#blueprint

402296 messages ยท Page 857 of 403

desert juniper
#

No other BP will receive an input if it's consumed.

native ice
#

that makes so much sense! thank you

#

i feel so stupid XD

keen shard
#

can anyone think of a reason why AI Move To would always fail with Destination Location but works when using an Actor reference?

desert juniper
keen shard
#

ah thank you. didn't realize that. will try

faint pasture
#

Does anyone else here just say to hell with camera components and drive the view around by the APlayerCameraManager?

odd ember
keen shard
faint pasture
odd ember
#

unreal BT

faint pasture
#

Ours is basically a state machine but very simple

keen shard
#

like it appears to be standing inside the target.

desert juniper
faint pasture
odd ember
keen shard
#

thanks for this. doesn't seem to be much there to answer why it would always be blocked, or why simply setting a destination wouldn't work. this seemed to work fine before 4.26. hoping it's not a bug ๐Ÿ˜ฌ

desert juniper
#

doesn't look like the bUsePathfinding is accessible in BP, wonder if that would allow it to bypass pathfinding, and just travel straight to the location rooThink1

odd ember
#

but basically it's all wrapped into a component, and used that way

#

I made some helper functions to start and stop the BT from the component

#

but that's it

desert juniper
faint pasture
#

Sounds pretty dope. Prolly overkill for what we're doing (top-down twin stick) but useful.

desert juniper
#

also, I've had a navmesh bug before where I needed to manually delete the RecastNavMesh object, and generate a new one to get AI to move correctly again

odd ember
desert juniper
#

oh that sounds neat. I've not done that yet

odd ember
desert juniper
#

lmao, really?

desert juniper
#

sure about that?

#

c. Distribution to other licensees - You may Distribute Engine Code (including as modified by you under the License) in Source Code or object code format, or any Content, to an Engine Licensee who has rights under its license to the same Version of the Engine Code or Content that you are Distributing.

#

i'm no legal expert, so I don't know if I'm interpreting that correctly, but seems that you can distribute code freely to other unreal engine users

#

nope. you're right

#

You are permitted to post snippets of Engine Code, up to 30 lines of code in length, online in public forums for the sole purpose of discussing the content of the snippet, or distribute such snippets in connection with supporting patches and plug-ins for the Licensed Technology, so long as it is not for the purpose of enabling non-Engine Licensees to use or modify any Engine Code, or to aggregate, recombine, or reconstruct any larger portion of the Engine Code.

odd ember
#

sounds like a pyramid scheme ๐Ÿ˜…

desert juniper
#

true. welp. deleting screenie before epic comes knocking at my door fry

mint skiff
#

hi, can i ask for help with a game using blueprint here?

desert juniper
#

yes

mint skiff
#

alright well i want to make it so the player wins when a certain pattern is made using blocks, the blocks currently change to a red material when clicked.

#

like there is an image to the side showing the pattern you need to make

#

how do i make that

gentle urchin
#

The solution is just a value made userfriendly,

#

And the blocks that can be clicked holds their respective value

mint skiff
#

well i am new to unreal engine but if im understanding correcting, i turn on a value once the pattern is made? idk

gentle urchin
#

You track the value whenever the player changes the pattern

#

And compare it to the solution

#

Lets say the puzzle is a 3x3 grid

#

The values of the locations in the grid would be
00 1 | 002 | 004
--โ€-----------------
008 | 016 | 032

064 | 128 | 256

#

The solution is some random nbr between 0 and 511

#

Whenever the player click a tile/cube/puzzle element, whatever monitors the values gets notified

#

Did that make any sense?

#

Or it could be a bunch of bools ofc.. whatever suits your needs

mint skiff
#

kinda, i mean it would be cool if you could help me in like a call and i screenshare, this is actually my first unreal engine game, i only made clickteam games before, so yeah..

gentle urchin
#

If i had gotten that question 1 hour ago i prob would've said yes :p

odd ember
#

well if you're willing to pay...

gentle urchin
#

I do all i can to procrastinate lol

mint skiff
gentle urchin
#

Yeah ๐Ÿ˜…๐Ÿฅฑ

mint skiff
#

ill see if i can use what youve already said, thanks

faint pasture
#

0.05 * $0 = $0

astral epoch
#

Hi I'm back with another dumb problem that probably has an easy solution.
I'm trying to attach a scene component to the muzzle-point of a mesh but it doesn't appear to be going to the right location.

#

All the "is valid" checks are succeeding. Its getting to that print "success".

#

Model in question with its "Muzzle" socket its looking for

#

In practice, the muzzle-point is being set to the grip.

#

Which I believe is 0,0,0 location

#

Any ideas what might be the issue here?

desert juniper
#

Does the weapon mesh have a socket named 'Muzzle'?

astral epoch
desert juniper
#

ah missed that in the screenie

astral epoch
#

I'm gonna try adding something to the muzzle so I can see its physical location. It might be the particle effect isn't spawning properly.

#

Give me a sec

#

Okay the arrow is in the right place but the particle effect isn't going to where its meant to.

desert juniper
#

sorry, haven't yet worked with particles ๐Ÿคทโ€โ™‚๏ธ hopefully someone else that has can chime in

astral epoch
#

Think I figured it actually

#

I was previously using a vector location instead of the socket. Changed to socket so I can use different models without having to manually adjust the muzzle point.

#

Must have forgot to change that over.

desert juniper
#

awesome ๐Ÿ™‚

raw orbit
#

need a little assistance please i dont quite understand why this bind is not working in my project

astral epoch
#

Okay so the issue appears to be that the socket's relative location is coming out as 0.

#

And Get Socket Location shows up as world space.

#

Is there no way to get the Socket Location relative to the mesh's origin?

raw orbit
#

solved my own issue, i think

#

needed to tick this

faint pasture
#

Tons of settings in the CMC

raw orbit
#

what does cmc stand for again

faint pasture
#

character movement component

keen shard
#

is there an easy way to have my static mesh with no collision not block the nav mesh?

#

nvm. found it.

#

nav area none

desert juniper
#

yeah there's an option in the SM

#

glad you found the issue ๐Ÿ™‚

keen shard
#

ah, boo. still says blocked

desert juniper
#

in that case I'm not glad ๐Ÿ‘ฟ

keen shard
#

hahah

desert juniper
#

mind sharing screenie of level with visual navmesh (P) on? (if you're able to)

keen shard
#

it's weird, the ai pawn makes it to the actor. like, if i checked an overlap event it would happen. but then fails.

#

ya one sec

desert juniper
tight pollen
#

how can i change space between the walls nav mesh bounds

#

?

keen shard
keen shard
desert juniper
#

oh that's interesting
does it do the same thing if you increase the acceptance radius?

keen shard
#

yeah, i set it from 10 to 500. still fail

#

here's the actor standing right on top of it. (it's a gem looking thing)

desert juniper
desert juniper
keen shard
#

yeah.

#

what's also strange is that when i put in the location of this gem, and use that instead, like this, then it fails instantly.

desert juniper
# tight pollen yes

In the world outliner select the RecastNavmesh object
then in the details panel, try lowering the cell size, or agent radius

keen shard
#

ok wait- it looks like now that the navmesh is working underneath it, the location is working properly

#

and is finishing with success. but actor as a target is still failing.

keen shard
desert juniper
#

yeah I'm struggling to see why it's failing

desert juniper
#

other than some weird bug introduced due to networking

#

(such as if actor moves, and you aren't replicating the movement)

#

Here I'm doing the same, and it's succeeding regardless if it uses the actor (as shown) or if I get the actor location and use the vector

#

Is there any other logic you have that may be hijacking the AI's movement?

idle crescent
#

Is damping sufficient for simulating flying drag/lift? Or should I work more on importing/integrating a Flight Dynamics Model(FDM) to UE4/5?

pale flare
#

can someone tell me why this isnt working

#

everything else works but is it because i am constructing this twice

runic parrot
#

Hi! does anyone know if there's an already premade function like "Timer handle" but that works like a cronometer? i want to start it and keep track of how much time passed

keen shard
#

the actors are almost identical, but will dig in to see if i can find any difference that would cause this to wig out

#

this is so strange. i've checked every single property between these two actors, and they're exactly the same. same assets attached to the root scene component, same class defaults, same class settings, same properties on evert scene component. same properties in the level editor. one works with ai move to, the other doesn't

#

is it possible it's some weird corruption from upgrading from 4.19 to 4.26?

desert juniper
#

it's always possible, it's a pretty big jump. but I find it very odd

keen shard
#

i had some widgets i had to rebuild due to some odd behavior

desert juniper
#

did you try deleting and regenerating the RecastNavMesh by any chance?

keen shard
#

ah right, lemme try

desert juniper
#

also, give this a shot if that doesn't work. Right click the Content folder in the content browser and hit Resave All

#

I've had that fix some odd BP bugs in the past

tribal stream
#

Why is this not working?
I want the building meshes to start moving towards me after I start the game when jumping.

tribal stream
tribal stream
grand valve
#

what is your block speed set to?

tribal stream
#

-50**

desert juniper
#

is this BP (in the screenie) on the object you want to move, or on your character?

tribal stream
desert juniper
#

go to the character BP

#

do you have a InputAction Jump event there?

tribal stream
#

yes

desert juniper
#

click it then in the details deselect 'Consume Input'

tribal stream
#

it enables the gravity after I press space bar

desert juniper
#

then try again

tribal stream
#

still, not working

tribal stream
desert juniper
#

do any of these print?

tribal stream
#

nope

desert juniper
#

either you haven't accepted input, or you are consuming the input

#

(i think)

tribal stream
#

what do you mean with "consumed"

#

do you mean, you can't really use the same button twice in two different blueprint when they work together?

#

so unreal can't really know which one to play first?

desert juniper
#

if one BP is set to Consume the input, then it won't allow other BPs to use the input anymore

#

It'll basically cancel the input event after it does whatever it needs to with it

desert juniper
#

go back to building and make sure that one isn't consuming input as well

tribal stream
desert juniper
#

and your prints aren't working?

tribal stream
#

I know I can do it in another way, using event dispatcher, but a guy earlier told me to try as much as possible to leave local events to their owners.

tribal stream
desert juniper
#

probably not. I like event dispatchers

tribal stream
tribal stream
#

ok, I think the issue is with the 2nd blueprint

#

the building blueprint

desert juniper
#

hmm rooThink1 I feel that you're misremembering, I told you about setting vs adding location, but that's besides the point i guess

tribal stream
#

I tried deleting the jump input from the charactercontroller BP to see if it was interfering, but it wasn't.

tribal stream
#

it was @grand valve

#

I just remembered lol

desert juniper
#

try this

#

in the building

#

after begin play, call the Enable Input node

tribal stream
#

done

desert juniper
#

now try and see if the building accepts the input

tribal stream
#

nope, it doesn't

desert juniper
#

is the building a pawn? or just an actor?

tribal stream
#

wait, is this why I can't give it input?

#

since it is not a pawn

#

so it is not controlable.

desert juniper
#

no, it should be able to receive input rooThink1

tribal stream
#

will test it on a pawn

#

that sounds right......

desert juniper
#

you'd likely need to have the pawn possesed however, and switch back between character, and pawn.

#

don't think that's the right way of going about it

#

@tribal stream when you enabled input, did you add the player controller?

desert juniper
#

try that, and see if it works

tribal stream
#

yes, it worked!

#

Thanks @desert juniper

desert juniper
#

๐Ÿ‘ awesome

tribal stream
#

What was the issue though?

#

so I basically told unreal to enable my keyboard bindings in this specific blueprint?

desert juniper
#

a combination, the player was consuming the input, and you didn't have inputs enabled on the actor

desert juniper
# tribal stream ah

also, if you don't want to do this on begin play
you can edit the class defaults of this BP to have Auto Receive Input set to Player 0 (instead of Disabled)

paper python
#

Hey all!
I am trying to make it so that an Actor teleports from positionA to positionB instantly, but its visual representation (StaticMesh) goes there slowly, using a timeline.
The part I am missing: what can be used to 'detach' the Static Mesh from Actor's transformations, and then reattach later?

keen shard
# desert juniper I've had that fix some odd BP bugs in the past

rebuilding nav volume and nav mesh had no effect. resaving the project which looks like it might take... a while. will probably just make a new target actor and move on from there. but if you're curious i'll let you know if this resave-all works. anyway, fixing that initial navmesh issue got me in a place where i can check the bug of the list and move forward with my life. so the help is VERY much appreciated!

desert juniper
desert juniper
desert juniper
paper python
#

This sounds like more of a hack ๐Ÿ˜… This is for a turn-based roguelike, so would be happening with a measurable amount of Pawns every turn. So probably going to try the first idea

eager plank
#

Im making glasses that the player must pick up in order to unlock something, any clue why this code for the pick up is not working?

jaunty crow
eager plank
#

just when i hit play and go over in the box collision and press e it doesnt pick up

jaunty crow
#

I would try some print statements just to double check all the functions are running like your enable and disable input and one to make sure the input interactions event is running so you can fine tune what your problem is

eager plank
#

how would i do that

jaunty crow
#

try something like this

#

So where your input action event is you want to connect that to a print string node and then connect that to the gate

#

This means when playing when you press the input action key it will print whatever text is inside the print string node to the top left of your screen

#

This is good for checking to make sure inputs/functions are correctly running.

eager plank
#

i fixed ir

#

i had to make my box collision the same name as the object i wanted to use the glasses to be able to interact with

#

one more question

#

do you know how to edit a particle in a blueprint

#

as far as location

#

and scale

#

nev

jaunty crow
#

I think you should be able to find a video on that pretty easily

#

i found a few from a search

eager plank
#

yep

#

i forgot to compile and save

#

lol

#

thats why i didnt see a change

jaunty crow
#

oh lol

low birch
#

Movement Replication Issue - Jitter

Anyone familiar with movement replication for a P2P? I'm currently experience client jitter on movement input. Something like gravity is not affected.

keen shard
#

@desert juniper resave all didn't fix it. started making a new actor. and noticed that this actor that didn't work was about 0.5m higher off the ground than the other actors that did work. moved it down to the same height as the other actors... and now it works. i really thought that the acceptance radius was in all directions. but i guess its... not.

#

in my testing, it appears AI Move To will not work with an Actor as a target if the actor is too far off the ground from the nav mesh.

#

even if the actor is overlapping with the other actor, that doesn't seem to matter. it looks like it's the actual world transform location of the AI pawn compared to the WT of the target actor.

#

you would think they would project both onto the same 2d plane and then work out distances from there, but that doesn't seem to be the case. maybe i'm wrong. i'm tempted to write a wrapper utility function that takes care of this.

desert juniper
keen shard
#

yeah. pretty wild. lemme know if it works out different for you in your testing

desert juniper
#

damn. well thanks for sharing. that is.. kinda fucked up ๐Ÿคฃ
like you mentioned, wouldn't be a bad idea to create a wrapper function that fallsback to a simple linetrace on fail

keen shard
#

ahhh yeah, that would be a perfect wrapper. yeah i feel like its one of those things that doesn't really come up 99% of the time.

desert juniper
#

not blocked, but it does abort

#

and not all the time, sometimes it succeeds, even though they're all at the same height. that'd be an anoying bug

keen shard
#

so it succeeded once, and then aborted the other times?

desert juniper
#

yeah looks like it

#

moved the target points much higher, and increased the acceptance radius to 5k

#

aborts all

keen shard
#

crazy.

desert juniper
#

even at 50k acceptance radius. so yeah, absolutely shows height definitely has something to do with it.

#

wouldn't have guessed ๐Ÿคทโ€โ™‚๏ธ

keen shard
#

same! i'm guessing it has something to do with navigating to an area that is up some stairs above where the player currently is

#

seems like if it's too far above the middle height of your average character component collision capsule it doesn't work anymore.

desert juniper
#

Well, great job finding the reason behind it!

solar sequoia
low birch
#

Cool, thank you for the direction. I'll take a look into what my character is doing replication-wise.

versed plover
#

Hey having an issue with a blueprint, Says It can't read the branch, unable to find the issue, but I've been frustrated with the whole thing all day, so I was hoping to get some help?

versed plover
faint pasture
#

@versed plover Levelmanagerref is invalid

#

Read the errors, they tell you what's wrong

versed plover
#

I know that, but I can't find out why it's invalid

gentle urchin
#

Probably not set

#

Object variables are empty by default

#

They need to be updated to some instance

#

Not sure how you're doing that at the moment

#

By some means you must fetch the reference you're after

versed plover
#

okay, I'll see what I can do thanks.

modern notch
#

moral choices and interactive storytelling

#

I Want to make a Widget Button somewhere in the level, so if the player went there and click on it + it will destroy a specific Actor (which is already set in the level) and replace it with another actor. so right now if the player went there, he can see the actor is changed ( NOTE : actor can be a NPC with some dialogs so they can tell us different dialogs and things based on the actors ) . fell free to talk if you can help

desert juniper
#

set the widget to screen space

gentle urchin
#

You could create a bus for it ๐Ÿ˜„

#

An 'Event' bus

#

With some tag or ID

#

That can be reacted to by anyone ๐Ÿ˜Ž

#

Basically a dispatcher that anyone relevant is bound to

modern notch
desert juniper
# desert juniper set the widget to screen space

assuming I understood you correctly, the way I have interactable objects is
they have an interactable component
and a widget component to indicate they are selectable
when player presses e it performs a line trace
if the object is interactable, then it calls the Interactable function on the object

#

whoops, meant to reply to you @modern notch

#

anyways, then you can override the OnInteract (On the InteractableComponent) function on your object, to do whatever you want it to do

#

(in your case, replace it's mesh with another SM/Skeletal Mesh)

gentle urchin
#

Sounds more like they wanted to replace the entire actor so that theres different dialog going on

#

(Which could be just swapping the dialog options out but oh well)

desert juniper
#

ah non data driven

gentle urchin
#

Just by what's been told, i could be way off for sure

modern notch
modern notch
# modern notch

here you can see that I already do this with Triggers, but want to do it with Widget button

gentle urchin
#

Spawn a widget, bind to a delegate in the widget

#

As suggested by Amaze

modern notch
gentle urchin
#

Depends on your needs i suppose

#

Personally id prob add it to the screen with a regular widget

modern notch
pale flare
#

anyone know how to reference a struct blueprint

#

or someway of changing it

gentle urchin
#

what is a struct blueprint?

icy dragon
#

Maybe referring to struct assets

sturdy herald
#

U need to create a new variable in ur blueprint and set the type to ur struct.
In my example this TempProgram Variable is a ProgramStructBP variable type, which struct was created by me. (btw this is how EnumBlueprints works too).
U can even set it to array, but a little bit harder to work with that.

sturdy herald
limber olive
#

What are the equivalent variables for this?

gentle urchin
#

Normally its just struct ^^

sturdy herald
gentle urchin
#

BP structs are pretty fragile/error prone tho, I would strongly suggest making a c++ struct for it instead

#

Stays ok as long as you dont modify it I suppose

sturdy herald
#

Had no problem with it yet using. And in my project im using it a lot, modifying, adding elements to a Struct Array, mb there can be errors with it, but i dont found any yet.

gentle urchin
#

As long as you dont modify the struct itself*

#

change variable types, add and remove variables from the struct

#

I've had structs break many times

#

stuck in infinite cache loop

#

each time you open the project you must manually remove and re-add the struct breaks etc

#

a pain ๐Ÿ˜›

#

A struct in cpp is also quite easy to make;

#

Makes for a nice entry to c++ if ever there was one ๐Ÿ˜„

sturdy herald
# gentle urchin A struct in cpp is also quite easy to make;

Well, as long i have no problem with this i dont change :))
But after this project i'll start to learn C++ (i learned Pascal and C, and C types (for arduino, PLC programming) so i think i'll have no problem with it, just simply had no time to start the new language yet c: )

foggy escarp
#

Does cpp have a lot more capabilities to simple things like structs?
Like can you edit the original struct within code, compared to blueprints where you have to make changes for the individual bp's?

gentle urchin
#

Im also working with PLC programming lol ๐Ÿ˜„

gentle urchin
#

It does have some extra functionality aswell (or atleast one can make)

foggy escarp
#

Well just more capabilities in gender i guess

gentle urchin
#

with the support of custom functions to it

#

That and them generally being safer

#

doesnt break like bp struct can do

limber olive
gentle urchin
#

How nice of you

#

What goes around comes around :p

lime trellis
#

Hello,
I up a time in case of someone now ๐Ÿ™‚
I really don't know from where the problem come
Have a nice day

gentle urchin
#

Tried compressing the animation?

#

I've had that help in some odd cases like this

lime trellis
#

compressing ?

maiden wadi
#

Squishing!

#

Crushing!

#

Kasplatting!

lime trellis
#

๐Ÿ™‚ I mean where can i did it ? I never saw this option

gentle urchin
#

In the animation

#

when you have it open in ue4

lime trellis
#

The problem is still here but at least i have learned this option ๐Ÿ™‚

maiden wadi
#

... I went searching for that. Got plugins and tech blogs and a bunch of other stuff. NOTHING ABOUT A TINY LITTLE BUTTON.

gentle urchin
#

xD

#

It was a shot in the dark

#

Nobody likes compression

wicked osprey
#

Guys, I have such a question. I have a recharge implemented via a timer. And the fact is that for a revolver, I need to call this logic for the first time with one time, and when he already starts stuffing cartridges into it, then change the timer call time. That is, the animation is played like this:

  1. the character throws the used cartridges from the drum and puts the first cartridge in. This period lasts for example 1 second
  2. But then, the animation will loop until either until I fully load the revolver, or until I run out of spare cartridges. And this period of stuffing cartridges will last for 0.25 seconds.
    Will I have to make an additional timer and create an additional variable?
gentle urchin
#

Not sure how people normally solve this but i'd think it'd be solved by the animation ?

earnest tangle
#

Animation Notifies seems like a fairly straightforward method of doing the above yeah

gritty plover
#

Hey, this detachfromcomponent node is setting the component's location to 0,0,0 regardless if I set it to Keep World or Keep Relative. What am I doing wrong?

wicked osprey
earnest tangle
#

I guess you'll just have to use a timer then if that's the case

sturdy herald
late cave
#

How do I hide the "default scene root" white ball?

#

The visible checkbox doesn't do it for some reason...

maiden wadi
late cave
#

(and that custom icon is "editor only" so it can't be the scene root)

grim peak
#

Hi,, I have question.

I have Main screen map and this loads a PlayerSelectMenu, from
the PlayerSelect it loads my GameLevel map.

The problem is doesn't show the right player but always the UE_Mannequin.
I Believe the code for PlayerSelect is correct, but other things are
incorrect set in the WorldSetting or PlayerControler/ThirdPersoneGamemode

If I'm in the GameLevel map it doesn't the right HUD or some PickUp Coins
So where should I be looking/checking?
I have set MyGameInstance in the projectsettings (variable for My character) so it remember which character I have chosen when I goto my GameLevel.
ANyone have any ideas?

earnest tangle
#

I can never remember which order the vectors go for calculating the direction vector between two points... but TIL this exists :P

#

This seems to just be a wrapper for that vector math but with helpful parameter names lol

#

Thanks for the attempt but that's confusing lol

#

I mean the part that confuses me is that 0,0 is a, but then you're making a the new origin? Isn't 0,0 usually considered to be origin?

#

Let me try and draw it with layers and let's see if it makes any more sense lol

#

I don't know :D

#

Yeah I just don't have the intuition for that explanation to make any sense for the order of operations :D

#

I appreciate the effort but I don't know if it's worth it, I can just google it :D

#

Some day I'll remember it :p

#

Yeah like I kinda follow the logic there... kinda

#

yeah I suppose so

maiden wadi
#

I always just remember Unreal's implementation of it.

#

Target - Start

#

(To - From).GetSafeNormal();

tight pollen
#

can i use stream level bounds volume only for map visibility?

#

I'm creating a multiplayer game

#

I would prefer the map to be always loaded

#

and only visible when a player enters a field

#

won't such a practice hurt in multiplayer?

#

?

eager plank
#

Im trying to make it so the player must build hut, an objective. The only issue is I want to make the hut be kind of greyed out in the beginning and then when the player interacts with it using a stick it'll make the hut appear. Im thinking of doing this by changing the opacity of the object in the beginning and then when the player interacts, I change it back to normal. Could this work?

gentle urchin
#

Can you set opacity on a mesh directly?

eager plank
#

iโ€™m not sure

gentle urchin
#

Id imagine using a material would be good for this

eager plank
#

if you can

#

oh just changing a material

#

To be honest with you, im pretty new to unreal so I don't have much knowledge about materials or switching things out. Do you mind explaining how i would do this, or if you have a video i could see that could maybe explain it. I've tried looking it up but nothing seems to pop up

#

thanks, watching a vid right now

maiden wadi
#

Just don't put a timer on tick, with a delay in it that calls get all actors of class, and runs an interface function on all of them.

eager plank
#

yeah im going do it that way, i think it just makes more sense to me

gentle urchin
#

Scalar on a timeline is acceptable

tight pollen
gentle urchin
tight pollen
#

ok

ocean delta
#

hey guys any clues as to how id go about rotating a camera around a pivot on the top down example blueprints

#

specifically id want to move the camera around the player while they move

#

im not 100% sure wym but i want to be able to move the camera in 90 degree increments with button presses and not with my mouse

#

since the mouse is the movement system in the blueprint i mentioned by default, and thats how i want it to stay

gentle urchin
#

On key add local rotation to cameraboom

#

You may need to remove and add the XY rotation that already exist

#

To get the correct rotator

minor panther
#

hello, does anyone have any idea on how to make the third person camera camera pivot on the player, we got the camera working but the player goes off screen which we don't want

pale flare
minor panther
pale flare
#

anything that needs to stay with your character yes

#

meshes, cameras, etc

minor panther
pale flare
#

you made it a child of the spring arm

#

not your character

minor panther
pale flare
#

im not sure why it wouldnt be

maiden wadi
#

Spring Arm needs to use ControlRotation

pale flare
#

if its a child of your character it should keep its position relative to your character

minor panther
maiden wadi
#

Select the SpringArm. Should be in the Details panel.

pale flare
#

now i have a question lol

maiden wadi
#

UsePawnControlRotation

pale flare
#

i made a struct for my characters stats but i cant seem to change its variables

minor panther
#

i ticked it and it doesnt work either

maiden wadi
#

Camera is attached to the Spring Arm?

minor panther
#

yea

maiden wadi
#

How do you do your mouse controls?

#

Or whatever you're using to look around

pale flare
#

yeye

maiden wadi
#

Odd. You should just be able to put a new property of the struct type on the character, everything should be editable when selecting it.

pale flare
minor panther
pale flare
#

i mean to edit it from another blueprint

maiden wadi
#

You have to get the struct, and set it's members.

#

Uh. Sec

pale flare
#

i tried changing the variables inside the struct like this

maiden wadi
#

I generally try to avoid the make and break where possible.

pale flare
#

i tried the other way as well

#

both didnt work

maiden wadi
#

If you do this and click on this node, it'll give you specific inputs.

#

You can set the values directly that way.

pale flare
#

ill try it

#

thank you

maiden wadi
# minor panther

This looks pretty normal. I can't imagine why it's not working if you have those settings on. I have a similar setup for my battle map camera.

#

SpringArm

#

Camera

minor panther
maiden wadi
#

Looks like your spring arm isn't set long enough or that your camera isn't set at 0,0,0 relative location on the spring arm.

restive token
#

Whatโ€™s the best way to localize subtitles? The built-in subtitles are strings right? So you cant use that

maiden wadi
#

Depends on what they're for.

#

Generally speaking, I'd recommend keeping any user facing text in StringTables. Makes gathering through the dashboard and reusability much cleaner.

#

Ah. You're asking about the default Dialog system? Not a fan of that thing personally.

minor panther
minor panther
#

the camera doesnโ€™t pivot around the character

maiden wadi
#

Really not sure with 2D stuff. That setup normally works.

pale flare
#

so i cant get my stats to save

#

no matter what i do i cant get it to save and pull properly

#

everything else works fine

#

but i also noticed that my values in here dont change

#

so im thinking thats probably why?

maiden wadi
#

Those look like defaults. Shouldn't have anything to do with saving and loading.

pale flare
#

thats why im confused

maiden wadi
#

Where are you getting the Stats struct from when you save?

pale flare
#

wdym where

maiden wadi
#

Stats here.

#

You're saving it in the SaveGame. Where is it being set from?

pale flare
#

its a variable reference to my struct called stats svae

#

struct stats*

maiden wadi
#

Right. But if you're not changing it, it's just going to save defaults. So where are you changing it's values?

#

Nothing in what you posted explains what is in that struct.

pale flare
#

i am trying to change my health

#

which is stored in struct stats

maiden wadi
#

And Failed isn't printing? It's finishing the Save fine?

pale flare
#

its not failing

#

thats the first thing i checked

maiden wadi
#

And this saving/loading is in the BPPC?

pale flare
#

my player controller

#

so yes

maiden wadi
#

Oh

pale flare
#

is that a no no

maiden wadi
#

The Struct SetMembers at the end of that.

#

This here isn't doing anything. I think you meant to set one struct as another one here.

pale flare
#

let me try

minor panther
pale flare
#

so i made 2 different structs, one for the save file and one for ingame use i guess

#

ok im not exactly sure how but its working

#

lol

#

so thanks

#

well it was and now it isnt

#

and now its working again lmao

#

woooooooo

eager plank
#

Is there a way to change opacity of object with a node?

pale flare
#

yes

eager plank
#

oh

pale flare
#

something like this

#

?

#

or how do you mean

eager plank
#

can you change an object to translucent

#

and then to opaque

#

using node

#

yea right

slow pewter
#

When i click sometimes on my Buttons i get this Error-> EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000009 , i guess its about a Loading Problem or? its super Random // at Runtime

eager plank
eager plank
slow pewter
pale flare
#

i was about to say i dont believe static meshes have a texture

eager plank
#

can you instead switch the material completely

#

like have one and then apply another

#

thats what your saying i should do

slow pewter
pale flare
#

my bad diggity dog

eager plank
#

lol

slow pewter
eager plank
#

can you swap material instances for an object in a bp

slow pewter
#

ofc

eager plank
#

cast to material instance?

maiden wadi
pale flare
#

they are 2 different structs

#

so it wouldnt let me do it without breaking it

eager plank
# slow pewter ofc

can you explain how i'd go about actually doing this though. I just want to change opacity of object or go from translucent to opaque

maiden wadi
#

They're the same type though.

eager plank
#

Authaer, do you know how I can change the opacity of an object using a bp

maiden wadi
#

Materials are your only choice.

eager plank
#

so changing a material from one to another

maiden wadi
#

Easiest probably to make two materials to start with and swap them.

#

If you need a fade in, you'd make a material instance and lerp it's parameters in a timeline or something.

eager plank
#

what I'm trying to do is how in games you say place a house down to build right and its opacity is low and then when the player gets the needed materials and press E to build house, the opacity rises to show it's been built

#

changes from say 0 percent to 100 percent

gentle urchin
#

You can do pretty cool stuff to simulate building with materials ๐Ÿ˜„

eager plank
#

how do you set visibilty using the node

#

I have an event begin play connected to a Set visibility node, how do i make that visibility 0 though?

dawn gazelle
eager plank
#

thanks

terse ivy
#

Hey guys. I'm trying to set a post process , which contains fog of war, on my character. Everything's working, except when I try to change blend weight into anything between 0-1, it applies the blend as if it was full (1).

#

What I mean by this, is that 0,0 means it's completely off, but with 0,001 it goes all out. How do I change this to a more fluent change?

neon sorrel
#

Anyone know why my line trace would be picking up objects through another object? Ive setup blocking collision and it still goes through it.

I have a item behind a wall that I want the user to not be able to pickup through the wall for obvious reasons, yet somehow the user still can currently and im not sure how to fix that

odd ember
neon sorrel
#

If im right with what I read if I have a mesh blocking Visibility channels would it not block that properly and prevent the trace from going through?

The debug shows it hits the wall but then goes through and still picks up the item behind the wall

odd ember
white elbow
#

is there a way to reference a variable in another blueprint?

neon sorrel
#

I messed around with collision and managed to get it working somehow, Thank you though CE!

mild crystal
white elbow
#

I thought Cast To is for checking whether your target is correct class, or something like that

mild crystal
#

For exemple you can have a variable in AnimBP and tell its true if actor is close to a wall. For this you can in level bp do the close target coding and at the end cast to anim bp and set variable true

mild crystal
eager plank
#

I made this to make the visibility of the object zero when i start game yet it's still visible...

eager plank
#

thats what i might of that

#

In this first pic is a box collision showing that if the player steps in box collision, set fire complete true. The next pic is beginning at event play set stick not visible and then next to it, if Fire complete is true, set visibility of stick true. The thing is when i get into the box collision the stick doesn't become visible

#

btw the target of the get Fire Complete is the first person character

last abyss
wicked osprey
#

Guys, how can I make it so that the model does not pass through the wall? For example, if I throw out an object that has physics activated and start leaning it against the wall, then at some point it will go through, and with low FPS itโ€™s generally terrible. I know that the physics in the engine depends on the frames, but is there a way to fix this problem without overloading the project?

odd ember
unreal quail
#

pov you alt clicked a reroute node

#

wth is this

gentle urchin
#

Time to quit

#

Alt+F4

unreal quail
#

I just did ๐Ÿฅฒ

jovial charm
#

how would I go about increasing ai's health per round? it has all the health, max health functionality and round system

#

I done get max health + float, add 50 and then added it to current health?

faint pasture
#

I'd update max health then reset health

jovial charm
faint pasture
#

Set the new max health, then set current health = max health or whatever. Super simple.

#

Depends on if it should update or if it's only for new ai characters that spawn

jovial charm
#

@faint pasture Thanks :) ill try that

terse ivy
#

Am I using the wrong command or why does the Blend Weight seem to go to 100% as soon as I set it to even 0,001?

#

Been trying to figure this out for some hours now and can seem to figure it out :d

#

Otherwise the PostProcess seems to work exactly the way I want it to. It's just so intense when giving it any value over 0

odd ember
terse ivy
#

But even if I change the other one to 0.1 it looks the same as 1.0

odd ember
#

probably more a problem with your material than with the blueprint then

#

I'd change it as a parameter on a dynamic material instance

terse ivy
#

Could it be like "too intense" or something?

odd ember
#

what?

terse ivy
#

Nah never mind. I was just thinking if it could be so "intense" that even at 0.1 it'd be pretty much the same as 1.0, but that can't be the case right?

odd ember
#

I don't know

terse ivy
#

Since the post process is more like a layer on top of the view

odd ember
#

it's your material

#

so only you can know this

terse ivy
#

I have both material and material instance set

#

as well as material collection

odd ember
#

I don't know your setup. like I said I'd change it as dynamic instance parameter instead of bothering with blend weight

terse ivy
#

you mean as in "scalar parameter value"?

mild crystal
#

how can i check if a animation ended?

odd ember
#

yeah or whatever your parameters are

terse ivy
#

because I'm using those to set the parameters, anyhow I wish it wasn't applied until later on in game

#

but should I just set it to like 5 million then and call it a day?

#

or will that cause problems with fps etc?

odd ember
#

I don't know what any of that means

#

you're assuming that I know everything that you have done

terse ivy
#

just a sec, I'll try to get some sort of logical collage to explain wtf is going on here ๐Ÿ˜„

mossy perch
#

Why does this work but not when set per event?

odd ember
astral epoch
#

The "Spawn Decal Attached" node has a location input that says it can vary "depending on the value of Location Type" between relative and absolute world. Does anyone know how exactly this is determined?

faint pasture
mossy perch
#

Yea it does print

mossy perch
mossy perch
mild crystal
#

is there a way to put a condition

#

that when generate a new random in range

#

is not equal as the last he generate

timber knoll
#

Cache the previous and do a while

#

Would be the easiest approach I think

mild crystal
#

ok thx

tropic inlet
#

for loop I guess as well?

dawn gazelle
mild jacinth
#

hi i'm wondering how it would be possible to basically know when node called 'set view target with blend' has finished 'animating' the camera. is this possible?

trim matrix
#

you could tick it or add timeline to its blend time and when it hits the number you want it will print?

#

@mild jacinth

#

Hey anyone know how can i get reference out of my widget from a bp? Create widget doesnt work.

short pawn
short pawn
trim matrix
#

i dont spawn the widget

#

i have a 3d widget

short pawn
#

On construct then

trim matrix
#

ahemm??

#

from widgets construct?

#

I want to make stuff happen from my BP that is handling the 3d widget

#

I already can talk from widget to the BP

#

but not from BP to widget

short pawn
#

Do you try get all actors of class?

trim matrix
#

yeah and i tried the get all widgets of class

#

get all actors of class dont work with widgets

short pawn
#

Why don't you set up the functionality in the widget. Like when it is focused

trim matrix
#

ahh now it works i had to take the tick away from top level only

short pawn
#

Nice

trim matrix
#

what a nice fix

#

Shoulda read that though thoroughly as it says only direct children of the viewport will be returned

tribal stream
#

My game's behaviour and physics is a bit weird. It plays differently in different viewport playing modes. Why is that?

#

I am sure it is related to frame rate.
In standalone game mode, the game feels decent. it plays on 144hz I think.
On normal viewport play, it is roughly playing on 72 frames

#

in PIE mode, it plays on 48 frames

#

the 144 hz is different in terms of physics and gravity from the 72

#

the same applies to 48 frame

#

and yes, I made sure I do all the necessary compensations in event tick by multiplying the delta time.

trim matrix
#

Does anyone know if there is a way to create this same system in an easier way, for example, taking all objects that have a certain material and removing the collision and visibility

waxen knot
#

so I am making a horror game and I am trying to make the jumpscare to where when it is triggered then the viewtarget switches to a different camera but I can seen to get it to run a custom event from the enemy to the level blueprint anyone know how

odd ember
waxen knot
#

I deleted it out of frustration

odd ember
waxen knot
odd ember
#

then why'd you delete it

#

seems silly

waxen knot
keen shard
waxen knot
keen shard
#

it seems like the main issue is getting access to the custom event of another pawn. you'd have to get a reference to the enemy, and then cast it to the class of that enemy

#

from the class casting you'll get a reference that should have the custom events

odd ember
#

I can't really help without seeing the code just so I can get an idea of how you wanted to do it

waxen knot
#

ok give me a sec

#

when the jumpscare is triggered the enemy would call on this event witch will set the viewport to a camera I attached to the enemy

#

the problem is that this is in the level blueprint and I dont know how to call it from the enemy

#

I would have it in the enemy blueprint but it wont let me change the viewport

tribal stream
odd ember
keen shard
odd ember
#

maybe try the profiler and see what's causing the issue first

tribal stream
#

I mentioned that the frame rate is different in each play mode and so is the physics/gravity. That's what makes me think it is an event tick issue.

odd ember
#

you do realize the entire game runs on tick right?

#

it makes no sense to assume that it's BP related without proof

#

run the profiler and figure it out

tribal stream
waxen knot
odd ember
twilit heath
#

also, physix is not deterministic, meaning that with exact same starting scenario and in exact same conditions, it will produce different results

odd ember
#

chances are when the enemy AI is close you can overlap its collision with the player

#

and get the player reference like that

waxen knot
twilit heath
#

you really don't want anything that is not specific level specific done in level BP, really

waxen knot
odd ember
#

ah my bad

#

I misread

waxen knot
#

its ok

odd ember
#

right so

#

like I said

#

the enemy AI BP

#

make a collision box

#

or sphere, really

#

then do your logic when that collision overlaps the player character

waxen knot
#

the event I want to call is not in the character BP its in the level BP I want to call the event from level PB from the enemy

#

I already have colisions set up

odd ember
#

it's a systemic event

#

it has to be true for all enemy AIs

#

not just the one you're using

twilit heath
#

the BeginOverlap event, when it runs in your AI BP, it will have a pin OtherActor

#

from the AI BP perspective, Self is the AI, and OtherActor is the character it overlapped

#

in case that OtherActor is the PlayerCharacter, you have a usable reference to both the AI and the PlayerCharacter in one place

#

so you can do what you need to

waxen knot
#

im sorry I guess I dont understand

#

im kinda dumb

twilit heath
#

well

#

select your collision component in AI BP on the component panel

#

then scroll all the way down in the details panel

waxen knot
#

I have the collision events set up

twilit heath
#

where you have green + for its delegates

odd ember
twilit heath
#

and hit the one for ComponentBeginOverlap

waxen knot
#

I am trying to get the viewport to switch from one camera to another

waxen knot
#

enemy

odd ember
#

show your code

waxen knot
twilit heath
#

so

#

from that AsTPC node in the Cast

#

pull a wire and promote to variable

#

and call it "Target"

waxen knot
#

k

twilit heath
#

then you can use the GetTarget to reference the player character later on

waxen knot
#

ok

#

now what

odd ember
#

add a sphere collision to your AI

#

make the radius the range where you want the AI to interact with the player

waxen knot
#

ok

#

oh I got ut

#

it

odd ember
#

once you have that, you can use the OnComponentBeginOverlap event from that collision

waxen knot
#

no I got it working

#

I was messing around and I got it

odd ember
#

cool

waxen knot
#

I feel dumb all I had to do was this

#

well thanks

odd ember
waxen knot
#

enemy

#

it works

odd ember
#

cool as long as it's not in the level BP

waxen knot
#

ya

#

I dont see that working anyways

onyx token
#

does it make sense to put tasks underneath a selector?

#

or should there be sequences?

#

since a sequence can be true using a decorator

#

and idk if a task can be true

main halo
#

Hey guys. Quick question. This is not my thing but I am looking for it, but I dont have the correct word for it, then I am not finding it. so... what I want to do:

I want to spawn or activated a particle/niagara from my my character like water... and this water must hit the floor and stop and make a puddle. I think I need to make a trace to know the distance and then I will set the size of this particle to know the ground and then I spawn another one at the floor. But this is the way, this is it or there is a automatic way lets say on particle/niagara where it recognise the floor and do other stuff etc?

foggy escarp
#

There's a blueprint node called line trace.

main halo
odd ember
odd ember
main halo
grand sky
#

Hello friends, I want to ask a question about performance. When using the actor components I created in other places, would it make more sense to use everything through events or call the function directly inside?

odd ember
#

it makes no difference

#

the content of the function or event matters

grand sky
#

Thank you @odd ember , I was skeptical about the cost of doing everything via event

odd ember
#

behind the scenes it's all the same. if you're that worried about performance, switch to #cpp

grand sky
#

I don't know much about cpp ๐Ÿ˜ฆ
I think it is more effective in learning because there are many more tutorials on blueprint on the internet

#

May I ask one more thing, how much do "cast to" operations cost me? Sometimes I do much more stupid things to avoid it

#

But I think I can solve this with cpp too ๐Ÿ™‚

odd ember
#

the costs are negligible unless you do 100s of them per tick

#

generally worrying about performance is the last thing you want to do

#

worry about architecture and making your code work first, then worry about making it readable enough so you can tell what it says in 3 months, then, if it doesn't perform, run profilers and optimize where relevant

grand sky
#

Yes, I broke my running game that I've been developing for 3 months the other day, because I'm trying to make major changes because of the thought that there will be problems with performance. Thank you for everything, your comments are important to me

odd ember
#

I don't know what you mean by "broken"

grand sky
#

I made big changes to avoid "cast to" on items and it was affecting all components, while making these changes, I compile everything carelessly and encountered problems that I couldn't find the reason for. Now I'm starting everything from scratch

odd ember
grand sky
#

Thanks again for this information ๐Ÿ™‚ Now I can develop more comfortably without limiting myself too much

keen shard
#

it's easier to optimize where needed than to optimize where predicted.

#

and you likely wont be able to predict where you'll need performance

odd ember
#

"premature optimization is the root of all evil"

buoyant blaze
#

Hi i'm still pretty new to unreal engine, I've looked into multiple tutorial videos but I can't find myself able to understand the blueprints. I feel like i'm copy and pasting connection instead of learning. Is there an efficient way to learn blueprint functions?\

odd ember
buoyant blaze
#

Also sorry if i'm in the wrong chat to ask this

odd ember
#

there's many ways to go about learning programming. I don't know what your general experience is. I'd say that trying to understand what object oriented programming is, and the principles that it follows is probably among the first things I'd focus on if you're aiming to do this long term.

barring that, if you're looking at just doing it at a basic level, it's just about finding the right nodes for what you want to do

buoyant blaze
#

Thank you for the advice, lets just imagine i'm learning from the absolute beginning lol, where would I start?

odd ember
#

I believe there are some links pinned to the top of this channel

#

something that's worth noting is that programming takes an extremely pragmatic approach. if you're wondering about how to do something, the solution is probably as simple as you can think of

#

there is no magic

foggy escarp
#

My experience has been to simply just spend a lot of time with it. Trial and error has been my best tool under Google. But once you know the technical side of it, the rest is a sort of art which I really have enjoyed in my short year of experience.

#

Honestly I would hate to have to go to school for something like this. Figuring it out on my own helps me keep my motivation.

odd ember
#

I'd really caution against thinking of it as art

#

there are ways that you can do it that are very wrong and will cause you issues sooner and later

foggy escarp
#

Which is why allowing the more experienced people to pass their own methods and concerns to me.
A lot of reading documentation and understanding why something has to be the way it is.
It's like what you said, usually the more simple it is the better. Doing something in a way that prevents work in the future is going to pay back time and time again.

odd ember
#

I think less of it being passing down "methods"

#

there aren't any signature moves

#

it's just about what works and what doesn't

foggy escarp
#

I agree

odd ember
#

again, there is no magic

buoyant blaze
#

thank you both for your views and opinions I think and hope I may have a good enough starting point now

odd ember
#

the code is instruction. the game will do exactly what you tell it to do, nothing more, nothing less.

#

emphasis on exactly

#

it's very easy to assume something to be implicit

#

nothing is implicit in code

foggy escarp
#

I personally have really enjoyed the reusability and data structures part....
It's incredibly satisfying to Finnish a system and be able to use it for a lot more.

odd ember
#

well yeah, that's the end goal. keeping tech debt low, keeping entropy at bay

hexed inlet
#

I have just realised that if you resize comment fonts in a Material, close it and open it again, it resets all those font sizes back to default

shadow field
#

i need some help, i have a main menu widget and a main menu level, when i open the main level the widget opens and works, (which is what i want) but the problem is i can't figure out where it creates the widget in all of my blueprints? like if i wanted to change the main menu widget i can't because there is no create widget in my beginplay section on my main level BP. im so confused as to how it even displays the widget when there is no create widget function ๐Ÿคฃ

faint pasture
#

The main menu level might spec a different GameMode which can spec different pawns or PlayerControllers

#

@shadow field Just check what's referencing that widget and you'll find where it's created

shadow field
#

im trying to figure out how to reference it, can't seem to find out how

#

nvm found it thanks

#

didn't even realize i used a different player character to create it ๐Ÿคฆโ€โ™‚๏ธ

quartz mural
#

Can anyone help me? I'm trying to do a line trace in front of the actor, I will repeat this for the other 3 facings, and I want to use the rotator to fire a line in that direction, but the line trace uses a vector end point.

faint pasture
shadow field
shadow field
quartz mural
shadow field
#

ah ok so it doesnt help sorry i leave this to someone else ๐Ÿ˜…

quartz mural
gentle urchin
#

Get actor loc + get actor forward * 200

quartz mural
#

The transform returns 0,0,0, the rotator returns 1,0,0. I want the end point to be 200,0,0

#

and dynamic so I can use it in a for loop.

gentle urchin
#

Actor location + (Whatever normalized direction * 200)

#

If you wannanuse it in a loop you'll need to work with an array of directions

quartz mural
#

Such a massive library of nodes, the hard part is trying to learn ALL of them and making the best use of them.

gentle urchin
#

Yeah its quite overwhelming

foggy escarp
gentle urchin
#

^exactly why im not even in alpha atm

#

"I need to make this better!"
"why?"
"because I figured out how, and i can! "
"Will it make a difference?"
"......Yes......(?)"

#

That + not enough real progress ๐Ÿ˜›

white elbow
#

can you help me with this? I'm trying to apply impulse to the object you shoot, but it doesn't seem to work this way

magic pecan
#

Hi!

I have a little problem finding the right value of the character rotation relative to its forward vector.

The task is generally simple:

There is an AI that looks in front of itself and there is a player.
I need to find the value of how much AI should turn to face player in float.

Like if player behind AI it something about: minus 180.
If in the front is 180 (or 0).

The forward vector of the player does not matter.

โ€œFind look at rotationโ€ shows the value between two actors, but does not take into account the ForwardVector of the AI actor.

gentle urchin
#

dot

#

gives you a float

#

1 to -1

#

so you'd want the dot between AIForward and GetUnitDirection(AILocation, PlayerLocation)

#

1 would be dead on. 0 would be 90 degrees out, -1 would be 180 degrees

maiden wadi
#

Personally I'd just do the find look at rotation. You can get the amount you need to turn by subtracting the AI's current rotation's yaw from the look at rotation's yaw.

remote belfry
#

Has anyone ever run into a situation where a widget blocks other widgets even though it is set to Non-hit testable?

gentle urchin
maiden wadi
gentle urchin
#

Anyone got a suggestion on how one would structure transfering of things from A to B when some is instant (like electricity) vs a regular resource that needs to be transported ?

#

Like would instant supply/demand stuff also be "items" just with no transporttime, or would it be something else entirely?

remote belfry
maiden wadi
#

Are you using retainer boxes anywhere else?

#

Literally anywhere else in the tree of widgets on screen at the time.

remote belfry
lusty rune
#

hi

#

so

#

i made multiplayer, but when i shoot only i can see the projectile

#

the other cant see it

maiden wadi
#

I'd start with opening the widget reflector to see what is happening with yours.

remote belfry
white elbow
#

Is there a way to make Get Hit Result Under Cursor by Channel ignore certain objects, like pawn?

grim peak
#

Hi all. I saw this tutorial on how to change player with key binding, but it only demos 2 players. Is it possible to do this technique for lets say 5 players? If so, how do I connect the third player? Do you need to add more flip / flop? I just want to be able to choose / select 1-5 players. Thanks

lusty rune
#

@grim peak maybe try to pull out a flip / flop from the B and then connect them

#

A to first process then next flip / flop a to 2. process then 2. flip / flop b to 3. process

grim peak
lusty rune
#

Hi guys

#

Is there any problem with this? Because it dont want to work

maiden wadi
#

Which part? The Decreasing or the Remove?

lusty rune
#

I dont know, i am shooting it hundred times and its not removing

maiden wadi
#

Debug prints. Make sure your value is going down on hit, and make sure that your execution is running after the branch.

#

Also on that note, always try to use stuff like <=0 instead of ==0. If you ever end up adding other damage amounts to your game, and damage application is 2, and it moves that to -1, the player will never get removed.

lusty rune
#

oh

#

thanks

gentle urchin
#

If you do nested flip flow it will go A B A C A B ...

maiden wadi
#

Level blueprint. ๐Ÿ˜ฆ

gentle urchin
#

Yepp..

#

Sorta wish the engine blocked that but oh well ;p

#

Perhaps i just havnt found a proper usecase for it ๐Ÿคทโ€โ™‚๏ธ

lusty rune
#

@maiden wadi thanks for previous help, i need another one

#

how can i do that show the widget to the killed player

gritty plover
#

Hey, is there a way to disable "Tick Enabled" en masse for every single blueprint in a project?

gentle urchin
lusty rune
#

i tried something but it always showed for me

gentle urchin
#

Enable bluepribt tick or smth

maiden wadi
# lusty rune

Does this call not kick the player out of the game? If it does, you cannot show a widget for that from blueprint. Requires some C++ overrides.

lusty rune
#

oh

gentle urchin
lusty rune
maiden wadi
#

Cause you're not specifying the player to be removed.

gritty plover
# gentle urchin Yes, in the project settings

I tried that. I disabled this in the project settings, but it hasn't applied to literally any of the blueprints that were already made, and new blueprints are also tick enabled still by default.

gentle urchin
#

Nor doing it via rpc i bet

gentle urchin
#

Instanced ones, or classes aswell?

gritty plover
#

All of em.

gentle urchin
#

If so you can select them all and bulk edit them in property matrix

maiden wadi
#

Why are you trying to purge BP tick? ๐Ÿ˜„

gritty plover
#

Just to make things easier for myself in the future.

maiden wadi
#

Are you developing on mobile, or?

celest steppe
#

hey all, is it possible to get the source control revision in blueprint as a string, eg for display in UI?

gritty plover
#

Nope. PC.

gentle urchin
#

Go to contents folder, add filter under search for actors, select them all , right click -> bulk edit via prop matrix

gritty plover
#

Alright. Thanks, all.

gentle urchin
#

Purging seem reasonable

maiden wadi
#

Just sounds painful. Some things should go on tick and are much easier to do from BP as a designer. It can always be moved to C++ later. Smart usage is better than entirely removing.

grim peak
gentle urchin
gentle urchin
#

% is modulo *

odd ember
#

no need to be snide for what could quickly be uncovered in a google search

grim peak
# gentle urchin I'd just do +1, but that's up to you

Sorry I'm new to BP stuff.. just learning as I go. Do you mean this node? If I have the Increment node. Is it complicated to set this up or can you show it (screenshot) . It seemed like an easy way to switch from characters. The flip flop works okay but only for two characters. Not sure what to search for for more info.

gentle urchin
#

See my screenshot ๐Ÿ™‚

grim peak
grim peak
gentle urchin
#

Single player game (I hope)?

grim peak
#

Yes, just want switch and show of the 5 players.. perhaps as the tut with key binding.. so I can switch to nect character. Just simple solution would be great.

strange urchin
#

hey folks

#

why player state begin play run twice in server

#

?

gentle urchin
#

Well it could be done anywhere then i suppose (just not in the level blueprint would be my advice)

strange urchin
#

i print on server in begin play

gentle urchin
#

playercontroller might be suitable

#

So you wanna spawn a new class, possess it, and possibly destroy the old one

gentle urchin
grim peak
#

Only one

strange urchin
#

guys get pawn on player state begin play failed what should i do ?

gentle urchin
grim peak
grand sky
gentle urchin
#

in your custom playercontroller ( if you dont have one, make one)

#

we wanna take the inputaction and execute a function

#

we got two variables that we need, one for our index, and one for array of avaliable characters

strange urchin
#

and then

#

pawn created and possess to controller

#

so when i want give my pawn

#

on player state begin play

#

it faield

#

but have any event to call when pawn set in player state?

gentle urchin
strange urchin
#

me?

grand sky
#

You can try this: Get Player Pawn > Get Player State > Cast. You can also add a delay and connect it to the event so it tries again

strange urchin
#

cause we don't know how many time excatly need

strange urchin
odd ember
grim peak
gentle urchin
#

Make a function called Swap Characters

#

the Characters array is a soft reference class array

#

So all our characters are children of a singular parent class

#

you can probably make it a character soft class ref

#

then in the array, you add the different characters you want

#

The swap character functions is then executed like this

#

First we add to our integer , rounded by number of avaliable characters (so it'll loop around to 0 if we exceed the number of characters we can select from)

Then we load the asset and cast to a basic character class(the pre-mentioned parent class of all our playable characters)

Then disabling collision on the existing character, and setting its lifespan to 0.01s, effectively destroying it ~the next frame

Having disabled collision, we can now spawn our new character.

All that's left is to possess it ๐Ÿ™‚

#

@grim peak

grim peak
neat stream
#

Hey guys, some question for you to pick your brain.. I'm working on some "open world" with object state persistency... It's already done on a basic implementation with a central array / map of what was looted...

As I maybe want to "interate"( find item / contains item / find in map) on smaller data samples I was thinking on creating "Point of interest/ zones" where I had templates.... let say : FuelStation 1 / CarsTornwithGas1 / FuelStation2 ... So I made an AreaManager class then proceed with just grouping actors and creating an actor inheriting from AreaManager...

Until know It's mostly working... still have problem with persistant unique ids for child actors.... (my system was that each actors generated is own UIDs) but with this system it's either each session they have different IDs or every similar POI has the same UIDs... ... My head is not very clear on this I'm looking for something a bit elegant... ๐Ÿ™‚

#

maybe it should replace child actors by spawners

odd ember
#

child actor components are not recommended

neat stream
#

but then it's getting "difficult" for pleasant level design you see what I mean?

neat stream
#

mmh/ Or I make elegant spawner with the mesh only loaded on editor and async loaded otherwise at runtime

gentle urchin
grim peak
neat stream
#

how can we differentiate runtime construct from editor construct?

faint pasture
# odd ember child actor components are not recommended

Is there another easy way besides child actor component to place an actor in level with other attached actors? I'm spawning the attached actors at runtime but it'd be cool to be able to see the full vehicle instead of just the bare chassis, for example, for modular vehicles etc.

neat stream
#

Working on the same stuff @faint pasture ๐Ÿ˜‰

odd ember
#

for instance I've subclassed collision components to contain logic for themselves rather than having them have their logic in their owning actor

#

but it's not a 1:1 replacement

#

sometimes you need full actors

#

and there is no replacement for that

neat stream
#

did the same for all my collision box... it became "Smart Collision Boxes"

#

what appens if you have an "editor only" actor inside an other actor ?

#

when packaged

odd ember
#

what do you mean "editor only"?

#

how do you constrain it to be "editor only"?

neat stream
odd ember
#

I don't know UE5 stuff, I would imagine anything editor only does not get cooked into a build

neat stream
#

it's in UE4 also ๐Ÿ˜‰

odd ember
#

well the statement still stands

neat stream
#

yes It would certainly just be a null pointer