#blueprint

402296 messages ยท Page 859 of 403

faint pasture
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then spawn them to your hearts content

tribal stream
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though that will only fix one issue

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I've got another one.

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There are some targets to shoot at while playing. If you miss a target and it goes behind you, I want to somehow, make the player lose.

faint pasture
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Player only moves in Z right, everything else moves?

faint pasture
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Do you have a "make the player lose" event already set up?

tribal stream
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I use casting to make it work

faint pasture
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Just make it an event somewhere.

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Event GameOver

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Event hit on player pawn -> get whatever has the event, call event GameOver

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TargetActor
Event Tick -> if self.X < 0 (has passed the player pawn), get the thingy, call event GameOver

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Or have a trigger box behind the player, same idea.

Event Begin Overlap -> Call Event GameOver

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just make it so only TargetActors overlap with that box and it'll filter everything else out

faint pasture
# faint pasture Event GameOver

Probably would belong to the Gamemode.

Event GameOver -> Get all moving things, tell them to stop moving -> Get player pawn, do the game over animation, etc etc

tribal stream
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Thanks man, will do it now

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for the record, the lifetime fix is working

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๐Ÿ‘

runic shore
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Hi ! I created my own pawn movement using addrelative rotation+location as well as setworld rotation+location and I am trying to put a bit of physics on a mesh that is inside the pawn. I would like to constrain it to the scene used to move the pawn/actor so it would move like a spring locked on Z axis and following the linear movement I made. But I tried without success. Is there a way to achieve this or will I have to also code the physics for my specific case ?

foggy escarp
tiny meteor
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any way to get 'on animation finished' event from a skeletal mesh component?

dawn gazelle
tiny meteor
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Thanks!!

trim matrix
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how can i headshot with live trace on an enemy without skeleton using box collision?

faint pasture
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If you use a capsule collision you can also calculate directness of the hit

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But you could do that with a box too with a bit more math

trim matrix
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ok but how can I make the line trace detect where the head is and where the body is?

low birch
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Multiplayer Movement Jitter

Hey all. I am having an issue with client movement jitter when using P2P. Using a standard set of movement inputs and the character, and components, are replicating; Replicate Movement, Replicates, Component Replicates. and Net Load on Client is ticked.

Is there something I am possibly missing with what I have mentioned? Or could the issue be else where?

odd ember
trim matrix
native willow
trim matrix
native willow
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Gave you 2 solutions

trim marsh
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Hello guys any course that could recommend about data structures and design patterns to apply on UE? or books

trim matrix
native willow
trim matrix
# native willow .

I already did the second solution, and the line trace does not detect the enemy's head

native willow
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From there you could either check is the hit is inside particular component, or foe some little optimization, smth that I've done in my cpp project, you can save only essential values about the component and delete the component itself

native willow
trim matrix
native willow
native willow
trim matrix
# native willow Looks like this

I've been using the unreal engine for 3 years, and I've never made an FPS system because I don't like it very much, it's just now that I need it because I have a school project to deliver

native willow
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I couldn't care less

native linden
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hey does someone know what the box with an X is?

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with the vector and the float going into it

native willow
native linden
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vector * float?

native willow
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yes

native linden
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neat

faint pasture
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If the hit actor is 2m tall and you hit it at least 50cm higher than it's location, call it a headshot.

native linden
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could add a bit of a flaw

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why don't you just add an invisible sphere for the head and line detect that sphere?

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if it hits anywhere else do x damage

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if it hits the sphere do x + x damage

gentle urchin
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doesnt traces return bone hit or whatever?

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nvm, no skeletal

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for crouching you'd just reduce the hit Z value for headshots

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so instead of 50, it's reduced to 25 while crouching, if crouching even is a thing

maiden wadi
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I believe that static meshes can have sockets too can't they?

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Er. Head thinking backwards. Might not work for the detection case.

gentle urchin
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closeness to socket could work

maiden wadi
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I'm lazy. I would just split the meshes and call it a day.

trim matrix
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Is there a node like the MultiGate, but instead of just started at the given index and going down the pins per execution it stays with the pin the index is giving to the node?

timber knoll
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Switch on int?

trim matrix
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yes thanks, I have yet to use switches much, any videos on them? I want to learn more about nodes I have not used yet. Thanks for the quick response as well.

white elbow
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I have a situation that I need help with

timber knoll
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Well they're not hard to use

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It's basically like having branches for every value you want

white elbow
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I want to Cast To an object but it only spawns whenever a player desires

timber knoll
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You can find a lot on blueprint nodes in the documentation

trim matrix
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ok, I have used other switch nodes (mainly string) just never knew there was one for Int

gentle urchin
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there's a switch for enums aswell ๐Ÿ˜„

white elbow
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only one can be spawned but I've no idea how to tie the cast to this specific instance

timber knoll
timber knoll
gentle urchin
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Also, it is a good idea to connect up the "default" pin aswell!

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that way you can catch and tell future self about the lack of implementation

timber knoll
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C++ (which is what UE uses) doesnt support strings by default in switches

timber knoll
trim matrix
timber knoll
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Yeah it works fine tho, don't worry :)

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Enums are usually preffered to raw strings for states

gentle urchin
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Less prone to error ^

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Thats the biggest benefit of FGameplayTags aswell as i see it

white elbow
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I think I might be onto something, ty Eezeh

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yep it works, whenever an instance gets spawned, the spawner designates itself as the origin

timber knoll
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Sounds good to me!

white elbow
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such a simple solution to this recurring problem I had, this is amazing

white elbow
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How would I destroy all instances of a given class?

last abyss
white elbow
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tysm, get all actors is what i've been looking for

scarlet pumice
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I have some BPs that were created by merging actors into a single actor with Child Actor components.
The child actors are all either static meshes, lights or particles. Is it possible to merge them automatically into components instead of using child actors?
Doing it by hand is going to be very laborious...

iron raptor
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How would I go about getting the position of an actor in another level, and copying it to an actor in another? I'm trying to snap my levels together but I don't know how to tell my BP to get the position of the specific actor.

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Every level is parented to an anchor. BP spawns a new random level, then the new level needs to copy the transform of the old level's anchor to its own so that they match up.

ruby glade
iron raptor
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Save in the game instance? How do I do that? I'm a noob too, I literally started scripting for the first time 2 days ago ^^

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Wait, couldn't I make the transform happen in the levels themselves after they're loaded? Like when the level loads, cast to my level spawner BP and get the transform of the first anchor? Maybe?

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I'm not entirely sure how casting works

odd ember
fair magnet
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How could I gather analytics? Example:
How many times player die in a certain level, how many abilities they use and so on?

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I'd have to balance my game around this data

odd ember
fair magnet
gilded hazel
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hi guys - how do i make a UI button an image? do i need to blueprint it? cant find a setting within the button details itself

wet oasis
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Hey everyone ๐Ÿ™‚ not sure, if #blueprint is the right place, but still ๐Ÿ™‚ Currently I have a problem with a procedurally generated level, I use ISM for the floor tiling to meet the room area shape expectations, and NavMesh for the rooms is failing to generate. I've seen a bunch of solutions, but they are mostly about adding some delay or other workarounds. The best what I've managed to achieve is to change the floor mobility state after the generation, then the NavMesh appears, but I'm kinda not happy with such approach ๐Ÿ˜… Does anyone know a proper way to make NavMesh generation update with respect to ISM (floor in particular)?
Please tag me on response ๐Ÿ™‚

odd ember
maiden wadi
gilded hazel
gentle urchin
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isnt that just a set of parameters in the details panel of a button?

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@gilded hazel

gilded hazel
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oh sorry yes it is, i didn't open up the 'normal' option tab. like an idiot. thank you.

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i thought it would be as simple as changing an image

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turns out it is

outer thicket
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Hey everyone, i want to develop this mechanic where the player shoots an object to alter the directional gravity of an object. For example, instead of the object falling down as it would, it's going to move in a X, Y, or Z direction. Currently that is already solved, however, i wanted to move the object always to it's right, no matter what the player position is.
Basically, we have a cube, im looking at the "front" face of the cube, and i shoot to make it move to the right, and it would move in the Y direction for example, but if i go to the "left" face of the cube, and shoot it to make it go right, it needs to move in the X direction, because my position changed relative to the cube's transform vectors.
I would want to know how do i read the position of the player and make the object always move to the right from where i'm standing.

earnest tangle
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You can use GetActorForwardVector on the player pawn to find out which way it's pointing

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there's also one for the Right vector

odd ember
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and one for up

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you can get the remaining inverse vectors by multiplying any of those directions with -1

gentle urchin
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Or using Cross

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i think?

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Nvm, wrong ๐Ÿ˜„

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cross would give you Up given Fwd and Right

outer thicket
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But having the forward vector from the player to determine which way the player is facing, how do we make the object always move to its right. Because depending on our location, its gonna have to move in the X or Y vector

maiden wadi
native linden
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how do i do a line trace for my camera?

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i've tried some methods and theyre always stuck on one location

gentle urchin
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GetRightVector would always be right relative to characters orientation

maiden wadi
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If it's instant, that would work. Otherwise you'd have to go based on the projectile's orientation.

quartz haven
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Newbie here. Any idea on how I can move an actor (a camera actor in my case) via BP? I would like to move it via OSC in the end, but for starters it's ok with keyboard keys is ok as well. I found some tutorials on Youtube, but they were not helpful. Thank you so much!

maiden wadi
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OpenSoundControl

primal smelt
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I'm creating a really simple spline where per tick the position of spline points is positioned at the location of a corresponding scene component within the same actor. I'm basically doing some early testing of how to build a rope swing mechanic where I'm using cubes tethered together with angular constraints. I don't expect this will be the method I will stick with, I am aware of a method using tethers and bones, but right now I am just experimenting.

As you can see, the spline loops back on itself (first spline point highlighted) which, from my limited experience with splines, isn't the default behavior. Can anybody see from what I am doing why this is happening please?

raw orbit
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is there any way to retrieve a function from an actor component without spawning one in directly? been tryign to do this but the cast keeps failing even though it prints the name of the asset and its the exact asset i am trying to cast to

quartz haven
dawn gazelle
signal hornet
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Hey guys! I'm trying to setup a player lives system for my multiplayer game and I've made the UI / widget blueprint with the 4 players and the white dots representing how many lives a player has.. and I've created a Game Instance which specifies the amount of lives via an integer. My issue is every tutorial I can find on how to display player lives on your widget is done using text which is easy to do but I'm not wanting to use text and instead use images by binding the image (dots / lives) 'Visibility' so that they can be one by one be set to hidden upon the health value lowering. I have been able to make my character lose 1 life / dot using that blueprint.. but when I bind the other dots using the same code (and changing their references of course) it doesn't work and I'm not entirely sure why. I'm not even sure if I'm going about this the right way in the first place because obviously with it being multiplayer I need have everything replicated through the server and each player controller value specified so that players can see each others health bars correctly. If anyone can help or point me in the right direction on how to go about doing this that would be much appreciated!

raw orbit
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or perhaps make a data table of some sort hmmmmmmmmmmmmmmmmm

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in fact if id really need an actor component in some instances i can just maek the object spawn one for me anyway

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its basically for rpg 'buffs' so mostly passive and proc effects applied to a character wearing specific gear or casting spells

dark crow
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And you could have the dots added in an array and when a life gets removed it just removes it from the array

Pretty sure you can do that with container boxes too, like a horizontal box

Badically add a child to it and remove as needed, even based on indexes

trim matrix
signal hornet
signal hornet
dawn gazelle
# raw orbit its basically for rpg 'buffs' so mostly passive and proc effects applied to a ch...

I think a lot of people use actor components to represent each of those buffs/debuffs. So if you want say a player to have a heal over time effect, you add the relevant actor component to their character, and it manages itself - the component can have expose on spawn variables like duration and amount, it can get the owner's attributes and modify them as necessary, and when it's finished its duration, it destroys itself. You could still have a manager AC that handles any incoming effect and keeps track of the effects currently placed on the character, and decides whether or not it overrides an existing effect, refresh an active effect, if it should stack, or apply the effect.

raw orbit
wicked osprey
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Guys, I have such a question. I need to make sure that I have types and subspecies of items. For example, Items and Weapons, from rich come Rifle, Food, and so on. Is it easier to use Gameplay Tags for this, or can you just create two enumerations, one is responsible for the category of the item, and the second for the type of item in your hand. And if I do all this through Gameplay Tags, won't there be any problems with StateMachine?

foggy escarp
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this way you have room to grow if needed.

faint pasture
wicked osprey
# foggy escarp this way you have room to grow if needed.

The fact is that I have a function of equipping an item by its type, for example, if I want to pick up something that adds health to me (for example, a first aid kit), I press button 3. When I press the same button again, I have to take for example bread or a bar that already has another Item Type in Enum. I could define all such items in one AddHealthType category, but I wanted to make an animation for each type of item. So that he kept bread with one state machine, water with another state machine, and all this logic was just divided through Enum.

foggy escarp
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that would work. It's all in how you want it to operate. Enums are good for picking between only a limited number of options.

twilit lion
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Hello, good people!
Not sure if this is the right channel for this..?
Does anyone know why curves auto bezier cubic option in 4.27 + 5.0EA doesn't work as it does in 4.26?
In this video I compare 4.26 vs 4.27
Timeline curves, animation curves, niagara curves, all that I tried, has this issue.
https://youtu.be/DuAz9aeg2SY

Curves auto bezier, not working in 4.27 as it does in 4.26.
5.0EA has the same issue as 4.27.

โ–ถ Play video
wicked osprey
foggy escarp
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So if you simply want to choose what animation to use for a specific item, the best method may depend on what you are already doing with the items and how you make them work.
How does the object system work? are they simple actors or is there more?

fluid reef
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How does one increase a DateTime variable by one second every time an event fires?

trim matrix
swift kestrel
trim matrix
swift kestrel
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send a screen shot of your collision settings

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and them not answering you doesn't equal that their rude

charred berry
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why is there no 'create sphere' for BP's, just cube ?

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is there a addon or addition to project settings I'm missing

fair magnet
charred berry
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I want to create a sphere, at runtime in bp, but all there is , is a cube, closest thing

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or does this not do what I think it does

fair magnet
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Like mesh? Collision? Sprite? What is it you wanna spawn

charred berry
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actual mesh yup

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with collision

fair magnet
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Then spawn a mesh and Set the mesh to be a sphere

charred berry
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I tried hiding a actual mesh and unhiding it, but I was unable to figure out the bp , to do it so I gave up ๐Ÿ˜‰

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ok I"ll look thx ;0-

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no tuts seem to exist for it either,,not that there has to be

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anyway looking

fluid reef
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Did you ever find a fix?

fair magnet
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You gotta be sure what you want to spawn cause "a sphere" could be anything. If you know it's a static Mesh it's what you want to spawn

charred berry
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of course

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I want a literal sphere

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nothing fancy, like you would add in editor to a level

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there is spawn actor, but no 'sphere' mesh

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wait

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maybe this it, dropdown > static mesh actor

zealous sundial
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Quick performance ask :

I'm trying to improve my workflow for LD, and optimisation in same time.
I set a bunch of modular wall. For a simple wall, there is 4 parts :

  • Interior Wall
  • Exterior Wall
  • Interior Border
  • Exterior Border

To avoid re-draw 4 time each wall by having 4 material on a mesh, i split the 4 part on 4 differents mesh.
To place them easily on UE4 i set up a blueprint who good origins, but those wall have texture who can be changed (for different room...), so for convenient use, i've added a "Material" variable for each part, setting the material on construction.

And now the ask, cause i try to imagine what gonna happen on a huge map with this system. I just trade my basepass with my memory, right ? does it look like worth ?

west beacon
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Hi, I want to make a camera rotation system like in Astroneer. Simply right click dragging to rotate camera around player. I'm using top-down template right now. But I cannot do that. If anybody helps I'll be appreciated. Thanks in advance.

charred berry
safe iron
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Hey guys
So, I made this Health component in C++, which is supposed to store every variable concerning Health, Armor and stuff as well as calculations for it and events, now, I have made this for two reasons:

  1. Easy and Quick implementation of health and death not only for characters but for any actor, by just adding the Health Component
  2. Avoiding casting to 300 different actors when I need to trigger a damage event
    Now, the only problem is that to call the Health Component event I need to fire it up from the blueprint it's included, and this forces me to do that casting stuff where I need to cast to 300 different classes, so my question is if I can somehow make this event callable from outside the blueprint, like if it was a native event of the blueprint
blissful grail
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Use an interface.

wicked osprey
safe iron
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Never worked with them, it's an all new field for me

blissful grail
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Oh wait - you want it to be like a red event, right?

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But yeah, use an interface to avoid having to cast to 20394823049823 different classes.

blissful grail
torpid hound
safe iron
safe iron
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And as you see from the screenshot, I need the Event Health Change to be like the red ones

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I know how to do it in actors themselves, I have done that, the thing is that the Health component is external to the actor I put it into, so I can't call a "red" event from the actor, only the blue one

torpid hound
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Bind to the component event

safe iron
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Oh ok

So this way would it be callable from any blueprint?
Let's say I have the health component in a Character and a Pawn
And that I have a bullet
When a bullet hits one of them would I still have to cast to each of them in order to fire off the right event binded to the Health Change event?

torpid hound
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You shouldn't need to cast your actors at all if you are using component events. Let me get back to you in 5 mins

safe iron
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ok

wicked magnet
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This is kind of an odd question, but I'm looking to create a prototype character, where I'd like to be able to easily change each animation they're using via the Details panel. Nothing is set in stone - idle could be modified, walk, etc. I just want to fly the character around and trigger different animations.

Does it make sense to do this purely by triggering montages for each animation using variables you could adjust in the Details panel, or does it make sense to do any of this via an anim BP? I normally think of an anim BP using fixed animations you don't modify, but wanted to check if maybe there was a reason to still using an anim BP for this purpose.

(Sorry if this is more of an animation question - let me know)

safe iron
stuck plaza
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Do 2 bottom nodes are equal in terms they will both bind to event at the top? Does Create Event only exists in case you want to bind a function instead of an event to a delegate?

safe iron
torpid hound
# safe iron Oh ok So this way would it be callable from any blueprint? Let's say I have the...

Right, so in your component, which is in cpp, what you want is a Dynamic Multicast Delegate. What you want to happen is:

  • Bullet will know about the health component and trigger some function there
  • Heath component will broadcast your delegate OnHeathChanged
  • The actor BP can create one of the Red events for it's own heath component
    Because the bullet and the actor both know about the health component, there's no need for either of them to know about each other, so no need to cast
safe iron
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So I would need to implement that Dynamic Multicast Delegate somehow...

torpid hound
safe iron
torpid hound
torpid hound
safe iron
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Ok, an F before the function name, thanks a lot

earnest tangle
torpid hound
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It's very silly

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Oh, sorry, that link is incomplete

earnest tangle
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Main benefit of Create Event is that you can use it from inside functions to link to an event elsewhere in your graph, where you normally can't link to events otherwise

safe iron
dense mica
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@wanton galleon what it says on blue "note" part

wanton galleon
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"No value will be returned by Reference. Parameter 'Actors'

dense mica
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It looks like it binded to the delegate, it complains about something different

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If you want to ensure it will work, use Create Event node

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Its more explicit about errors

torpid hound
safe iron
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I had written this
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, category = "HealthSystem")
void eventHealthChange(int32 resultHealth, int32 resultArmor);

wanton galleon
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Still the same message

dense mica
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Yeah its complaining about param declaration or something else

wanton galleon
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So on the Cpp side ?

dense mica
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Can you show the declaration in C++?

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yeah probably you used &

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and didnt use const or UPARAM(ref)

wanton galleon
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UPROPERTY(BlueprintAssignable, Category = "Trigger|Settings|Events")
FEventOnCollisionBP EventCollisionBP;```
safe iron
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I guess I'll have to change it then in something like this
UPROPERTY(BlueprintNativeEvent, BlueprintCallable, category = "Health System")
FEventHealthChange EventHealthChange?

dense mica
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Its just letting u know it will copy data

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since its an expensive operation

wanton galleon
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Ok I try

torpid hound
safe iron
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ok

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Thanks

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Gonna try it now

wanton galleon
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@dense mica I think it works thanks ! (But don't really understand why xD)

dense mica
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Arrays can contain too many elements and each element increments the size of that container by its size, with 1000 actor pointers it makes 8000 bytes

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If you dont use & that data will be copied

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& tells the compiler to access its memory location and use the data that way, so it eliminates copying

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BPs still do tons of copies but ๐Ÿคทโ€โ™‚๏ธ

maiden wadi
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Also for simply passing data, don't forget const. Just marking & implies an output.

wanton galleon
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Yeah I'm aware about the reference&, but it's on the BP side that it will ensure to only works with reference and not really working if you don't do so for container that can be big ?

dense mica
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It would work

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It was just a friendly warning by bp graph

safe iron
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Yeah, it's still not working, it says it's missing a ; in variable declaration

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Probably gonna write in #cpp for this

wanton galleon
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oh ok! Thanks anyway for the help ๐Ÿ™‚

safe iron
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yeah it was the brackets

raw orbit
faint pasture
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if it's just speed boosts and regeneration and dots then just do them as plain old data

safe iron
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ok, now that I have binded the event, how do I make it fire off?

torpid hound
safe iron
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from BP?

torpid hound
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From cpp

safe iron
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oh ok

maiden wadi
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You can call it from BP as well if you make the delegate's UPROPERTY BlueprintCallable.

torpid hound
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You probably don't want to do that though

safe iron
torpid hound
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The general pattern is

  • call function on component
  • component changes its values
  • component broadcasts the change
safe iron
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I am confused on where I should write it (sounds dumb)

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Like this?

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I mean, it would be EventHealthChange,Broadcast() but you know what I mean

odd ember
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why is #cpp bleeding into here?

safe iron
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I had a blueprints problem that required C++

torpid hound
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I think CE is right that this probably needs to be in cpp now though

safe iron
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yeah

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can I tag you in cpp?

forest sandal
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how would I go about stopping rotating movement? I thought it would be simple like this but I can't figure it out
e.g. weapon rotates, upon interacting with it I need it to stop rotating

maiden wadi
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Try StopMovementImmediately.

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Assuming RotatingMovement inherits from the default movement component and overrides that.

forest sandal
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still rotates my config must be off

odd ember
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ensure that the key button also works

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otherwise set the rotation rate to 0

forest sandal
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The key works, I've set the rotation rate to zero too, idk I'm lost tbh but thanks for trying to help

gentle urchin
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Dynamically add the rotating component

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Destroy it when you desire ๐Ÿ˜„

west beacon
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Hi, I want to make a camera rotation system like in Astroneer. Simply right click dragging to rotate camera around player. I'm using top-down template right now. But I cannot do that. If anybody helps I'll be appreciated. Thanks in advance.

odd ember
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isn't that the default in the third person template?

drowsy radish
#

What are these Field components used for?

odd ember
drowsy radish
odd ember
drowsy radish
odd ember
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a vector field isn't the same as a culling field

west beacon
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I cannot do that logic.

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I want to use left and right mouse buttons too. So I don't want to make mouse-locked rotation like in FPS and 3rd gamemode. In topdown mode our mouse is free.

odd ember
west beacon
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Not exactly, if you watch gameplay of astroneer you will see what I say :/

faint pasture
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@west beaconWhat is your desired behavior when moving mouse with the various button states?

odd ember
west beacon
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Mouse left click for, click and interact Items.
Right click is for the rotation, like city building game or free-fly in Unreal scene editor thing. You rotate around with right mouse click pressed and being dragged.

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WASD for movement etc.

faint pasture
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OK so make 2 input axes, hooked up to mouse

odd ember
drowsy radish
# west beacon Nope, there is mouse-locked rotation. When you move your mouse around you rotate...

I've built this exact system in c++. I don't use much blueprint but perhaps you can work it out by looking at my code?
`void APN_PrimaryViewTarget::TouchStarted(const FInputActionValue& Value)
{
/* Override previous touch location when we start rotating again
so the camera doesn't snap */
PlayerController->GetInputTouchState(ETouchIndex::Touch1, OUT TouchLocationCurrentX, OUT TouchLocationCurrentY, bIsTouchCurrentlyPressed);
TouchLocationPreviousX = TouchLocationCurrentX;
TouchLocationPreviousY = TouchLocationCurrentY;
}

void APN_PrimaryViewTarget::TouchTriggered(const FInputActionValue& Value)
{
//Rotate current view camera

PlayerController->GetInputTouchState(ETouchIndex::Touch1, OUT TouchLocationCurrentX, OUT TouchLocationCurrentY, bIsTouchCurrentlyPressed);

float RotationAmountY = TouchLocationPreviousY - TouchLocationCurrentY;
float RotationAmountX = TouchLocationPreviousX - TouchLocationCurrentX;

AddControllerPitchInput(RotationAmountY * GetWorld()->GetDeltaSeconds() * LookSensitivityPitch);
AddControllerYawInput(RotationAmountX * GetWorld()->GetDeltaSeconds() * LookSensitivityYaw);

TouchLocationPreviousX = TouchLocationCurrentX;
TouchLocationPreviousY = TouchLocationCurrentY;

}`

odd ember
#

basically using mouse delta to get direction on click

west beacon
#

I dont want to drag stuff, think about Unreal scene editor. If you want to look around(mean rotate around) you must drag your right click in screen.

faint pasture
#

He's talking about holding rmb to move camera

west beacon
#

Yep

faint pasture
#

ok so there's 2 ways to do this

drowsy radish
#

The code I use uses touch but you can use a mouse instead.

faint pasture
#

either filter the mouse X and Y inputs by a boolean before sending them to update your control rotation or whatever you're using to drive your camera

#

the RMB input action just sets that boolean

#

It'd also have to do some more state management like hiding cursor if you wanted etc etc but you get the picture

west beacon
#

Okay I'll try that. Thanks for advices โค๏ธ

drowsy radish
odd ember
#

ha I was going to link that

gentle urchin
#

Never used any of them tho. Perhaps i need to check them out

odd ember
#

some of them are python relevant I believe

#

like ToFloatField

#

but like radial mask is kind of cool to see here. I guess you can use that to create an in world mask for multiple elements

#

so it could affect gravity, materials, mesh types etc.

gentle urchin
#

Yes exactly. Damn , how did i miss this part

#

Field isnt exactly the first search that comes to mind when looking for stuff

odd ember
#

it's not a common type I don't think. I hadn't seen it previously outside of particles

gentle urchin
#

I never got to particles before niagara showed up... still havnt touched that one either

paper karma
#

Is there a way to make on object in my scene invisible to a specific camera but visible to other cameras?

odd ember
paper karma
#

working on a seamless portal system that uses a camera on each portal to show the destination. The problem is that if there are any walls nearby they block the portal camera

paper karma
#

i am

#

i have a render target for each camera, then i use that texture to make a material

odd ember
#

right so the plane with the render targets, are you ensuring that fits into the surrounding geometry?

paper karma
#

wym fits into surrounding geometry?

odd ember
#

that it doesn't overlap?

paper karma
#

it doesn't i made a specific mesh for it in Blender

odd ember
#

and have you made sure that the camera resolution fits as well?

paper karma
#

yep, the render targets are set to 1920x1080

odd ember
#

those are the things I did to make sure it works afaik

#

but I did all of that like 2 years ago

paper karma
#

i know whats causing the issue but i was wondering if there is a way to toggle visibility for objects for certain cameras

odd ember
#

there isn't

paper karma
#

damn

odd ember
#

and realistically that would be a hack of a solution too

paper karma
#

i just thought of a possible fix but might be kinda wacky ๐Ÿ˜‚

odd ember
#

can you show your issue?

drowsy radish
# odd ember ha I was going to link that

ha I've already read that documentation page. The wording is quite dry so I'm looking for how they have been used. If you don't know, its fine to say so. Saves people hitting their head against a barn door...

odd ember
#

but I mean unless you're actively having a problem that needs this very unique solution, I'm not sure why you are so held up by knowing about fields

gentle urchin
#

I used a custom vector heightmap (sorta like the field) once, does that count?

gentle urchin
#

Used it for silo simulation/visualization

odd ember
#

what kind of silo? ๐Ÿค”

gentle urchin
#

Square one with coned outlet ? ๐Ÿ˜…

odd ember
gentle urchin
#

Tried to verify accuracy of single point laser for volumetric calculation

drowsy radish
#

I saw. You guessed at what they are, which is... guessing haha. There's quite a few of them and I was interested in finding out what their uses are incase I can make some of my own processes more efficient by using them. Perhaps they can speed up my workflow. I mean, what's the harm in actually knowing things haha.

odd ember
tiny prairie
#

are blueprint interfaces bad to use for multiplayer games?

odd ember
#

and a field is a field

#

so a masked field is just putting 2 and 2 together

#

I've used vector fields in the past for particles

drowsy radish
#

Well, of course. I wasn't questioning whether or not you know what a mask is.

odd ember
#

I don't think there's harm in knowing them other than they seem very rarely used

#

and implemented by just one dude

#

so beyond working with python or perhaps particles or the above use case, what could you use them for? where is that optimization of workflow that you are looking for?
what are you even trying to optimize?

drowsy radish
#

I take it you don't really know much about them then....

odd ember
#

I mean it's not like a game engine is a store where you can shop around and just "impulse" use systems

odd ember
drowsy radish
#

It is actually. I rarely use blueprint. I mainly use c++. It's fairly common to 'shop' around the code base for pre-implemented functions so you don't have to write them yourself.

tiny prairie
#

interfaces work bad with a server call is this a bug ?

tiny prairie
#

ok

odd ember
#

but, you do you

#

I generally try to solve problems instead of inventing them

dark crow
tiny prairie
#

it hosts a "world" on server and client

dark crow
#

You can think about interfaces as non replicated functions in this case

#

So it's up to you to make it work

tiny prairie
#

ok but if i call an interface how would i know which client is calling the interface

#

because i always need to call it from the server

drowsy radish
# odd ember I think you're the first person to ever say that

I don't think you have a grasp on what I'm saying. There are a vast collection of functions, algorithms, structs and objects inside the code base which have been written by the folks at epic so you don't have to write them yourself. Things like quaternion mathematics and all sorts. Why on earth would you try to write them all yourself if they are already there to be used haha. This is programming 101. Ultra basic stuff.
I wanted to know what fields are used for in case they come in useful to me. No sure what the issue is.

dark crow
#

If the client calls it, then you can pass a instigator reference?

Interfaces support input and output values

odd ember
tiny prairie
dark crow
#

Who called it

gentle urchin
tiny prairie
#

as in a client or what does it give or actor

drowsy radish
#

how can i know if they may be able to solve a future problem if i have no idea what they are used for haha.

odd ember
#

are you self taught?

dawn gazelle
gentle urchin
#

Sounds like a tall order to check out every creek and corner of the engine to solve a future problem that may or may not arise

dawn gazelle
#

Nothing wrong with a little window shopping.

gentle urchin
#

True that

maiden wadi
#

Professional curiosity is a good thing.

gentle urchin
#

But it helps with a direction ^^

#

Are we looking for big windows, small windows... curved ones?

drowsy radish
#

Are you trolling me? haha. There is an element of the engine - fields. I haven't used them them before but would like to know about them incase they prove to be useful.
I'm self taught in unreal engine but I have a masters in computer science from UCL. Why?

maiden wadi
#

I'm trying to figure out how to write K2 nodes at the moment and I don't have a reason other than that they might be useful later.

drowsy radish
gentle urchin
odd ember
#

well actually that's not true

#

but it just reeks of premature optimization

drowsy radish
#

Well, clearly you haven't worked in software development before then haha

odd ember
#

not at all, only around 10 years

#

if we consider games software development

drowsy radish
#

you're the first person I've encountered that cares more about future problems than present problems
That's the most ridiculous thing I've read today haha.

odd ember
#

I think that's pretty ridiculous in itself

#

but w/e

#

you do you

drowsy radish
odd ember
tiny prairie
drowsy radish
marble warren
#

well, i still new to VS, only go in there to learn stuffs because i created C++ template with UE

odd ember
#

In planning and policy, a wicked problem is a problem that is difficult or impossible to solve because of incomplete, contradictory, and changing requirements that are often difficult to recognize. It refers to an idea or problem that cannot be fixed, where there is no single solution to the problem; and "wicked" denotes resistance to resolution...

#

have a look

drowsy radish
odd ember
drowsy radish
gentle urchin
#

Someone said Octree?

odd ember
drowsy radish
drowsy radish
gentle urchin
#

Clearly its just two different opinions/viewpoints on the matter

odd ember
drowsy radish
odd ember
drowsy radish
odd ember
drowsy radish
odd ember
#

but yes if you think a hypothetical future problem is more important than solving real problems here and now, by all means

drowsy radish
odd ember
#

yeah those are solved by architecture

#

not by random features found in BP

maiden wadi
#

Can't build with concrete when you don't know how to mix it.

drowsy radish
odd ember
drowsy radish
maiden wadi
#

You don't know what it's for though, why would you buy it?

dark crow
#

New unexplored flavours

odd ember
drowsy radish
maiden wadi
#

But he saw concrete. And he wants to know what the fuck it's for.

odd ember
#

it's OK if you don't understand architecture is more key than features

#

but don't act as if this is the norm in software development when clearly it isn't

drowsy radish
odd ember
#

very mature of you

#

again, I recommend asking in #cpp

drowsy radish
odd ember
#

I'm sure of all people they would be able to tell

drowsy radish
odd ember
#

good luck with your attitude. I'm sure it'll serve you well

odd ember
tiny prairie
drowsy radish
#

I hope so. Hopefully I can get 10 years experience and be as knowledgeable as you. Thank you so much! Appreciate it.

ashen mountain
#

Can you guys thread your beefing at least?

drowsy radish
odd ember
#

I don't think there's a thread option for the server

ashen mountain
#

figures

drowsy radish
ashen mountain
#

I like turtles

drowsy radish
#

You know, I've always liked turtles.

odd ember
#

I mean you can also use the block option, it'll help out a bit

tiny prairie
maiden wadi
dark crow
dawn gazelle
drowsy radish
tiny prairie
noble cargo
#

Hey guys. Following a tutorial to try and learn more, and its gone pretty well, haven't had many real issues finding my own errors until now. Everything works perfectly fine until I open this new widget, and now i get this error. if i don't
open the widget, i get no error. Im going to keep messing around, but anyone see anything? i cannot find anything in the video i did differently The problem i am having is off the completed of the for each loop

dawn gazelle
# tiny prairie so i should use the run on client in the character? if im understanding

If you only want to see it on a single client, you need to do the Run On Client on any client owned actor. That's normally their possessed pawn, the player controller, or the playerstate. I just used the character as an example for no specific reason other than it has inputs on it, and having a particle system spawn in the world somewhere makes the most sense to do while on the character.

noble cargo
#

The problem i am having is off the completed of the for each loop

maiden wadi
#

@noble cargoProblem is this here. You are trying to pull from this array when there's nothing in it.

odd ember
#

ah shoot I didn't even see the second image

noble cargo
tiny prairie
noble cargo
odd ember
dawn gazelle
tiny prairie
tiny prairie
noble cargo
odd ember
noble cargo
noble cargo
odd ember
#

so

#

this is in the player controller class yeah?

noble cargo
odd ember
#

ah right

#

can you check, before you spawn the widget, that the array of inventory items isn't 0?

noble cargo
odd ember
#

also I see in your widget you got a bunch of stuff going on with creating icons

#

but you should only be doing that if there are items in your inventory

#

otherwise you are creating icons for empty slots

noble cargo
dawn gazelle
odd ember
noble cargo
# dawn gazelle Can you post a link to the tutorial you're following?

The crafting system is a little difficult to use in it's current form, so let's fix that! we'll set up so we can display the recipe for each item similar to how we did the objectives and rewards system, and we'll put a display in our crafting screen to let us see what is in our pack without having to jump back and forth between menus.

โ–ถ Play video
odd ember
#

most youtube tutorials aren't going to be great

dawn gazelle
#

Holy crap that's a huge tutorial XD

#

Oh its a whole series

forest sandal
#

is there a more efficient way of going about this besides using an event tick? I was finally able to stop my floating rotating weapon upon interacting with it but it seems inefficient... it works though

noble cargo
odd ember
#

my take is that there probably aren't

#

what do you want to do?

noble cargo
odd ember
#

are you trying to propagate that into a blackboard, or?

dark crow
odd ember
#

I believe AI perception has a pawn that you can cast to a player variable?

odd ember
dark crow
#

Add a timer to it too with 0,0001

#

looping

odd ember
grand sky
#

Hi friends, i need little help. I created a hit / take damage logic. When i attack the npc, its not react or not lose any health. But if I automate him's attacks and go to front of him, my character reacting to attack. What I'm missing

odd ember
#

are you not using the AIPerception events that are built in?

white elbow
#

Is there a function to return the object that has spawned you?

odd ember
#

then you can pass that into the blackboard via a BT Service

white elbow
#

Really? That simple?

#

Thanks mate

odd ember
dawn gazelle
white elbow
odd ember
noble cargo
odd ember
#

have you tried breakpointing it?

noble cargo
odd ember
white elbow
#

So Owner is the object that spawned something? And if it was already placed in a level, it has no Owner?

grand sky
odd ember
#

what value is the actor?

odd ember
#

yeah if you used breakpoints you can see the value of the actor. what is it?

grand sky
odd ember
#

I can't guarantee that I can help you

#

but your chances of getting help are better if you post more concisely what your issue is

#

and screenshots of code help immensely

#

can you show your code while you're at a breakpoint?

grand sky
odd ember
#

yep. if you hover over the actor pin on the event node, what does it say?

#

is MyCharacter_Soldier an AI?

#

or should I say, does it derive from the AI_Character class?

#

if it's not AI then the cast will fail

#

but that's intended

#

it will only succeed on seeing an actual AI_Character derived actor

#

if you're casting to an object type, it needs to have that object class or a subclass of that object class to succeed

#

I don't know what else you're doing, but that's the idea behind casts

paper karma
# odd ember can you show your issue?

sorry for the late reply, my power went out ๐Ÿ˜† I 'solved' the issue by toggling to visibility of the wall blocking the camera everytime I went through the portal. Works like a charm now ๐Ÿ‘ thanks for the help

gilded venture
#

stupid question

paper karma
#

no such thing

gilded venture
#

is there a node for inverting a boolean value

paper karma
#

1-x?

#

oh wait

paper karma
#

like this?

odd ember
paper karma
#

^^^what he said

odd ember
#

the I would suggest casting to the character class

gilded venture
#

I have a boolean that dictates whether or not the player can move, so I'm gonna use a flipflop node to auto-toggle this as needed based on input parameters

gentle urchin
#

MyBool = NOT MyBool is also a flipflop

#

Theres also the "Disable movement" function

#

That exist in the cmc /character

fluid reef
#

Is there any way to select a data table row based on a specific value? For instance, say I have a DateTime or a Float, what's the best way to pick the Data Table row which contains that DateTime or Float?

#

For instance, I want to select the third row, "3 - ShoweringWashing" when my DateTime is greater than or equal to its "ActivityStartHour" and less than or equal to its "ActivityEndHour". Thanks in advance ๐Ÿ˜€

gentle urchin
#

Morning starts -> row 0.
Row 0 done -> row 1

odd ember
fluid reef
#

Well, the time of the game is exposed to the player, so they can change it, therefore it's always different, and every time it changes I need to go through this table again and again and make sure I select the correct row. I'm using some variables from this table to then do some AI stuff.

gentle urchin
#

On time change, grab all row names,

#

Loop them and find the fitting row

#

Where currenttime > activityStart and < activityEmd

fluid reef
#

Thank you I'll try that! Sorry I'm new to all this ahaha...

small halo
#

how would you do a 30% chance

gentle urchin
#

Random int 0 to 99,

#

<30

odd ember
#

is the correct way

white elbow
#

Does adding a Delta seconds to a variable eat more performance than a conventional timer?

small halo
#

yeah but how?

#

using random float in range?

odd ember
#

1 - (chance%)

small halo
#

what would min and max be

trim marsh
#

Hello , guys i have an interesting challenge, so, im having 1 widget and 1 actor, and i set the visibility of the widget from the actor, now i need put an interface , to tell to the widget , that it was for example invisible from actor. How can solve it using interfaces

odd ember
#

random float (already goes 0 to 1), check if it is less than .3

#

sorry for that, had a brainfart

#

@small halo

gentle urchin
#

Less than*

small halo
#

no worries

#

thanks ๐Ÿ™‚

gentle urchin
#

30% , not 70 ;p

small halo
#

like so right

gentle urchin
#

Y

small halo
#

noiceeee one

gentle urchin
#

True means within the 30%

small halo
#

yeah

#

ty ty

odd ember
#

but otherwise yes

white elbow
#

If you had to, how would you go about picking random x and y coordinates but if they had to be within a circle with a radius of 500?

#

Like if you just pick random x and y then it may pick any point in a square

odd ember
#

but how you would do it on the regular?

#

RandomUnitVector * 500 * RandomFloat

#

unit vector for direction, float for distance scale (value will be 0..1)

white elbow
#

Damn that's brilliant

#

Didn't think about it this way

wary shadow
#

Hi, does anybody know how to get angular velocity from rotator? BP doesnโ€™t provide โ€œget physic angular velocityโ€ for scene component

#

๐Ÿ˜”

white elbow
#

So RandomUnitVector is a random one with a length of 1?

odd ember
#

unit vectors are always length 1

#

that's their definition

odd ember
#

and the unit vector will be 3d

#

if you just want 2d, use a 2d vector

#

then convert the 2d vector to a 3d vector with the last value being 0

white elbow
#

How do people get to know all these functions? Asking others like I do?

odd ember
#

it's just math

#

like all that stuff you hated in school?

white elbow
#

Nah I understand how math works, I'm talking about all the functions that you find only after hours of trying to do it yourself and failing miserably

odd ember
#

I usually check if a function exists if I need it

#

or if not I just do it mathwise

white elbow
#

Like I spent a whole day essentially making a LookAt function

odd ember
#

is there a built in look at function? I wouldn't have thought so

white elbow
#

I had some success but it was a little wonky

odd ember
#

I usually just make my own for that kind of stuff

#

building look at triggers etc.

white elbow
#

Math is great if you understand it :D

odd ember
#

but I also conveniently suffer from NIH

#

well, selective NIH anyway

worthy carbon
#

I created an inventory but when i open the inventory (in game) my slots doesnโ€™t show upโ€ฆ does anyone knows how? Iโ€™ve been struggling for 1 hour

#

And i set the numberOfSlots on 9 for testing but it still donโ€™t show up

wary shadow
drowsy radish
wary shadow
drowsy radish
#

GetPhysicsAngularVelocityInDegrees ?

wary shadow
#

*as target

drowsy radish
wary shadow
#

Is it linear velocity, isnโ€™t?

#

This is the angular velocity (pitch dot)

#

This is the pitch obtained by GetWorldRotation ๐Ÿ˜ฆ

#

The velociti is not smooth as desired

drowsy radish
#

interesting, it seems I can only get the physics velocity to work with a primitive component. I'm not sure actually

wary shadow
#

Yes physic velocity, itโ€™s good but itโ€™s only the linear component

#

Iโ€™m struggling in order to get the angular velocities ๐Ÿ˜–

drowsy radish
#

I've just looked at the source for GetPhysicsAngularVelocityInDegrees for the Primitive component. It seems it extracts it directly from the Physics Component. Is there a way you can get hold of the physics component for your object and get the physics velocity that way?

minor wolf
#

if i have a blueprint which derives UObject, is it possible to get a UWorldSubsystem? i know that GWorld exists in C++ but its not available in blueprint

odd ember
minor wolf
odd ember
#

or maybe you can do a k2 node version that takes a context object

minor wolf
#

it seems like UObject for anything is asking for a bad time

odd ember
minor wolf
#

ye in general too. every time i think "i dont need an actor, uobject will work" theres some reason why uobject doesnt work. first it was replication, now its that i cant GetWorld() in blueprints with a UObject even though that function exists on it ๐Ÿคท

#

#nomoreuobject

odd ember
#

called AInfoActor I believe?

minor wolf
#

is it AInfo

#

ye

odd ember
#

I see you've already been there ๐Ÿ˜‚

minor wolf
#

its annoying because i dont need a physical representation in the world but i digress

odd ember
#

or do you need world

minor wolf
#

it needs to be UWorldSubsystem because the subsystem spawns in my things

#

maybe one day i can pay a competent dev to fix it

odd ember
minor wolf
#

can you even do a level blueprint in C++?

odd ember
#

yeah you can pick the class in project settings

drowsy radish
minor wolf
#

huh thats actually pretty cool

drowsy radish
#

Then reparent your level blueprint to this class

drowsy radish
#

Why exactly do you need UWorldSubstem over something like Game Instance Subystem?

minor wolf
drowsy radish
#

I see. There are helper functions to get select subsystems inside Actor blueprints but I don't think they are present in the base UObject derived classes which is annoying

#

Can you use c++ at all? The only thing I can think of is to subclass UObject and cache your Subsystem inside the c++ class. Then make a blueprint from that. I can't think of a way to do it directly through blueprint off the top of my head.

lusty shard
#

How can I tell a user created widget to toggle visibility of another user created widget, if both widgets are within the same widget? lol

#

W_Add is what I've called the dropdown menu. When you change the drop down to monkey for example, I cannot get W_Add to show Animal Profile.

#

I could use interfaces but seems improper.

#

I am storing the widget that both of these are added to as "Main" variable within the level blueprint.

#

Any way for W_Add to reference that Main variable?

#

Here is the hierarchy for W_Main

small halo
#

what does blocking hit mean/do

small halo
#

i see now

lusty shard
#

If I dont have the playercharacter to store a widget as a variable, but I'll need to toggle visibility of other widgets within a widgets hierarchy, where should I store the main widget as a variable?

#

trying to make a purely 2d game without the need of a character.

#

If you were making tic tac toe using boxes and buttons, how would you make changes to that interface without storing variables on the playercharacter?

raw orbit
#

where were the garbage collection settings at again

lusty shard
dawn gazelle
#

Get HUD

lusty shard
dawn gazelle
#

uncheck the context sensitive button

#

after you get it, you may also need to do a "get owning player" to plug into the target if you're using it within widgets.

lusty shard
#

Just double checked and they are marked as variables

dawn gazelle
#

Your "Main" variable is only of the "User Widget" type rather than "W_Main" type. You'll need to change that.

lusty shard
#

I had to do this and it worked

#

is this the correct way? running through 2 cast tos?

trim matrix
#

If they are both user widget types, then yes

lusty shard
#

I did try moving this cast to into an earlier step in the process

dawn gazelle
#

That "Main" variable itself is the wrong type.

#

There's no need to cast from the create node as it gives you the right type coming out of it, so casting to the type it already is, gives you that note.

lusty shard
#

Ah so that has to be the Main, and that basically removes the need for the cast node.

#

the variable type acts as a filter basically

trim matrix
#

I mean I guess that is one way of looking at it

dawn gazelle
#

Well, you define what the variable can contain.
If you use a "User Widget" variable, then it can store any User Widgets, regardless of what it's actual class is. If you define the variable as a W_Main type, then that variable can only contain W_Main User widgets.

lusty shard
#

sweet

#

thanks

grave apex
#

how to I overload this with parameters from the object class? like in other programming languages?

#

for example, exposing "BulletSpeed" so it will set when constructing

thin panther
#

Ypu can tick expose on spawn on bulletspeed, and it will give it you as a pin there

thin panther
#

Np

tribal stream
#

is it possible to add the post process volume to the level and animate/edit it in the level blueprint? Or should I create a BP specifically for this?

#

I want to add an event to change the chromatic aberration.

haughty temple
#

not sure of best way to do it but if you had a bp you could simply spawn it into world wiht it already set up and add a delay for how long you want then destroy the actor

tribal stream
#

what should I drag out to modify chromatic aberration?

#

I want to increase the intensity, when the event is called

tribal stream
#

so, I spawn this BP once the event is called?

#

This will work, I think.

but what if I wanted to edit it in more of a...better way?

haughty temple
#

i know you can "make post process" then show pins and change them havent messed with it though

#

would have to mess around and figure out how it works exactly but seems yo ucould do that then plug them into your current post process settings

#

seems you may of figured it out, it works that way if you want to do it in level blueprint

#

on a trigger so would assume you can do same way with event

#

so for instance thats what i tested it with

#

and it changed the settings when i walked into trigger

unborn compass
#

so i need this to face the same way as the pawn.... what do i plug into rotation?

hardy fable
#

*World rotation, probably

unborn compass
#

is there a world rotation for pawns? all i can find is scene component

haughty temple
#

not sure exactly what your trying to accomplish so cant test, but you can do a find look at rotation, and off of pawn can get actor location to plug into target

#

so maybe that is what your looking for

grave apex
#

what's the simplest/reliable way to check if a widget of a certain class is already on screen?

maiden wadi
#

Normally you manage that by keeping a pointer to the things you add to screen and check it. You can GetAllWidgets call. Might not be so bad if you don't have a ton of UI.

grave apex
#

what if I have a bunch of different actors who might want to add the same UI to the screen

maiden wadi
#

Not sure. I don't generally do stuff like that. All of my UI is created from HUD or inside of other widgets. Actors have zero idea it ever exists.

#

Basically UI should be a layer on top of the game. The game should have an API built around it that UI can use to handle itself along with user interaction. Otherwise you end up with some really messy implementations.

grave apex
#

true..
this is what I ended up doing

#

seems to work

foggy escarp
#

Anyone ever have the debug pulses on the execution lines of blueprints get hit or miss. And only the visual part. The code works every time and I'm setting the debug reference of course.
I have a relatively long blueprint for clicking on actors. On the beginning part it pulses every click and release, but farther down the line it pulses more intermittently and at one section stops pulsing entirely.
I belive what's happening is the pulse is acting shorter than what the graph can render for some reason. If I click really rapidly or use a tick, the glowing executions are fully visible. I will say that I've tested merging the blueprints onto a new project without any visual or themed plug-ins, but it's didn't have any effect. I even tested another system and different install.
It's really hard to debug with this behavior.

white elbow
#

what am I doing wrong? This is a BP for a projectile that the Player spawns, but it prints nothing

gentle urchin
gentle urchin
#

If a gun is spawning it the bullets owner may have to be the same as the guns owner , and not self(unless you wanna run up the chain)

white elbow
#

owner is the object that spawned you, right?

gentle urchin
#

Owner is what you tell it to be

#

Just like instigator

white elbow
#

get pawn works instead of get owner but I won't be able to use it for enemies for example

gentle urchin
#

If you read what i type, you should be able to plugin what you need as owner...

#

Dont use statics like that

#

Atleast avoid it when possible

#

Tech debt will come back for you

white elbow
#

yea I found where to plug in the owner, thanks!

gentle urchin
#

When you spawn the gun -> plugin self(bp_player spawns the gun) as owner

When you spawn the bullet (gun spawns it) plugin GetOwner(owner of the gun is bp_player)

white elbow
#

Is there some tutorial on correctly using built-in things like BP classes, or NavMesh, or character movement? Right now I'm using AddForce to move the player

gentle urchin
#

There are many, no specific ones comes to mind

#

For player movement one would usually use add movement input

#

Unless its AI

#

Then you use the AI MoveTo nodes

#

Along with a ai controller

#

and a navmesh^^

timber knoll
#

Delay -> Open Level

#

That's all there is to it haha

honest phoenix
fading basalt
#

I made this thing where the claw of the machine picks up the object assigned to it correctly (Claws don't go through the model) that's the left one. But with the right one which I scaled up, the arms don't work correctly anymore. Does anyone know a way to fix this? my blueprint skills are very low so I don't know what other to show then this screenshot

odd ember
white elbow
#

How would you make a flashlight? So far I've only figured out the Half-Life kind that puts a light source where you point

#

some kind of a restricted point light?

odd ember
white elbow
#

๐Ÿคฆโ€โ™‚๏ธ why do I always think the solution is something incredibly elaborate

#

thanks again

twilit lion
twilit lion
odd ember
slow pewter
#

mhh i give it a try and asking here any, Wise Man, that knows how to Load Text Files, with umlauts? , looks like Ue4, replaces everything with "?"

icy dragon
slow pewter
#

so no thing to get it to working?

icy dragon
slow pewter
zealous moth
#

I think there is a free plugin for regex

icy dragon
slow pewter
slow pewter
#

here yes

#

soo as exmaple /// TestHUDText = FText::FromString(TestHUDString); , would doo the thing?

wary shadow
#

Hi all, I've a math question. Here pitch (yellow) and pitch dot (dark red) are plotted. Data are obtained by the two function: GetPhysicsAngularVelocity and GetWorldRotation . The target is the same, a static mesh. So, why are they mirrored over the x axis? They should be in the same quadrant ๐Ÿ˜ฆ

iron raptor
#

Does anyone know how to choose a random item from an array, without choosing one that's already been chosen? So a unique one every time and no duplicates.

#

I need my level streaming bp to choose a random level, but it can't choose the same level twice in a row or it breaks. So I need to exclude levels that are already loaded from being chosen again and then add them back to the pool of possible levels once they're not loaded anymore.

twilit lion
iron raptor
#

Ooooooh

#

Let me try that real quick, thank you

tiny frost
#

i have a raycast that wont hit a pawn that i have, i dont know how to fix it

#

it just bounces off

gentle urchin
#

bounces off sounds like a hit

#

surely thats not what you ment

stuck plaza
#

is it possible to get editor name of the skeletal mesh? In this case it would return a string or a name with "SkeletalMeshName"

tiny frost
#

no it just doesn't register what I'm hitting

iron raptor
pastel rivet
#

Lets say i have 9 static mesh components divided into 3 groups, inside a bp.
Per group there is a material instance, and the instance has 3 parameters (RGB)
Now when i get a channel, i get from 1 to 9, depending on which button you click.
Can someone help me how i can range the input by the number of channels per group has?

gentle urchin
#

Modulo and Division ?

iron raptor
#

And for some reason my level unloading isn't working either. When it choses a level it adds it to a list, then it checks if the list length is greater than one, then it unloads the level at index 0 (the oldest one). But it just doesn't work at all and the levels never get unloaded.

gentle urchin
dawn gazelle
# iron raptor Is this right? It doesn't seem to be working

You can't have multiple pins coming off the output of this get as each call to it would be generating a new random number. Save the random number generated in a local variable first, then use that variable as the input to the get and it should work

iron raptor
#

oh right, ty

#

omg I think it worked

#

Thank you @dawn gazelle @twilit lion CB_star

iron raptor
#

Wait, it's kinda working..?

trim matrix
#

Does anyone know if its possible to access the Editor Viewport Camera attributes through Editor Utilities? Id like to get access to the Camera Types Ortho/Perspective and set from the selections of Top, Down, Left, Right etc.

pastel rivet
gentle urchin
#

Then its 0 to 8 :) for the division/modulo part

#

0.0
0.1
0.2
1.0
1.1
1.2
2.0
2.1
2.2
Switch index and parameter index respectively

fading basalt
#

does anyone know which node I need to add to this? it's in animgraph

odd ember
fading basalt
#

what does that mean? sry my blueprint skills are very weak

odd ember
#

animBP is a special type of BP

#

perhaps a better question would be: what are you trying to do?

fading basalt
#

You got the machine on the left with 2 claw parts who grab a object when its assigned to it. but I want them to rotate to the object untill it touches it. rn its very choppy if you know what I mean

#

I did something wrong didn't I, lol

wary shadow
odd ember
twilit lion
fading basalt
#

ah alright

gentle urchin
pastel rivet
twilit lion
gentle urchin
#

its new from 4.26 iirc so its easy to go by it when it wasnt there in the first place ๐Ÿ˜„

twilit lion
wicked osprey
#

Guys, I have such a question. Do they use Gameplay Tags to create categories, types and subtypes of items? I'm just thinking of transferring item types from Enum to GameplayTags

iron raptor
#

Oh? The last index node will work for this?

#

I think I got the randomizer working, but now I need the level unloader to work too. I tell it to unload the level at index 0 from a list of currently spawned levels but it doesn't do anything

#

This is supposed to check the length of the list of currently spawned levels, then if it's greater than 2, it unloads the last one on index 0. Then it removes that level from the list. But it's not working cryingbastard

#

The levels are supposed to spawn in front of you and despawn behind you as you run away

iron raptor
trim marsh
#

hello, guys any have knowledge working with interfaces?, need help :v , i need to communicate a component with widget (this need to receive a variable), so i have the interface on the widget and need to send a function to this widget from another actor , how can i make this , if my actor doesnt have a interface

drowsy radish
odd ember
trim marsh
gentle urchin
#

Sorta opposite of each other one could say

odd ember
#

interfaces are generally for specific multi hierarchy functions that need to be the same

#

they are being abused in BP as delegates, which is what event dispatchers are

trim marsh
#

thats solve my question xD

#

thx

drowsy radish
twilit lion
vale pine
#

I'm not super familiar with ACharacter, but I have this character getting launched horizontally (0.0 velocity on Z) from gun recoil.
And for a brief moment, their "IsFalling" bool turns true, which is messing with some anim things I set up.
This is happening on a totally flat plane. Is there a way to change the "detect ground" threshold, maybe to stop IsFalling from triggering so easy?

gentle urchin
#

Just add a custom one if it doesnt suffice

#

As in: make a custom bool and trigger it yourself whenever you leave the ground or smth using a trace and playing with the distance value for treshold

vale pine
#

That's just the thing, though. Maybe it COULD suffice, I may be just ignorant of the features of ACharacter and UCharacterMovementComponent

gentle urchin
#

You could

#

Set it to flying

#

For a brief window

vale pine
#

ah yeah, that's a good idea

gentle urchin
#

Dunno about good, but its an idea atleast ๐Ÿ˜…

vale pine
#

It's only for a half second anyways. Flying may work

gentle urchin
#

Just make sure there's no way you stay in flying mode afterwards ๐Ÿ˜„

#

Dont leave any edge case unhandled

vale pine
#

Nah I don't think it's an issue. It's part of a firing process, so i can just turn it off when the process ends

hexed glade
#

I have set up an event for my npc to walk to a specific location using a location array within an actor. I've run into some problems with trying to activate an event when the npc reaches that point. Tried multiple versions of checking if the actor and point locations are the same, but for some reason the actor location seems to always come out wrong.

Any idea of what might be causing this?

keen dune
#

i want to make a counting hud for picked objects, but i dont know why gracz_gra2 (my playable character) doesnt inherit from character ._.

gentle urchin
#

Are you using ai moveto?

hexed glade
keen dune
thin panther
hexed glade
thin panther
#

Yes, if you have ai, you should probably use behaviour trees

#

Makes all the branching logic a lot easier imo

gentle urchin
#

Do they have a completed move delegate tho?

#

I cant recall, but i think they dont. I made my own for that atleast

gentle urchin
hexed glade
gentle urchin
#

Fair enough

#

Theres another move node that's latent

willow aspen
#

Hi i try to understand the word Blueprint. I am watching a tutorial and the guy says a blueprint is when you put multiple things together like a camera, collider and a mesh to one object, but three seconds later he totaly contradicts himself and says blueprints are the c programming language nodes you can put together to create dynamic like with programming the objects with c++, whats going on here?

twin robin
#

When I scale text/image slowly they wobble, how to get it smooth?

maiden wadi
maiden wadi
willow aspen
#

@maiden wadi so why would a certified tutor from ureal say something different? he says when you put multiple things together and add some specific parameters then its a blueprint.

grand valve
#

Maybe look at world space widgets too

maiden wadi
#

Only 50% that a scaling material would work here. Should.

maiden wadi
gentle urchin
#

In a sense a blueprint (or a class) is a set of predefined and planned out stuff

#

Like the blueprint for a house

grand valve
gentle urchin
#

Not an analogy i'd use but oh well^^

willow aspen
#

its a unreal tutorial

gentle urchin
#

^ good point

balmy vessel
#

not fully sure why this has happened. but the base cpp class creates the root, item mesh and arrow component and attaches the item mesh and arrow to the root. But for some reason there are 2 roots?

grand valve
#

@willow aspen hes not wrong though. Blueprint is a visual scripting language built with C++ that lets you call functions that run C++ code behind the scenes. A blueprint in the sense of an editor, is an editor asset that can describe something as simple as collection of walls that make a house, or the logic for an entire game (you shouldnt put your whole game in one Blueprint class, but thats a different story. When you open a blueprint in unreal engine, you are using the blueprint editor, to add pieces to the class, or to describe how they should interact with other blueprint classes.

maiden wadi
#

Yeah. Technically these are both correct. They don't actually contradict each other.

#

Sad. I was expecting a trashy Youtube video. ๐Ÿ˜ฆ

thin panther
#

The important distinction is between A blueprint and blueprint

A blueprint is most likely gonna be used to refer to an actor, whereas blueprinting will refer to scripting stuff with the visual language

grand valve
#

oh nooo

maiden wadi
#

My favorite so far is the one where the guy keeps his whole inventory in a widget.

thin panther
#

Oh nooooo

#

It should... stupid animbp

grand valve
#

I think we scared bux off ๐Ÿ™‚

willow aspen
#

๐Ÿ™‚ i am computing it, thanks to you all !

maiden wadi
#

Anyone in here familiar with getting GetWorld working in a Blueprint UObject? I have GetWorld overriden in both C++ parent classes which is all I thought was required?

blissful grail
#

I mean, I know our only exposure is them using it in VSCode, but still.

maiden wadi
#

"Introducing... Blueverse! A revolutionarry way to code your games!"

#

AI or player controlled?

#

You don't have any blocking volumes or anything there?

grand valve
#

did you double check with collision viewmode?

#

in your viewport, where it says Lit, change to Player Collision

#

hard to say, does your camera have collision? it might be a bit more work but if you can send a little gif of some kind it might help understand whats happening

vale pine
grand valve
#

i could be wrong but i think whats happening is you have camera collision

#

your character blueprint, does it have a spring arm + camera setup?

#

spring arm does have a setting for camera collision, just search collision in its detail panel, and maybe try turning it off

#

im 90% sure thats the issue..

#

actually wait, thats probably not it

#

oo, niice

#

np!

round basin
#

Anybody know why there isn't the "bind button" ? Do i need to set it manually in a blueprint ? (please @me if you want to answer me)

round basin
#

a widget

maiden wadi
#

Not sure. On a side note, I recommend not using Bindings. They're fickle, and you can do the same thing on Tick.

round basin
#

yeah i know but i wanted to know if we could still use bindings anyway, thanks!

pale blade
worthy carbon
#

hi everyone! i created an inventory system but when i open the inventory (in game) the inventory slots won't show up... please help me. i've been struggling for 1 hour.

grand valve
#

you are only adding your widget to row 8 column 8 for starters

#

oops sorry i missed the part after that

#

my bad ๐Ÿ˜ณ

worthy carbon
#

oh no problem

grand sky
#

Begin play

#

Does it make sense to use components for everything? What is the cost of binding a component to the character?

wary shadow
maiden wadi
# grand sky Does it make sense to use components for everything? What is the cost of binding...

Components depend on the use. Components are generally for one of two things. First is reusable code that you could use on different type of actors. Consider a StaticMeshComponent for instance. Another reason is to clean up a class into a subset of logic. If your class is massive, and you have a clear set of logic that could go into a component, it can be worth cleaning it up into one. Realistically normal Actor Components don't cost much. They're pretty cheap. SceneComponents on the other hand can very quickly get expensive because they have to be movement calculated every time their owner moves and movement code isn't always cheap.