#blueprint
402296 messages · Page 874 of 403
This might be a silly idea and I'm no professional, but couldn't you save the ismixed on the player character
Hello! I have a question about Navigation Data Object referece.
I have 2 separate navmeshes (navmeshbounds) on different sublevels. I want player to switch between them (and place player on the correct navmesh afer switch).
I want to use "Get random reachable point in radius"
But seems that Nav Data is not compatible with Nav Mesh bounds, i get error:
"nav mesh bounds volume object reference is not compatible with navigation data object reference"
Is it somehow possible to convert navmesh bounds volume into Navigation data reference?
That assumes there will only ever be one button. If there are multiple then it will be "is mixed" true for all of them if its done in the playercharacter.
ok, I did what you said, referenced the pc_int_wb in the pc_bp (which is where the WB is created) but it still says none in the default value. Also now, im not sure how to call the boolean
If its done in the individual BPs, then it can check for a specific button
Can you show slightly more of the PC_BP
Yeah that's true
sure
Difficult to say what's the best option without knowing what system you're trying to make and what the gameplay context is
So you have the same issue. What you need to do is drag out the variable onto the graph and select "set"
then you can tell the variable what it should reference
and the input of the "set" node should be the output of the "Create widget"
ok, so like this
Yes
thank you, i'll see if this works
it won't work unless you have set the PC variable properly
You can now find the widget from the PC, but you also need to be able to find the PC from the vending machine
Interface could be a good option there
I'm not too sure about that, my best guess would be an event dispatcher but then again still need to reference
this is a parent class, what node do i use to get a specific chilld class from this
Do you know how to set an instance editable variable from the viewport?
Cast to (Child)
Why not? When you perform the action that needs to check the ismixed bool you can get player character, use the interface to get the reference and then get the bool
unfortunately no.
Just that you don't need to put it onto the execution line, and it will assume that it is valid rather than giving you an success and fail exec. If it could ever fail but a branch into the boolean output it gives
ahh so basically it will run whether condition is valid or not
and if it isnt it will error
yeah
ok thanks
Well I'm sure it COULD be done that way. I'm just not sure how since you need a reference to the pc
i think this is it actually?
yes that's it
ok, ima see if i can figure this out now
Now get the PC variable, then get the widget variable from that, and finally get the boolean from that
What would you use as an input?
(that is one of my interfaces)
as an example
if you didn't already have a reference
omg, thank you so much, it works ❤️ ❤️
@zealous fog thank you also for your suggestions
I've just looked into it, and a slightly better way of doing it would be to use an event dispatcher. But I'm not telling you to change it, just letting you know what to google if you would like to slightly improve it
I did wonder that to begin with, i tried to do it but couldnt get my head round it. Why would it be better? is it less expensive?
I believe so, but I couldn't tell you why
I think memory usage, might need someone more experienced to confirm though
I will have to learn them eventually i guess
Get player character
🤔
Yeah, add on top of that the widget is called PC_Interface
@brazen pike is this blueprint correct ? i have a parent weapon class for which i created different child classes to keep it organized but i have my custom event(Fire) in the child so i did casting but this isnt working. did i cast it right ?
it only works if i put my custom event in the parent class and it uses variables only from parent class then
what does that code look like
I mean in the character
yes but I assume to get it to work with the parent, you are no longer casting to the child
i need it to work with the child class but it wont work
so i was wondering if i did casting right
It looks fine to me. Are you getting an error?
no it just doesnt fire the gun
Where does the execution fail, at the cast?
first it was firing but it was using parent variables which i didnt want so i made fire event inside child class
it wont go past cast
the red line thing
when i play
it stops at cast and wont go into the custom event
Hi all, Variant manager question: Can I duplicate objects/Blueprints using the variant manager? Like I would want 2 or 3 cars instead of 1. Is this possible?
I think it is similar to regular spawning an object?
Whats in the weapon variable
When you spawn and attach the weapon, set its the variable to its return value
You need to tell the cast which specific instance of the weapon you mean
So you need to store the reaukt of the spawn
why is it standard practice to move your mesh down to align with a capsule collider instead of bring the collider up? "Show floor" is half way inside the capsule in preview.
Hey Guys, i need to scatter loads of coins in a transparent container... how would you do that? i tried physics but can't freeze the position
i see
Because you cant move a root
works for me ;P
Typically your collision will be the root
When i try to attach my backpack to the character it doesn't attach and it gives me this error
@thin panther i would do that here right after the final node ?
I could be misinterpreting, but should you even need to cast to the parent class? I use something similar with my item pickup system, in that the base item class has an Interact event, but Backpacks function differently when picked up than other items. I used Override on the backpack blueprint's Interact event, wrote what I needed in there, and it defaults to that overridden event instead of the parent class's Interact event. No casting needed.
You need either your master weapon bp, or your specific weapon
Np
guys, i would like to save the position of some componentActors after a simulation, do you know if it's possible to do so in a BP?
Hello, is it no longer possible to change pins order in blueprint functions in unreal engine 5?
what do you mean by component actors?
it probably is but they have probably found a new way to make it more obscure
Hey so im working right now on a modification of a Game and i need a way to get a distance from my pawn to the closest player pawn.
Somehow the code doesnt show the distance to the closest player.
I hope someone can help me.
UE Version 4.21(I know its old).
if you just want a straight distance, there are nodes for that. I'm not sure what you're doing with that segment node. I assume that's custom made
Not too familiar with BPs, is there a dummy object I can place in a BP to just use as a way to get a vector3 location as a spawn location for construct/scripting ? I see arrow?
I've used arrows and billboards in personal projects.
Hi everyone! does someone knows how i can attach items to the character if its in the inventory?
almost certainly some multiplayer server client issue
Seems like it's called too soon. The binding allows it to call later?
basically, there is a bunch of server config that happens, and this other actor needs to know when the gameinstance is done doing that configuration when you're host
the actor waiting for this to be called is an actor in the level.
the order of operations is this. InitPawn spawns -> configures player, tells game instance to configure server -> Game instance configures server -> calls Server Ready
which blueprint is this in
two important actors on the level. the InitPawn and GameAutomator (that's waiting for the Server Ready to be called).
GameAutomator is in the level
so I thought, the GameAutomator have it's begin play happen AFTER Server Ready was called, totally possible.
so I added a 1 sec delay to the Server Ready call in GameInstance to make sure.
still no go
so then i did bind on ServerReady (in the GameAutomator actor), removing all delays, and it worked
What is calling the Server Ready?
GameInstance
What event?
this is in game instance
if i bind to the event* in InitPawn or GameAutomator (which exist on the level) then they are called properly.
but if i use the green button thing
it doesn't fire
is their a way to pass props or txt and make them into script ?
like i'm waiting for someone to tell me that you just can't do the green button event thing with specifically the GameInstance
and if that's the case, should i just never use this green button feature?
What exactly is the GameInstance ref you have there? That's not usual to be binding things like that. Usually that green button is used for binding children's delegates. Like using a Button inside of a UserWidget.
Chances are the binding is the problem. Whatever that ref is, it might not be valid at binding time.
OHHH i think i got it
yeah, i'm doing this
so when i do the green button bind, it's binding to an empty reference
Yeah. That'd be way too late for that delegate. You'd need to bind that yourself after that Beginplay set.
because the delegate is bound on construction of the actor, not on begin play
begin play happens after
don't think delegates can be bound in the construction script
i mean, just whatever the default behavior is, the green button event node is connected to the initial GameInstance var, which is empty
until begin play, where I set it
On a side note. I encourage not bothering with ref keeping so much. It's a waste of effort, and can in some cases cause memory garbage collection problems. GameInstance is global and very fast to get, and always valid.
Hello guys, i was wondering when the checkbox is checked it doesnt play the sound i have assigned ?
this green button binds to the empty reference. because it's empty before "begin play" and this green button binds the event before begin play
hello, sorry to interrupt, but is it possible to set fullscreen to different resolutions? so like have the game be in fullscreen mode but have a low resolution, for example. I'm using the game user settings and the "Set fullscreen mode" and "Set screen resolution" and "apply settings" nodes. Whenever I try to set the resolution lower than the desktop resolution, instead of keeping the game fullscreen, it makes the window go smaller and fill the top left corner of the screen. Also, when I switch to windowed and back to fullscreen then change the resolution to a larger one, it fills the space with black. Am I just trying to do something impossible?
you can "play sound2d" in your function
i think check sound only plays specifically when you click on it
@ionic raft i guess yes
Don't test stuff like this in PIE. Try keeping graphic setting tests like this to Standalone. PIE will react oddly to a lot of settings.
Thanks @maiden wadi . It's good to know why this is happening and not that it's a weird bug. this will be huge in helping me avoid similar issues in the future. as far as using these references, i use them so I don't have to cast to my custom class all the time. which game make the code super verbose. the reference should die when the actor dies, so i'm not sure if that is too much of an issue in this case. but i wouldn't consider myself a garbage collection expert
Hey ya'll! I’m very new to UE and am looking for help with some VR work I’m doing with Blueprints in 4.27. I want to utilize morph targets on a hand skeletal mesh I made that I’ve assigned to the Oculus Hand Component. Any suggestions for how to get this working?
Make a static BP Library function that returns your casted game instance. Much better to create framework for your projects.
thank you... yup it works in standalone.
good advice, appreciated
im spawing 500 staticMeshComponent in a BP, with Physics on.
i hit play, and i would like to get update the position of each staticmesh to match the end of the output physicsSim
guys, do you know how to kill/delete staticMeshComponent that are outside a specific geo?
How can i create a Static Texture from a Rendertarget via Blueprint IN the specific Content folder ?
hi! when I create a widget and add it to the viewport with a trigger box it makes my character character move forward on it's own. Stop Movement Immediately doesn't work.
hey guys
does anybody know how I could make a timer that activates when the line trace hits a target?
and when the timer hits 3 secondes
it will activate the custom event (stunned)
add a delay of 3 seconds?
Wow its that easy?
Anyone know why this is not working? I'm trying to get my character to pitch and have it replicate to other players. I was using "set actor rotation" before which worked but apparently I'm supposed to use "set control rotation". But no luck so far
I need it to change the control rotation depending on the camera angle
Depends on what you want in the end. If you want to line trace once and stun it after 3 seconds regardless of whatever else may happen, then yes. Otherwise you need a different approach.
You set control rotation locally on the owning client. Control rotation is a user's desired look direction. Depending on your use case, you have to use GetBaseAimRotation, or create your own implementations from replicated states to do what you want. GetBaseAimRotation only uses Replicated Pitch. It uses the pawn's world yaw and replicated float as pitch. Your movement component, animbp or character tick would still need to handle visuals locally in every client from these inferred or replicated states to get the kind of view you're after.
I want the animation to activate when the player is holding right click for 3 seconds
The setup I have is not working at all even when playing as listen server
not just click once and wait for 3 seconds
this is gonna sound like a nooby question
after setting the values, how do i set them back to the default values
while having the line trace on the AI
Semi sure you can just set them to something very high and low.
trying doing that but then player starts loooking backwards
@maiden wadi can you help me bro pls
I got it I think? This works and replicates perfectly
instead of set control rotation
Guys quick question, can I set a property on my gamemode blueprint class through the editor? (child from c++ gamemode which has a Uproperty editanywhere), can't find it .. I might be doing something wrong.
Sounds like a tick gate. Right click opens, releasing right click closes. On tick trace. Hit Target, Set float to current game time, set actor ref to hit actor. If any trace misses, set float to -1, and the hit actor to null. If hitting the set actor ref you have saved and it's valid, then check if the current game time is > SavedFloat + 3.0
Hey guys! Im trying to put a cap on the health at 0 when the player reaches that, the first image shows them all being set to 0, and the other is the test damager. The health still goes below 0 anyhow, Just wondering if anyone had an idea?
I feel like it might be how Im minusing the health?
U mean hit target right?
Hello, does anyone know why on the top down template the character doesn't go right on where we click ? It's 50 units aside of the clicked point.
Instead of checking to see if its 0, should I use this instead and set it as the health?
Movement acceptance radius.
the value wont go below 0 if you use clamp
Also. Clamp is Fine, but Max is quicker, and a smaller node.
And where do you find this value please ?
Nice, should I plug this into a set statement for the variable in my tick event?
you can use it anytime the value changes, it dont need to be at tick
I'm not sure. I think that template uses SimpleMove. Not sure how to affect that. Normally you specify it on the AIMoveTo nodes.
Would probably just do some prediction math and place the point slightly past the cursor from the pawn.
Thank you very much for your answer ! I will look for more infos
im too visual bro
can you show me an example
what nodes would i use to change rotation of camera
stuck here :x its possible to have custom properties on a gamemode? beside the default ones?
Hey yall I'm trying to figure out how to use the for loop. For some reason, this only does what I want once.
because delay
for loop touches delay 9 times but it only shoots further once after 2 sec
im confused. what do you mean it only shoots further once
for loop shoot instantly 10 times
oh
it doesnt wait for delay
so if I wanted to make something change materials every 2 seconds, i shouldnt use the for loop?
no but you can use timer by event/function
@maiden wadi
I tried this for a test to display the time that I hold down right click but it doesnt work
No time display
Any way to change the default rotation of an animation that has root motion enabled? It seems to use the same rotation no matter what I do. I tried changing the root's rotation on frame 1 and setting a keyframe there but no luck
import rotation should work
Does anyone know how to modify the post process properties of a scene capture component in order to dim it?
Is it possible to sample a curve from the editor like this without creating a variable for it?
Hey everyone I'm following a tutorial for creating an inventory system. It's from Ryan Laley on youtube. Everything is working great. But the way he has it set up is one item that the mesh gets set when the item is created. You set this through exposed variables. I have this all set up.
But my issue is that I cannot see the items when setting up the map. Only when I play the game. Is there a way to show the selected mesh in the editor without the need to play. Then I could see where I'm placing an object. This is how I see the items in the editor now.
BeginPlay only runs when the game actually plays, hence why you can't see them in the editor
you can separate the logic to a function or event, and then just call that in both BeginPlay, and in the construction script if you'd like
That would require cpp right?
no
take a screenshot of your entire editor
I meant the bluepint you had that logic on, but found a screenshot on google
that's the construction script tab.
Ok I see that
Any logic you do on construct will run as soon as any values are modified in the editor
to make it simple for now, just copy/paste your code from the BeginPlay, into the construction script
Oh wow
Ok but I should keep the same code in begin play?
Oh I understand. Make all my code a function then place in both so changes apply to both
best practice is to separate it out to a custom event, or a function, then you just call that event/function in both places
yup. you got it
🙂 no problem!
Does anyone knows how to stop a function?
I have a health regeneration going on as a function on Event Tick and i'm trying to add a cooldown to that HP regen every time my character receives damage
it should be like this
If character receives damage, health regen stops for 5 seconds, after 5 seconds health regen starts again
i'm gonna guess you'll need to use a branch and some bool variables
i did that already and it's not working
shouldn't my branch be looping if it's in Event Tick? I want whatever is happening in false to repeat until true
On Tick
Health = Health + DeltaSeconds * Regen * bCanRegen
On Hit
bCanRegen = false
set retriggerable delay or time to set it back to true
Bruh if you're putting a delay in event tick then you're fucking up. What are you trying to do here?
im trying to make something look like it's flickering
until the player does something to stop it
So do you want to flicker by swapping materials or changing a parameter on the material?
Typically it's done with a parameter
oh i haven't figured out how to change the parameter through blueprints
But you can do what you have there with a delay or timer
Or a looping timeline if you want to parametrize it
Try this, make an event StartFlicker and event StopFlicker, drag in a Gate and your material setting nodes and a delay, and you'll have all the stuff you need to make it happen
Startflicker -> open gate -> enter gate -> set material -> delay -> set material -> delay -> back to enter gate
StopFlicker -> close gate -> set material
okay gonna try to set it up
im not understanding the gate node. so start flicker connects to open gate, then enter?
How do you make a surface show the another camera's view? I'd like to make a scope like that (from Unturned)
Yes use a sequence to first open the gate then enter
gate is just like waht it says, its a gate. you enter, and you either proceed or don't depending on if the gate is open or closed.
Render target
A good start, thank you
like this?
@white elbowSpecifically, put a camera component right in front of the scope with a narrow square field of view (like 5 degrees or so), and capture it to a render target (forgot the node name). Then use that render target in a material somewhere (prolly at the other end of the scope
Yeah, now do the rest and try it
I think I'm doing this wrong
well, all i can say is that you are doing screenshots wrong
who is supposed to be able to read that?
Nah that looks fine, what does it do?
start flicker => set flickering material
stop flicker => set not flickering material
He doesn't have a flickering material
he's flickering by swapping materials over time
then he should make one
I need to it to start flickering when the game starts so it's not doing anything atm
then call startFlickering from BeginPlay in the same actor
BeginPlay -> StartFlicker
sorry how do i screenshot these better
oh its working
thanks @faint pasture then all i have to do is call stop flicker wherever I need it?
Yes. Start just trying stuff before asking lol. That's how you learn, just yolo and try stuff.
yup, ask for the help when it doesnt work, not before you've tried
i did try a couple of ways and now I know to use a gate node
There's 10,000 ways to do this. The takeaway isn't "Use a gate node to make something flicker", the takeaway is that now you know what a gate node does and you can use it in combination with timers or delays to do complex stuff. You could use that exact same setup to make a machine gun
Hey guys, I've setup the ability to shoot physics objects, but I'm getting warnings when I hit objects that aren't set to movable. Is there a solid way of checking for what actors to apply the force to, other than casting to every single physics object I have? 😅 I guess I should make one parent in that case
There's an IsSimulatingPhysics node
Show what you do when you hit something
Target is HitComponent
Check if hitcomponent is simulating physics before impulse
and you prolly only wanna do all this on the server
The gun's triggered by the server 🙂
That worked neatly, thank you! Didnt know about that check 🙂
@mild pineYou shouldn't need another RPC to do damage. Do it like this
Event Hit -> Authority check -> deal damage -> physics check -> apply impulse
Only the server projectile will pass the authority check to deal the damage and apply the impulse
Oh, is it not the same if I do the authority check before I spawn the projectile?
any idea how i can turn on use "controller rotation yaw" without my character snapping into the direction of the camera? i am trying to do a transition from when character stops running(where controller rotation yaw is off) to stopped/walking where the controller rotation yaw is ON. id like the character to rotate smoothly into the direction of the camera for half a second to a second(without snapping)
Is it possible to change the time dilation of a single actor without messing with the global time dilation?
Hi, i've had an issue for some time now but haven't been able to find a fix.
I have a main menu that pops up in a cutscene (made with the sequencer). This all works. However, I'm not sure how to bind an event from the widget bp (play button in this case) to an event in the sequence director (in which I can tell the cutscene to stop playing).
Event Dispatchers / Interfaces.
Or alternatively have your GameInstance store reference to the cutscene and go through it
Hey guys, is there a better method to disable backwards sprinting than setting a bool on W (that could be bypassed by changing input keys, but anyway) and checking if that's true when sprinting? Right now I can initialize my sprint while holding W, and then I can, while sprinting, use S to run backwards. I've read someone say "You should compare the forward vector on you character with the actual direction it is going. Take the dot product of the vectors and see of it's lower than your threshold before setting your maxspeed." - but is this best practice? Would prefer not running this on tick. Getting the axis value and checking if that's -1 (backwards) would've been a nice way to go about it, since that value is already being set per tick for movement, but that also allows me to bypass it by holding sprint & changing secondary input.
Edit: I added a boolean check in Input MoveForward & set a bool that would be run through a check in the sprint code, but that -also- didn't stop me from bypassing by changing input while running. Am I overcomplicating this? 🤔 😆
If I wanted to make a system where the player score is like this:
if u have 20 points, I want the code to look at the first number and play the sound where I say "two" then looks at the other number and plays the sound where I say:"zero"
of course, two and zero is a bad way to say 20, but it works. Any pointers to do this?
I don't even know what it's called.......
Can anyone point me in the right direction to creating the same functionality of the camera rig rail system? Specifically I'm trying to recreate the Current Position on Rail function. Moving this slider basically moves the start point along the spline to whatever value you set here. But the most important part for me is it does this in the editor without having to run the game. So its definitely some construction script thing
Because it's hitting the max loop iteration
What are you trying to do? While loops do NOT operate over several frames if that's what you're trying to do here
The frame that you press that button, that while loop will iterate like 100k times, crap the bed, then throw that error
Oh, I am trying to make it that the longer you hold the button down the stronger your throw will be... I just need to add some value like every second to a variable until you release the button. Guess I´ll have to use something else than while loop
Try a timeline
play timeline on button press
Or you can store the time when pressed and check the stored time when releaseed
depends on if you need a visual/auditory feedback of the throw strength or not
Timer would be another option
But I probably love timers too much I use it for so many things lol
Hey can anyone help me with adding water, like on an island that goes on forever, that works on a huge open world map?
I tried ue4s water sytem but the map is too big for that
Tried this. Any clue why the cast to the GameInstance fails?
this is in the GI_Game
Yea thank you! This was all I needed, two nodes... no need for any loops and stuff
Do you have the right game instance class set
Released should do the actual throw after/before stopping
good point ahah think i forgot
works now, ty <3
@ember mortar why a timeline?? Use a timer and enable on press and do repeatable event in it at interval and stop when released. Timeline makes little sense imo
Hmm seems like it is working just like I needed though (Code shown at the end of the vid.)
You are calling play montage on update
which happens immediatly
and every frame the key is held down
honestly I'm surprised it's not doing something obviously wrong but it's 100% not working how you want it to. What happens if you just hold the throw key for like 3 seconds?
Yes yes, I noticed the montage started playing immediately since he changed the stance a little... it works perfect now after the readjustments you suggested. It should be ok like this right?
How can I check if this is valid or null as a condition? I tried "Is Valid" but I don't really get it :(
I wanted to return a single component (as it only has one with this tag) but someone told me to get the 0 index as it is the only one it could have on the array
Yep that should work
Does 0 count as an item on the array or it needs to be 1?
Arrays start from index 0, so assuming there is at least one item in the array, this should work
Weirdly I'm receiving this even after verifying the array
@torpid mulchWhat are you trying to do?
You might be trying before player pawn exists, idk
^this would be my guess as well
the error you're seeing is from the get player pawn node's return pin, it says the value there is "None", so it can't use the get components node
This is the test I was doing, I'm not very used to the blueprints system yet, but shouldn't the error not exist as the branch verifies if the player exists?
I'm sorry I'm still a bit lost with the flow of the blueprints
Array Length returns 0 if the array is empty. If your check is >= 0, it'll return true if it's empty, so getting array index 0 will cause an error if the array is empty.
That being said, if your player pawn doesn't exist when this code is called, then it'll error out as you're already seeing.
Oh, my bad, the engine I used before -1 was empty and 0 was an item, that’s why I was trying to get the player on “0” and also verifying for >= 0, it was the same count on both
I’ll fix it right now, tysm for explaining it to me :)
Hello, I created a Niagara system, but was wondering how I could attach that to a line trace to act like a bullet trail
Hello, I am currently working on a project with a light puzzle and I need to make it so completing the light puzzle opens a door. I have everything working, the only part that i don't know how to do is detecting that the puzzle is completed and making that open the door. Any help is apricated
define light puzzle
what's the win condition?
its a 3x3 grid of tiles and when u step on one of the tiles it lights up the tiles and the adjacent ones
the win condition is lighting up all the tiles in the grid at the same time
Oh ok, well you have some sort of Update function on the puzzle that sets all the new puzzle state, whenever that is called, check if they won (Are all tiles lit up?). If so, call Event Complete or whatever and do the stuff that happens when you complete it.
ya i understand that, but i dont know how to check for them all being lit up and than using that send a signal to the door making it open
Do you have a Puzzle Actor or just a bunch of PuzzleTile actors?
is there something that knows about all the tiles?
there is one tile that i duplicated 8 more times
But nothing has a reference to all of them? Something has to handle the logic for the puzzle being done
oh ok, how do i do that?
is a puzzle gonna be a common thing or is this just a one-off thing?
1 off
K then just make a LightPuzzleActor and reimplement the logic in it
that's what I'd do
should be simple
OR
make a LightPuzzleManager actor assuming you already have the lighting up logic done with your seperate actors
have it have an array of all the tiles
ok imma be honest i am very new to unreal so could you give it to me in laymans terms?
you make a new actor blueprint, which handles/manages all your tile actors
the manager could also spawn the tile actor to the level
like a manager in a company tells it's employees what to do 😛
the branch is connected to Event tick
does anybody know why this is not working
so basically what im trying to do is if I hold down right click and let go its supposed to display on the screen for how long in seconds I was holding down right click
this is just a test to see how I can later implement an action where If I have a line trace on an actor while holding down the right click for 3 seconds it will freeze the AI
i got that working, but now how to i make it so it actually detects when the puzzle is complete (all the tiles lit up)
how do the tiles know when to lit up?
or rather, when a tile lit's up, notify the manager about it, the manager then checks if all tiles are lit, and decides if the game was won or not
When you 'get current level name' while using level streaming, does it return the name of the parent level or does it return the name of the current streaming level you might be standing in?
pretty sure it get's the name of the persistent level
Thanks.
Hey anyone know how to make the ue4 water cover a large land mass?
like not just that small spot
the problem is that you can stream multiple levels in the same place if i'm not wrong
so there wouldn't be a reliable way when only returning one string
I suppose that's true. That's fine, I can just do it by index
Is it possible to visualize a sequencer triggered event in the editor without running or simulating the game? Like if my camera reaches a certain distance on my spline have it trigger an event and let me see how that’s looking in the viewport. I know it’s a tall order 😩
no
I figured
No. Sequencer events only work in runtime tick, not on editor tick.
Anyone know of a clever way to get around the issues of Map variables not being replicable?
hey folks, i updated to 4.27 recently and the console command t.MaxFPS used to work properly when used in conjunction with Execute Console Command in 4.24.
Now in 4.27 there is no way for the user to change their maxFPS because the console command no longer works if its processed through Execute Console Command. That being said it still works if I use the tilde key as a developer and input the console command manually. Anyone know a workaround?
Oop nevermind, figured it out. I was altering Game User Settings in the same function and Epic added Set Frame Rate Limit between 4.24 and 4.27. Problem solved!
i discopnnected the parent construction script, but when i compile it still call it
anyone help?
Closest you can kinda do is make a structure array of your key and value type, then populate it with the contents of your map and replicate the array.
Not sure if this question belongs here so please forgive me if I’m wrong.
I was wondering, if I do a data sheet for a list of my characters. Do I just enter their stats there or would I have to make a stat structure and then attach it to the data sheet?
I’m trying to maximize work efficiency without too much clutter.
when you create the data table, it asks what struct it will gets its collums from. I have done this for weapon stats
So should I make a character data sheet that just lists their name?
Then make a separate structure that holds all of their mechanic details (lvl, exp, health, etc.)?
A data table is read-only at run time so it's not really useful for keeping track of things like level, exp, health, etc. It can be used as a base for initializing characters though if you want to use some data driven design to create your characters rather than using several child classes.
As far as saving the data for later use, you'll want to use a save game object and this is where a structure could come in handy as well, as you could then have a map variable set up with a key for the character, and the value set to that structure, so you can easily save and load their stats.
Hmmm, I’m still learning UE so what you just said went over my head.
I keep running into videoes where people say to make a structure for stats (which I assume would be just about every stat possible like prestige’s and such) but I guess I don’t know how to make the different characters without a data sheet for the game to know who has what stats.
Is there any way to check where particular even dispatcher/delegate was subsribed to, for example a list of all blueprints?
I think those are usually bound at runtime, so except reference viewer, maybe there's no way to tell in editor
How would you make a row of BPs?
wdym by row of BPs?
Is it bunch of actors stacked in a row in the map?
I have a variant manager which controls parts of a BP, but simple duplicating the BP does not update the changes that the variant manager makes... So I need a way to make a row of BPs, but they need to follow the original BP... If that makes sense @icy dragon
How do I do events based on an integer's digit?
Or how do I select and print a digit of an integer?
like:
13
I want to print 1 (first digit)
or print 3 (second digit)
Convert it to a string
And print string
Then you can just access string[0] or string[1]
How do I access it?
I am using BP (obviously), is it possible there?
some pointers would be appreciated.
Tried to google stuff, but came out empty handed.
Jeez ya gave me a whole 3 mins
But use the get substring
Digit 1 is index 0
Digit 2 is index 1
Length will be one
Damn i think this is one of the first ive seen that c++ makes easier
Is there a way to go 'into' a map check error to get more info?
I marked a BP as deprecated, and got a map check error which indicates the BP is still present in a map (I think).
However reference viewer shows no references from any maps.
Would be handy to see which map triggered the map check warning.
You could also do a 'Find in blueprints' search with the name of the event.
idunno why my projectile tends to fall through the floor randomly at low framerates. Any ideas?
I have an idea: If I have a parentclass and change that through Variantmanager, will the childern of that class adapt those variant change?
is it using the UE projectile component?
What exactly are you trying to do
I have a variant manager which controls parts of a BP, but simple duplicating the BP does not update the changes that the variant manager makes... So I need a way to make a row of BPs, but they need to follow the original BP... If that makes sense
No
I've been having to use addforce it give it its own gravity cause I need it to hit the floor sooner than the player
then post pics of the code
If you copy paste a bp it should definitely be the same
oh yeah lol
That is correct, but not when using a variant manager... The copies remain in the same state as you copied them...
Can I force them to update somehow?
When you update tje manager just get all of the bps and update them
The big cylinder simulates physics but sometimes it just doesn't work, even at 60fps + it can still fail, rarely but it happends
You might need to turn this on on the Root Component
I think your casting does not succeed (don't see the print happening when the cillinder falls throught the floor)
I'll try this
that seemed to work thank God. 💀 only thing now is when it touches the ground it kind of bounces forward too much. But this is a great starting point, thanks alot
so basically when things are moving, particularly either very fast, or when framerates are low (therefore causing each frame to push the object very far, which is a type of "speed') -->
What happens is, an object can pass all the way through the thing it was supposed to hit from frame A to frame B, meaning that the 2 things never actually overlap
Apperently not, I think you have to attach each BP to the variant that is being called...
Consider that landscapes have essentially 0 volume vertically, so a "bullet" shot at a landscape would frequently never "overlap" it
I see, I figured it might have something to do with the verticallity aspect. thanks for breaking that down for me, really appreciate it.
another solution would be to increase the size of the projectile
whatever the overlapping component is
by increasing its size, you could effectively ensure it doesn't move greater than its own radius in any given frame
but CCD should work too...
You dont
If you do what i said
So get all of the bps and change the resukting vars
Hinestly this sounds like something you want an editor bp for
If you have a small projectile you could linetrace also, depending on the projectile count. If you linetrace previous frame position to current frame position. Something like melee linetrace
Hi everyone! do you know how to kill/delete staticMeshComponent (spawned in a BP) that are outside a specific geo?
not in the bounding box, but in the actual geo
Event end overlap?
There's a bulk edit thing
Have you tried?
I think there is a component overlap function that takes two components, how is your geo defined?
is it very expensive to make every function a component?
Like doing an action - component
moving - component
inventory - component
equipping stuff - component
Depends how many you're going to have...
If it's only these 4 no
My items are spawning outside the box collision, is there a way to fix it ?
Hello everyone again i cant find spline edit in game viewport but see it in blueprint viewport what im do wrong?
PS Tag me or write in PM please
hi, does anyone has any tips on how to fix this texture problem?
Go to the skeleton of your weapon, then uncheck the box "apply decals"
that worked!!!! thanks a lot ^-^
Hey guys, I have a nooby question about arrays.
TLTR:
-Made an Array with 2 SM (short 100cm, Long 300cm)
-First and Last Mesh can be set by me
-Middle Mesh is Random (Array Item from Stream) Instance Mesh
How could I get the Mesh Item for each Loop and change the Y Location accordingly, to make it fit to the last random mesh?
I'm still struggling with the "loop delay" problem
But when I put a breakpoint on the same delay, it just doesn't work.
Loop delay?
You'd need a custom macro for that if you ain't got one yet
I don't quite understand why I need to make a macro
Will this reduce the "noodles" of the nodes and make complaints about the node disappear?
The default macro doesnt give you delay funcionality per array element
Assuming thats what you're after
The branch here doesnt make any sense . Youd need to multiply the index by the distance the item should be displaced with , in the direction from Start to End
Id also suggest some rules to either fix diatances, or have some code to morph one of the pieces to fit a finer displacement
How do I convert a texture 2d object reference to a slate brush structure?
Oh, nevermind, I figured it out!
Had to use a Make Slate Brush node
Hello! I need help creating a camera midpoint for 2 or 4 players in the level when they're spawned in. I tried a lot of methods but it doesn't track the players, it's still using the one character camera. Here's the video and camera blueprint
Game mode blueprint
Camera viewport
camera blueprint
That's also a question. I know that I have 2 mesh types with 100 or 300, which are randomly placed. But don't know where to spawn the next Mesh, 100 or 300 on Y.
To define a distance and than to populate it with random Meshes of an array seams better but more complicated
I would also suggest considrring a spline for this , more flexible :)
Hey is their a way to turn Use Controller Rotation In Pawn settings on off with a Bool? I cant find that
Along with single sized meshes to select from with an optional random length scale
it's on the springarm
anyone know if you can add rotate movement component to a single component and not the whole actor
you can't. components work with actors, not other components
you can use a timeline a lerp between rotators for components
Thank you CE so I figured out what I need to do but I dont know how to code it....
You could just apply rotation on tick if thats what you want to happen, inside a component
if i have a lot of these actors would tick be bad to use
Any way to add a float Calculation to a use pawn control rotation so it can do some math?
It comes at a cost, as all things do
Hello! I need help attaching the rope to the characters properly. When the characters and rope spawn in, it attaches the second character correctly but not the first player. here's a video and blueprint for it.
Spawn Rope Function Blueprint
Delay nodes dont work in ue5?
they dont work if u call it thro editor using custom event
Why do you want a delay in editor time
some procedural stuff, dont want the editor to freeze when spawning alot of actors
I mean im sure it will be fine without the delay
nope, spawning thousands of actors with forloop freezes the editor untill its done
Well ye that makes sense
You arnt gonna be doing anything else while its spawing
So just let it do its thing
how can we paint landscape at runtime? (for ex: when base building games how can we paint dirt material under the structure)
I am trying to attach this particle system to a line trace, but it does not go straight. I know it's cause of the rotation, but I am unsure what to put in there. Can I get the rotation of the line trace itself?
try getting find look at rotation node to make rotation, use player controller location and forward vector
hello, sorry for posting this question here but idk which programming channel would be the correct one..
What's the 'correct' way to implement a GameMode where there's no real 'win condition' such as in a management game?
Still not working
multiply forward vector value with a float (like 10000) and add to player controller location, becoz it needs to locations, forward vector is not a location it's just a vector, then set that to target
is there a bp node to do a modulo?
i think you'll have to write small macro for modulo
i think your particle effect has it's own local rotation, like 90 offset or something.
try change this value and find better rotation
Well sometimes it shoots to the left of the line trace and other times it shoots to the right of the line trace
you can use trace start location and end location to find look at rotation node as well, maybe it will give better result
ive clearly missed something somewhere, but ain't controller suppose to be able to change its pitch-yaw without it forcing pawn to uhm.. loose its feet of the ground to do so?
Hey guys Is there any other options for setting set control rotation with a different node other then the "set Control Rotation" node?
For yaw, you use UseControllerRotationYaw, but pitch is more suitable for something like an aircraft where the pitch of the entire object actually does change. Instead of UseControllerRotationPitch, you should attach a camera to the Pawns head, and set "UseControlRotation".
Sorry for the misreply, @rotund marlin
Hey anyone know how to stop my character from being able to Move when aiming. Kind of like old Resident evil games? I want them to still be able to look around obviously I tried using a Disable input or set the max walk speed but then I could just press my sprint button and I can move while aiming?
If you're using the cmc - can try just setting the movement mode to none.
Sorry I shouldve specified if I was new or not. Whats cmc?
Character Movement Component.
If you created a BP from the Character class, you have it.
That actually worked perfectly thanks
is it true what everyone is saying, that unreal 4 has died and now all support goes to unreal 5?
I know what the problem is guys just cant do the math for it, the Set Control Rotation at the end, I need to do a slow transition to it vs a snap. if this makes since? i dont some research first but i cant find what im looking for.
Ill try those, I tried Ease and it didnt do what i liked
okay that Rinterp may work way i Like just need to add an turn in place animation for it, Thank you ill let you know how it turns out
With that BP i posted, I set that Set Control Rotation to mouse release, which alowes me to still rotate the way I like but soon as I let the mouse on release the character instantly snaps vs finishing the animation
hey guys
Hey, I assumed that this would print whatever is in
Content/StreamingAssets/PlayerData.json
But it gives me an emptry string aka {}. What am I missing here? 🙂
Im trying to set a condition where If I hold right click for 3 seconds while pointing a flashlight at an enemy it will stun him but now If I right click for 3 seconds without pointing at the enemy and then turn and point at him it stuns him
<
can anyone help me pls
On hit, if føashlight is on, start a timer,
If released clear timer
Else timer will execute the stun
Why use a float?
Or its prob tick driven
Makes sense then
I wouldnt use input key down tho
That assumes flashlight is only on while aiming at enemy
While the flashlight could already be on
Sorry, quick question: How can I lerp to a rotation? My player copies the rotation of your camera currently, but I would like to add a bit of input lag because it happens too fast. So I want it to lerp from the rotation it's currently at to the new rotation of the camera over x seconds.
https://gyazo.com/7ce36013b8f1e4aef8be078783b00824
hey guys can someone help me how do i remove the collision so that the charachter wont interact with the item being dropped ?
so i wont push it around
how do I convert BP to C code?
Funny enough, that was what I figured and regretfully did (while also grumbling the whole way through hah). Yeah - seems to be the only way I got data to go through, then set up a function to fix the mapping variables with the loaded arrays. They really need to make maps replicable, no reason why it shouldn't be.
ya do it manually
how
You can set it to "ignore" collision on that type of object. If you need you can go to your project settings and create a custom tag for those items and then set them to ignore in your character
@red fossili change it to "no collison" at all but then the simulate physics dont work :/ ?
No you don't want it to be set to no collision, make it "custom" collision mode in your character bp, then change your items to "ignore"
one sec
Check out my Unreal Engine 4 courses:
►Souls-Like Action RPG with Multiplayer: https://unrealenginemastery.teachable.com/p/souls-like-action-rpg-game-with-multiplayer
►Stealth Horror Game for Beginners: https://unrealenginemastery.teachable.com/p/unreal-engine-4-beginner-course-stealth-horror-game
►Multiplayer ...
He shows how to do it here^
Ah it's called Object Channels
So make a new object channel, go to your item, set the object type to that new channel, then in your character collision, tell it to ignore that channel
ahh ok thanks!
yw!
Hey, I assumed that this would print whatever is in
Content/StreamingAssets/PlayerData.json
But it gives me an emptry string aka {}. What am I missing here? 🙂
https://cdn.discordapp.com/attachments/221798862938046464/961670741147918386/unknown.png
tnxxx u were helpful
Hi guys!
Is there anyone here with experience of working with world composition and how to handle loading screen from a main menu to the world? Currently it just looks really scuffed when loading in unfortunately, as you can see some of the world popping in when it's "finished" loading
I have a huge amount of AIs covering the world but Only certain of them are move, While the rest detect the move they should move to but Don't move, Please help me
Simply start the timer if the timer is not already running, and the target is the same
Personally id have this logic in the enemy so it'd be easier to handle
Ans you can easily have different reactions on different enemies
Longer/shorter duration etc etc
I'm running a setText function on the Construct script of a widget (it's a button) - in the parent menu, these widgets are added as part of a loop - but what is confusing to me is, it's setting the text for the button as though I'm passing through an index but I'm not -
So it works, but it's not supposed to - for example, the 2nd item in that enum is Par Check - but when I create the widget, I never pass that info in, so it should read the very first item, which is Rescue in this case -
1st image is Construction Script of Widget
2nd is the Parent widget that loops through and creates that widget
not sure were the best place to ask this is but i have a question:
imagine a race car with AI that isnt AI but just past recording of me inputting a lap, like you would see with trackmania
if your racing against these AI, all that would matter would be my camera in my car right? chunks for the AI wouldnt need to load as its all pre recorded movement not relying on gravity etc
anyone know a tutorial for how to have an object stop at certain points on a spline path?
Define 'certain points'
Perhaps an example
So spline Points?
yeah
Usually you'd probably wanna go end to end
Otherwise you need extra config for the moving platforms
yeah but for what I want to do I need each platform to move to a point and then wait for the player to jump on it before moving to the next point
do you know how to do this?
I can think of a few ways yes
A timeline is prob the quickest
Timeline lerp from spline point to spline point
On complete, update target point. If current point = last point, reverse
Thanks gonna try that now
Keep track of the current point outside the timeline loop :)
Hey, so i tryed a different design now. And my game keeps crashing.
makes sense, that looks like an infinite loop
ur right
also that delay on tick does nothing for you
okay
do u know how i can list all the pawn names in a list? with like a list box?
what are you trying to make?
like a list where all the names are listed
well you can do what you're doing
but just cut the execution that goes back into it the loop
Have I gone* blind, or is there no way to change Datatable row names anymore?
Hi everyone! i'm struggling on something.. i want to make the X position of an object to oscilate slowly between -10 to 10... but i can't find a way to control the speed of the oscilation.. how would you do oit?
hi! so I made a laser for an enemy that does a sweeping type effect but I want to add some sort of damage or burn effect to the ground where it hits, how should I go about that?
https://blueprintue.com/blueprint/syu4af77/ heres the blueprint for the laser attack
Hey CE can you maybe accept my friend request?
no thanks, I don't do that
hm okay
Double click the row name?
Tried, but not working, right clicking doesn't work either
Am i the only person where the UI colors got reset when upgrading to UE5?
my entire UI used to be dark and now its white
Composite datatables seem like they work "normally" though
You're in the wrong view are you not
OH
You're right
Didn't know there are different ones until now lol, thanks
You never noticed two different panels? 😅
I didn't even know you could edit that panel view haha
How do i add a collision to my bp character AI
Mine's been dark throughout all versions of ue5 I've tried
Hey do u know how to list an array inside of an List Box?
do like you did with the foreach loop
but i mean my widget BP's
Ah, my widgets are as before I cloned my (4.26) project
like this?
I don't know why you keep adding the loop back yourself
it already loops inside the foreach
you don't need to loop it
take a look at some tutorials for list view
okay
i looked at the documentary. The compiler says theres no Entry Widget Class Specified on this list.
Hey everyone, just joined because I'm having issues with referencing an actor in another scene. Basically, I have 2 scenes, an interior and exterior - when the character walks from outside to inside there isn't an issue as the spawn place for the character is at the door. But when I move from inside to outside the character spawn sin the default location where the game starts; but I need him to spawn by the door of the building he's just exited - I was thinking of just setting the characterActors location during the loadscreen but I can't figure out how to reference him - any ideas?
Here's a little example, so as you can see when the exterior scene starts he's in the center of the road which is fine. But when he exits the interior he is then also in the middle of the road
Is there any UE4 bug where a break on an event will not fire even though you are watching the event fire (and are making it fire)
shit
that break never fires
Hello, did they change how BP events work in UE5? when i for example want to create OnTakeAnyDamage it makes me bind it manually
The event is called "AnyDamage"
Is there something special about widgets that makes them not have breaks fired?
Hello, fellow devs, I am facing an issue. So I am trying to push the "Sphere Object" when it hits the "Linetrace" using the Timeline code below everything is working as intended when I have set the framerate to 1000 basically Uncapped.
Footage With 1000 FPS
https://streamable.com/mjexou
But everything breaks when i test the code with low FPS in this case 10 FPS
Footage With 10 FPS
https://streamable.com/o7i29h
How can I make sure that the results are the same for every machine no matter what the frame rate is code is below.
Event Tick Code
https://ibb.co/bJMp7xy
Timeline And Setting Velocity Code
https://ibb.co/YBdbH5f
Event Tick executes on every frame (at least by default)
This seem like some very odd setup
Especially if tick is playing the timeline from start each tick
I want to make my gun project a ring that indicates the weapon spread, how do I do that? I'm thinking about either some sort of decal or however those quirky modders make your flashlight a shrek face
Can you make a spotlight project a custom image, or it's something else entirely?
I think you can apply a light function that defines how the light behaves
This is why you want to not do event based actions on tick
But for the spread of your gun a circle probably suffice?
Light functions.
Though nowadays we usually use IES profiles for flashlights, which admittedly not viable for Shrek
Just go for decal
actually I guess I'd need something that acts like a projector rather than a flashlight
Decal, there you go
no idea how to use decals yet tbh, this is gonna be a fun night
It may not even work right tbh
Its projected alright,
But "flat"-ly so
Perhaps some niagara emitter is better
niagara?
The 'new' particle effect system? Replacing cascade
so it won't work on two separate surfaces, for example if you're lighting a corner?
The size will be the same on two surfaces at different distances
Which means one of the surfaces will display the wrong spread
hi does anyone know why input would get disabled when using 'set view target with blend'. imagine i have 1 bp actor(non-character, just BP Actor) and i enable input for it at beginplay. but when i use 'setviewtargetwithblend' then the input is not recognized anymore. why is that?
its probs something easy but im not thinking correctly
hi anyone have an idea how to solve this? like how do i either stop the character from walking off the edge or make him fall if he does.
So as a way to prevent the issues I've been having with huge framedrops when the player is restarted, I was thinking that instead of using RestartPlayer I could simply teleport the killed player to a spawning location and reset all his variables. Does that sound like a good workaround to you guys? In this case I guess I would be using the GameMode override to get a random PlayerStart location and use that to teleport the player?
had to go away for a bit sorry, what do you mean by 'car transform'?
Hi there
I'm pretty new to unreal and I was wondering when I copy blueprints from blueprintue.com, how can I get the variables and components?
Is it possible to add meshes icons on Menu widget ?
With components, you have to create them, but with variables you can just right click and press ”Promote to variable”
Okay
But in many cases I don't know exactly what component it is.
And is there a way to generate and connect all missing variables automatically?
Component is just a thing that lives under a actor. Could be a inventory or a static mesh or whatever
No there isn’t
I am currently implementing a UI mockup I made but my viewport in ue5 is (obviously) not 1920x1080 (16:9). How can I make it that when I play the game it takes a set dimensions
As a simple example
The pasted blueprint had a CapsuleComponent. But it could be a capsule collider or just a static mesh called CapsuleComponent.
I'm a bit confused how to figure out which component was used in the original file
@icy dragon @gentle urchin so i should try to take out as much code as i can out of event tick?? in this case the SphereTraceByChannel and as for the timeline it is inside the InputAxis Upon Button Press it gets executed
how can i make a physics object not interact with another specific object?
how can I see in lyra project how they attaching the weapon to the hands?
just curious to understand if the weapon is being attached to the hands or the other way around
Hey guys, in today's video, I'm going to be showing you how to give the player a weapon socket so that they can spawn in and attach a weapon to their mesh. This allows the weapon (or any object) to travel with the player, including their animations.
Infinity Blade Weapons: https://www.unrealengine.com/marketplace/en-US/product/infinity-blade-we...
this video helped me
Its in unreal engine 4 but I followed the code
on unreal engine 5
how do you get the index of an ENUM?
It doesn't have an index but you can cast it to an int to get the int representing it. Why would you do that though?
Cool, thanks! Just to switch things around, I have a bunvh of stats like health etc that I find easier to keep in mind reading the enum
so im having a problem where I switch the player mesh from the original and it just goes through everything
heres what I mean
I have tried changing the collisions and it wont work
does it have a collision?
yes
is it set to block all?
yes
how do you move it?
is it set to collision both
mmm how do you actually move the ship? are all of these set to block? also, are those boxes set to block all to?
What? That sounds..... really wrong. What are you trying to do?
Well it's working, can't be that bad 😛 (probably is) so I have a stat struct and a struct containing all the stats. I find it's easier to operate on them like this when tweening etc @faint pasture how bad is it ?
sequences don't take delays into account correct?
What's better, blueprints or c++ for a game kinda like Forza/GTA
the answer is both
you want to use elements of both
complex systems and tick based systems benefit from c++
simple gameplay can benefit from bp
engine is designed for both to be used really
You want to use blueprints when you have generalists or artist who don't program but can understand some basic logic, blueprint helps make your systems more modular so other people can work on them
I understand c++ but I'm also making automatic functions that fire off at a certain time in real life.
Blueprints are faster to write, and therefore free up the programmer to spend more time building and potentially even profiling performance problems. C++ code just runs faster, and has some additional flexibility.
If you need to program very big systems that change frequently or in ways that require lots of computation, those systems will need to be written in C++. If you need big tools that the engine does not provide, like a large scale custom pathing solution, you'll need C++. Most everything else is more efficiently built in BP.
However, there is a huge difference in performance between bad BP and good BP, so either way you're going to have to git gud.
I personally recommend that general learners should master BP first, unless you want to get into C++ right away to reap its rewards.
Question, If Clients fail to see where server playercontroller is aiming with linetrace, is it a replication issue in BP or is it configs somewhere?
If your game is going to be small, or programatically simple using existing tools, C++ will probably just slow you down.
Whose controller is it?
Server/Client 0
Is it his own controller?
server can see clients aim, Clients can see server shot
but client cant see server aim point
client just see straight shots.
Oh, well clients never have any copies of anybody elses player controller
that is never replicated
only the server has copies of everyone elses controllers
Ment Camera line-trace
So that player controller doesn't even exist (on the client who is interested)
Sorry to interrupt, completely different question.
Does anyone know how I can get gamepad input to manipulate a mouse cursor?
Essentially all I am trying to do is have a simple solution to navigate menus with a gamepad by building an artificial cursor sort of thing. Any insight is appreciated :)
Well panther thing is, its The camera of a pawn, that is controlled by controller, Which fires direction of the line-trace that client fails to see
and its client > auth check > multi casted in start
hey guys
Does anyone know why my AI is always stuck at the corners of the nav mesh
like in the video
nvm I got it lol
I'm not sure what you mean, post pics if you want
So.. I have a custom camera I made that I can rotate/zoom/etc with my mouse. If I want 100 characters in my level and want to use that camera on a springarm for any of the characters do I have 100 characters with cameras and springarms? Or do I need to look at dynamically attaching them when the user switches characters? I'm new to UE.
im guessing i can't use Camera as the aim for multiplayer linetracing just
Depends on how you setup the camera, really. Spring arm + camera on all of them would barely take a toll on perf, as they're not really doing anything until you possess them.
@icy dragon Thanks good to know there isn't a big performance cost I guess that was my main concern. That and I don't know the 'best practices' for anything yet. Not a lot of tutorials talk about big picture stuff.
hey guys
Does anyone know why my AI is always stuck at the corners of the nav mesh
like in the video
this is my AI bp
You will need a lot of good c++ code to pull off a Forza/GTA clone no matter how small in scope
Singleplayer you could maybe make a prototype with walking dude and getting in a car and driving but nothing as complex as those
thats a fair point
even though there is a way to go about it, that project will be dead before it starts
and definitely not hosting it on your own server's or someone else's
Forza/gta? isnt that very different games?
Or is there a gran turismo A* something? :p
can somebody pls help me?....
how do we convert blender's f-curve baked sound into animation keyframes so Unreal Engine can be able to import it in as animation data?
Hey small Inventory drop question, how do you spawn an actor removed from the inventory? I use this, but what ever item I will drop it will be the same item
So I need to tell it to spawn the object removed from the inventory but I don't know how
this is the drop sequence
I have a BlueprintNativeEvent, but my BP implementation doesn't get called. My C++ implementation is empty. Any ideas on what I am doing wrong?
in the animation viewer, if you adjust an animations global playrate, is there anywhere in the ui that tells you the new length of the animation in seconds?
Guys how to refer a blueprint class in c++
Not 100% sure but pretty sure you just don't
not as the BP class anyway
Got it.Can you plz answer my question in multiplayer section as well
which character is this a ref to in the new ue5 anim bp eventgraph?
Most likely the one who has the skeletal mesh that is running the anim instance.
BP_ThirdPersonCharacter or it changes based on the current mesh
You're mixing instances with classes.
oh
Any Actor, be it an Actor base, Pawn, Character, etc can all have SkeletalMeshComponents. A SkeletalMeshComponent houses the AnimBP. This also means you can have multiple AnimBPs per actor, one per skeletal mesh. This node just gets you a reference to the actor that owns the skeletal mesh that is running the instance. If you're running the instance on BP_ThirdPersonCharacter, you can cast that OwningActor to that and it should succeed.
You can't.
BP is on top of C++.
Got it thanks
<@&213101288538374145> crosspost across multiple channels
:triangular_flag_on_post: Near#2921 received strike 1. As a result, they were muted for 10 minutes.
@trim matrix it is possible, try this out
UPROPERTY(EditAnywhere, BlueprintReadWrite) TSubclassOf<AActor> myBPClass;
Is there a way to detect collisions on a camera when the camera moves around with mouse input? I have a collision sphere on it, but it only seems to trigger overlap events on player movement and not just moving the camera around with the player capsule stationary.
Hiya. I would like to have my character enter a puzzle, such as a door combination.
How would I handle this transition? Would I just move the player controller? Possess something different?
how would I make a spotlight be less affected by distance? It's too bright up close and too dim far away
turn off inverse squared
exactly what I need, thanks!
How do I get the on clicked function from my widget into my blueprint? im doing this atm but it's so dirty
Make an event dispatch on the widget
so like when my onclicked happens in the widget it fires in here
When the widget is clicked, have it call its own ClickDispatch event
When the widget is created, have the BP creating it BINDEVENT to ClickDispatch
How would you go around creating a roar ability
what it should do is let out a "yell" and it should destroy meshes infront of the character ( specific range)
yeah that's right
now when the Widget is created, BINDEVENT to WidgetClicked
drag off of this
now drag off that little red pin
and create the event you want to fire
the dispatch should not exist on your BP....
This works
thanks so much

just creating a little controller for my Niagara system
guys one of my animations is moving my character. how do i get character to stay in that location after animation is over? what would i use to set the location to the current location of the mesh
@open latch I'd recommend a Multi sphere trace set to the width you want the shout to affect, starting at the source of the shout and then doing the check for X units.
Or if you want to have it move over time(wave like): Multiple sphere traces that grow in radius. Like: Multi sphere trace at location X,y,z with a radius of 10 -> delay 0.5 sec -> multi sphere trace at x+1,y,z+1 with a radius of 20..... for example.
But there's probably a better way 😄
I want to project an octagon shape, but it projects just a circle of red light, what did I miss?
very fancy
Is there an equivalent to the "add torque" node that doesn't require physics simulation? I want to apply left and right roll velocity to my character, but I can't use this.
Is there a built-in or preferred way to use config variables such as player-set control mappings, render options, etc?
I've been trying to straight up add character velocity using my right vector, but it hasn't really worked the way I intended
Where is chaoseditor in 4.27 ?
Well it did work, but it pushed my character left and right instead of rolling it
I'm sure I could figure out how to manually code what's needed to read/write from disk and populate global vars, but I'm guessing there's already something that does it. Anyone?
there's AddWorldRotation if that's what you need
what do i have to change to connect this
thanks
I hope it's the right one, there's only about 1000 rotation things in there. 😉
how do i set the rotation though ? this gives bool
No, the one up top set relative rotation, sorry it's got the wrong one highlighted.
(Up by the tooltip)
sooo i have a question, i started to make blueprints for my game however i came to a wall, the new widget i started to make a health bar requires the begin play but thats already in use how do i go about this without messing up the first blueprint (can provide screenshots)
You can chain together more nodes to your original begin play event?
chain them with a squence im guessin? O.o
ahhh gotcha, thanks!
I mean, you could use a sequence.
Hi all. I have a quick question. Is it possible to make Scripted Actor Action with editor utility blueprint and then also bind this action to some keyboard shortcut? So I can for example select some actors in the editor viewport, then press CTRL+SHIFT+Q to execute some custom script on those actors?
how to achieve this option left right?
is this combo box
im new in unreal engine. 🥲
Or maybe some gridpanels
i mean that medium slider left and right
if left is click turn into easy
if right is click turn into hard
how to set that
I'll try it out, thanks
Hiya. I would like to have my character enter a puzzle, such as a door combination.
How would I handle this transition? Would I just move the player controller? Possess something different?
you'll have to be specific
I have a third person character, I want to have him do a puzzle, like jigsaw for example
I've created the interaction events for it, but I just am not sure how to go between him and the puzzle mode
So the camera would go into First Person, He would hide, but what am I controlling? Do I possess the puzzle? Do I just hide him?
The controller input would change, he no longer walks, just moves a '2d' cursor
Okay, that makes sense
you could have it own the puzzle pieces as well
so all the inputs are in the pawn even when you move the pieces around
and you could enable specific inputs only for the puzzle mode
right so does the above approach not work?
I will try! Thanks
I didn't know whether to put it in a pawn or what... It makes sense to me to move the functionality out of the main character BP since it's going to just get confusing if it's all in one
And I'd have to disable so much of it while in that mode
yeah if it's truly a "mode" it's always easier to have it separate
think of the pawn as what you currently CAN do and the controller as what you want to do
Hi all, I have a problem with Max RPM vehicle movement, I cant set or get Max RPM in the blueprint. I want to upgrade the performance of our car while in a garage. Does anyone know a solution?
characters are defined by having the character movement component
whereas pawns have no movement component by default
Alrightyyyyyyy
So
Hmmmm
I'm trying to make a custom gravity simulation for my game, issue is that the simulation cannot handle more than abt 50 or so objects (getting slower and slower the more they are added). I'm fairly certain its because the process is not optimised at all, so I would like to try out two body gravity simulation which is that all objects only interact with the gravity of whatever dominant gravitational influence they are in.
IE. Planets would only interact with the gravity of the sun, and moons with their parent planets. Edge-cases are allowed however, like when two planets get close enough for their SOI (Sphere of Infleunce) to overlap and therefore shift the gravitational infleunce from the sun, towards the planets.
Albiet, probably make it so everything still interacts with the Sun's gravity
So erm, anyone willing to help me out with this?
I will admit, I think I gave myself a super difficult task for this lmao
halfway there. make your character invisible when you do this
you can move the camera as well
@odd ember
Any idea why this isn't working
The player isn't moving to the location I asked it to
Why icon of the game in the phone doesn't change? I did change it in android project settings
