Guys, I haven't worked with DA and would like to know the following. Let's say I have created a DA for all items in which there are variables:icon, class, stack quantity, name, description, and so on. Inherited from him, and created another DA, but in which there is already a variable of whether the item is stacked or not. Weapons must have the first DA, since they never stack, and ordinary items have the second DA, in which there is a stack variable. That is, when selecting an item, I will first need to find out if I picked up a weapon or an ordinary item, and if it is an item, then do casts on the second DA and get that stack variable?
In short, to get access to the child DA and its variables will have to do casts?
#blueprint
402296 messages ยท Page 869 of 403
It's just that I have a DA in which there is this variable, but for example in weapons it is not needed at all, since weapons are always not stacked and the variable in fact just hangs in DA without affecting anything
Why not use stack quantity as you "bool"?
The fact is that my weapons just never stack at all. They are immediately added to the array without checking the stack, regardless of whether I set true or false in the IsStack variable?
๐คฏ ๐คฏ ๐คฏ ๐คฏ
Holy shit, why didn't I think of that
Thank you
Np ๐ we do that in our game
I'm adjusting variables on a control rig on tick within the blueprint of an actor (with animation blueprint as the middleman between the two). In the actor blueprint, if I cast to the anim blueprint every time a variable is changed, it works. If I cast at event begin play and store the animbp as a reference - and setting the variables from that reference - it doesn't work. If I print the name of the reference during runtime, it has the correct name of the animation blueprint.
Am I misunderstanding something here at a fundamental level?
I thought (and pretty I have implemented elsewhere in my code somewhere) you can just store the reference of another actor and then directly manipulate the variables within that actor by getting it from the stored reference?
(I should clarify I am storing the reference of the ANimbp Instance
In fact, even if I store the reference on tick and try to use the reference later in the code, it also does not work. Do you really have to pull out directly from the cast node every time to set a variable?
How do I find Assets that are referencing a plugin that I removed? Broken assets for example.
For example removing the Control Rig plugin and now I want to search for the assets that inherited from a Control Rig plugin class.
So uh, I have a Niagara component on my player blueprint, making a topdown bullet hell game, the Niagara component is how I intend for you to fire projectiles which all works.
Though Im trying to implement mouse and stick aiming so you can aim this Niagara spawner, but I DONT want to rotate my entire character
All the tutorials I've found just rotates entire character, but it doesnt look like I can rotate one component of my character with like set actor rotation
Im p newbie, but if anyone has any ideas to point me in the right direction Im open
Here is my player character, and the triangle is a particle from a Niagara spawner that can damage enemies
rn it only fires upwards
I just dont want the entire star/player to rotate, only where the projectile fires
@lunar kiln You can set relative location of a component
Huhh
Can that node alter the rotation of one component of a player BP and not anything else? @short pawn
Bc I was thinking I had to use SetActorRotation, but I cant plug in components into that
I'll try at least
Try setrelativerotation node pulled out from a reference to your component
Niagara
Bullet hell
Hmmmmm ๐ค
You're not thinking of using Niagara as the projectile spawners and drive the gameplay, aren't you?
Im doing that yes
And its working
๐
Damage system is working, I can make cool patterns with Niagara to alter projectile patterns
All I need is to implement player aiming
Sorry to burst your bubbles but we already had several discussions on NOT to use Niagara to base gameplay out of.
Thats okay I dont mind, this is for a student project, and I want to learn more about Niagara, so Im doing a two in one by finishing my assignment and learning Niagara
For my simple game prototype, its going to be fine
Try just setting the rotation on z as a test to see if it is rotating
Is it possible to make the cursor (invisible) a reference in a FPS game?
and, if so, how would I do this?
Or just mouse movement I mean.
Is there a way to zoom in increments in BP window ?
You can get mouse location https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Game/Player/GetMousePosition/
Get Mouse Position
as in smaller , not giant blocks ;:)
Ah, thank you! :D I'll look into this. :)
I don't think so, but it would be in the editor preferences if there would be a way
ok ty ;))))
yup trying
no go, its ok,,just trhing to zoon to specific area to see it all, no biggie not a big deal,,still zooms in too large of increments
Does anyone know if there is a blueprint to check if an object is intersecting an ai move to? I'm dealing with doors
So if its moving to a location and a door object is intersecting its current path
id just like to get a Boolean out of it
there isn't
a door doesn't exist as an object to the AI
all the AI cares about is the navmesh being blocked or not
Right, currently the ai can pass through the door with a navlink proxy but only if the door its open.
I want the ai to open the door itself
probably something you should ask about in #gameplay-ai
Line trace out - check if it's a door. If it is, open it.
I doubt it's going to be that easy
But I keep running into the propblem of the ai wanting to open ever door it goes near.
unless you're talking about the door just opening for the AI
I already have the door functional for the player
not the AI opening the door
It'll be more involved, yes, but that is the idea.
Nav link proxies cant provide any context ?
Could you add a trigger box to the door or ai and use that to trigger the same functionality as the player
Thats what I'm thinking I just dont know how to have the ai trigger the door blocking their way rather than the other doors they overlap the collision. The level is tight hallways with many doors
Trying to spawn/ attach a spline via PostEditChangeProperty on a Tarray. It spawns but is invisible in the editor and I can only see it in the TArray not on the component I attach it to. What am I missing
Nm - figured it out
I think I wasn't using any attachment rules and so it didn't snap to where the object in scene was. But it still doens't update in the property window - the component the spline attaches to will move the spline but it is not listed under it. Only accessible in the TArray
Does anyone know if it's possible to expose a Vector variable as 3D Widget, but constrain/limit specific axis of the widget?
you'll have to explain what you're trying to do
so, if I expose a 3D Widget in the viewport , but to limit the user input on the vector/3d widget only on x&y axis visually, in the editor.
limit the widget transforms in the viewport
I know there are range sliders, but those seem to be general (all axis), not specific
can someone help me. My grass doesnt render in standalone game but renders in when i player the game in selected viewport
you're still not explaining what you want to have happen
just what you want to do
those are two different things
Guys, is there a method to return a pointer to a variable from a function?
I have: "to limit the user input on the vector/3d widget only on an axis visually, in the editor"
You can choose the return type in the output node/return variable settings. Usually defaults to ref
Constructionscript, override the desired axis
yeah, that could be a way, to force a value into it. nice simple idea! I'll give that a try! thank you!
If you ment for an actor, adjusting its location with the 3d pivot thingy ๐
I meant specifically limiting the 3d widget. As an input for a vector variable
not necessarily the owner/actor
Hi guys, I am trying to change my VR headset rotation speed : when i turn my head to the right of 30ยฐ i want the camera to move 60ยฐ instead. Any idea how to do that ? i've tried tutorials but nothing's workin ๐ฆ
Basic question - I setup an interface to send to multiple instances of the same BP. But it is only going to one of them. Any idea why?
(i can't believe it is that complicated :/ but even the Tilt event did not work)
yeah sorry I don't know what you mean. You've said this before and I still dont know what you want
I have a Blueprint Class, which has a Vector 3 variable exposed in the editor as a 3DWidget. I know there is a Slider and Value Range setting in the Variable Details tab, but those seem to act on all 3Axis of the Vector3 variable. I'm wondering if it would be possible to limit the transforms of the said 3D widget only on a specific axis, in the editor viewport. But I think Squize suggestion might be worth a try.
In Blueprint?
yup!
quick question:
What node do I use to change an element at a given index within an array through blueprints?
@hollow gorge https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Utilities/Array/FindItem/ -> might be useful?
Find Item
Set Array Elem
Pass by reference only for Input node
that was the one I was looking for, thanks both helpers
@willow relic sorry! I misread your question :X
np, that other node will be useful later ๐
there's also Get, - returns the item at the given index @hollow gorge
how can I find in which animation this anim notify is?
depends on how you name your animation. generally you may want your animation names to be part of your animNotify
gotta ensure that those hips don't lie
A quick question. In a combat system I'm running, I have a single ability slot that can host a number of abilities, each one with their separate cooldown. Due to needing control of which abilities belong to which cooldown timer, I'm wondering is there a way to set an unique variable that only exists inside a single instance of a function (so if the same function is run again it will not overlap)?
function variables do not exist outside of function scope, so not in that sense no
Hey everyone, I have a question about Enhanced input system,
Is there anyway to get the button that triggered the action?
how do you detect collision on the perimeter of a sphere only and not inside ?
how do you imagine those being different?
visibility is blocked when inside I want to be able to trace visibility inside without being blocked but still detect the sphere when actually tracing towards it
disable visibility for the sphere
just the channel
yeah but then I can't detect it with a trace from outside for example
a vis trace
I just want the edge of the sphere to be vis traceable
well
you can't really
the best thing you can do is either disable the collision while inside
or consider using two collisions
I guess it could work with a mesh ?
well you're doing the same thing
a mesh uses a collision component similarly to how its handled in blueprint
but depending on the mesh it could detect only at the edge
I think you misunderstand
for simplified collisions you can't do this. if you do complex collision you may be able to get away with it. but complex collisions are much more expensive than simple collisions
so it could work
you can try. I'm not sure how complex collision handle interior collisions
yeah it works
i have been trying stuff for a long time now but cant seem to find a solution to my problem. i have a pawn with floating pawn movement and i want to be able to push another instance of this pawn if i fly into it.
if anyone would know something about faking physics for that id be a thankful
does anyone know the standard way to handle pausing gameplay object activity during a Level Sequence cutscene?
the catch is that I need to be able to run some logic on some objects to change map state during the cutscene so I can't just pause *everything *
Custom time dilation
I saw that this was shared a while back, but I found it so useful that I think it's worth sharing again. This is the thing that finally made me understand what Data Assets actually are, and how/why you should use them.
He convinced me to decide to implement this stuff, very early on, in any new Project I start up. Really makes it appear that if you are using Unreal, and not using Data Assets, you're actually "doing it wrong". ๐ At least that's what I keep coming back to as I think about how much of a factor multiplier they seem to be to in your projects development as you progress.
This is generally my preferred design paradigm for defining gameplay mechanic data and systems.
This is something I've had to explain internally on many teams and I was finally motivated to make a public video about it.
Project download for UE4.26.1
https://drive.google.com/file/d/1t5UMWI6dFLzsB1RlkIrI8NKzEq_XxB1M/view?usp=sharing
thanks ๐
How would you find the world axis vector between 2 actors? (I need it for the Axis in RotateVectorAroundAxis)
The difference of two actor locations' vectors?
Is there a way to set a bool to true for all objects in an array?
For Each
could you elaborate a bit? sorry i'm kind of a newbie
For Each with the array of object, do casting if necessary, then set the bool from the array element
awesome figured it out, thanks! ๐
Is it possible to use BP splines and put a texture down for dirt roads that adhere to the terran or is that terrain spline only.. and if so, can terrain splines be used at runtime for pathfinding or what is the typical workflow to make that happen?
i dont want a mesh on the terrain, just dirt roads that blend into terrain but pathfinding on them
you can use virtual texturing
"painting" along the spline
adding invisible meshes to trigger nav area differentiation, and suddenly it works with pathfinding aswell
to a reasonable degree anyways
The traffic will be horses so they need to behave more like traffic following splines like roads
bruh lol
splines, virtual texturing, ISM's for defining nav area , and some tracing / collision to detect the spline
yea i dont even know where to start
start with the spline ๐
tell me you've had this together for a while and didnt just slap this in in 2 minutes to show me
hehe rgr
Much happened since then
hey, quick question. I have multiple print strings on tick and the editor crashes after viewing the output log.
Is this something to be expected? I get why it would happen, but I would still like to see the log to check the data.
You probably printing string way too much
If the crash log file reaches GB, then that could be the cause
corrections, it freezes but doesnt crash
^Important to be accurate when describing your problem
yeah
sometimes i find it more helpful to debug with prints on tick because the watches don't seem to be as flexible.
^i totally agree
Can you use this for finding a path from a to b and storing that entire path or is it really just trying to find next nodes as it traverses?
If anything Print String is more preferred
Perhaps not tick, but as often as i need to
Im storing the entire path
in unity i was using A* as a node graph, what is used here?
im gonna implement a* at some point,
currently its using the regular nav system, not sure whats used there
then im doing some magic to it
the built in nav system can be used to follow the spline points? yea.. lot to learn i guess ๐
well not directly, but with some help yes
the original nav system already support different nav areas
so that's what im absuing really
working in functions I lose the ability to put delays in front of print strings.
But if I could somehow do this with a macro I think that would be a solution.
delay for a print ? sounds.. like an unexpected usecase
well, some way to prevent spammed prints, i know i can always set the duration to zero, but that's not always going to fix the issue.
So by adding different nav modifiers (or colliding meshes) along the spline i modify the travelcost for the spline area. Which makes the nav system pick that path. From there either tracing along the aquired path, or using some collision on the moving pawn, will help you detect and "latch" on to the spline
Have you tried disabling print to log?
I still suspect the output log got bombarded by it
oh, is your movement not manually done via an array of points?
My intention was to actually read the log of the prints.
Im moving with interpolation through an array of locations yes
but using the built in nav system or nav system is only calculating points for you?
the initial points yes
gotcha
then since im interpolating i need better accuracy
So I ended up tracing the paths for curvature ๐
first I check for roads tho (the cheaper check),
then i trace the remaining segments
Well, if you have print string on every frame, that might cause issue with the output log
so you arent using spline data at all for curves yet i take it?
just straight shots?
I am, for sure
or was...
things have changed quite a bit ๐
since then
ignore that they're barrels, that was just for testing the ISM performance with different meshes
I noticed a lot of clipping and flying when using the original nav points , so finding the curvature was essential
It's moved from ground to air tho, so much of the earlier work goes down the drain ^^
"air", spline roads not on ground , i suppose is more accurate
so ill 100% follow splines,
set up in a graph
just want to be sure i cant get terrain spline data at all somehow to be used.. seems silly if thats not possible
๐
even tried extracting the heightmap from the landscape
reading the color value
but they were.. rough
i dont want to "waste time" doing rendering research haha
but surely there are methods to do this ๐
the tracing route was quite straight forward once the math was correct , and seem to have acceptable results for a few hundred pawns ,
safely processed once per tick, but could probably be increased
sucks trying to get to the "how to attack problem, what is at my disposal" piece
you have a frying pan, toothpick, unsharpened pencil, make a rocket.. there's gotta be more pieces im missing? ๐
Hehe yeah that sounds about right
unity at least had an A* project that you just slapped in
What's A*?
And yet people will complain that Unreal Engine is "only made for big studios" because of some its systems are slightly esoteric
back when I last tried unity there wasn't even a way to properly build a level. you had boxes you could scale and everyone was raving about it. never again
can i change the "Generate overlap event" of this child actor without casting to it?
like the "WeaponR"
Can i change the overlap in my character blueprint without doing a cast?
Have you tried Interfaces? Haven't used them on Child Actors myself, but I see no reason why they wouldn't work.
hmm... that is a pretty good idea 
Basically i'd be sending a signal from my animation notify to my animation owner via interface without cast-
And my character blueprint just sends it over.
Should be doable. : )
fair enough, thank you! 
np
Hey guys, whats the best method of making the light emitted from a flashlight look like it lights up the air aswell? Contra the default spot light that just lights up the ground. I tried to do this using a Cone that I had shaped for the light's cone angle and attenuation, but that gives me flickers and doesn't look too great ๐
Volumetric fogs.
https://youtu.be/Xd7-rTzfmCo
This session by Epic's Sjoerd De Jong covers the latest improvements to Unreal Engine's Volumetric Fog and lighting features.
Within a beautiful nature scene you will learn how to set up these effects, and how you can achieve spectacular results by authoring Volumetric Fog through the Material Editor.
Learn more at http://www.unrealengine.com...
Hmmm, that's true, but my night scenes have a dynamic range of volumetric fog, its not constant
@icy dragon
wdym?
Are you using Sky Atmosphere?
I don't know if UDS use Sky Atmosphere, because Sky Atmosphere can have height fog respond to it.
(Personally I use my own sky system built from scratch)
Oh yeah, its using Sky Atmosphere, but the height fog is yeah... varied in density
I would use Event AnyDamage instead and there you can find the instigator/damage causer
@small halo
yeah was looking at that right now
If you apply damage to the actor, Event AnyDamage will be triggered
how can i find at who is damaging me
or if that certain enemy damages me, then x happens
yeah how do i check what the investigator is
yh but what do i pull out of it
that depends on your logic
you can do nothing with it, do some checks
you could check if its class is equal to another class
or smthn
or you could use that reference elsewhere
i have 2 ai and they both use different death screens but im struggling to assign the death screens to each that kills me
wait
that works right?
depends if theyre both children of the same class
if they arent then no, and if they are it wont work for anythign else damaging you
they are 2 separate bps
okay i see
i can simply make a function for one and do the event anydamage for the other
right?
i mean yes, but just use event anydamage for both
Why does this not do anything?>
Is there a way to have a RandomFloatInRange go from 0-2400 (making a random daytime when spawning), but give it an increased probability to be between, for instance 900-1500?
You would have to determine how much more likely it should be, and then you can probably just use multiple rng nodes that overlap
Say you want it to be 2x as likely, you could do something like generate a float from 0-2400, generate an int from 0-1, and if it's 1 you generate another float from 900-1500
Thank you! Like this? It makes a lot of sense ๐ค ๐
does anyone know why my play montage node does not work in the middle of my code, but works perfectly off the inputaction? like the program just doesn't do the animation but it still recognizes it as being used
Yeah, that's the best way I can imagine to do it
Thanks!
Because you're looping through an array of session settings. Each time there is a session setting key that is != Password you're going through the false path. Check what the actual keys are that are coming out of the session settings to see what is coming through to figure out what is going on.
@dawn gazelle I understand I am setting up password protected servers everything works great the only issue that the first server the gets displayed on the server list messes up the password
For example I have these 3 servers, all not password protected
They all work besides the first one, which asks for a password
if the "bobbyboy" server was to disconnect, and then the server that gets put on top now asks for a password
even though they all aren't password protected
anyone know why this isnt working
it wont get past the for each loop it just immediately completes
it acts as iff no arrays are made
nvm
figured it out
Yeah, unless you're running this on the server, you can't get player controllers, and if you are running it on the server, you're only going to reference the controller of player 0
Also, you can't create widgets for a client from the server, because widgets aren't replicated
Unless I'm missing what's supposed to be happening here, but you're referencing the controller in the wrong way
what theyre saying is its treating the array in the foreach loop empty
nothing about the controller
if its a single player game thats a perfectly valid way of creating a widget
\
You have to make sure the relevant classes implement the interface
There is nothing special about your problem, aside knowing how to use interfaces really well
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
when you interp between two different values, say two rotations is it typical to set the current to an updated rotation after every tick or to get the start rotation as a variable that doesnt change and use that for current?
@topaz wigeon Don't delete your messages if you got your problem fixed, or for whatever reason. This would make those who have answered you look dumb, aside from the fact that this is a learning/helping channel, so others won't be to learn if they got the same issue
i didnt get it solved, just almost no one helped... i felt dumb thats why i removed it
but yes sorry wizard
That's not a valid reason. By this logic, you wouldn't find any messages in this server. Questions here barely go unanswered, and your question was asked merely 15 mins ago
ok im sorry
how do I reference or pass in an actors components (collision box spefically) in a a menu like this without being able to cast to the actor. This is for an anim notify with instance editable exposed variables
What your asking is not possible. You cannot pass a componet reference in a menu like that.
When editing variables in a menu like that, you are doing so while in editor.
While in editor, the actor componet you are trying to reference might not even exist yet.
so is there a good workaround
could i pass in a string name of the component and then check the owning actor of the mesh for it or something
Whoโs collision box are you trying to reference?
the character in the animation
I believe there should be a node to get the skeletal mesh being animated within an anim notify.
I would imagine at least.
Ok then get the owner of the Sketal mesh
Cast that owner to your CustomCharacterClass
Then get a reference to that componet
word
I just dont get how I could make it more streamlined and replicable like if I wanted to slap this onto an animation for a different character with a different collision box but still do the same thing
There are two ways i can think off of the top if my head
1st. make your characters inherit from the same base class. This base class could have the reference to the collision componet. So all you would have todo is cast the skeletal mesh owner to this CustomBaseCharacter class
they do all inherit
that may only be possible in certian scenarios though
based on your needs
2nd. create a blueprint interface function that will return a reference to the collison box.
then make all characters who need to use this animation implement the interface
This way you could simply take the owner of the skeletal mesh and call the interface function on it.
and that interface funtion would return a collision box reference, as long as the character has that interface implemented
I hate to burden you like this but what if the character has like multiple boxes but I would only want to reference one of them
wait I think I got somethin cooking
Im having trouble figuring this out. The game is a first person view perspective. I have a character mesh that is split into 2 parts, head and body. I want to hide head from the player camera view but i still want it to show up in reflections. I tried looking it up online and the only answer i got is to use "Owner No See" option, but it doesn't work. Im guessing it's because all the components are in the same blueprint. Can anyone please help me out here? Thank you.
@native plover didn't Ryan layley post a video on that
haven't seen it if he did ๐ฎ
do you have a link or know what it's called? i can't find it
I figured it out I just have an instance editable tag, I get components by tag of the skeletal owning actor and cast to primitive component and then I have the collision box cheerio thank you
@native plover not at computer atm. Search for fps and shadow or footsteps
How to add legs for an FPS game? How to hide the body but keep the shadow?
Welcome to How to... a snack-size video for a snack-size question in Unreal Engine 4.
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that ?
Yeah that one
alright im trying right now
@zealous moth seems like it doesn't work with reflection since they are screen space reflections
anyone have an idea on how to spawn an actor to a component but based on the item theyr in a different position?
Im grabbing small items and its fine. But bigger items obscure the viewport. So I wanna move them down abit
I can only assume what you're actually saying here, but it sounds like you'd want to have a value stored on the item that's being held, and the character would just adjust the position based on that value
exactly, Its kind of hard to explain
attachActorToComponent has no transform options. I can only think of changing the parents position.
hi, does anyone know how to stop an infinitely looping Niagara particle emitter from blueprint? I tried to remove component, destroy actor, etc . Non can remove the particle system.
I can set spawn rate to 0, but this way the emitters are still alive right?
you would just need to change the position of that bone in the anim BP. It's called a bone transform or something similar
@trim matrix you would need to use this to change the transform of the arm bone or something similar so the held item is in the desired position
How is the emitter spawned?
well it would have to be a skeletal mesh, unless you mean you don't have a mesh at all
tried several ways
spawn an actor with a niagara component
spawn niagara actor and set Niagara conponent asset
or just spawn system attached to character's skeletal mesh
can't find a way to kill the emitter
for now I can only set the loop to once and some fixed length, and dynamically control a spawn rate variable to 0. Hopefully when the loop length is reached the emitter will be gone. It doesn't look like an efficient solution.
Does anyone know of a way to calculate the correct mass scale of a scaled mesh?
Changing the scale in runtime doesn't update its mass.
I think I could use the bounding box to measure its size and use that to get its volume, but this wouldn't work for irregular shapes.
anyone can help me figure out float precision?, I have a line trace which sometimes detects and doesn't detect a hit. After some research I figured out my float precision might be off, although I am launching the linetrace by lets assume 15k units till' it hits an object. But sometimes it doesn't display the HIT registration.
It becomes very random with the registration. Any help will be appreciated ๐
Use the draw debug bits to see where it traces
15 000 units should not matter, unless your trace target is very small since it might be harder for you to hit that at a longer range
Retargeted Gideon to ALS. But weapons are in a wrong location. Where can I fix it?
I noticed that the raw i Uploaded my Videos may I mad the Impresion that this Videos show how to do this off my other Video.( https://youtu.be/hYLGcDli7Dg ) Retargeting is just to steal Animations not to change Meshes. in the end Result at 10:53 As i surched for a tutorial like this i wasnยดt able to find one witch show it right. I Piced Grux fo...
Tutorial that I followed
Guys, I would like to know from you what are the main functions that are best stored in the Blueprint Function Library?
Whats the BP for pulling out the bow
My target is a huge wall as shown in this image
well that should not be a problem lol
no kidding ^_^
Hey guys :o I would like to able to draw a line with my mouse (let's say left click) and after I release it an actors is spawned that follows that line. Any Ideas how to realize that?
I would check that the wall mesh has correct collision primitives, or try to find out what specific circumstance the trace fails in... it definitely should work and float inaccuracy should not matter unless your wall is exactly 15 000 units away and your trace length is 15 000 units
I mean, to try and see in which circumstances the line trace fails it might be problematic because I tried it on like around 5-7 different static \ skeletal meshes each. It just feels like I am relying on a randomizer
Try increasing trace length and see if that makes any difference
if you're tracing exactly to the distance of whatever, that could in theory suffer from the accuracy issue
how can i check if im close to a target
Distance To?
yes
and how do i get the distance that a animations do
like with root motion
where do animation go
Any ideas?
anyone Know a good Way, to Sort an Array of Date and Time, in Bp?
#umg ?
yes, sorry
How would I calculate the position of a vector from mouse location at a certain Z level?
mouse location is projected to the deepest visibility layer collision in world, but otherwise only exists in XY space
yea and I can convert Mouse Location to World space :o but I don't know how to go go to a certain Z.
I basically want the X and Y Location for the mouse at Z = 0
that doesn't work because it gets offset
not sure what you mean?
that looks more like an issue with the direction. I just said break and make a vector to zero out the z value. the world direction stuff is on you
?
Any ideas how can i play smooth animations?? like to not be weird
what kind of
you've added the value of a world direction. I don't know how that affects your end vector. it doesn't change what I said
play them in sequence and be smoother
No I didn't ?
well yes you did. it's right here in this screenshot
so making the cursor go straight down isn't exactly what I need o.o I want it to be at the mouse location at Z=0
that's why you zero out the z value. then it will always be at 0. but you're adding world direction to it, so your XY offset will be based on that world direction
if you don't want the offset, don't add the world direction
using world location alone works less because the X and Y values don't match up with the Z
Then it's BARELY changing
I don't know what you mean by that. you wanted to have it at z = 0. that's what that code does. if you want something different, you need to explain it
You know the code for when you want to do a line trace with your mouse right?
You do ConvertMouse Location to world space.
Then you multiply your world direction by how far you want the trace to go from your screen. and add that to your location
yeah but then you also say say you want to have z = 0
Yea now I want this length to be whatever it needs to be so the output Z is 0
you'd need to find out where the trace starts
I figured I had to add something based on how far off the center I am... but don't know how much exactly
There is something fundamental I don't understand. Let's say I want to put this into a function, I can't because you cannot put events in there. So what do I do?
Z is down. mouse position does not have a z value
it's just a timer to check if a variable is = true/false
The mouse position in World space
Use a delay and loop it back to its own branch
Delay is a timer you can't cancel
But can be used inline
the mouse position in world space has an artificial z injected. you'd need to look inside the node to find out this exact value
But can't add latent events in a function actually
you cannot put delays in functions, right?
it's likely equivalent to MAX_Z but who knows how much this is
Yeah just make it call it on the event graph
But then you have new issues like can't call function twice and get two delayd
you can use the timer with a CreateEvent node, which can then call functions
mmm, I'm struggling to understand how this is done
I mean, I know how
just not to make it usable
I'm really not sure if you understand what I'm trying to say o.o
Let's say a do this, it's still not reusable, really isn't it? The created function has no idea where the first input is coming from
However I also do not know how to explain it further
try to explain what you are intending to do instead of trying to force your technical solution (that may not be valid for what you are trying to do)
I mean it's not usable like this
Sounds like you're trying to trace against an invisible plane at Zheight 0. Which doesn't require an actual trace.
there is no relation between functions like that, no. you are calling the same function on repeat. functions can't know things outside of their own scope
I want to spawn an actor at the location I'm clicking at Z=0 (Top Down) X = Up, Y= Right
So how can I setup a check like this in a way that can be reused? Or do I have to do it manually each time?
Basically you need to use LinePlaneIntersection(Origin&Normal) along with the mouse world location/direction
then zero out z
z=0 doesn't change
z=0 is always z=0
Z does change
You can't just zero the z
Zeroing Z will change the direction of the trace.
So is that a node? :o
project screen to world
gives you a world coordinate
taking the XY value of that changes nothing in regards to the z
this is already after any trace has happened
Works perfectly ^-^ Thanks
I'm still confuzeld. Can someone help me with the my broken logic?
I'm not really sure what you're trying to do here
you want a reusable function, ok
all functions are technically reusable
but it seems like you want some value to stay consistent while this happens?
Couldn't you use an event disptacher to clear that timer? :o or make a function that clears that timer that is being called by whatever BPCombat is?
This is what I'm trying to do:
I want a reusable bit of blueprint that will only continue on it's path when another variable is = somthing
sounds async to me
that's a bit too generic. a branch would be a solution to that problem, but I'm sure that's not what you mean
no I don't mean an instant check.
I want it to go like this in a single unit
Step 1 - Check if variable is = true
Step 2 - Variable checked, if it's false go to step 3, if it's true go to step 4
Step 3 -Ok, wait a bit, then go back to step 1
Step 4 - continue
Event Dispatchers yea :o
polling would be a solution, but a delegate is probably the closest
you don't want to check every frame if something is done
you can have something else say "hey I'm done" and have a reaction based on that
delegate = event dispatcher
May I ask what's polling? :o
continuous checks for something. e.g. every frame, do a check for something. stop when conditions have been fulfilled. it's sort of the opposite of an event dispatcher
ok, let's say I set up delegates. is there a way to make a function to use them instead of doing the same thing, bind, unbind by hand?
for instance you could poll for players in a multiplayer lobby until you reach the threshold for players to start a match
I've made a similar system with my transition handler...
I constructs a bunch of components and each of them call an dispatcher... the dispatcher then counts the amount of calls and once the last one has called it's finish event it proceeds
you'll struggle with this because functions can't be variables in blueprint
you can "kind of" make them into parameters by a hack
but you'll still need a finite list of functions that you want to use
like using an enum?
and they all need to share the same signature
yes
mmmm, could use an integer
but again
it's hacky
really you're looking at generics here, and BP doesn't support that
Yeah I think i've reached the time where I should just learn to code but with work and family I have no time :/ (cope cope cope) haha. Thank you for your time guys!
the hack solution is using a bind node with a Select node. the select input is generic, so you can hook up a CreateEvent node
that way you can have it run on a bool, int or enum
Thank you CE
How can i transform a vector to float?
Anyone know why another actor's widget component doesn't show for a new player ?
Have you "added to viewport"whilst that new player is present
I tried doing that but then the widget is fixed on the screen
Oh sorry, your trying to get it to not do that. Read it wrong my bad. you need to pass just the correct playercontroller through to the add to viewport function then
in bp ?
should be AddToPlayerScreen not AddToViewport
You cannot use one widget component for two players. They don't work like that. They project to screen once.
Quite frankly, widget components are nice for 3d widget, but they break down really fast. They're scene components and cost movement time, and they're badly implemented. Actual manager per player with the ability to have actors that needs UI register themselves is a lot better, specially for coop.
Is there a cleaner way to do this? I wanna ensure that my foot traces make louder noises if its a specific physical material - the branches seem kinda unnecessary, should I use an enum list or something?
Switch
Ahh, thank you! Thats what I was looking for ๐
even cleaner if you're setting variables would be to use a Select node
Oh Im not setting variables, but this work very well ๐
Btw, the Override Attenuation input for playing sounds, that does indeed override the asset's attenuation settings, even if that has one of its own attenuation settings applied?
If this works like I've made it now it should sound pretty awesome, with people making louder noise if they walk on hard surfaces like metal vs soft surfaces like grass
Question! I have a spline-based volume actor. How could I spawn particles inside the volume only?
can anyone explain why my animation blueprints get a "_c" added to the end of them by the editor?
Google says this.
when i get prompted with this screen, theres a 50% chance the buttons dont work for some reason. it doesnt even show me hovering over them and when i click them, they dont work either
thats the code im using. its on an event tick
i've seen that, but it seems to be causing problems when i go to build my project the editor crashes and tells me "the class is not mapped" so I'm trying to avoid the _C variant if possible
unless there is a way to force it to map properly
hmm, do you have redirectors in the project maybe?
not that i'm aware of, how would i check? the issue seems to stem from actors that are children of other blueprints
in your content browser > Filters > Other > Show Redirectors
is your anim BP a child of something or your character?
Hmm also are you using BP nativization?
ayo, i have a question about Event BPs, i have four actor BPs and i would like to disable three with one being able to be interacted and after being interacted, it will become disabled and another one will being enabled etc. . i'm unsure if i have to try with branches or not ๐ค
How to call Parent BeginPlay?
right click the begin play node and there should be an option to call to parent
Make it event driven, not on tick
whats an event driven?
Is there a way to shoehorn wildcards/generics into BP functions and/or events?
it makes my other widgets no work too like i cant press ''E'' to pick up and object
im just so confused
unfortunately not in blueprint, only in macros
BP doesn't support generics
You may want to instead work with a overlap or linetrace, depending on how it works
Even both
Not blueprint related but does anyone know how to prevent the struct tree from hiding itself whenever I perform an action (inserting, deleting etc) as shown in the video?
I am getting this error and I am confused as to what it means
here is the code connected to error
Did you create the Camera variable or using the Component?
ive got a super simple blueprint running on a custom player controller. it is calling the custom player state which contains points info, however the cast always fails. after searching online it seems like it may be a bug, any workarounds?
I am using the component and my origninal camera
Well, It's complaining about Camera not having a valid pointer
If the cast fails, you likely aren't using that playerstate class.
I only see one redirector when I turn on that filter, and it doesn't seem to be related to my issue.
the anim BP is not a child (other than of the default anim class)
and i haven't tried anything to do with nativization so i don't think so
there is also no gamemode override set for the world
@sterile garnet ah, sorry man that was all my google-fu found out. You might want to see if there is a project wide nativization setting turned on, and maybe excluding some of these BPs from that if possible..
And that game mode is set in the project defaults?
no worries. i was hoping someone had a magic bullet. i'll poke around with the nativization settings and see if they help anyway?
yes im using the third person template
The error definitely points to that particular animbp class right? you tried compiling with a fresh one?
the error originally pointed to a different animbp class for an actor that WAS a child BP, so i deleted the child and merged it into the parent, which resolved that original error, but shifted it over to this new actor
What if you set the level's game mode override, does that work?
nope it just fails
notably it does fail 2 times (as i have 1 client open)
but that made no difference
and the error only seems to kick in when i change something and then try to build to my VR headset. if i just build after loading the game without making any changes, it all goes fine
not the biiiiiggggest issue, it just slows down my iteration process
damn, sorry, gl ๐ฆ seems a lot of people having the issue with VR specifically
VR is fun but it always brings out the weirdest edge case issues
since nobody's replying in the graphics channel and it's blueprint related, my particle material isnt showing up
How would I fix that
Hey everyone, I've been meaning to create a trigger box that spawns a short descriptive text, but I honestly got stuck.
It works in the sense that when I enter the trigger box, it does recognise that the player is overlapping with it, and so it prints the dev text for testing purposes, but it doesn't display the text render I set up. I don't know what I'm doing wrong :/
When making a game with future DLC expansion in mind, what are the DOs and DONTs in BP for the base project ?
ive validated that the custom player state is being used. (printed on begin play event), its probably a UE5 bug
and change in intended use
there has to be a bug with the player array in blueprint mode or something
even this (no cast to a special state) yields id printouts of 0 and 0
(when each player should have a unique id)
What is the length of the array? If it's zero, they might have messed with the playerstate registering itself in gamestate.
the length is equal to the number of players
Odd. What does GetClass's printing the name say?
trying to print player id gives this error
get class is blank
(for each player in the player array)
So the array has entries, they're just null. Does this do this on the server machine too?
although the blueprint editor does recognize it is a playerstate object reference
its doing that specifically on the server
reddit
11 votes and 16 comments so far on Reddit
seems like it is a bug but they have not fixed it
fixed it @maiden wadi
plugin adds this pure function which fixes the issue
Pure node returning arrays.. Ugh.
You're probably going to want a functional game before you even consider adding dlc to it
Hi, does anyone know what these errors are? i cant find shit on them
how so? better plan such thing from start than later redo things to make it work
it's like "I'll add multiplayer later" thing ๐
Only important thing BP specific that comes to mind is correct use of soft pointers.
I am still having a problem with some code I tried attaching the camera that is part of the Master Character BP but It still had the same error
I don't think I've ever used those ๐
you need to check if your target is valid before teleporting
Could you explain how I would do that. I am still a noob
it's literally a node
what is the node called?
have you tried opening the context menu and typing in "is valid"?
Anyone had issues using SpiralBlur-SceneTexture node in VR projects?
I am not sure where to put the is valid I know about that node but I am not sure where to use it
anywhere before you use the function that gives you the error
materials are in the #graphics domain
@odd ember Works for me, I just figured this one straddled the line a bit. Trying to discover whether it is doing something blueprint-wise that VR engines/plugins won't jive with.
even if the graphs look the same, they aren't. blueprint refers strictly to the code running on the blueprint VM. material nodes translate to HLSL
Good to know
Hi, I have a start button on my main menu that uses the "Open Level By Name" node to load the starting level. This works fine when testing but after packaging, the button just reloads the main menu. Any Ideas?
Did you include the map in the build settings?
how so?
It gives me the error before it starts any function so there is nothing to verify
okay, i'll give that a go thanks ๐
Hi guys, is there a way to check a string for a certain word, im trying to make it so i can set a string to the value of a characters name so i can determine which one the character is playing
string contains node
Thanks ๐
๐ ๐ ๐
well if you click the error you can put the node right before the error
its before a camera variable though with nothing before it
I made a custom crouch function which includes setting crouched and uncrouched walk speeds but i also have a sprint function. the sprint function doesnt work after ive crouch uncrouched
how do i get the sprint function to override the crouch set max walk speed
well it has to start somewhere
if you're doing this on the character movement component you'll probably have to set it by hand
set what by hand the walk speeds ?
Any way to get a Random Point Inside a Spline?
Sorry im new to this.. is there a way I could link this up to a piece of text that only goes visible when a specific piece of text is shown?
yes
@odd ember Gotchya, thank you.
i'm not entirely sure what you're asking but if you can some how hook that up to a branch you should be good to go
get time along spline with a random value perhaps?
I think i've got it just i dont know how to link it up lol
it is still not working
well you need to put the object where it says "accessed none" and link it up to the node
right now it's not checking anything
this is a ui binding and im referencing a character
you might need to get a reference to the text block in the ui object?
not an expert on ui though ๐
now im not getting the error but it is still not working in my game
Idk it seems correct in my mind lol.. it's just checking whether the variable on the character has a certain word
yea i'm not sure what the error actually is, seems fine to me lol
well then you've located the source of the issue
you're using something before it is set
WTF I made the variable replicated and it fixed the issue?
I am now even more confused sorry im really new to this so debugging is still hard
right but if I do it for you you're not going to learn how it works
you're using the variable before it is set
๐ if it work it works i guess lol
if i make a new character blueprint-
Do i need a new animation blueprint aswell?
Or can i just reuse my old one?
And if i do, how do i make it so i still have the variables that i need for it without casting to it?
like if i have code that goes into the third person character right now-
How can i get rid of that cast?
and just make it "owner" or something?
I recommend it. Learning how to manage an object's memory footprint is pretty huge as far as laying framework for your project. Keeping classes unloaded from memory that aren't being used. This is one of the things that the casting misconception is about and why derps use interfaces for everything. Learning to read the Sizemap, and choose what is okay to always be referenced is a great tool for growing projects. Which is why I make a point about it for DLCs. Also very good for general core game framework.
You make two new characters. Put the variables in one and reparent your third person character to this parent class. Then create a new child of the parent class. Then cast to the parent class and it won't matter which character you're using.
yeah, file > reparent blueprint

Will break your current variables if you name them the same in the parent. Requires minor restructuring by replacing the variables in the current third person character. Just needs simple replacing mostly.
But i only need the ones that are in my animationBP right?
Since my second character will have a vastly different blueprint
For now. Til you need others elsewhere. ๐
(it's an NPC, and the first one is my player character)
So I figured the sizemap would be important, it kind of falls under the same optimization rule as "don't avoid tick, just make sure you know when its necessary to use". But are interfaces really that bad?
Going to be honest - never even knew that was there. I always use the Class Defaults section of BP to reparent ๐
thank you for helping me 
don't cast in the update, cast once on begin play
This. Its a good idea to cast once and cache the output rather than constantly casting.
how was it buggy?
well- beginplay was a little buggy for some reason
I don't think the animBP ever spawns in before the character ๐ค
(you uploaded that 5 times now)
it's the same image ๐
oh now it updated

internet
apparently my upload worked for a few seconds, but my download didn't 
There's not much wrong with interfacing I guess. My personal issues with it are:
- In blueprint it is 6-20% slower at runtime for getter functions than a simple cast and get.
- Interfaces require extra work. You have to create the function in the interface, implement it on every single class that uses it.
- Interface communication is indirect. And it makes project architecture complicated to read through, which as a UI programmer I would want to murder you if I had to work on your project.
@onyx token
tbh- i can't even remember 
interfaces in BP are often used as faux event dispatchers
which is just not what they are made for
also interfaces aren't technically real
it's all virtual
Isn't that kind of the point?
i do like them for broadcasting common events over many disparate classes but that's about it. i've only really found a use for them a couple of times.
Virtual functions/events that can be called but have its logic defined elsewhere?
ordinarily interfaces would be part of the core language. but interfaces don't exist in cpp. so epic "hacked" them into existence
right but you may as well use event dispatchers for this. they were designed for it
what's more is that it forces you to keep your code tidy and tech debt low
One of the classic fuckups of Interfaces that irk me to no end are people that use them to avoid casting, and then literally return an object of the type. Any hard pointer in a class connects it in the memory sizemap, not just casting. This includes Variables, ReturnValues from functions, as well as Cast nodes.
here's the icing on the cake: implicit in the interface is a cast
so you avoid casting only to... implicitly cast anyway
yeah i usually do and much prefer event dispatchers. which is why in 10 years i've only found 2 use cases for interfaces ๐
I always chuckle when I see this ๐
interfaces exist to bridge OOP hierarchies
So essentially any connection between two classes would make attempts to limit cast calls kind of pointless?
that's literally all they are for
the point is that you shouldn't be overly worried about casting costs
unless you're doing millions of them on tick
Fair.
same goes for interface calls
That's pretty much what I've always heard, just avoid cast calls on tick but more due to the fact its on tick than anything.
your time is better spent finding out how you can limit casts than trying to hack your way around casting
so cast, but e.g. only cast when needed
but that goes for any expensive code
Actually casting technically costs nothing. It's validity check in the macro that costs, and it's the same amount as an IsValid node. So if casting is costing your performance, stop validating pointers too. ๐
for my AI I do 3 cheap checks before I even fire a linetrace
if it fails any of the 3, back to square one
and expensive code does not execute
= I win
I still feel the use of an interface is cleaner than the use of a dozen different casts, at least when it comes to something like outputting damage. Weapon fires a linetrace, I don't want to have my graph covered in casts trying to figure what I hit when the Interface can pretty much just scream into the void for me.
Though I'm not sure if that's better or worse under the hood.
health could be an OK thing because you could spread that logic across several classes, and I've seen it mentioned professionally as one of the few cases. but even then, for UE, I'd prefer using components. but then FindComponent is also expensive
How do I change the line trace to go towards the crosshair, rather than straight in front?
Starting to feel like everything is expensive at this point
Then again with the cost of every type of bill, tax, and general cost of living all going up...
shoot a line with the camera, figure out where the hit point is, and use that as the end location for your original linetrace?

Camera > Get World Location > Start
Camera > Get World Location + Camera > Get Forward Vector * Line Trace Desired Trace Distance > End
this is better than my idea, do that 
Hey, Iโm getting an error trying to โget components with tagโ inside an Actor Blueprintโs Event Graph. Iโm trying to find Scene Components with a tag, but the error says I canโt search for scene components. Any idea whatโs going wrong?
Like this? It doesn't seem to work, it fires the line trace out in the same direction regardless of where the camera is facing, how I get it to fire in the direction of the crosshair
Nope. You multiply the forward vector first, and you need to multiply all (X Y and Z), then add that to the world location. If you only multiply X and set the others to 0, they aren't taken into account at all.
You aren't casting to the right class. Character is a base class.
I tried similar, and can only get the location of the points (the outer rim of volume), I am hoping to get a location inside the spline
but "character" does have that variable tho 
Either that or your character is a lady.
sus
but why can't i access any of the variables in the "character" blueprint? I've reparented my player character bp
I literally told you why. You are casting to the wrong class.
Because "Character" is the base class. You need to cast to the class that has that variable.

am confused
let me first ask you.... why are you trying to access variables in your character blueprint?
because the character blueprint is the parent class to my player blueprint
and i have an npc blueprint, and a player bluepritn
both are characters
so i made a character class, reparented both to the character class
that way i can change shit, and in my animation blueprint i only have to cast once to the character class
Don't name it character.
Name it something else.
Character is already the name of a class.
Now you can get all the penis you want.
and i will set every one of them to "true" 
What are you making ๐
test variables
Ah
which i give stupid names
Looks to be a pornographic game.
๐ฉ
An arrow hardly suffices for a penis. Shapes can help achieve this instead.
wow mean 
Like this? Get forward vector just seems to point in the x direction rather than where the camera is facing? (I fired the line trace then took a couple steps back)
Just trying to help.
what's the point of that arrow anyway? 
Penis

Your multiplication should be the same for all 3 X Y and Z.
You're getting a forward vector which is a direction whose value goes between -1 to 1. In this case, you're getting the forward vector of the camera, ie. the forward vector is the direction that the camera is facing. If you want it to go straight from the camera, you need to multiply all 3 values X, Y and Z, by the same amount as this then gives you a "straight forward" trace based on the forward vector of the camera. You're then adding the Camera Location so the end is based upon where the camera is located.
Its working, thank you for your explanation ๐
Hey guys. I've made a custom anim notify for footsteps, and I want to ensure only the notifies for the highest weighted animation trigger. Since I'm not using a blendspace, I can't use the blendspace's "Highest Weighted Animation" option to fix this. Instead, what I've been doing is messing around with the anim notify's Trigger Weight Threshold. I get better results, but still not perfect.
I was wondering if you guys knew a better way to handle this without using a blendspace.
get the distance of your linetrace hit? 
im new, i just followed a tutorial
Use custom render depth to draw outlines.
Pawel's excellent article: http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/
Sample project to migrate materials from: http://www.michalorzelek.com/blog/?smd_process_download=1&download_id=297
Twitter: https://twitter.com/vladkodmc
can someone help me with displaying an enemy tracker on multiple enemies of the same blueprint. Currently it is only working for one of the enemies.
widget code:
enemy bp code
see the "location" node?
you can get the distance between that location and your start location
and then just add a branch, and if the distance is > 1000 or something - stop showing the line
wait where is this?
its a bit of a wreck, but
i did this
and its not working
๐ฅฒ ๐
do you see anything wrong?
wait what
wdym
i just realized what you meant btw
oh shoot
its only calculating it while my mouse is on it
wait i see the issue
this is the stuff before this
it traces it before it removes it or smt
ahh this is too confusing for my tiny gml brain
i somehow need to do this before i am too far away (range i think)
when i changed range to 5000 and the gun got far away enough this happened
click on the one at the end of the error, see what comes up
Do you set the reference to null when the object is far away?
the tutorial by the way
no?
i dont think so
im new
Since your BP mention custom depth, maybe in the material you can have the outline disappears if the depth value is less than certain distance
not sure how to make the outline dissapear
;-;
You figured this one out yet?
From first glance it looks like you're just not setting the character to be anything.
not yet, i'm trying out making a new child from scratch and just copying all the nodes over 
but do i have to set it tho? Like the variable points directly to it...
Yes. Because its referencing another object, its default value will be null.
Which is why its telling you its reading none.
What is this class in and how are you trying to set that value?
and when i do this, and make the exact same code - it works
Even though i reparented my blueprints
What is the variable and how are you intending it to be set?
well in my child blueprint that i just created i don't even have to get the variable or cast to anything... works like a normal child.
I can just-
take shit from my parent blueprint no problem
can i choose what meshes that gets affected by the post process?
So in this case that TestString variable is just part of the child class, which is why it works.
Yes, by using custom depth (and custom stencils)
And in the other example you were trying to set it in a completely different object.
The reason it wasn't working was because Character Parent isn't set to aynthing.
i was able to just take it all this time in my player character too

i'm just stupid
smol brain here
Nah its fine, we all start somewhere.
so i cant enable or disable some checkbox easily?
thank you
@astral epoch
Whats the keybind to line nodes up straight?
Not sure about binding but you can right click the pin and straighten connection that way.
no keybind per default, i set it to Q
good job 
You still get this error?
nice
Uhh it's a checkbox
Of course that goes without saying your post FX material have to make use of it to begin with
i may have celebrated a bit too early
yet another issue,
when i am far enough away from the gun, it stops having an outline, but when i go back closer to it it doesnt draw it again... heres the bp
heres a video
are you not putting them both into the same line?
Or have you just made it look that way
i made it look that way
nice Makhno pfp @brazen pike
If they do equal the same, is interactable being set out the linetrace output?
interactable is stopping the tracing once
if that is what you mean
No I mean the interactable variable is being set there. I am wondering where the input is coming from
I drew a red line over the input
where does that go
Try adding in print strings in multiple locations
to see what is actually getting fired off and what isn't
For instance if the "start trace" is working but maybe it isn't detecting the gun
but what would the string actually be then?
Print the name of whatever actor it is finding
And you know it is suceeding in the start trace?
in the function?
yes
Yeah that's because it has no old actor to turn it off for. Put the print lower down, just after the start



