it work with the camera I've attached to my Default Pawn instead?

#

My custom pawn is definitely being possessed

gentle urchin
#

Its sorta hard to answer tho

#

How fast does a car go ?

#

Well.. what is a car... what engine does it have? Weight, aerodynamic coeffixient and whatnot...

#

Whats your target spec?

tight pollen
#

but widget animations have such an impact on performance?

#

i have laptop i7 6 core 16gb ram gtx1660ti

#

and i use ue5

#

i run only 30 animations in same time

gentle urchin
#

Sounds like ur object is not an actor

gentle urchin
split dagger
#

30 legged cyber spider

tight pollen
#

i have 30 animations :p

earnest tangle
#

30 animations using the UMG timeline? Or what kind of animations?

tight pollen
#

begin play >> play animation >> Num Loops To Play 0

earnest tangle
#

Right so it's an animation inside your widget using the UMG timeline?

tight pollen
#

yep

earnest tangle
#

What is the purpose of the animation anyway? It seems a bit unusual to need 30 animations in UI at the same time

gentle urchin
#

30 sounds a lot

earnest tangle
#

The reason I'm asking is there are some other methods of animating things which may perform better, depending on your use-case

gentle urchin
#

I can see purpose for like 5 simultanious 😅

#

10 on a bad splashy day 😅

digital lantern
#

Hey, I currently have in my project, two bars that manage my "fear" and my "energy" in float, but my Progress Bar empties/fills in a jerky way, could someone help me to make my Progress Bar fill in a fluid way? (All this is managed in float)

agile hound
#

Sorry for reposting :S 😂 Hey Everyone 🙂
I need some help with my spline.
I’ve created a reference in my controller (spawn actor) and now am casting to my controller in a widget. Everything works fine, i’m able to change my spline material, getting some needed info when i print string etc… the problem is i’m trying to clear spline points and then add spline points at specific locations but nothing happens.what could i be missing? The spline remains at the spawn location unmodified. I’m trying to make a spline appear between the caster and the target to show who i’m targeting when i hover over the enemy names in my widget (target window).
Thank you for helping. 🙂

tawdry surge
#

@digital lantern progress bar takes a value between 0-1. Use an finterp or a timeline to move it smoothly

#

Define not working

digital lantern
earnest tangle
#

You can use material based animations instead of the UMG timeline

tawdry surge
#

I'm not at my pc but watch any video about opening doors to see the timeline way

#

Or Mathew Wadstein is bound to cover it too

#

@trim matrix try printing the bool value off the get asset from path to make sure you're even finding it to begin with

gentle urchin
#

Is asset path correct in the first place?

#

Does it return true ?

gentle urchin
#

Skeletalmesh doesnt sound like an actor ?

#

Dunno, never used that one before tbh

sly relic
#

It's printing the class of the actual asset itself not the class that the asset is defining.
So its looking at the actual Blueprint uasset file on disk

#

Not sure, but I'll see if I can work it out, I haven't used the asset registry before

icy dragon
gentle urchin
#

Soo load asset -> get class -> spawn?

#

Nah nvm.

earnest tangle
#

@trim matrix the reason it prints blueprint is that blueprints are saved as blueprints :) "Blueprint" is basically a type the engine uses, and the actual class is created based on the data stored in it

#

I don't know how much of it is exposed to BP nodes, but in C++ a UBlueprint has data such as GeneratedClass, and GetBlueprintClass()

#

There are many ways to do that, you could for example linetrace towards the attack direction to determine what was hit, and apply the knockback (which you can for example calculate from attack direction and some amount of force)

#

What I said :)

sly relic
earnest tangle
#

👍

loud atlas
#

Hello, I am working with Spline meshes, and I can't seem to get rolling the mesh to work properly. If the mesh isn't a twisty twizzler hell, the meshes don't line up where they bank. Am I misunderstanding how spline points work? I am setting the start roll of the current mesh to the end roll of the previous mesh. I would think the pieces should line up. Does anybody have some insight?

gentle urchin
#

Cant you get its roll directly instead of calculating manually?

#

Using splinemesh youd just use the tangents

loud atlas
#

The intention is to roll the track based on the angle of the turn.

#

I figured if I took normalized world direction vectors from each point direction and calculated the angles, that would allow me to adjust the roll accordingly.

gentle urchin
#

Ah i see

loud atlas
#

I think I'm misunderstanding how the roll works, because a spline point has a start and an end roll. Wouldn't that mean that as long as the start roll is the same as the last points end roll, the pieces should mesh correctly?

sly relic
#

No problem, glad to be of help 🙂

gritty trout
#

What does this mean when I try to open the blueprint function? Nothing happens after I double click it

tawdry surge
#

Its code is in c++ most likely and you don't have a source build

bright harbor
#

so i have a setup for finding the point on a spline closest to where the player is, and i want to make it so the player moves from that point along the splines rotation and points from that start point, i have the move along a spline part setup via a timeline, and i have the point the player is closest to, i just can't figure out how to make it start from the point the player is closest to

neat stream
#

Hey there maybe someone can explain something to me

neat stream
#

I don't get why when I drag and drop a NPC in my navmesh bound volume it works really good and if a I save and reload the map they are all glitching

bright harbor
trim matrix
#

guys i have a bit of a challenge.. i'm adjusting location of 400 component actors using blueprint to be in a sphere volume..
issue is there is some overlap.. how could i avoid each actor to overlap each other?

#

this is the setup i'm using to position them dynamically

gentle urchin
#

With some treshold for falling off ?

bright harbor
#

not exactly, i want the player to move from closest exact point on spline to end of spline unless they choose to jump off, and at the end make them jump

#

i'm not making a skateboarding game, this is more of a mobility mechanic

#

this is what i have, the problem being it doesn't start from where i place the player

bronze reef
#

Hello everyone. So I am trying to animate a door but my code causes the door to just disappear when a player triggers the collision overlap. Any thoughts?

gentle urchin
bright harbor
#

how do i get the distance along the spline from the player

gentle urchin
#

Get distance at location?

#

Or at spline point

#

And find point at distance

bright harbor
#

none of those would let me input the player location and output a float value for the lerp node, unless i'm missing something

gentle urchin
#

It would

#

Distance at spline point

#

So you need to find spline point form location

bright harbor
#

i don't see such a node, do you mean creating a function that would find the closest point index to the player location?

gentle urchin
#

Youd need to combine two of them yes

#

Using location for either spline point or distance

#

Not at pc atm so cant check..

odd ember
#

a blocking call inside a loop?

maiden wadi
#

@bright harbor

gentle urchin
#

Thanks, thats what i figured

#

Hed need distance at input key

#

As 'A' for the lerp

trim matrix
#

Hey everyone, i'm trying to remove an array item, but does not seems to work properly..

#

am i doing it right?

odd ember
#

what do you want to achieve by doing this?

bright harbor
trim matrix
bright harbor
bright harbor
maiden wadi
#

I'd also recommend ditching timelines for this. They're just going to severely complicate things. Should just be a simple ActorComponent that acts like a secondary movement component.

bright harbor
gentle urchin
bright harbor
shrewd oar
#

Hello 🙂 I think ive got a logic problem that I would like help with.
Ive got a simple building system for my project that works fine. i added a snapping points to building(Wall to wall for no gap- ech)using collision on the actor. the problem is when im trying to rotate while its snapping. if its not snapping the rotation working fine, but if its in the snapping point its not rotate, its stuck. any ideas? (the rotation in on the character while pressing key its changing the building rotation)

maiden wadi
#

Sounds like your snapping code is overwriting your rotation. You should probably change it to account for a "DesiredRotation" on the building actor and change that rotation on key press. Your other placement code can try to use that desired rotation to set it's rotation

shrewd oar
wary shadow
#

Hello there, is there a way to fix the HMD to a camera?

#

I would like to take this camera as FOV for the VR

#

I tried with this BP node, but the HMD POV is shifted among the z axis

flat raft
flat raft
shrewd oar
#

Im missing something

shrewd oar
#

Ok, so the character only have the rotation. all the other snapping going with the building component (Bp component that connect with each of the object)

#

because he have the input in his bp..

flat raft
#

Rotation is on the destination snap point

#

Well, depends on what you're making. I was making a kerbal space program type system.

#

My final looked like this.

#

If you are doing a base building type thing, then might be different.

#

VR, also different.

#

Search YouTube, there are a few tutorials on building systems

shrewd oar
#

Ill look into it more. Ill see what else I can do

#

Thank you for your time

high frost
#

I have two actors with collisions that on overlap load level from level object reference property. Any of 2 levels load fine at first entrance but on the second (no matter from which level to which) I get this error. wtf is this and how do I fix it?

maiden wadi
#

Are you trying to ServerTravel in PIE?

#

If it's not in PIE, chances are your build didn't include the maps the client is trying to travel to in package settings.

surreal peak
#

Given the Error talks about PIE and is from the Editor (UI) it's probably not a build?

#

idk

high frost
surreal peak
#

Is it a Multiplayer game?

high frost
#

no

surreal peak
#

Then don't worry about ServerTravel and Replication :P

high frost
#

I just want the teleports to work every time and not break on 2nd usage

surreal peak
#

Does the same happen if you use OpenLevel with the name directly? I never used those ObjectReference OpenLevel nodes

maiden wadi
#

I would initially assume weirdness with the variable. UWorld soft ref isn't meant to be a blueprint variable.

#

You can cheat it with the promote to variable, but I've hear weird things about it.

echo salmon
#

Hello all , is there any component that is being used to get its location ?

#

That is not visible in the world

high frost
#

again, on second entrance

#

oh yeah also this line shown up

maiden wadi
echo salmon
#

ty Authaer !

surreal peak
#

If you just need a visual point in the Editor that you can move around, make a Vector or a Transform and click on the "InstanceEditable" and "3D Widget" checkboxes

#

You get a small diament like shape in the Editor that you can move around if you select the Actor itself first.

surreal peak
#

Is your map actually located in that folder?

high frost
surreal peak
#

Alright

high frost
echo salmon
#

@surreal peak oh yeah is what i was looking for

surreal peak
#

Just to make sure there isn't anything special going on

high frost
#

this one

surreal peak
#

So just Play in Viewport?

high frost
#

yeah. the configuration is debug game-editor

surreal peak
#

Hm alright, that should be fine

echo salmon
#

@surreal peak Is it possible to see visual a point in the editor to change location ?

surreal peak
#

As I said, if you mark the Variable as Instance Editable and 3D Widget, then it should show up if you selected the Actor in the Scene

echo salmon
#

much love man

high frost
#

however someone suggested launching the game via launch instead of play. I'll try that

maiden wadi
#

Random curiosity, does it stop breaking if you throw in like a 1 second delay before OpenLevel?

high frost
maiden wadi
#

Yeah. Collision->Delay->OpenLevel

high frost
#

1 moment

maiden wadi
#

Wondering why it seems to be a problem specifically with collision events and if skipping some frames would solve it.

#

But yeah. In general PIE is hit or miss on some things. Great for testing single levels, but it's level transitioning is bad. Can't even test loading screens in it. Generally best to stick with launch, or at least even Standalone.

surreal peak
high frost
#

how do you change levels then?

high frost
maiden wadi
#

Odd. I'm not sure, I just threw together a quick test and I can OpenLevel just fine from one of my game levels to main menu and back multiple times with no issues.

main pollen
#

I'm trying to move my character along the spline that uses array of vectors as a reference. I know that the array works well but not sure about the spline. Nothing happens. Timeline thing is just 0 to 1 in one second. Can someone help

high frost
#

whatever. I'll get back to it later. at least I know that it should work and works under some circumstances

echo salmon
#

How i can get the transform world position ?

#

of obstacle position

slow pewter
#

any chance to reduce Texture Resolution , on Runtime?, like For Extern Imported Images?

torpid pine
#

How would you solve a gun shooting basically sideways when your line trace is too close to a wall?

#

Here's an example from GASShooter for reference

latent osprey
#

I'm new to UE4, but not to programming. Are there any sources you guys would recommend to learn the game engine and various types/genres of games or common game features (like inventories or grid-based movement or other things like that) entirely through blueprints?

#

I've discovered from the tutorial I am currently following (the Gamedev.tv blueprint course) that I really like working with blueprints.

trim matrix
#

guys i need your thoughts.. i'm trying to replicate a wedge tool in BP.
so basically, have 2 loops.
Loop A increment, then Loop B runs entirely
Loop A increment, then Loop B runs entirely
etc.. until Loop A lenght is done..

any ideas? should i use loop with break in order to do that?

quick lance
#

Why does an inherited pawn sense component not have the ability to override the OnSeePawn and OnHearNoise events?

odd ember
#

what is a wedge tool

#

why do you need loops? what are you trying to do with the loops?

trim matrix
#

get what wedges from houdini do

odd ember
#

I can't tell what that does

#

is there a vid?

trim matrix
#

so everytime i hit a button in unreal, i want to see all variations i can get

#

sure

#

one sec

#

basically i have different shape of cubes, and different colors of the cubes, and when i hit the button, i want for each types of cubes to be shows in all the different colors

odd ember
#

I can't really see it from the video

#

it just instructs you on how to do it

#

not what it is

#

anyway if you're looking to make some sort of mesh tool you have to know the dimensions of the mesh you're working with and stack it appropriately

#

all of this needs to be in the construction script as well

#

and then add dynamic material instances with parameters as you wish

#

but UE cant make wedges for you

trim matrix
#

ok great, thank you will have a look

odd ember
#

there's a reason the tools are used in tandem

trim matrix
#

of course, but wedges PDG are totally doable in BP.

#

I have an issue with a camera I am using for a 3D menu. When I transition from the Title screen camera to the menu it does it but at the end when it finishes it pops into place. it's weird and I cannot find out what is going on. I tried different blend types but it's none of those. can anyone help?

odd ember
#

you don't have access to vertex data etc.

#

so unless you're wanting to dip your toes into cpp and get it from the renderer whatever you do will be heavily limited. the best thing is like I said using the mesh's measurements to stack them on top of each other and have material parameters

#

if you're wanting to spawn individual faces

#

I wouldn't recommend that at all

earnest tangle
#

TIL you can zoom in in the BP graph if you hold down Ctrl and use mouse wheel

#

more than you normally can

terse ivy
#

I'm in a bit of a dead end, I have this scenario seen in the image ( https://imgur.com/a/9yqzJb0 ). I'd like to replace the key (Righ/Left Mouse Button) in "Is Input Key Down" with inputs in Project Settings, just to ensure re-binding keys won't be a problem later on along the road. Anyhow, if I get InputAction component and get just the "Key" from that, UE4 shows an error message when compiling. Any advice?

trim matrix
#

guyz do you know how to "restart" a simulation in a blueprint?

#

is it actually possible?

surreal peak
#

Usually you execute your specific code when the key is pressed

#

It's rare that you have to check constantly if the key is down

terse ivy
#

Ok, so it's not possible without adding a variable? Or is there other way to get boolean for that?

surreal peak
#

Don't think so

terse ivy
#

Ok, thank you very much! 🙂

surreal peak
#

Again, usually you execute your code from the input event itself

#

ADS can totally be done with just that

#

Also firing

trim matrix
#

Is it possible to add someone to a ue4 project so they can help you make a game? Like a builder and a coder

terse ivy
#

Oh, I gotta take a look. I'm still quite novice with all of this so I'm a bit lost 😂

trim matrix
trim matrix
surreal peak
#

I did

#

You asked if it is possible. I told you source control is for that

#

It's a central server that holds your project and users can submit changes and get those. There are multiple solutions like perforce or git, which all fall under the same term: source control

trim matrix
#

does anyone knows how to use ResetLevel or RestartGame?

#

i don't know what to plug in the Input

gentle urchin
#

It says

#

On the node

wicked crag
#

Hello I have a question. I followed a tutorial on how to make an inventory system. But the inventory system is allocated to my Third person character BP. I want to make the inventory into an actor component so that I can assign it to loot boxes etc. how involved would that be to make happen? Does anyone have an idea?

odd ember
#

roight

gentle urchin
#

You should be able to mostly translate it to a component directly with a few casts and reroutes , as a first lesson kinda thing

odd ember
#

yeah it should fairly straightforward

#

the entire idea behind a component is that you can add it at will to any actor

#

now whether the inventory is setup to work with other inventories is another matter

short pawn
sonic briar
odd ember
sonic briar
odd ember
#

the navmesh being dynamic has to be set for the entire level

#

if this is all editor time, you can just rebuild navmesh

#

or have that be done automatically

#

if it's dynamic during runtime

#

you'll have to touch the recast navmesh actor

sonic briar
#

And there is no way to fix this just for the spline, right?

pale flare
#

Hello im trying to apply damage over time any easy way to do it?

bleak swift
#

Some entry-level spaghetti to handle network errors

sonic briar
odd ember
pale flare
#

how do i get the first blueprint to input burn damage

#

like cast it to the damage type

wicked crag
odd ember
#

but rather it should be a loot table

wicked crag
#

I’m not that experienced as to know how to make certain changes in the code. I do know a good amount though, still learning. Would you know if anyway I could acquire some help, either through payment or someone just wanting to assist me?

odd ember
sonic briar
bronze breach
#

Can't I call a collapsed node from another object just like any other variable or function?

trim matrix
#

Not sure if anyone has any suggestions, but this is the third time I posted this same message with no help
#ue4-general message

storm pivot
storm pivot
#

It is just a cosmetic thing

bronze breach
storm pivot
bronze breach
#

Because I need a delay node on it

storm pivot
#

Then make an event, you can add delays.

bronze breach
#

As in "Add custom event"?

storm pivot
#

You can also then collapse the event content if you wish to organize it as such.

bronze breach
#

Alright ty

true valve
#

Anybody know how to paginate loaded data from a data-table?

wicked crag
storm pivot
dawn gazelle
# wicked crag Okay, I’ll put the effort in…But the reason I don’t really know how is because o...

Ideally there wouldn't really be any interface between the inventory and the character. Everything should be handled within the component itself. When dealing with the UI aspect of it, you know that the component exists on the character, so if you can get a ref to the character, you can then get the inventory component and call whatever functions you need to. Same thing with picking up items, instead of calling the pickup function on the character, you'd get the component from the character and run whatever pickup function you have.

bleak swift
#

So I have a Software Cursor hooked up with this wombo jumbo system that creates animation effects for hovering and stuff though even if I call the function through a cast in my main menu Hover Button it doesn't do anything. I don't know if I'm plainly doing something wrong or if Software Cursors can just not do that

charred gale
#

Hi everyone.

I'm trying to learn blueprint scripting in Unreal.

Wanted to make a pizza game kinda thing.

How do I write what ingredients I need to make a certain EPizzaType?

Thank you and have a good one.

icy dragon
wicked crag
odd ember
celest sierra
#

Currently, I'm only able to look left and right, and walk around. My pitch is apparently not working at all. Any info? (newbie here)

pale flare
#

Hey is it better to use a blueprint interface for damage or just the built in apply damage?

odd ember
obsidian moon
#

You cast to everything?

#

You do know what this does to your performance right?

#

And dependancies

odd ember
#

casts are cheaper than interfaces

#

interfaces were never a replacement for casts. they have distinct use cases

obsidian moon
#

Sure but casting to everything creates a huge footprint

odd ember
#

nah

#

you've been lied to

#

casting is fairly cheap all things considered

obsidian moon
#

Ok 👍🏼

#

I’m just trying to help

odd ember
#

yeah well

#

it's not correct to say that interfaces are good and cheap and you should use them all the time

#

you should not use interfaces outside of the few use cases where they are relevant

#

they are not a replacement for casts

#

they are not a replacement for event dispatchers

#

if you do some digging you'll find that interfaces in cpp don't exist per default, so what epic did was turn a bunch of virtual functions into "interfaces"

#

and that comes at the cost of virtual functions, which aren't cheap compared to everything else

obsidian moon
#

But I’ll just say casting to classes to call events that can be handled via interfaces isn’t smart as a cast literally loads all objects of the casted class and creates a huge dependency footprint … if your needing to pull from the object for vars or gets or whatever then sure but if your casting to check objects on hits, overlaps and using cast for everything that an interface can do without creating a hard dependency then it’s not good advice

odd ember
#

if you're 1000 objects per tick it might become relevant, but a cast in BP costs a little more than a branch

obsidian moon
#

But to the original question the apply damage is a great way to handle damage

#

No need to reinvent the wheel

odd ember
#

the reason why casts should be considered before making them is because casts require the object to be fully loaded. however, in BP you are only dealing with such objects

obsidian moon
#

A cast creates a hard dependency

#

No matter how you look at it

odd ember
#

it doesn't create something that doesn't exist already

#

you're not going to make a coupling argument here

#

interfaces in their original form were only created to bridge hierarchies

#

and yet somehow people using BP think the best way of doing things is to use them for everything

obsidian moon
#

I don't use them for everything

#

but I do work on massive projects

odd ember
#

well using them far beyond how they should be used

#

doesn't matter the size of the project

#

what matters is how you've setup your code

obsidian moon
#

.... look i don't know you and you don't know me... I'm not going to assume anything about your experience but I will say that this is an area I'll have to respectfully disagree

odd ember
#

well then you're wrong

#

and if you knew how to read code you'd understand why

obsidian moon
#

do you know what a hard reference is?

#

Do you have a UDN account?

celest sierra
#

Uh...mmm... can someone help me make my mouse work? lmfao

obsidian moon
#

have you been working with the engine for over a decade?

odd ember
obsidian moon
#

I teach UE4 courses