#blueprint
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Yeah, that should work just fine.
Not sure. This is uncommon practice though. Normally your widgets that have something to do with an objective would have a reference to the objective and bind a delegate. Objective's completion could broadcast that to make it remove itself from screen with much less indirection.
Hey, anyone successfully did "Undo" command for Widget Blueprint?
1 Begin Transaction
2 Transaction object
3 Do something with that object
4 Then finally End Transaction
This for me doesn't work, maybe I am missing something?
Hello hello, what would you guys suggest to accomplish a simple flying AI pathing system?
Maybe you might have to have like a navmesh the AI can use attached to your flyer controller that updates at run time to know what it can and cant interact with in the ways you want. Not sure if thats poissible just an idea that came to mind
a plugin unless you want to write your own cpp code
so im having a serious brain fart today and can't remember....
If a parent is running off a siwtch Has Authority, and overriding in a child blueprint, even though im linking to the parents call, i still need to add another switch has authority after that call to ensure its only running on the sever side yes?
Correct. This function will still run on both client and server regardless of anything the parent call does.
how can i check if a widget exist?
Which will be valid untill invalidated
is still create 2 widget , how can avoid it
How are you creating the widget
This is not it
so i need to check if an object has a widget if has not need to create other
But you can always do "Is in viewport"
Altho, this wont be added twice, just throw a warning i think
Looks like a somewhat strange setup tho
One message removed from a suspended account.
Change the collision on the leaves to something different. SpringArm has a collision channel setting you can use.
Im currently reading order structs too read if I need a certain side dish
However its not working since its too complex
Is there a way I can get the struct to be read slower os itll go through
Or is there an alt way to do this
Heres it uncollapsed
i was spamming 2 twice with the caracther mesh and pistol mesh
thx
๐คฆโโ๏ธ
The funny thing is
Ive done that exact thing in another branch
Thanks for the point out
Nah still not working. Not getting set
Sure the struct is read correctly ?
Ok so I have a question for the more experienced people in here. I have recently looked at Blueprint performance and stumbled upon nativization, now the question since they removed it in UE5 are blueprints still a viable alternative to C++ when it comes to larger more complex calculations?
Aye, im currently looking at what im using to get the ref's
SEe if thats broken
I swear, an idea always comes to me 3 minuites after posting here
๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐
Fixed it, big thankies man
Not really but maybe
Depends on many factors
Complexity is one
Frequency is another
Well currently I have calculations that need to be done every tick and they are not small, so you would advise moving them to c++?
But its surprisingly easy to convert it to c++, even without much prior knowledge in many cases
Yes, for sure
But.. profile first
If its not a problem (e.g. within budget on your target hw) , keep it as is if you want
Ok thx for the info. Now I shall try to work on learning C++
Currently the blueprints run at 200ms so I think I'll have to move to C++.
Hhooooly cow
Thats.. possibly beyond repair ๐
Qhat sort of calcs are you doing if i may ask
Ehh custom gravity and atmospheric forces for multiple planets for an entire solar system.
Thats definetly without a shred of doubt c++ material
I made an Float/Array for my Gears, but unfortunately Reverse is a -1, how can i access it since i cant change the indices on the array itself ? anybody know ?
Also sounds like it could be subject to some heavy optimization to reduce the tick footprint ๐
Yeah I already thought that maybe I don't need to do the calculations every tick and I need to maybe limit the radius of what has an effect on the player, so that planets far away don't need to have thing be calculated.
Exactly
I made a moving platform, one problem is that the character is able to push it and I do not know how to fix it as I want the player to travel on the platform. Whenever I jump onto it either quickly goes somewhere else on the map or down, then when I move it launches the character away.
How would I go about with fixing this?
And id probably just affect a radius around the player and freeze stuff outside of it unless it serves a good purpose to keep them alive
This is also the reason that so many things in games are often faked.
Why does the inputaction function just not work for me? I have the name and key for the input action, enabled all input access on the blueprint, and when I press space, it does do the parent action but not my function.. needing help with this!
Is there some way to fix an issue in blueprints, where trying to edit a component shows a completely empty Details panel for it? Other than recreating the blueprint from scratch :P
It seems to occur in this case where I have a C++ base, a BP base, and then in the child class of the BP base I can't edit the component settings... It works fine if I create a new BP base class, so I think the BP base is fucked...
I've had that happen only one time to me. I restarted the editor and it worked for me.
Yeah unfortunately that does nothing for me
Thankfully it's not a complex BP in this case so I guess I'll just redo it
did you hot reload?
Nah
I'm guessing it probably happened because I reparented the class
Which seems to often come with these kinds of fun side-effects
cpp reparenting?
I've had that corrupt my project once
reparented the BP class to a new C++ class yeah
for me it was reparenting a cpp base to another cpp base while having bp children
well into next fun problem, my projectile actor is somehow colliding with itself..
Fun times !
hi, is there a way to pass in a static mesh to the Add Spline Mesh Component node rather than just setting it within the node?
Multigraph or undirected graph, that is tonights question
Hypergraph seem... not suited
Hi all, I'm currently moving an object (2d game) using blueprint and can set the speed I want it to move at. For the terrain, I have a plane with a material on it and I'm using a Panner node to create the illusion of movement. What I need to do is make the object and the material speeds the same, but I'm not entirely sure how to do this. The Panner is set to 0.25 but I dont know what that is in relation to? e.g. is that quarter of a second? If so, based on what distance? Thus, I'm not entirely sure what to set the speed of my object in blueprint to align with this... any thoughts?
look at the use case
Or the constraints?
I can use either, but undirected graph would restrain player options
I think this is more #graphics but I believe the panner uses the UV space of the mesh
what are you trying to do
Sorry, I wasn't sure where to post - I did look for a "materials" channel etc... kinda a bit of both with the blueprint too... I'll post there and see if anyone can help - thanks. ๐
Connect structures and tunnels with other structures and tunnels for purposes of pathfinding, resource distribution etc
What you could do is convert both speeds to percentages and modify those?
Just not sure if i wanna deny the player doing stupid things?
But I suppose... an edge back to itself could just be excluded from most of it...
an undirected graph constrains players how?
Invalid for the graph, but valid for the player... hmm ๐ค
Anyone here familiar with "Draw Debug Point"? It's not consistent for some reason. I have a function to draw the vertices of my character skeletal mesh but it will only draw when they aren't standing on top of the landscape
Not sure I understand?
The Panner is just set to 0.25 for the Speed(X) property...
I''m doing this for the objects, which I believe is 1m per second in terms of speed..
I thought i would need to constrain looping tunnels or multiple tunnels from a to b, but as i said it it became cleae that i could just exclude it from the graph set
Really strange why it's not rendering in the first case
you could also have loops consist of 2 nodes instead of one
Guess i should start by just patching it up together and go from there ๐ง
Take the issues as they arise, and not try to pre-consider every scenario
But then you'll actually get work done. ๐ฆ Where's the fun in that?
Any idea why my Kill Z -> World Settings doesnt kill my pawn when it falls down ?
Chances are more likely that there's something else going on here. Hard to guess without seeing logic flow though.
Good point, let me get back on one of these other tasks that just consumes time and dont push the project forward by any metrics !
Pretty basic
Yiss! This is good plan. ๐ฏ
exactly. if you're not procrastinating for months contemplating every optimization in detail before actually committing work, are you even a game developer
What happens with Duration set to 0.1 instead of delta time?
I wasted quite a lot of time on the spline tunnels ๐คฃ
It's supposed to draw each frame, changing the duration would just cause it to not render, or cause ghosting
Duration 0.0 should work
I've found low numbers sometimes don't ever draw even on tick.
Would try with 0.1 and calling Flush.. Persistent.. something before the function.
Wha? No way
I've been using this on my AI for months , no issues
Except expense, ofc. Costly little buggers in big numbers
Might not have been point. I can't remember. One of the debug draws herps out on 0.0 time though.
Using point and line ..
On a side note. It's very easy to put particles at vertex points for a mesh in Niagara.
Strange that landscape affects this in the first place
Unless...
Are the verts returned in world position?
Niagara is prob the way to go in any case i'd imagine
They are
I noticed the skeletal mesh component location is clipped in the landscape
So if I render the debug point of the sk mesh it won't show up obviously when I'm on the landscape
Doesn't explain why the vertices act up though
That part is not obvious to me , barely a few would clip, would they not ?
Anyhow not related i guess
The sk mesh component (world) location is a single point in between the feet of the actor
It is very slightly receeded into the ground
Odd. I can't break any of the draws in 4.27 with 0 or negative values. Could have been a random small bug in 4.25 or 4.26. Incredibly sure it was point, box or arrow though.
Not related but it's nice to know why code acts the way it does
Wont complain that i was right lol. ๐
Even so I don't know why the vertex points weren't rendering when at best maybe the feet were clipped in the ground
I've literally been making sure to do 0.05 every time I use those for that reason. ๐
Right, but I seem to have missed the part about drawing single vector loc vs verts
Does anyone know why SetStaticMesh isn't doing anything for my SplineMeshComponent?
Impossible to say
Gotta provide us some more context/data/screenshot/code
doesn't update
if i set the static mesh within the AddSplineMeshComponent node, it will use that
if i set nothing in there, it will be empty
Works fine.
I'm on 4.26.2, could it be a version problem?
Is that a BoringMaching Mk3 ?
I dunno. Some marketplace thing with modular meshes for vehicles. Using them as placeholders.
10/10 would play
๐ To put it vaguely. I'm semi inspired by Stellaris' world map, and BattleBrothers like ideology of gameplay.
Ohh sounds interesting !
Can anyone help me out change the black color on my whole scene ? I added a fog but it still showing this black color and iam wondering why
i apologize sorry
hey i need some help, how can i compare the size of two actors?
== ?
but i need to check if it's < or >
then < or >
but there is no vector < vector
length ?
vectorA.length < vectorB.length ?
what exactly are you trying to figure oiut? ๐
basically, if you overlap an actor and it's bigger than you, you die. if you overlap an actor that's smaller than you, it dies.
so length
Personally, I strongly recommend reversing your ideology.
Make a single value, float or integer that determines size. Use this to both set the actor's visual scale and determine your overlap check.
It would. It's less about efficiency though. Gameplay data should be simple and as easy as it can. Much easier to debug problems, and many less occasions to debug in the first place.
yeah and then i can display the size value on screen ok ok thanks.
I realised my problem with splines not spawning, they actually are, the transform is just waaay wrong so they were out of view. When I use AddSplineMeshComponent with mobility set to static, the spline mesh spawns correct at the actor location. However, when set to Movable (which I need) the spline mesh spawns really far away. Does anyone know why this happens?
Relative transform is empty
an actor is spawning it and plugging in start and end position after spawning
these start and end positions are world space
however it looks like the mesh spawns in wildly different positions if i change where it spawns, so it feels like these world space positions are becoming relative
but im not sure why
my main question is, regardless of how its spawning, why would it being static vs moveable change where it spawns?
ok, i managed to fix it by plugging in the inverted transform of the actor into the relative transform of the spline mesh
Hey guys. On a multiplayer game how to a get the player? instead of it
Depends on where/what you're doing
Some places have different ways of getting the relevant player, but this may be more a topic for #multiplayer
oh boy, thank you I missed that.
Who says you need to?
input != control rotation
I am going through this tutorial https://www.youtube.com/watch?v=TAAzbv3-aqo to build a crowd simulation and at the 17:30 minute mark they mention getting an AI Controller from Event BeginPlay. However, when I work in UE 4.27 this AI Controller does not appear and I am wondering if this happens to be because it was replaced with something else.
Part one of a four part tutorial series on Unreal Engine crowd technology
@sleek wadi
The problem is that I cannot connect the two.
You don't need to. It's pure.
The tutorial is going for something like this.
Why would that take 200ms? Just get the nearest planet or nearest couple planets and sum their gravity and atmosphere densities, which should both be a function of distance
They just changed the node. Plug self into the left side and use the right side however the tutorial does. Don't worry about the exec pins.
Shouldn't even take 0.2ms
Unless you're doing weather systems and wind etc but even then it's not too wild
Oh because I took all 200 planets and ran accurate physics calculations and atmospheric simulations etc.
it's actually 217 planets
Pardon my ignorance. What is the self exactly?
well yeah that's unnecessary. Figure out how many planets at once you care about and prune your search space. Overlap volumes might be efficient enough to just do that, they already are doing octree pruning for you
Ok thx I shall try that
Self is a reference to the instance of the blueprint that's currently being executed.
Even gravity from 217 bodies should be nothing to calculate, it's just 217 runs of a simple vector expression.
Thank you. Wish me luck on the rest of this.
I noticed that similar to the AI Controller that I do not have Set Target Location like he does.
Instead I get this. Do I just put this in, ignore the execs and carry on? Same goes for Run Behavior Tree in the Event Graph.
It's not simple it is accurate calculations for not only attraction of the planets but also atmospheric calculations for lift, drag etc for planes to fly and all that is done every tick. There are about 50 calculations done simultaneously for each and every planet.
Pardon me, but holy shit, can't it just be limited to where the player is located?
For planets that are far away, I really doubt those calculations even matter
yes, but I didn't optimise anything. I just started adding the calculations and testing
I never said that I was doing it in a smart way I am probably even doing it in the worst way
A plane is by definition only on one planet so I'd just calculate gravity from the nearest 3 and do aero for the nearest 1 planet. Should be fairly simple
Yep. I'm gonna do optimisation tomorrow and try to get the entire thing to run smoothly
i have a question on casting.
So does Set Timer by Function Name not work if called by the child Blueprint?
So i have a weapon, which is an actor.
That actor is attached to either my third person character or my NpcActor
That weapon has a custom Event that enables overlap events - so it does damage.
Now my Montage with which i swing my weapon contains an AnimNotifyState which goes a few frames where it will shortly activate the weapon - and deactivate it again.
The problem is:
If I drag form my "Recieved Notify Begin" - and i get the owner - that owner could either be my Npc or my Player and i don't know which one.
So how do i cast to get to the sword actor that is contained within that character in order to access the custom event?
I would setup a generic "Weapon" actor variable inside the character and hard set the actor reference On Construction Script. Then you always know what you're casting to. @onyx token
wait you mean add the weapon variable to both my npc and my third person character and just do that on the construction - then i won't have to cast and any owner will have that variable available? 
You'll have that reference stored as a variable inside the Actor/Pawn/Character you code that into.
wait - i have found
a stupid solution
if you don't like spaghetti, avert your eyes 
this works
but i should probably try your solution, it seems more.... sophisticated and less...

hardcode
so thank you for your help, i'll try it! 
Suppose I make a blueprint called โBP_Animalโ, and then create two child classes โBP_Catโ and โBP_Dogโ. When I try to get all actors of class using the Animal BP, how come the cat and dog BPs arenโt called? Are child blueprints not considered the same class as their parent by default?
Might be a dumb question but is there any way to update a child blueprint actor based on changes made to a parent? Say I scaled a static mesh component in the parent, is there a way to apply this to all children?
How do I put a SoftTexture into a Material's parameter? using the default cast, it seems to just not load (result in default texture being applied instead). I know there's SetBrushFromSoftTexture, which does things correctly, but I need to use the Soft Texture as a parameter in a different material so, can't use that. any ideas?
those icons on the left don't load, resulting in the bubble texture. they work if I specify the texture directly\
async load it then cast the object to the appropriate type
what node would that be? I've searched for "async" w/o success
Can't be done in a function if that's what you're trying to do. It has to be on the event graph
that's fine, I've already moved it to the event graph
Cool @round dock, now get back to making those carousels!
Using UE5 Preview 2
Oh, you have to right-click and manually convert your pins...
Why tho...
I made a spawn point and whenever I spawn an actor from it, the actor floats in the air and the AI doesn't work
@gritty trout did you disable the collision on the spawn point
It only has blueprint nodes, no components or meshes. Can I disable collision on that?
Well it looks to me that it spawns on top of something
And for the nav, do youbhave a navmesh?
yes, if I just place the BP_Zombie floating in the air manually it will fall to the ground and then begin its behavior tree
but if I spawn it using the spawn point it does not fall or begin behavior tree
Huh... is tick enabled?
Is your spawn point spawning on beginplay?
If so add a delay
See if that fixes it
The game mode?
yeah ๐คทโโ๏ธ
How? Timer?
Show?
I have had my share of weird spawn behaviours and typically the spawn point collision is the cause. That or out of order operations
Under the comment block Spawn Zombie the function Spawn Class at Spawn Point has an internal 1 second timer so even though it's being called every tick it does not spawn every tick
Is that what you were looking for
Sorta
This is the point at which it spawns the actor
If i think of something i will let you know. Looks like you did it right so not sure why on spawn it is behaving like that
Oh... ๐ค
oh shit
I've been found out ๐
Hey I got a question if anyone could answer it please
just ask the question
nobody knows if they can answer your question if we dont know what it is.
Pretty sure this isn't the right section for this - but I want to file for a copyright on my UE4 project using a flash drive. Anyone who has been through the process can give me pointers?
I'm using Legalzoom if that helps ๐ฎ
Hey ! I'd like to improve this small portion of blueprint using tags but when i use the node 'Actor Has Tag' there's an error at the branch. It doesn't receive a value ... Any idea about an alternative ?
And even this system is far from being okay as the interface can only be read if an actor of the class 'spawnActorBs' already exist in the scene
hi nice people i have a question. In a macro i have an object input and i tried to store it with a local wild card variable, yet when i try to use it to cast to the working class, it says only object/interface can be casted, like this:
how would i cast the wild card variable to an object so that i can use the function on it?
Guys, my reloading logic is tied to notifications. At the beginning of the anim montage, a notification is triggered, which sets the Reload boolean variable to True, and at the end of the montage, there is another notification that makes this variable False, well, when it has already been reloaded. And I have a question. And what should I do if, for example, I am reloading and at some point a monster hit me and another anime montage worked for me. It turns out that the animation will not have time to reach the second notification and the Reload variable will remain True. Can I create a function for taking damage, in which, in addition to the logic for taking damage, I will change the Reload variable to False?
You could, and it would work
It would not be the best solution though.
the correct way to handle it would be to detect if your character reloading action is being interrupted, and apply the correct logic for interruption
But to do that properly, you would be creating an entire system that manages your characters current actions.
In the end, what you purposed would work if you are looking for a quick fix yes.
How tf are you dragging an execution pin off of a wildcard?
Thank you)
And Where can I find a tutorial for such a system?
Even if there was a tutorial, its not something you would want to make with a tutorial. Those kinds of systems are more complicated and its something you would want to design and understand yourself. If you are not able to do it yourself then don't worry about it and just go with what you suggested. It will more then enough get the job done and it is simple/
Hi all, wondering if someone might be able to help me with this...
I'm trying to make the background of a 2D infinite scroller move from right to left...
Initially I looked at using a material with a Panner node but I wasn't able to correlate the "speed(X)" property with other objects movement speed - so decided against the approach.
I now have two sprites which form the terrain, they are positioned so that one is directly after the other. I move them both and when they get to 0-<width> they are repositioned after the next one... and it just cycles round...
The problem I have is that almost every other time it happens there is a tiny (1px) gap between them... initially this was about 2px... and I realised that it was because on the Tick where I would be moving them, I did the relocation, but then didn't take into account that "move" that should have happened... so I put that in place and it got better, but literally every other pass has a 1px gap in it... I am guessing this is some kind of rounding issue or something maybe? Not entirely sure...
Any ideas/thoughts?
In that last screenshot, I take the relocated positon and then deduct whatever amount of the "move" should have occured. As you can see, rather than using the passed in DeltaSeconds, I assumed this may have changed (fractionally) whilst processing this code, so tried getting the WorldDeltaSeconds and using that, but it makes no difference...
Liie each mesh has a socket,
Like*
And you just swap around who's following who
B attached to A.
Drag A across the room
On edge -> attach A to B
Drag B across the room
Okay I'm at a slight loss with this one. Sounds like it should be simple but...
I have custom player controllers, pawns, gamemode and gamestate.
The game is definitely loading them all (tested with a print-string on BeginPlay) but for some reason the player isn't spawning as the pawn. Ideas why this may be happening?
Not sure how to add sockets to Paper2DSprites though..
Oh I missed that part!
the player start is placed somewhere where the collision is not allowing the pawn to spawn and the pawn itself has wrong policy set for that case
I tried something similar to what you suggested though... instead of doing the calculation each time, I pass in the "other" base... and then get its position, add the width to it, and set that as the position for the current base... I am now consistent back to a 2px gap, every other iteration... its really weird...
Dragged the player start out into the sky where absolutely nothing could be blocking collision. Still not working.
base 1 and 2 start together...
they move...
base 1 relocates after base 2 (all good)
they move...
base 2 relocates after base 1 (small gap)
they move...
repeat...
and presumably, if I add anything to tackle the gap for the second iteration - that would then effectively "overlap" them on the first..
shouldn't be this hard ๐ฆ
is any pawn at all getting spawned? the default one for example?
Default flycam is.
do you have the correct gamemode set?
Yes. Like I said I've tested with print strings to see what is being spawned in. Mode and player controller are loaded correctly.
Sounds like they're not equal in size
nah, they are... both 336px wide... I have just fixed it though! yay!
I added a sequence node... from the first item - check to see if the base needs to be relocated, if they do, relocate it, next step in the sequence, move them along horizontally... just experimenting with different speeds but so far... so good!
I can only assume that in the cases where it needed to relocate the base to the end, it was kinda missing its move for one frame, although I thought I'd covered that with the code in the screenshots above..
Sweet, well done!
Thanks, and for your time and replies... sometimes its just nice to know there's someone at the other end! It all helps ๐
Okay so it appears to be spawning a SpectatorPawn but the settings aren't set for that.
anyone know why i updated a structure thats a part of my projectiles with a new variable but it won't show up in the projectiles
Sounds like you didnt update your structure
is there a way other than hitting "save"
Compile.
there is only a save button ๐
Also I found with things like make/break structs you do need to press the arrow to expand and retract it for new stuff to appear.
How are you updating the struct in the first place?
Oh my bad, was looking at a different screen, forgot struct doesn't compile.
just added a new variable and saved
then closed the whole editor and opened again
Oh, we're talking about different things
Close and reopen the tabs that you were viewing that through.
i tried but i'll close the struct maybe
yeah the last one "spellmarker" just won't show up
Does it work if you choose a Class reference instead of an Object reference?
Okay I'm at a loss because its still spawning me as a spectator pawn. Is there anywhere this could be happening that isn't GameMode's default setting?
I've run in to a few problems with Stucts in UE4... usually if I add something to the end of the list it'll crash... so I have to click in to one of the other ones, press space (just anything to change the name), undo that change, then add the new one... I've also had issues where when I've changed it, the rest of the app falls on its arse - especially if I've changed the order of items in it... if you haven't already you could try "Cooking" the project and see if that generates any error messages..
Yeah I've found structs are prone to crashes too, usually though its when I have them in-use when making an edit and one of the use-cases are open.
They've taught me to always Save All before I make any changes! ๐
For your map, are you overriding the default GameMode?
Yes.
i don't save ever
jk but yeah nothing is working
idk why but this struct will not be updated
Add another item to it, just a boolean, something simple.... does that appear?
have you tried the "Cook" option?
Me?
lemme try
Sorry, no, Crux...
Alright.
Is there anything you can add to your DefaultPawn to print out a message or something and then see if it appears? Something simple (probably tried that already)
and i haven't tried the cook option cause i don't know what it mean
Each part of the gamemode has a print string at the start of its beginplay.
Under "File" - Click "Cook Content for Windows" (assuming your on a Windows PC?)... it'll do a full re-compile, I find sometimes it'll show errors that don't always appear when you click Compile on a specific blueprint
..and you don't get to see a message for the DefaultPawn
No
Obviously not being able to see the entire project so making a few guesses, but is there a PlayerStart in the map?
Five of them
Unless there's something specific in those that forces it to spectator right away
I've never done anything with Spectators etc so you're probably waaaay more knowledgeable about this than myself... the only other thing I was wondering was whether you get the same issue if you create a new (simpe) empty map, and then apply your GameMode... does the DefaultPawn appear then?
might be able to narrow it down,..
I'll give that a try real quick
Nope.
Does your pawn maybe fail to spawn due to collision? You can change the default spawn collision handling in the pawn class
New blank map, same issue
Utterly un-releated to the important stuff - but how does one make their name appear in orange! ๐
Being a Moderator of the Server
Always Spawns, Ignore Collision
Ahh! ๐ thought there was some clever jiggery-pokery... ๐
Still not working.
And a new GameMode without any of your custom classes?
Also any log for the starting part of your game?
That worked
What custom Classes do you have in your GameMode?
Game State, Controller, Player State, Pawn
What are the base classes of GameMode and GameState?
Hm
Then try removing one custom class at a time and see when it starts working
Can only really divide and conquer that issue without knowing more
cooking failed................................
I'll give that a try in a moment. Need to get ready for work. Thanks Cedric its getting some progress.
boingo... there you go - should be something useful in the error message ๐
No worries, probably something simple
That's what I thought too but nothing seemed to be working so wasn't sure if there was another setting hidden somewhere that overrides it
What are those 2 errors?
(Not the warnings)
scroll up to the red lines and take another screeny... ๐
Copy the red lines and post them here
UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Abilities/Ability.Ability_C:AbilityDetails'. Unknown structure.
UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [AssetLog] C:\Users\Alex\Documents\Unreal Projects\duelity_sketch6.5\Content\HUD\AbilitySlot.uasset: [Compiler] In use pin Ability Details Icon no longer exists on node Get Class Defaults . Please refresh node or break links to remove pin. from Source: /Game/HUD/AbilitySlot.Ab
ilitySlot
The variable "AbilityDetails" in your class "Ability" is f'd
Open it up and see what's going on
/Game/Abilities/Ability
AbilityDetails'. Unknown structure.
And your AbilitySlot Widget is crying because of the same Variable
But fixing the first one is probably a fix for the second one
At first I thought GAS C++ got involved
In use pin Ability Details Icon no longer exists on node Get Class Defaults .
Might be that you removed the Icon variable from the Struct
nah its still there
Does your struct contain other structs?
Open the Ability and try to compile it
See what happens
It will point you to an error
Ok... not that then... I often find if I change a kinda "sub" struct, I need to re-compile the main one that uses it too
Looks like you re-ordered the struct at some point
re-wire it to the one that isn't red.
thats super pedantic of unreal engine 4
thank you guys though
now lets see if i can add a variable to my struct lol
meh still not showing up
Cedric did good - has awesome diagnostic skills - and super-fast typing skills from what I can see! ๐
lemme try restarting
After compiling that with the wire corrected - try another Cook...
will shuffling keys in a map var also make sure the map keeps consistency? It should - right? It's the point of a map. I just want to get a random unique map element.
...any more errors though?
no errors
finished near instantly where last time took 10 min
i'm very afraid at this point i've done something really dumb
can you safely remove the last item in that struct that isn't showing up (without breaking anything else) - and then try just adding a boolean or something different to see if that appears?
eh
idk cause its integral to the last system i added
i can delete a different one
hmmm... but nothing else can access it anyway at the moment right, because it isn't appearing in your Struct?
e.g. you can't be using it?
yeah... that one...
then do another compile (and a cook)... if no errors... just try adding a more primitive type... an int for example... then see if that appears..
k cooking
Will this work?
boolean not appearing
That's really odd...
...and definitely no errors in the Cook log?
Why not just get random item from Keys
Why the shuffle
@faint pastureNeed unique rn every time
ill get it through a forloop depending on other vars
What's the object that you have included the Struct in? (e.g. what object are we looking at in that top screenshot?)
idk how to describe but basically its a child of a child. ability -> ability_projectile -> ability_icicle
@faint pastureIt's the quickest way I could think of getting unique rns w/o making a function that goes through an int array, removes etc.
..and you've re-compiled that?
and closed it / re-opened it?
The only other thing that stood out to me was that you have an option there - before the last one which isn't appearing, with spaces in the name...
Might not matter (especially as that one appears)... but...
Not sure there's much more I can suggest... would be happy to take a quick look-see if you are able to share the project at all? Would need to know which version of UE4 you're using too... appreciate you might not want to share the project etc..
@faint pastureBasically, this is what that's supposed to do:
and that function is the "getrandomstat" one
whats the easiest way to share
zip?
Yeah, that would probably be best... maybe via Google Drive / OneDrive something like that - somewhere I can grab it...
What version of UE4? (I might need to download a different version etc)
4.27.2
I'll go grab a copy of it now...
i severely appreciate your efforts
i was probably about to give up for tonight lol
might not get any further, but I'm happy to take a little look... sometimes easier when you can actually "see" the project rather than just via text/screenshots etc...
jeees! How big is the project!
if its enormous it might be better to not include the cached folders and the ones that can be rebuilt locally at this end..
ooof... that is a whopper!
is there anything specific I need to include in the 4.72.2 install, or just a windows based game etc?
it shouldn't be super complicated
actually it finished
i have no clue why its 32 gb
14 min left on upload
the "DerivedCache", "Intermediate", and "Binaries" folders I dont need, as it should recreate those this end... but rather than deleting them from your source before zipping, maybe make a copy of it first, then remove them from the copy... then zip...
..do you have the StartContent included?
oh yeah...
..video / audio?
its only 2.3gb compressed and i mighta gotten that 32 gb figure wrong
i think its only 4 gb
12 min on upload
Phew! ok... thats cool... I'm just downloading 4.27.2 now... probably gunna be a little while, so if you want ping me the link to download the project and then when its finished download UE4 I'll open it and take a look-see... I can ping you a DM on here if you need to head off for the night etc..
Would be better if you just send the bare bone of the project, but oh well
yeah i'm pretty close to having to sleep for work tomorrow ๐ฆ
yeah for some reason though when i delete stuff i haven't even used unreal freaks out
from the starter content and 3rd person bp
Yeah... but its ok... just someone on the internet somewhere will get a briefly slowing down of their cat photo downloads whilst I grab it ๐
Probably other things still within the start content that reference it...
i literally added vfx sound effects 2 and deleted it immediately after and unreal crashed
another approach can be to create a separate project which you include the start content in ... then, have your own project and just migrate the bits you want from the other project into yours... then you dont have to have it all..
yeah probably smart
but i'm fairly impulsive and dumb lol
i'll remember for next time
you can also create a top level folder within your content folder for your own project, and then that way you can easily separate the starter content from your own project too... again, easier from a new project..
yeah i'll probably have to do cleaning up at some point
i started using unreal like 2 weeks ago
i have a comp sci degree though so... that counts for something i think?
I found it quite daunting when I first started... I came from Unity so there were quite a few differences, and naming of things which seemed odd...
its just like anything new, just takes a while... look back in a month or so and you'll see how much you've progressed ๐
i'm finding it much better than unity just because blueprints
..ironically, i hate it, and for that reason! ๐
whys that
I had got used to writing my code in C#... I've not really done anything with C++ yet, so I have some learning to do there... I personally just prefer to see lines of code rather than nodes and wires...
oh lol
yeah c# was much better
I also spent about 80% of my dev time lining up nodes and wires so they look neat...! ๐
hahaha
Refactored all the code in my work project (done in Codesys) from Ladder to structured text just because.
I used C++ just because I want to feel like
Blueprints do server a purpose on a higher level tho, I can admit that
my current project is one where I'm going to dabble with some C++...
im just sayin i probably woulda given up already if not for blueprints. i understand coding logic but actual code is so difficult to work with. now i have already a serviceable project cause of the visual nature
also, I guess if you've never written code... then using the nodes/wires is probably a little easier, maybe more intuitive....
Gotta make full use of the clicky keyboard, makes ya feel like doing something important
plus you can spend all your free time lining up the nodes and wires ๐
...thats reserved for Googling the sh!t out of every Blueprint problem I have! ๐
Now im just wasting time instead of dealing with how to register nodes and edges to my graph thingy
...get back to work ya slacker! ๐
dmd you Rob
Though I'm craving for those IBM Model M keyboard, buckling spring goodness!
Imagine typing lots of C++ with those bad girls
downloading it now ๐
(or even a bit of C and Assembly x86)
...showing one's age now... ๐
Guess I'm an old man trapped in a body of a 23 year old boy
absolutely not... dont worry about that... I'm literally interested in knowing why the struct isn't updated... if I find anything, or not, it'll be deleted off my comp ๐
For some reason there's some inherent fear to someone stealing ones idea,
...ironically, I'm the other way around...
yeah... its the reason I made most of my repos on GitHub private... funny, being that no one ever looks at them anyway... hehe..
Yeah tell me about it. It's why i dont use github ๐
it comes from a lack of confidence in ones own abilities
decision made before private was avaliable without paying for it (Im also greedy, if I can be)
at least for me
...that remains, for me, despite getting better at things... imposter syndrome or whatever...
I'm abusing the "Student Developer Pack" for as long as I can... in about 3 months all my repos will be public I suspect.. lol
i guess we're doomed to forever think we're not good enough
Righty... its been fun, but I'm gunna drop out for a bit... thanks for all the interactions guys, I'm gradually liking Discord more and more - primarily because of this group ๐
..helping others with things is a good way to tackle that.. ๐
sounds like someone is skiiping out on some proper procrastination, good for you! Godspeed
Any way to get current camera exposure ? affected by the auto exposure?
@gentle nebula not sure if this is what your looking for but looks like you can drag off the camera get the post process settings then break it and any of the variables in the right if you check it itll give you pin then assuming you can do what you want with it from there
Thanks, but these are static i believe, i'm looking for some value like those i can see when visualizing the histogram.
Like lets say the Average EV100 maybe, some float value that would allow me to tell how much exposure is added to the scene
guys i'm in trouble with vector array. i'm trying that basic logic ....when vector array = 0 goes branch . but not works .
that's in event graph but i'm calling that event from construction script...where am i doing wrong?
Wtf? Is Vector length works buggy?
"Array" length works fine. The blueprint debugger does not.
i restarted and works again .. thanks for feedback. really annoying
If I ever need to know the value of something I just rely on printing it
I've literally had to train myself to trust the IDE debugger in C++ after using blueprint's debugger. It's mostly not good for much other than testing execution breakpoints. Like ConverseFox said, prints are a much easier way to test data.
hi
how can i Make Static Mesh from current Animation what have AI?
I have been trying to achieve it for about 2 hours ๐
I'm afraid I cannot translate that.
Guys, what difference between this two nodes? And which is better?
They do the same thing as far as I know, the other one just gives you a bunch of exec pins for events
So which is better really depends on which one has the pins you want
Thank you ๐
Hi guys - is there a way to rotate a brush before its displayed in a widget? This takes a material from an actor (the material is the correct rotation on the actor) and displays it as a brush in a widget - problem is it's sideways.
you can start the widget hidden, then rotate the brush, then make the widget visible
If it's a big deal, normally you rotate your texture in a separate software and reimport. Otherwise you can rotate the widget itself with SetTransformAngle
Called same frame as the set brush shouldn't see any popping.
The texture is the correct way up everywhere else - just when I spawn it inside a widget (it displays the card face) it sits sideways. I can correct it by rotating it inside the material but then it's sideways on the actor ๐
I can't rotate the widget as it's an image inside a widget
If that makes sense?
You can rotate the image in the widget though.
Well, yeah, that's probably going to be a problem.
SetTransformAngle isn't going to fix that.
No, I was just wondering if there were one.
A solution, that is.
I can use a custom rotator in the material, then it does this
๐
Guys, I have a problem
I have a gun that shoots a bullet and the problem with it is that the bullet can collide with the player who's shooting it, I have looked all around the internet and I always find this node here, but it does nor work, any help?
Did you try the checkbox "should ignore" to true? ๐
https://www.youtube.com/watch?v=Q3U6wuMvUuk&t=903s Followed this tutorial to get the base of my game built in blueprint can anyone help me make it so when the numbers hit 1000 it turns into 1k and 1.5k etc
Step by step tutorial on how to create a cookie clicker game in the unreal engine for mobile or pc.
How to make mobile game UE4
00:00 Intro
00:24 Preparing project
02:14 Creating player and widget blueprint
04:19 Creating game screen
06:54 Adding score after clicking on the cookie
09:46 Creating animation after clicking on the cookie
12:02 Auto...
start with this
Would I use my variable I have for cookies or should I create a new variable? sorry if I seem noobish but I am a noob and learning right now
if you already have a number tracking the number of cookies, use that
Guys, what is the best way to call reload. through notify or through the timer in the weapon? It's just that I've heard people say it's better not to use notify for gameplay logic.
I have been playing around with the gameplay ability system and I am trying to get a simple punch working but running into some weirdness. The move is replicated from the client to the server correctly, but if I try it from the client the server does not see it. If I make the the function "Play Montage Third Person Char On Server" reliable it reverses the issue. the client can punch and it replicates to the server but if the server punch then the client can't see it. I am probably overlooking something simple. Any ideas?
I see you used integer for your cookies instead of float. Should I change my cookies to int or keep as a float? Ive changed it too int but running into some snags when reconnecting lines in my main widget blueprints
i only used integer because i thought thats what you might be using, you can see in the screenshot that i immediately convert it to float and string
if your logic needs you to have a percentage of a cookie, you can keep it as float
Oh I did
It was set to true, in the photo is set to false cause it was a "IDK what to do" moment
Just checking ๐ can you make your projectile come out in a slightly different spot?
so it doesnt start overlapping whatever collision object ist hitting?
Why cant I have mini progress lerp in a blueprint function? ๐ค Like what is the technical reason.
Well yes, I went for that before, but to do that the projectile had to be spawned like 2 or 3 meters from the barrel, which looks rather ugly
well, first part is to find out what component the projectile is hitting. So you should use your on hit event and print the display name of the collided component
Then decide if that component needs collision at all. Generally a gun doesnt need collision when it is being held by a player. If its on the ground thats a different story
I think it's the capsule component (only happens if I look down), but I'll double check
Collision Cylinder
So the capsule component
You might need to change your projectiles collision properties
so that it doesnt trigger on pawn capsules
maybe just on character meshes, its hard to say, it depends on what the needs of your game are
Yeah, It will have multiplayer as well, so I can't just have it not colliding with pawns or players...
Whaa? What even is mini progress lerp
if its a shooter game usually youll trace against a hitbox collision mesh, in Unreal, thats a physicasset or physicsbody i believe
Oh you mean hitscan?
doesnt have to be hitscan
but usually a cylinder isnt accurate enough for shooter games
you dont have to set it as the root, the cylinder is good for collision with the world, for walking and jumping etc
but every collision object has a collision profile, heres a couple things to check https://www.unrealengine.com/en-US/blog/collision-filtering?sessionInvalidated=true and https://forums.unrealengine.com/t/projectile-colliding-with-self-on-spawn/371103
Choosing what collides is obviously very important, but it can be tricky, and itโs a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. Weโll talk about the differe...
Hello friends, Canโt fix this and Iโve read many solutions. Iโm spawning the projectile on a mouse click In the projectile blueprint I print out the overlapping actors and itโs always the bullet ITSELF: Since I am trying to delete the projectile on collision and it self collides I never even see the projectile after spawn.Here it is in ...
np!
the number turns into 1,**** up too four numbers that follow. My goal is to try and have the numbers take up less room. as the numbers will eventually grow to 1 billion
I can SS any info you may need to better help me. I really appreciate it also as Im super new to C++ and blueprint
Does anyone know why it doesnt remove the widget from the screen?
Don't mix execution lines like that first of all. And second it probably does remove that one widget from screen.
Overlap runs once per component. An actor with three components can trigger overlap three times. If you create three widgets, and then remove only the last one, you still have two widgets on screen.
Hey Guys have an strange Bug, i have an Boolean thats get enabled on Hovering an Widget, sets it True-> works Well.
than i try to Delete it when Press Delete Button, i checked 1000x times that Boolean is true and when i Press now Delete, it should Work..., but Nothing, looks like Key Events doesnt work With Branches atm?, super weird..
https://puu.sh/IO4HZ/5dc0bb6393.png
its not Show my String, nothing, when i Only do Delete-> Action it Works, but all What is behind that Branch doesnt get executed
@maiden wadi hm
@maiden wadi its strange but you are correct. It seems it runs once per component
You're putting faith in the blueprint debugger to show you the correct value. Print that before the branch and see what it says in the print.
I am still having this issue, when I spawn an actor in realtime it does not have gravity and does not begin the behavior tree. There are no meshes or collisions on the spawnpoint.
You just need to save the widget into a pointer, when overlap, if widget isvalid do nothing. If not create and add to viewport. On EndOverlap, If WidgetPointer is valid, remove from viewport and set WidgetPointer to nothing.
Bro just for Testing , i enabled it by Default still not Work, and if i dont have an Branch its Working
@maiden wadi Ty !
Print it before the branch, see what it says. Don't assume data, and generally be distrustful of the blueprint debugger.
before its Works, its also works whitout Branch and any other Action, but all What is behind that Branch doesnt Work, i tested it with other Keys too, the same, and as i said , Now its not Changing at Runtime its enabled by Default to True, so its 100% , not an debugger Problem
The branch won't break directly after an input. Print it.
What class is this in by the way?
Easiest thing to do might be to create an enumeration in blueprint. Right click > Blueprint > enumeration, and give it values for each order of magnitude. So give it values like Single, Thousands, Millions, Billions, (Trillions?). Every time you add a number to your score, you need to check to see if the threshold has been reached to cross into the next level so you can determine what you need to do to the number to display it properly.
i tried alrdy with Delay etc its not Working//its an Basic User Widget
So every time you change your score, check to see if score is greater than a certain value, so if its greater than 1000 > change your current score magnitude to be thousands
Is this UE5? Cause in UE4 you cannot get input events in UserWidgets.
Yes, and looks like anything to do with Branches are not Working after it, also not Working-> https://puu.sh/IO4Qe/0c902434d6.png
its always False, soo its an Bug
I'd double check that input is enabled, and also override OnPreviewKeyDown, make sure the key is getting ran. If OnPreviewKeyDown runs correctly with escape, chances are something in Slate is consuming your input before the widget's InputComponent gets it.
Awesome thanks a ton. you are super helpful. Ill keep you updated on the game and my progress if your interested in where it goes. The goal is to get it in ios and playstore
Well its all about Branches still, When i dont use BRanch node it works Well all, Can Run Events, Set Vars, but not Booleans looks like,so thats not a problem with Input at this Case
ok that makes me Sad for my Project thats Important

@maiden wadi still Thanks for your Help!
This is a little code to delete the object that I click on and the issue is, the component doesn't get destroyed for some reason.
You should know that when I press on an object, the print message "Hey" works.
So that means the casting works
Theres a tooltip on destroy component, that you can only can destroy component from the actor owning the component
ahh
So you should make a function inside target, that destroys the component, and call that custom destroy instead i think
thanks, will try doing so.
im trying to make the player get no fall damage when falling on an object with 0 physical material density, but somehow it's not working and I get an error about the phys material. What am I doing wrong?
that's the character controller blueprint
in the Target_practice blueprint, I destroyed the component if the boolean was true (false by default, and I set it to true when left clicking)
That'll work, but just as a best practice thing, theres no need to use tick like that in this situation. You should aim to do the whole thing through events if you can. If you just make a custom event or function on your target blueprint, called destroy component, and then call that instead of setting the variable and waiting for tick to pick it up. Its better practice in the end, but its up to you! ๐
I did not want to use the event tick as it is probably not needed in this situation, but I don't know how to call destroy component in another blueprint.
Do you know how to make custom functions?
if you can give me a hint, I would be gratefull
yes, kinda.
if a material has no physical material you're going to get an error
do u want me to turn the whole "destroy cube" to a function?
this one I mean, excluding the "event tick" of course.
Yea you dont even really need those variables at all, its just like this
and then you just run "custom Destroy" from your target
you can fix this by checking if the physics material is valid first
how do I do it?
once you make this custom destroy function
I am a beginner, if that wasn't obvious xD
in your target blueprint, it will be available as a pin from your cast to target_practice node
You just need to compile target_practice bp first, then it will be available as a function you can call
Thanks for the reply! How can i check if they're valid? I already set up a bunch of physical materials on my landscape (for footstep sounds). Their density is set to 1 (so I should get fall damage). But I still get this error when falling over them
in what blueprint did you create this?
I have two: a playercontroller and a Target_practice
In Target_practice, create the function called CustomDestroy
then in Player Controller, just as you pull from the target to set the boolean variable, instead you just call "CustomDestroy"
@hallow compass
IsValid is literally a function
ah
Trying it now
Pinging my question again incase anyone who is on right now might have a suggestion for me.
#blueprint message
also to your graph, a good practice is is to always evaluate "correct" branch statements to be "true"
@grand valve It worked!
Thanks!
I find it a bit weird, why did it work now? It is, theoretically the same. My old method was to get the cube component and destroy it. Your method is to get the whole function and do it inside the playercontroller BP and run it......
Epic has set up some internal code that doesnt let external actors destroy components of actors they dont own.
So like, instead of like running a function thats like "destroy component" we more or less said "request to destroy component" and then the actor internally runs destroy component, and because its owning that component, now it works
So, you're saying, when I call the function in the playercontroller BP, am I signaling the target_practice BP to run the function on their end?
Ok I added the "is valid" function out of "phys mat" from break hit result, and now I dont get the error anymore! Only issue is that now the player gets damage from falling on a mesh that has 0 density... Could that have to do with me not evaluating the correct branch statement to be true as you said?
you'll have to show your code
coming right up
here it is
yes, its generally good coding practice to have objects handle most of their own state changes. Heres an example... If you have a character, with the ability to crouch. Theres nothing that stops you from having an external actor control all the things that happens when you crouch. You could say Character.MoveCapsuleDown, Character.MoveCameraDown, Character.PlayCrouchSound
the false from the valid doesn't need to lead anywhere. you can use a single branch by using the boolean and node
Where should the InputAction event is good practice to be placed ? I have placed it in my Actor that i want to interact with, when is overlaped and it seems it doesnt triggered.
player character or player controller
ty @odd ember
you can place it elsewhere and it will get recognized
But instead of that, you just say Character.Crouch, and Character handles all the MoveCamerDown, CrouchSound, etc, internally
but it's not ideal for architecture purposes
For overlapping style, you have to enable input on the local controller from that actor.
Material isvalid AND not equal 0 ๐
You may want to try asking in #gameplay-ability-system and ideally, you shouldn't need to use RPCs within a GAS ability. Montages you're supposed to use Play Montage and Wait node, and for any other visuals or audios are supposed to be handled through gameplay cues and everything else should be getting replicated automatically.
If mat is not valid you prob dont wanna execute the same code
Im skimming to fast, miasing lots. Clearly you pointed it out ^^
Ok I'll look into that, I was going by a tutorial for GAS I guess it wasn't done in the best way. Thanks for the tip!
is it better, in terms of performance, to only reference an object once rather than multiple of times?
I am talking about the cube component
Nope, doesnt matter here, this is just whichevers easiest for you for BP readability
Ok, good. Thanks again.
Now I can organize all my BP ๐
Sorry to keep nagging you with this, but I i just connected the two with the "and" node, deleted the extra branch, and now the error is back. What am I missing ๐ญ
ah no worries, this may be on the side of the branch evaluation. so in this case you may actually need two branches unfortunately
it's how BP handles things
in any ordinary language and is evaluated lazily
Xand
which means that if the first statement is incorrect, the second won't be evaluated
this is not the case for BP
If material is invalid, just go on,
If it is valid, and denisty not equal 0, then go on?
Else ditch?
yeah two branches basically
Can be one branch
Not seeing any use of the phys mat chevk in the equation tho, but perhaps thats a to be done task
not in BP
as you can see in the exhibit
it will still throw the error because both statements get evaluated at the same time
That fixed it, using the wrong play montage node. thank you!
Now the character is dying even on objects that have phys mat density set to 0....... Maybe I should just try a different approach to not have the player receive damage from falling on certain objects?
@grand valve This is what ive got but seems to not be working. Anything I could be doing wrong?
lemme see if that works!
Whats not working? Did you implement a place where you check the enumeration whenever you change the score?
remove the false connection to ApplyDamage
Get text 1 is binded too the text box for the score
you are already checking that with the IsValid node
Yes, im just wondering if theres a point checking density?
Right but you have some place where you are updating the score right? Thats where you need to check to see if your score is higher than a certain number so you can change which order of magnitude you are in
Done, now player gets no damage even from falling on the landscape. The landscape has a phys material with density 1 on it. Maybe something wrong there?
i guess just gives more flexibility, in case player is supposed to take damage from only certain objects
I dont. I was just trying to implement what you showed me into what I already had. The score still goes up but im not sure how to go about setting up a place where it checks for the score. Would that be for the variable Current Score Magnitude?
sounds like the physical material might not be applied to the landscape. can you test if it works for everything but the landscape?
Yea you know what, lets do it slightly different, one sec.
sure thing, will test right now
Is it possible to read custom primitive data after you set it on an instanced mesh?
just added a big cube, gave it a phys material on collision with density 1. Upon landing on it, player takes no damage
select the first branch node and press F8
now try landing on the big cube again
nothing happens to the branch if I select it and press F8. Should I make something else>
easiest way for right now is to do this
you don't get a red dot on the node itself?
that's F9 for me, I'll do that then!
you can create a local variable that is local to only this get text function. Then you can use this here in front of your text stuff, to ensure you have the correct magnitude of your number. Then you use this local magnitude variable to pick your text suffix, and the division factor for your score so that it displays properly. The part in your blueprint where it converts float to text, you have inputs for max and min digits, so you can clamp the number size as you wish.
If I try play in editor after making the red dot, I can't - automatically get sent to this screen and cant get out until I stop the simulation
Btw, thanks so so much for trying to fix this with me here, I really appreciate the time you're putting in
that's intended. if you now hover over the phys mat pin, what does it say?
But like
Wouldnt you just have a phys mat for everything ?
And just use some value in it to define if player should take dmg or not ?
it's not a default thing no. you actively have to add a physical material
well there's your answer. CurrentValue = None
That's because when I start playing in the editor, the player is in the air a few feet above ground...
no that code only executes when you hit the ground
Right, but then if its not applied, it would be not valid by default?
oh i see
Soo checking if it exist in the first place would be enough to determine if one should take dmg or not ?
so however you're currently adding physical materials, they're not there
Damn, then how can i make them be there? THey work for other blueprints I have, e.g. footstep sounds
you can have different physical materials for different purposes. I don't see why you'd want to change their design for them if they want to use physical materials to determine damage
seems perfectly acceptable to me
can you show the footsteps code?
Right, you wouldnt ,
But if you use phys materials to determine damage (and if one should take dmg) ,
The only check you need is if theres a phys mat where we landed
Then you can safely pull out its density or whatever value used for dmg evaluation
here it is - using this in the char animation blueprint
so you're saying if you landed on styrofoam you should take the same damage as landing on concrete?
Not if you read my last comment ๐
Styrofoam would have phys mat
Concrete would have one aswell
Not the same one
if you put a red dot on that code, does it work when you land on the cube?
But surely it would exist
I mean that's what they're doing though? ๐ค
at point exactly should i put the red dot?
last node
Right, but then the density check is wasted ๐
only if damage is the only thing that is applied. if it needs other effects you'd need the check
e.g. screen overlays etc.
True that
no need to prematurely optimize for no reason
yes, everything works in this case
when you are on the last node, can you check the value of the Hit Result > Phys Mat?
hover over it
Wasnt ment as optimization, more like simplification, cuz as you said its not a smart evaluation in bp
Capsule component on character has this checkbox in the options . This might not be related to what you guys are looking at bit I seem to remember having similar problem before
I mean it could be why one returns it and another doesn't. I haven't ever had this issue with physical materials though and I'm using it for similar purposes
I'll have to test later on
HEY THAT DID IT!!!!!!
Woah
Yea, not sure why its just the data doesnt return the same hit as it does if you use a line trace, so thats why the footstep one that uses a trace works, but landed has issues unless you enable that functionality
Thank you guys so much for the help, really saved my day.
https://forums.unrealengine.com/t/event-on-landed-doesnt-return-surface-type/352316 someone posted about it here and that was the answer
I see, makes sense to me now, thanks again ๐๐๐๐๐๐
Im a bit confused to be honest from that. I like the way you showed me before if I could only get it too work. Were you wanting me to add that along with what we had before or too scrap what we have before and put that?
This I believe is the get score event you were asking about earlier right?
Ya its all kind of the same thing, you need to put this after your score to check the current score to see whether u are in the thousands, millions, billions
you can put that after your tick code in your screenshot and set the Current Score Magnitude you have there
So set magnitude after my set cookies in my picture and put those blueprints with it?
ya
Thanks a ton I will Implement that now and lyk
Yo Cedric remember that issue I was having earlier with pawns not spawning?
@surreal peak
Turns out that calling OnPostLogin seemed to break the natural flow of spawning.
Don't know why this works, but it does ._.
How did you get the drop down for Million and Billions. Mine has a 0 and wants me to type inside of it
make sure your variable is of type Enum_Magnitude or whatever u named it, not just a byte
if you pull out from the "Set Magnitude" node you can type select and it will chose the enum properly
what does your variable say for your score magnitude
My guess is its not a byte but an enum?
An enum variable looks like a byte in the editor
๐คฆ hahah I see
And dragging off for a select gives you all its options
So you'd change that variable type "byte" to whatever the enum is for your options
Custom enum
ya just change your type to represent the enum we made ealier
Got it thanks a ton
So the Enum is local in get text function and then not local in event graph?
well initially i said to put it wherever you were updating the score
and it was local to that event graph of that blueprint
but maybe there was some miscommunication i thought you couldnt find that place, so i said it could go where you just updated the text
I hadnt set a local variable as I didnt realize what you were talking about until now
Im pretty new to this haha
you can put it in either of those 2 places, you are just reading the number variable to determine how you should format your text
This is what I have
both are Eselect info
Sorry if I suck at this lol really need a youtube video for something like this๐ thats where I was hoping could teach me what I need to know but I might need some kind of classes or something because I really want to learn how to make games
better for you to go
https://www.unrealengine.com/en-US/
Could do with a bit of help with this one if anyone has the time...
I created a blank empty level... removed all the lights and everything else from it... added my own objects for a 2D game... added a player start... set the default pawn to my pawn class... run the game... the camera never appears to be in the correct place... I'm getting a PlayerStartPIE created which seems to be being used for spawning my default pawn which is just at some arbitrary position in the world... any ideas?
the pawn has a camera as a child object btw...
Not sure what you mean
If you have a default pawn class selected, there is no need to spawn it yourself on Post login
shrug
I'm not sure why it wasn't spawning properly for me but doing it manually works.
So uh... cheap hacky fix for problem I probably made myself?
Thanks a ton. I didnt even realize they had this. I guess ill be taking a break from making the game and start actually learning this way. I cant believe even the courses are free. This is so awesome!!!!
make sure the level is using the correct gamemode, if it is then try placing the pawn in the world and having it 'auto possess player 0' in the details panel of the pawn and see if that works
Thanks for the reply. Gamemode is set correctly. I had tried placing the pawn in the world - didn't try the auto posses though... I found this under the Play button...
setting that seems to give me the camera view I was expecting when running in the editor..
it was using "Current Camera Location" before...
ha, I have never actually used that.. the more you know
I dont recall having to do anything special when I did my last 2D game... so dunno if it was set by default some how or not... its a p.i.t.a though... spent the last hour going around in circles trying to work out what was wrong...
thanks for the reply and suggestions ๐
Devils in the details
I had two of the same class declarations which apparently broke vs ๐
Devil.cpp and Devil.h? ๐
hehe... you been on here all day?
lol... I'm pleased to say Ive made a little progress today... makign a flappy bird clone... think I mentioned it to you before actually... its coming along - yay! ๐
Oh nice!
So flappy mechanic and random lengthed blocking walls ?
Gj!
Ive barely decided to trace
Instead of carrying refs
Whatever that means ๐
trying to clone the original as closely as possibe... .have the ground movement in place... pipes are scrolling by... just adding the bird now... trying to get the "flap" right...
I have no idea what any of that means! ๐
Flap is just add force is it not?
yeah... trying to get the right feel with the values though... have done a bit of research online... screen sizes/resolutions and stuff have been a bit of a challenge also... have managed to grab some original assets, and then have remade the others using the app on my mobile as reference etc... it wont be perfect but its for a uni module so hopefully good enough...
I wonder if that would be easier with physics or a PMC.
..probs a bit crappy by everyone elses standards... but hey... small steps..
PMC?
I'm using physics at the moment, gravity is enabled... but I figured that in order to have that the same as the original game, the size of things in the world space would kinda matter... e.g. if the birds falls as so many meters per second, I'd want the things in the world to be the right amount of meters tall/wide and so on..
thanks ๐
I thought you were repurposing Tappy Chicken's assets lol
Found these on GitHub... think someone effectively pinched them from the game... but they didnt provide a few... mainly the animated ones, and the copyright sign! ๐
eh?
Gosh, I miss that project
It was basically Epic's take on Flappy Birds but with chicken
Ahaha never seen that one ^
ooohhh... yeah I read something about that...
PMC = ProjectileMovementComponent
In the original you can exactly survive one flap in a tube entry if you flap from the lowest point
aha! thanks!
oic... so if I tested from within a tube, flap, and he hits the top, I know the force is too strong... cool.. I can experiment with that..
in order to get the "medals" I've had to play the original and grab screenshots... I need to get platinum which you get at a score of 40... I got 38 yealier... F&%$king game! ๐
If I use force I need to work out the weight in mass of the bird too... some of it will probably just be eye-balled in the end... but its a good challenge...
pleased with the progress yesterday and today... with the terrain moving and the pipes etc... there's only three, they just shift back to the end of the queue and go again... some tutorials I saw online had these things endless spawning and I was like... erm....
Yepp, well done !
3, and adjusting
Adjusting gap location
Should mostly suffice
yep... randomises the position between two thresholds...
distance between the pipes (horizontally) and vertically I was able to establish from screenshots from the app on my phone, resizing the image to match my assets and then just measuring the gap... its 100 units both as the vertical gap, and the space between pipes... bird is -55 from the centre of the screen... quite a lot of reverse engineering but its made it good fun ๐
Never see more than 2 on the screen at the time^^
Perhaps it changes later, who knows
Hopefully i can get my first graph entries in today !
That would be great
I recorded game play on mine, and you can just see the edge of the right hand one as the edge of the left hand one disappears... but yeah, generally you see two... I think some of this is the kinda overspill from the different sized screens too..
Also added a few tunneltypes !
Ah ok, yeah it may very well be threw
Makes sense anyways
To have some time to react ๐
I think my version is about 30 pixels narrower than I'd like, but I can't do much about that as I'm sticking with the aspect ratio 19:9 and that makes the width 242.5... where-as if I take a screenshot and refactor it, it becomes about 276 wide...
hopefully no one will notice ๐
need to unplug you from discord so you can get those graph entries made ๐
I probably would be more efficient without it ๐
But im addicted
Its my drug ๐
lol
I will admit, there are some very nice people on here... ๐
...behind the scenes...
Ans every once in a while an interesting challenge shows up ๐
I would think only the tubes move in the original