#blueprint

402296 messages · Page 864 of 403

mellow folio
#

Just change the rotation, delay .01, check to see if W is still down, If true plug back into the change rotation

inner igloo
#

Do I use a branch for that?

#

I mean for checking if W is still down

mellow folio
#

Yeah

inner igloo
#

So this ended up working

#

But I don't understand why it works lol

#

When I didn't have the delay, it crashed, but when I added the delay, it succeeded?

#

I'm not sure how that works

mellow folio
#

You forgot to plug the condition into the branch

inner igloo
#

Ya I got it

mellow folio
#

You needed something that Introduces time

inner igloo
#

I don't know if that's the best way to do it but it's working as I want it to

mellow folio
#

While loops do not do that

inner igloo
#

Oh

#

How do I make the equivalent of a delay to a frame passing?

#

Would I put world delta seconds in the duration of the delay?

#

Ya that seemed to work

#

Ok I think I'm getting it

#

Thanks for your help. Blueprints seem really... confusing lol. The logic of traditional coding is there but the execution is way different it seems

#

I'm mostly learning Blueprints because I want to see if it can help me form ideas into code faster than just coding traditionally

#

And also if I want to get others to help me with my projects and they don't know coding, I'm hoping BP is easier for them to grasp so they can help with a bit of coding as well

#

Anyway I'll keep working with BP. I think the hardest part rn is translating what I know from coding in C# and JS and try to translate it to this

long whale
#

Hi, is there a quick way to get the player actor associated within the player state? or I need to manually store the actor reference in the PS on possess

inner igloo
#

Also I think it's ridiculous how I can't undo after compiling code, but w/e I'll try to compile less often

dawn gazelle
inner igloo
#

Ya I was able to put in the world event tick to the duration of the delay

#

World delta seconds*

long whale
odd ember
inner igloo
odd ember
inner igloo
#

What do you mean by fighting race conditions? Sorry still pretty new to game dev

odd ember
#

race conditions is when you have an arbitrary starting order, and two elements that are dependent on each other have to wait until the other one is available

#

"race" comes from the idea of "who will get there first"

#

for instance, if you have one actor that has a reference to another actor, and needs to use that reference on beginplay, but the other actor hasn't spawned in yet (we're talking frames of time here), then that would be a race condition as the reference would return null

#

so a quick hack to ensure both actors are spawned and ready is to put in a delay by e.g. a frame

#

the correct way to do this is to have the other actor register itself to the first actor on its arrival

#

or, alternatively, have the first actor spawn the other actor

inner igloo
#

Oh I gotcha

#

For my case with using delays as a means of looping through checking the w key, it wouldn’t matter if I used world delta time right? Since the floor actor is always present and spawns when the game starts?

odd ember
#

using delays with loops doesn't make sense

#

if you're looking for something to execute at intervals, use a timer, a timeline or tick

inner igloo
#

Ok I’ll have to look into that

#

I think it’s a lil different here since when I programmed in Unity I put most of my stuff in the update function, so the ticking was taken care of for me. Here in Unreal it seems a lil different but maybe that’s because I’m still trying to understand BP syntax

vague dome
#

can anyone see a reason why this would not work? The event runs on owning client but it fails to add the widget to the screen

#

its getting called in the pawn, and added in the playercontroller

odd ember
inner igloo
#

Oh interesting

#

I’d rather use something that stays in line with the frame count

#

So I guess timeline would do that?

odd ember
#

timelines update values based on tick, and are usually used with an alpha value lerp to move something over time

inner igloo
#

Oh ok

odd ember
inner igloo
#

Oh ok

odd ember
#

you can use timelines as well if you really want to, but it's a bunch of extra setup for something you might not need

inner igloo
#

So when you say “tick” are you referring to Event Tick

odd ember
#

yes

inner igloo
#

Ok

odd ember
#

in BP, events are functions without a return value

#

so think void

inner igloo
#

Oh ok got it

#

My main issue with my prev problem was getting UE to read keyboard input each tick, but couldn’t get that to work with both Event Tick and the W key press event

#

I’ll have to try again tomorrow with using Event Tick

odd ember
#

is this for multiple keys being hit at the same time?

inner igloo
#

Yea

odd ember
#

you don't need to poll for that

#

you can just check if the other key is being hit at the same time as your first key

inner igloo
#

Oh sorry what I mean is if keys are being held down

odd ember
#

right okay

#

yeah in that case you'll have to poll somehow, unless inputchords work in this case

#

I've not used those however

inner igloo
#

Oh ok

supple bane
#

I there any way to halt a pawn's velocity on 1 axis?

dawn gazelle
odd ember
supple bane
odd ember
#

or on and off

supple bane
#

oh Im not using a chracter Movement component

odd ember
#

it may be in other movement components too

supple bane
#

sadly not

torpid mulch
#

Why isn't there "Set Local Rotation" but only World Rotation? I need to set but I can only add. Am I too lost? 🤔

#

I'm trying to rotate a child actor by rotating the parent, but I need to rotate in local rotation, any suggestions?

vague dome
#

@dawn gazelleyea still happens

modern cove
#

I've been looking to re-create a music control system that I saw a YouTube video about. I pasted the files into my project, and realizing that I couldn't use them in that state, I saw to recreate the process piece by piece. I copied in a Struct it uses some time after creating a possibly identical Struct of my own.

#

While building, I noticed this little oddity

#

I noticed one has the capsule icon while the other has an icon like the big Struct Icon on the Content selector. But is there a difference? They have all the same variables

jaunty summit
# torpid mulch I'm trying to rotate a child actor by rotating the parent, but I need to rotate ...
modern cove
#

that's what I thought. Still, I gotta note everything I see just in case

dawn gazelle
# vague dome <@!218956378654507008>yea still happens

Yeah I'm not seeing anything specifically with the code you've shown that would throw that error. You've validated the variable already, and if it is invalid, you're populating it, so it should be functioning ok.
This is where the error message directed you to when you clicked on the "Ubergraph BP_Base_Player_Controller" link?

void spruce
#

idk where to ask this but, what is a .tmp file ? and should it be ignored in .gitignore ?

glass magnet
#

hey yall i was looking to get some help on my lock on system

#

this whole mess of things is what i have and whats happening is that it locks onto the closest target, whether you can see them or not

#

and was wondering if there was a way to make it so it would only lock onto ones in view

dawn gazelle
# glass magnet hey yall i was looking to get some help on my lock on system

Instead of getting all actors of class, you could do a multi sphere trace within a certain radius, then from the hit actors you can loop through them, check if they are the correct class, if they have been recently rendered, and if so, check their distance to the player's character etc. as you have near the end here:

torpid mulch
glass magnet
dawn gazelle
#

Sphere trace around the area of the player within a defined radius (ie. the range in which you want the targetting to work), and those hit results, check class, rendered, and distance for closest.

glass magnet
#

for sure and would it be a multi sphere trace by channel?

dawn gazelle
#

Any of the traces - whichever works best for you. for Objects could be used too.

#

Just as long as it's a multisphere trace

glass magnet
#

why multisphere

dawn gazelle
#

It returns multiple hits.

glass magnet
#

I'm trying to get the targets in front of player

#

a sphere sounds like the same thing to me

#

im sorry im confused

dawn gazelle
#

One only gets a single hit the first thing hit. The other returns a whole bunch of hits.

glass magnet
#

ok but if i change it to multisphere i cant check if its the target with the specific class

dawn gazelle
#

Recently Rendered allows you to check if it's within view of the camera.

glass magnet
#

it doesnt really fit as i am not able to check nearest target without the actors of class array

dawn gazelle
#

The hits are what is telling you the object and the distance.

grizzled peak
#

why can't I transform a static mesh inside a construction script of a blueprint? i can't use offset or transform or location nodes to modify the placement at all.

dawn gazelle
#

If you want to check for anything directly in front of the actor, that'll require some kind of comparison of the location of the target and the forward vector of the actor. Probably some kind of dot product, but I'm not sure of the math needed myself.

faint pasture
#

@glass magnet Datura is right. You want to sphere trace or get overlapping actors on a sphere collider, then filter and select from the results however you want.

glass magnet
#

even for in front of the character

faint pasture
#

Yes

#

Use the dot product to filter out objects in a cone

weary ridge
#

Has anyone made an edit system for structures? I have an idea about using object states to load different models based on the edit selected.

My main question is, during model selection i capture which object the cursor is over, hit "manipulate" that brings up a "grid model"

how do I make sections of said grid selectable ? Once the selection is finished the state check would happen and load which ever version of the model correlating to that manipulation.

Would I make an object model of the grid in Blender and animate ALL different combos per piece?

Since I have a neutral (none selected) , selected phase, and a messed up (incorrect selection phase) would each of those need their own model?

weary ridge
# faint pasture Like buildings?

Either buildings or walls, stairs , think Fortnite layout. I want a game thats basically only building and none of the other stuff but Fortnite is missing a ton of shapes that I want so I thought I'd make a system that transfers my building/editing to a new game

faint pasture
#

You'll have to make all that. I'd start with some sort of a grid and actors or meshes on that grid.

#

It's basically the same as a tile system but in 3d

weary ridge
#

So would the grid be its own mesh? and each phase be its own mesh? or

#

a tile system , didn't know thats what they're called

faint pasture
#

No, a grid would be abstract.

#

You'll want to start from the very basics. Start by making a mode to place cubes, where you can only place them at 100 unit increments

#

In fact start with just pressing a button to spawn a cube, then make it align to the grid

#

Then add other options rather than cubes

weary ridge
#

Yeah I know that. I'm talking specifically about the edit part

faint pasture
#

Then add other grids based on the nearest "structure" or whatever

faint pasture
weary ridge
faint pasture
#

Yes I have.

#

Are you asking how you'd do a building mode?

weary ridge
#

No, just the edit phase

faint pasture
#

Explain that because I still have no idea wtf that means

weary ridge
#

Have you ever edited a wall in Fortnite?

faint pasture
#

Played it like once.

#

Anyway just describe what you're wanting to do.

#

Edit an existing structure?

weary ridge
#

ah yeah that makes more sense

#

yeah

faint pasture
#

I mean it's pretty simple. If "editing" just replaces parts then remove old spawn new part. If "editing" changes stuff like color or size of individual parts then just make some interface to enable that across all the buildable meshes.

weary ridge
#

but there's a phase in between so for simple example, a floor is placed , hit manipulate and a 2x2 grid appears.

How would I make that grid and make it react to mouse selection

#

idk can I post a clip here?

faint pasture
#

Or some post process shader stuff

#

Can be anything really.

weary ridge
faint pasture
#

You need to come up with some function to determine where in 3d you want to consider the highlighted "cell" is.

#

That's all up to you. Fortnite probably does some sort of sphere trace to determine where in 3d it considers you to be aiming

#

You already need some sort of function to decide where in 3d you're aiming for any part of a building system. Start with that.

weary ridge
#

I'll just wing it after I get my animations rendered and go from there. I know I'll be back with a ton of questions as I'm just understanding logic and watching tutorials.

my big concern programing wise is I want to use a lot of if statements which I'm sure is not effective

faint pasture
#

Just make sure you understand 100% exactly what and why you're doing what you're doing when following tutorials. Learn to paint, don't paint by numbers.

weary ridge
#

if I didn't want an edit ability I could just have a huge library of parts for all of the edit types , but that isn't fun

glass magnet
weary ridge
glass magnet
torpid mulch
#

Do we have this but for components?

glass magnet
#

what kind of component

faint pasture
torpid mulch
#

I'm kinda lost to be honest, I wanted to set the location of the component on a "offset" way, keep track of the parent but with certain distance, but whenever I use "Set World Location" the object gets stuck on the vector location of the world I set.

If I get the location of the parent and add the offset, the component flies away as the amount keeps being added.

weary ridge
# faint pasture If you make a building system you'll pretty much have the edit system right in f...

For the building system its way different than an edit system. But I think if I use the grid mesh and figure out the color option it'll work.

Because when you go to edit say a wall, the wall model vanishes and instead an edit grid is displayed (assuming its the model ) , what tiles you select would be saved as a state, and that state just loads the new model piece.

actually making the edit grid will still be an issues.

as far as assets no I have 0 because I want my pieces and textures based on carbon fibre and exotic materials (realistically could make a rectangle and replace the object later)

spark steppe
#

@torpid mulch theres set world location and relative location for components

#

relative is an offset from the parent, so if your actor is at 10, 20, 30 and you set the relative location to 0,0,0, the component will also be at 10, 20, 30

torpid mulch
#

So basically relative location would work like the "local transform" on Unity? (just for example, as I'm recently changing from Unity to Unreal)

spark steppe
#

most likely yes (idk about unity tho)

#

so i guess that's kinda the same

#

the same exists for rotation

torpid mulch
#

I'll try it right now, you probably just saved me tbh, I was trying to discover how I could achieve that for a long time, thank you so much!!!

spark steppe
#

keep in mind that if you have a spring arm between the camera and actor, that the spring arm may also introduce some offset

#

so with a spring arm it can get kinda fiddly

gentle urchin
#

i like spring arms

#

they're nice

torpid mulch
#

Oh I don't have it, the camera component was more of an example

spark steppe
#

yea, they are indeed nice, just saying that because i struggled a bit on those as beginner 😄

gentle urchin
#

giving you a free socket, auto rotating relative to its core rotation etc etc ^^^

torpid mulch
#

It works perfectly now, thank you so so much 😄

zenith pond
#

Is there a way to add more 3d widgets with a construction blueprint than just what you premake as variables? Do I have to add child actors or something?

#

Simple example, I have a blueprint where I want to have a start and end widget which will will place static meshes between the 2 points. Could I make it so I can add more rows with their own start and end points adding new control 3d widgets

astral epoch
#

You could set the variable as an array/list so you can dynamically add and remove them?

zenith pond
#

Ahhh forgot arrays do widgets

astral epoch
#

Arrays work for most, if not all variables that I'm aware of.

#

I don't know the expense of doing that mind you, but I use it for storing several characters in a single controller if said controller is meant to swap between them.

zenith pond
#

Helping control a few dozen models should be pretty cheap

astral epoch
#

Okay can someone explain why my dumb gun won't fall?

#

The print string is triggering so its definitely calling this stuff

whole anchor
#

Hey, i'm trying to get keyboard inputs, i tried some ways but didn't work

#

what to do now?

astral epoch
whole anchor
#

this is a way that i can type only single letter in text box

astral epoch
#

Pull off from Interacting with Monitor, do a "Is Valid" and put that into a branch.

#

Then use print strings on both true and false outputs with different words.

#

Make sure that it isn't null.

whole anchor
#

but it's not my problem

astral epoch
#

Okay have you added an Enable Input node to your controller?

#

Oh wait

#

Press Q is custom event?

#

Is anything calling it?

whole anchor
#

let me show you what i'm doing here

sudden iron
#

anyone know why i cant do rolling? is there something wrong with it? i duplicate it from my other character blueprint i made, and its just work fine but idk why it only this character that cant rolling

#

after i give it print string, i saw all of the print string on my left screen but no animation execued

whole anchor
#

here is my level blueprint

#

i call it from there

whole anchor
astral epoch
whole anchor
astral epoch
#

Don't know then, sorry.

whole anchor
#

that's alright

undone surge
#

how do i get these 2 metal and roughness params

hushed gazelle
#

hi, so i have a problem where my character would lock onto nothing i thought it was a minor thing, i sorted that out. but then i made a compass with some objectives, you can see the objective on the right but the compass is showing the exact same area as what i used to lock on to. Ive looked at this area and there is nothing there on the map. If anyone could help me i would appreciate this and let me know if you dont understand this, i cant really explain it well. https://gyazo.com/f6295ef3a480d52efb4dd77e66cbd940

teal dove
# undone surge how do i get these 2 metal and roughness params

You make them. Press 1 in your material graph, then rightclick on it and convert it to a parameter, then name it "metal" or whatever you want.
Or you can click S to create a scalar parameter directly.

This is a better question for the graphics channel though.

undone surge
#

thank you

teal dove
hushed gazelle
#

but its doing the exact same thing for my compass too

#

thats what im confused about

teal dove
#

If you go through the blueprint for the compass and the character, there should be a part that tells the character & compass to lock onto something. So my best guess is that there is an error in that part, where it does not feed the correct location into the lockon function.

#

You can take a screenshot of it and show us

hushed gazelle
#

thats the position of the points for the compass

#

thats the lock on

teal dove
#

Why are you using a spheretrace for the lockon?

hushed gazelle
#

tutorial, i didnt know how to do it

teal dove
#

^^ what do you want to do exactly?

hushed gazelle
#

wdym

teal dove
#

So I can see if I can simplyfy / fix it

hushed gazelle
#

itll show that

#

so u can see that my object is on the right, but on the compass its fixed on a point thats right in front of me

#

idk why it does that

teal dove
#

the object is that glowing wire thing?

hushed gazelle
#

yeah

#

no matter where i put it, it will still fix on that point

teal dove
#

And you want your character to always face where that glowing thing is on the map?

hushed gazelle
#

no no

#

its just a compass

#

its hard to explain

teal dove
#

aaaaahhh

hushed gazelle
#

without showing

teal dove
#

So that thing is an arrow that should point into the direction of an object?

hushed gazelle
#

yeah, the icon should be fixed on where the object is

teal dove
#

icon?

#

You mean in the compass?

hushed gazelle
#

yeah

teal dove
#

ah okay, so 1. the arrow in the world should point to the objective direction & 2. the compass icon should do the same?

hushed gazelle
#

no no, just the 2nd one

#

could i add you and could we maybe take a better look in a call at 11.30?

#

ive got a meeting rn

teal dove
#

I can't do a call as I'm at work but you can pm me and I can answer when I got time later

hushed gazelle
#

yeah sure, thanks!

teal dove
#

🙂

dire storm
#

how do I use Oodle Texture compression ?

#

ue 4.27

#

documentation says it's enabled by default

#

but i don't see any option for Oodle Compression in the textures Compression section

zenith pond
#

I believe oodle is the compression done to disk when packaging projects, a GPU is still going to use DXT BC compressions for textures

idle pelican
#

Hey, Can I somehow wait until load level without using level streaming stuff?

whole anchor
#

Is there a function that get keyboard inputs?

white elbow
#

Is it possible to make transition to crouching smoother?

ocean bluff
#

Hello, I would like to know how I can start doing an objective/mission manager using event dispatchers? I want it to work where if the player killed or collected this five times, it unlocks something or gives the player rewards. I want it to be flexible so I could add multiple different objectives without the need to make different blueprints.

The second pic is the objective manager I've made but I don't know if it's flexible compared to using event dispatchers.

The third pic is the Widget viewport

white elbow
#

I'm using CMC and right now the player just snaps into new position

lean spruce
#

hi guys can anyone please tell me how to increase the scale of an actror gradually. I want to make an actor fade in

ocean bluff
# ocean bluff Hello, I would like to know how I can start doing an objective/mission manager u...

The most powerful extension for Editor which provides easy design pipelines for Missions, quests, objectives and events. If you are looking for designing tool where within a seconds you build simple or very complicated missions, this solution is just for you.

Marketplace link: https://www.unrealengine.com/marketplace/mission-objectives
Example ...

▶ Play video
rapid robin
#

Hi folks, is there a way to find out what UI widgets are currently being displayed? (I'm seeing it on screen but I don't know where it's coming from or what it's called)

mild crystal
#

why i cant select this?

astral epoch
#

How do I detach an object after attaching it to another actor? For some reason the DetachFromActor node just doesn't seem to do anything.

teal inlet
#

Thanks for answer. That is possibility, but then I still need to convert every Actor to that blueprint with component. Or there is a quick automated way?

earnest tangle
#

You can select all the actors in the level, right click, replace with blueprint

#

Works from the world outliner as well so if they all have a similar name you can easily select them all

fair magnet
#

I'm sure I've had this problem before but I forgot about it tbh...
Following scenario:
I start PIE in Mainmenu from there I open Level1, then go back to mainmenu again... THEN upon trying to go back to Level1 I get ClientTravelError :o

#

What does it mean?

odd ember
#

have you googled it?

odd ember
astral epoch
#

...actors.

odd ember
#

oh actor to actor

astral epoch
#

Yep

tiny prairie
#

How would you setup a good Storm zone ( where players takes damage where he is not in the zone and the zone keeps getting smaller) The tutorials i found all set the Scale of a cylinder on a timer or timeline. But that is really heavy

odd ember
odd ember
tiny prairie
#

isn't setting the scale of an object on timeline really heavy?

tiny prairie
#

my game seems to be getting way less fps when i have this turned on

odd ember
#

I mean it's one object, it's the simplest collision

#

so it shouldn't affect performance greatly

#

you can resize radius instead of scale if you prefer

tiny prairie
#

nvm the material from the tutorial was causing that

astral epoch
#

"Character" in both cases refers to the character holding the gun, of class Abs_Character

#

This is in the abstract gun blueprint that other weapons will be derived from.

#

Reason for Physics Assets is that I think having one on while attached was causing physics stuff to happen to the character.

odd ember
#

set simulate physics should make detachment happen automatically even. my take is that this is a replication error given it's multiplayer

#

also detaching "self" does nothing

astral epoch
#

Okay I'll try just the simulate physics.

#

But yeah might be some replication nonsense going on. Still trying to figure out how to use it properly.

astral epoch
#

Usually that's barren when I ask there

odd ember
#

well the same people that know MP here frequent that channel, and I'll say more often than here

astral epoch
#

Fair enough

#

Okay simulation didn't help. I'm almost tempted to just destroy the actor being held and spawn a new one but I know that isn't exactly the best way to do this.

odd ember
astral epoch
#

Aye. I think modern processing is probably good enough that the spawning/deleting of actors isn't too bad. It will be on weapon drops, so either a character dies or a player picks a weapon up... so its not like its going to be dozens of times per second.

lean spruce
#

im trying but I cant seem to make it work

vestal acorn
#

How do I tell a Projectile to be shot at a specific Location when its using gravity ( Top Picture - No Gravity - Bottom Picture - Projectile has Gravity, gets shoot in the AIr and lands at A )

odd ember
odd ember
#

lagrange or bezier interpolation

vestal acorn
#

Oh should I just lerp the Location and add a third Point thats in the Air?

#

so fake gravity

lean spruce
zenith pond
#

Is there a good way to get a random number with a normal distribution, like on a bell curve

odd ember
odd ember
#

bell curves are natural

zenith pond
#

Random float in range doesn't give bell curve distribution

icy dragon
finite gazelle
#

anyone know how i would go about changing surface material with user input?

icy dragon
finite gazelle
#

say I have 4 walls with a tile material, I want to press '1' to change those to carpet for example

raven hollow
#

Hey!
I am trying to render a sequence at runtime,
I got this documentation: https://docs.unrealengine.com/4.26/en-US/AnimatingObjects/Sequencer/Workflow/RenderAndExport/HighQualityMediaExport/RuntimeBuilds/
in step 3 it says all Set Map and give it the soft object path for the level where your sequence is located
does anyone know which type is this variable is?

How to use Movie Render Queue in a distributed build to create movies on end-users' devices

whole anchor
#

Help, i can't type

wicked osprey
#

Guys, how work Instanced UProperty Flag? If I select specific properties in the Intanced Object Item and create it in the class where I defined it, then the created class will be created with the selected settings or how? I tried to do this, but the data is completely different. Maybe I can't figure out exactly what exactly and how exactly this flag works☹️

earnest tangle
#

Yeah this is how it should work as far as I know

#

But in practice I ran into the same issue as you're seeing, except when using it with TArray<UMyThing>

#

#cpp may be able to help better on this

hushed topaz
#

Afternoon all, does anybody have any experience with getting dynamic physical material output from line traces from landscape automaterials? Trying to use the 'Landscape Physical Material Output' with no luck 😦 Tried a few things but doesn't seem to be working, just returns 'default physical material' even though I have all assigned in the node

#

Full auto material function

mental robin
gentle urchin
#

Except the massive branch sequence 😁

#

Switch on enum ^

#

Prob not your issue tho. But cleans it up a bit

#

Select is also an option for the material parameter

#

Select on enum

odd ember
sage stratus
#

Hey guys! I've a problem. I've build a blueprint that switch a combination of meshes with a parameter.
I've animated this parameter in the sequencer timeline, and if I scroll the timeline it works, but if I launch a render the meshes don't update.
I have to attach the construction script to a specific event to render this mesh switching properly?

Thank you"!

mental robin
gentle urchin
odd ember
gentle urchin
#

Yepp for sure

devout geyser
#

Anyone else's line trace decides when to detect a hit? it sometimes register and sometimes not

gentle urchin
#

Not really no

devout geyser
#

hmm damn it

#

2 hit detections, 1 ignore. I really have no idea if i am doing something wrong tho

maiden wadi
#

Are you tracing up to the wall, or past it? If you're tracing the wall, you're up to float precision errors on whether it'll hit or not. If you're tracing past it, you have a settings or collision primitive problem.

devout geyser
#

up to the wall

maiden wadi
#

Yeah, you need to add a slight amount to that. Tracing to the wall is nearly like trying to directly == a float. You're gonna get some crazy results.

torpid mulch
#

Guys, when doing a LineTraceByChannel, the 'Blocking Hit' or the 'Initial Overlap' says there is something colliding with the LineTrace? I want to trace below my character to verify ground distance, but I'm not so sure. (I'm a newbie on unreal lol)

maiden wadi
#

The trace node itself will have a boolean output. It will be the same as breaking the hit struct and getting the BlockingHit boolean. Either of them mean that the trace hit something.

torpid mulch
#

Oh okay, I'll do some tests with it :D I used to program with c# but I'm loving how with blueprints I can see all the options, helps with my bad memory

maiden wadi
#

Which reminds me. I need to go mess with some K2 node creations stuff.

onyx token
#

idk if this fits into animation - so i'll put it here-

If i have a montage playing in my character blueprint, and i wanna override it with another montage - how do i do that?

#

Like i press leftclick to attack, and the attack montage is playing. neat.

#

But then i press rightclick while it's playing, and i wanna stop the attack animation, and immediately switch to the blocking montage

#

the "stop montage" node doesn't seem to do much...

green eagle
#

Anyone know what the variable/type for a level's soft obj ref is called? I can't find this anywhere. Thanks in advance

gentle urchin
#

Could be level soft object ref

#

Lol nvm cant find it you say

#

Not at pc so cant check

#

But surely I've seen a level object ref there?

green eagle
#

yeah its one of those "what does BP want me to call it in this context" moments

gentle urchin
#

Map? Naah

green eagle
#

nope 😦

#

level map game

#

think it might be world but you can't easily do a world soft ref in a level actor.

maiden wadi
#

Is this UE5?

green eagle
#

First you have to go and get a "load map/level" node > click and drag off the input and > "promote to var" that will give you the "world soft obj ref var" then you use it for what ever you needed it for

#

You can't create a world ref var otherwise

green eagle
maiden wadi
#

Because at least up to 4.27.2, you cannot get a UWorld SoftObjectPtr without the right click promote to variable hack, which also breaks fantastically in some cases.

green eagle
#

that was a fun little adventure for the day

maiden wadi
#

You're not meant to have softrefs to world outside of calling OpenLevel

green eagle
#

So wait do they have it as a feature out of the box in 27+?

maiden wadi
#

Uh.. I think 4.26 added that.

#

The OpenLevel by SoftRef I mean

green eagle
#

yeah

#

im currently reading up on info for why they don't let kids play with the gasoline that this can become

#

hmm that analogy was bad..

#

now im in the TS mood

gentle urchin
#

Amazing things can happen when you have that access

#

Not sure why people want it so badly tbh

green eagle
gentle urchin
#

Hmm id need to see an example of that to get it 😅

crimson saddle
#

Does anyone know of any good documentation on how procedural meshes work? Especially in a multiplayer setting.
I know each client needs to construct the procedural mesh, but I am having no luck with this in my project.

odd ember
lone arch
#

Hi, can anyone tell me if we can import a json file as data table without the "Row Name" field

odd ember
tight pollen
#

is it possible to somehow make a loading screen without streaming and without using C ++

odd ember
#

it's the key for accessing the row

tight pollen
# odd ember no

ok, and can somehow make it load all the levels that are set to always loaded, without clipping as without using streaming level? I have several levels and each is set to always loaded

odd ember
#

streaming only takes place with unloaded content

tight pollen
icy dragon
lone arch
#

@odd ember i got a JSON file which is a bit weird with \ and "/n" and i need to get that into unreal
any solutions?

tight pollen
crimson saddle
#

Figured maybe it's far enough on the blueprint side of things to ask here too

gentle urchin
#

And dont crosspost 😅

#

Thats like the worse crime jk

icy dragon
astral epoch
#

What's wrong with BSP brushes?

#

Isn't the whole point of them to make placeholder blockouts?

odd ember
#

there aren't any shortcuts to this

gentle urchin
odd ember
#

we aren't magically going to know the answer just because it's posted in a different channel

#

the people who are in those channels are the people with the most knowledge

crimson saddle
#

Just trying different avenues. I figured someone might know in here who wouldn't have been checking in that channel

crimson saddle
#

I am within the rules

#

One way or another I'm no closer to a solution sadly

#

I'll have to document if I ever figure it out

gentle urchin
#

basically you must do it yourself,

#

there's no replication for this

crimson saddle
#

Yeah that's what I've been trying

gentle urchin
#

So why no bueno

#

creating it on the client should be identical to the server, should it not

crimson saddle
#

Running the instructions on each client without replication, but for some reason nothing appears for clients

crimson saddle
#

It does work on the server though so I'm not sure what would be preventing the clients from doing their own local stuff

gentle urchin
#

sorta makes me wonder what this mesh really is in the first place, needing to be generated on each client

crimson saddle
#

Attempts at mod support, basically custom user files

gentle urchin
#

Ah

crimson saddle
#

Theoretically everyone has the mod downloaded so they have the mesh and just need to load it

#

For whatever reason it isn't applying on clients

#

I'm hoping I can find someone who has done this sort of thing, because everything I've found is either totally out of date (before the component was in the engine) or is just another post that eventually links back to that other link.

stray island
#

Can a function become a variable?

#

So i call different function from the editor

wicked lava
#

Would someone be willing to hop into a voice channel at some point to help me with a certain issue regarding save system scripting?
It would be greatly appreciated! :)

maiden wadi
#

@crimson saddleI would start by doing this at an actor level to begin with. Disable any component replication. Start with no networking and have clients generate a mesh on beginplay. This should work. Next find the way you want to specify the mesh to clients unless they can infer this data on their own from some other way. There is generally never going to be a reason that clients can't do visual things like this on their own.

maiden wadi
stray island
maiden wadi
#

Cause you're gonna go write those names in. Then seven months later, you're not going to think about it and you'll be in the middle of a refactor and remove a function. And you're not going to get an immediate warning

noble lotus
#

So I got this event right here. How can I make it so if the event starts it wont stop until like the object comes into collision with something else for example?

icy dragon
safe iron
#

hey there
So I was working on AIs and enemies and I have created a pawn
Now, everything works but I can't seem to find the Pawn Movement Component
Can you please tell me where it is? The internet is not helping me

maiden helm
#

Hello everyone, I have this issue with BLueprint, that BTW I am trying to learn as I go, I posted this question on the Unreal forum but I would really Preciate if any of you have some input https://forums.unrealengine.com/t/live-video-feed-in-to-unreal/508657

#

In my case I have an vido capture card connected by USB port, everything works fine, but when I change the USB port on my laptop it shows the webcam, or if I test the same app in other computer then it doesn't load the video capture box, it is random depending on the USB port, What I am guessing is that some way in the blueprint I have to tell the code to get all the input availables and only select the one on my case MiraBox Capture

#

I get that name from inside the blueprint in Unreal but I don't know how to force the array to only use that input. Thank you

gentle urchin
#

When there's a "one off" situation that requires listening for user inputs (during slow-motion combat tutorial), how does one usually approach this? Spawn some manager that controls the entire flow ?

long whale
#

hello, how to define a view distance for a specific type of actors?

#

for example not rendering players outside of a range

dawn gazelle
wicked lava
#

Hello! I have a save system implemented to our souls-like game where upon reaching a campfire, the player data (Such as location, level map, HP, etc) is saved to one of three save files. When quitting to menu and opening the save file, all of the data is soundly restored and ok. This will work as many times as you try in the same session.
Upon quitting the application and reopening the game, the save system gets corrupted and the save files are inaccessible and result in crashes.
I have a few different blueprints working together in this system, so it'd be a lot to show in screenshots. But I have a SaveGameObject that holds this data and for some reason I cant figure out the final step of relaying the information back into the file.
Would anyone be willing to help?

gentle urchin
#

Write slot to disc? Isnt that a node ?

#

Save game to slot*

wicked lava
#

yep im using that

gentle urchin
#

And load from slot

wicked lava
#

yes

gentle urchin
#

Beyond that there shouls be nothing else to my knowledge

#

Never experienced the issues you're mentioning :-/

wicked lava
#

Im really struggling and I desperately need someone with experience to help me

gentle urchin
#

Very limited ™️

umbral ginkgo
#

Bit of a weirder question but would it be possible to make a 3d modeling engine (maybe something like blender but dumbed down quite a bit) for a game (Not an engine plugin)?

#

Is it technically possible

dawn gazelle
umbral ginkgo
#

But it will take me 8 years and half of my soul?

dawn gazelle
#

Probably more.

#

And your kidney. The good one.

umbral ginkgo
#

Ah man I like that one 😦

icy dragon
umbral ginkgo
#

oh no

dawn gazelle
#

Realistically, you could get away with very basic functionality of a 3D modelling program and create meshes and modify vertices in real time, but eventually, with large amounts of vertices and all kinds of math you'd have to start using C++.

icy dragon
#

Making procedural meshes even with just primitives is already a difficult task in the demoscene realm (especially with size coding where you have to make your own 64 KB engine)

umbral ginkgo
#

While on the topic I had this very theoretical idea of a game thats really just a rip off of a game that I already play where you build vehicles for search and rescue or military endeavors and was thinking of alternatives to the shoddy vehicle construction system in that game. Would there be any other methods of making a vehicle construction system without the need for a degree in engine development first?

icy dragon
maiden helm
faint pasture
dawn gazelle
icy dragon
#

Loops in C++ are much more elegant than loops in BP lol

tight copper
#

When I try to spawn in my bullets from my arrow component the bullets rotate correctly left and right but for some reason they won't rotate up and down even though the arrow components are moving. Can anyone help?

#

Actually it's not that they don't go up and down, they just don't go up.

#

actually upon more testing it seems like when they spawn the rotation up and down doesn't effect their direction, the bullets just leave the gun with the tip pointing further up or down and idk how to fix this

#

Ok I actually figured it out! There was a little setting in the projectile movement called "constrain to plane" I had to turn off

hushed pewter
#

Ive been spawning a pawn then possession it

#

But its just randomly started destroying/killing itself whwnever I spawn

#

Ive been through all the scripts and there isnt a single Destroy actor or anything that would kill it

#

Is there something that causes a pawn to randomly kill itself

faint pasture
#

Have it print its position on Event Destroyed, what is it?

hushed pewter
#

It

#

It randomly started working

#

After I made the destroy print effect

#

Ik your testing for its positioning being below the kill floor

#

but wat

maiden helm
#

this is what I have

umbral ginkgo
faint pasture
umbral ginkgo
#

Interesting. So are you using a system of interchangeable parts (Like wheels for example?)

faint pasture
#

Yes. Every part is standalone

#

Sorta like a Kerbal Twisted Metal

umbral ginkgo
#

How do you plan on making the bodywork system/design?

faint pasture
#

Dunno yet. Maybe procedural mesh stuff but probably not. It's for more of a Mad Max style thing so just strapping armor plates will prolly be fine.

#

Something like how KSP does its fairings might work

odd ember
faint pasture
#

GarrysMod ACF and Wire are direct inspirations for this and they work fine with just placing plates so prolly gonna go like that.

fiery elk
#

Im trying to add this trick into my game: https://exiin.com/blog/tips-for-improving-isometric-view/
Can anyone help convert this unity script to ue4?

this.transform.rotation = Quaternion.LookRotation( Camera.main.transform.forward ) * Quaternion.Euler(-45.0f, 0.0f, 0.0f)

faint pasture
odd ember
#

fair enough

faint pasture
#

But to test just make some actor lean away from the camera on tick. Don't try to do that for production though, use a shader.

faint pasture
odd ember
#

that looks like an absolute pain to work with

#

the isometric stuff

odd ember
runic parrot
#

Hi! does anyone know if Delay node should work on "Actor Destroyed"?

#

(i want to trigger something, with a delay, when one actor is destroyed)

odd ember
#

that's very risky

faint pasture
faint pasture
runic parrot
#

yeah, was thinking on this but i'm lazy af, gonna change it right now

#

it's just for the respawn of my creeps

faint pasture
#

If you're talking Dota style creeps just spawn them on a timer

runic parrot
#

yeah, that's option 2. They are already calling the respawn manager, i'm just gonna add some code for the position and a petition for the spawn manager

runic parrot
faint pasture
runic parrot
#

didn't want to implement the "spawn quehe" since you can't have multipler "delay" nodes, damn : (

#

also i love celular automata style

faint pasture
runic parrot
#

On creep death -> X Delay -> Spawn new random creep

#

the invisible option is viable in this case i think

odd ember
faint pasture
# runic parrot On creep death -> X Delay -> Spawn new random creep

If you do it through the spawn manager you'll probably want something like a queue of upcoming spawns.
A death state might be simpler but you'll have some weird edge cases like if some mechanic deletes the creep like conversion or whatever. Depends on the game design but it's fragile.

#

Or if it falls off the map and hits the killz or any of a million other bugs

#

I would just do
On Destroy -> notify manager
and let the manager sort it out

runic parrot
#

Yeah, i don't want to keep the creep alive if posible because it's referenced in various places.
I'm just gonna do an array of vectors with death time and go in order

faint pasture
#

Hell, Dota just checks for occupancy on a timer and calls it a day lol

#

that's where camp stacking came from

runic parrot
#

that's beyond lazy

#

maybe that's why lol got the upper hand

faint pasture
#

nah Dota's an infinitely better game. Was probably an engine restriction from WC3 days that became a mechanic

runic parrot
#

Sounds lazy to me : P
Lol made his own engine

odd ember
#

the other thing you could do is spawn an object that sticks around just for the delay to trigger

#

and then sends a message to the spawn manager

#

but it's less elegant than using the spawn manager directly

odd ember
runic parrot
odd ember
faint pasture
runic parrot
#

it's multiplayer fake mmorpg

faint pasture
#

Do what is extensible, robust, and you can wrap your head around. Manager would do the trick, as would any other of a million techniques

runic parrot
#

yeah, manager is the most reasonable option, i almost finished it

faint pasture
odd ember
#

between dota 2 and hon I think hon was the true successor to dota

#

I remember you could double fist roshan because it would be on a timer too

#

not sure if it still is

#

and there's just too many abilities in the game now which makes it impossible to balance

maiden helm
#

I don't know how to write the blueprint saying, get all the inputs addresses but choose the one with this name only and output that address

dawn gazelle
#

One of these I imagine, then you just have to feed in the value that you want to use as the "right" one.

maiden helm
#

this is what I have now, will this keep looking? or once it get the data it stops?

#

I need to get the URL of a single input (USB connector) to load always the video capture box and not computer webcams or any other device

#

I just tested with all my laptops USB and it worked fine, just want to be sure this thing won't keep looping forever 🙂

short pawn
rugged wigeon
#

What's up with damage types in the apply damage node? I want to treat it like an enum and run switch node on it, but it's an object and it feels like I can only test its type by trying to cast the object to specific classes

maiden helm
rugged wigeon
#

hmm, I've been putting off learning gas

#

@trim matrix got a quick summary of pros and cons of GAS?

rough blade
#

will the "Get Controller Unique Net ID" work when testing this in engine? - it keeps returning invalid

rugged wigeon
#

huh actually the GAS docs seem decent enough

#

ok nvm I should be good to run with this

sharp rapids
#

Is there a way to maintain order of instances in a Instanced Static Mesh Component?
If I remove an instance, all the indexes shift by 1, so when I remove another instance, the indexes are wrong.
The problem arises when I want to remove 2 (or more) instances at once.

fiery elk
high fractal
small halo
#

can someone explain the contains and add arrays please

dawn gazelle
#

Arrays are effectively lists. The "contains" node is checking if the array contains the item you're inputting. The "add" node is adding the item to the array.

small halo
#

thanks buddy

thick marsh
#

Hello, I'm trying to make a game where there is a FPS-like character. (move, shoot, aim), come of them are player controlled, and some I would like to directly control with specific "button presses" mimicking the player character. So if the player character moves forward, the AI bot does, etc. I basically spawn in an AI actor with a null/void behavior tree, and then call the movement functions manually. I've gotten this to work with 'button-like' inputs, like move, jump, shoot, but I'm having trouble with aiming controls. These are tied to the functions like AddControllerYawInput (https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Pawn/Input/AddControllerYawInput/) And they just Crash when called, and the player is not possessing that character with error: "Accessed none trying to read property ControllerRef" -- is there some other way to directly emulate this kind of aim setting that doesn't use this function?

Add Controller Yaw Input

signal oracle
faint pasture
thick marsh
#

I used to do the original Dota quite a bit. Pretty great design.

dire storm
#

Guys I want to create an inventory system.

requirements:

There will be multiple types of player characters firstperson thirdperson, I want all of them to be able to use Inventory system.
Even after dying I want inventory bag to stay in the game.(How do I do this?)
I want my Inventory to automatically add items in it and have fix length. Small Inventory bag 8 items, Medium Inventory bag 24 Items, Large Inventory bag 30 items. Player will pickup better bag/craft a better bag (haven't decided how I'll approach this one) to increase inventory size.

torpid mulch
#

Guys, I'm trying to do this work, I have set the collision overlap correctly, but when my character overlaps the object nothing happens. Does the collision inside 'PlayerController' have to be the root object?

#

My PlayerController component collision type is set to Pawn, and the object that should receive the overlap (from the screenshot) overlaps to Pawn and has Query Only as collision type.

jaunty summit
#

You don't do collisions in the PlayerController

#

But in Pawn/Character instead

torpid mulch
#

I'm sorry, I don't exactly understand :( My test here is doing the player overlap on a collectable and then the collectable disappear. The screenshot is from the collectable blueprint

dawn gazelle
torpid mulch
#

you mean literally this?

#

Oh lol yeah this works, thank you so much!!! :0 But then this would apply for every pawn in the game and not the exact type I want, correct?

dawn gazelle
torpid mulch
#

I'm sorry if I sound too dumb, but with PlayerCharacter you mean a PawnCharacter that the engine has on default or my PlayerController pawn? I've seen there is a 'Character' pawn, but I'm doing a normal pawn with physics instead, that's why the confusion

#

I think I got it :D

#

But hm this doesn't work though. :( And my pawn is the PlayerController blueprint

dawn gazelle
#

Not sure about UE5.... In UE4 we have this.

torpid mulch
#

My bad, as the name of my player blueprint was "PlayerController" every time I used PlayerController for things, Unreal was thinking it was its own controller blueprint, the one used to input. Now that I changed the name fo my blueprint it is working on all the methods you mentioned

#

Thank you so much for your help though!!! I appreciate all the interesting methods to make it work! When you mentioned just verifying with the equal, is it better on performance?

dawn gazelle
#

Well, it's not really about performance - it's such a tiny small difference in this context it doesn't really matter. It's more a matter of you're comparing the "Other Actor" to make sure it's actually the player's possessed character. When you're doing a cast, when it's valid, it's just telling you that it's the right class, but it's not necessarily the player's character.

Let's say for example, you had the player's character using the same class as other actors in the scene and used a cast method instead - then any of those actors could trigger that overlap.

jaunty summit
torpid mulch
torpid mulch
waxen rose
#

how u declare a character ref on event graph variables panel that this guy use in video at min 10:29 https://www.youtube.com/watch?v=xQEAu3awq8E&list=PLd6LaoDjaEtOtR71sPsXhH7eNwBJOwlvx&index=139

orchid geode
#

Anyone know why this post process wont split nor break? 🤔

brazen pike
orchid geode
#

how? 😳

brazen pike
waxen rose
orchid geode
brazen pike
waxen rose
jaunty summit
brazen pike
jaunty summit
#

Yeah I forgot to mention that, you should cast after GetPlayerCharacter

brazen pike
#

Plus its in an anim graph, so they'd probably want a "try get pawn owner" instead of get player character

jaunty summit
#

The engine won't let him set the variable the way I said at first either

jaunty summit
#

Where do you set Charref?

waxen rose
waxen rose
jaunty summit
waxen rose
jaunty summit
#

Yes. Instead of using GetPlayerCharacter use TryGetPawnOwner

waxen rose
jaunty summit
#

That's after or before the change?

waxen rose
jaunty summit
#

Are you sure this Anim BP is set to the character?

waxen rose
orchid geode
#

🤔
Is it possible to have a Fringe (chromatic Aberration) colored in black and White? anyone knows how to do that?

#

I tried using a Post Process and even the camera but the saturation removes the Fringe coloring

icy dragon
orchid geode
#

A post process can affect the Texture saturation only that way?

#

so the fringe coloring will still take effect?

orchid geode
#

any way I can set the Texture Saturation through a PP material? 🤔

jaunty summit
dire storm
subtle blaze
#

Is there a way to get the default values of a component from a class that has those components added to it?

I'm trying to optimize dev time by being able to create a block "object" (for example) that has multiple components added to it (potentially several hundred) and the easy way to do this is to create each one in the editor as though it is its own stand alone actor.

I'm then looking at going through each of these actors and pulling the data from them and then turning them into instanced static meshes dynamically, adding in equivalents to each component (some of which will run code).

Is there a way to do this without instantiating at least one of each actor? I may also find myself with the need to instantiate the actors as actual objects though that would be at least somewhat limited.

#

Oh, and for performance reasons, just creating a new instance of the actors isn't viable. I'm looking at potentially instancing many thousands.

surreal peak
#

You can grab their default object if you only need to read data

#

The class defaults in BPs are however a bit limited

#

So you might need to expose the actual default object via a small CPP function

#

If you need to modify those instances then you gotta spawn them

#

If a few thousand are needed you might need to start pooling them

subtle blaze
subtle blaze
subtle blaze
surreal peak
#

Is it just data in the BPs or also relativ 3D transforms?

subtle blaze
surreal peak
#

Well runtime is the wrong word.

#

But at the point where you would usually spawn

#

The pre spawning is also runtime but usually at the startup of your game, hidden behind a loading screen

subtle blaze
surreal peak
#

But I'm still not sure what you are actually trying to accomplish

subtle blaze
#

Basically, parts for a vehicle.

surreal peak
#

But the vehicle itself is a actor in the scene right?

#

Also instead of structs you could have looked into DataAssets

#

But they are also just objects, so no components allowed. Would only allow for variables and functions.

subtle blaze
#

Yes but each vehicle will be made of up to several thousand parts and said parts can be interchanged by the player.

Think legos as parts so most parts are simple.

surreal peak
#

Right. Yeah then try it with the CPP class defaults to get your hands on the components of the actor bp

#

Just don't modify that :D

subtle blaze
gentle urchin
faint pasture
faint pasture
#

First thought anyway

gentle urchin
#

and let this logic live inside the very specific subclass?

#

Thanks for the input

trim matrix
#

Hey guys. i'm makeing a VR bow game. so far so good. but now i'm trying to implement some target practices at a shooting range giving points on how close to the center you hit the target. in most cases it works great but looks like if i hit some specific place the hit location gets set to the origin of the target actor any idea why this is?

faint pasture
#

You could also probably do it via some actor that hooks into dispatchers. Really depends on what you're after.

#

Elden ring is doing fine and you can just walk past the tutorial. I wouldn't bother rearchitecting my entire system to support "pause and wait for input" if it was too much work.

gentle urchin
#

Thats what i was thinking aswell! So doing a custom manager sounded like it would be sufficient

maiden wadi
#

I'd personally probably handle that in a specialized widget. Widgets can negate any and all input to controllers, which means zero input in gameplay classes. You can pass the tutorial key to it and only do the callback if the widget registers that key on PreviewKeyDown. Else return Handled and don't allow input to anything else.

coral lance
#

My character default runs but when I press the input to make it sprint it starts walking. Looking for any solutions

maiden wadi
#

Widgets are also addable and removable easily. It's a very clean implementation without any extra work for gameplay stuff.

#

Not to mention it's already a widget, so you can display the key on screen.

torpid hound
gentle urchin
#

That sounds like a very nice way of doing it , thanks Authaer and Adriel!

coral lance
signal hornet
#

Hey guys.. i'm trying to make my 4 characters controllers (1 client and 3 server players) to have individual colours. Currently the colour that displays is the first entry in the sequence set the colour to each individual controller? I don't think it's a replication issue as I previously had each player spawning with their own unique random colour (float based RGB variables). Any help much appreciated!

gentle urchin
#

the crossposting is real

#

if you're not aware, deleted posts are still logged

signal hornet
#

what's the issue, i'm only bumping it because it keeps getting jumped

#

and?

gentle urchin
#

crossposting is the issue

torpid hound
gentle urchin
#

#rules "7. No spam. This includes phishing, scams, unsolicited Discord invites, unsolicited direct messages asking for help, cross-posting in multiple channels, and use of excessive mentions, emoji, or repeated messages."

signal hornet
gentle urchin
#

Yes, and we're still in #blueprint , third time seeing the post

trim matrix
gentle urchin
trim matrix
signal hornet
#

Ok so what am I supposed to do when my post gets drowned out

#

you tell me

gentle urchin
#

I'd suggest posting it in the correct channel. That'll increase your odds. Secondly being patient about it.

signal hornet
#

this is the right channel

gentle urchin
#

If people are not responding, usually it's because they're busy, wont be bothered, or simply dont know

#

It's replication , so it's already in multiplayer territory

gentle urchin
sudden iron
#

hii, so i want to duplicate this character blueprint to make another character, is it better to just hit right click duplicate and change a few setting inside or just make it from scratch again? btw the code will be same, just different animation and mesh + skeletal

gentle urchin
trim matrix
sudden iron
#

i already check the animbp and also the interface, nothing wrong

trim matrix
#

just feels strange that it can hit an component on another actor. but the actor it has as 'other' is the target im hitting ^^

#

but thanks for making me double check

gentle urchin
#

Its a bit weird naming on those pins imo

#

not obvious what they are

subtle blaze
# faint pasture Several thousand per vehicle? You're gonna have a bad time making them actors, ...

Space ships. And yes, "I'm then looking at going through each of these actors and pulling the data from them and then turning them into instanced static meshes dynamically, adding in equivalents to each component (some of which will run code). " But yes, I am intending on having a system that will simplify the physics geometry. Especially since my expectation is that most of the geometry will be flat. Getting the thing to render at a reasonable rate is a good first step though.

fierce axle
#

Hi im trying to build an actor (a room) that contains other actors (doors / buttons) and some of them needs to reference each other, ive run into some problems. This makes them child actor components (and i can understand that they are pretty bad?) So what would the right procedure be for them to reference each other so the buttons can open the doors? I want to generate these rooms randomly at runtime and have all the "connections" work out. Maybe not possible with BPs?

gentle urchin
#

Are they placed in the same location relative to the door each time?

#

Letting the door spawn the button could be an option?

#

Or handle them through a common manager

fierce axle
#

the location and amount changes as well each time.

gentle urchin
#

Room spawns door?

#

And room spawns buttons

#

Thus could connect them, no?

fierce axle
#

yeah i guess if i can then place some points in the room blueprint that tells where to put them ?

gentle urchin
#

Yeah

fierce axle
#

hmm ill consider that. thanks!

#

but theres no way of "casting" or stuff like that?

gentle urchin
#

Not directly

#

Youd need a ref

#

could be collected with a mutlitrace/overlap check, or dirty old GetAllActorsOfClass

#

id let the door spawn the buttons tbh

#

and just input locations/transforms for where to spawn them

fierce axle
#

Alright - its gonna be a hassle, but i think i can make it work 😅

odd ember
#

you could also use subsystems that each room registers to and tells where to spawn doors, buttons etc.

#

and let the subsystem handle that

#

but that requires #cpp

gentle urchin
#

^ sounds like a superior solution

fierce axle
#

yeah

#

theres one major issue with the door spawning scenario if i want 2 rooms to share a door. that works now by both having the same door in their list, but if they both spawn it.. thats not gonna work.

gentle urchin
#

Yeah thats not gonna work

#

but

#

would both rooms needs to share it ?

#

or do you mean if a button is placed in each room, that belongs to a singular door ?

fierce axle
#

yeah they would both have to be able to affect it

gentle urchin
#

subsystem ftw!

#

which acts as a manager really 😄

#

then they can all interconnect if you want

fierce axle
#

ill research it!

remote marlin
#

Hey all, something that has been doing my head in, couldn't find anything by googling, but not sure if this is an "expected" behaviour. Basically I have an actor with a vector variable with editor widget enabled. Just for visualisation I'm binding a capsule to it via the construction script. The problem is, when the widget's location is changed, the pivot doesn't stay in the new location, but returns back to origin, which is super annoying. See gif to better show what I mean

#

Any idea if this is a bug/setting that can be changed?

#

Because I can't imagine that this is how it should be 😂

odd ember
#

each room is a node, the edges would be doors, windows etc.

#

you could set that up inside a subsystem too

#

but now we're getting really technical

sacred current
#

Hi all, Why "Do Once" node can't be used inside a function?

fierce axle
#

@odd ember Ill try some more low tech stuff first and then see how deep i need to go with it 👍

#

and cheers!

odd ember
#

every time you invoke a function, it's essentially a new instance of that function

jaunty summit
odd ember
#

so a DoOnce would never do anything, since it would always be the first time you trigger it

odd ember
#

scope can never carry over

jaunty summit
#

I mean it's a new instance you're right, but how then events are different from functions?

#

OnButtonClicked

odd ember
#

that's why they can't have return values

jaunty summit
#

I see, makes sense, thanks for the clarification!

odd ember
#

or rather, they are instanced as part of the event graph

#

which is essentially the object itself

odd ember
sacred current
#

good to know I thought the only differences were return and delay.

odd ember
#

no just how blueprints are treated in the VM

jaunty summit
#

How would you see that

odd ember
#

in cpp kappa

jaunty summit
#

Blueprint nativization is just that

odd ember
#

well no, blueprint nativization is the attempt to turn blueprint nodes into more efficient code. but it's been deprecated

jaunty summit
#

Though it's not that readable

odd ember
#

the VM that runs the blueprint code instanciates everything

gentle urchin
#

Why is it so hard to make the c++ equivalent code readable really

#

the nativization part

odd ember
#

I think it's less about making it readable and more about attempting to circumvent the VM

gentle urchin
#

I guess it's not a focus to have it readable either

obtuse herald
#

Also latent stuff doesn't really exist in CPP like it does in BP

#

And making that conversation readable is probably not easy

odd ember
#

well it does, but it's much more of a faff to setup

#

below the hood it works in the same way

jaunty summit
icy dragon
obtuse herald
icy dragon
#

BP Nativisation is like a crude reverse engineering tool

odd ember
#

a latent action is just an automatically bound delegate that gets called whenever some action has ended

obtuse herald
#

Yeah but that gets checked on tick afaik

odd ember
#

it just has a separate interface in BP

obtuse herald
#

I don't mean that

#

I just mean the conversation from delay node to cpp

odd ember
obtuse herald
#

Is probably hard to make readable

obtuse herald
odd ember
#

everything

obtuse herald
#

Damn

odd ember
#

when a timer ticks at subtick time, it will update multiple times on the next tick

#

also why a delay of 0.0 executes on the next frame

#

(because it's the next tick)

gentle urchin
#

so there's an explicit check for 0.0 , else calculate execution(s) during next tick

odd ember
# gentle urchin so there's an explicit check for 0.0 , else calculate execution(s) during next t...
void UKismetSystemLibrary::Delay(const UObject* WorldContextObject, float Duration, FLatentActionInfo LatentInfo )
{
    if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
    {
        FLatentActionManager& LatentActionManager = World->GetLatentActionManager();
        if (LatentActionManager.FindExistingAction<FDelayAction>(LatentInfo.CallbackTarget, LatentInfo.UUID) == NULL)
        {
            LatentActionManager.AddNewAction(LatentInfo.CallbackTarget, LatentInfo.UUID, new FDelayAction(Duration, LatentInfo));
        }
    }
}```
#

it's not a check, it's just the nature of how things work

#

things only update on tick

gentle urchin
#

Gotta go deeper than that to find the check

odd ember
#

but coroutine like behavior runs in the background regardless

gentle urchin
#

the Action hander would probably have it

#

anyway, not important at all

#

it works as it works^^

#

like you described

odd ember
#

well if you can show the code feel free

#

also keep in mind that the deeper you go, the more you see shared behavior

#

ah perfect, you're here

#

how many lines could we paste at once without breaking rules?

jaunty summit
gentle urchin
#

I cannot find it specifically tho 😄

#

ah passing 0 on timer isnt even allowed?

#
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s %s SetTimer passed a negative or zero time. The associated timer may fail to be created/fire! If using InitialStartDelayVariance, be sure it is smaller than (Time + InitialStartDelay)."), *ObjectName, *FunctionName), ELogVerbosity::Warning);
signal oracle
odd ember
gentle urchin
#

right

#

there's no way to set a timer to be next frame then (sounds like a useless timer but oh well )

odd ember
odd ember
maiden wadi
gentle urchin
odd ember
gentle urchin
#

right

maiden wadi
#

Ugh. fml, that reminds me of Epics new CommonUI plugin. 😦 const casting in the const OnPaint function to set a next frame timer to create a tick function.

#

I really hope that thing gets a workover before 5 is released. It's condition in 4.27 is questionable.

odd ember
#

so glad I don't have a lot of UI 😅

maiden wadi
#

Literally my dayjob. 😄

gentle urchin
#

UI by day, hero by night!

icy dragon
safe iron
#

Where can I find the pawn movement component?
I can only find these but I need the standard one, but can't find it...
The internet does not help either

#

The actor is a Pawn

gentle urchin
#

inherited

odd ember
maiden wadi
odd ember
safe iron
#

Oh, ok
Thanks

#

I'll make a character then instead of a pawn

waxen rose
#

How I can stop animation loop from animation preview editor?

odd ember
lapis inlet
#

Alright I need some help

#

I have a space game and I want my central sun to emit light, because that's obvious

#

But using a point light is proving difficult

#

The light fizzles out far too quickly

odd ember
weary jackal
#

.

valid hill
#

My player_BP is a Pawn since they are a ship, if I change it to Character then I get issues since characterMovement is added. Is there any way I can easily cast to Pawns? Can't really Cast to Player_BP with 'get player character' since it does not inherit from Character.

valid hill
jaunty summit
vestal acorn
#

I dragged Cannon Blueprints into the Ship Blueprint - but now any interface messages are not getting received in the cannon bp ( assuming its because they turned into children now ) Is there sth. im missing/not understanding?

odd ember
#

I can't read 😔

mental trellis
#

It's like 20 or 30 isn't it?

odd ember
#

but you're not a random nobody 😔

dawn gazelle
vestal acorn
wintry maple
#

I am trying to make sure I am doing a beam correctly using vectors. Does this look "correct" in shooting a beam from source to target, but making the beam length be a set length. (The beam can pass through pawns.)

gray quarry
#

Hi everyone! I am trying to spawn a projectile (a fast one - speed of 10.000) and sometimes it's spawning far from my character, not from the location I set, as it has travelled a bit before showing up. Any idea how to manage this?

wintry maple
#

Have you tried reducing the speed to make sure? Meaning, make sure speed isn't the problem first.

gray quarry
#

The speed really is the problem but I have to have that speed unfortunately

faint pasture
#

Does it spawn approximately 10,000/60 units in front of where it should?

plain helm
#

What's causing this?

#

Sdk, NDK or what?

jaunty drum
#

Hey peeps, looking for some advice regarding the procedural mesh generator.

I am wanting to implement the formula:

r = sin(a * φ)^b + cos(c * φ)^d + sin(e * θ)^f + cos(g * θ)^h

to describe representations of spherical harmonics. I was able to get something similar working in Blender's Serpens system, but don't know if it's possible or how to achieve this in the procedural mesh generator.

Can you offer any advice on how to get started / what the basic setup will look like?

keen hedge
#

Is it possible to create a BP function that accepts an event delegate similar to Set Timer by Event ? Other than using CPP I mean

earnest tangle
#

Not really but also kind of yes

#

If your function has a delegate pin in one of the nodes it uses, you can drag from that pin into the function's start node, which should trigger it to generate a delegate parameter pin for the function

#

But you can't really do anything with it, other than pass it into a C++ based node which does something with it

keen hedge
#

Thanks!

tight pollen
#

how can i show what is loading during streaming level on loading screen?

grand sky
#

I have specified different surface types and defined physics material in the editor settings, but all the surfaces I step on are perceived as default. Any suggestion?

tight pollen
#

for example now is loading Shadows, lights etc

#

I've seen this in some games and would also like to show players that something is loading 😛

grand sky
earnest tangle
#

iirc there's some checkbox you need to tick to have the linetraces and such return the physical material

gentle urchin
#

^ yepp was about to say

restive token
#

is there a console command to turn off dynamic shadows but keep all the other shadow stuff high?

The scalability command "sg.ShadowQuality 0" turns off a lot of other things

#

I tried r.Shadow.PerObject but it doesnt do anything

keen hedge
#

Is there a way to create a custom BP node with behavior similar to Spawn Actor w/ Expose on Spawn, meaning with a way to specify class of data and then provide that data, with the node parameters dynamically changing?

tight pollen
#

thanks

#

or make Fake

#

😄

odd ember
#

really the whole idea behind loading is deeply intertwined in #cpp code

#

well yeah you can make a fake one if you want to piss off players

dawn gazelle
#

Reticulating Splines

faint pasture
#

Balancing swashplate

gentle urchin
#

Collecting garbage

grand sky
strange urchin
#

how can get child of widget?

#

i mean in Actor when u right click u can see create child from this parent

#

but widget

#

i can't see it

maiden wadi
#

Generally, don't. There are problems with that in the editor. Just right click the content browser, NewBlueprint, and inherit from UserWidget.

thin panther
# tight pollen someone can help?

Fwiw you can get the async loading screen plugib for free thats pretty decent, although customisation outside of he templates requires c++

marsh bramble
#

it appears to happen frome the mane and tail area

unique cloud
#

I'm trying to work out an inventory system and If I left click and Item in the inventory the Use/Drop Menu open, if I leave it open and close the inventory it remain stuck onto the inventory, how can this be fix?

** I have the same issue with item description, If I close the inventory while I'm over and item to see the description, its stick also on it forever.

dusty rune
#

because the Inventory is already in the viewport

civic sand
#

Hi , where would be the best place to store the options menu ? Gamemode ? Playercontroler ? Or somewhere else ? Thanks !

onyx token
#

i don't understand what i'm doing wrong

#

i'm making a brand new unreal engine 4 third person project without starter content
I take the mannequin "jump" animation
convert it into a montage

I do this

#

and it doesn't work

unique cloud
civic sand
dawn gazelle
civic sand
gentle urchin
#

The director is a regular actor afaik

#

And the sequencer is amazing 😅

#

Feels like theres nothing it cant do

#

Altho spawning actors was a bit backwards

dusty rune
unique cloud
#

@dusty rune

dusty rune
#

when you close the inventory you call Hide event ?

unique cloud
#

I don't

#

the inventory open/close is build on the character, while the rest is built on the inventory UI graph

dusty rune
#

I made something similar and it worked

#

the added child is disappeared as soon as the parent are removed from view

unique cloud
#

so if you open the child and close the inventory without closing the child, re-open the inventory the child is not displaying?

#

I have no issue with the child removed from view when I close the inventory, its when I re-open the inventory, the child is still open by default and stuck there

dusty rune
#

ah sorry i thought you meant it stuck on screen when you close the inventory

unique cloud
#

Could be due to my bad english 😅

dusty rune
#

so you just call the hide event when you open the inventory then

#

it might get an error for the first time so put an if valid before removing from parent

#

or change it to Set visibility to hidden

unique cloud
#

instead of a custom event for hiding it, should I make a BPI to call it from the character?

dusty rune
long whale
#

hi, is there a way to generate random player spawn locations on a complex landscape without manually placing spawn points?

dusty rune
#

There is a node called get random in navigable radius or smth, idont remember the exact name

glass crypt
#

Is there a way to access Event Possessed from an actor component's owner?

violet tinsel
#

Hey guys! I tried posting in ALS discord, but not much activity over there at the moment.

Does anybody have experience making a first person NPC dialogue system? We are trying to find the best workflow for lip syncing and eye contact.

odd ember
#

how random do you want it?

long whale
#

for example inside a given XY range, find available z location on the landscape.

#

I thought about doing traces

faint pasture
odd ember
#

you can have a box around your landscape, then do GetRandomPointInBox

#

then from there trace to ground, spawn

faint pasture
long whale
#

gives some weird result

faint pasture
#

I mean do you need navigation ANYWAY or what? We have no idea how dense your level is, where you want ppl spawning, etc.

#

If your level is mostly landscape then just trace downward from a random XY and call it a day.

#

If it's super dense and you don't want ppl spawning on roofs and such then you'll have to adapt

long whale
#

there'll be trees and objects

faint pasture
#

I mean is it 90% trees and objects or like 10%?