#blueprint
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Yeah
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
You forgot to plug the condition into the branch
You needed something that Introduces time
I don't know if that's the best way to do it but it's working as I want it to
While loops do not do that
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
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
Also I think it's ridiculous how I can't undo after compiling code, but w/e I'll try to compile less often
Get Pawn Private I believe.
Technically, Event Tick by default executes every frame, so long as you haven't changed the tick rate.
Ya I was able to put in the world event tick to the duration of the delay
World delta seconds*
Thanks! It works
any delay under frame time will update on the next frame
Ya that’s why I wanted to use it. Is it bad practice to do that?
generally it implies you're fighting race conditions somewhere, so based on that yes. but is it something that will hurt you otherwise? ...probably not.
What do you mean by fighting race conditions? Sorry still pretty new to game dev
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
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?
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
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
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
tick and update are probably equivalent. timers and timelines use tick, but in different ways. a timer can loop and will update on the next frame from its interval. if it's set this way, and the interval is lower than frame time, it will update multiple times, but only on the next frame
Oh interesting
I’d rather use something that stays in line with the frame count
So I guess timeline would do that?
timelines update values based on tick, and are usually used with an alpha value lerp to move something over time
Oh ok
tick is your best option then, but generally you'll be fine with timers too
Oh ok
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
So when you say “tick” are you referring to Event Tick
yes
Ok
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
is this for multiple keys being hit at the same time?
Yea
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
Oh sorry what I mean is if keys are being held down
right okay
yeah in that case you'll have to poll somehow, unless inputchords work in this case
I've not used those however
Oh ok
I there any way to halt a pawn's velocity on 1 axis?
Out of curiosity, do you still receive the error if you remove the "Client Remove all Widgets" call?
I believe there are axial constraints inside the character movement component
not permanently, just once
oh Im not using a chracter Movement component
it may be in other movement components too
sadly not
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?
@dawn gazelleyea still happens
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
Unfortunately it seems there is no “SetLocalRotation” node, and the only way to rotate an object on it’s local axis is to use the “AddLocalRotation” node. I want an object to match the Z value rotation of another object, but to rotate on it’s local axis instead. Niether SetRelativeRotation or SetWorldRotation seem to work this way. Does anyon...
I think a struct is a struct
that's what I thought. Still, I gotta note everything I see just in case
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?
idk where to ask this but, what is a .tmp file ? and should it be ignored in .gitignore ?
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
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:
Thank you so much!!! I'm gonna take a look into it.
so trace the area where the camera is looking and chest to see if they are the correct class, rendered, and within distance
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.
for sure and would it be a multi sphere trace by channel?
Any of the traces - whichever works best for you. for Objects could be used too.
Just as long as it's a multisphere trace
why multisphere
It returns multiple hits.
I'm trying to get the targets in front of player
a sphere sounds like the same thing to me
im sorry im confused
One only gets a single hit the first thing hit. The other returns a whole bunch of hits.
ok but if i change it to multisphere i cant check if its the target with the specific class
it doesnt really fit as i am not able to check nearest target without the actors of class array
The hits are what is telling you the object and the distance.
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.
so? i dont
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.
@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.
even for in front of the character
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?
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
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
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
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
Yeah I know that. I'm talking specifically about the edit part
Then add other grids based on the nearest "structure" or whatever
I have no idea what you're asking
Have you played Fortnite?
No, just the edit phase
Explain that because I still have no idea wtf that means
Have you ever edited a wall in Fortnite?
Played it like once.
Anyway just describe what you're wanting to do.
Edit an existing structure?
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.
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?
That's be a mesh with transparency
Or some post process shader stuff
Can be anything really.
thank you, like the mouse selection, area ?
Everything else makes sense except that part
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.
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
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.
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
ok youre right im sorry for not quite understanding at first
thats mainly why I'm trying to understand the logic before I begin, I'm assuming the edit part is the hardest part as there are PLENTY of tutorials for building systems like fortnite just not many for creating am edit system.
I have an engineering background so I'm excited to bring that twist to a game mechanic that I love
it seems like doing the dot product for the radius is correct?
Do we have this but for components?
what kind of component
If you make a building system you'll pretty much have the edit system right in front of you. Do you have anything right now?
a camera
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.
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)
@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
So basically relative location would work like the "local transform" on Unity? (just for example, as I'm recently changing from Unity to Unreal)
most likely yes (idk about unity tho)
so i guess that's kinda the same
the same exists for rotation
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!!!
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
Oh I don't have it, the camera component was more of an example
yea, they are indeed nice, just saying that because i struggled a bit on those as beginner 😄
giving you a free socket, auto rotating relative to its core rotation etc etc ^^^
It works perfectly now, thank you so so much 😄
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
You could set the variable as an array/list so you can dynamically add and remove them?
Ahhh forgot arrays do widgets
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.
Helping control a few dozen models should be pretty cheap
Okay can someone explain why my dumb gun won't fall?
The print string is triggering so its definitely calling this stuff
Hey, i'm trying to get keyboard inputs, i tried some ways but didn't work
what to do now?
What ways have you tried? Have you tried debugging everything first?
I added a 3d widget to scene, everything is fine i can click on components but can't type in text box!
this is a way that i can type only single letter in text box
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.
the output is true
but it's not my problem
Okay have you added an Enable Input node to your controller?
Oh wait
Press Q is custom event?
Is anything calling it?
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
actually i disabled player input
Enable it.
yeah tried, but not working!
Don't know then, sorry.
how do i get these 2 metal and roughness params
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
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.
thank you
That sounds you are manually feeding a location into the lockon somewhere in your blueprints.
but its doing the exact same thing for my compass too
thats what im confused about
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
Why are you using a spheretrace for the lockon?
tutorial, i didnt know how to do it
^^ what do you want to do exactly?
wdym
So I can see if I can simplyfy / fix it
ah right, so https://gyazo.com/5df191599cff1a39e76eb39c95973301 this point on the map, that exact part is where my lock on will fixate itself on and now after doing my compass code, the game wont get the points of the compass
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
the object is that glowing wire thing?
And you want your character to always face where that glowing thing is on the map?
aaaaahhh
without showing
So that thing is an arrow that should point into the direction of an object?
yeah, the icon should be fixed on where the object is
yeah
ah okay, so 1. the arrow in the world should point to the objective direction & 2. the compass icon should do the same?
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
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
yeah sure, thanks!
🙂
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
I believe oodle is the compression done to disk when packaging projects, a GPU is still going to use DXT BC compressions for textures
Oh okay thanks.
Hey, Can I somehow wait until load level without using level streaming stuff?
Is there a function that get keyboard inputs?
Is it possible to make transition to crouching smoother?
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
I'm using CMC and right now the player just snaps into new position
hi guys can anyone please tell me how to increase the scale of an actror gradually. I want to make an actor fade in
similar to this https://youtu.be/RvIne514CXU
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 ...
can anyone guide me?
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)
why i cant select this?
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.
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?
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
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?
have you googled it?
what do you mean by detaching? objects don't exist in world
...actors.
Yep
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
can you show your setup?
that is the way to do it. timeline is the most elegant
isn't setting the scale of an object on timeline really heavy?
define "heavy"
my game seems to be getting way less fps when i have this turned on
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
nvm the material from the tutorial was causing that
"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.
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
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.
try asking in #multiplayer
Usually that's barren when I ask there
well the same people that know MP here frequent that channel, and I'll say more often than here
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.
I don't know, I think it's a pretty good way of having a hard break. but again, it's multiplayer so I'm not sure of the replication cost
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.
im trying but I cant seem to make it work
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 )
look up mathewW's videos on timelines
curves
lagrange or bezier interpolation
Oh should I just lerp the Location and add a third Point thats in the Air?
so fake gravity
thanks alot man, ill look into it
Is there a good way to get a random number with a normal distribution, like on a bell curve
well you can do it in different ways
that would be any random number distribution
bell curves are natural
Random float in range doesn't give bell curve distribution
You have to roll out your own RNG calculation then
No pun intended
anyone know how i would go about changing surface material with user input?
Input Action Event → get reference to the mesh → Set Material
say I have 4 walls with a tile material, I want to press '1' to change those to carpet for example
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?
Help, i can't type
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☹️
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
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
I really don't know how to explain this other than to just show it. I have a sphere that overlaps some instanced meshes and updates structs and changes enums bla bla bla... The problem is it loops through all the enum states and I don't see the issue in the code anywhere https://www.youtube.com/watch?v=IfAAdr461io
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
select node*
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"!
I just don't get why it works on the first sweep but when overlapping the instances again it goes trough all the enums
There's both options , yes
less repeat code
Yepp for sure
Anyone else's line trace decides when to detect a hit? it sometimes register and sometimes not
Not really no
hmm damn it
2 hit detections, 1 ignore. I really have no idea if i am doing something wrong tho
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.
up to the wall
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.
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)
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.
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
Which reminds me. I need to go mess with some K2 node creations stuff.
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...
Anyone know what the variable/type for a level's soft obj ref is called? I can't find this anywhere. Thanks in advance
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?
yeah its one of those "what does BP want me to call it in this context" moments
Map? Naah
nope 😦
level map game
think it might be world but you can't easily do a world soft ref in a level actor.
Is this UE5?
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
nah
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.
that was a fun little adventure for the day
You're not meant to have softrefs to world outside of calling OpenLevel
Yeah
So wait do they have it as a feature out of the box in 27+?
Im using 26 idk what the person I am helping is using
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
Amazing things can happen when you have that access
Not sure why people want it so badly tbh
runtime sequence rendering, Great for having cinematics render in prep for a transition and other moments where you need some back ground noise going on.
Hmm id need to see an example of that to get it 😅
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.
sounds like a topic for #multiplayer
Hi, can anyone tell me if we can import a json file as data table without the "Row Name" field
well no, the "Row Name" is the identifier
is it possible to somehow make a loading screen without streaming and without using C ++
it's the key for accessing the row
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
if they're always loaded, they're always loaded. no extra logic necessary there
streaming only takes place with unloaded content
and how can make it load all levels at the beginning of the game, and then only change the visibility of each level after entering Level Bounds Volume?
That sounds like a pointless extra work
@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?
ok but how to do it?
I never really get a response in #multiplayer unfortunately
Figured maybe it's far enough on the blueprint side of things to ask here too
Worst crime would be using BSP brushes in UE4
What's wrong with BSP brushes?
Isn't the whole point of them to make placeholder blockouts?
from #rules:
- Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details.
there aren't any shortcuts to this
ey, no need to get personal!
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
Just trying different avenues. I figured someone might know in here who wouldn't have been checking in that channel
.
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
Yeah that's what I've been trying
So why no bueno
creating it on the client should be identical to the server, should it not
Running the instructions on each client without replication, but for some reason nothing appears for clients
Exactly what I assumed, but I seem to be having no luck
It does work on the server though so I'm not sure what would be preventing the clients from doing their own local stuff
sorta makes me wonder what this mesh really is in the first place, needing to be generated on each client
Attempts at mod support, basically custom user files
Ah
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.
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! :)
@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.
You could call by function name. Don't really recommend it though.
Why not recommend
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
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?
If you want to have function executed on other BP without requiring inheritance, consider using BP Function Library
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
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
Hello, I am trying to load a live video feed into a VR app. I am using a video capture USB card connected by USB. Everything works fine on my testing machine but If I take the same unreal file to another machine, it doesn’t work. I believe is because unreal is looking for a direct path to the USB of the machine I used to develop. How can I cr...
I am basically following this Document example https://docs.unrealengine.com/4.27/en-US/WorkingWithMedia/IntegratingMedia/MediaFramework/HowTo/UsingWebCams/
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
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 ?
hello, how to define a view distance for a specific type of actors?
for example not rendering players outside of a range
You would need to loop through the array that is returned from the enumerate video capture devices node using a For Each loop and determine which one is the one you want to use.
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?
yep im using that
And load from slot
yes
Beyond that there shouls be nothing else to my knowledge
Never experienced the issues you're mentioning :-/
If you have experience working with these systems would you be willing to take a look at my scripts?
Im really struggling and I desperately need someone with experience to help me
Very limited ™️
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
Technically, sure.
But it will take me 8 years and half of my soul?
Ah man I like that one 😦
And lots of your brain cell, because you're going to delve into C++ realm for that
oh no
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++.
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)
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?
Vehicle building is more matter of swapping existing meshes around, and adjusting the physics values, so it's much easier compared to making a Dreams clone
Thanks Datura for the input, but I would be lying if I tell you that I know what to do with for each loop. I am pretty new to blueprint, I have connected and I get the list of the USB inputs, but I don't know how to tell it to only the URL of the box I need. Thank you
Depends on the detail and mechanics you're trying to do. I have a modular vehicle project and it's pretty complex, but if you don't have to do modular drivetrain stuff then it can be easy.
The For Each loop is effectively going over each item in an array. So within the foreach loop, you'd have to check something (like the display name?) for the one that you want to use and if it's the right one, then I think you'd want to save the URL as the one to use.
Loops in C++ are much more elegant than loops in BP lol
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
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
Kill Z
Have it print its position on Event Destroyed, what is it?
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
I am sorry man, but I just can't, I am not good at this, I am trying using the for-each loop with a branch and it is making Unreal freeze, I am pretty sure I make go into an infinity loop. I tried the find node too, but also it doesn't work, I am lost
this is what I have
Can you tell me more about the construction system you made?
Vehicle is made up of Part actors. Parts are all welded to Chassis. The drivetrain is the hard part. If it's just a rolling chassis and you wanna slap stuff on it, that'd be easy.
And a bit newer version of it
https://youtu.be/E3LvbpFCHBw
Interesting. So are you using a system of interchangeable parts (Like wheels for example?)
How do you plan on making the bodywork system/design?
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
a combination I would never have thought of and yet I could easily see working 😅
GarrysMod ACF and Wire are direct inspirations for this and they work fine with just placing plates so prolly gonna go like that.
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)
There are games that sorta do it like CrossOut or RoboCraft or Trailmakers but I'm going for something a bit more sim. Not just "More engine = more faster"
fair enough
You'll probably want to do that in a shader unless you want a million actors constantly changing their orientation
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.
It's on the back burner though, turns out that multiplayer physics is tough, and I will need to do some really tight integration with Chaos to make it perform the way I want it to. Also the design doesn't really have legs without multiplayer, so it's perhaps not as good a market fit as our other projects. It'll get made eventually though, it's my dream game.
yeah I mean I stay far away from stuff like that. I feel at that point you're fighting more with the engine than you're making a game really
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)
that's very risky
Probably not as the actor might go bye bye before the delay can return.
What's the use case? The delay can live in another actor and just be triggered by the destroyed actor's OnDestroy
yeah, was thinking on this but i'm lazy af, gonna change it right now
it's just for the respawn of my creeps
Do they respawn where they died? Presumably your spawner can handle that.
If you're talking Dota style creeps just spawn them on a timer
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
mmorpg creep style
Yeah some manager for sure.
didn't want to implement the "spawn quehe" since you can't have multipler "delay" nodes, damn : (
also i love celular automata style
What's your desired behavior? Creeps spawn....when?
On creep death -> X Delay -> Spawn new random creep
the invisible option is viable in this case i think
that's spawn manager logic
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
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
Hell, Dota just checks for occupancy on a timer and calls it a day lol
that's where camp stacking came from
nah Dota's an infinitely better game. Was probably an engine restriction from WC3 days that became a mechanic
Sounds lazy to me : P
Lol made his own engine
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
that's only for neutrals though. faction creeps always spawn 5 at a time
also it would me more cost consuming i think, because of the spawning actor
(also why creep block is a thing)
of course
Don't even worry about that. Many games spawn an actor per projectile just fine. Literally nothing
it's multiplayer fake mmorpg
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
yeah, manager is the most reasonable option, i almost finished it
Dota is the king of turning bugs into features. I wish they didnt have so many edge cases though, if something blocks spells it should block ALL spells etc.
true, I played it for years. then I played HoN for years (which is still my favorite), then dota 2 for years
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
OK so now the for each loop is giving me a list of all the inputs how can I tell it to choose one? I actually already know the one I need,
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
You just need to do a comparison eg (something == something) and attach the boolean that is output to a branch.
One of these I imagine, then you just have to feed in the value that you want to use as the "right" one.
I think it is working now, THANK YOU!!!!!!!!! I been trying this crap for more than a week already, I am useless to blueprint and I was tasked with this project. Thank you very very much. The first try it did freeze Unreal and I think is because of an infinite loop. so I added a branch node thinking I will use a for each loop with a break, but I guess it works fine now.
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 🙂
To test if it continues to loop add a print string at the end
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
OK I'll test that, thank you!
hmm, I've been putting off learning gas
@trim matrix got a quick summary of pros and cons of GAS?
will the "Get Controller Unique Net ID" work when testing this in engine? - it keeps returning invalid
huh actually the GAS docs seem decent enough
ok nvm I should be good to run with this
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.
Ahh thanks for the great idea. Hmm. i took a look at the shader graph, i can see world position offset, but im not sure how to handle rotation
GAS is amazing, welcome to the club!
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.
thanks buddy
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
i need help with two things, how do i prevent the gray background from scaling up when i display the UI on a widget.
Also how would i make it so i can type on the widget while possessing my character
Tried HoN a bit, couldn't get over the Vaseline smeared bloom and unreadable graphics. Got about 1500 hrs in Dota 2 tho, it's great.
I used to do the original Dota quite a bit. Pretty great design.
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.
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.
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
Try following this tutorial. It's solid and has some of the features you want, namely it uses a component that can be added to any characters, meaning you can have multiple inventories on a single character, or transfer the inventory over to a backpack that you would spawn when the player dies etc.
https://www.youtube.com/watch?v=yxqSkFNAzE0&list=PL4G2bSPE_8uktjEdP4ZuRq5r2o4JMdZfM
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?
You probably want to compare the "other actor" to "GetPlayerCharacter", and if they are ==, then proceed. Shouldn't necessarily need to cast.
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
Not sure about UE5.... In UE4 we have this.
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?
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.
It didn't think that way. There is a class already called like that. You was probably picking that one. For the future, name your blueprints with a prefix "BP_". So in your case it would be called: "BP_PlayerController"
I see, yeah I wouldn't want NPC's getting collectables, you have a good point. Thank you for explaining me, very lovely of you :)
That's also a very great idea, will help a lot on finding my own things, thank you so much as well!
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
In this video I give the player the ability to equip and unequip the rifle from his back.
My patreon: https://www.patreon.com/UE4Prometheus
https://www.youtube.com/channel/UCqPZeIa_lU0ML7JG7D_FP5Q?sub_confirmation=1
=====================...
Anyone know why this post process wont split nor break? 🤔
You gotta click on it and select which pins to expose
how? 😳
i hope if u know my prob solution too
Hero! 😄 Thank you bruh! 😄
It looks like the guy casted to the player character and made a variable of it
i make some thing like this 1 sec but still have prob with casting 1 sec
Make a new variable of type Character(Basically the character blueprint you use) and then set that variable in the event graph with the value of GetPlayerCharacter
Well that wouldn't work since they're trying to get something from their specific character blueprint, so they'd need to cast and set the output of that as the variable
Yeah I forgot to mention that, you should cast after GetPlayerCharacter
Plus its in an anim graph, so they'd probably want a "try get pawn owner" instead of get player character
The engine won't let him set the variable the way I said at first either
Correct
Where do you set Charref?
i make this two codes on event graph
Use TryGetPawnOwner as Lemon said
with event blueprint begin play ?
Yes. Instead of using GetPlayerCharacter use TryGetPawnOwner
Blueprint Runtime Error: "Accessed None trying to read property Charref". Blueprint: Char_animation Function: Execute Ubergraph Char Animation Graph: EventGraph Node: Set Weaponstate
That's after or before the change?
after
Are you sure this Anim BP is set to the character?
sure i have make a lot of animation and it working i just have this prob
🤔
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
You have to do that yourself with a post process material.
A post process can affect the Texture saturation only that way?
so the fringe coloring will still take effect?
any way I can set the Texture Saturation through a PP material? 🤔
Thanks a lot man I'll check this one out
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.
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
That is what I was looking at.
They won't need to be modified as the reason they are "blueprints" in the first place is to make dev time faster so just making a child blueprint with the modifications should work fine.
Pooling? Is there a specific way to do that or is just creating a single instanced static mesh and then adding instances more of what you are thinking?
Is it just data in the BPs or also relativ 3D transforms?
Transforms. :l That is the main reason I want them made in the editor. It could all be done in a struct but that can get messy and go slow.
Pooling has to be done by hand. It's pre spawning actors during load time of your project and instead of spawning and destroying them runtime you take them from the pool
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
Oh, I don't think that would work. Likely they will actually be getting destroyed/created pretty frequently.
But I'm still not sure what you are actually trying to accomplish
Basically, parts for a vehicle.
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.
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.
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
Yeah lol. That would make things interesting.
Still have loop animation when i do it https://blueprintue.com/blueprint/oteeescm/
Several thousand per vehicle? You're gonna have a bad time making them actors, you're gonna have to do some pretty fancy stuff. I'd start with instanced static meshes and a robust system to calculate the collision shapes for the vehicle.
bump
I would subclass the character/action component probably.
First thought anyway
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?
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.
Thats what i was thinking aswell! So doing a custom manager sounded like it would be sufficient
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.
My character default runs but when I press the input to make it sprint it starts walking. Looking for any solutions
Ooh yeah that's slick
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.
probably inverted logic in the state transitions between run and sprint
That sounds like a very nice way of doing it , thanks Authaer and Adriel!
i actually just fixed it but thank you im just starting to get the hang of things im still a newbie so any suggestions are extremely appreciated
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!
crossposting is the issue
Not much in the way of suggestions. AnimBPs have a lot of layers to them and you'll find yourself clicking between lots of different graphs, which can become a bit confusing. The debug view in the graph(s) where you can see all the states / trees updating is a lifesaver for animBP as it's often really easy to visualize where bad data is happening
#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."
i'm pretty sure you were the one who suggested #multiplayer
Yes, and we're still in #blueprint , third time seeing the post
no one who has an idea what i'm doing wrong here?
Are you sure you're hitting the same object ? like there's no other thing it could possibly collide with?
yes. i'm doing the calculations based on the hit location on the target.
I'd suggest posting it in the correct channel. That'll increase your odds. Secondly being patient about it.
this is the right channel
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
So you're certain that nothing else is colliding, giving you this origin vector ? Sounds a bit odd really*
Debugged it with print strings?
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
Just duplicate if you dont wanna make a parent actor
I just tried from my arrow to print the name of the 'Other' and the Other comp... but the component on the other dose not exist... think ill try to remake the target actor and see if that helps
but its weird, all of the script and animation is work except the rolling animation
i already check the animbp and also the interface, nothing wrong
Well there we go I guess^^
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
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.
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?
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
the location and amount changes as well each time.
yeah i guess if i can then place some points in the room blueprint that tells where to put them ?
Yeah
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
Alright - its gonna be a hassle, but i think i can make it work 😅
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
^ sounds like a superior solution
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.
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 ?
yeah they would both have to be able to affect it
subsystem ftw!
which acts as a manager really 😄
then they can all interconnect if you want
ill research it!
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 😂
okay if you really want to solve these issues, you need to have a graph
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
Hi all, Why "Do Once" node can't be used inside a function?
@odd ember Ill try some more low tech stuff first and then see how deep i need to go with it 👍
and cheers!
because it doesn't make sense inside a function
every time you invoke a function, it's essentially a new instance of that function
Because that would mean you can only call that function once, and there is no how you can resest it
so a DoOnce would never do anything, since it would always be the first time you trigger it
Are you sure?
I mean it's a new instance you're right, but how then events are different from functions?
OnButtonClicked
events aren't instanced
that's why they can't have return values
I see, makes sense, thanks for the clarification!
or rather, they are instanced as part of the event graph
which is essentially the object itself
if you want to know more I'd encourage you to look into how BP does things in terms of code. everything is basically copied over, including pointer variables
good to know I thought the only differences were return and delay.
Blueprint nativization?
no just how blueprints are treated in the VM
How would you see that
in cpp 
Blueprint nativization is just that
well no, blueprint nativization is the attempt to turn blueprint nodes into more efficient code. but it's been deprecated
Though it's not that readable
the VM that runs the blueprint code instanciates everything
Why is it so hard to make the c++ equivalent code readable really
the nativization part
I think it's less about making it readable and more about attempting to circumvent the VM
I guess it's not a focus to have it readable either
Also latent stuff doesn't really exist in CPP like it does in BP
And making that conversation readable is probably not easy
well it does, but it's much more of a faff to setup
below the hood it works in the same way
Is there certain files you can point me to, where I can see all theVM magic
Nope.
Only way I know is via timers
BP Nativisation is like a crude reverse engineering tool
a latent action is just an automatically bound delegate that gets called whenever some action has ended
Yeah but that gets checked on tick afaik
a delay is a timer
it just has a separate interface in BP
everything gets checked on tick 🙂
Is probably hard to make readable
Even delegates?
everything
Damn
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)
so there's an explicit check for 0.0 , else calculate execution(s) during next tick
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
Gotta go deeper than that to find the check
but coroutine like behavior runs in the background regardless
the Action hander would probably have it
anyway, not important at all
it works as it works^^
like you described
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?
Now if I tell you who wrote this function you wouldn't believe me
Not the delay, but for the timer (since it can execute multiple times per frame if set to subframe time) , I would think there was a check for 0, otherwise how would it know in that specific case not to do the same logic as it does when firing multiple times
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);
i need help with two things, how do i prevent the gray background from scaling up when i display the UI on a widget.
Also how would i make it so i can type on the widget while possessing my character
pass 0 to timer disables it
right
there's no way to set a timer to be next frame then (sounds like a useless timer but oh well )
I'm guessing not you?
there is, any time less than delta time will trigger on the next frame
wat? You can set a timer for next frame.
but if its to far below, it'll tick several times, no?
only if it's looping
right
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.
so glad I don't have a lot of UI 😅
Literally my dayjob. 😄
UI by day, hero by night!
Do you think it's that offensive? I think Slate has more leeway compared to Canvas RT
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
inherited
second time I need a batman emoji
I think the idea of const casting in a function to make text scroll on screen is incredibly stupid. I mimicked it. Tore out the const cast and just put a DateTime that is set at start. Scrolling figures itself out in the OnPaint from how much time has passed since it's DateTime was set.
there isn't one as far as I know? character movement component is what you want for characters
How I can stop animation loop from animation preview editor?
by asking in #animation perhaps
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
.
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.
GetPlayerPawn.
💖
That's the answer
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?
I can't read 😔
It's like 20 or 30 isn't it?
but you're not a random nobody 😔
Those are child actor components, so they're not the actors themselves. You'll need to pull from them and "Get Child Actor" and then you can feed that into your interface.
Ohh now I get it, I was trying different things like get parent/owner, but this makes more sense now. Thanks for the help!
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.)
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?
Have you tried reducing the speed to make sure? Meaning, make sure speed isn't the problem first.
The speed really is the problem but I have to have that speed unfortunately
It's probably ticking once before rendering
Does it spawn approximately 10,000/60 units in front of where it should?
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?
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
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
Thanks!
how can i show what is loading during streaming level on loading screen?
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?
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 😛
I have specified different surface types in the editor settings and defined physics materials*
iirc there's some checkbox you need to tick to have the linetraces and such return the physical material
^ yepp was about to say
someone can help?
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
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?
you can do that in c++ only
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
Reticulating Splines
Balancing swashplate
Collecting garbage
Where can i find this option? I looked at the settings in material and landscape but couldn't find anything
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
Generally, don't. There are problems with that in the editor. Just right click the content browser, NewBlueprint, and inherit from UserWidget.
Fwiw you can get the async loading screen plugib for free thats pretty decent, although customisation outside of he templates requires c++
ty
good afternoon anyone have any sugestions why this is happening in UE5 https://gyazo.com/a4e4a24a4bdc69757d914d8a2b39e10b
it appears to happen frome the mane and tail area
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.
is this the inventory UMG? maybe don't add that submenu to viewport, just add child to overlay is enough
because the Inventory is already in the viewport
Hi , where would be the best place to store the options menu ? Gamemode ? Playercontroler ? Or somewhere else ? Thanks !
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

HUD class.
I removed add viewport to leave just child to overlay and it's acting the same way
Thanks , can you reference that class from a level sequence ?
Not sure, but I imagine so.
Thanks I’ll check it out.
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
can you show me the code where you create the submenu and store its reference to that variable?
@dusty rune
when you close the inventory you call Hide event ?
I don't
the inventory open/close is build on the character, while the rest is built on the inventory UI graph
I made something similar and it worked
the added child is disappeared as soon as the parent are removed from view
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
ah sorry i thought you meant it stuck on screen when you close the inventory
Could be due to my bad english 😅
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
I don't think I'm doing it right, I've made a variable to get the UseDropHUDWG on the character and set it to hidden when inventory open but I get and error "Accessed None trying to read property UseDropHUDWG"
instead of a custom event for hiding it, should I make a BPI to call it from the character?
Put a is valid test before remove from parent
hi, is there a way to generate random player spawn locations on a complex landscape without manually placing spawn points?
There is a node called get random in navigable radius or smth, idont remember the exact name
Is there a way to access Event Possessed from an actor component's owner?
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.
sure
how random do you want it?
for example inside a given XY range, find available z location on the landscape.
I thought about doing traces
Do sphere traces, if they don't hit landscape, do another one
you can have a box around your landscape, then do GetRandomPointInBox
then from there trace to ground, spawn
Or use the navigation system if that'll do it for you
Yes I tried to place a nav mesh volume on the entire level
gives some weird result
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
there'll be trees and objects
I mean is it 90% trees and objects or like 10%?