#blueprint
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if you need to interpolate multiple times you'll have to think about how you're wanting that to work. I'd use timers for reusability in this case
I don't know your context because you're not telling me the full picture, so I can only give you a solution based on your currently technical solution, which may not be correct/optimal in the first place
but certainly using a macro twice like in this case sounds bad already, and I'm not surprised you're having issues
I want to lerp between two transforms and I'm using an Finterp node as an "incrementor" for the alpha. Another way could be to use a timer to simply increment a float as the alpha, which you'd probably prefer?
you could use a timeline which is literally made for htis
I remember reading somewhere that timelines where kinda heavy, isn't it basically like an entire component?
how about instead of thinking of performance before hand, you get it to work first and then see if you have performance problems?
@undone surge in the animBp you can override it. Worst case check fps template.
@odd ember yup golden rule
True, premature optimization is the root of all evil
It's not just that. You could spend hours optimizing something for 0.0001 ms
besides that optimization is not the concept of "I will never use anything heavy" or "make everything as light as possible". it's understanding when you can use cheap and expensive functions
Not worth it
if your entire game is cheap and you for 3 frames use an expensive function
you'll probably be alright
@peak wedge @zealous moth Right right, well thanks for all the advice guys! I'm gonna go back to work. Cheers!
is there a way to loop a sound cue with multiple files, but when the current file is playing is done, go throught the list and pick up a new one (so basically looping over different files)
random node plugged into looping node? Use randomize without replacement checkbox if you want it to make sure it goes through all wav files.
sounds like you want some sort of sound engine or manager
randomize without replace is checked
ah sorry, i see what this does
i actually want it to not play all of them at the same time
just one at a time, finished, go over the random node again
on a audio component in my blueprint
you could try this
not sure if it will work ๐
but plays nodes sequentially inside the sound cue
I think this is more #audio territory
audio graph isn't blueprint, technically
I thought you'd want it done in blueprint
can i do it in the audio graph at all?or needs bp?
(my audio component is tehcnicall in the bp :P)
how do u get the random to have multiple outputs? ah sorry, i dont think its what i need
yes but the graphs you have shown so far aren't BP
it doesnt its just the same output plugged into concatenator input
Hey could some one give me a quick hand? my left mouse button was free camera right mouse button moved camera yaw pitch and character yaw, but after switching camera and spring arm was backwards the left mouse no longer does anything
im not sure what part of BP you need
Is what the code looks like for my mouse rotation movement related to camera.
it should still work i think even though the boom is now the child vs the parent to the camera
I think the camera boom has a setting called use control rotation, make sure thats on?
Tried use pawn control and inherit pitch and yaw didnt work, which one is it?
its UsePawnControlRotation but you wanna make sure its on for the boom now and off for the camera
since now you want to control the boom not the camera directly
okay let me check
okay changed it
I tried it both ways just to be sure and it didnt make a difference
off on camera, on on camera boom and vice vera didnt help :/
not sure if i did something wrong (ignore the error message that's from something else) but this always returns one pushing the player forward for some reason
@analog hazel Looking at you code looks like you are setting rotation in like 3 different ways
I would try to use only one at a time. I dont think you should be using the set relative rotation node here
@grand valve Followed a youtube tutorial to do a MMORPG camera movement setup and it was working great but then i noticed the camera boom was the parent of the camera so after changing that around it broke lol,
not even my zoom works as well VaSSiLi
is zoom somewhere else? I dont see it here
Its a function in the controller graph
all the controls are in the controller not the pawn i moved them all..
debug it and see which values you get. you can also just use sign instead of the select node. also this code isn't enough to determine anything else than "you should debug it using breakpoints"
Okay ill google how to do that
i managed to get it working, turns out i was accidentally running the event twice, thank you so much for the help!!
checked the break point with the mouse input and it stepped over clear to the end so now idk, but still isnt working...
this looks off...
mm..
what you are showing is the camera boom parented to the camera
which is backwards... im not sure if you changed it
if you move the boom right now nothing visible will happen
so the camera is suppose to be the child of the boom?
yes
AH it looked completely backwards but like when i push play im auto facing the front of my character and when i saw that and switched it, and hit play it auto looks forward like normal
so thought that was the cause of why when i push play im looking backwards towards the front of my pawn
now when i move forward with W all my camera does is rotate the world uh...
Is there a node to append text into one output? Like append for string
Is my moveforward code but when i do this all my camera does is spin in Z around my character and it doesnt move but backwards it moves fine...
Try join, chris
@hollow gorge use format text node, its does a lot more than append text as well
I'll look into format text node, thanks
Edit: That was what I needed!
guys what would cause that to do that? im so lost...
cant really read your screenshot, can you make it bigger?
Yeah my bad
the top one for my mouse works fine.... just the bottom one spins my camera in a circle on the Z making the world go upsided down
this code i did not change at all before this started happening
well none of that there is related to turning
but i dont think the axis value is going to ever be higher than 1.0
so im not sure what that 1.5 check is, seems like its gonna stop it from ever happening
why is that there?
Probalby a deadzone
if its set to 1 then either left mouse button down causes my character to move... its set to 1.5 to make it so both buttons down only works that way
top one is just for the mouse movement and it works as intended so far the bottom one is for the W and S the W makes my camera go around my character in a circle while S does seem to be normal backwards
why would that add movement input make my camera spin?
it might be other code doing that. Like your rotation code you posted earlier
you should disconnect those to see if they affect it
okay i did that and it still doing it BUT when i hold left mouse down... it dont spin? but i cant rotate the camera other wise it holds it still...
I diconnected the Bottom one in that last picture and it still rotates my camera around on W
so if you disconnect the top one, it stops the spin?
Disconnected both and the camera still spins on W lol
How i can enabled simulate physics on Skeletal mesh ?
get sure it has a physics asset and enable the checkbox in the details of the skeletal mesh component
ok do you have other code like on event tick or something?
its a bit hard to get an understanding of how many inputs you have in total
That W is hooked to that forward backwards map which i dont feel i have any where else related to that input...
i checked through all my code for movement thats the only input related to W and its still causing my camera to spin unhooked? this makes no since...
ThirdPersonCharacter_C_0.CharacterMesh0 SK_Character_Hotdog has to have 'Simulate Physics' enabled if you'd like to AddForce.
@spark steppe i have enabled simulate physics on the mesh
so if you disconnect every single input event, you are still spinning?
Does spawning an actor inside a volume fire the actors OnOverlapp event?
@grand valve so like im so lost right now? i unhooked every thing then hooked them all back up and its... Normal again?
and it even starts with the camera facing the correct way not backwards as well,
๐ณ
no
Hey all! I am three days new to unreal 4. I am trying to make a system where if an object falls into a certain area a score counter goes up. Any help on what terms or functions I need to search for to get a proper direction in blueprinting this would be a great help!
Has anyone seen the camera zoom in/out on begin play? I've even deleted my camera and boom and it still does it, so not sure what's going on.
First, breakdown your proposed mechanics into smaller parts.
:/ Any way of hacking that in? probably something like "Begin play -> Is overlapping with blah"
not reliable
No.
well, you can put the volume in an actor, and do get overlapping actors, BUT you have to delay that at least 1 tick, as spawn order is "random"
so the volume actor could spawn before your other actor, and wouldn't catch him if you do it on the first tick
Even then that's kind of a stupid idea in of itself
Hi all! I'm fairly new to UE, and am starting to hit perf issues.
Q: I'm trying to optimize my procedural generation. I've got an actor which spawns groups of actors (each group is an actor) and each group spawns 4 actors each. Each of those leaf actors procedurally generate a mesh. It's easy to see the perf cost of this, as I can take out all geometry from the actors, and crank up the number of groups to 400 (1600 actors) and I still get around 80fps. Deleting this monstrosity brings me back up to 120+. Is this just a crazy way of doing it? What's the "correct" way?
I know I can just have functions instead of actors, and all the PMC generated geometry can be stored on the one actor, but then I would lose things like camera culling, and determining the distance to one of my leaf actors becomes harder.
I also want to use chaos destruction on these at some point and feel like combining into one big actor would make this impossible.
Another thing I had considered is using Runtime Mesh Component instead of Procedural Mesh Component, but again, it's obvious that it's the number of actors which is tanking performance.
Its essentially a coin falls into an area of the level and it triggers a score counter. I am just having trouble finding the right terms for the blueprint functions I need to start designing it.
"Why is 1600 actors slow?" yeah I get that it's crazy, just not sure of the best alternative.
@grand valve Its in here some place im going through this code now trying to figure it out... I didnt mess with this code but its the culprit..
When the Left mouse is down it works normal when its not it flips my camera around so its got to do with my left mouse button
i still dont think you want to use the set relative rotation nodes
do you want your strafe code to be adjusting rotation?
Im not sure how else to do it though :x
not really probably not huh
omg... that setrelativerotation at the end after i unhooked it, it all went away, works normal again, i was trying to put that in so i can do an Auto camera reset on forward movement...
If you have trouble finding the right terms, breaking down the mechanics to simpler parts could help you.
So for example, your proposed mechanic. Coin falls into an area, score tally up.
What happens there? Coin falls with physics. What checks if a coin fall through? Collisions, or trigger box. What should happen when the coin overlap the collision? Tally up the score. What object that keep track of your score? And so on, and so on.
It's an art you have to master when designing gameplay.
Yes. I just do not know the terms to even begin breaking it down. I will look up collisions and trigger box now.
@grand valve Thank you for helpin lol, My goal is to get a nice auto camera reset and so far havnt had much luck with it.
How can I add half height crouching?
It moves the camera with the capsule when I try it, but I just need the capsule to crouch and not move anything
how can i solve the aim problem when i rotate the player
note at the image this Executes when the player runs out of the aiming limit
this is for VR by the way
@grand valve Hey for whats its worth that node i deleted out in attempt to put in an auto camera reset didnt have that result till i thought i was fixing a backwards issue... ๐ฆ

what's a good way of checking within a blueprint that an object has stopped moving? Just looping every .2 seconds making sure the rotation (in this case) hasn't changed more than 1% in the last 2 checks?
I think it is being pushed back to the starting point because the camera moves when i rotate the player so how do I stop the camera movement when i rotate the player ?
Hey so got my camera auto reset to work with my rotation but it happens after the camera snaps already to the location not sure how to put it before that
guys, i need your advice. what would be the way to spawn mesh inside a geometry and avoid any overlap ?
so spawn objects in a sphere, and make sure the objects are not overlapping each other.. would it be hard?
for every object, measure that you're not within radius of another object
in blueprint it's going to be a pain in the behind but it's all math
so using a spheretraceforobject node each time?
I mean that would be the expensive but simple option
so useful if you're not doing it at runtime
Any tips on so the camera reset timeline is infront of the camera snap so it dont snap in place??
oh i see...
it's not at runtime so it's alright i guess ๐
can't get it working ๐ any tips?
guys no matter what i use, rather its lerp or ease or what not, i cant get rid of this camera snap i got... ๐ฆ
I have a good interact system going on right now Haz
is the actor class your character
im confused though. Why doesn't input action work in actor classes
its not in my player bp
makes sense. Thanks
you either need to tell the controller to listen to it using enable input, or take input in the player/controller/whatever and then use that to call the function on whatever
np
just a question: what are the possible negative effects of having two event ticks, if there are any?
In general there are none
You mean a sequence?
well, if you copy an "event tick" node, it creates an "event tick" custom event. and you can have multiple of them
Nah fam
UE5 feature? Ok I'm back to sleep ๐ค
so, in that case, how would i have two of them?
ye there is, i want to have 1 blueprint to check two different conditions and do different things.
so use a switch node
or branches
done
no need for 2 ticks
and what are you doing specifically
cause there may be a better way than tick
Or Sequence node
that too
well, i basically need "if: variable = true, do this" <- every tick
"if: other variable = true, do something else" <- also every tick
sequence node?
what are you doing specfically
because some people misuse tick
but again, sequence node does that
well, i need it to increase a different amount of health depending on which character you possess, when each tick when overlapping an actor
that seems like it could be better done in each character bp
unless both characters are the same bp
tick in char 1 to monitor health
tick in char 2 to monitor health
or use on actor begin overlap
they are different bp
and end overlap
so on overlap, check if its actor x, if so set health, and same on end overlap
or alternatively do that on whatever is being overlapped
check if its player 1 or player 2, if it is then change the health
Better yet, make them inherit from the same class if it's appropriate
Then you can just control that health value with an inherited variable and put the logic in the parent
I do that kind of stuff all the time
never thought of it before, i'm just learning. i've only been doing unreal for a few months
Using child blueprints is a pretty big deal for optimizing stuff
sorry guys but im really at a dead end here... for my camera reset, i only came here due to the blocked road in research and youtube tutorials and almost simply giving up on the mechanic...
yeah make a parent class with no meshes or anything (important), and then have your children class with meshes and fill out their individual variables etc
I'm not sure what question is being asked here
what camera reset
let me find the pic of the bp so far...
What are you trying to do currently? Like, what's the end result supposed to be?
I just don't know what you're asking
when i rotate the camera snaps... I want it to slowly ease behind the character and even when i move forward i want the same thing to happen....
I tried ease node, timeline, the timeline works after the snap happens which defeats the perpose... ๐ฆ
have you used a spring arm
that keeps the camera a constant distance between whatever its attatched to, and sort of bounces back if it gets too fast or slow, also responds to collisions
then a spring arm should automatically do what you're referring to
Hello all! I have a, hopefully, simple question. I would like to run a check off of the Hit Actor pin to determine if the object is placeable or not. To rephrase this simpler, I don't want my buildables to stack. If anyone could point me in the right direction I would appreciate it. โค๏ธ
what you've described sounds like the default 3rd person character behaviour
check if its overlapping something?
you can get an isoverlapping iirc
what values do i put in the lerp for the timeline?
Spring arm has a setting called camera lag, and camera lag blend speed. Did you try those?
hey, I'm trying to set a value "Pix" in my post-processing material. (I have a scalar parameter with that name in the material instance).
It compiles, but on close I get: "Blueprint Runtime Error: "Accessed None trying to read property CallFunc_CreateDynamicMaterialInstance_ReturnValue". Blueprint: Master_LVL Function: Execute Ubergraph Master LVL Graph: EventGraph Node: Set Scalar Parameter Value", so I guess it's not able to find the parameter I'm trying to set. Anyone know what's going wrong?
@trim pollen the error is actually that your dynamic material instance isnt valid, not the parameter
none, if you set up a camera boom/spring arm correctly you shouldnt need code for it
in this case, you should cache the reference you are creating somewhere. Once a function does something, unless you specify where to store the return value. It wont be able to pull it across events like this
holy shit guy thats perfect! VaSS that fixed the snap PLUS I was able to set it down to it has 45 degree offset like how WoW has it and that was the effect i was going for!
haha sorry i forgot about that feature earlier ๐ฌ
i used the lag rotation
So hey with that... How can i adjust it so the camera lag only responses to movement and not the mouse camera movement
the post processing material gets applied correctly, I'm just trying to alter a parameter at runtime. I'm not sure what your suggestion means
ok the quick answer is
After event begin play. You need to store that return value as a variable
Then you need to call that variable when you use the SetScalarParameter
sorry I mean store as a variable **
which return value? do you mean from Create Dynamic Material Instance?
Yep that one
the long answer is that. as you currently have it, on begin play you create the material and assign it, but you dont actually save the value anywhere. You generally shoud not be trying to connect things between events like you currently have it. When you run a function, in this case "SetScalarParameter", it looks for the target that it should be applying it to. In this case you are trying to call the target from the result of an earlier event that happened a long time ago, and the engine has discarded that reference. The reference is only available in the instant it is created, unless you cache it, with a "set xxx variable" node.
whats that setting that makes it so the camera faces the direction you movement?
I appreciate the explanation
is this what you mean?
Yup. As long as you have a parameter called Pix now, it should work
I tried orient rotation to movement thats not it...
I still get this error: Blueprint Runtime Error: "Accessed None trying to read property M_pix". Blueprint: Master_LVL Function: Execute Ubergraph Master LVL Graph: EventGraph Node: Set Scalar Parameter Value
and I do have that parameter in the material
just to be clear this is on a post processing volume which I think is complicating it
ah
so this is a post process material
right?
you arent trying to actually apply this to a mesh right?
correct. I did mention that before, sorry if I wasn't clear
im still a little unsure why the reference isnt valid in this case but
what you are doing in the first node is a little unorthadox because you dont actually apply a post process material to the brush ,it works a bit differently
gimme one sec
that was autogenerated
I cant find this setting i know what it is but cant remember... auto correct camera on forward movement any ideas?
I don't actually know what the brush is, lol ๐
yyou shoulldnt need a dynamic material but also you dont set the brush you need to set post process setttings and break out weighted blendables then get from the array the one you want to set i dont remember all that goes into it i dont have the eidtor open but you should be able to google how to set a post process blendable
yeah the tutorials I was reading use a lot of ambiguous language which trips me up, but I did see something with weighted blendables so I will keep trying with that
unfortunately the thing you are trying to do is the messiest thing to do with dynamic materials lol. Post process settings are buried deep in like nested structures..
so when you pull out from break weighted blendables, make sure you are getting a (ref) not a (copy)
thats very important
guys why isnt orient rotation to movement making my camera swing behind when i go forward?
Orient rotation to movement should make the whole pawn turn in the direction of movement
maybe thats not the setting im looking for, my camera used to go behind when i walked forward now it doesnt at all
i know theres a simple setting for that one just cant find it
yes set to 400
Guys is there a way to make numbers smaller as simple as possible? For example I have the length of the velocity of my actor, but the number is too high and I wanted to keep in between 0 and 100, surely 100 being very fast. Is there a node that can make numbers smaller?
Clamp node will make sure the number never passes 100
Remap node will let you remap the values into a range
tysm.. what is this from?
I'll take a look into the remap method, clamp works but the amount reaches 100 very fast, it doesn't scale down the full amount. I'm not sure how to explain D:
in your case it was from the level blueprint, in my case i had a post process component in my character
yea you probably want remap then
you can also just multiply the value by like 0.01 or something, thats kind of a basic remap in itself
@analog hazel you gonna have to describe what its doing vs what its not doing a bit better.
I don't have that, I'm just dragging my post processing volume in which does not connect to "break postprocesssettings" (or make postprocesssettings)
when you walk forward and the camera is facing some other direction it stays that way
from there you should be able to get "settings" node?
ah yep that worked
has anyone tried using this plugin? https://github.com/npruehs/ue4-rts
If so I could use some assistance. I am trying to follow the docs but I can't get a health bar to appear no matter what I do
@analog hazel maybe try use controller rotation yaw on the pawn
its already set,
Multiplying the length did the job, thank you so much :)
Does your camera boom still "usePawnControlRotation" to true?
its true
hey guys! I'm trying to interpolate the sun directional rotation (time of day) to a button press, but cant seem to get the interpolate to work... any idea?
@grand valve CreateDynamicMaterialInstance needed a target and source material (i'm guessing this is because it's on my level blueprint, instead of a character), but other than that it's the same
still get Blueprint Runtime Error: "Accessed None trying to read property M_pix". Blueprint: Master_LVL Function: Execute Ubergraph Master LVL Graph: EventGraph Node: Set Scalar Parameter Value
ill be back in few mins... but that check didnt work :/
@trim pollen Try to use Create Dynamic Material Instance but
the "get" is a ref not a copy
There are two types of Create Dynamic Material
I am
use the one that doesnt use primitive component
i know its confusing ๐ but use the top one
nope you're being very clear, I appreciate it so much. I found the other one but got the same error
does parent have to be set to something
sorry yes
i just set everything up on my end to make sure i wasnt crazy and steering you the wrong way ๐
It works, you just gotta make sure everythings set up
So yea you need a parent
and you also need your post process volume to make sure it has the material applied in its settings
which judging by an earlier picture, you did
just make sure your parent in this case is M_pix instance
hmmm.
no luck? its working on my end
are you getting alternative errors other than just "none" accessed?
@cloud girder Rinterp node works over time, not instantaneously. So you have to use something like a timeline or event tick to drive the change over time. Something like this will work
nah, same error: Blueprint Runtime Error: "Accessed None trying to read property M_pix". Blueprint: Master_LVL Function: Execute Ubergraph Master LVL Graph: EventGraph Node: Set Scalar Parameter Value
youve set the parent?
yeah
i noticed one thing you missed, Set members in WeightedBlendable
you need to check the box for Object
and put the MPix in there
oh okay, oops, missed that
same error though :/
in BreakPostProcessSettings this is the only thing I have checked
not entirely sure on this, but it looks like youre using m pix before its set
so youre creating the dynamic mat on nothing
ooh yea missed that
is it MaterialinstanceDynamic?
it cuts off there, but thats what it should be
yes
instead of using a variable for the parent, just for this test, try just using the value direct from the asset picker inside parent
could you not set its default value
it seems its giving you an option to
or try the above
you mean this? if so, it won't connect
if you mean drag the material instance in, it doesn't let me
you cant choose anything through there?
that should scan every material in y our project so you should have some options
ohh didn't know that was what you meant ... it's working now!!!
whew
๐
your a god! ๐
Can anyone reccomend a good anim bp tutorial? Particularly looking for a tut that could explain how to handle transition animations.
For example sitting or crouching or lying if there is an animation where the char assumes a new pose instead of just blending into it
hello ! i have a beginner issue
I'm trying to Spawn 2 things on my character hand, i have added a socket and this is my "beginplay"
but once i plress start, the torche seem to be at the right place, but the other one is flying in the ssky
(in the sky, but still following my moves)
Might need to consider using SnapToTarget ๐ค ?
@jaunty summit it seem to work, thx. (my vfx is still not at the right place, but it must be a niagarra issue, i'll dive on it)
I'm not really sure why, but my character loves to walk faster diagonally, even though I have already normalized input. I've tried normalizing or clamping after adding both axis on a single vector, but nothing changes
I use the "final force" vector on a "Add Force" node after the return, and that's it hm
oh my character is a ball btw lol
you normalize before adding input here
I assume you should normalize the input axis vector
How can I replicate particles?
Individual particles or particle effects?
I'm trying to make a wind direction compass like in the Valheim minimap but I'm having trouble rotating in relation to the player's rotation. It only rotates with the wind direction. Anyone know how to do this? Thanks.
So like, in the map above, the wind direction is SE, so when I turn the player to SE, the compass will point straight north.
How come I can't find the "get current level sequence" in my Editor Utility Widget Blueprint??
Do I need to enable some plugin for it?
@glass crypt Just add the player's yaw to whatever the wind direction is
Or minus the player's yaw.
One of them will work
Effects
what could you use to create a visual pothole in a road? not concerned with deforming anything
Have you tried replicating the thing that makes it happen (an rpc trigger on variable onrep)?
(slug)
I had tried that, but I realized I needed to do WindDirection - PlayerYaw instead of the opposite. Thanks!
np
sorry it took me a year to reply
I also tried normalizing both axis added together, but it doesn't change the additional speed
Hi for camera spring arm collision is there a way to instead of putting the camera to the trace hit location after a collision (which is default) adjust spring arm length instead?
Hello!
I have a very annoying problem that I can't deal with for more than 3 days.
I ask you all for help.
The problem is that Unreal Engine finds a loop over and over again that doesn't exist (first screenshot).
The complaint falls on the deley node (Second screenshot).
This node is there in order for the enemy to play the animation of taking damage (I know what is better to do through AnimMontage, but I already did it, it works and I donโt touch it, in addition Iโll tell you a little further why Iโm still not going to change the deley to AnimMontage ).
The problem arises if you attack the enemy too often.
If you replace Deley with AnimMontage, then the UE will complain about AnimMontage.
If you add a DoOnce node at the beginning and hook Deley as Reset, then there will be complaints about DoDonce.
I thought that the problem was in the weakness of my computer and made a fixed frame rate up to 30 frames per second, but this did not help either.
If necessary, I can also send screenshots of the bullet blueprint, the attack blueprint and the entire damage blueprint.
Thanks in advance for your help.
I have a blueprint that spawns a hitbox and some VFX, issue is that it doesn't delete itself on button release? Can I solve this with a flip flop or something?
Tried removing the delay ?
Seem like an odd place to have a delay
Yes, and then he complains about the On see pawn node, even if the opponent did not see the player
At the same time, the problem still appears due to frequent shots at the enemy.
he delay is set to play animation, as I already wrote
The logic here in brief is as follows: the boolean variable is set to true, starting the animation, the time passes by deley, the boolean variable is changed back to false, ending the animation
wait what
you're calling self?
this is a loop...
hmm
perhaps not, but very confusing naming if not
100% overlap is bad
as I just proved unintentionally, causes confusion
Here he responds not directly to himself, but to his AI
AI recorded blueprints of attacking, walking, and endlessly chasing the player after the enemy notices him
I did it according to the lesson at the very beginning, and honestly, I still donโt quite understand why I shoved AI here
It turns out like this:
Using this logic, the character's blueprintcorrelates with the AI's blueprint.
What "lesson" are you following?
I'm curious
i am trying to replicate this tutorial for getting rotation of projectile forward vector
but in unreal it will not let me connect the project movement to the + input
its giving me not compatial error what am I doing wrong?
Drag out of Projectile movement and search for the velocity node?
You will need to connect a "save game" wildcard to that entry. Your engine needs this to be able to cast.
also, do i need to check for a save game or can i just overwrite it with a new one?
I'm trying to convert this to blueprint - am i on the right track with my replacement logic ? any help is appreciated
What's the difference?
Playing a new anim montage doesn't call the previous montage anim notify to the near end. Any work around for this?
Do you just want a camera that doesn't automatically pull back out when it stops colliding with something?
Hello everyone, I am trying to make a simple "special ability" system using the "Set Timer by Function Name" node. I thought this would be a pretty neat solution as I could simply change a string variable to tell the game what Special ability is currently equipped, however the "Set Timer by Function Name" node does not appear to be working as I had hoped.
After checking with a bunch of different print strings and such it seems I never make it past that node, even though the Default Value of the Current Special is the exact name of a function that exists
and if you set your time to 0.1 ?
Wow, I cannot believe that never crossed my mind.. Yeah, it works now ๐คฆ With a slight delay, however, but I think I can work around that.
Thank you very much!
No problem ๐
Another question I have is I have projectile i have triggered on map but I only works if I have it facing upward if I have actor placed like this it activates but does not move unless I have it pointing upwards, this is my code how can I have it use current rotation to get its facing and use that for forwards
Hello, i am working on runtime animation editor and i am wondering if there is some function or blueprint that would allow me to control the playback of animation
In short, i need to get to a system that solves the animation engine and solves the blending of individual keyframes so that the animation speed is maintained in the variable rendering frame.
If such an input exists, i need to enter my own value in it and export that value to the UI.
I think you're going to have a hard time making that work without cpp. there are functions to control the playback of animation, but for blending etc. it's going to be much harder. nevermind asset handling
anyone can suggest how I can make it use the current facing direction for projectile to fly in
If you use the projectile movement component, you can set the projectile's velocity in the X axis
Say, set it to 1000 or whatever
Then it will always fly into the direction the projectile is facing, so you just need to set its rotation appropriately
if i have a FGameplayTag member in a blueprint class, is it possible to set the category/s for it?
That doesnt sound possible but im not entirely sure
Hey everyone, Im creating a local multiplayer but only want the HUD to be created once, I felt like this should achieve that outcome but it creates the same shared hud for each controller, if someone could point me in the right direction that would be great!
This blueprint is also being done within the player controller
"please any one tell me how this type of blueprint class having anim instance as parent class can create"
Guess i was wrong
not sure how this goes as far as answering your question but you can use PlayerController::ClientSetHUD
So should I scrap what I've attempted and use this to see if it works?
sure why not
I might be jumping ahead, but how do I program weapon attachments? I assume through sockets and attach to component?
hey, i know its stupid question but what was the key that i must hold when i want my border to fit all screen
in anchors
pretty much. if you are talking about just the mesh. theres also logical stuff to do which is pretty easy
Should I be doing this within the player controller or the player bp just out of interest?
not sure what player bp is for you, but the function is called on a player controller
how would I make two levels of attachments though? Like a changeable barrel and muzzle attachment for example
that snaps to the end of the barrel
so I assume I'd need to cast to the "barrel" actor to get its muzzle socket?
๐คท probably depends on your design. i havent done this myself so i can really only offer theoretical suggestions
id probably store an FName or something on each attachment marking which bone/socket it goes on
then you can have stuff like individual offsets and rotations which you can apply
yea I should probably try it first then ask here when I have specific problems
just wanted to hear some input from more experienced users
you can probably bump your question again later when some more experienced people are active
can anyone explain what mean by "collision handler component" in UE4?
A component that handles collisions. Eg. collision box/sphere etc.
hello, so I', trying to make a wall move depend on where the player interacted with the wall, the wall moves with the player's forward vector while moving straight (I'm bad at explaining, it's like movable walls for secrets in Wolfenstein 3D, Blake Stone, Corridor7...etc)
any help would be greatly appreciated
Youve just solved ur own problem
Move the wall by the players forward vector
Or use physics
no
wait
the player is pressing on the wall, angled or not, it moves straightly
Id compare the players movement vector to each axis vector, whichever its closer to is the direction you would move the cube
Normalised movement vector even
i created an inventory, but when i interact with an item the ItemThumbnail doesn't show up.
in which version of ue4 it shows?
There is no possible way we can know whats wrong without seeing code @worthy carbon
All of them
I am using 4.27. I also tested in 4.24.
No I am asking for Collision Handler Component.
this is my code in inventorySlot widget
Have you set that struct anywhere
I will again verify. Maybe it was a custom component. Thanks
Okey doke, if it isnt a custom component then it probs means those 3 there
you mean like set it or created the variable? sorry if i'm completely wrong
Set it
oh no i didn't
Creating the variable means you have just told it to keep some data types ready
You also need to populate those fields
Maybe expose on spawn so whenever you spawb the slots you can directly set it
alright! thanks
Np
You can also make it more lightweight by only storing image and name
And using that to look up a data table
That way you arent having to save a mesh and everything each time
And you have a static ref to all items in the game
guyz, i need your help, how can i spawn the maximum number of same coins shape in a bounding box, without any overlapp? in houdini i would do a geo to cloud.. but how to do that in BP?
Get random point in bounding box, sphere trace or smthn to make sure theres nothing there, if there isnt spawn coin, if there is, try again
smothn?
Smthn = something
ok
i tried this, but does not work
im adding component, then adjusting the position between each other
any idea @fair magnet ?
what would be the difference at the end?
do the trace before spawning something
ok! trying
it's supposed to find a suitable location withing 10 tries
not spawn 10 components and then offset them
ohhhh! that makes sense now! thank you for the clarification ๐ trying now!
Essentially:
-> Check the location you're trying to spawn at if something overlapps
-> If so multiply random vector with Index
-> Check if something overlapps
-> The more tries the further out from original location it searches.
-> if it finds a free spot it spawns a component or whatever you want to happen
-> then breaks the loop to prevent multiple spawns
An actor means you can have code inside that coin a componwnt means just a static mesh
awesome! thank you! and what's that * is supposed to do?
increases random offset
Adjust the sphere trace radius to your fitting
if it's too small it might still overlapp if it's too big it might fail to find a location too easily
ok! adjusting
you can enable debug to see if it works
i'm not sure what i'm doing wrong but still overlapping even after adjusting values
increase that
โฌ๏ธ
Note to you:
increasing the Multiplier at the for loop = increases distances traveled each try
Increasing the Sphere trace Radius = increases the size for the sphere that is being checked on
awesome! thank hou
Hey guys I am kinda new to unreal and have a problem with my game
i am trying to create a main menu and it works but when i enter a level i have to keep pressing left click or right click to move the camera, can anyone help me?
Set Input Mode node
why do I get this error?
Good question ๐ค Have you tried just refreshing the node?
๐ thanks, that helped
heh :)
Hi! Iโm trying to create a inventory for my battle royale game where you can equip consumables/weapons but Iโm struggling how to create oneโฆ can someone help me?
im trying to set up a construction script in a blueprint that will change the material on a cube based on the interger i have in a switch on int node. i would like to be able to key the switch on int in sequencer to change colour when i want. i have a blueprint made but its not working, any suggestions would be really appreciated cheers
inventory is a complex system, so there wont be a quick solution. This video series is good for setting one up tarkov style, but there's lots more online if you want something different https://www.youtube.com/watch?v=4CjpBoKl6s8&t=8s
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Inventory is going to be an easy one comparing to the other requirements of a battle royale though.
Element index should be the same otherwise you are changing different materials
Hello, I am currently working on a project where I need my camera to move with my iPad without analog sticks. The best solution I found was using Virtual Camera and Live link but I need to be able to package this project on the iPad itself. Is there a way to program the camera to detect the iPads movements so I can package this on the iPad itself? or is it just not possible? The end goal is for people who don't want to use a VR headset can still get the same feel off of an iPad without having to put the headset on meaning it would need to move when I move and rotate when I rotate. Thanks in advanced!
Thanks Dean. yeah my plan was to change to a different material depending on what number was selected in the Switch on Int. not even sure if im using the switch on int properly as im completely new to blueprints
Anyone know how to add pins at the top of a list of pins rather then always at the bottom or to move one somewhere to the top?
For instance if i add another i'd like to move it at the top of this rather then redo the whole thing.
So a G would become the new A and A becomes B.
etc..
not possible in BP. you're limited to the nodes you have
but generally for production you shouldn't use string anyway, you should use Text
Geez.. how tf do they not have such a simple feature.
and the FormatText node gives you more options
im just doing a debug print string it doesn't need to be anything special.
but always was interested in why i can't reassign the pins.
so ill just redo it.
sure ill do text if that's easier to work with.
print text and then format text. put it in any old order that makes your heart happy
just remember to get up from your PC and walk around now and then
Is there a way to combine strings into text then not seeing any pop ups for it.
just plug them in, it'll work
i have like 20 strings i just want listed in a debug print out.
ah i see okay cool thanks.
sure thing
nice! thanks but i have another question haha do you know how to equip an item when its in the inventory
that would probably be part of the tutorial.
Yeah damn that's a 100x more useful then the append double thanks.
it's also important that even though you're following a tutorial on an inventory system, try to absorb what he's actually doing. Too often i have found myself blinding following a tutorial without absorbing the information
oh thanks for the tip!
๐
Hence my name lol
precisely
i think i learn the most when the tutorial doesn't go smoothly cause then i have to figure it out on my own lol
You'll learn much faster by just strugglebussing your way through something. I never felt comfortable with C++ until I HAD to do something on my own, and then it clicked pretty quickly.
My own game tasks system I created to do timed or instant logic by creating and running a task similar to an AI Behavior Tree Task. Unless we're stuck with Native stuff.
which other nodes exist beyond a timer and delay? and maybe... timeline?
AI Move To?
ah right
I thought strictly stuff that had to do with using latent functionality, not something that is latently doing stuff
Can someone eli5 soft pointers and why I'd use them
when you want refs but don't like them too hard
make sure you let them rest for a few minutes frames after

What might.be a typical example of something big enough to do that with? I'd think a level but that's a separate system right?
You remember that thing where people come in here all confused about why casting is bad cause some Reddit post said that it's bad cause casting caused their project to run out of memory and tutorials just repeated "Casting bad! Casting Bad!". Yeah. This is pretty much the reason why you use Soft Pointers.
Fortnite is a classic good example. Imagine loading every single mesh for every single body part of every single weapon, character skin, vehicle, etc, all of the time in every match, including all old content that is still in the game but not used in active matches.
Can I work at an actor level or is it just for big assets? Our project uses procedural generation and has a ton of small actors.
except they do
casting bad
proceed to use interfaces
It can work on Actors too. Like if you have a base Character class, and have a bunch of other child classes with preset assets. You can soft ref the class and only load it when you spawn that specific character type.
You can use it on everything
are soft refs actually lazily initialized or do you have to manually do it?
I guess I'm failing to see why all the subclasses of your base class would be loaded automatically without being instantiated as actors. What would actually cause fortnite to load literally the entire game content without it being used?
Paragon is a good example for that. You might have specific characters that are much easier to set up for a designer in their viewport by adding stuff or moving stuff around, character specific animations or logic. SoftRef the class and then there's no need for worry. If there are 40 characters, and you can only play 10 at a time, only 10 are loaded in a game.
My understanding is that when a BP is loaded, everything referenced and all those chain references are loaded by the engine
Right?
and their father's father, and their father's father
Fornite doesn't use subclasses. They use skins. Which is one class, and masses of datatables. If you have datatables of hard pointers to assets, and the character refs that table, that table has to be loaded into memory before the CDO of the character can be.
@maiden wadi
What do you mean by initialized?
In computer programming, lazy initialization is the tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed. It is a kind of lazy evaluation that refers specifically to the instantiation of objects or other resources.
This is typically accomplished by augmenting ...
That sounds like a SoftPtr, yeah.
I've seen there are nodes for manual control of this
They're largely an FName that is a diskpath, and a WeakPtr
but I was wondering if there is an auto feature for the first call
So say my character system has a base blueprint class and a bunch of subclasses, and character spawning takes the output of a data table and spawns the actor, does that then imply that all of my characters are loaded whenever that data table is?
I am lazy. I just call LoadSynchronous on mine. Most of mine are done at init game time anyhow. LoadSynchronous will try to get the asset. If it's loaded, it returns it, else loads it from disk.
For MidGame setting, I'd probably copy something like UImage's SetBrushFromSoftTexture
I think they'd be way better if they actually automated the loading on first use
that would be true lazy init
or if they had the option to do so
at least
If they are hard reffed in the table by TSubclassOf, then yes.
all the good stuff being editor only ๐
So for our game specific use case, which is a gigantic data table with every item in the game, what I just want the data table to hold a weak pointer to the blueprint class and then load it on item generation?
Because they're UI display styles mostly. Can be swapped out and changed via options. Don't want the texture/material assets that those things ref to stay loaded if they're no longer in use.
This might be a non issue for our game because our content folder is only at like 300 MB right now, that covers about half of all equipment and about 1/10 of all level geometry. We don't really use many textures so might be a moot point for this project
Don't have much of the audio in yet though, that might grow it a lot
so the only difference between that and a (static) class hard ref is that the class ref pointer remains pointed?
Hello, I have an actor with a static mesh(Tree Model) and a function which has a linetrace and see if the hit actor is the same as the tree actor. The problem is that if i have multiple tree actors the linetrace only works on one.
right but what does that mean for a class? I assume there aren't any chain dependencies since it's a class
sure I'm just wondering if it's worth switching a dt of class pointers with soft pointers
currently it seems dubious
it's about 12 entries
Yeah, thanks
Or the intended eventual growth of the table. I don't think many things start off with a necessity for SoftPtrs. More assuming that they could.
it's a minor change anyway
a separate component handles the interaction with the DT
it's just 1 function change
so nbd
On this topic, how would I architect a system to lazy load "palettes" of actors or meshes or whatever?
That is, we have a procedural generation system, and it wouldn't make sense to have all the Jungle stuff loaded up for an Arctic map. What would be the easy way to differentiate it?
DataTable_MapActors_Jungle and DataTable_MapActors_Arctic?
Probably that. If you SoftRef the tables, you could hard pointer the content.
Cool, that might be enough for our use case.
its not making the compass hidden
iv put it everywhere: begin play, event tick and even a box overlap
the widget does get hidden - iv even tried removing it from parent
Sounds like you're spawning too many widgets, and replacing the ref, and only hiding one.
i hide/make visible variables inside the compass widget
never the the compass itself
this is the first time
I meant that if your widget creation logic is adding two Compasses, and this variable is only hiding one of them.
but im only creating it in begin play?
What class's beginplay?
Multiplayer game?
nope
Hmm. Try a test then. On tick, put a GetAllWidgetsOfClass, with that class. There's a setting on that, toggle it I think. Then hide all of those in a loop.
How to spawn actors from a list randomly?
Make an array and get random element or shuffle it if you want them in a random order
Will try this
In which blueprint should I create the array?
I have a character controller BP and an enemy BP and I have 3 child blueprints of the Enemy BP
How would we know? You didn't say anything that would make us think you wanted to do this anywhere specifically. What exactly are you trying to do?
that fixed the issue bro thanks
My project is essentially a shooter game. I want enemies to spawn from the front, left side, and the right side randomly. What I mean by randomly is when "event beginplay" is called, I want an enemy to spawn randomly in one of the following locations: front, left side, or right side. Once I kill the first enemy, I want the 2nd one to also spawn randomly in one of the 3 locations (That's outside of what I am asking for btw, it's just here for context).
I have separate blueprints for each side like this: Enemy_Front. Enemy_Left. Enemy_Right.
OK so in your spawner or whatever is doing the spawning (either a spawner actor or gamemode), make an array with 3 locations or actor classes or whatever, and just get a random element from that array when you do your spawning
Why do you have seperate blueprints for your enemies though, are they really different?
Or could you just spawn Enemy at SpawnPoint_Right
That was just a test. I do recommend removing that. But it does confirm that you have more than one widget on screen at a time and are only removing the one in the pointer.
I think it's a bit easier to have separate blueprints to do this:
I am building a game for blind people. There are many mechanics, one of them is: When the player hears the enemy coming from left, you press A then Space to shoot the enemy. But there is also other mechanics, like echo (enemies do talk when they spawn, and if their speech has echo, that means they're humans, so you shouldn't shoot them. If their speech isn't echoy, then they're ghosts (enemy). Another mechanic is: If you're hearing an enemy talking robotically from the left side, that means they're coming from the right side (the opposite basically), so you should aim to the right side in this case, and vice versa.
That's why building multiple separate blueprints seems straightforward to build this game.
Anyways, thanks for your help, will try everything to get it working ๐
how can I tint my UI elements?
I tried this setup but it doesn't seem to work
I bet it's self isn't of type Widget Component
The suggestion he gave was a good one but no one can give concrete solutions when we know almost nothing about your problem or implementation. If you need more specifics, give more specifics and someone can help I'm sure
I ended up messing with the setStyle node which worked to my surprise xD
๐
Also please dont crosspost
Hello all. I was hopping someone may tell me why the animations in my AnimGraph do not seem to work correctly if any? It looks like this even with all the animation in each part is set up. Is there something I may be missing? I hope I am in the right channel for this question too.
Do the state transitions ever happen?
Never had
hows your anim graph that feeds it?..
Not a lot to go on. Check your animbp graph and your blendspace.
waits for a reply that there isn't one or what is an animation graph
Like this I hope is correct.
To start with, show your transitions from Idle/Run to BS_Swimming
I enter the default and I get what you see above
what if you manually set the params in the state machine to test, do anims fire?
I wish I knew a better way to transition. I am rather new at this kind of BP and all
thats quite the complex graph for beginning
If you're new don't start with trying to mix 5 different animation techniques at once and praying it works
also move this to #animation prolly
If I change the pins from B to A, the Blueprin in the Amingraph will animate, but not this main default area
did you follow a tutorial on a complex graph and then hit a road block where nothing works and are now trying to poke things with sticks until it finally works?
im not attacking, ive just been there so im curious ๐
lol no prob. I got it from the market.
In his BP it works fine since he is using the default dummy and I am using the Paragon character
K so starting at the output pose and working backwards, what is the first part that isn't working?
i assume this is paid? I need a riding controller to reverse engineer
The only part not working is the state machine
WHICH ONE YOU HAVE LIKE 4 OF THEM
๐คฃ
OK so what does it do, does it do any transitions? Check your transition rules
What so I need to look for? Like I said, I am new at these ones.
Also why is default used in swimming
I can rename the statemachine if you like
I'm more asking, why is the default state machine which does walking stuff being used in the swimming blend?
K so you're basically someone who just got their learners permit behind the wheel of an F1 car, but start with this. Plug the state machine straight into the output pose and test it. Check all of your state transitions and make sure they're hooked up right etc.
Well, he does seem toknow about about the print. Seems to be more complex
He is also using variables in the print
Cool thanks, I will look into that one
All I can say about the Jumpstate, it looks like it is paused.
Well, they all are paused
That is possible. But again, for my riding StateMachine sections, the animations are the same way, not fully designed but at least they work. Just need to realign the mesh for them
Any how, thanks for the Document, I will take a look at that one.
Does anyone have any good tutorials or starting points for implementing ai daily routines? I have guard ai that have patrol paths but I would like to implement shift changes and other evens based on time. I've already created a way to track time with a timespan but I'm stumped how to tackle this beyond where I'm at.
Eventually I would like to have many systems within the game trigger at certain times.
just have a set list of tasks in your behaviour tree such as guard whatever, go to tavern, but have the condition that they trigger be that the time is between x and y
so the condition for guarding would be that the time is between 14:00 and 19:30 say
tavern would be !9:31 and 20:40
hi im not sure where to put this, but hopping someone can help me. Bassically my character can turn when he reaches a corner however once he does, when i use the A and D keys he starts moving forwards or backwards
this is the entire code/bluprint
anyone know how to solve this id be so grateful
You're just moving him in world space
When you turn, you're still moving him the same direction in world space
also I would not use set relative location
unless there's a parent above that capsule
guys, do you know how to edit the physics attributes of a spawned instance in a bp?
Get the component that is simulating and you can set all sorts of physics properties on it
but how do you set it up with a node? (same way you can do SetRelativeLocation)
because those instanced are created using "add static mesh component"
Get the thing, drag off the pin, start typing physics, stuff will show up
ah actual ISMs
wait are the ISM or static mesh component
you'll want to hold a ref to them or get components by class or whatever
OK so what blueprints should I use to solve this?
Look at the math you're doing when you move him, and move him in HIS right direction, not just in global Y
Thank you ill look more into it ๐ and hope to continue getting help if I'm still stuck haha
Are they even simulating physics right now? Show what you got and how you're spawning them
That's not an ISM
After spawning it you can set the physics settings but can also probably do it in the details on that node
How do I keep the camera from moving down when I change the half height?
(this is vr btw)
The capsule is shrinking therefor anything attached to it will move with it as it moves to its new lower position
you can offset that but in VR your camera shouldn't be attached to a capsule anyway or be driven seperatly
I'm trying to do it with a character controller
ok? Do you understand the problem? If camera is attached to the capsule, then when the capsule shrinks and moves downward, the camera will come with it. Counteract that by moving the camera UP locally
I mean yeah I understand I've tried that but it still doesn't quite make sense
it seems like it'd just go up indefinately
how would I go about plugging it in though?
How do i get his right direction again?
Get Right Vector on the actor
oh yeah I need vr camera to be driven by capsule anyways because I need to simulate body physics
local ๐
Get component scale
awesome! and about the bounding box?
@tall estuary you might want to split off your camera from your character and move it with tick.
@trim matrix get bounds
moving it with tick instead of HMD makes it too jittery
get scaled extent will work better
thank you !
that way if you stretch your spawner box it will still work with random point in bounding box
@tall estuary ????? Really??
Put a tiny lag on the speed stick
That didn't come out right
I meant the spring arm
oh I thought you meant to move it with delta tick
rather event tick
I may try using an arm then yeah
Hi I have a trace multiple objects node but the problem is it traces the same object multiple times
how to convert a box structure to a vector?
so thus i use a function i created called remove duplicates in array
however...
its so slow...
the game runs smoothly
but the remove duplicates ina array function takes too long
and i need it instantly
if i remove the remove duplicates in array and preview the traces it runs super fasrt
so i need a way to remove duplicates
without it being super slow
Check if it's already in the array before adding?
Use a Set, rather than an array? Or a Map?
thats just what my remove duplicates in array function does
but its super slow
like
if i have multiple objects
and trace them all
its gonna take like 2 seconds to get all the dozens of objects executed upon
whereas without the remove duplciates
its like instant
that would be way better but unfortunately multi trace by box
returns
an array
do you know how to get the XYZ of the Bounding box size?
Where did you get the get bounding box?
oh nvm
doesn't look like you can get scale with that @trim matrix
you might can use "get relative scale 3D"
idk I've never used it
Can you keep a second array and add items to it and branch a "contains" it instead of manipulating the existing array?
Does anyone know how to add crouching to this?
Yeah I know, change half height, but what next? It will go down with the collider if I do that
And for some reason I can't add height to the VROrigin
thats a ok idea but thing is that doesnt work for hit structs
it would work
but
hit structs
dont work with contains
or add unique
or even maps
and i need all the hit information
OOOOOOOH I THINK I UNDERSTAND WHY WHAT I'M DOING ISN'T WORKING
IT'S ADDING LOCATION
(sorry for caps)
So instead I have to do something like: VROrigin Z - Camera Z + VROrigin Relative Location
which will hopefully cancel out when it's together
Imma try it
hopefully it works and doesn't move the entire rig down
if it doesn't work I'll try device location
didn't work
damn
Hello everyone, Hope your all well
What do you guys think the best way to implement this would be?
oh my god I got it
took forever
#UE5 #VR #HalfLifeAlyx
UPDATE: After I made the tutorial Unreal modified the VR template so you now need to:
Open the VRPawn, Select VRPawn(Self) In the component's view - Top left of the VR Pawn Window. Then in the details panel on the right-hand side Make sure "Use Controller Rotation Pitch, Yaw and Roll are all set to false. This should fix t...
thanks to this ^^^^^^^^^^
Has anyone run into the problem of blueprints disappearing from UE5? Lost my main character blueprint, just vanished. I remade it then relaunched UE5 and another blueprint disappeared, this time my input mapping context. Any ideas what is happening?
I have source control setup but it is not showing any changes to those bps or that they were deleted either
Hello ! beginner question here
i would like to force rotate my player character (generic third person controller) to look on the camera direction. (i'm disabling his controls for 2-3 secs and i want to rotate it myself)
how can i do that ?
@acoustic lava Always start with the data.
What does the data representing a conversation look like, how does that data transform (choices etc)
You would probably want to use SetControlRotation and provide it the rotation of your camera
That all depends on what's driving the camera and character rotations. Which one is ControlRotation driving?
Something like this
(DOM walks into the recruiter's tent, where two guards, ARTHUR and HUGH are stationed; HUGH sits to the left of a table with a mug of beer, watching on while ARTHUR stands behind it, armed with a scroll & quill, ready to record the names of the new squires.)
[HUGH] "Who's this then?"
[ARTHUR] "Right then. Name, lad?"
[DOM] hesitant, quietly "Ser Dominic Darrow ... of Hightower, ser." (plays random Idle Talk animation during)
[ARTHUR] posturing his seniority over the new highborn hire hastily calling themselves 'Ser' when the blessing ceremony is still yet to come "Is it "Ser" already?"
sarcastically "You've "seen the light", then?" (HUGH plays 'Take Drink' animation as ARTHUR says this)
[DOM] stoic, mustering some small semblance of self-confidence "Seen enough; I'm to be sworn in before the morning." (plays random Idle Talk animation during)
[ARTHUR] shift to serious, threatening tone "Lucky for you then that the nights have grown so long as of late. (HUGH chuckles, and ARTHUR glances over at him with a smirk before turning his leer back to DOM. ARTHUR then plays a 'Sit Down' animation) "Outside the barrier's no place for fresh meat like you."
i'm not sure, i'm using the basic 3rd person controller
Does anyone know what World Tick Time is in the Stat Game menu?
does this seem right ? it does not work,
Quick question, I have an intiger variable in my thirdpersoncharacter blueprint, if I want another local multiplayer user to be able to change that variable for themself, how would I go about doing that to make sure their controlled thirdpersoncharacter only changes it for themself?
Execute it on server only for that pawn i imagine, but probs best asking in #multiplayer as my experience is nil
Alrighty thanks!
Multiplayer is the best place to ask but each player will have their own third person character so you just have them modify it. They won't be randomly picking various characters to modify
No, not really for a couple reasons. First, you're using the CMC to then get the owner and then get the controller and then adjust its rotation.
Second, you don't want to rotate the controller, you want to rotate the pawn. Controller orientation is irrelevant for the most part
this seem to work, thx
Great job! When your'e calling something inside your actor, you can just call it directly like you did there (where it will default to "self" as the Target)
is this a good place just to seek validation of little snipet of BP code?
Oh guys! who was it that told me about adding Lag to my camera??
So what I'm trying to do with my camera is reset it back behind the pawn when i move forward, im stumped on this one guys...
You probably wanna check Lag settings in detail view on your SpringArm
I found that , then asked him if their was a way to change it with a variable and found it but, thing is when i move forward, i want the camera to reset back behind my pawn and it does not....
Depends what you mean by validation
My left mouse is my free look camera movement, right mouse controls my character and camera movement A and D rotates my character with camera follow but when i go forward, it doesnt reset back behind
best way to update camera rotation with movement?
Sure go for it
To start with, are you rotating your camera or springarm manually on tick or using the control rotation?
I have an array row with data in its columns, but I cant figure out how to get the column data separate from the array. Can anyone help me get the column data from an arrays row?
Guys, I have a component inside my player pawn where I have set a tag to easier find it, but when I try getting components on the pawn I can only search for an array of components. How can I find and use the component which only exists one inside my pawn?
This is how it looks at the moment, but as there is only one object, I don't want to use the for each loop :(
How can I get through the index though, never done that through blueprint :(
Drag off the array pin and search for "get"
It should should up somewhere?
Get index or get element, something like that.
with index 0
I'll do that, tysm!
You should probably check the array size is > 0 or Is valid Index 0 or just simply that the get node return isn't null
just to avoid errors, right?
Not sure where to ask this but I'm following a guide that says to change something in "global postprocess volume" but I don't have that in my world outline and don't know how to get it
or if anyone has an easy way to "outline" a pawn with a green line or something that would also work
Hey people, im curios how to apply a steady camer shake to Character. Iยดve create a CameraShakeBase BP that has a perlin Noise setup as root motion. Iยดve tweaked the values so, the shake is very clearly visible. The problem im facing right now is, that the camera shake is only being applied, when the duration is set other than 0. It doesnt matter how I apply the shake, if its globalCamera Shake apply, or from a camershakesource component. Im using ue5 for this.
If i set the duration to any value other than 0 it works, but not with 0 or less... is there a trick? or is it maybe a bug?
Well, since I mostly speak Russian, I had to find tutorials on YouTube that would cover the basics.
In the Russian part of YouTube, I did not find anything better than one single person who would tell the difference between an integer variable and a float variable
While on other channels there were videos in the style of "Now we will make a AAA RPG with an open world in an hour"
(๏ฟฃโฝ๏ฟฃ*)ใ
Your remark interested me and I redid the entire blueprint without referring to AI, but the looping problem remained
Are you sure its not actually a loop? Try blocking it with a do once
I did that and now he's complaining about the Do Onัe node
Oh my
also noticed that this problem only occurs in my new enemies, to which I tried to add destruction of the body, which is why they have a lot of nodes.
The enemies that I did not add destruction to are programmed in the same way, but there are much fewer nodes.
Can this affect performance, and can my computer just not have time to calculate all this "noodles"?
(First screenshot - new enemies.
The second screenshot is the old version of the enemies)
something terrible <:D
Ah thats the old versin ok
Yes, I made a very stupid choice of zombie species.
A random number is taken and, depending on this number, a frame mesh is selected, and the rest are removed
I can zoom in and make clearer screenshots if needed
Not really sure what I'm looking at or for
Guys just to be sure... Is this correct? I mean, the descriptions I wrote. Somewhy when I'm not on air the vector results in 0, even though it should be divided and not erased completely. On ground works normally.
when I hold the button for example
Hm this is before adding velocity, this is the input and how much speed it will be added into it
Just noticed now that when I jump I receive this on log
Hm but leaving any amount other than 0 on the Z won't mess with the jumping?
just multiply by 0 on Z
hi everyone ! how would you get the coordinate of a real world actor ? What's the best way ?
sorry for the dumb question, but how can I divide and multiply at the same time? ๐ค I don't think I understood
Oh, okay I see it now
I thought leaving Z as 0 on multiply would give an error as well, dumb me lol
works perfectly now, tysm! :D
Hey guys
How do I get these 2 mesh's to be on the same skeleton but be seperate enough for me to choose them is selection mode
When I import as 1 fbx
Its a single object and selection mode just selects entire asset
These should be on the guy
But separate for cloth painting
Like this
morning everyone! how to get the size of the bouding box and convert it as a vector?
Hi, I added a new variable ("Socket Name") to my blueprint Actor and exposed it on spawn.
Whatever I do (refresh, remake of the spawn node etc.), on engine restart this will throw an error... After refreshing it works fine.
Import it separately, nothing special, except the physics asset for the cloth is the same as the body's.
What is the best way for the performance to handle many meshes for a tile based dungeon generator?
1: one actor for the whole dungeon using hierarchical instanced meshes
2: multiple actors storing tiles
3: a own actor for every tile
4: other
(a tile contains multiple lowpoly meshes)
probably hism for representation if there are many alike, and a DataAsset/Object for the data in each tile ?
the tile information get stored in a string
The size of the dungeon should be 100x100 tiles.... the meshes are very low poly, but I'm a bit afraid of the performance
culling does not work inside a actor right?
Bonus point: disable tick on meshes when not needed to move.
sooo, still wondering what is the best way to story max ~160000 meshes ๐ค
(they are never all visible at the same time)
when i attach this camera to a player it gets stuck inside them, idk if its a collision problem or if i need to add an offset, the weird thing is this wasn't happening a couple days ago and i didnt change anything
culling works with HISM
Hi everyone! how do you round (rounded down) in BP? i can see a node Round, but no option to round down
Is there a round to zero node? That's what it's called in cpp.
Truncate?
floor is round down and ceil is round up