#blueprint
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impossible without knowing the API references and what they mean. Each programming language has it's own library of references
I had never touched anything beyond a semester of java and I got some cool mechanics going on day one. You just need to know in general how programming works
you don't need API references at this stage
once you know one language it makes it easy to learn others
Blueprint is easy enough that you can just right click and search your way through pretty much any thing you want to do.
you'll want to learn OOP and understand the principles behind it
plus no matter how good you get youll likely need api references so moot point
well, depends really. but languages that share paradigms, definitely
functional languages can still go f themselves
Malbolge
Gravity settings won't save on Project settings upon restart of the editor. Is this a known bug? Can't fix it
That's like saying once you know French Spanish is easy to learn... makes no sense. They are independent languages with independent api reference libraries
That's true though. Spanish is very similar to french.
SQL is apparantly a functional language so yeah screw them
Hell if you're fluent in French you can probably read Spanish enough to not kill yourself
Yeah it actually works the same way with spoken languages
you're arguaing with someone who has done this
Spoken languages that belong to the same family are easier to learn once you know another one from the same family
indeed
but they are? french is easier once you learn spanish
you're just throwin out buzzwords here, the point stands that anyone who knows general programming principles can achieve something in bp
In my case French was actually hard for me because I was able to sort of b******* my way through it, especially on reading. I did a lot better with Finnish since I had to actually learn it instead of just using Latin stems in my head
unreal automatically spawns a pawn and player controller at begin play, where do i find the function for this
Game mode
not everyone is multilingual
what is it with all these people learning finnish or having something to do with finland
You probably don't want to mess with the functions, but you can choose what classes are used for the pawn and player controller
My people are Finnish, that's why I did it.
What even is the point you're trying to make @half tulip ? That you're the one special case who cannot learn blueprints properly? :P
a programming language is still a language. and blueprints are still a language. so you'll have to become multilingual somehow
Got a question about mixing a blueprint actor with a data class. Hope I'm wording this right. For an inventory item, I have a C++ base class with all the data properties of an item (name, description, mesh, thumbnail). In the editor, I create a Blueprint extension of this data class filling in all the detail for a specific item (medkit). I then am creating a separate blueprint actor as the pick up actor in the world for item using the item data class as the main source of information. When I create the pickup blueprint actor, how can I specify the source data class statically on the class defaults so all instances of that blueprint are pointing to 1 single data object instance?
your arguments now make no sense
you just said something cannot happen, but when someone said it can, you argue "not if theyre not multilingual"
i highly advise you just accept the advice from the people that have done this
nothing with any significance will be acheived in BP without knowing the Blueprint API References
sigh
I don't know BP API references and I can make games ยฏ_(ใ)_/ยฏ
you're the second american here that has something to do with finland now
can't be a coincidence
๐ค
Finland is invading the world secretly through the internet
It all started with Linux
if i know oop
in any language
then i can do oop in another language, after learning the syntax
its not that complex
Many technologies that power today's internet have roots in Finland 
Yeah it's easy to buy blueprint assets from the marketplace but without being profecient in blueprint from learning the Blueprint API References and all the nodes and what they do it's probably going to be difficult to merge blueprint assets together without help
here you go! https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/ ๐
Unreal Engine Blueprint API Reference
that's... just not true. you can literally search inside blueprints for the nodes you need
whether you do class x in c#, c++, java, blueprints. its the same priciples
are you saying that you can't add two integers together until you know the blueprint API?
that's just silly
java is nothing like C++
@half tulip You really do not have to know the blueprint apis by heart. They are too large for that to be reasonable to begin with
oh no this new language made me forget all of my vector math
they're within the same paradigm. they follow the same rules.
I'll pin them on my wall if I need to
point is, i look at the java syntax, i can use the rules i know to make them
If you find it helpful then go for it I guess
even if the language is completely different
you will 99% chance never know the entire bp library off by heart
you will still google
thats the point of an api reference
This just reads like one of the conversations on #lounge when people are depressed about not having learned some skill when they were 5 years old :P
a variable on the parent item class? you can also use UDataAssets
ikr
What if we could Google.... Inside the BP editor? And nodes would just pop up? Wouldn't that be wild? Epic plz
too much power
we have to type in the names of nodes verbatim and just hope for the best
That's c++ in notepad
Hey guys, when a player is killed in my game it's causing the game to drop 5-10 frames per respawn. Would anyone be as kind as to see if I'm doing something tremendously wrong with my respawning logic? ๐ Been trying to fix this issue for a week now ๐คฆ
and people willingly do this
but you see your c++ knowledge is useless here cause bp doesnt need semicolons
checkmate
use the profiler. ingame you can use stat UObject to see where the drop is happening
Yeah. The Pickup actor base class has a class UItem* Item UPROPERTY. I want to set this on the blueprint extension to Pickup but have all instances point to a single instance of the data class (UItem).
@mild pine first of all after you destroy yourself, you don't want to have any nodes since you're pending kill. Does your respawn node even get hit?
so... set it in the blueprint extension? I don't see what the problem is
How long does it take to memorize the entire Blueprint API Reference library? I feel like when I do that I will be profecient enough in Blueprint to make a game without help with my logic
you
wont
in one ear out the other
lmao
i give up
You f****** don't. You just start whipping blueprints up. It's really not that hard. You could have learned half of it by now
when I select the class in blueprint defaults and compile it just resets to "None"
He's just trolling at this point lol
I bet Tim Sweeney has memorized every node and reference
You could have had a number one seller on steam already but instead you're f****** around on discord LOL
lol
it shouldn't. that may be a bug.
did you hot reload?
Tim is too busy climbing trees to memorize things
live coding
But has he memorized the typos?
He just pays Gabe Newell
but i'm restarting the editor after rebuilding
head to #cpp and ask
plot twist of the century
Oh yeah, the respawn gets hit, the Destroy Actor was after the Respawn event before I swapped it around
Gaben made Windows 1.0
@mild pineagain, you'll know more if you actually profile it
This is an actual fact btw
Gaben created the concept of Life and Death
Is that made to pop something up on my screen? I typed it into the console and got no feedback
wait rlly
Yeah he was in the team that made Windows 1.0
if this is late april fools imma cry
Of course he didn't make it alone but in any case
yeah you should see all active UObject derived classes give some indication of their performance
so all actors etc.
nah mans a machine, they had to make up extra people so it didnt look shady
bill gates = secret angel investor?
well evan is dming me now
I mean if you work in the seattle tech scene you make bank
time to move to seattle ๐
set DMs to private
one of my former coworkers moved to cali for a nice $140k job. I'm still a bit envious
140k in california probably means you still have to live with a roommate tho :p
true, it's mid LA
make that 12 lol
My buddy is at M$FT making big bucks, low level supercomputer stuff
sounds boring but a paycheck is a paycheck
just to be clear this is still in the games industry
ive never heard someone mention supercomputer so casually
and a design position no less
thats why you get a janitorial position and overthrow the ceo
then you get your own ideas back
that's exactly how the games industry works
employers need QA people, but eventually the QA people revolt and overthrow the CEO, making it their company
the board of investors is OK with this of course
Nah I'm Indie or bust, I don't love programming or any of the work of dev, just do it to make the damn games
you see i love making indie games
Prolly bust but it's whatever. Better shot than music is
well techinically its a computer science for games
the most I learned was from one elective and from my own dissertation
but so far its been more general CS
I also got a CS degree to be clear
I make more money in engineering than I'd make in the games industry. I just do this on the side and we'll see if anything comes of it.
the GD was just icing on the cake
more than 140k?
damn 2 degrees how long did that take
i mean engineering pays absolute bank tbf
No but juniors with zero experience or CS degree don't make that either.
if youre good
6 years?
I'm a BP bitch that dabbles in C++, probably not employable above poverty wages in the actual industry
fair enough
eyoo same
i use std library all the time but unreal c++ terrifies me
now I just manage them
the macros, the horror
I have visited Epic though. Just showed up and looked around while I was on a job nearby lmao
Do I need to re-join Highschool and learn Vector Math before I can learn Blueprints with Unreal Engine?
How do i let the server know the client has loaded the level?
You can get in a lot of places with a work truck and a hard hat
yes
Yes, come back in 4 years.
actually unreal engine pre requisites require joining pre school again
if you dont youre in violation of the eula
so sorry bout that
by asking in #multiplayer
books are for NERDS
Not anymore they don't, boomer.
I'm a Highscool drop-out maybe that's why i don't understand Vector math references
bonk1'=??
I get my math knowledge off Tiktok
Just learn what a vector is and how the cross and dot product work and you'll be fine.
pfft i get mine of seedy bathroom walls
Can I use a calculator ?
only hand built mechanical
use an abacus
even better
I just can't learn unless it's robotic TTS with someone poppin and lockin in the background.
using calculators kids these days smh
Ok i'll buy one...
i mean i learned matrices while breakdancing on the ceiling
Clculator??
I don't understand Vector math concept at all
#neverforget #career-chat message
Fancy lines
Hmm, Im getting nothing returned, do I need to be in standalone? Watching some tuts and talks about profiling atm
@mild pineSo do you get chugga chugga between death and respawn?
vectors are just essentially directions
it should work in PIE. are you sure you typed the command correctly?
multiply your direction with speed, you get movement
The chugga chugga happens right when respawn occurs
blueprint is all about Vector math?
dot product can be used to see if 2 vectors are perpendicular, or can be reshuffled to get the angle between 2 vectors
Any other type of math used in blueprint
cross product gives you the normal vector
discrete maths... but we don't talk about those
(we're trying to give them their privacy)
Why are you multicasting Death?
Oh wait, i was typing uobject, not uobjects
very important to remember
If the actual pawn is destroyed, respawn should be handled by the Gamemode. A pawn shouldn't respawn itself
you dont give em their privacy and before you know it your doing calculus down the back alley of tesco
smh just turn it around
Hmm yeah, good question. Let me check why I did that
Why call is visual scripting if it's math based, may as well call it Vector Math based Scripting...
Psst..... you lookin' for some limits? I got some double integrals too, good shit.
it's not math based lmao. it's logic based.
K the schtick is old now
math is just the arithmetic used for the logic to succeed
if you want true math based stuff, look at HLSL in teh material graph
you got any of them... 23 bit mantissa's
can't we use another concept for the logic to succeed
and wrap your head around how to do boolean logic with numbers only
1 x 0 = 0
now consider the math is executed every frame
and has to be valid when executed every frame
DoOnce doesn't exist in HLSL ๐
I hope UE5 has DoTwice()
well there's DoN
the universe is built on Maths
not very high level of it then is it smh
I just realized this
pretty sure its space goo
are you still with us Evan
or are you too high to communicate
he went a while ago
BRIT DETECTED
hes absolutely blazed
found the calculus i left behind tesco
poor guy
great now i wanna replay fo3
maybe I should print out the blueprint APi as a book and sell it at a premium ๐ค
3 was ass, NV is where it's at
But riddle me this... if the Universe is built on Math. Where did Math originate from?
I dunno. if one fool falls into the trap, others can't be far behind ๐ค
i play em both at the same time
this post was made by TTW gang
Time turtles
https://gyazo.com/24c7e5c5324056c85d9aefe9be9590d7 - showcasing the issue ๐คฆ
How far down do they go?
What came first the chicken or the math?
probably at least 3
gabe newell
But yeah, I removed the multicast. Didnt cut on the performance though hehe. Event AnyDamage is only run on the server anyways right, so theres actually no need to run the death event on server? @faint pasture
make it a feature to show that senseless violence is not the right way. that's a good message for a game
death stranding 2?
why thank you
The world's second Strand-type game
lmao
Evan who's your weed man
yeah hook a brother up
the gun sights. literally seen it when they did the state UObjects screenshot
If only we could make people lag in real life ๐
have you ever seen the vids of birds being stationary in flight,
same thing rlly
@mild pineCan you put your entire character and gun BP on this?
https://blueprintue.com/
bird are real now?
It's a conspiracy by the mudmen
video = electricity
bird = in video
bird = electricity
The character BP is built upon an Epic asset, so not sure if thats okay ๐
But I will check out the Event Tick for sure
The asset didnt come with respawning or death as a part of it, starting to understand why ๐ค ๐
infallible logic
If it's from anything on the epic store that you didn't buy it's fine lol
it's the gun. check the gun
does this mean bird && video && computer == 1
I will cry myself to sleep wishing I knew what I was doing with blueprints Blueprint API Reference we are at war...
Seen birds fly backwards, now that's a good watch
Did you just reinvent quaternions?
birds are weird
that word scares me
Its purchased ๐ But yeah, I'll check the gun
The gun is doing spread on tick
how do you feel about the yang mills existence and mass gap then?
Wait till you find out about Octonians
When I mastered blueprints I will be so proud that I will buy myself a badge that says "Game Developer" and wear it
ive never irrationally hated Euler more
AAAAAAAAAA
quats are just an extension of complex numbers that happen to have properties really nice for rotations. If anyone tells you they can intuit about them though they're full of it.
only reason complex numbers give rotation anyway is because of the property of i being converted through square roots. it's all fake
i don't believe it
I want my game to have a DRM
The gun is setting a spread per tick.
It feels like when the character is killed that some parts of the character is not properly terminated, i.e maybe the gun? ๐ค
makes sense. the gun is a separate actor. you're not killing it manually are you?
I'll build the DRM logic into my game
That shouldn't cost anything
Just show the full tick for both actors
something is costing a ton
Its being destroyed in the right section there
lemme know how fast someone cracks it plz
put it on speedrun.com
perhaps they aren't?
@mild pineShow the tick. Your whole setup is like 30ms, I don't think death has anything to do with it
Well visually I see them disappear, but who knows, maybe Im actually just spawning thousands of them under the ground ๐
it will be uncrackable
well still keep me informed
just dont lose the timer
that would be sad
Ops, wrong
The ramblings of a madman ARE a tough nut to crack
if youre being serious its a pointless effort, otherwise its only applicable in F# unfortunately
This is the only section of the character thats running on tick:
the easiest drm you could do is probs steamwork api
None of that looks expensive. You can just Get Delta Seconds though, no need to have float spaghetti all over the place.
Its an asset
but that is stinky online only game business
okay it's pretty terribly done
True, everything thats on tick there is from the asset itself
if someone can't afford internet connection they can't afford my game tbh
Is that like 20 child actor components I spy?
The only uncrackable game is an unreleased one. Q.E.D.
Yeah, master component. Could that be the issue?
20 child actor components?
why dont you also add $200 microtransactions to prove your game is truly upper class
...20
They should be destroyed when I destroy the actor though?
IDK, doubt it. You need to do a profiling run and open it in the actual profiler
Maybe I'll just release my game for a $30 price tag to give it the "perception" of being upperclass? ๐
@mild pinedon't use child actor components
30 dollars would get you a nice upper class platformer
almost guaranteed to fix your performance issue
@mild pinehttps://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/Profiler/
https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/StatCommands/
stat startfile to start recording, stat stopfile to stop
Hmm, how would I go about setting up a modular character then? Compile the whole thing into a combined mesh with some magical code? ๐คค
you attach actor to actor like a decent human bean
child actor components are performance hogs
and come with massive issues
Are all assetpacks doing a bad practice or what? ๐ This is like the third character pack I have that uses that method haha. I'll remove them and test out! ๐
Gotcha!
Thanks for the assistance guys! ๐
I would never ever trust an asset pack with BP code
that's a recipe for failure
I did that when prototyping my FOV system and found out that the math was taking everything up. Moved just some math to C++ and went from 8ms to 0.04
right now this is working and the dragon is going to the location. But i am struggling with setting its rotation to the point he is going to
Just turn on "Orient Rotation to Movement" or whatever in the CMC
rotation = (new location - current location).normalized
i have it on
Does he look at his destination while moving?
no he is just still
Is he moving?
this sounds like something that could maybe benefit from a behaviour tree
Any particular reason why?
he doesn't need a behavior tree, he's moving it manually but has a CMC which makes zero sense.
bevaiour trees make ai nice and clean
ik im just saying if the dragon gets more functionality then it would be nice
Okay, frames actually went up by 20 when I got rid of the 20 child actors, but the respawning issue is still there. Will profile ๐
There should be some node called AI Move To or Simple Move To, just call that when you pick a new spot
you already have a movement component, you do NOT need to be moving him manually
struggled with bt as eu4 doesnt have a 3d nav
20 frames difference lmao
OK so it's in 3d, is it actually or is he hovering?
can u further elaborate on this pls
Your dragon has a character movement component
you're not using it
you're manually setting position on a timer
first time doing a flyable object so it was very confusing
Start with calling Add Movement Input on tick and see where that gets you
is there a way to know how many of a certain class i have spawned (to limite the number of enemies)
You could get actors of class and get the length of that array but why not keep track in the spawner?
yeah you'd usually want a manager class that spawns your enemies and keeps track of them
but sure get all actors of class on tick will work too

Does that crawl ALL the actors in the world or is there some sort of registry or map?
Hi Gurus... ELI5: What's a "Transform" ?
it's not as bad as people think, but not cheap enough that you want it running on tick
@small haloSubtract your position and normalize it
it's still some O(n^3) in performance
you want the direction TO the target point from where you are
and that will aim at a different target point every frame. Might be a little spastic lmao
Explain Like I'm 5: What's a Transform in relation to blueprints?
It's a position + rotation + scale
position rotation and scale all rolled up into one
break it, and you get the 3 components
break those, and you get THEIR 3 components
is there a node for just position + rotation ?
Nah, just make a transform with scale 1,1,1
why that numbers
that's a scale of 1, the default
if you put bigger numbers, you'd make the thing bigger
smaller numbers, smaller
what am i subtracting the dragons position from
0,0,0, it goes poof
indeed
oh i see
Target position
i eman checkpoints you could just use savegame to save and load character position
what should the tolerance be
Whatever you want, probably pretty big for a dragon
oh wait for the normalize
leave it
normalize just turns 100,0,0 into 1,0,0
normalize makes a vector of length 1
save/load system is not implemented yet
Whew, what am I even looking at ๐คฏ
ship it
its like a 2 min job for checkpoints, would be better to do now rather than later
implementing a save system is not a 2min job lol
for just saving and loading player loc it is
just create savegame object
handy dandy bp class
start in gamethread
some terrible netcode, apparently
Show what you have
@small haloJust have him aim at one for now
that'll change targets every frame which is prolly not what you want
dude this is not a 2 min job it could take me a week to implement this into my game: https://www.unrealengine.com/marketplace/en-US/product/easy-multi-save
nah you dont need that
I do
just use the savegame class built in
imagine paying for blueprint assets
lmao look
dies of cringe
my whole games foundation will be blueprint assets
hes onto us, quick hide the api reference
p.s don't hate on the marketplace
@small haloDo this for now, does he fly at point 1?
It's also a time saving thing. Some people would rather spend time on evironments or weapons than making a complex weather and lighting system. So they pay $20 and buy one to save a week researching how to do it and writing it
You won't really be able to tell what marketplace assets are worth it until you don't really need them.
nah he doesnt
ok thank ill do that
Although I do use some stuff like LE Standard Library etc cuz aint nobody got time for dat
but the point is for a checkpoint based game the system takes a few mins to implement
literally thats all i have
no one is saying marketplace doesnt have its uses
hes not even going to the point
Where's he going? Do you still have your old timer setup that is setting position?
the most I'd buy from the marketplace would probably be animations
But they don't match MY skeleton
I'd buy sounds maybe
retarget
if I can get raw wavs
nah I'd get a sound designer
@odd ember You're on the naughty step for insulting our most cherished marketplace
it's not expensive to get something like that commissioned
I have all the gear to do that but I'm not about to set up a mic and clop around like an idiot
no, all the other code is unlinked. He is just doing 360s and flying up
Although I do have to record some exhaust system impulse responses. That'll be fun
like this
I don't think many indie games would even be released without help of blueprint assets
Meshes and materials maybe. I'd never use asset BPs tho
there would be 75% less UE4 indie games released without blueprint assets
you see im big brain, instead of buying a ยฃ50 gun sound pack, imma spend ยฃ90 getting my firearms certificate, a further ยฃ200 for a safe, a further ยฃ2000 for ammo and guns, and a further ยฃ500 for recording setup
then remember i cant do audio
instead of chancing finding a marketplace asset using 20 child actors
thats perfectly reasonable
Sir I live in America, I'll just go get a gun from the corner store and record it on my phone
is what id say if i was dumb
btw, the points are just arrows i added in through add component and moved them in world
@small haloCan you DM real quick for a stream?
yeah
the isle of the unreal marketplace is as familiar to me as my local supermarket
now youre just making sense and thats not ok
good luck finding soup there smh
my diet is mainly ramen as most of my income is spent on assets...
๐
maybe I should setup a side hustle making shoddy blueprint assets
sell them at a premium
throw in a link to the blueprint API as a bonus
$50 "Advanced Gunfire System" just a linetrace
I've actually bought one of those before ๐ literally just a linetrace
plus one or two arbitrarily placed child actor components
and a gun that looks like a turd
with a really shoddy animation
Do you know picking good marketplace assets is an art of itself?
Any reason why the print is not printed in the event above?
I'm probably doing something dumb, but I have a BP with Instance Editable variables. Several instances of this BP exist in a parent BP. I simply can't find where to edit those instance variables on of the child BPs. The when I click on each instance in Parent BP Viewport it only points out what class the child BP is.
either the cast fails, the game mode doesn't exist, or the execution beyond the screenshot never happens
the cast works because the actor destroy is called
the gamemode does exist because its able to print the values from it somehow
like the enemies remaining one
wish i could record
alr
well idk if these help, but these are the errors that are displayed
oh
maybe it doesnt exist?
weird
that's not where you set the variable. the variable has to be set independently. it doesn't matter what your project settings are. that only matters for which game mode is active
you can try using the GetGameMode node instead, and cast it to your game mode type
Basically why do the newly spawned charcters not come torward me?
The node is properly setup so its able to achieve it
Guys is BP packaged in to PAK ??
yes
the ohters arent, im trying to make the others run torwards me also
im using the spawn actors stuff to do this btw
papisssss what are your suggestions on setting up a true first person camera? Use the third person mannequin and modify that? Or use the first person and do stuff there? Are there any more "less hacky" ways? I've been spending lots of time looking for and reading on stuff online but these are the two most popular but both of them are rather hacky
in the details panel on the right, there's an option for 'Auto Possess AI'. Make sure its set to Placed or Spawned in world.
Is anyone here familiar with apply skin weight profile? Im working on a dismemberment system and I wish to remove the influence of the detached limb from the character, is this something that can be done with skin weight profiles?
ooooh
Yeah that's what I wanted to get at hehe
Simple Wheeled Vehicle Movement Component any idea why i cant find this component under Pawn class?
Hi, could someone help me? I am following this vehicle tutorial since beginning ( 5 parts so far ), but I am stuck A.F. at 1:59 and then at 3:47 when I try to set MAX LAPS
In this video we continue inside the Checkpoint Tracker Blueprint and provide all the scripted functionality for the core of the system on the Event Graph such as the game initialization, passing custom user settings to the Player Controller Blueprint as well as what happens when a checkpoint is cleared.
(00:05) - Intro
(00:36) - Apply Settings...
What do you mean by under pawn? Are you looking in a pawn's Component list?
it show up set max laps no matter what I do
And in my case the default player controller is PlayerController, not the MyPlayerController ( 4.27.2 )
please help
I am totally stuck
@maiden wadi yes
What engine version? I can see it fine on 4.27.2
4.27.2
Was asking Clickys.
ok
But what code do you have that is setting your UI?
@maiden wadi 5 version
No idea then. May be removed, may be in a plugin. May be just messed up.
I got a ready assets from synty store , specifically a car. And iam trying to move the car with spline , but the wheels are not rotating . And iam trying to figure out how to rotate the wheels when the car move .
hey there, can someone help me?
moreover, when I look into the video at 3:31 I see, that the Controller Reference he created is of array type
mine is of controller type or smth
What code do you have that is setting your UI?
You have a widget somewhere that is displaying the lap count?
This is exactly why following tutorials is a bad idea. The second you're not quite sure exactly what you're doing and why, you should stop and review. You're way ahead of yourself right now.
You have a widget somewhere that is displaying the lap count? The lap count is based on the amount of checkpoints cleared by pawn actor ( in this case a vehicle )
it will be done in the last video from this series or so
Then where is it always showing the max lap count?
the code for it is not ready yet
the variable is done
but the full code is a result of full series of tutorials from Time Attack Racer
this is not the issue, from what I think
the problem is - the engine has problems to cast to player controller
what may be the cause ?
1:59 of video
Ah. You didn't promote the variable of the correct type I'm assuming.
You can't get this, right?
yes
You have to follow exactly what he does at 1:59. You have the wrong controller type as your variable.
I' ve tried
from what I've seen in the next video, he has a PlayerController in his project inside the blueprints folder
Here we set up the functionality for keeping track of laps and test that through debug code. We also take a look at how to determine if the player has flipped their vehicle over and how to respawn the player from the previously completed checkpoint.
(00:05) - Intro
(02:10) - Update Lap Script
(07:21) - Lap Text Display Setup
(10:52) - Respawn C...
there is no PlayerController file in my project
Or just put the project down and do something small until you know wtf you're doing. This is like following along with a surgery tutorial but you keep reaching for chainsaws and wondering why it's not working. Get the knowledge to even notice where the mistakes are first before going in the deep end.
Realistically, I hate saving refs in classes for things that you can get globally. I think the idea is incredibly stupid and just creates unnecessary upkeep. Framework GetWorld getters are not expensive.
I thought I looked at it once and it was like O(n). For get actor of class anyway. All actors might be a bit spendier
"Why is my widget getting the wrong pawn's health? ๐ฎ It shows fine until I respawn"
How can I change the camera's position values like xyz without the engine resetting its values? Thanks
[context needed]
Okay, the camera I am referring to is the SideViewCamera which is created when creating the side view scroller project in UE4, I just want to be able to change one of the transform values x y or z using blueprints, the issue is that the camera gets reset to the player every frame by the looks of it and so is there any way I could decouple the camera from the player so the camera stops resetting itself to where the player's position is?
It's attached by default when creating the project
"is there any way I could decouple the camera from the player so the camera stops resetting itself to where the player's position is?"
I don't know how to hence why I'm asking ๐
- Can I iterate over all children of a gameplay tag in BPs? E.g. select Stat and iterate over all stats.
- Create tag from FName without exposing
FGameplayTag::RequestGamplayTagmyself?
I believe no in both of those cases. Only 50% on the first one. 100% on the second. Normally if you need that you'd just drop them into a container.
Thanks
Hey guys. Needed a small help. I have a main menu widget, main level and a gameplay level.
Game start with the main level with main menu widget in front of the player. and once we click play, the gameplay level should open.
I have posted the main menu widget.
When I just have a remove from parent node, the menu disappears and black screeen (Main level)
But if I further connect the open level node after the remove from parent node, the main menu doesn't go away. but the gameplay level starts in the background of the widget
i just open the new level @stuck folio because the widget will be on the old leve lanyway
Most likely the save system isn't valid(not likely in blueprint) or the name isn't valid.
Check DoesSaveGameExist usually first.
thanks
i run that on level open
then when you use the save station it opens a new level and transfers your stuff with you
but i want it so if you die you wont keep your stuff a second time
although i think ive found a work a round ๐
I tried that, no difference
I duplicated one of my test levels and a level script actor BP asset appeared in my content browser, should I be worried something broke lol
I've never seen this happen before...
ive got a blueprint that will attach an object to a hit result from a line trace. works great for floors and ceilings, but can't figure out how to get the correct rotation when attaching it to a wall
impact normal?
normal should give you the wall's facing that was hit yeah
Not sure if there's a proper place to ask about this, but, I noticed that when you package a game, the game automatically gets the native culture of the machine and switches the language in particular. Is there any way to prevent this?
At least when using the built-in system Unreal offers
what is the math for taking a normal from a hit result and creating a rotation so something will match the angle of the wall it hit?
From blueprints? You probably just want to take Rotation From X or From XY, depending on what you want to do
helllppppppppppppp
does anyone know any good tutorials on aim offset that DON'T use blendspaces
angle between hit and wall?
not really I guess. just trying to correctly rotate a mesh that normally lays flat to sit correctly on the wall
its almost working, but everything is upside down on the walls
haha
Hey guys! I hope someone can help me with this problem. Currently I have the player walking into a box trigger which will change the the players camera to the fixed camera on screen. However, when I collect the coins the camera resets the the players and then reset to the fixed camera. I can send in a video if it helps, im guessing it might be a problem with the overlapping maybe. Any ideas?
the camera resets the the players
What do you mean by this?
I actually figured it out, I was originally using a player reference to call the trigger, but I have to use a pure cast. It works now, but honestly im not sure why it needs a pure cast
this smells really bad, show your code
still struggle boating on trying to rotate an object when placing it on a wall. i have a torch that stands up straight on the ground, and if I want it to just stick directly out of the wall, as if it was still standing straight but off the wall, how do I do that? all of the 'Make Rot from X/Y/Z" have it aligned different, but none are correct at facing the bottom of the object towards the ground. all of tham would work if I could rotate it 90 degrees on one axes
This worked
hi ๐ I'm working on nametags in my game and i have it setup but the widget component is set to screen space but i want it not to resize once players are too far away
but i cant find it anywhere
Another reason why widget components are terrible.
ok but how do i this
Generally speaking, when you get to a point where you need moving widgets on screen for your gameplay objects, a manager that ticks them on screen space is much better. Widget components are extremely limited outside of creating actual 3D UI like holographic displays and such.
is making dark messiah spikes even possible in ue4?
https://thumbs.gfycat.com/CleanZigzagBluebottlejellyfish-mobile.mp4
Dark, Messiah, Might, and, Magic, seconds, ubi, ubisoft, arcane, studios, decapitation, adrenaline, rush, fun, lol, Sareph, black, guards, orc, orcs, necromancer, spikes, leaping, attack, kick, freeze, slipping, leap, faith, fall, damage, enviromental, source, engine, ragdoll, fatality, Leanna, Xana, dm, dmomm, exorcie
What was the name of the plugin that removes unused assets when bundling?
@tidal marlin Unreferenced things shouldn't be cooked usually.
Can it be done with 1s and 0s?
idk what you mean by 1s or 0s
Computer processing is done in 1s and 0s. I was being a smartass. You can do anything you want to in Unreal if it can be programmed. Meaning that yes, you could do that spike effect in Unreal. Very easily in fact. There is a node named LaunchCharacter or something for characters. If your AI are characters, you can kick them backwards with this. If they fly into the spikes during this time, splat.
Fireball have a ProjectileMovementComponent?
Problem is with spikes that penetrates enemies and still there is physical body simulation
i want it to hit where the player is
You call SimulatePhysics on the skeletal mesh when they die with some constraints. Or hard code an animation.
As in Follow, or just initially shoot towards the player?
Your look at rotation doesn't work when used on Rotation of the actor spawn?
no it didnt work unfortunately
It should. How is your PMC set up on the fireball? It shouldn't be anything but an initial velocity in the X direction.
What all have you done to the PMC?
Oh. I think I see your issue. Had to watch the video a couple times.
For your LookAtRotation, use the spawning location, not the dragon's location.
Also for an easier lifetime, all actors can simply call SetLifetime and will destroy themselves after that time. Useful for projectiles.
so the initial point the dragon spawns at?
No, The same thing you're plugging into Spawn Fireball Location.
You're discerning the fireball's trajectory based on the dragon's location, which is way off from where the fireball spawns. Need to start the FindLookAtRotation from the same place the fireball will spawn.
the ball is still not hitting the player
its closer now but not exactly on the player
Is it aiming at the player now though, and just falling short of hitting them?
Your directional aim should now be correct, no more left/right issues. Gravity is still an issue regarding that though.
does anyone have a generic ue project where a character with the ue4 rig is holding a gun in first person?
why you just don't create new project from launcher ?
because the rig doesn't have a body
There is a free anim pack that contains third person weapon anims
do i just place this over the first person character?
No cause the first person character doesnt have a body
Youll need to set it up yourself
Shouldnt be thaaat bad
Actually I think, that most of our UE4 knowledge is being gained through tutorials. Maybe I am too stupid to finish such tutorial, or not.
Actually I've managed to fix the problem - there were two ways for it - I could just simply cast to player controller directly ( you could just told me that, what would save me lot's of time ) , but I've also went back to episode 2 of series, which I somehow partially skipped, where the epic guy set all those variables and the demanded MyPlayerController
I've done it and here's the proof
speak for yourself
I think most ue4 knowlege is gained by doing stuffs, even if you make new project but every time you doing something now and experiment you will know some stuff eventually
i still need help on this if anyone has any ideas, i've tried checking if the player is closer to the end or the beginning of the spline, but that didn't work out super well, mainly because that takes nothing about where the player is facing into account
base it on the dot product between the character's forward direction and the nearest spline point direction
Is anyone able to help with the project? I can stream it
a value of greater than 0 would be forward and below would be backward?
correct
does this include double character's and white spaces?
why not test it and find out?
say @odd ember - could it be that the animation thread runs on a different tickrate than the game thread? 
I've got some code that gives out a float in my character blueprint - and i wanna use that float in my animation blueprint to manipulate rotation values in my skeleton-
And it's all jittery as if there were half-frames or something missing
https://cdn.discordapp.com/attachments/847253861403197471/960216845074448434/UE4Editor_38tvvtgjzP.mp4
show code
hang on, lemme clean it
and yes, threads generally are asynchronous
do comments work on blueprintue.com? 
ye
Theres plenty of guides on how to get a full body to hold a gun
could you link a simple guide which would work in multiplayer pls
here it is, bone rotation code in my character BP
https://blueprintue.com/blueprint/kzkgd8qq/
also comments work, which is neat 
yes
but why?
ok wait, but i wanna use the animBP on both the player, and NPCs
and this code wouldn't really make sense on NPCs since they have no camera
you mean with a branch that says "only if it's the player" ?
you also shouldn't base something on whether it has camera or not
that's a recipe for disaster
start over with this, and think about the architecture first
inheritance here is important
you can solve it in different ways
but if you're doing something that affects animations, it should stay within the animBP so it executes on the anim thread
hm i see... i misunderstood then
so it's okay to put stuff like this into an anim blueprint that i will use for multiple things?
You can find one very easily
use TryGetPawnOwner once on beginplay
save it as a variable
post cast
ok sure, i did that, i was just making sure it's clear what i'm doing, otherwise if it was a random variable it might not be 100% clear 
i see, but the overall thing is okay... Thanks!
--
Also more general question-
I renamed the default ThirdPersonCharacter into "PlayerCharacter"
But this for some reason still spits out "ThirdPersonCharacter"
but when i try to make an if statement-
I can only select player character - the thirdpersoncharacter gets displayed as a redirector

could you link a simple guide which would work in multiplayer pls @thin panther
find the redirector in the folder, right click on it, fix up redirector
No
guys, how to make it so that the first time you start the game, the sound is immediately loaded?
Also dont focus on multiplayer if youre new
I need to for my game, basically I just need it so the character will work in multiplayer sessions, yeah im going to work on simple stuff but i need it so that it works properly if that makes sense lol
Work on simple things first
Multiplayer is a complex can of worms
Think about multiplayer when you have more experience
use casts...
i did
then if it passes the cast you're good
no need to validate extra
just save it into a variable
if the cast succeeds
I cast once on begin play
And save whatever this spits out, as a variable
yes
so if whatever it spits out - happens to be the player - i want extra code to run
if it's something else - don't run the code
potentially yes. but equally you may want to create a subclass of animBP for players exclusively
awww i wanted to have 1 animBP class for all characters period 
that way i wouldn't have to make stuff twice
do you also just have one class for all your characters?
you don't
that's the whole point
inheritance means you never copy code
oooh you mean i should have a parent and child animBP class 
sub class
and super class
yes
parent/child is a misnomer because unreal uses that terminology for other things too
super/sub prevents language mixups
ok so this should be called super/sub
yes
i see... thanks! 
Alright... So i'll make a CharacterSuperClass
And a bunch of CharacterSubClasses
sure but you only need like 2 animBPs now
sure, because i only have a player, and a humanoid NPC
you may need more if you deal with different skeletons
Doesnt overriding the parent AnimBP in Blueprint effectively stop you from editing the child blueprints animation graph except for the individual anim overrides?
I had the issue before when i would make parents and childs but i wanted some slightly different state logic for the child...
i wish this server had like a karma feature... you're being so helpful!
well you only want to change the logic for the animation in the super class anyway
but you can change the bp logic in the subclass
that's kind of the tradeoff
it's not perfectly oop
or there'd be a looser coupling between animation states and BP
right, i got a bit tripped up on this before and tried using linked anim layers and stuff to make it a bit more modular.
but I basically had to copy my animBP once over because I have two different humanoid skeletons
(m/f)
right, so you couldnt actually share logic between the two skeletons in that case?
I can share the logic, but not the animations
or well, some animations could be shared
but because of the tight coupling of the animBP between animation states and the BP part of the animBP there is no way to separate them out
so I had to copy it over
yea ok just checking, had the same issue and did the same thing..
if they would separate the anim states so they could hook into different animBPs that would be ideal
agreed
I'm attempting to create a tornado with physics that's using the impulse code from the first person blueprint. Is there a way to debug the blueprint or view the collision events triggering in a log somewhere?
breakpoints
oh I think I got it. Just enabled the debugger for the blueprint and it put me in my game. Awesome.
i'm just now having my code peer reviewed by an experienced dev and im just realizing how convoluted it all is
maybe I should do that as a side hustle ๐ค
Would be interesting to have it reviewed
oh wait actually i figured out now why i did this instead of "on begin play"
im doing it with a friend who is experienced in python, but she understands it all since it's blueprints
because if i do it on begin play, every single time i test it, i end up with these stupid annoying 2 or 1 error messages 
which then vanish once the variable is set
why not have is valid?
yeah but you dont want to do that
but why? 
hm. guess that's true 
but the 2 error messages are still annoying tho... how can i get rid of them?
the errors tell you that something is wrong
so it's more about solving the underlying problem
Overload list
is valid doesn't solve the problem
i guess
it'll make the errors go away
the problem is that for some reason there's 2 animation ticks before beginplay sets the variable
but it doesn't make your variable save
can you try and do a test a few times with a print string in both the animBP and your character BP and see which one comes first? and if it's consistent?
on begin play for both of them*
then on begin play in animBP plays last, which means everything should match up
is this consistent?
well my problem is that
within 1 animBP
the update plays before the beginPlay for some reason
like 1 or 2 ticks
which of these 2 are you using on the anim BP?
there's like 2 other options for this as well
in the class defaults you should be able to untick "tick before beginplay"
or some such wording
and in the character, you can manually spawn the animBP
manual spawning is especially useful to retain full control over race conditions
as one class effectively becomes the "manager" of the class it spawns
and you can always assert that the manager will spawn first
this is also possible between player controller and character as well
hmm I can't seem to get a collision event to be triggered for my tornado.
I have collision turned on/have the generate collision event in my niagara system. Not really sure what I'm missing :/ Edit:Maybe I need On Event Hit instead of on Component Hit?
I'm using the impulse code from the ball in the starter FPS project
quick question.... In character BP, The camera boom should be the child to the camera not the other way around correct?
the spring arm? should be parent of the camera
Okay, that is what i was thinking after looking at my project the spring arm is the parent of the camera half backwards lol, but when i fix it, i lose my left mouse down free camera rotation
not sure what part of the BP you would need to help figure it out if some one dont mind
Is it possible to have two instances of the same macro execute without interfering with each other?
I have a macro that is being executed at two places (two separate macro nodes) simultaneously, but the result is essentially the same as just plugging the two execution paths into a single macro node
my zoom broke while switching those around also,
a macro is like a function with some limitations. It will do what it needs to do as a separate set of calculations independent of each other.
Is there a way to anchor the root bones pitch (roll) while having pitch enabled in the characterBP?
That's what I thought as well, but it's not what I'm seeing right now in my graph
show screenshot?
character movement allows you to change the rotation rate. if 0, no rotation
I have two separate execution paths with separate macro instances. In the macro I'm doing an interpolation that is being interrupted when the macro is executed again. The problem is that, if I execute one of the paths, it interrupts the other. Very strange
erm... interpolation in a macro??????
I have 0 for X and Y on the rotation rate of the character movement.
@spark steppe Hey also noticed something really strange with my camera after switching the camera and spring arm parenting placement...
Isn't it the other way around..?
nope
The problem is due to the fact that I have use controller rotation pitch enabled (a setting I have only on, bc I want my pitch to be replicated (using rpcโs creates a greater lag)
in fact, you cannot right click to get anything timing related in macros but can in functions
is that a new feature in ue5?
No functions donโt allow for time stuff, macros do
This is in UE5, but I think the same is true for UE4
Aight it's fine xD Well, I still don't know what's going on in my macro
what is it like inside?
I think this is the problematic part
I don't know why but the interpolation gets interrupted when ANOTHER instance of the macro fires
Maybe it has to do with local floats? Idk
typically what happens is that you have events repeating before the other one finishes
maybe use timer or tick with boolean check to make sure it only happens once
worst case, plug a debug breakpoint?
Well, I need two firing at the same time
Can macros have internal vars? Are you tryng to fire off 2 of the same macro in the same scope and the internal vars are being reset?
Well, they can use the variables of the containing object then. The same issue applies.
that or i need a break
Macros can have "anonymous" temporary variables, but you can't name them like local variables
I think the local floats are being reset or something, but they are different instances of the same macro so they should have their own set of variables right?
^very limited tho, there's only a couple of types that are supported
A macro will run in the external scope. So if you have the same object calling the same macro from 2 different places, it will use the same variables for both
Same object could be the same function on or the same instance of an object in the instance graph
So if I have a pawn (the object), you mean that if I call two instances of the same macro at the same time it's essentially like calling one instance twice?
Pretty much. Macros aren't functions.
All those nodes inside the macro are basically not inside your macro
how are you calling this? it smells all kinds of bad
The "macro" is just a way to tidy them up a bit.
So it's basically just a collapsed part of the graph then, alright thanks for clearing that up!
@peak wedge I have two timers, each calling its own instance of the macro
Is there a way to tell the cast which controller is passing through?
The hud seems to spawn for the first player, but when another controller is present, the hud doesnt appear and the cast fails
are you calling the hud on the server?
because it sounds like you are
What you can do is have 2 sets of variables, one for each timer - then pass the specific variable as an input parameter to the macro (macros have that, right?)
Its a local multiplayer
Is there a guide on how to call it on the client?
have you tried google?
Yes, but message received
Yes, that would work. I don't like cluttering my variables field with one-time use floats tho xD Well, I'll get back to fixing this up. Thanks!
Use an array? ๐
use functions instead of macros
I do whenever possible, but for things like interpolations that's not possible
well macros aren't useful for interpolations either
if it's an actor subclass you can use timelines or timers
which both allow for function use
timers even work in components
Well what about just using them to organize the node graph?
you may as well use functions
or collapse the graph
apart from loops I avoid macros like the plague
Right, so I take it a collapsed node graph is faster than a macro then?
there is no performance increase
like you're not going to game the system
this is purely from an organizational standpoint
is there a way i can attach the left hand bone to a bone of a gun mesh so that it sticks there on the gun
Then why are you so hostile to these poor macros? xD
because everything they do can be done better by either functions or just properly organizing your blueprints
