#blueprint

402296 messages · Page 854 of 403

gilded hazel
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That's a very good question

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😂

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A call, I assume? Are events red nodes?

gentle urchin
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I wonder, why check for implementation?

maiden wadi
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Event Dispatcher is the blueprint word for Delegate, not the same thing as an Event, which is the blueprint word for a function with no return value.

gentle urchin
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Interface called on an actor that has no implementation will do nothing afaik

stiff valley
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thanks 🙂

gilded hazel
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I'm basically trying to have multiple cards that when stood on create widgets with several options (some will damage the player etc) it's confusing for a beginner. I can apply the damage using the interface no problems, but cannot seem to link it to a widget UI.

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Are interfaces the correct way of going about this?

stoic palm
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One message removed from a suspended account.

maiden wadi
stoic palm
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One message removed from a suspended account.

gilded hazel
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Like Enemy 3, Enemy 4 - etc

lime shale
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Hi guys, is there anyway for me to script Create Asset, and then Assign value to the Asset property?
I try to get the output of Create Asset, cast to the the type but for some reason it is always null.

maiden wadi
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Interfaces allow you to use lower level pointer types to call same functions on multiple class types that have no similar inheritance. Like interacting with things when pressing F while looking at them can open a door, open an NPC dialog, open a trading menu, light a torch, etc. If you have a similar base class you can cast to, interfaces are indirect and pointless and just add extra complexity where you don't need.

gilded hazel
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Thank you - a lot of this goes over my head, but I think I get your understanding. How would I add variety to cards(but more importantly - ) how would I access them just by overlapping them with the player pawn? I would like maybe 3 types, and 20 - 30 variations of each.

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I didn't want to have to create widgets for each different card

gentle urchin
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Procedural widgets, inheritance from base class, and functions to retrieve the information you need mostly

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Or fetching data through a DB with a gameplaytag 😄

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Gameplay tag is always the answer x)

maiden wadi
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You start with class hierarchy. Create a card base. Put inheritable functions in it. Then any child of this can implement those functions to do what they need. Add properties to the original type that you want to display in the widget. Children can set these.

You only need one to three depending on the differences in your variations. Widget can retrieve data through the base class and call functions through the base class.

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Showing while overlapping can be done through a widget component and a trigger box on a single actor.

gilded hazel
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So for 'Enemy' (for exmaple) create a parent card base (with the mesh, box collider, material etc) and create functions like 'Damage Player' then just create multiple children of this one and change like damage amount?

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Enemy_Child_Damage_2, Enemy_Child_Damage3, etc?

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That makes a lot of sense, and kind of what I was trying to do but clearly going in the wrong direction

maiden wadi
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Not even sure I'd create multiple children for that. One class can do that and get the damage it needs from a datatable.

gilded hazel
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I looked at that and didn't know if I was going to open a can of works with data tables etc 😂 It's a vertical slice of a game so I am not too worried about performance or randomisation.

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More proof of concept initially

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This way I can sort of falsify a run through by placing them in whatever order I choose I suppose?

maiden wadi
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Either way works. Child classes are probably simpler, but much less scalable and not as correct. I'd strongly encourage learning to use datatables or data assets though. They're extremely cornerstone to game design.

gilded hazel
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It's definitely on the to do list! Do you have any examples of creating widgets using the base class and pulling data from the overlapped actor? Like won't it always apply the Damage amount set in the parent class rather than the one I am currently stood on? Is that where get all overlapping actors comes into play?

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I just can't visualise how to pull data from the class I'm stood on rather than the parent (if that makes sense)

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from the actor im stood on sorry, not the class.

maiden wadi
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The class of actor you're standing on is the parent as well as the child. Children override parent's settings.

gilded hazel
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Ah - right. So would I still need a GetOverlappingActors node at all?

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I think I get it, all the functionality in the parent class then just alter attributes in the children themselves

maiden wadi
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Depends. If your card is just supposed to damage the player character, you don't need to do anything except call GetPlayerPawn in the widget and cast it to your character type.

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Can do the same thing in the actor too, either way.

gilded hazel
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I'd like a user interface to display options like Option 1 - Take # damage (damage amount for that specific enemy) and Option 2 - Flee. Sort of like a rogue like card crawler, I guess.

whole coral
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Hello everyone

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I'm here again

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just wanna ask if you have good way to encrypt a string

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for example using the method of FRSA

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but I dont know how to use it

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anybody helps me?

whole coral
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this time I need to encrypt something UE receives from remote server

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for example the password

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but I dont know which tool to use

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Now I have realized that the threshold of UE development is very very high

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not only do you have to learn C++ and blueprint

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but also you need to know everything of development

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connecting to the remote server, access to data, callback and so on

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for example, I have password 123

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and it stores as string

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in UE

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how do you encrypt it to something

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I even dont know how to manipulate FRSA

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I receive some string from server

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how do I make it look like a messy string

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for example the string 123

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it is just a string

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containing numbers and dots and maybe letters

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hide the string

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thats the purpose

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if anybody see that string

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they dont know the original one

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only for users

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thats ok

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just give me an example

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is there built-in method

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I just wanna use API

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its C++ API

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can you teach me to enncrypt

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yes

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but how

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I dont know how to write C++ related to this

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I know how to expose to bp

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this is a structure

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I only know function

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and I can write function

maiden wadi
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🍿

whole coral
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ok maybe its too difficult for you to help me

proud gulch
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You're gonna earn a snarky comment from Lorash in no time.

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@whole coral if you want help asking would definitely help, also there's a specific #cpp channel.

slow pewter
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there are no More "Normal Floats" in Ue5, or? only can find Real

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but i cant find them anywhere, I only see this, and , even when i Search for Double etc i only can See Real

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preview

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Epic Games Launcher

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so 1, i guess

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You are an Wise Main Bro, you should get an Super Helper Medal for this DC, im update now 😄

grim peak
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Hi and thanks. Did you mean something like this?

earnest tangle
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Anyone know what's up with this? You can see in the left the selected actor has a light component, but in the component details you can't see it? Do I just have to recreate this actor?

maiden wadi
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No You had it correct before, you just needed to select the classes.

plain hemlock
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hello! How do you get a level sequence to always play from the start, even if the play head is not at the start in the editor?

earnest tangle
vital aspen
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I hope some of you are up at this hour. anyway I have a Line Trace that I use to interact when pick ups and so on. I wanted to use the same line trace for opening widgets like for a chest or a crate or even a vehicle. The issue that it fails when I try and close the widget. It seems that it fails from the Interface that I use to call the actor of the object (Like a chest or Crate). I haven't been able to find any thing related to this issue on here or on google or youtube. So I'm thinking that this just doesn't work like this. So my question is. How can I use the same Inputaction E key to do everything. The pickups work. I just can't interact with a chest. anyone have an idea on how to set this up. I even tried using an overlap.

grim peak
vital aspen
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thank you. i'll try that

vital aspen
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@trim matrix Thank you so Mush, It works. I can now open and close my Chests and Crates. Thank you. I have spend so much time on this. It was driving me nuts. And you fixed it in 1 one. I wish some else would have told me the same thing. Thanks again

gentle urchin
echo salmon
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Any idea why it show my transform widget as a line instead of a point in the world scene ?

echo salmon
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Sorry let me rephrase this , with widget i meant the Variable Show 3D Widget , not the class widget. my bad

odd ember
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that looks like a UE5 thing

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I'd ask in the UE5 section

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never seen that before in UE4

echo salmon
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Didnt know that , i created a transform variable set it to instance editable , enabled the 3D Widget so i can get its world position in the world .

slow pewter
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Ok theres something Curious, with an Async Load from Slot, nothing works, but with an Normal Load from Slot, it does, but as i saw from the Documentation, Async is better and doesnt Block the Game Thread, but is there something i miss, or just buggy?

odd ember
slow pewter
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Bro its 4 KB,

slow pewter
gentle urchin
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Show some code

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If you do like me with async nodes and use the wrong pin, they wont work 😂

odd ember
slow pewter
slow pewter
odd ember
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what are you actually saving though?

slow pewter
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and its just 4 Kb

odd ember
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I see a struct array

slow pewter
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For now just, Unique-ID's in an array

odd ember
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are you sure that that struct array isn't 0

slow pewter
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yes Bro

odd ember
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when they save?

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can you confirm that with breakpoints?

slow pewter
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Yes nothing is empty all Works Quite well with Normal Load from game slot

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but if i Use Async all is Empty, nothing will be loaded

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Its just it Works Quite Well with Normal Load, but i want to Know why nothing is happening

odd ember
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have you tried to load directly after async has completed?

slow pewter
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you Mean the Completed Execute?

odd ember
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yes

slow pewter
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Yes

odd ember
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so save async, load immediately after, breakpoint

gentle urchin
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Wrong pin !!

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😂😂😂

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Same as me

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Rip

odd ember
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ah yes

gentle urchin
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Swap to the completed pin

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@slow pewter

slow pewter
slow pewter
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and its just 4 KB atm

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so Normal Load instantly(lol sad when not), but Async does nothing

odd ember
slow pewter
slow pewter
slow pewter
odd ember
slow pewter
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yeah i will try thanks

icy dragon
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I'm too sleepy to do sanity check on that in UE4

slow pewter
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Well im just stay for now for Normal Loading then

gentle urchin
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Sounds smart 😅

slow pewter
maiden wadi
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Also in regards to your comment about it being better, that really depends.

slow pewter
maiden wadi
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Yeah. Still depends on circumstances. Async saves can have issues too.

slow pewter
maiden wadi
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I think I'm misunderstanding what you're trying to do. Those aren't things you normally serialize in a savegame file.

slow pewter
slow pewter
maiden wadi
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Knowing how large texture files tend to be, that's going to be a massive database at some point.

slow pewter
maiden wadi
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Hmm. Not sure about UE5. But UE4 Asyncs are working fine.

earnest smelt
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Hey newbie here, i am trying to animate the playercontroller and struggling abit. I want this animation to play once after pressing F. Tried with a controller pitch input and sequencer but still got trouble making it work.

icy dragon
earnest smelt
icy dragon
earnest smelt
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yeah thats what im thinking too but im not really sure how 😒 rotating camera in bp*

unreal quail
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does anyone know how you can make physics bodies of a static mesh simulate separately completely unconstrained?

faint pasture
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You probably want a skeletal mesh or multiple static meshes.

unreal quail
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ah sorry I meant of a skeletal mesh

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I didn't notice I typed static instead of skeletal

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🤦🏻‍♂️

earnest smelt
faint pasture
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@unreal quail get rid of the constraints

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Or deactivate them

unreal quail
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basically when the head is hit it explodes and is hidden the floating things should fall on their own but for some reason they do very weird things

unreal quail
faint pasture
unreal quail
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this is the (quite terrible) skeleton it has

faint pasture
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I mean show it doing the weird thing

unreal quail
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the arrows are a whole other issue but well

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the side parts seem to be floating around the center even though they should be dropping on their own

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and they even ignore collision with the ground

slow pewter
maiden wadi
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There is a high chance it hasn't been touched. That's a pretty core system that has to work with multiple existing systems.

violet flax
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Hello, on the node "Event ActorBeginOverlap" What would happen when 2 actors at the exact same time trigger this overlap? Would it fire for each or would it skip one?

odd ember
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you'd need to save at editor time, not runtime. I'm not even sure async is working at editor time

maiden wadi
unreal quail
trim matrix
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is there a way to make part of my HUD invisible if i pick up an item ingame?

trim matrix
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how so? couldnt get it to work with an interface

odd ember
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I don't know how you imagined it to work with an interface

trim matrix
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yea thats kinda the problem cause there 3 objects interacting and an interface only workks with 2 i think

odd ember
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but if you have a player controller you can construct the widget in the controller, then setup an event dispatcher for item pickups on the player character

odd ember
trim matrix
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im pretty new with them still ill try it with a dispatcher

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ty

odd ember
maiden wadi
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@trim matrix Generally speaking. I want to give you a heads up about learning in Unreal. You're going to hear a lot of stupid advice about interfaces and why you should use them over casting etc etc. Basically, you should entirely ignore this. There are literally no good reasons to use an interface except for the few small niche places where they're useful.

trim matrix
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@maiden wadi thank you

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yea thats true actually really feels that way

spark steppe
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you should use interfaces!!! (where necessary)

icy dragon
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If in doubt, always test the code

runic parrot
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I hate soo much when i accidentally doubleClick on a Node and it starts opening the Entire Project on VS

maiden wadi
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Ben, I hope that's in jest. :/ Or I kee u.

spark steppe
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😛

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smart usage of base classes does the job 90% of times

icy dragon
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I personally did some stuff in the past that someone and myself nowadays would cringe hard on.

maiden wadi
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For me, BP is all about them easy bindings, async calls, and easy ability to specify assets. 😄

trim matrix
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yea im constantly checking my code aswell otherwise i'd be fked anyway haha

odd ember
trim matrix
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what to do with the event node?

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@odd ember

spark steppe
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but isn't a static cast way cheaper than the usual BP cast?

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as it's hit or miss

odd ember
icy dragon
spark steppe
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but interfaces don't load a whole class?!

odd ember
trim matrix
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do make a bar and some text in the hud disappear

icy dragon
trim matrix
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yea @odd ember

odd ember
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the hard reference you get is an extra pointer to your object

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if you think that's the end of the world over a vtable lookup and less code reuse

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I don't know what to tell you

odd ember
trim matrix
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thats a bit complicated i guess

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i have an event for when the character hits a certain object of class on tool impact which has an interface in it

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which commincates with the specific object i hit with my tool from that class if that makes sence

odd ember
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it would make more sense to screenshot it

spark steppe
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yea makes sense, but sounds a bit weird

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usually on the object you would have some onHit event and pass what did hit it

odd ember
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essentially what you want to do is have a dispatcher that gets called on object pickup. then have the player controller or widget respond to that (depending on where you want to do widget management)

faint pasture
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Why is the hud hidden, is that a state like WoW's In A Vehicle?

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It can be as simple as making a HidePartOfHUD event in the character/pawn/controller and having it called when the item is picked up. That's crappy but it'll work.

runic parrot
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Myabe you want something like the wow windows when you step on a loot and shows all the items inside the loot and want them to dissappear when you pick each one?

trim matrix
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@peak wedge hope that has it all

odd ember
trim matrix
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character

faint pasture
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@trim matrixIn plain english, what mechanic are you trying to implement?

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X happens when character does X?

odd ember
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your code isn't very readable

trim matrix
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i have a stamina health and shield bar

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i want the shield to be invisible when starting the game and visible when i pick up an item

odd ember
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but like I said, in your character, create an event dispatcher you can call something like OnItemPickup

faint pasture
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What's the general rule here, shield bar is visible when _______?

trim matrix
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its invisible by default and acts as an upgrade

faint pasture
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Because it sounds like what you're after is that the bar is visible when the character has SOME amount of shield

trim matrix
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so the bar appears as i pick it up

odd ember
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then in the player controller or in the widget itself you can bind OnItemPickup to get an event that you can use in that class

trim matrix
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nah once you picked it up the bar stays on

faint pasture
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Can you get rid of the item?

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I'm trying to figure out if this is a STATE or just a trigger, like how you don't know you have a shield in Halo during the tutorial until you get it.

trim matrix
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just a trigger i think

faint pasture
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What does a shield do?

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once you picked up the item, what's different

trim matrix
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it goes over the health and when its empty the health goes down

faint pasture
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And does it fill back up? Or is it gone

trim matrix
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it fills up when the health is higher than max

faint pasture
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It sounds like you should just have your trigger to show the shield be when MaxShield > 0

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Character starts with
MaxHP = 100
MaxShield = 0
or whatever

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and picking up the item adds 100 to MaxShield

trim matrix
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yea true but i dont want to have an empty shield bar when the game starts

faint pasture
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Having the shield is a state, make it stateful

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You can either have the widget hide itself when MaxShield <= 0 or do the check for whether or not to show the shield bar whenever MaxShield is changed.

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I would sure as fuck not have an item talking to the UI, all the item does is enable or add to MaxShield.

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That would be like having a damage effect talk to the HP Bar. It doesn't do that, it modifies HP and the bar responds to the HP state.

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The shield bar either has to poll per frame for the shield values or be notified when the shield values change. Either way, that's where it should be checking for MaxShield to know if it should even be visible

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or bHasShield or whatever, however you wanna do it

unreal quail
# unreal quail

I still haven't figured out what's causing this if anyone has an idea 🥲

trim matrix
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thats a good point @faint pasture

faint pasture
trim matrix
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yea if maxshield is 0 i want it to be hidden

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that'd be perfect

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i have maxshield variable in the character

slow pewter
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so far

faint pasture
unreal quail
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and when it ragdolls the skeletal mesh simulates physics

faint pasture
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basically your MaxShield setter can just call ShouldShowShieldUI or whatever

trim matrix
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how can i access the variable within the hud tho? @faint pasture

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i have a variable in the character but im not sure how to get that into the widget graph

upper mortar
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I am trying to have ants walk around and drop pheromones for paths to food and such, How can I store these values across the landscape?

finite flax
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Help: made this to change between player1 to player2 with a button press, but once the button has been pressed, it changes to the other player2 but pressing it again won’t go back to P1, any help?

maiden wadi
maiden wadi
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Pick the correct class, or not destroy the pawn.

echo salmon
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I got 2070super why its working so high ?

gentle urchin
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Free framerate?

maiden wadi
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If you can rule out those. I'd assume that it's some odd weirdness with VR pawns.

gentle urchin
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Ue5

trim matrix
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i think i fixed my issue

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will be back if i get stuck again, thanks @odd ember and @faint pasture

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@odd ember just dragging off of the create widget return note and casting to its children works, since now i can just edit everything within the character

finite flax
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@maiden wadi

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When i select the correct class this error occurs

maiden wadi
# finite flax

Delete or unhook the Get node until it's grey and redo it.

unborn compass
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I need help with collision but i'm not even sure how to start asking

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basically I need a projectiles class that hits everything, a pawn class that gets hit by everything, and a shield class that also gets hit by everything. What collisions should be checked for this? it seems when i put them all to block all that the projectiles still just pass right through shields and static objects

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i'm definitely doing something wrong but I can't figure out where the issue is

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probably should make custom object types

upper mortar
finite flax
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@maiden wadi ok so it works and i tried it, i can change back and fourth, but changing from p1 to p2 then p1 again
P1 nothing works, meaning the buttons just don’t work

maiden wadi
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You have to remake that Get copy node to fix that error.

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And you're saying that you can go back to original pawn now but the buttons in the pawn aren't working?

maiden wadi
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Odd. Sounds like VR Weirdness. I've never once had that issue with a simple possession call

finite flax
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Unless there’s something I’m missing out

maiden wadi
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Possession is pretty straight forward. It's a single call. So unless your input events are weird, or you've done something in a post posession event, I'm unsure.

finite flax
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I’ll keep fiddling around it

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Thanks for helping out nonetheless

maiden wadi
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I'd start with some prints in your inputs in the pawn. Maybe override the Possessed events and print there, see if they're actually running in your pawn class.

unborn compass
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So I made three new channels for collision, Pawn, Shield, and Projectile. All of them are block all but projectiles are just moving through the shields

maiden wadi
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Three things are necessary for collision. Channel settings. Enabled, and collision actually existing on the mesh or collision primitives generated for it.

unborn compass
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enabled means "generates hit events"?

true valve
maiden wadi
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Enabled meaning SetCollisionEnabled=true. SimulationGenerateHitEvents is only related to a static mesh that is set to simulate physics. Completely irrelevant for a normal static mesh or one moved in an actor via a movement component.

maiden wadi
true valve
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Trying to sort with double loops

unborn compass
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yeah i'm straight buggin on this collision stuff. why does it change the projectile movement? just turning on simulate physics causes it to just spawn in place until i hit it with a character...

maiden wadi
# true valve about 4k rows

Blueprint catcher for infinite loops defaults to about 500,000. 4,000x4,000=16,000,000. Even removing a line each iteration is probably still a little bit above that. 😄

echo salmon
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Any idea why kill z doesnt kill my pawn when it drops out of level ?

maiden wadi
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You can maybe try dropping that second loop into a function of it's own. That sometimes helps. But probably not. Blueprint just doesn't handle that kind of loop count well.

crimson jolt
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Has anyone else noticed that the control rig component seems to break physics for the skeletal mesh? It simply won't simulate when the component is active. If anyone knows a work around that'd be great

true valve
maiden wadi
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Most likely. But what is this loop for?

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Iterating over a whole table that many times probably might not be necessary.

true valve
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Trying to sort based on a specific row. i.e. item-type

maiden wadi
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Sort the datatable's row names?

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Or what is being sorted?

true valve
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Datatable data in an array. You know how you sort tables in web apps based on column header. When you click on a column header and it sorts based on that.

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i.e. Name, Category, Address. You click on Category, it sorts the data based on category in alphabetical order.

maiden wadi
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Oof. Yeah. Simple operation, but in BP that's going to be super fucking annoying.

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Is your struct in C++ already?

true valve
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Nothing in C++ yet. I will move the critical parts to c++ only.

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I wanted to see how far I can do this using BP only.

maiden wadi
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Yeah. I'd consider moving the struct to C++. you can literally sort the whole array with a single line predicate function.

stoic palm
#

One message removed from a suspended account.

true valve
desert relic
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how do i check which instance has the highest float

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with for each loop

odd ember
odd ember
# desert relic

before loop: have a local variable called HighestFloat, set to 0
inside loop: if (CurrentFloat >= HighestFloat) HighestFloat = CurrentFloat
after loop: return HighestFloat

desert relic
#

will this work

maiden wadi
# true valve how that single line looks like>

More or less this. Then you can use TableRowNames to update your widgets or whatever.

TArray<FName> TableRowNames = MyTable->GetRowNames();
TableRowNames.Sort([MyTable](const FName& Lhs, const FName& Rhs)
{
    const FMyDataStruct* LhsData = MyTable->FindRow<FMyDataStruct>(Lhs, "");
    const FMyDataStruct* RhsData = MyTable->FindRow<FMyDataStruct>(Rhs, "");
    return LhsData->ItemName.CompareTo(RhsData->ItemName) > 0;
});```
odd ember
#

hey that's more than one line 🤔

maiden wadi
#

TableRowNames.Sort([MyTable](const FName& Lhs, const FName& Rhs) { const FMyDataStruct* LhsData = MyTable->FindRow<FMyDataStruct>(Lhs, ""); const FMyDataStruct* RhsData = MyTable->FindRow<FMyDataStruct>(Rhs, ""); return LhsData->ItemName.CompareTo(RhsData->ItemName) > 0; });

#

Fixed.

odd ember
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write entire classes in a single line

maiden wadi
#

C++ doesn't require spaces! Why should you!

odd ember
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I know right, it's a waste of space

desert relic
#

the text is text render component

maiden wadi
earnest tangle
#

There's two places where you can edit default values like that on an actor

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One of them does that where it collapses, the other one doesn't

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I don't remember the specifics for which one was where though :P

dawn gazelle
#

Further to @earnest tangle's suggestion, if you have the variable selected in the list of variables when making changes to the structure, that's when it'll collapse. If you select the variable while it's placed in the graph, then it won't.

maiden wadi
#

You could just add a bunch of structures first, then put data in.

earnest tangle
#

I'm currently moving some of my complicated configuration structs into data assets :P

gentle urchin
#

Been struggling with them for years

earnest tangle
#

I think the other one where it didn't collapse was the right side editor if you go into class defaults :P

#

but it might be for same reason as Datura's suggestion above since it technically isn't selecting the variable if you edit it there

gentle urchin
#

Yeah and it prob reconstruct the panel when a new default value is set (?)

earnest tangle
#

partially so it's easier to share the same data with multiple actors, partially out of fear of blueprint corruption lol

#

It's a bit easier to manage the data as individual assets as well

#

Yeah, it depends on what sorta data it is... mine is basically animation configurations for sprite animations and related metadata

#

So having it as a standalone asset makes sense, similar to skeletal mesh animations and such

violet flax
#

Hello,
i have an Actor with a triggerbox, when i use "get overlapping actors" it returns the actor it is attached to and not the one it is overlapping. Anyone knows why? Thx

vocal shell
#

does anyone know if timers are callable from "call in editor" functions?

#

I am trying to set one up and i can see it's executing the timer node, but the timer event itself never does

#

just to be clear, i'm calling an event in the event graph from the function itself. the event graph event tries to run the timer

#

(i know that timers can't be created in a function, just getting that out of the way)

trim matrix
trim matrix
#

Are you talking about a proper timer?

#

That uses a TimerHandle?

astral epoch
#

Given this is blueprints, I'm gonna assume they mean Timelines? If I recall a function can't do things asynchronously, meaning no timelines, delays or anything of that nature?

trim matrix
#

Yes that is what I believe he means, either a timeline or a delay

#

None of that will work inside a function or with CallFromEditor

earnest tangle
#

fwiw, it is possible to set a timer from a function :) you need to either use set timer by function name, or use set timer by event + create event node

trim matrix
#

Although if you use a proper timer, you can create that inside a function

earnest tangle
#

(the create event version is probably more robust)

vocal shell
#

sorry, yeah, i meant a timer in a blueprint function

tight pollen
#

someone can help

#

i have character 2d

#

and i can't go up or down

#

For W i set 1 and for S i set -1

#

and doesn't work

vocal shell
#

but thank you for the info. good to know that that CallFromEditor doesn't allow it either. at least I wasn't doing anything to cause it not to work

vocal shell
trim matrix
#

Yes

vocal shell
#

what

#

mind blown

#

i mean, that isnt related to my original issue at all, but dang

tawdry surge
#

@tight pollen is gravity enabled on your character?

astral epoch
#

Okay need some help with a GameMode order of operation. How can I get something to happen before the Host player triggers OnPostLogin event?

#

I want the BeginPlay stuff to happen before any OnPostLogin so all player faction data should be at the end of the array.

#

Instead the host player is getting put right to the front and the other players are working as intended.

tight pollen
#

yes is enabled

wary night
#

Hello guys, I am trying to get 2 different procedural mesh actors after I slice one procedural mesh actor. Basically I want to chop a wood actor and create other 2 wood actor with other half. How can I do that, is it possible to implement other half into another actor? can anyone help me about that?

tight pollen
#

on capsule component i have enabled gravity

#

@tawdry surge

tight pollen
#

?

long whale
#

IDK what happened but my editor layout becomes like this every time I switched from UI Designer view to graph view

tawdry surge
#

If you're trying to jump then you wanna use the "jump" or "launch character" node.
Add input would be if you were walking towards the top of the screen and you'd turn gravity off or constantly be pulled back down

vital aspen
#

Has anyone done this skill system before https://www.youtube.com/watch?v=0J6Ab3lmTEA

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▶ Play video
long whale
#

is there a way to generate a somewhat unique integer id?

vital aspen
#

Ok, well I guess not. I need a new skill tree that uses more the 1 point to unlock skills. and I need a way to save it. when the player unlocks a skill. That skill needs to be saved and loaded in when the game starts.

trim matrix
vital aspen
#

I would go like * 10 + 10 and that should make a better ID @long whale

long whale
vital aspen
#

ok, cool

long whale
#

I'm working on a multiplayer inventory. When the player uses one item, want to make sure the sent item info structure matches the server.

#

especially after a drag and drop

vital aspen
#

I wish I could get my On Drop working. lol

vital aspen
#

anyone want to help in making a skill system

unborn compass
#

but i'm nowhere near good at this. what do you need

vital aspen
#

well I have put it together with nodes and pins I have from other tutorials. I just have a hard time getting the On Drop To Work. I have a node Called Move Item. In my On Drop. It uses other nodes to do it thing. and well they are just too advance for me to figure them out. @unborn compass

faint pasture
vital aspen
#

When I drop something into the Back pack or from the backpack to the players inventory. Just doesn't work like it should

#

lol, I have. That's where all the code came from. when it comes to inventories. I have a hard time under standing it.

late shuttle
#

Any ideas on how to do a simple projectile ricochet like the old Unreal Tournament 1999 ripper weapon?

faint pasture
late shuttle
#

Doesn't that only work if it's physics enabled projectile? @faint pasture

vague dome
#

anyone have a easy way to find the velocity of a component and then translate that into a single speed float?

faint pasture
#

Projectile movement component has bouncing

late shuttle
#

That wasn't the point.

#

@vague dome let me check my code I think i'm doing that

faint pasture
vague dome
#

i want to scale my rotation input based on the speed of the vehicle, but i need to find the relative forward speed of the vehicle

faint pasture
#

Or just check position vs last frame position

vague dome
#

@late shuttlethanks ❤️

faint pasture
late shuttle
#

@vague dome Get Velocity > Vector Length > Set Float to Variable

#

Use those three nodes.

vague dome
#

i tried this first, thinking i could just add X/Y velocity, but then i realized it goes into negative also 😮‍💨

late shuttle
#

I divide by 1000 (float) to get an integer that never goes above 35 so then I can render that as speed in the UI

faint pasture
#

That'll be a scalar

vague dome
#

would this not work? i dont need Z velocity

faint pasture
vague dome
#

good to know, thats one node i have not learnt yet

faint pasture
#

Velocity.Length() is speed.
Dot(velocity, self.forward) is forward speed

#

(Velocity x (1,1,0)).Length() is speed in XY plane etc etc

vague dome
#

i do use dot product previously in my graph, but i dont really understand it, does it just compare 2 vectors?

#

and what is the float that comes out of it?

faint pasture
#

Basically dot product is a product of how aligned 2 vectors are

#

Cross product is similar but how orthogonal they are. ELI5 version

vague dome
#

yea, i use if for aligning the sails towards the wind, so that make sense

#

i figured that was what it was, but i didnt know for sure

faint pasture
#

You 100% wanna know dot and cross product inside and out for anything physics driven

vague dome
#

thats good to know, i'll read into that more

faint pasture
#

For example I use cross product to determine the forward vector of my tires. Cross product of contact normal and tire rotation axis is forward.

vague dome
#

so for dot product, is 0 180* opposite and 1 fully aligned?

faint pasture
#

-1 is opposite

vague dome
#

ok

faint pasture
#

0 is orthogonal

#

It's the most useful vector operation you have. Use it for projectile penetration, detecting angles for selection, wind force on sails, drag, everything

glacial laurel
#

how would i go about getting those blueprint functions that are encircled?

glacial laurel
#

its for spawning random enemies, im just trying to replicate the bp

unborn compass
#

yeah i'm just confused where you're trying to get them from/to

glacial laurel
#

its for Ready or Not custom modded maps, one of the users provided the example and ive asked in the forum but they havent responded

unborn compass
#

yeah maybe someone else understands but i just don't get what you're asking

storm pivot
glacial laurel
#

ijust trying to replicate the level blueprint

#

yeah that

storm pivot
#

Spawn chance of type float & Spawn points probably of type actor array.

glacial laurel
#

ok thanks Harshdev

unborn compass
#

you just have to hit add variable on the left panel Aku

storm pivot
#

I guess the spawn points is a target point array and not an actor array.

glacial laurel
#

thanks Crux

unborn compass
#

you have to also as Harshdev is saying make sure the variable is set up appropriately for the value you'll be putting in it

#

ie if its a number it will be an Integer or Float variable

glacial laurel
#

ok thanks for your help

unborn compass
#

anyone know what the best way to get the location a certain distance away from the pawn in the direction it's looking?

storm pivot
#

GetActorLocation + GetActorForwardVector() * YourDistance

unborn compass
#

ty

#

just testing this out it doesn't seem to get the correct hit location, spawns the guy directly in the middle of the map every time

#

the guy is just to test it btw

#

normally would want to just render a sphere or something to show where projectile will go

storm pivot
#

Hit location returns zero vector if it don't hit any thing.

#

You would first check the return value in the line trace node to see if it hit something. If not then directly use the target location if you want that.

unborn compass
#

so basically i'm making projectiles that move a certain distance per turn and only continue on their trajectory on the firing players next turn

#

I was doing it in a way where it should have hit something

fiery glen
#

you want to multiply the forward vector by distance iirc

#

and then add that to location

storm pivot
unborn compass
#

any idea the best way to continuously draw a sphere (or projectile mesh) at the end of this linetrace?

fiery glen
#

draw debug sphere

#

and make sure to raise the thickness a bit

#

unless you mean ingame

unborn compass
#

it would eventually be in game

#

ie. press Q to ready fireball (shows the distance it will go) and click to actually cast

fiery glen
#

in that case you need some kind of targeting actor/component thing that follows that position on tick for the player

#

by creating a mesh/particle/projection that serves only to represent the targeting

unborn compass
#

kk i'll try it out

#

ty

fiery glen
#

of course it will only exist when you are readying the ability etc

unborn compass
#

right right

unborn compass
#

ah i actually have to run the linetrace every tick lmao

#

is that too expensive?

storm pivot
unborn compass
#

yeah i got that

#

thank you

#

also how to change the color? create dynamic material instance only works on primitive component and i'm unsure how to get that from my actor (just the ball that spawns while readying spell)

gentle urchin
#

Youd need the component your setting the material on

#

As actors in themself dont have a material

unborn compass
#

Can I get the component from the actor?

gentle urchin
#

Depends on class

#

But the logic for setting the material should probably be in itself?

unborn compass
#

parent class is literally just Actor

gentle urchin
#

In the projectile class

storm pivot
unborn compass
storm pivot
unborn compass
#

so i have to get sphere

#

or can i just make it the root component?

storm pivot
#

That doesn't matter, you will still need to get it.

gentle urchin
#

Still recommend wrapping it in a function in the projectile class

#

"Update material" or whatever

#

And calll that externally

unborn compass
#

ohh

#

so in ProjectileAimMarker just make a function ChangeColor and call that function from the other

#

i see

gentle urchin
#

Avoid accessing private (or should be private) members and components from external places

unborn compass
#

meh something is still wrong

#

it still isn't changing color

#

works otherwise though

#

sorry its kind of a mess

gentle urchin
#

Youd wanna make the material once and save it

#

Beginplay suits well for this

unborn compass
#

still not working 😦

gentle urchin
#

Show material

unborn compass
gentle urchin
#

Also, maybe im missing something, but doesnt the trace logic belong to the projectile?

tight pollen
unborn compass
#

trace belongs to the pawn casting the spell :\

#

😐

gentle urchin
#

Mkay ^^

unborn compass
#

is this incorrect?

gentle urchin
#

Dunno, depends i suppose

unborn compass
#

i mean it would just require a lot of info going to the projectile constantly

#

pawns location and stuff

gentle urchin
#

Yeah probably

#

So prob fine

#

I see nothing wrong with the mat atleast

#

Is it being applied at all

unborn compass
#

it isn't

#

or you mean the material?

#

yes

#

it is

#

the blue is

gentle urchin
#

How do you know?

#

Its not the default mat?

unborn compass
#

default mat is white no?

gentle urchin
#

Depends on what you set it to 😂

unborn compass
#

i might be missing something huge

#

oh

#

uhh

#

ye

#

so thank you

#

lmao it was still set to the one i originally had it set to which was a material for shields

#

but still not working actually lol

#

wait it shouldn't matter though lol

#

do i have to set the material to the dynamic material i created?

gentle urchin
#

As long as you assign it you're fine

#

Having them different makes it obvious if rhe material didnt get assigned

unborn compass
#

oh you mean so swap it to white material and see if it updates at all

gentle urchin
#

Yeah

unborn compass
#

nah its not assigning anything

gentle urchin
#

So thats an issue^^

unborn compass
#

wait no it is

#

i set it to cube material and it swaps to projectilemarkermaterial

#

instantly

gentle urchin
#

Then im not sure whats going on

unborn compass
#

😦

gentle urchin
#

In the screenshot

#

Theres no source material

unborn compass
#

yeah i fixed that

gentle urchin
#

But i assume you fixed this

#

Ye

unborn compass
#

still not updating

unborn compass
#

should be swapping to red here 😦 idk

gentle urchin
#

Is the event fired ?

unborn compass
#

yes

gentle urchin
#

try to change color on beginplay,

unborn compass
#

and it makes it through the branch so theres something wrong with the set vector parameter

gentle urchin
#

or add a print string

unborn compass
#

yeah i did

#

it correctly makes it through the branch

#

is it something to do with this

gentle urchin
#

wait

#

target self?

unborn compass
#

target is material

#

which is set in create dynamic material instance

gentle urchin
#

you should stop messing up your screenshots if so xD

#

You could try with scalar instead

unborn compass
gentle urchin
#

when you inspect the bullet in the editor

#

nvm

#

this is how im doing it, using a scalar param instead

unborn compass
#

oh

#

this is in the material?

gentle urchin
#

yeah

#

then setting it

#

assigned like this

unborn compass
#

how do you get the collision parametert?

gentle urchin
#

its a regular single float parameter

#

erh

unborn compass
#

ok

gentle urchin
#

"ScalarParameter"

unborn compass
#

how do you get the set decal material?

gentle urchin
#

since im using a decal, thats what the set material node is called

#

but its replacable by set material

unborn compass
#

so what do i put into collection

gentle urchin
#

not for collection

#

try to use the exact same nodes

#

just to rule everything out

#

like this

#

doubt thats the difference but who knows at this point

#

and the target for the set scalar parmeter value is material instance

#

easiest if you drag out from your context material instance

unborn compass
#

won't let me put material in there

gentle urchin
#

go by context...

#

drag out from the material reference

#

and find the correct node

unborn compass
#

k yeah, something still broken

#

no clue

#

thanks for your help i think i'm just gonna give up lol

gentle urchin
#

x)

unborn compass
gentle urchin
#

blend mode?

unborn compass
#

huh?

gentle urchin
#

in the mateiral

#

nah shouldnt matter should it..

unborn compass
#

translucent

#

lol

#

it apparently does matter....

#

it works when opaque

#

oh its working all together now.... i think i forgot to apply...

#

thanks so much

graceful holly
#

Morning! Is it possible to bind an event to the kill Z function? or in general make so that i can fire an event after I destroy the Character?

gentle urchin
#

bind on destroy ?

fiery glen
#

that would also trigger when the actor gets removed for any other reason, no?

#

why not change the damage type to be unique and switch on that?

#

also the generic actor damage is going the way of the dodo in ue5 unless something changes

finite flax
#

Any help please: I can’t connect the (GET) array to (IN Pawn) node,
I need the Actor class to be ( BP player position ) tho …… any ideas highly appreciated 🙏🏻

wary night
dark crow
finite flax
dark crow
# wary night Hello again people, does anyone know about anything about this? I searched the c...

Not ultra sure but seen this handled in 2 possible ways

Both require you to have different actors of the sliced part

You can either handle it with sockets or directly with bones and have a table on what to spawn based on the hit bone
There's a function to delete everything under a bone and then you can spawn the other part based on that

Or yeah, sockets where the part is already setup for detatchment.on specific points

finite flax
#

yes

dark crow
#

Use Get Player Pawn then

finite flax
#

sorry, where exactly do i place that

dark crow
#

It's like Get Player Controller 0

#

But Get Player Pawn 0

finite flax
#

coming out from 'Target' correct ?

dark crow
#

Nope, just search it up without any connection

#

Like you did with Get Player Controller

finite flax
#

alrighty , this is what i have now

#

gonna test

dark crow
#

Ok no

#

Target is Get Player Controller

#

Pawn is Get Player Pawn

#

You don't need the Get All Acrtors of Class

finite flax
#

so like this

wary night
dark crow
# finite flax so like this

I mean yeah, but don't think that will do anything, you would need a ref to what you want to possess 🤔

What are you exactly trying to do?

dark crow
finite flax
#

I'm trying to do a switch between 2 pawns u could say, like change from P1 To P2 with a click of a button, right now i can change to P2, but i cannot go back to P1 after i change to P2

dark crow
#

How do you know about the pawns?

finite flax
#

here's the other p2 possessed

dark crow
#

Well, if you wanna switch between your player, then something in the world and back, you would need to store the ref of your player to possess back

finite flax
dark crow
#

Is your player a character or a pawn?

#

I mean, you can just simply to this

#

On the second possess

#

Before you actually possess

Get Player Pawn -> Promote as Variable and Set it

finite flax
#

this is my first p1
i think it's a pawn

dark crow
#

Then on the first possess Get that variable and use it as Pawn

#

Make it a Validate Get

finite flax
dark crow
#

Yep

finite flax
#

" Then on the first possess Get that variable and use it as Pawn
Make it a Validate Get"
sorry please elaborate on this

dark crow
#

Have the Set after the Pressed of the second InputAction first

unborn compass
#

anyone got a trick to make an actor move to a new location smoothly? I'm using setactorlocation right now but its very jittery

#

does Lerp work for this?

dark crow
#

It should yeah

finite flax
#

i think u mean like this

dark crow
#

Now Get New Var

Right click the Pin

Should be an option to convert to Get Validate

#

Or Validate Get, or however it was called

thin panther
#

If the validated get doesnt work, you can switch it for an is valid node, i have had issues with validated get before

finite flax
#

right clicking the pin of the above 'Possess' shows this

#

excuse my ignorance

dark crow
#

Yeah, let's keep it simple as use a is valid node xD

#

Oke so, get New Var

#

Right click on a blank spot and type Get New Var

finite flax
#

got it

dark crow
#

Drag from it and type Valid

#

Should be a Is Valid node

#

The one with the ?

finite flax
dark crow
#

Connect it after the first pressed and possess only if valid

#

And In Pawn in the Possess connect New Var too

finite flax
#

so far so good?

dark crow
#

Connect New Var into In Pawn

#

On the first Possess

finite flax
#

like this?

dark crow
#

Yeah

#

Try it now

finite flax
#

okk

dark crow
#

Just be careful that if you press 2 times the second one it will set the second pawn as previous pawn so you can't go back to the first one :'D

So you could have a check to verify if the same Actor and not do it if that's the case, but should work nonetheless

finite flax
dark crow
#

Check if the actor to possess and yourself are the same actors

#

If the same don't do anything

finite flax
#

Update:

#

I can't go back to P1

#

I can change to P2 but pressing button again won't take me back to p1 : ((

short pawn
#

Does anyone have any good tutorials on setting up steam and steam achievements

unborn compass
finite flax
unborn compass
#

well i thought you can't map the same button to two different input actions

dark crow
#

It's not the same

unborn compass
#

i might be outa my league sorry guys lol

dark crow
finite flax
#

I'll try

#

oh wait

#

actually no

dark crow
#

Print New Var 0

#

You need to see what's inside the variable

#

After you possessed P2

finite flax
dark crow
#

From New Var 0 you can drag and get the name of what's inside

#

Then connect that into Print String

#

Get Display Name / Object Name or so

There are a couple, they should all work

finite flax
keen schooner
#

Drag n drop the NewVar_0 variable from the panel on the left onto your event graph, and hook it's output pin into the In String pin on your Print node. It should automatically convert it to a string equivalent to the name of whatever data is stored in NewVar_0.

finite flax
#

done

#

so what would this do?

dark crow
#

See if anything is there when you try to possess back P1

keen schooner
#

When a Print node is called, it outputs as a string whatever you've plugged into In String (or whatever you type in the text box, if you haven't plugged anything in to it), during runtime (while the game is running). It'll print on the left side of your screen in-game.

#

If you're REALLY new to game dev/game engines, I'd strongly recommend running one or two beginner courses. Things like using a Print statement to check the status of variables is very common practice in game dev, and will really serve you well in the long run.

finite flax
#

Thank you Mumbler for this clarification!

#

Also, the message is now saying: 'Bp_virtualKeyboardPawn' when pressing the button to go back to P1

#

@dark crow

dark crow
#

Yeah, that's a problem, it's for some reason storing the keyboard pawn :'D

You pressing to possess P2 just once, right?

finite flax
#

Right

#

If I could add a laser pointer to my first P1, i would get rid of all this P1,P2 BS Lol

dark crow
#

Do this, not a good solution but would get rid of an assumption

finite flax
#

The only reason i'm making this switch is cuz P2 has a laser pointer that works with the screen widget

dark crow
#

Put a delay after the Set and try again

finite flax
plain hemlock
#

hello! How do you get a level sequence to always play from the start, even if the play head is not at the start in the editor?

finite flax
#

@dark crow Ok so it works the delay works, but now going back to P1 nothing functions,

dark crow
#

So it goes back to P1?

finite flax
#

yes it does

short pawn
#

Anyone have experience withthe steamcore plug in?

dark crow
short pawn
finite flax
#

any suggestions @dark crow ?

dark crow
#

Possession works so it not working properly can be anything

finite flax
#

Thank you so much Ian real mvp

#

appreciate the help

#

I think I'm gonna try to get rid of this P1,P2 headace and try to make a laser pointer to P1

dark crow
#

You can in case just have 1 input with a FlipFlop

gentle urchin
#

huh ? set relative location ?

finite flax
dark crow
#

Yeah, it just clears up a little

#

The issue of the pawn not working seems another problem tho

#

Not related to this

#

coins -> get relative location?

gentle urchin
#

coins is relative to skeletals relative to scene

balmy forge
#

Hey
Is there any way to listen when animation on skeletal mesh is played ? (I mean Skeletal Mesh with only one animation)

dark crow
#

Confusion

#

World location or relative one?

dark crow
#

coins -> get relative location

gentle urchin
#

If you wanna calculate the total relative to root you need to do it manually

#

Easiest would be GetWorldLocation|(Coins) - GetActorLocation()

empty field
#

So from my understanding: you have one actor that has multiple coins within and you want the location of each coin relative to this actor?

fathom coral
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making a tower defense game, currently trying to make the towers shoot the ai, followed this video, didnt work now im stuck on how to get it working
https://www.youtube.com/watch?v=kw5ak4iOGFQ

FIrst read the comments, because there's a very important message for everyone.
If you liked this tutorial hit the thumbs up button and subscribe if you want to see more of my vids. If you have any questions tell me in the comments.

Facebook page: https://www.facebook.com/AlenLoeb/?ref=aymt_homepage_panel

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empty field
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Hmm, Are your coins meshcomponents, a single mesh, actors or something else?

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nvm... sorry

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Grab the coin mesh from the component list, then set component relative location or something similar to that

gentle urchin
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if you wanna go fast you gotta go cpp 😄

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If you dont notice any performance issues, dont optimize it 😄

calm cargo
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wouldn't it be great if the print node had a special 'enabled' checkbox that would internally connected both in/out execs, so that we wouldn't constantly have to add/remove print nodes

earnest tangle
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I think there's some feature that allows you to enable/disable nodes, like commenting out code or something, but you have to enable it

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the logging facilities in C++ are a lot more flexible though, you can define your own log categories and such so it's easy to filter out logs you don't care about at the moment

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or you could log using visual logger instead of printing

calm cargo
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huh, where do I like, go for this visual logger, what do I call? or do you mean the one induced by the UE_LOG macro?

earnest tangle
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visual logger is available in the editor, you have to enable recording for it and you can then see log info over time

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there's a few vislog nodes you can use, and I think in C++ maybe macros or functions, haven't used it much there

ocean axle
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Hey guys, I have a question. I have been a programmer for 3+ years now with unreal engine 4. One thing I've never learned is how to make advanced animation systems from scratch, like ALSv4. Making IK System Animations in general is a topic that I know almost nothing about and I want to really learn. But I don't find any resources that can help me with starting to learn that

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Where do I learn how to make IK/Procedural Animation systems?

earnest tangle
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Maybe start by learning basic IK systems stuff and go from there... some of the info on how those work might be something you'll need to learn from resources that aren't UE-specific

gentle urchin
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Ah. just collapse into your own 🙂 "GetAbsoluteRelative" pure node

earnest tangle
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Google

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There are a few guides on how to set up foot placement IK in UE at least that you can find pretty easily

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which is not too complicated to do and should give you some basic ideas on how those systems work

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there's a couple also I think on hand placement in weapons

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UE docs on IK also I think had something on that topic :)

ocean axle
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How can I get there

earnest tangle
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You're unlikely to find a guide that will give you a step by step method of getting to something like ALS

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The reason is that those are fairly complex systems

eager wedge
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i'm gonna jump on the bandwagon in this topic and ask the following long shot:

anyone here successfully used leap motion with a fully rigged, two handed character? any relevant info on how to set up the IK from the shoulder to the palm would be wonderful 🤦 i feel like the leap motion rotation coming in wonky is where i'm getting stuck but i'm not totally sure

earnest tangle
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So you'll have to build an understanding of how the systems work on a basic level, and then build your knowledge up from there, so that you can then combine the different things to build what you want

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There might be some GDC talks or something on topics like procedural movement systems, they could give you more of an overview on how they function so you'll have a better general idea

earnest tangle
eager wedge
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LMAO i'll keep trying to do that then, thanks

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feels like 2 steps forward, 1 step back but i'm making some progress every day 😂

earnest tangle
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lol that's how it goes

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not sure but #animation might have some folks who know more about IK since those two topics seem related

eager wedge
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ahh you're right, if i struggle for long enough i'll ask there too

plain hemlock
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hello! How do you get a level sequence to always play from the start, even if the play head is not at the start in the editor?

earnest tangle
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never used that feature myself :\

plain hemlock
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it seems they I always leave the play head somewhere other than the very start when I'm fiddling with tracks. Then I forget, and when I test, that lev sequence plays from whereever I left it.

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I'd love to just have it play from start. THe make movie settings has a start check box but it doesn't seem to work

earnest tangle
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I wonder if there's a node for it that would play it from start that you can use in the level bp or something?

gentle urchin
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Mine plays from the start o.O

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atleast to my knowledge xD

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Oh wait, nvm, in editor

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Not sure what you mean by head and not playing from start tho

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there are tools to rewind it to start (?)

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Or is this not what is ment?

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assuming play head is the

civic prawn
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I can't find my variables .
how i can get it ?

gentle urchin
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Skeletal mesh ref ?

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wrong ref type 🙂

civic prawn
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I watched the tutorial and i did what he did 🥲🤌🏻 he use this mish

gentle urchin
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Prettttty sure he didnt

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if he got the ammo variable out of it 🙂

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unless you do source edit, skel mesh wont hold your ammo

civic prawn
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yep he got

gentle urchin
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Which means its the wrong reference type

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it should probably be some gun actor type

dusty oxide
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Hi, I am trying to make a weighted randomising, and I missed something probably.
I got that, but I get mixed results.

The RandomWeight is between 1-(sum of the weights).

Should not the ForEachLoopWithBreak give me the last index?

civic prawn
gentle urchin
dusty oxide
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I tried to debug the results. I printed the random number also the index, and did not match. Did I miss something in the logic then?
I compared the first weight (60) with the random number, and if the weight is smaller, then break, I get the index 0.
If not I substract the weight from the random number and try again.
That should work, should not?

plain hemlock
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@gentle urchin If I edit my tracks in the lev seq in editor then, I just close that window and play the map, when I get to that lev sequence it doesn't play from the begin. It starts to play from where I left the play head in the lev seq editor. So I'd like to have a way to simply "rewind" or play from start node so that it always plays from the start.

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This is my setup:

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So when the player triggers a cut scene, the player camera blends to the lev seq camera, plays, and then returns to the player

gentle urchin
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Hmm

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im not getting it to play from there 😛

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mine always plays from the start

odd ember
gentle urchin
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loading it in async, but wouldnt think that changes anything

gentle urchin
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there is a set playback position tho

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along with a get start time

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but that again seem to trigger whatever event is passed (?)

plain hemlock
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@peak wedge I have settings going in that have a start Offset of 0 -- there's no Play from start in here that I can find:

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Ok Set playback position seems to have fixed it!

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THanks!

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I've got another problem (different from Levl Sequence). I figured out how to place a video with an alpha on an object. I use two video files, one as the emissive color and then the same video with an alpha channel which goes into the opacity:

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It works great:

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Thisis a screen shot and the alpha video is playing on a "glass" object

gentle urchin
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looks pretty cool, I must say!

plain hemlock
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The problem is that the media player for this alpha won't save the link to the file media source:

unreal quail
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this is the physics body setup

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and it has no constraints

plain hemlock
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I have to double click on the Name (lower panel) and save the play list (Uppewr left), but even then, if I close this window or restart my project, the alpha "losses" connection to the File Meia Source

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Any ideas?

gentle urchin
plain hemlock
unreal quail
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I want them to spread apart but for some reason they're being held together

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I'm really confused 🥲

gentle urchin
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Right, but initially

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is it just being in the hierarchy that makes them stick together?

unreal quail
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oh yeah they are attached to the same root bone

gentle urchin
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and when you "kill" it, you do what exactly

unreal quail
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I enable physics simulation the way I enable ragdolls on anything else

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this is the bone structure

gentle urchin
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Soo... you want them to still stay attatched, just loose ?

unreal quail
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no I want them to be completely detached

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// initialize physics/etc
        GetMesh()->SetSimulatePhysics(true);
        GetMesh()->WakeAllRigidBodies();
        GetMesh()->bBlendPhysics = true;

        bInRagdoll = true;```
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this is the part that enables ragdoll (taken from ShooterGame)

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maybe it's blendphysics?

gentle urchin
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Not sure this is possible as a single skeletal mesh

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Almost sounds easier to just make this stuff work in code tbh 😄

unreal quail
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yeah but it means they would have 4 static meshes attached each

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not sure it's a good idea

gentle urchin
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Yeah, it would

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Guess it all comes to amount ?

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are you spawning millions ?

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thousands?

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10's?

unreal quail
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I'd say below a hundred

gentle urchin
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You could also make it loose parts from partial dmg if so desired 😄

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not sure about the cost of it all compared to a skel mesh

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i would think skel mesh was more expensive , but perhaps its way more optimized than i can imagine

unreal quail
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it's either having one skeletal mesh and 4 static meshes or everything in the skeletal mesh

gentle urchin
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fair enough

unreal quail
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even dropping the static mesh alone and simulating it gives this weird result

gentle urchin
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that is indeed weird

unreal quail
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ok changing the bone that had the boxes assigned to them helped but it still seems like they're connected

gentle urchin
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Yeah they definetly appear affected by it

unreal quail
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I don't know why it's being dragged with the head even though they're not even connected

jovial charm
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How would I go about making an AI Check If something is infront of them? Like a barrier, I already built the barrier bp with full functionality.

thin panther
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Navmesh

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Make the barrier solid

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But that depends on the type of barrier

unreal quail
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I think it's the setup of the skeleton that is causing issues

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the bone that affects the wings is located at the origin

jovial charm
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@thin panther Wdym? I already added navmesh, the ai can walk around, attack, chase etc. where would I add to make the ai check if something is infront of them? ai bp? anim graph etc

thin panther
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Why do they need to check the barrier, its just blocking geometry. Maybe specify the type of barrier you mean and what yiu want it to do

jovial charm
thin panther
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That still doesnt help much

jovial charm
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Im just not to sure where to do the code from if that makes sense?

thin panther
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Ok so you could cast traces in front of the character to check for the barrier

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Probably use that in the controller, to set a blackboard value for a task in the behaviour tree

jovial charm
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could I add it to the ai perception?

thin panther
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I guess you could also use the line of sight to checj if it sees a barrier

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That woukd make more sense

jovial charm
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Thanks :)

thin panther
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Np

jovial charm
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and I would still need to update it in the behaviour tree?

rain robin
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Okay so I have my game clock working and the sunsky moves around the sky but for some reason when it gets to 0 at Midnight the sun jumps around weirdly and then when it gets to 1am fixes itself...what im I doin wrong? I have done this in BP before i write it up in C++.

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Ive taken a video to show the issue

crystal mural
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Hi, Everone. I'm struggling to find the words to Google. I want to click a button that does an action. If I hold the button I want that action repeated multiple times until the click is released. Anyone know what that is called?

maiden wadi
crystal mural
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Ah so like this?

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I was hoping to collapse it to a PRRRRRRR node (LOL). But it doesn't dig that.