#blueprint

402296 messages ยท Page 869 of 403

wicked osprey
#

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?

wicked osprey
#

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

stiff leaf
#

Why not use stack quantity as you "bool"?

wicked osprey
#

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?

wicked osprey
#

Holy shit, why didn't I think of that

#

Thank you

stiff leaf
#

Np ๐Ÿ™‚ we do that in our game

primal smelt
#

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?

mental swallow
#

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.

lunar kiln
#

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

short pawn
#

@lunar kiln You can set relative location of a component

lunar kiln
#

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

short pawn
#

Try setrelativerotation node pulled out from a reference to your component

lunar kiln
#

Im v newbie so im not sure, but this does not work at least

#

nothings happening

icy dragon
lunar kiln
#

Im doing that yes

#

And its working

#

๐Ÿ˜„

#

Damage system is working, I can make cool patterns with Niagara to alter projectile patterns

#

All I need is to implement player aiming

icy dragon
lunar kiln
#

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

short pawn
glass stump
#

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.

charred berry
#

Is there a way to zoom in increments in BP window ?

charred berry
#

as in smaller , not giant blocks ;:)

glass stump
odd ember
charred berry
#

ok ty ;))))

dark crow
#

Ctrl+Scroll

#

To zoom closer if that's what you mean

charred berry
#

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

misty tulip
#

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

odd ember
#

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

misty tulip
#

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

odd ember
blissful grail
#

Line trace out - check if it's a door. If it is, open it.

odd ember
#

I doubt it's going to be that easy

misty tulip
#

But I keep running into the propblem of the ai wanting to open ever door it goes near.

odd ember
#

unless you're talking about the door just opening for the AI

misty tulip
#

I already have the door functional for the player

odd ember
#

not the AI opening the door

blissful grail
#

It'll be more involved, yes, but that is the idea.

gentle urchin
#

Nav link proxies cant provide any context ?

short pawn
misty tulip
#

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

ashen snow
#

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

sly heath
#

Does anyone know if it's possible to expose a Vector variable as 3D Widget, but constrain/limit specific axis of the widget?

odd ember
sly heath
#

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

small halo
#

can someone help me. My grass doesnt render in standalone game but renders in when i player the game in selected viewport

odd ember
#

you're still not explaining what you want to have happen

#

just what you want to do

#

those are two different things

wicked osprey
#

Guys, is there a method to return a pointer to a variable from a function?

sly heath
sly heath
gentle urchin
#

Constructionscript, override the desired axis

sly heath
gentle urchin
#

If you ment for an actor, adjusting its location with the 3d pivot thingy ๐Ÿ˜„

sly heath
#

I meant specifically limiting the 3d widget. As an input for a vector variable

#

not necessarily the owner/actor

empty latch
#

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 ๐Ÿ˜ฆ

left echo
#

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?

empty latch
#

(i can't believe it is that complicated :/ but even the Tilt event did not work)

odd ember
sly heath
# odd ember yeah sorry I don't know what you mean. You've said this before and I still dont ...

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.

sly heath
#

yup!

hollow gorge
#

quick question:
What node do I use to change an element at a given index within an array through blueprints?

sly heath
wicked osprey
hollow gorge
sly heath
#

@willow relic sorry! I misread your question :X

hollow gorge
#

np, that other node will be useful later ๐Ÿ™‚

sly heath
#

there's also Get, - returns the item at the given index @hollow gorge

wicked osprey
# sly heath

No Object Reference. I need what function return Variable Reference

odd ember
#

pointer references don't exist in BP

#

and generics don't exist in BP

#

so no go

trim matrix
#

how can I find in which animation this anim notify is?

odd ember
#

gotta ensure that those hips don't lie

hexed glade
#

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)?

odd ember
limber hornet
#

Hey everyone, I have a question about Enhanced input system,

Is there anyway to get the button that triggered the action?

hexed ivy
#

how do you detect collision on the perimeter of a sphere only and not inside ?

odd ember
hexed ivy
#

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

odd ember
#

just the channel

hexed ivy
#

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

odd ember
#

well

#

you can't really

#

the best thing you can do is either disable the collision while inside

#

or consider using two collisions

hexed ivy
#

I guess it could work with a mesh ?

odd ember
#

a mesh uses a collision component similarly to how its handled in blueprint

hexed ivy
#

but depending on the mesh it could detect only at the edge

odd ember
#

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

hexed ivy
#

so it could work

odd ember
#

you can try. I'm not sure how complex collision handle interior collisions

hexed ivy
#

yeah it works

rain egret
#

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

tame creek
#

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 *

tawdry mural
#

Custom time dilation

viscid blaze
#

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". ๐Ÿ˜ 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.

https://www.youtube.com/watch?v=kHHrDIRSr5A

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

โ–ถ Play video
tame creek
formal bronze
#

How would you find the world axis vector between 2 actors? (I need it for the Axis in RotateVectorAroundAxis)

jaunty summit
paper karma
#

Is there a way to set a bool to true for all objects in an array?

paper karma
icy dragon
paper karma
peak summit
#

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

gentle urchin
#

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

peak summit
#

The traffic will be horses so they need to behave more like traffic following splines like roads

gentle urchin
#

you can add logic for that

peak summit
#

bruh lol

gentle urchin
#

splines, virtual texturing, ISM's for defining nav area , and some tracing / collision to detect the spline

peak summit
#

yea i dont even know where to start

gentle urchin
#

start with the spline ๐Ÿ™‚

peak summit
#

tell me you've had this together for a while and didnt just slap this in in 2 minutes to show me

gentle urchin
#

look at the date lol

#

19.11.2021 ๐Ÿ˜„

peak summit
#

hehe rgr

gentle urchin
#

Much happened since then

foggy escarp
#

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.

gentle urchin
#

shouldnt crash from a few prints

#

you'll get the crash data tho?

icy dragon
#

If the crash log file reaches GB, then that could be the cause

foggy escarp
#

corrections, it freezes but doesnt crash

gentle urchin
#

^Important to be accurate when describing your problem

foggy escarp
#

yeah

#

sometimes i find it more helpful to debug with prints on tick because the watches don't seem to be as flexible.

gentle urchin
#

^i totally agree

peak summit
icy dragon
#

If anything Print String is more preferred

gentle urchin
#

Perhaps not tick, but as often as i need to

peak summit
#

in unity i was using A* as a node graph, what is used here?

gentle urchin
#

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

peak summit
#

the built in nav system can be used to follow the spline points? yea.. lot to learn i guess ๐Ÿ˜„

gentle urchin
#

well not directly, but with some help yes

#

the original nav system already support different nav areas

#

so that's what im absuing really

foggy escarp
#

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.

gentle urchin
foggy escarp
#

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.

gentle urchin
icy dragon
#

I still suspect the output log got bombarded by it

peak summit
foggy escarp
gentle urchin
peak summit
#

but using the built in nav system or nav system is only calculating points for you?

gentle urchin
#

the initial points yes

peak summit
#

gotcha

gentle urchin
#

then since im interpolating i need better accuracy

#

So I ended up tracing the paths for curvature ๐Ÿ˜„

#

first I check for roads tho (the cheaper check),

#

then i trace the remaining segments

icy dragon
peak summit
#

so you arent using spline data at all for curves yet i take it?

#

just straight shots?

gentle urchin
#

or was...

#

things have changed quite a bit ๐Ÿ˜„

#

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

peak summit
#

hehe

#

look at em go!

gentle urchin
#

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

peak summit
#

just want to be sure i cant get terrain spline data at all somehow to be used.. seems silly if thats not possible

gentle urchin
#

It surely is

#

I just couldnt figure it out

peak summit
#

๐Ÿ˜„

gentle urchin
#

even tried extracting the heightmap from the landscape

#

reading the color value

#

but they were.. rough

peak summit
#

i dont want to "waste time" doing rendering research haha

gentle urchin
#

but surely there are methods to do this ๐Ÿ™‚

#

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

peak summit
#

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? ๐Ÿ˜„

gentle urchin
#

Hehe yeah that sounds about right

peak summit
#

unity at least had an A* project that you just slapped in

solar sequoia
#

And yet people will complain that Unreal Engine is "only made for big studios" because of some its systems are slightly esoteric

odd ember
#

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

onyx token
#

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?

solemn bramble
onyx token
#

hmm... that is a pretty good idea rooThink1

#

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.

onyx token
mild pine
#

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 ๐Ÿ˜†

icy dragon
# mild pine Hey guys, whats the best method of making the light emitted from a flashlight lo...

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...

โ–ถ Play video
mild pine
#

Hmmm, that's true, but my night scenes have a dynamic range of volumetric fog, its not constant

#

@icy dragon

icy dragon
#

Are you using Sky Atmosphere?

mild pine
#

Ultra Dynamic Sky

#

It's volumetric density is diverse

icy dragon
#

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)

mild pine
#

Oh yeah, its using Sky Atmosphere, but the height fog is yeah... varied in density

small halo
#

how can i find which ai is causing damage

#

attacking enemy or guard bp?

mild pine
#

I would use Event AnyDamage instead and there you can find the instigator/damage causer

#

@small halo

small halo
#

yeah was looking at that right now

mild pine
#

If you apply damage to the actor, Event AnyDamage will be triggered

small halo
#

how can i find at who is damaging me

#

or if that certain enemy damages me, then x happens

thin panther
#

check what the instigator is

#

if instigator is x, do y

small halo
#

yeah how do i check what the investigator is

thin panther
#

the handy dandy instigated by pin?

small halo
#

yh but what do i pull out of it

thin panther
#

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

small halo
#

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?

thin panther
#

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

small halo
#

they are 2 separate bps

thin panther
#

rhen no

#

it will work for one, not the other

small halo
#

okay i see

#

i can simply make a function for one and do the event anydamage for the other

#

right?

thin panther
#

i mean yes, but just use event anydamage for both

trim matrix
#

Why does this not do anything?>

mild pine
#

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?

solar sequoia
#

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

jovial dirge
#

Why would my print string send two duplicate messages?

mild pine
heady saffron
#

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

solar sequoia
mild pine
#

Thanks!

dawn gazelle
# jovial dirge Why would my print string send two duplicate messages?

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.

jovial dirge
#

@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

pale flare
#

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

solar sequoia
#

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

thin panther
#

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

trim matrix
thin panther
#

?

#

whats the issue

trim matrix
#

ah

#

was just posting for someone to see

#

ive solved it

jaunty summit
#

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

shut lynx
#

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?

jaunty summit
# jaunty summit https://dontasktoask.com/

@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

topaz wigeon
#

i didnt get it solved, just almost no one helped... i felt dumb thats why i removed it

#

but yes sorry wizard

jaunty summit
#

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

topaz wigeon
#

ok im sorry

night scarab
#

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

trim matrix
#

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.

night scarab
#

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

trim matrix
#

Whoโ€™s collision box are you trying to reference?

night scarab
#

the character in the animation

trim matrix
#

I believe there should be a node to get the skeletal mesh being animated within an anim notify.

#

I would imagine at least.

night scarab
#

yeah its an input in the begin function

#

perameter

trim matrix
#

Ok then get the owner of the Sketal mesh

#

Cast that owner to your CustomCharacterClass

#

Then get a reference to that componet

night scarab
#

word

night scarab
trim matrix
#

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

night scarab
#

they do all inherit

trim matrix
#

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

night scarab
#

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

native plover
#

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.

zealous moth
#

@native plover didn't Ryan layley post a video on that

native plover
native plover
night scarab
zealous moth
#

@native plover not at computer atm. Search for fps and shadow or footsteps

native plover
# zealous moth <@146161283945725953> not at computer atm. Search for fps and shadow or footstep...

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.

SUPPORT ME
Patreon I https://www.patreon.com/ryanlaley
Buy Me a Coffee I buymeacoffee.com/RyanLaley
Donations I paypal.me/ryanlaley

PRIVATE 1-2-1 SESSIONS
Email me at support@ryanlale...

โ–ถ Play video
#

that ?

zealous moth
#

Yeah that one

native plover
#

alright im trying right now

#

@zealous moth seems like it doesn't work with reflection since they are screen space reflections

zealous moth
#

Ah... yeah each use case has its own solution

#

I tried ๐Ÿ˜ช

trim matrix
#

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

solar sequoia
trim matrix
#

exactly, Its kind of hard to explain

#

attachActorToComponent has no transform options. I can only think of changing the parents position.

long whale
#

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?

solar sequoia
#

@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

trim matrix
#

@solar sequoiathank you! ๐Ÿ˜„

#

not using a bone atm but itll come in handy when I do

solar sequoia
trim matrix
#

not atm. But will later

#

so ill just make a note of it ๐Ÿ˜„

long whale
#

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.

foggy escarp
#

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.

devout geyser
#

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 ๐Ÿ™‚

earnest tangle
#

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

plain helm
#

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...

โ–ถ Play video
#

Tutorial that I followed

wicked osprey
#

Guys, I would like to know from you what are the main functions that are best stored in the Blueprint Function Library?

brazen pike
devout geyser
earnest tangle
#

well that should not be a problem lol

devout geyser
#

no kidding ^_^

fair magnet
#

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?

earnest tangle
# devout geyser no kidding ^_^

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

devout geyser
earnest tangle
#

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

mild crystal
#

how can i check if im close to a target

jaunty summit
mild crystal
#

yes

#

and how do i get the distance that a animations do

#

like with root motion

#

where do animation go

sleek grove
#

Any ideas?

slow pewter
#

anyone Know a good Way, to Sort an Array of Date and Time, in Bp?

white elbow
#

does it cost much to Cast To something?

#

like every tick for example

odd ember
sleek grove
fair magnet
#

How would I calculate the position of a vector from mouse location at a certain Z level?

odd ember
fair magnet
odd ember
#

just zero out the z value

#

break vector > make vector

fair magnet
#

that doesn't work because it gets offset

odd ember
#

not sure what you mean?

odd ember
fair magnet
#

?

mild crystal
#

Any ideas how can i play smooth animations?? like to not be weird

mild crystal
#

if i have a punch left and a right

#

how can i

odd ember
# fair magnet ?

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

mild crystal
#

play them in sequence and be smoother

odd ember
fair magnet
odd ember
#

if you don't want the offset, don't add the world direction

fair magnet
#

Then it's BARELY changing

odd ember
fair magnet
#

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

odd ember
#

yeah but then you also say say you want to have z = 0

fair magnet
#

Yea now I want this length to be whatever it needs to be so the output Z is 0

odd ember
#

you'd need to find out where the trace starts

fair magnet
#

I figured I had to add something based on how far off the center I am... but don't know how much exactly

fallen glade
#

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?

odd ember
fallen glade
#

it's just a timer to check if a variable is = true/false

fair magnet
#

The mouse position in World space

round mantle
#

Delay is a timer you can't cancel

#

But can be used inline

odd ember
round mantle
#

But can't add latent events in a function actually

fallen glade
odd ember
#

it's likely equivalent to MAX_Z but who knows how much this is

round mantle
#

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

odd ember
fallen glade
#

I mean, I know how

#

just not to make it usable

fair magnet
fallen glade
fair magnet
#

However I also do not know how to explain it further

odd ember
fallen glade
maiden wadi
#

Sounds like you're trying to trace against an invisible plane at Zheight 0. Which doesn't require an actual trace.

odd ember
fair magnet
#

I want to spawn an actor at the location I'm clicking at Z=0 (Top Down) X = Up, Y= Right

fallen glade
maiden wadi
odd ember
#

z=0 doesn't change

#

z=0 is always z=0

fair magnet
#

Z does change

maiden wadi
#

You can't just zero the z

fair magnet
#

o-o

maiden wadi
#

Zeroing Z will change the direction of the trace.

odd ember
#

you're getting an output

#

not an input

odd ember
#

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

maiden wadi
#

You're looking for the intersection off of this.

fair magnet
#

That looks like something I can use yea :o

#

let me try that

fair magnet
fallen glade
#

I'm still confuzeld. Can someone help me with the my broken logic?

odd ember
#

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?

fair magnet
#

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?

fallen glade
odd ember
fallen glade
#

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

odd ember
#

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

fair magnet
odd ember
fallen glade
#

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?

odd ember
#

for instance you could poll for players in a multiplayer lobby until you reach the threshold for players to start a match

fair magnet
odd ember
#

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

fallen glade
odd ember
#

and they all need to share the same signature

odd ember
fallen glade
#

mmmm, could use an integer

odd ember
#

but again

#

it's hacky

#

really you're looking at generics here, and BP doesn't support that

fallen glade
#

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!

odd ember
#

that way you can have it run on a bool, int or enum

fallen glade
#

Thank you CE

mild crystal
#

How can i transform a vector to float?

hexed ivy
#

Anyone know why another actor's widget component doesn't show for a new player ?

potent laurel
#

Have you "added to viewport"whilst that new player is present

hexed ivy
#

I tried doing that but then the widget is fixed on the screen

potent laurel
#

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

hexed ivy
#

in bp ?

odd ember
#

should be AddToPlayerScreen not AddToViewport

maiden wadi
#

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.

mild pine
#

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?

maiden wadi
#

Switch

mild pine
#

Ahh, thank you! Thats what I was looking for ๐Ÿ˜„

odd ember
mild pine
#

Oh Im not setting variables, but this work very well ๐Ÿ™‚

#

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

manic knot
#

Question! I have a spline-based volume actor. How could I spawn particles inside the volume only?

sterile garnet
#

can anyone explain why my animation blueprints get a "_c" added to the end of them by the editor?

grand valve
#

Google says this.

small halo
#

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

sterile garnet
# grand valve Google says this.

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

sterile garnet
grand valve
#

hmm, do you have redirectors in the project maybe?

sterile garnet
#

not that i'm aware of, how would i check? the issue seems to stem from actors that are children of other blueprints

grand valve
#

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?

tulip mural
#

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 ๐Ÿค”

plain helm
#

How to call Parent BeginPlay?

thin panther
dark crow
small halo
#

whats an event driven?

odd ember
#

driven by events

#

instead of driven by tick

small halo
#

i tried timer on event

#

it didnt work

keen hedge
#

Is there a way to shoehorn wildcards/generics into BP functions and/or events?

small halo
#

it makes my other widgets no work too like i cant press ''E'' to pick up and object

#

im just so confused

fast cosmos
dark crow
#

Even both

stoic heath
#

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?

coral lance
#

I am getting this error and I am confused as to what it means

#

here is the code connected to error

dark crow
golden frigate
#

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?

coral lance
dark crow
#

Well, It's complaining about Camera not having a valid pointer

plain helm
#

Guys how to do rotation to pitch?

#

There is only yaw implemented

maiden wadi
golden frigate
#

i am according to the gamemode

sterile garnet
golden frigate
grand valve
#

@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..

maiden wadi
sterile garnet
golden frigate
grand valve
#

The error definitely points to that particular animbp class right? you tried compiling with a fresh one?

sterile garnet
#

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

maiden wadi
#

What if you set the level's game mode override, does that work?

golden frigate
#

nope it just fails

#

notably it does fail 2 times (as i have 1 client open)

#

but that made no difference

sterile garnet
#

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

grand valve
#

damn, sorry, gl ๐Ÿ˜ฆ seems a lot of people having the issue with VR specifically

sterile garnet
#

VR is fun but it always brings out the weirdest edge case issues

random plaza
#

since nobody's replying in the graphics channel and it's blueprint related, my particle material isnt showing up

coral lance
daring rapids
#

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 :/

teal nexus
#

When making a game with future DLC expansion in mind, what are the DOs and DONTs in BP for the base project ?

golden frigate
#

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)

maiden wadi
#

What is the length of the array? If it's zero, they might have messed with the playerstate registering itself in gamestate.

golden frigate
#

the length is equal to the number of players

maiden wadi
#

Odd. What does GetClass's printing the name say?

golden frigate
#

trying to print player id gives this error

#

get class is blank

#

(for each player in the player array)

maiden wadi
#

So the array has entries, they're just null. Does this do this on the server machine too?

golden frigate
#

although the blueprint editor does recognize it is a playerstate object reference

#

its doing that specifically on the server

golden frigate
#

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

maiden wadi
#

Pure node returning arrays.. Ugh.

solar sequoia
prime stump
#

Hi, does anyone know what these errors are? i cant find shit on them

teal nexus
#

it's like "I'll add multiplayer later" thing ๐Ÿ˜…

maiden wadi
#

Only important thing BP specific that comes to mind is correct use of soft pointers.

coral lance
#

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

teal nexus
odd ember
coral lance
odd ember
coral lance
odd ember
fluid rover
#

Anyone had issues using SpiralBlur-SceneTexture node in VR projects?

coral lance
odd ember
fluid rover
#

@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.

odd ember
fluid rover
#

Good to know

paper karma
#

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?

shrewd phoenix
#

Did you include the map in the build settings?

coral lance
shrewd phoenix
paper karma
cobalt gulch
#

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

cobalt gulch
#

Thanks ๐Ÿ™‚

paper karma
#

๐Ÿ‘‰ ๐Ÿ˜Ž ๐Ÿ‘‰

odd ember
coral lance
undone surge
#

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

odd ember
odd ember
undone surge
manic knot
#

Any way to get a Random Point Inside a Spline?

cobalt gulch
# paper karma

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?

odd ember
thorn egret
#

@odd ember Gotchya, thank you.

paper karma
odd ember
cobalt gulch
coral lance
paper karma
#

or a construction script thingy?

odd ember
#

right now it's not checking anything

cobalt gulch
paper karma
#

you might need to get a reference to the text block in the ui object?

#

not an expert on ui though ๐Ÿ˜…

coral lance
cobalt gulch
paper karma
odd ember
#

you're using something before it is set

cobalt gulch
coral lance
odd ember
#

you're using the variable before it is set

paper karma
onyx token
#

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?

maiden wadi
# teal nexus I don't think I've ever used those ๐Ÿ˜…

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.

maiden wadi
onyx token
#

big brain

#

how do i reparent in editor? rooThink1

maiden wadi
#

I think it's in file. Sec

#

Editor not open.

fast cosmos
#

yeah, file > reparent blueprint

maiden wadi
onyx token
maiden wadi
#

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.

onyx token
#

But i only need the ones that are in my animationBP right?

#

Since my second character will have a vastly different blueprint

maiden wadi
#

For now. Til you need others elsewhere. ๐Ÿ˜„

onyx token
#

(it's an NPC, and the first one is my player character)

astral epoch
blissful grail
# maiden wadi

Going to be honest - never even knew that was there. I always use the Class Defaults section of BP to reparent ๐Ÿ˜…

odd ember
astral epoch
odd ember
#

how was it buggy?

onyx token
#

well- beginplay was a little buggy for some reason

odd ember
#

I don't think the animBP ever spawns in before the character ๐Ÿค”

onyx token
#

so i did it like this

astral epoch
#

(you uploaded that 5 times now)

odd ember
#

it's the same image ๐Ÿ˜‚

onyx token
#

oh now it updated

#

internet

#

apparently my upload worked for a few seconds, but my download didn't rooDerp1

maiden wadi
# astral epoch So I figured the sizemap would be important, it kind of falls under the same opt...

There's not much wrong with interfacing I guess. My personal issues with it are:

  1. In blueprint it is 6-20% slower at runtime for getter functions than a simple cast and get.
  2. Interfaces require extra work. You have to create the function in the interface, implement it on every single class that uses it.
  3. 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.
odd ember
onyx token
#

tbh- i can't even remember 9452_lul

odd ember
#

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

astral epoch
fast cosmos
#

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.

astral epoch
#

Virtual functions/events that can be called but have its logic defined elsewhere?

odd ember
odd ember
#

what's more is that it forces you to keep your code tidy and tech debt low

maiden wadi
#

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.

odd ember
#

so you avoid casting only to... implicitly cast anyway

fast cosmos
blissful grail
odd ember
astral epoch
odd ember
#

that's literally all they are for

odd ember
#

unless you're doing millions of them on tick

astral epoch
#

Fair.

odd ember
#

same goes for interface calls

astral epoch
#

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.

odd ember
#

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

maiden wadi
#

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. ๐Ÿ˜„

odd ember
#

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

astral epoch
#

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.

odd ember
azure night
#

How do I change the line trace to go towards the crosshair, rather than straight in front?

astral epoch
#

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...

onyx token
dawn gazelle
onyx token
oak vine
#

Hey, Iโ€™m getting an error trying to โ€œget components with tagโ€ inside an Actor Blueprintโ€™s Event Graph. Iโ€™m trying to find Scene Components with a tag, but the error says I canโ€™t search for scene components. Any idea whatโ€™s going wrong?

azure night
dawn gazelle
onyx token
#

maan
my reparent didn't work rescBlank

#

i can't access my variables now

blissful grail
#

You aren't casting to the right class. Character is a base class.

manic knot
onyx token
#

but "character" does have that variable tho rescBlank

dawn gazelle
onyx token
#

i'll keep that variable name rooMad

#

i'll find some use for it.

onyx token
#

but why can't i access any of the variables in the "character" blueprint? I've reparented my player character bp

blissful grail
dawn gazelle
odd ember
onyx token
#

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

dawn gazelle
#

Name it something else.

#

Character is already the name of a class.

onyx token
#

oh

#

uhh..

#

oh you're right! Neat now it works v1

dawn gazelle
#

Now you can get all the penis you want.

onyx token
trim matrix
onyx token
trim matrix
#

Ah

onyx token
#

which i give stupid names

trim matrix
#

Looks to be a pornographic game.

onyx token
trim matrix
#

An arrow hardly suffices for a penis. Shapes can help achieve this instead.

azure night
trim matrix
onyx token
#

what's the point of that arrow anyway? rooThink1

onyx token
dawn gazelle
#

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.

azure night
rare hemlock
#

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.

ancient siren
#

i want to make it stop having the outline when i am far away enough

#

but idk how

onyx token
small halo
#

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

onyx token
#

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

ancient siren
onyx token
#

i'm screenshotting from the video

ancient siren
#

ty

#

siorry

#

i was looking at the wrong part of the bp ๐Ÿคฆ

onyx token
#

hm why can't i access my parent character blueprint? rooThink1

ancient siren
#

i did this

#

and its not working

#

๐Ÿฅฒ ๐Ÿ‘

#

do you see anything wrong?

onyx token
#

ye, you set it to "false"

#

wait nvm

#

get an event tick node and print this

ancient siren
#

wait what

ancient siren
onyx token
#

you should do the beginner tutorials epic has provided on youtube

ancient siren
#

i just realized what you meant btw

#

oh shoot

#

its only calculating it while my mouse is on it

#

wait i see the issue

ancient siren
#

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

brazen pike
ancient siren
icy dragon
ancient siren
ancient siren
#

i dont think so

#

im new

icy dragon
#

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

ancient siren
#

;-;

astral epoch
#

From first glance it looks like you're just not setting the character to be anything.

onyx token
#

not yet, i'm trying out making a new child from scratch and just copying all the nodes over rescBlank

#

but do i have to set it tho? Like the variable points directly to it...

astral epoch
#

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?

onyx token
#

and when i do this, and make the exact same code - it works

#

Even though i reparented my blueprints

astral epoch
#

Strange.

#

Its interesting that making a child worked.

onyx token
#

yea

#

for some reason the reparent didn't really do much

astral epoch
#

What is the variable and how are you intending it to be set?

onyx token
#

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

astral epoch
#

Uh

#

Okay...

feral ice
#

can i choose what meshes that gets affected by the post process?

astral epoch
#

So in this case that TestString variable is just part of the child class, which is why it works.

icy dragon
astral epoch
#

And in the other example you were trying to set it in a completely different object.

onyx token
#

wait-
nvm.

#

I'm dumb.

astral epoch
#

The reason it wasn't working was because Character Parent isn't set to aynthing.

onyx token
#

i was able to just take it all this time in my player character too

#

i'm just stupid

#

smol brain here

astral epoch
#

Nah its fine, we all start somewhere.

feral ice
onyx token
#

thank you kek @astral epoch

azure night
#

Whats the keybind to line nodes up straight?

astral epoch
#

Not sure about binding but you can right click the pin and straighten connection that way.

onyx token
ancient siren
#

OJH

#

I GOT IT

#

TO WORK

#

im happy

#

:DDD

onyx token
#

good job v1

ancient siren
#

i fixed it

brazen pike
#

nice

icy dragon
#

Of course that goes without saying your post FX material have to make use of it to begin with

ancient siren
#

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

brazen pike
#

do you have the new and old actor as the same?

#

in start trace

ancient siren
#

this is the start trace

brazen pike
#

are you not putting them both into the same line?

#

Or have you just made it look that way

ancient siren
#

i made it look that way

onyx token
#

i'm triggered

onyx token
#

the noodles are not clean

ancient siren
#

LMAO

#

ok i cleaned the noodles

manic knot
#

nice Makhno pfp @brazen pike

ancient siren
#

i hope you can read this

#

sorry i use snipping tool

brazen pike
#

If they do equal the same, is interactable being set out the linetrace output?

ancient siren
#

wdym

#

sorry

#

im really not smart

brazen pike
#

what's this being set as

ancient siren
#

interactable is stopping the tracing once

ancient siren
brazen pike
#

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

ancient siren
#

oh right

brazen pike
#

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

ancient siren
#

but what would the string actually be then?

brazen pike
#

Print the name of whatever actor it is finding

ancient siren
#

ill put it right here and see what happens

#

it is getting the object name

brazen pike
ancient siren
#

in the function?

brazen pike
#

yes

ancient siren
#

ill test it

#

its not printing it

#

this is the full thing

brazen pike
#

Yeah that's because it has no old actor to turn it off for. Put the print lower down, just after the start

ancient siren
#

also its no longer drawing the outline... at all

#

so thats a huge step backwards

#

also all of the errors-

#

WAIT

#

@brazen pike

#

by the way

#

it turns out that these two