#blueprint

402296 messages ยท Page 862 of 403

round plume
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there we can see video, and camera settings

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and weather

odd ember
round plume
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sorry for tagging

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i think there is more than high fps or first person camera

odd ember
round plume
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i mean, its realistic movement

odd ember
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if you're talking about adding a collision to the camera, you can do that too

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the rock tripping is scripted most likely

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nothing to do with the camera anyway

round plume
#

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slow motion blur and cinematic mode..

odd ember
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there's a cinematic camera component

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maybe you'll want to experiment with taht

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but again that's nothing to do with the camera movement

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if you're talking about the slight bobbing you can achieve that by having a timeline and modifying the camera position in relation to its parent actor

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and it seems like there are some roll controls to that (or some VR esque steering)

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but tbh if you want that camera

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why not just buy that pack?

round plume
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yeah maybe its just better to buy to improve my productivity

odd ember
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I don't know how having or not having that camera can affect your productivity?

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I think it's overkill even for archviz

round plume
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I want that camera

odd ember
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yea I'd suggest getting the pack then unless you're willing to sit down and reverse engineer it

maiden wadi
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Then your widgets don't have hit testability. Either because their settings are hit test invisible, or a parent has hit test invisible self and children.

molten yew
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Hey is there any way to add an actor to the empty slots of a actor array?

maiden wadi
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Iterate over the array and add an actor to the first nullptr.

molten yew
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Sorry a bit new to UE, what does that exactly mean?

jaunty summit
maiden wadi
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Empty slot implies a slot. Add creates a new slot and does not populate an empty one.

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If you're just trying to add a new entry to the array, use Add as WizardCell mentioned. If you have an array of a set number of entries and some of them are null and you want to set those null entries to a value, you have to iterate over the array and check the slot's value validity and then set it if it's null.

molten yew
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So have a loop that checks if the object at that index is valid then if it isn't insert an object?

maiden wadi
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SetArrayElem. If there's an insert call I'd expect it to add a new entry.

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It's worth asking though. Do you need a specifically sized array?

molten yew
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yes I do

maiden wadi
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In that case this'll be the only direction. Else you could have just removed all nullptrs and added the new one to the end of the array.

jaunty summit
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Shrink would remove his nullptrs right?

maiden wadi
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If you just call Remove with a blank entry it'll remove them all. Same as calling Tarray.Remove(nullptr);

molten yew
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Well if I use a for each loop with the Array then insert would work if I just plug in the specific index?

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Doesn't insert just replace whatever object (or lack of object) with the new actor

maiden wadi
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Not likely judging the name. Insert likely adds a new entry, but at the specified index.

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Insert for example, would add a new element to the array. If you have an array of 20 things, and insert at index 2. Indexes 2-19 get shifted to 3-20 and the newly added thing becomes index 2. Which would make your max index 20, and your array size 21 now.

molten yew
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Interesting, thank you for your help

spark steppe
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do you mix 2D with 3D?

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you may want to model that room in 3D and use an orthographic camera instead

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well at least the collisions have to be somewhat represent the room in 3D space

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or doesn't the character move on the depth axis?

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ok, i have no idea how to approach that one then

half token
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Heyo. I'm struggling to get these blueprints functioning even though I'm following a tutorial (https://www.youtube.com/watch?v=jJbYr7eqd4I). I had a previous programmer on this game and I'm unsure how I should integrate the function.

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I'm trying to get the crosshair in this first-person game to change images upon focusing on actors tagged as 'Interactable'.

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his is what I've got under the FirstPersonCharacter

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created the widget for the crosshair

odd ember
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for your own sake make your collisions fit your visuals

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you'd have a much better time doing stuff like this if you set everything up to be 3d instead of 2d in either case

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I'd encourage you to do stuff in 3D then and avoid 2D altogether

raw orbit
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so im having a similar issue to this guy here in this thread:

https://forums.unrealengine.com/t/change-character-direction-during-an-animation-montage/147401

namely id like to rotate my character between combo attacks which are all essentially montages but while executing the chain the character is locked in the same direction.

the answer in that thread is 'overwrite the root bone rotation in animation bp' but im not sure what that means, exactly

odd ember
raw orbit
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but montages offer so much control, would it be more cost friendly to use animBP?

odd ember
marsh bramble
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anyone able to help me with a blueprint error ive been stumbling around for hour nor

solar sequoia
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Just in general, I mean. Ask the question rather than asking if you can ask it

marsh bramble
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i just was not sure if it was proper place to ask for help and didnt want to offend anyone

solar sequoia
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And post a screenshot at that location, if you would

marsh bramble
marsh bramble
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fair enough : )

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i should also explain im in the process of moving this project from Ue4.19 to ue5

odd ember
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probably a bunch of issues that are going to crop up based on that

marsh bramble
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i think so as everything was going smoothed for a minte untill this

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also i havnt touched unreal engine in almost 4 years

odd ember
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well you're not exactly setting yourself up for winning here

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anyway it's just double clicking every error step and step and fixing what's wrong

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maybe functions have disappeared or been renamed

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maybe connections are missing etc.

solar sequoia
# marsh bramble

So with the reference that you're calling, is it a variable that you're supposed to have set somewhere, or how is that value meant to be filled?

marsh bramble
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i currently have it set up as multiplayer and it is suposed to be calling inventory player controller

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if im not mistaken

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the migration to 5 definatly did something because its working fine in 4.19

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ok i found a lot of errors in this blueprint

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i may have to tart over

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or clone this another way there is a lot going on here

whole roost
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how would I go abouts binding [E] to whatever keybind is set in settings

mental trellis
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I could tell you in c++ ๐Ÿ˜›

whole roost
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would C++ not be able to pop into bp ๐Ÿ˜›

mental trellis
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You could arrange it to.

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Basically you get the FUICommand and it has a method to get the keybind string. Or something along those lines.

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Command->GetFirstValidChord()->GetInputText(false)

marsh bramble
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ue5 doesnt use factions and i think thats what has messed up my blueprint

solar sequoia
dawn gazelle
marsh bramble
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im looking

solar sequoia
marsh bramble
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the only thing factions is doing is accesing a dialogue system

solar sequoia
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"factions"?

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Is that a plugin or something that I'm unaware of?

marsh bramble
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yes its a plugin

solar sequoia
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Okay, well I don't know anything about that plugin, so I'm just gonna assume that the problem doesn't reside there

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Can you send a better screenshot of the value that isn't being set? I can only see that you're getting the CMC of a character, but not what character it is

solar sequoia
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And which of those wasn't being set?

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Assuming that's still the first error you're getting, I guess

marsh bramble
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player view mode

solar sequoia
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That's just not included in the screenshot then

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Are you sure that the value is being set to something before it's being accessed?

marsh bramble
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no im not sure

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im going to look at the settings on ue4 and see if they match it maybe not accessing game mode correctly

wicked magnet
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I want to be able to trigger a Custom Event that runs a loop that makes a light flicker on and off. I'd prefer it not to run in Event Tick, as I only want to be able to trigger the light to flicker for certain scripted moments. Seems like a waste to run it in Event Tick when it's not needed most of the time.

I tried putting a While loop in my Custom Event based on the condition of a variable, but got the error "Infinite loop" detected, which is a bit confusing, because I do want the blueprint to perform the loop infinitely until the variable is set to false.

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part of code

solar sequoia
marsh bramble
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it crashed

jaunty summit
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How do you trigger the light?

marsh bramble
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me?

jaunty summit
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Yes

marsh bramble
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i was only importing models

jaunty summit
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No sorry

marsh bramble
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i have another version i did with clone

jaunty summit
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Not you ๐Ÿ™‚

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I was talking to @wicked magnet

marsh bramble
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ok

jaunty summit
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It says PlayerName could not be found in your ThirdPersonCharacter BP

solar sequoia
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?

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No, it says that Player Name doesn't exist in the Player State

jaunty summit
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But I don't get why you have such a variable in a Character class. It should be in PlayerState, and PlayerState already has one replicated

solar sequoia
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He's trying to call it in the character, for whatever reason, but it should be stored on the player state

wicked magnet
# jaunty summit You shouldn't be implementing it this way

That's what I figured. Right now I am triggering the light by casting to the light and calling that custom event Light Loop. I gave up and tried it the way I know works, where I put the code in Event Tick, and changed the cast so it set a bool FlickeringLight to true. So event tick checks for the bool and runs the flickering if it sees it there.

solar sequoia
wicked magnet
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I had generally been under the impression it's better to avoid event tick for functions you're only calling in specific instances, but it works that way.

solar sequoia
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It's dragged off of a Player State reference, meaning he's trying to access it from the player state

jaunty summit
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Oh shit didn't see that

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But still why he has one there

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There is one already from engine

solar sequoia
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๐Ÿคทโ€โ™‚๏ธ

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Isn't that part of the player state class?

jaunty summit
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It is

jaunty summit
solar sequoia
# jaunty summit It is

I don't really get the intent behind what he's doing there, but it should work unless it's just something that changed with UE5

jaunty summit
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Don't go that way because it works

solar sequoia
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I've never used it because it's unstable and migrating projects is a bad idea

jaunty summit
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But I don't think that's the issue he got

solar sequoia
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Maybe it's one of those "save and reopen and it just fixes itself" things

wicked magnet
wicked magnet
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It definitely doesn't seem like the most efficient, but I'm not aware of which function would best serve my purpose.

marsh bramble
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works as long as i dont use my other character player

jaunty summit
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So it turns on/off based on overlap events

wicked magnet
jaunty summit
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Then you should be using Event Dispatchers

marsh bramble
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im gona call it a night its getting late for me

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ty for helping very much

jaunty summit
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You bind the event dispatcher to turning the light on.
And you call that event once the puzzle is solved

wicked magnet
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Ah okay, I knew I was just missing a different method. I haven't spent much time with Event Dispatchers, beyond using them as a hacky workaround to access the level blueprint. Thanks, I will look into learning about them more.

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Ah okay, so its intended use is basically I can place it inside multiple blueprints, so calling it once will trigger it to run in all the correct blueprints. I think I get the gist of that, but I think I'm a bit unclear on then what logic I should be using to make the lights flicker in a loop until I tell it to stop the flickering loop.

jaunty summit
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Why you still using a loop?

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The whole idea of Event Dispatchers is that you don't use a loop

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Solve puzzled -> Turn on the light

wicked magnet
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I'm not looking to turn on a light, though, I'm wanting to start the lights to flicker. Each light will start flickering based on a random float value.

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Like idea being the lights are malfunctioning.

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That logic is running individually in each light so each light turns on and off at a different interval.

jaunty summit
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There are other ways to do a light flicker

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It says at the end of the video how you would change the rate of flickering

wicked magnet
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Hmm thanks, I wasn't aware you could script a form of that via a material. Looks like you can't pass a random float so their suggestion is to create a bunch of material instances with different intervals, but interesting to look into.

jaunty summit
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Well you don't have to create a bunch of them and change that constant.

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You can turn it into a scalar parameter and then you can access it from BP

wicked magnet
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Okay I thought changing the scalar parameter of one material would affect all. So I could have a different value for each light using the same material via a scalar parameter?

jaunty summit
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Your material needs to be a Dynamic Material Instance and then you get a reference to your DMI and call SetScalarParameterValue specifying the name of that paramater(FlickerRate for example)

jaunty summit
minor wolf
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is it possible to get the world or gamestate inside of a HUD?

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oh it wasnt showing before but i guess Get GameState is available

half token
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Can't seem to find the 'Set View Target With Blend' node in my version of UE4. Anyone know of a substitute?

jaunty summit
# wicked magnet Okay I thought changing the scalar parameter of one material would affect all. S...

Now that I'm looking at this, CreateDynamicMaterialInstance function makes a material instance only for that light flicker actor that this function is in, that lets you then SetScalarParameterValue.
Now what you could be doing is that you make an event dispatcher(In this actor BP) that turns on the light and what it does basically is it calles SetScalarParameterValue with a random integer provided.
Now when a puzzle is solved, you call that event dispatcher. So it calls all the events for all lights, and you simply provide a random number.

jaunty summit
half token
jaunty summit
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I use the same version and I do have it

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Set View Target With Blend has been there for ages

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Where are you trying to call it from?

half token
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From inside a level blueprint

odd ember
jaunty summit
half token
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Thanks~ I'm putting together a main menu that uses a fixed camera in a 3D space inside of a unique level.

half token
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Another issue I had spent all day trying to figure out is how to make the players' crosshair change depending on if the focused actor is interactable by using LineTrace in blueprints but to no avail

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Tagging the specific blueprints that belong to the actors that have mechanics (Interactable) tied to them didn't seem to work.

jaunty summit
minor wolf
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anyone know why my C++ gamemode (AGameModeBase) does not tick without doing this in my blueprint?

jaunty summit
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Because that what the second node means. You calling the Tick of the parent

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It's like Super() in C++

minor wolf
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ye but if i remove the tick node it doesnt tick at all

jaunty summit
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Because you are using the BP

minor wolf
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so BP doesnt tick if i remove the tick node?

half token
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A previous programmer on the project had set this up so that the player could interact with key actors. I'm trying to add onto it(?) so that the crosshair changes only for when the player is focusing on a key actor.

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I'm a designer not a programmer so I've been smashing my head around trying to figure out how to approach it.

jaunty summit
minor wolf
jaunty summit
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It's not. It's like any other virtual method you have out there

wicked magnet
jaunty summit
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Why would it be the same value for all of them?

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Each actor has his own random function gets called

wicked magnet
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I was reading the example in the documentation in a single use case, so I guess I misread how that applied. That's very handy to know, thanks!

minor wolf
wicked magnet
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I wonder if that's more or less performant heavy to generate a separate material instance for each light. Either way, that's a super handy feature to make use of.

jaunty summit
minor wolf
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blueprints make me sad

jaunty summit
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I can relate

jaunty summit
faint pasture
minor wolf
odd ember
minor wolf
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i dont want to disable tick

jaunty summit
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He doesn't want to though

minor wolf
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i want it to tick without me having to add a tick node with a parent call

odd ember
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and it doesn't if you delete the tick node?

minor wolf
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correct

odd ember
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welp

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I know it gives you those nodes by default when creating subclasses in BP

minor wolf
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thats right and i deleted it because i wanted it to just do a parent/super call but it didnt

odd ember
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well it should come with the parent call present is what I'm saying

minor wolf
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it did not

minor wolf
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funny because blueprints basically pushed me to C++. i guess thats the idea though but i got sick of not having access to public functions, and asking "how do i do this in blueprints" and the answer being "๐Ÿคท but you can do it in C++"

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now im back and sadder than ever

odd ember
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I mean you gotta play the hand you're dealt

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I do a lot of cpp work but I also have elements are kept in BP

steady orbit
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Anyway to procedurally create new levels and determine what spawns in them?

minor wolf
odd ember
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work with what is there

minor wolf
odd ember
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then your expectations are still too high

minor wolf
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๐Ÿคท

odd ember
minor wolf
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im partially joking. i know that blueprints are not designed to replace C++ but rather supplement. im just over exaggerating my woes about blueprints

odd ember
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I dunno it makes you come across as entitled but maybe that's just me

steady orbit
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Ive definitely tried there doesnโ€™t seem to be any blueprint nodes that can create and save a level.

odd ember
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you're not going to find a MakeGame node either

steady orbit
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It would be as simple as opening a map lol

odd ember
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yes if you have all the systems in place

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correct

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but if you already have the systems in place, why are you here?

wicked magnet
minor wolf
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worst case, you learn how to do it. best case you make it into a plugin and/or write a blog article explaining it

odd ember
wicked magnet
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Yeah, I have a feeling at some point someone will post some clever workaround for 4.27, but in the meantime it would be a good learning experience either way. I've worked with the variants of C (C#/C++), but haven't had much need in Unreal, so am curious, as I have talked to other devs who say it does seem like the further you go, the more you just start rummaging through code, since the documentation just isn't ideal.

minor wolf
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you can hit up #cpp if you end up in.. well C++ land. most of the people there are pretty knowledgeable with the engine internals

wicked magnet
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Thanks, good point.

odd ember
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just careful you don't get meme'd on

wicked magnet
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haha tough crowd in there?

minor wolf
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not at all

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its like a bar

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if you dont start fights you are welcome

odd ember
wicked magnet
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haha got it

odd ember
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if you ask silly questions and don't want to listen

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silly is perhaps too judgmental of a word

wicked magnet
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I know what you mean about people who don't listen.

odd ember
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if you ask questions that make it seem like you're having tunnel vision and refuse to take advice, it's not going to be a good time

wicked magnet
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Yeah I know what you mean, have seen that happen in various places. Someone has a fixed idea and won't accept the way a system works, etc

odd ember
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it's sad that it happens so often, but I guess it's just human nature

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the people who know how to ask are also the people that don't need to ask

valid quest
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Hey, I was wondering if there was a spreadsheet or some sort that listed commonly used unreal blueprints and showed a picture of the blueprints and what they do, as an easy way to see a bunch of different blueprints in one place for ease of reference, and as a way to learn about new ones

odd ember
valid quest
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Dang, Iโ€™m pretty new so the documentation pages are a bit intimidating

odd ember
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so perhaps with that knowledge it's worth giving them a try?

short pawn
# valid quest Hey, I was wondering if there was a spreadsheet or some sort that listed commonl...

Unreal documentation was sometimes really useless to me when starting out. Like it would list what a thing was and the description would most often just be a sentence including the name of the field with no description.

The best bet is as you are learning to create your own text document with things you've learned, what different things do and what you've used to solve problems you've had.

Like when I first started out casting would trip me up, but there are people who have explained it out there in the forums, my document has links to go back to those pages for reference if I ever forget how to do it again

gentle urchin
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Automatic documentation tends to benlike that^

short pawn
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Lol it's maddening to go to the official documentation and just have it say the name of the node and the inputs, I'm like, OK I literally read that on the node please give me a sliver more for my dumdum brain to understand

solar sequoia
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I ran into something like that with a couple of the Game Mode's player start functions

gentle urchin
foggy escarp
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It's quite useless actually

trim matrix
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hello, what blueprint node is this?

jaunty summit
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This is Material Editor not in BP Editor

fiery glen
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pobably a vector 3 input they added manually, not a node in the engine

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unless this is a MF... no idea

gentle urchin
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MF Input if im not mistaken , which i very well could be

marble warren
signal hornet
#

Seeking help! I've setup a system so that when a timer reaches 0 it should move to the next level in the array but for some reason it just doesn't work. Any ideas why?

short pawn
# signal hornet

The console command should say open before the name of the map

signal hornet
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oh sweet i'll give that a shot, thanks

short pawn
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What should I put in these fields if I am uploading a game for sale on steam and want to keep all the rights.

signal hornet
humble flume
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Hey can anybody help me with this my gun location changes when i play it in game but I have placed the socket correctly

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The 1st image is of my game where gun is spawning above head of my player

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2nd is in skeleton mesh where i added a socket correctly

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And this image is of my BP plz tell where I am wrong

sturdy herald
humble flume
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no it is called it is working if it is not called then the pistol will not spawn or attach above the head

dire frost
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And the rotation rule as well

humble flume
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it is that only

trim matrix
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It is that already

humble flume
#

all are snap to target

trim matrix
#

The issue is obviously outside the scope of the sent screenshots

dire frost
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Oh couldn't see it lol sorry

humble flume
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yeah my bad

trim matrix
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If what your saying is true and the equip weapon event is getting called

humble flume
trim matrix
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Then yea, itโ€™s something else

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Iโ€™m not sure

dreamy yacht
#

Hi, short and easy question. I am working on arcade racing game

dire frost
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Well the only other problem i can think of is the socket changing position for some reason

humble flume
dreamy yacht
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Hi, short and easy question. I am working on arcade racing game. What's the best method to add/ activate car bash sound when one car runs into other ?

trim matrix
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Oh my

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Bad

dreamy yacht
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Hit or overlap ?

dire frost
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On hit

dreamy yacht
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collision settings?

dire frost
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There's a node that tells you how hard you hit an object

dreamy yacht
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do you know the name ?

dire frost
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It's not a node sorry it's an input for the hit event

trim matrix
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I believe that information is returned by the OnHit event

dire frost
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Yep

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Forgot what it's called tho

humble flume
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can anybody tell me what should i do now

dire frost
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Did you make the gun in blender?

humble flume
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no i am using a pack

dire frost
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Oh ok. Well maybe check the socket position while in game and see if it's changed position or something

humble flume
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actualyy few minute back it all working fine then i start using a a nim state to change from idle to pistol run then all this happened and now i delete that anima and make it look similar like before but not working

dire frost
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attach a static cube to it

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See if it changes when you play another animation

humble flume
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ok

humble flume
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it stays there only

dire frost
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Hmmmm

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The gun is an actor right? Maybe try getting the static mesh of the weapon actor and attach that to the socket?

humble flume
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yes it is actor but i dont want in that way i dont want that the gun stays with mesh all time i wanted that only when i ovelap that it should stay there

dire frost
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Sorry but i didn't understand. Can you rephrase?

humble flume
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if i use the gun mesh instead of cube then it will stay with my character mesh whole game i dont want that

dreamy yacht
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doesn't work, what have I messed up ?

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I am trying to to add/ activate car bash sound when one car runs into other

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changed to mesh, still not working

humble flume
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so u need to add a cast also tell when this particular car hit then play this sound hope u have created a base bp so that this will make it easer for u

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if hit not work then use overlap it always work

dire frost
dire frost
humble flume
dreamy yacht
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Yes, sim. generates hit events is set to true

short pawn
# signal hornet It loaded the next map specified in the array but the other server players get b...

Hey sorry I didn't see the server travel. I've never used it before but I found this and it might help https://forums.unrealengine.com/t/how-to-use-servertravel-in-blueprints/422250

dreamy yacht
#

still nothin'

short pawn
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Did you check the sound and the sound settings @dreamy yacht

dreamy yacht
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yeah, the standalone sound does play fine

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and the blueprint detaills you can see above

short pawn
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Did u try adding a tag to the other car and trying something like this

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I just copied that from Google but you could just put has tag in the other actor slot

dreamy yacht
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I have inserted the Car_AI_Bus name into tag

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The Car_AI_Bus is the car name, that the police car collides with

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but still nothing

short pawn
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Add a tag to the bus

dreamy yacht
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how can I do it?

earnest tangle
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Are you not getting the Hit event or what's the issue?

dreamy yacht
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yeah, seems to

earnest tangle
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Did you enable "Generate Hit Events" on the collider for the actor?

dreamy yacht
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yes

short pawn
earnest tangle
#

Odd, it definitely should work if it's enabled ๐Ÿค”

dreamy yacht
#

yup

#

when I try with overlap it works

short pawn
#

Also add a print string before play sound to test if it actually is seeing the hit

dreamy yacht
#

the cop car collision settings

short pawn
#

You added the tag to the bus right

dreamy yacht
#

Maybe would be better with overlap ?

#

easier

humble flume
dreamy yacht
#

trigger method works fine

#

but

#

sound plays also once at gamestart, no matter if trigger is overlapped or not

#

I believe the "other" actor is the cause

wind zephyr
#

Anyone know why get mouse input delta doesn't work in UE5 ? Cant find what the equivalent would be, maybe get mouse position by dpi ?

dreamy yacht
#

I suppose I should use is valid and branch

#

to check if the actor, that triggers is actually of wheeled vehicle type

#

do you know why the engine plays the sound automatically at the game start?

short pawn
#

What do the sounds settings look like is it on outoplay

#

*autoplay

short pawn
# dreamy yacht

This will aways play the sound because you've ticked the boolean

wind zephyr
#

well never mind, i was getting my player pawn, not my player controller which is why i couldn't find get mouse position >>

dreamy yacht
#

This will aways play the sound because you've ticked the boolean. How to fix?

hexed oasis
#

does timers in bp run on a different thread and doesn't block execution?

trim matrix
#

Hello how can I do color mapping in ue4 for a material expression texture sample? I want to map for certain color a certain value and for all the others one uniform color

hot lotus
#

Hello everyone,
I am adding static meshes to a instanced static mesh component on construct (with add instance). Is there a way to check if the added static mesh collides with all the other instances? I already tried a bunch of things but I am not able to have a collision test working. I want to add to instance only if it does not collide.
Or maybe there is a way to do it afterwards? Like a loop through all instances? It does not need to be really optimized.

#

Is it possible to access a specific instance? Something like a "get instance(index)" I could not find this.

regal wraith
#

Does Anyone know how to integrate APIs in the game?
Is there any tutorial where I can learn that...

grand valve
#

@hot lotus what does your code look which as adding the static mesh instances? Whenever you go to add, you could maybe try to loop through the already existing instances, finding their world location, then checking if your new location overlaps a sphere with the meshes radius as a bounds

#

oops, missed connection from for loop index to get instance transform

hot lotus
grand valve
#

right, but you must have something for determining the position right? thats the important part

#

in the screenshot above, you would implement that into "isPointInBox"

#

and if it was, you wouldnt spawn the instance

#

or check radius like this instead of box

jaunty drum
#

Clearly I'm not a mathematician... can someone offer some advice on what I'm doing wrong here?

I wasn't happy with the linear range mapping, so I dumped a log function on the inputs, in the hopes that the cutoff frequency would scale up from 100 HZ slower in the lower frequencies, and get fast once getting to 20,000 Hz.

Unfortunately every configuration I've tried doesn't get the results I need. This current setup bumps the cutoff to the max even when my VelocityCurrent is below 10...

grand valve
#

there are also these, they could help you with culling instances after you place them maybe, but be careful about deleting instances during a for loop, since the indices could change during the loop, causing some problems

jaunty drum
#

Sorry for breaking your flow, @grand valve ๐Ÿ˜‰

grand valve
#

np ๐Ÿ™‚

#

definitely try the audio channels in this discord if you didnt already as well

jaunty drum
#

I didn't think it was an audio specific problem, rather with the BP logic.

grand valve
#

yea my bad, didnt read the question enough just saw audio stuff ๐Ÿ˜›

jaunty drum
#

๐Ÿ˜…

#

I tried logging the Out Value... but then the Out Range is broken... do I need to run the logged output through another Map Range?

grand valve
#

i havent touched sounds in ue5, which editor is this? is this the metasounds editor thing?

jaunty drum
#

Yes

#

But I think it would be the same problem as dealing with Map Range in a BP

grand valve
#

what is your velocity max?

jaunty drum
#

15000

grand valve
#

the reason i ask about the metasounds thing, is there a way to debug inside this environment? can you watch any of those values or print them to screen?

jaunty drum
#

Good question... what's the keyboard shortcut again? F...

grand valve
#

meta sounds appears to have Print Log nodes for floats

#

not sure the shortcuts

#

maybe print those log 10 nodes, so you are sure your map range is what you expect

jaunty drum
#

Yea, I tried PrintLog... but I don't know how to view what I'm printing ๐Ÿ˜ณ

grand valve
#

maybe try window > developer tools > output log

hot lotus
jaunty drum
#

That seems to do the trick

#

I'll play around a bit

grand valve
#

nice, yea just make sure your max range is what you expect it to be i guess

jaunty drum
#

Ok

hot lotus
#

Because I tried with overlap component on component, spawning a simple static mesh and then destroying it it was not working, I don't know why

grand valve
#

@hot lotus I cant think of a way to do complex collision within the context of blueprint here...

jaunty drum
#

@grand valve Ok, I'm getting -8 on my logged VelocityMax ๐Ÿค”

grand valve
#

๐Ÿ˜ฎ

hot lotus
#

Hum ok, do you know if it's possible to get an instance specific instance of a instanced component?

odd ember
#

get instance mesh > integer to specify specific instance

hot lotus
#

Like I add with a add instance and get an index, can I use the index to access this instance?

odd ember
#

yes

grand valve
#

you cant access anything meaningful about the instance except transform

odd ember
#

true

#

but they can access it

hot lotus
#

Ok

odd ember
hot lotus
#

Thanks for the help ๐Ÿ˜Š

#

I'll try with the sphere/box collide test

wicked osprey
#

Guys, I have a question, what is better to compare when finding a stack to an item, its type or class? The fact is that my cartridges have about the same PickUp class, as well as the same Object class.

grand valve
#

You could maybe try some really weird post spawn analysis. Where you could spawn a static mesh actors everywhere you have an instance, and see which ones overlapped other static mesh actors... Save the exact transforms of the actors that are overlapping... Then loop through your instances and check each one to see if they match the transform of the actors that collided.. save those as your ones that are "overlapped", and decide what to do with them...

#

could potentially be very slow to calculate depending on num instances

hot lotus
#

But can I spawn actors from constrcust? Or can it be static mesh components?

grand valve
#

you cant spawn actors from construct, but you can call editor functions to do so

#

they can also be static mesh components if you want

#

if you make a function in your bp called "SpawnActorsForEachInstance" and mark it "call in editor"

#

then you can call it from the details panel of that object

hot lotus
#

Oh ok

grand valve
#

and in that function you loop through instances, get transform, spawn actor (or component) at transform

#

i would use actors personally, components are a bit glitchy to spawn at runtime

#

or editor time***

hot lotus
#

Ok

#

I'll try this evening

grand valve
#

so then thats step 1. Step 2 is check each actor, check for overlapping actors, maybe at this stage delete all the actors that DONT overlap something, so you just have leftover the ones that do overlap

#

its definitely a complex thing ๐Ÿ™‚

hot lotus
#

Hum, I think I need to do the test each time I delete, let's say two actors collide but not with anything else. That would delete them both

grand valve
#

yup its gonna require a lot of loops

hot lotus
grand valve
#

first, get rid of the ones that dont overlap anything, theyre safe, then find the ones that overlap only 2, and delete one of them, but cache the transform of the one you deleted so you know you need to delete it later from the instances

#

but then you might need to run the test again, because you might have had multi overlaps i guess?

hot lotus
#

Just a loop on each actor and I check if it collides with something should be enough, if it does I destroy it

grand valve
#

just be careful deleting stuff inside of loops

hot lotus
#

Yes no problem

jaunty drum
#

@grand valve I think my problem is that I just need a different kind of curve altogether. The standard setup gives me the black line, log setup is giving me the green line, I need the gold line.

main bobcat
#

hi there, trying to do this level sequence which has events that pauses and allow users to look around and then it returns the player back to the original look position, but for some reason whne the level sequence plays it returns back to where the player last looked at

grand valve
#

@jaunty drum is that an exponential function not logarithmic then? not sure what meta editor has available

main bobcat
jaunty drum
grand valve
#

i use curve assets, you can draw your curves manually and then sample them, im not sure if metasounds accepts curve assets.... but if you can process velocity before you get into the sound asset?

faint pasture
#

How do you want your mapping to be?

#

You can do the algebra too but this would be more parametric

jaunty drum
faint pasture
#

The actual curve you want is in the shape of 2^x

#

if you want linear octaves

jaunty drum
#

Thanks @faint pasture, I'll give that a try.

faint pasture
#

You'd think metasounds would have some linear -> exponential functions though as so much of audio works like that

#

It probably does

jaunty drum
#

I only jumped onto MS yesterday so maybe the function is there but haven't found it

#

... well, this has done the trick! ๐Ÿคฉ

#

Thanks @faint pasture and @grand valve ๐Ÿ™‡โ€โ™‚๏ธ ๐Ÿฅฐ

gentle urchin
#

I think you could also just multiply the output by itself ^^

#

Since you wanted exponential, and not log , afterall

#

A small helper fun with exponent (or userfriendly enum) input could help with this for later^^

faint pasture
vague sierra
#

can i test, if sth. is inside sth. else on hierarchy scene, if there is only complex collision ?

faint pasture
#

say you wanted to map velocity in range 0-100 to a lowpass ranging from 100 to 12800 Hz (7 octaves)
You'd remap velocity from 0-100 to 0-7, then the output would be 100 x 2^X Hz

jaunty drum
lime yoke
#

Hey, guys, got a question.
Do you happen to know how to get the value of this axis without using this node?

lime yoke
#

Thank you very much!!

random plaza
#

just fixed a bug ive had for like a month that was because i stored the HP precentage as a int, not a float and it was only outputting 0 or 1, so it didnt display correctly

wicked lava
#

Hey all! I'm attempting to create a save system for my student project right now in a souls-like game. I have the foundation in place, you can walk into campfires and save the data relevant to the player such as location/health/etc. But I can't seem to figure out how to tie our potion system to it. I understand that is is a vague explanation, but I would immensely appreciate any possible help and would be able to explain it in further detail if possible.

#

Also if anyone has resources they can recommend for learning blueprinting in Unreal better I'd appreciate that too :)

faint pasture
#

I would approach a souls like by first making a save/load system that does just that. Then extend it to resting at the campfire. A rest is just a full heal, remove buffs, refill flasks, THEN save. You save the character in the rested state.

#

A souls like save would just be the character data, their inventory etc, and some world data (bells rung, quest progress, doors unlocked etc). Very small.

small halo
#

game is running at 10 fps when i run it

#

any way to find out the cuase?

faint pasture
#

Profile it

#

First figure out if it's GPU or CPU bound

small halo
#

how do i profile it?

faint pasture
dreamy gulch
gilded hazel
#

Chaps - so there is a Disable Movement node, but I can't find an Enable Movement node, does one such node exist?

balmy vessel
#

SEAT All Assets is a custom enum value, why is my function being put under a drop down for it?

maiden wadi
#

So in short, you just set a movement mode to something else like walking.

gilded hazel
#

Yep - found it, thank you!

small halo
#

what is split0, 1 and 2?

slim marlin
#

how can i get past this

maiden wadi
mild crystal
#

what this means?

hasty dune
#

Hello, I have a problem with my math xD. I ask for yout help on this server ! So my problem is that I would like to know how much my character is facing at a point (without line trace). I have at my disposal two actors : 1 which turns and the other are a (static) point. If you need more details I can give you. Thank you ! (sry for my bad english )

#

I already try a lot of thing, here is were i'm done but it doesn't work

gentle urchin
#

Get unit direction

#

And ActorforwardVector

#

Dot product of those :)

#

Assuming actor forward is your forward..

hasty dune
lime yoke
#

Hello ~
I've got an enemy that chases the player to an Acceptance Radius of 250.0f (See first picture). After that, I made a decorator (2nd picture) that gets the distance from both actors enemy and player using Get Distance To but the value is higher than 250.0f. Do you happen to know why this happens?

light fractal
#

That's odd, yeah..
I assumed for a second that you were expecting an exact value of 250.00000 and didn't know about floating point precision, but 339 is way off.

gentle urchin
#

Is goal player char?

light fractal
#

You might wanna do a bit of an experiment to visualize what's happening.
I'd try temporarily adding a collision sphere to your actor with a radius of 250, and making it visible in game
then, just print the distance value you're looking for on tick. That might help you figure out if it's an issue with the AI's navigation (moving too close or too far depending on the environment) or something else

#

I throw together janky temporary experiments like that a lot when a bug is trying to ruin my day lol

gentle urchin
#

Or use debugline

light fractal
#

I'm a bit of a noob, what's that mean? lol

gentle urchin
#

Its prettier ๐Ÿ˜„

light fractal
#

oh ok it's literally just a visual line trace lol

gentle urchin
#

Make a "stick" that goes from the NPC towards the target

light fractal
#

thx

gentle urchin
#

From npc loc to npc loc + getunitdirection(npc loc, goal loc) * radius

light fractal
#

ye

gentle urchin
#

On tick ๐Ÿ˜„

light fractal
#

off topic, but im so glad that people are friendly on here

lime yoke
#

Thanks, guys! I'll try to figure out what's going!

light fractal
#

np

lime yoke
#

I appreciate all of your advices.

light fractal
#

thanks

balmy vessel
#

how come my c++ blueprint native event isnt being called?

#

oh

#

im calling the function itself not the event

gentle urchin
#

Yupp

balmy vessel
#

duh doi

fluid rover
#

Is there a "best" method to cancel out all movement input on a VR pawn? Or really just a character pawn in general.

#

I'd like to transport my character from one space to another with SetActorLocation

#

But when I do, if I'm adding movement input via trigger-pull flight (in VR), something goes wrong with the movement, and I get slingshotted across my level until I collide with a wall.

charred berry
#

@peak wedge , sorry about earlier, it turns OUT ( argh embarrassing) that it was a mesh, I guess I had turned on do not render in game and forgot I had, so I just deleted it and no further issues OOPS o_0 :)(

gentle urchin
#

Waait, sorry

#

Didnt read it all ๐Ÿ˜…

#

Or perhaps it could work actually

grand valve
#

@lime yoke I think this happens because the get distance to is calculating the actors root locations from each other. And the move to actor usually includes the agent radius

#

Theres so many move to functions and nodes in UE now, and some of them have different options and stuff, its a bit confusing. Ill bet if you subtract your agent radius from your distance there you get ~ 250

fluid rover
gentle urchin
#

But i would think so

fluid rover
#

Hmm, okay, I'll give that a go, along with Disable Input

dreamy yacht
#

Hi. I am making an arcade racing game. Got some problem with toggling between main attached-to-car camera and various static action cam, placed in world actors

#

When I am the only car at the trigger, the blueprint works fine, but when there are opponents nearby when I am overlapping the trigger, the camera won;t switch back to default one

#

here is the blueprint

north marten
#

Hello, is there a way for you to add to an array at runtime from a directory, like if i wanted to remake an array from a folder that has videos for a playlist, each time the thing is started? Im just making a widget "game" that plays a random playlist of videos and was wondering about it reading video files from a location that it is placed

dreamy yacht
#

I want to switch it back to player controller, but it's stuck once other car is nearby

maiden wadi
dreamy yacht
#

Can you tell me more ?

maiden wadi
#

When you trigger a delay the first time, it starts a timer. Any subsequent trigger is entirely ignored. They mean nothing. At the end of the delay, it will use the very last trigger of EndOverlap. Which means the last car to have exited the trigger. If that was not the player, then kaboom.

dreamy yacht
#

is there another soultion I could use to make action camera last for example for 3 seconds and then switch back ?

#

maybe timeline ?

maiden wadi
#

I would consider just timering it. Ditch EndOverlap entirely. See how that feels.

#

OnOverlap, do everything you're doing now, but after your SetViewTarget, call SetTimerByEvent. Mark it for 3 seconds. Do not loop. Create a CustomEvent off of it's red delegate, and call SetViewTargetWithBlend on GetPlayerPawn.

#

It's also worth noting that this sort of system would probably best be put in the pawn or controller. Overlaps would trigger it's start. This way you could just call the trigger on your overlaps and not have to redo all of this logic on every trigger type. And controller or pawn could override it in certain cases. Like if you have two triggers too close, and one triggers after 2 seconds of another one triggering, the first wouldn't set the view back to the car, it'd restart the 3 second timer for the second jump.

odd ember
#

I mean I hate to say it, but this was one of the reasons I made my camera use behavior trees

#

though I suppose a state machine could also be viable

dreamy yacht
#

I think I've messed smth up

#

the trasition from car camera to action cam won't happen at all

odd ember
dreamy yacht
#

won't work

#

only one of them at a time is allowed

#

but from player controller - the camera is at the height of wheels

#

and from getcontrolledpawn - the transition won't activate at all

odd ember
balmy vessel
#

I'm trying to delete an unused blueprint, but it says one of my other blueprints still has a reference to it, but i cant for the life of me find it

#

ive tried the find references option but dont understand the interface

jaunty summit
#

In the refernce viewer window there is an option to go that BP you want

manic seal
#

What's the BP equivalent of World::SpawnActor? the docs say Spawn Actor from Class but that doesn't seem to be in the list

jaunty summit
#

That's true. It should be

#

uncheck the Context Sensitive checkbox temporarily and see if it's there

manic seal
#

Don't see it ๐Ÿ˜ข

#

This is an Object bp, I presume that's fine.

jaunty summit
#

Ah I see

#

Didn't count this case

odd ember
manic seal
odd ember
#

if you have an actor reference you can try dragging that out and see if you can get spawn actor from class from it

#

or copy it from an actor class

#

but the compiler may complain in either case

manic seal
#

Mmm, I don't have a reference to an actor, just World and it appears as tho that doesn't have what I need.

manic seal
#

I guess I can create a static function in C++ that exposes what I need, that would be super stupid tho

odd ember
#

can you screenshot that?

manic seal
odd ember
#

okay well I'm not sure that counts

#

like I said

#

try if you can drag out an actor or copy the node from an actor class first

manic seal
#

Hahah, ok, I can copy and paste the SpawnActor node from a ActorComponent BP, but the compiler complains that the world context pin isn't filled.
I have a world tho, I just need to expose that pin XD

#

Which might be impossible.

odd ember
#

you don't need World specifically

#

in fact World doesn't exist conventionally in BP

#

so actors are the only way to imply world context

manic seal
#

Yea, I don't see a way to expose the world context pin

odd ember
manic seal
#

I guess I'll have to create a static function for Spawning Actors

#

Currently I'm using a UWorld* parameter on this interface function, which clearly doesn't play nice in BP. Is there another type I should be using instead?
I don't really want to pass an Actor if I can help it.

odd ember
half token
#

What are the blueprint console commands / nodes I can use to allow the player to change from Windowed, Borderless, and Fullscreen in-game?

#

I'm using a menu widget for the settings in-game.

odd ember
#

GetGameSettings?

#

something like that

#

settings is definitely there

half token
#

I can't quite tell if these work properly as testing the game through a popout viewport only seems to change the window size.

manic seal
#

Because it should work, unless bp really hates UWorld*

odd ember
odd ember
#

but you are free to try

half token
odd ember
#

what's the point of the node if you're not going to use it

half token
odd ember
manic seal
#

So that node is doing nothing

#

FYI @odd ember My bp compiles ๐Ÿ˜ , ty for the advice. And yes, would be so much simpler if I could use an actor here but I'm afraid I really can't.

odd ember
pliant jewel
#

I've got a door that is opening when a character walks up to it.
It then plays an animation to raise the door.
Currently, the nav mesh isn't updating when the door raises, is there something extra I need to do to support this?

odd ember
pliant jewel
#

I do have that already

odd ember
pliant jewel
#

Ty

dense badger
#

Anyone here know if there are plans to change the way floats and doubles work in UE5? As it stands it's a huge pain in the butt to deal with. It's made working with vectors a pain since there's no Float(Single) * Vector anymore. But the default Float parameter type is single and I can't even find the Float(Double) type? The whole workflow has gotten really kludgy.

#

All the float math operators seem to only operate on doubles that don't exist? It's so weird.

#

You can create singles and wire them in, but you can't pull off the pin and create single... or pull off the single and access math operations... it's just a mess.

#

Basically the simple version is, none of the "pull off a pin" operations understand that a float will convert to a double. This means I have to manually add the math operation each time. Additionally in the case of some operations, like Float * Vector or Float * Int I can no longer type in constants into the Flot slot because the input has been replaced by a pin. So every time I have to use "make literal" or add a new variable.

odd ember
#

can't you right click the pin and change pin type?

agile hound
#

I have a data table where all my job system isโ€ฆ everything works fine when it comes to warrior, ninja etcโ€ฆ but when it comes to Battle Mage it gives me blank results assuming itโ€™s because of the space between Battle and Mage?
The class is called Battle Mageโ€ฆ canโ€™t really change it, and the data table looks up the characterโ€™s jobโ€ฆ any help? :S thanks ๐Ÿ™‚

#

Canโ€™t change it because the class name is in the UI and Battle Mage isnโ€™t BattleMage haha

faint pasture
#

not the classes name itself

thick marsh
#

I have a situation where I iterate over a set of objects and perform operations on them. Currently it works fine iterating over all of them at once. Now what I'd like to add is to do the same thing, but for each object, do the actions after some delay. Ex modify object1 to state 'red' after 10 seconds, modify object 2 to state 'blue' after 20 seconds, etc. It looks like using something like "Set timer by event" will do what I want, however, there doesn't seem to be any way to pass arguments to the event. (And If I make an event that takes arguments, then I cannot call the event with "Set timer by event" anymore. (with error "Delegate is not compatible with Delegate") How can I call a function with arguments after a delay?

jaunty summit
#

There's a Set Timer By Function Name

#

Probably what you want

#

You specify the function name you wanna call

thick marsh
#

@jaunty summit thank you again for trying to give me advice. I don't think this node provides any method to give the function called a parameter, though. What if, say, the function has a single int parameter?

jaunty summit
#

I see, I didn't understand what you meant

faint pasture
#

Is there any way to do anything at runtime that updates the on-disk level? That is, any way to make any changes to default variables or anything beyond SaveGame?

jaunty summit
# thick marsh <@!393501253184913418> thank you again for trying to give me advice. I don't thi...

There is a conversation about this, with some solutions, so it can give you some insights: https://forums.unrealengine.com/t/set-timer-by-function-name-pass-parameter-to-function/366064

thick marsh
#

The only solution there seems to be polling, I guess. I do try to fully scour google before coming around to pester you folk.

half token
#

If I want a specific widget to appear and close depending on if the game is paused or not, what strucutre/layout of blueprints could I use?

faint pasture
#

so it's not so much that it depends on if the game is paused, but that one event pauses the game and shows the widget

#

I think I just found a cheap and dirrrrrty workaround to data tables being editor only

#

It's dirty but it works for what we need.

#

2nd one is in editor widget bp

half token
#

With this, I'm able to get the widget to appear but it won't remove itself from the viewport after unpausing.

faint pasture
#

Do it all in one place. Handle the widget and the pausing in one spot

half token
#

Split? Sorry, I'm still learning blueprints.

faint pasture
#

Do it in the same logic that you showed in your screencap

half token
#

This is the main blueprint for the actual pause menu itself. I have a separate secondary widget I am trying to create alongside the pause widget.

#

I haven't been able to find a simple way to create a second widget at the same time that follows the same logic as the main pause menu.

#

The secondary widget is just an overlay that is placed behind the pause widget.

faint pasture
#

Like all the menus share it?

half token
faint pasture
#

Ye, it should be the parent to the displayed menu. I'd do it all as a state machine, I've had great success doing it like that before. Here's how I do it.

Make an enum representing the menu state. In our game it's Gameplay, Main, Options, etc.

#

Make an Event UpdateMenuState that passes in the desired new menu state.

#

UpdateMenuState has a switch on MenuState that shuffles the widgets around and pauses game etc

weary ledge
#

Game user settings question: I have an apply graphics settings button that opens a prompt that times out if you don't double-confirm your graphics settings. I can't get the quality settings to reset once you've clicked apply, but the resolution resets fine. Am I missing a function here?

#

Should I potentially actually be using the hardware benchmark settings to store the applied settings so I can revert? ๐Ÿคท

#

The quality settings selections just use Set functions, so hitting the apply button does actually apply them but it kinda seems like that apply also saves.

grizzled peak
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@zenith pond Thanks Zac. I'm moving this conversation to the right thread. Unfortunately I'm on day 3 of learning unreal, so that is a little over my head. This is what i have so far. I was using a tutorial that generated roads along a spline but I wanted to use an actor component instead of the static mesh. Here's what i have in the Construction script.

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I put in the Child actor node and class node... but I can't link it to the Set Start and End node because it wants a spline mesh component and not an actor. Do you know what I might be able to use in it's place?

zenith pond
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Here's a very basic example of how to get started with something like that

zenith pond
grizzled peak
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ok. I'll dig around some more and try to figure out why the actor isn't facing the right way. thanks for your help

zenith pond
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You can try changing the rotation in the static mesh editor under import settings, or add an offset to whatever axis you need to rotate it on before the relative transformation rotation

whole coral
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Hello everyoen

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I'm here again

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Who can help me with this problem

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'GetEnvironmentVariableW': is not a member of 'FWindowsPlatformMisc'

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'GetEnvironmentVariableW': function does not take 1 arguments

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It seems that the .cpp file uses processenv.h

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but I cannot find where it uses

wary shadow
#

Hi, is possible to ignore collision only between two pawn by maintaining the physic enabled?

grizzled peak
zenith pond
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Just making sure the placement distance variable is something reasonable like 100 units

whole coral
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Hello

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Is anybody alive?

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Who can help me with the problem

maiden wadi
dusk dust
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Hey did you ever figure this out?

gentle urchin
grizzled peak
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But I need to try adjusting the placement distance. Just in front of my computer now

grizzled peak
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Oh that is what Iโ€™m trying to do.

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Oh wait. The curves look off. Iโ€™m essentially trying to learn how to build a procedural road tool. But all the tutorials use meshes and Iโ€™m trying to substitute those for actors.

gentle urchin
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The curves are off due to no morphing

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Its just tiny versions of the very same mesh

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Why do you want them to be actors btw?

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If you want it to be actors, you'd be best of exposing some function for setting the start and end of its internal spline mesh component

half token
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Struggling to get different footstep cues to properly fire off.

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Game is in first person

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No dice

gentle urchin
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Isnt it better to handle this in the animBP with notify triggers?

half token
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The player character doesn't have any animations

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just a floating arm

gentle urchin
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Ah

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fancy

half token
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only the best

gentle urchin
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So no sound play at all ?

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also, is not valid, you probably want a different sound to play

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if any

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otherwise it'll throw errors

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trying to read a mat thats not there

half token
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Not with that above screenshot. I put together a second hellish mess of blueprints following a guide but this one just plays the same sound despite what physical material the player steps on.

gentle urchin
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I liked this better ill admit

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but you should give yourself a lending hand

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in debugging

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false and default

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should if nothing else give you print strings or a hint on whats going on

half token
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you think I should plug some print strings and see if it's even registering the different physical materials?

gentle urchin
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yes

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i'd say thats a good start

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if its not changing

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it means we're either not hitting something

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or we're getting the default materialsurface

half token
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If the player location z was too short, it wouldn't be playing any sound at all, yeah?

gentle urchin
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It would play the last saved sfx

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In your case the default one if so

half token
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Yeah, that's all that's been playing

gentle urchin
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So its not hitting

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Add debug draw to it and verify

half token
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how does one

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do

grizzled peak
gentle urchin
gentle urchin
half token
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Hard to tell. It sort of looks like it's going through the floor.

grizzled peak
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Iโ€™ve built some more complex items with multiple meshes. And theyโ€™re all assembled in actors. Was using kitbash3d assets as a guide.

half token
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B&W post process filter doesn't help but I walked off a cliff to see.

gentle urchin
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Yeah it does, jut doesnt hit

half token
gentle urchin
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So collision om floor doesnt match collision on trace

half token
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So I should keep fiddling with the z axis until it can get a proper hit?

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Maybe leave the print strings on, too

gentle urchin
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Its a channel issue

half token
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Oh? What do you think I can do?

gentle urchin
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Change channel to one that your ground gets hit by

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So compare the collision response to trace channel

half token
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It's looking like it's hitting the floor right on the surface

half token
dull jay
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anyone know how I can remove the warning

maiden wadi
dull jay
half token
teal dove
#

Hey does anyone have an idea how to build a "zone painting" system like in this screenshot from the Foundation game?

dreamy yacht
#

Hi, can someone help me? I want to add a counter force that would prevent a car from rolling on the side / roof

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I've heard, that I should do it with add force

gentle urchin
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increase force as the car rolls over

tiny prairie
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how would you setup a good automatic rifle system i have it currently with a timer. leftmouse button pressed start timer left mouse button let go i stop the timer but when i start /stop timer in the same fram it doesn't shoot

gentle urchin
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Call the function instantly

tiny prairie
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then you could spam it

gentle urchin
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But make sure there's a lock on it :)

tiny prairie
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what kind of lock a gate?

gentle urchin
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perhaps

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but like,

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if its an auto rifle

tiny prairie
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and open it on timer i guess

gentle urchin
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if people manage to click faster than the auto fires , isnt that just skill? ๐Ÿ˜›

tiny prairie
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xd

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macro's would ruin the game then :)

odd ember
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shoot once before starting the timer, then start the timer

tiny prairie
odd ember
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you would have to click every time

tiny prairie
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yes

gentle urchin
odd ember
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that's gonna add a "hold" delay

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it's not an elegant way of doing it IMO

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but tbh it sounds like you don't know what you want

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because you don't want it to shoot, but you want it to shoot

odd ember
tiny prairie
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i want it to just shoot automaticly like in fortnite

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but you can't spam it just has intervals like irl guns

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like certain amount of rpm

odd ember
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I don't know how fortnite shoots

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I think being able to spam single shots is elegant

tiny prairie
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you press mouse when you let go it stop firing if yo udont let go it keeps firing every 0.2 seconds or so depend on the rpm

odd ember
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but I'm not making the design decisions

tiny prairie
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it is elegant but not balanced

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hard to balanced weapons and if you can spam every weapon there is no diversity between weapons

odd ember
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you can try with enabling/disabling tick instead

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see if that works

tiny prairie
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same issue as before

odd ember
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you can set tick rate to be a function of RPM as well

tiny prairie
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could work maybe

odd ember
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although I'm not sure if the enable tick call will allow for tick to tick on the same frame

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but

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actually

tiny prairie
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i need it to so would have to check that first want it to be as instant as possible

odd ember
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in your BP settings for your class you should be able to set tick grouping

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because I think the issue is with the fact that tick happens before your start your event

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so it doesn't trigger on the same frame

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but if you change the tick grouping to be later, then you could have logic run before tick gets executed

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and hence the timer will execute correctly as well

tiny prairie
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does tick grouping affect timers?

odd ember
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tick affects everything

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timers only execute on tick too

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as do delays, etc.

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that's why a delay of 0.0 delays a frame

gentle urchin
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heh my setup was bad

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continously calling shoot with my lockup made it reset the timer

tiny prairie
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if i change the tick i still have the same problem with timer

odd ember
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basically timers execute on tick, but they can accumulate independently

gentle urchin
odd ember
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so if you run a timer rate lower than tick, it will execute multiple times on the next tick

tiny prairie
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mayble i should use a delay node of 0.00 on the stop shooting

dreamy yacht
#

Hi, can someone help me? I want to add a counter force that would prevent a car from rolling on the side / roof
I've heard, that I should do it with add force

How to do that ?
I don't see rotation, but only X Y Z
like position
Should I use rather the vehicle mesh as target or movement component as target ?

tiny prairie
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that should work its just not the most elegant solution

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idk if there is a better one tho

dreamy yacht
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I want to add counter force, that prevents car body roll

odd ember
tiny prairie
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enable tick when i start shoot and disable when i stop you mean right

odd ember
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you can do it with timers too

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as we established that timers execute on tick too

tiny prairie
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and change the tick grouping of the gun to a later one then the character?

gentle urchin
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this seem to work fine

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not the most elegant solution but

odd ember
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the weapon matters because that's where the timer is

tiny prairie
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how should i remember when i last shot

odd ember
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why do you need that?

tiny prairie
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imagine i have 2 sec between shot i enable tick on then after 0.1 i stop tick how would i know i can only shoot (enable tick) after 1.9s

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bool with a timer?

odd ember
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tick rate remains consistent

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so as long as you don't change that it should be automatic

tiny prairie
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ye but i mean if i stop shooting and disable the tick

odd ember
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tick rate remains even when you disable tick

tiny prairie
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and want to shoot again but i shoot before i am alowed to shoot

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obh

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thanks

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didnt know that

odd ember
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tick technically executes all the time, it just ignores your function when you disable it

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the entire engine ticks all the time

tiny prairie
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but that ruins it actually because i can't shoot instantly

odd ember
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only in #cpp you can truly disable tick

odd ember
tiny prairie
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then i can't use tick since i want it to shoot instantly if i haven't shot in a while

odd ember
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but really

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this is all just talk

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all of this is easy to test out for yourself

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so try it

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see if you have issues

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then come back if you do

tiny prairie
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yeah il make a new project and try it out because dont wanna mess with multiplayer yet

odd ember
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yeah I'd stay away from MP in general if you're at this level

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it's squaring the complexity of your project

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instantly

tiny prairie
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i have it multiplayer right now and it work fine but im just trying to learn best practice first

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only problem right now is the fram thing when i start and stop shooting at the same frame

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otherwise it works fine

gentle urchin
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test mine

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works solid ๐Ÿ˜„

tiny prairie
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will try

tiny prairie
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nvm i didnt look fully

lapis wharf
#

hi! so i want to make my camera tilt a bit when i go left and right similar to DUSK
i tried FInterp, Timeline and etc. but I'm not sure how to make it so it would change rotation to -15 / 15 not instantly - interpolate smoothly, you know.

gentle urchin
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I'd have this in the gun blueprint itself , using a variable for the time, and the intial time if there's a "bootup" time on a gun

tiny prairie
south pier
#

So I am struggling with radial damage. I have tried applying it several different ways. Right now I have this in the actual projectile that is causing the radial damage, but it' s a crapshoot why it works and why it doesn't when actually exploding around an enemy

dreamy yacht
#

Guys can someone please help me with add force ?

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I want to create counter force, that prevents car from falling on the side / roof

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I don't exactly know how to set it up

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I need to add force to X or Y axis from what I know

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someone?

lapis inlet
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Hey guys I need help with setting up a gravity simulator

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Btw how do I send screenshots from a computer to an android phone?

gentle urchin
lapis inlet
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I can send the blueprints I have setup to calculate forces if I can figure out how to share the screenshots to my phone

gentle urchin
lapis inlet
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Ok, wait

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I think my game won't let things move

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All of my objects ARE set to moveable

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Bruh

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Nothing can or will move

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I'm stuck

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I need movement

odd ember
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moveable just means that it is lit like a dynamic object

lapis inlet
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Well yes

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But that's the thing

odd ember
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it doesn't actually make it moveable

lapis inlet
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I'm applying force and stuff

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Just basic force adding

odd ember
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you have to enable physics

lapis inlet
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And nothing can move

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Where

odd ember
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there's an option for that in your mesh detail panel

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just look for the physics category

lapis inlet
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Enable 2d physics?

odd ember
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what?

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are you on your mesh?

lapis inlet
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I mean the entire project

odd ember
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that's not how you do it

lapis inlet
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Ok enabled physics for all objects, still doesn't work

odd ember
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did you enable it for every single mesh?

lapis inlet
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Yep

odd ember
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can you show your details panel?

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the physics section

lapis inlet
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I don't know how to send screenshots to my phone

odd ember
#

can't you use web discord?

lapis inlet
#

University disables Discord

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Or

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Maybe not

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Ok

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This can work

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Gimme a minute

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Oh God fuckin

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Two factor authentication

molten crane
#

I have added a box collision via construction script. I want to use a component hit event for that box collision. How can I archive that? It would be more helpful if anyone knows the answer.

lapis inlet
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OH THANK GOD

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QR codes work

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OK

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Gimme a sec getting screenshots