#blueprint
402296 messages · Page 876 of 403
tutorials did me more harm then good trying to learn unreal for real
so, you are sugesting to just move the code to the enemy ?
That is what happens when I press play but just not in sequencer, but i haven't tried movie render queue! So I will def give that a go. Thank you!!
yes. start simple, like make a box collision, if player is inside the box, call attack event
(this inside the enemy bp class)
That's not fancy. That's stupid. That is what base classes for the Pawns is for. Putting "Attack" in the AI controller is about as sensible as putting MoveForward in the PlayerController.
Yea movie render queue should behave the same way. There is a more workaround way to get the animation to update in the sequence player but its a lot of restructuring unfortunately.
hey, ur not wrong - i think its dumb too
Ahhh totally! Thank you a million Vassili! I will update you haha 😄
i have now put the code from the controller blueprint into my enemy blueprint instead. Only thing that doesent translate is the reference to my blackboard.. so same problem in the end. thank you for trying though
Hi, sorry for barging in. I'm making a puzzle where in order to unlock a door, player must lit torchers around the room. I made the door open and close (still issues with sound), torchs lit and unlit, but the logic to unlock the door is flawed. Will apreciate any help, link and docs to solve this.
@maiden wadi i am trying to call a function from my controller blueprint which is located in my enemy blueprint. or accessing my blackboard from my enemy blueprint. i am simply trying to get my enemy to attack the player when he is close enough
You can access the blueprint in the Pawn by right clicking the graph and doing "GetBlackboard". You'll need to also reference Self and plug that into the input.
Dosent getblackboard need a target ? what if i got 2 difrent blackboards, how does it know which one i want?
Self
self is enemy blueprint, or am i missing something ?
It is. GetBlackboard with Self as target gets the blackboard relating to that Pawn.
It's all handled for you when you run a behavior tree on an AI.
Are there more pre-built components like character movement component or projectile movement component?
Rotating and Floating Movement.
Something that already exists and could be used instead of doing it from scratch
if i have 2 meshes in a class and when i do spawn actor from class how do i specific which mesh from that class to spawn?
Anyone else having trouble in UE5 regarding button styling? I've currently got a prompt that pops up whenever my character nears an object that is interactable, but instead of setting the button's background opacity to 0 (making the button completely transparent, save for the text) as it should, it seems to just highlight the text within whenever the button in question is pressed.
Try SetColorAndOpacity instead.
so what exactly do you need help with just setting up the logic in general? seems you are saying nothing is working the way you want
Was wondering if they had mixed the two but yea, looks like it just works properly on button content if I use color/opacity (button text changes as it should, just not button background)
Sounds like you have two mesh assets and one StaticMeshComponent. and you just want to SetStaticMesh on the StaticMeshComponent after selecting one of the two StaticMesh Assets
Hello! Can anyone help me understand how I would go about placing tiles that lock into the correct slot and then understand how they join together like this?
Just looking for an abstract explanation to get me started!
Got it to work, in case someone else might have similar issues. To reference a enemy blueprint from its controller blueprint, you have to create a Ref property, and set it like this
Thanks for the help guys !
So i'm integrating sounds into Unreal from Wwise and I just can't seem to get this message to go away. Has anyone dealt with this before?
Do you know how I could snap them together if I'm not using a grid system?
Thanks for the help
I am having problems with my blueprints, does anyone know what this red circle means when its on a node?
is there a function to wait exactly 1 frame?
I have code that does a little push, while i'm blocking with my sword.
Like i'm blocking, and if i press leftclick, my character pushes a little bit, and returns to a block.
Now if i press leftclick again while pushing - the animation resets and pushes again, which i want.
But i did it like this, which is kinda ugly...
i would like to just wait 1 frame and then switch from "Block" to "BlockHit"
these 3 nodes get played if my state is currently "BlockHit"
it sets to "Block" for 0.05 seconds - and then to "BlockHit" again - resetting the animation
Turns out if you set the Delay node to 0 - it skips exactly to the next frame

why bother making it frame dependent
just have it work through event dispatchers
i have to set it to something else tho to reset the animation
and i thought frame dependant would be better... because if i wait 0.05s, and the framerate is lower than that - doesn't it mean the waittime is 0 and it doesn't reset?
how do you mean?
basically i have a block pose
and a block hit animation
hang on, i'll just record it
not sure what I am supposed to understand from the video. you wanted something to end exactly 1 frame after the animation?
or sooner?
no i just want to cancel and restart the animation when i press a button
my solution works, but it's not pretty
okay, where does the 1 frame factor in?
if i just set it to some other state for 1 frame - the animation gets cancelled 
How can I make first person animations, I've been trying to do it for a while but I still can't figure out how
make arms, animate arms, put arms infront of camera
right but why don't you just cancel into whatever the next animation is?
actually it's the animating part that's hard
because it's the same animation as i'm in right now
true 
grab blender, get a neat beginner friendly tutorial
that should be solvable though, without delay
is there a way to restart an animation without doing a bunch of stuff? 
where do you check for state in your animBP?
well i kind of know blender already, it's just animating
I mean where do you actually do the state switching
the blending on the anim side is fine. I'm talking about the logic side of the animBP
right now it seems you are coupling the player character with the anim states
when really all you need is the animBP to listen to the character's actions
incidentally that will solve your issue as well
wut? You mean shit like "LeftMouseButton pressed" just sends a signal to the animBP and the animBP is the only thing with the enum?

nope, sending a signal would be a coupling. you want to decouple it
allowing the animBP to subscribe to the player character makes this work
What is construction script? I saw a guy use it to set up variables or something but I've been using BeginPlay event for this stuff xd
afaik it runs in the editor too, not just when the game is playing 
construction script runs in editor as well
as well as when the actor spawns, and under some other circumstances
Construction script is really the first thing to run, event beginplay happens after.
What editor? The one we're working in?
if you take an actor from the asset browser and move it into a level
construction script runs
if you move/rotate/transform an actor around in the level
construction script runs
if you change any variables on an actor in a level
construction script runs
Forgive my dumbassery but I don't see how it could be used yet
that's fine, just forget about it then
Okay so you'd say it'd be better to use event dispatchers to send signals from my characterBP to my animBP?
instead of just casting to my parent characterBP in my parent animBP and get the information that way
you're not sending signals to something
the entire point of event dispatchers is indirection
all an event dispatcher does is say "this happened"
but on beginplay i have to connect it don't i?
and have the target too, so in the end i'm casting one way or another...
yes, other objects can then bind themselves (subscribe themselves) to certain events
so whenever one object goes "this happened", the other objects subscribed are like "that happened, now I can do this"
but equally the subscription is not necessarily permanent, and the object sending the "this happened" event has no idea who the subscribers are
say if you wanted to randomly assign a mesh to an actor when you place it in the editor, you would use the construction script
its just useful cause it runs in game as well as in the editor
Say you have a generic cat actor. All cats are similar but unique at the same time. If you want their appearance to be randomized you could setup some blueprint logic using the constructor to adjust the fur colour, size, tail length etc but keep the event beginplay and other blueprint logic to handle all the shared logic between them such as sitting, purring and walking.
I see
sure-
So i make an event dispatcher on my animBP called "SwitchAnimationState"
And in my AnimBP I then do this?
yeah. I mean you'll want to listen to events in the character
and you can use the CreateEvent node for ease of use
instead of linking events directly
it's basically a way to ensure that classes can communicate with each other without having to know who they communicate with
so if you ever needed to swap the animBP for the player character
you could do so without any issue
without having to rewrite logic whatsoever
just as an example
so do i make the event dispatcher on my character or on my animBP?
your character
right.
So i make the event dispacher on my character, and i bind it there and i call it there?
you do the try get pawn and the cast that you did before
wait so i do have to cast
ok this works
But why is this better than just casting to the character and getting the enum?
wouldn't i have to bind a bunch of events for every single enum case?
because it gives you the moment it changes
hmm that's true
okay but i'm gonna have like... 50 different animations...
And all will have their own enum state
oooh you mean an event dispatcher with an input
ok now i get it
ok but-
i won't be able to do these kind of branches anymore...
you never needed those branches in the first place
i.. i didn't? 
I can't imagine a situation where you'd want to hang onto 50 sequential branches
(or however many you have)
well-
This is basically
"If i'm not blocking... and i'm not pushing... but i still leftclick - i want to attack"
"if i'm blocking, i want to push"
"and if i'm pushing, i want to reset push, and push again"
so i was about to try the math expression node... but this doesn't give me an output node?!
( vec(0, 0, length) + (diameter * vec(diameterX, diameterY, 0)) ) * scale
you can make the same thing happen with a few select nodes
you should be able to double click it to check the inside of it
yea it looks weird 😄
well... fix it? 🙂
it's read only!?
your profile picture is funky 
youre funky ;-;
my code is funky 
hmm I'm pretty sure I've been able to rewire stuff inside math nodes
(vec(0, 0, 0)) + (((vec(0, 0, length)) + ((vec(diameter, diameter, 0)) * (vec(diameterX, diameterY, 0)))) * (vec(scale, scale, scale))) so this works...
so does (( vec(0, 0, length * scale) + (vec(diameter * diameterX * scale, diameter * diameterY * scale, 0)) ))
so i guess it can't really work with mixed types?
maybe you have to cast explicitly
yes
((vec(0, 0, length)) + ((vec(diameter)) * (vec(diameterX, diameterY, 0)))) * (vec(scale)) so that works, too
where i changed for example scale to vec(scale)
but hold up
that's f*cked up in the node preview
so that only connects to the vector.x value
okay but if i'm just sending the signals to the animBP, and i don't keep the actual enum variable in my characterBP - how will i do selects or branches or anything with it?
like i still need some variable....
okay first: you are not sending signals. this is really important to understand
ok i'm dispatching events then
fine, when i'm dispatching events
okay, but where do i get the state parameter from if it's just in my animBP?
after all i need it in my characterBP don't i?
you've bound the event, right?
wait, so i should do all of those code in the animBP?
but depending on those animation states i also change the speed of my character...
and do other stuff too
you can also run functions if you statemachine changes to another state
the animBP will handle the anim side of things
the rest you can handle inside of your character
yeah, but how
which could in theory directly inform your character (which you shouldn't do) but also set variables which you sync to the character in the UpdateGraph
i don't have the enum... or should i have it twice?
make the dispatcher call, then do the rest of the code for your character?
didn't you just have the enum? 👀
it'd be better not to have in the character BP at all
ok, hang on, maybe i'm explaining wrong
but you'd still need to pass a parameter
so let's start simple, i click LMB, and i wanna attack.
this is just an event that gets shot into the aether
yep
yep
again, I would encourage using the CreateEvent node
just because you don't need wires going anywhere then
the animation state is part of the animBP
okay perhaps it's better to rephrase the anim states. you have one set of anim states that correspond to actual animations
then in the character you have some that correspond to actions
the character doesn't care about which animation you're in, it just wants the animBP to attack
the animBP registers this information, and says "OK we did this attack before, now we do this"
alright, but i care what animation state i'm in, and depending on it, i wanna change stuff...
Like what if i wanna do this incase my character does the... idk... "equip roller skates" animation
you have to let the animBP handle the animations
so anything that is animation related has to happen in the animBP
if you have stuff that happens to the player character you can have anim notify events, or just handle it through the initial inputaction
oof
brain hurty

i guess that could work
man that requires alot of re-think
it's like playing portal for the first time 
am not thinking in portals
it's getting into the mentality of having every class only be responsible for its own actions
thanks so much for teaching me 
as long as you're learning it's all good 👍
well
I want to say yes to the idea
but no to the execution
put in the logic, but clean it up
i copied that logic from epic games and their paragon asset pack
right, I can imagine they left it at a prototype level
but just looking at it it's not easy to read
yeah it kinda revolves around a boolean...
The idea is to have multiple notifies, and once it passes the "save" one - and you leftclick - it plays the current animation till a point, and then switches to attack2
that way you can hit left-right-left-right
I get the logic, it makes sense. it's just that there's a bunch of things that could have been cleaner
like for instance you could assume any other state than "attack1" would give you the first attack. only "attack1" links into "attack2"
so i'm doing a seamless transfer, and the HUD and all comes with.. how does one.. prevent that from happening and what transfers is it possible to use?
what is a seamless transfer
Ce how do you ever get personal work done answering all the questions here 😂
I don't 😎 but I've been burnt out a bit on my personal project so it's all good
if you know please tell me
He’s talking about that multiplayer feature seamless travel
okay so this is how you meant it?
and then a bunch of
(btw the selects were genius)
for instance, yes
yup lorash, Execly what i ment, i find it more fittin in BP then anything rn, as i'm honestly stuck in alot of BP edits lol
you can also link selects into other selects in case you want to modulate behavior futher
that sounds scary... but also neat 
I’ve never tried seamless travel so I’m not sure.
But if your ui is persisting across the level change, and you don’t want it to, can’t you just remove your hud before the level change?
Again I don’t know anything about the feature so I am just speculating on how I imagine it would work
Anyone one know why my water seems to be using my perspective and bugging out because of it?
I made a random generator for monsters that walk around using different skeletal mesh components (inside of a Character BP type). What should I do for collision? I can't seem to find any way to adjust the default Capsule collision since it's the root. Should I just make it non-collision and add a separate collision component for the skeletal meshes I'm using?
Can I just ignore the default capsule basically?
Anyone using UE5 know if they removed the ability to create interfaces? I can't seem to find the option to create one when searching through the lists
I am apparently blind as a bad. tyvm lol
is using a tick to update something really a bad thing?
depends
i just want to update a position
tick is very easy to abuse, and many people do
how would one figure out the forward vector of a bone in parent bone space? is it just socketLocation - parentSocketLocation and normalize it?
but generally you can and should use tick for certain things that are meant to be done per frame
I believe there are special transform nodes for bones
i am using a dynamic material instance with a boxmask to mask a window space into a procedurally generated wall. the material receives a location of the window and would need to run every tick to update the material window location
yes there is one to get the location in parent bone space, so it's just that normalized?
both locations would need to be in the same space, then you can even do Find Unit Vector or some such
well i can get a whole transform in parent bone space, but i guess that wont help me much alone
if you know the location of the parent bone and you have the child bone's transform in parent bone space you have two locations
alternatively you could try getting them both in world space if it doesn't work in bone space
the thing is, that would give me the unit vector of the parent
but what do i do if the bone doesn't have a child
only do the calculation if there is a child
and you get the unit vector of the position you start with
hmm, can't i just use the rotator of the bone in parent bone space? Oo
i'm a bit confused as you can see 😄
xD
hang on-
Does it make sense then to put notifies into my animations, like when i attack, i want the character to rotate with my camera-
So i put a notify in my attack anim that says "attack start"
And i call that in my animBP and send it over to the characterBP to do stuff with it? @odd ember
if you want your animations to drive actions, yes
neato, turns out this way of doing things is actually pretty nice and solid 
also it is less spaghett.
you could probably still make that cleaner, but if it works for now that's good
even cleaner 
(for instance, select nodes work with bools as well)
like that? 
for instance, yes
that's what I was saying before with having select nodes link into other select nodes
What's the deal with trying to import a .csv saved in Excel? I can open the exact same thing in Notepad++, save as a .csv from there, and import fine. But doing so with Excel throws an error in the editor
Using "CSV (Comma delimited) (*.csv)" in Excel
have you tried opening both CSV and seeing if they are identical?
Yep, they are
in that case it might be that excel adds some meta data somewhere
could be an extra blank space or something that's not immediately visible
I have a feeling it's something I've done, but can't see how or why
it might be just based on the file type. if there are other CSV types you could try and see if those work
equally you can double check that the notepad++ version actually shows the correct values in game
Yeah, it's coming in correct. Just seems like anything saved by Excel is hosed. Weird
are both files the same size in your OS?
yep, down to the byte
Which is what really doesn't make sense 😄
I open then both side by side in Notepad++ and they're identical
yeah that does sound weird
Not a huge deal I guess. Can edit in Excel, open in Notepad, then save a final version. I shall accept the jank.
might still be worth throwing the issue up on the forums and see if other people have similar issues
could be a bug
especially if it's UE5
How can I build strings with variables etc? I'm trying to print how many jumps I have done but the numbers alone with other prints makes me confuse :(
You mean append
Oh okay I can convert things and then use append, that's exactly what I wanted!!! Thank you so much again :')
Is it possible to set an Animation Blueprint inside of Blueprints?
Hello ! I have an issue with a VRpawn. I am trying to switch the camera but it doesn't work. Used activate / deactivate...
Tried with set view with blend but can't set it up correctly also ... I don't understand why
If you mean to assign an animation BP to a certain mesh then yes. Simply press on the mesh and you see that in the details tab
I'm trying to do it outside of the detail tabs and within the BP itself so I don't have to make separate actor BPs for each animation set if possible
but can't set it up correctly
What do you mean by this. Also provide context(code and stuff) so we can help
Found it from a video
Well I am trying to create to have 2 different views inside a pawn in VR.
I have now 2 cameras inside. Camera one is auto activated, camera 2 is not.
Activate / deactivate doesn't seem to do anything except freezing the view (it doesn't switch).
Setviewtargetwith blend doesn't allow me to select the camera (because it's a component)
Should I combine both like deactivate cam 1, activate cam 2 ans set view target to self ? I tried different stuff but none worked up to now ...
Ok you have 3 ways to implement this:
- ToggleActive(which simply activates/deactivates). Though you would need to toggle activity on your spring arms too if you have any.
- SetViewTargetWithBlend. Though you would need to make your cameras as child actor components instead of components.
- Leave it as it is and suffer
Hello, I'm new to UE4
What should I connect on target?
I'm trying to reference a variable from third person character in the animation blueprint
Thanks man, I'll try that !
Appreciated
Are you sure you are casting to your BP class where this variable is defined?
Also why are you using GetPlayerPawn instead of TryGetPawnOwner?
Other question: I am trying to create a thruster for a ship, and I want it to have a static mesh, and a thruster component (maybe more later).
I will have more than one thruster and I don't want to have to change/add each one individually by adding a thruster component and a child static mesh for each in the main actor ...
Scene and actor components doesn't have geometry capabilities.
I once used a child actor for that (which helps because I can do anything in it) and attached it on begin play to the main actor (ship).
Would you advise to do that ? Any other solution?
The main issue with child actor is I can't visualise it in the viewport of my main actor, and have to create it dynamically ... Which is not ideal
TryGetPawnOwner is the right way to get the pawn in such a class
I think so
Trygetpawnowner ...! Alright, good to know
Anyways, I'm trying to get a variable that tells if my character is on the ground inside the animation bp
Where did you get that IsGrounded variable from?
If you really have that variable in that class then drag the pin out of the cast node and get that variable(search for it in the context menu)
change/add each one individually
You don't. You simply add the thruster static mesh component to ship actor in editor(before runtime) and that gets added to each actor you spawn on runtime
ThirdPersonCharacterBP
When I do that It comes with target
Yes but I want more than one thruster on my ship, and I want all to appear / behave the same (have a mesh, Appy thrust, showing a glowing cone when active for example)
Ok that's from another BP, so it won't work
If I were to add 4 thrusters in a pawn, I would have to add 4 mesh, 4 thruster comp, 4 Niagara emmiters ...
Turn on Context Sensitive checkbox so you don't get a variable that isn't yours when you drag that pin out
That's why in those cases I prefer to have one compound object is separate BP) with functions,that's why a child actor seems to be a good solution but before committing to that I would have liked to have your advice / view on it
I might have to create sockets (or use scene comp) to find the correct location when spawning then dynamically also
I see. Yeah child actor components would provide you with the modularity you want, so I say have a go with them
How would I want to set up basic AI components that I can add to different actors? Like I have a Random Roam setup on a character, but I'd like to be able to add it to characters who need it without every character holding that code if they don't need it.
I'm not sure if there are better options though
I haven't used them myself, so I can't tell if you need a scene component to spawn them in there, but if that's the case then yes the methods you mentioned might help you
Thanks! have a good night here !
Random Roam...that is done using a behavior tree and not a component, and simply every AI agent that is controlled by an AI controller that runs that behavior tree roams accordingly
I stumbled on a tutorial on Behavior Trees right after I posted that lol, completely forgot about them because I haven't used UE in like 5 years
Haha all good
thanks for the help, I fixed it
i love u
Hi, I am trying to export my gameplay into an mp4 within the game itself. I am using render target to work around it but there are some hiccups.
- Is it even possible to export image sequence or better mp4 instead from the render target?
- I am reading the replay system and it seems very complex and it still far from exporting the data into a rendered mp4
Another idea is to use level sequence, althought I am not very sure if this steps is possible:
- Create blank level sequencer
- Add tracks into the level sequence based on the gameplay
- Export the level sequence later from the menu
Appreciate some suggestions on this!
Im starting with something simple but im stuck, i have this cube that is red and when i shoot it it should turn green but it doesnt turn green when the bullet hits it only when my chracter collides with it.
using the fps template
Is this eventactorbeginoverlap on the bulletBP or characterBP?
its on the cube
i'm not expert, but what i do here is from other actor, cast to bullet, then set material. the event overlap will check if the cube and bullet overlap then continue with its path.
hey, would something like this work? https://www.youtube.com/watch?v=te_cP7PJdcA
Unreal 4 Sequencer How to Output Video From First Person + Other sequencer Tutorial Link:
https://www.youtube.com/watch?v=EddpoH1vW-A
I have only one "Character Class" for both " AIcontroller and CharacterController " and I want to access hand sphere collision component from overlap event from pin Other Actor from Character Class. for example short video but two char clss(AI+char) https://youtu.be/vi1zY4TqTHk?t=108 he use cast to 3rd person class from npc char class which i dont have 2 class to differentiate for casting to get component & variable. Can't use AI controler to get hand sphere collision comp bcoz hand sphere collision component is present in Character Class.
In this video I go over how to make a character who reacts to our players punches and how to make a punching bag.
Thanks for the all the support :D
Part 1 : https://youtu.be/mSvX6LniS_E
Assets : https://uisco.itch.io/punching
Check Out My Website For a FREE 3D Model and more of my content: https://www.uisco.dev/
Join My Discord Server (100+ ...
How can i get reference to hand collision comp ?
Isnt it part of your char?
yes it is
i need pass other actor (AIController ) detect hit in npc char in overlap event node
Why?
but npc will posses char class which has capsule right to detect
So you wanna hit the char class
of npc
yes
No need for the aicontroller at all
how do I do it ?
when I set other actor pin to sphere component it it trigger montage in all npc and player character when game start. than it will not detect on player capsule as well as on NPc capsule
Show some code
Not even sure where to begin
Nope i want the recording to happen in the game environment almost like a replay system
middle section from overlap event pin only rest other stuff
You need to make the overlap actor about the bullet not the actor inside the cube bp. Or you can make the cube bp overlap inside the bullet bp
highlighted nodes only
Not what I ment but ok 😅 the incoming actor(other actor) is gonna be whoever you hit
If you're using ue4s default damage interface, ypu can simply call "apply damage"
With the other actor as the target
it showing error
did but still self geting in start game
You should consider filtwring out self
And perhaps activating/deactivating the collision when passive..
So to filter self just do != self on the othet actor
So BeginOverlap -> branch(OtherActor != Self) -TRUE> apply damage
not working
Instead of using a not equal you could make a ref to the thing your seeing what is not equal to
(Get all actors of class on begin play)
(The array loop through all of them then make the ref)
(If you want it to be equal make an == not an !=)
It should not be equal
Good practice to work off true paths of branches
Must connect Other actor to the chevk tho
And no need for the second comparator
tried that too
yes i tried this one
This is the way 😄
This would work
And if it doesnt, then there are other bugs to fix aswell
Hardcoding for a specific actor in a dynamic damage system is a pretty bad advice imho. Should rarely if ever be done
ok
if equal AI controler with AND its not working even to detect
Its not gonna be aicontroller. Forget that
If you follow my drawing, it will work..
it works but it hit own capsule similar as 👆🏼
Disable collision when hands are passive?
i don't understand what you mean by passive hand
When he's just holding it to his face
He's in a passive stance
No damage being applied
What id do is disable collision untill explicitly enabled
And use a notifystate to enable it during a montage
ok i will try notifystate
Is there a way to get the pixel-color(or any way to get the colour) under the cursor ?
I have a blueprint with two box collisions in it. I'm trying to check which one is being overlapped on a custom event. I did "Get Overlapping Actors" and "Get overlapping Component", how can I see if the component is the box collision?
I'm not 100% sure and can't test now but I believe if you drag the component into the blueprint you can then drag off a get overlapping actors node
Could you not detect on begin overlap?
Looking like a tunnel, it would probably have a custom collision channel anyways?
I can't do begin overlap because the actors are overlapping before I want to call the event
And I can't drag the component in because it's in a different blueprint 😦
Only if you have collision enabled
hmmm
If I turned the collision on and they're already overlapping would that get called?
I believe so
You could also trace it
On place, trace , ignore self, and get the hit piece , if any
If you wanted to go for a trace id place sockets on the tunnel/pipe mesh, and do a trace per socket :)
Thank you!
I don't think that this is possible with blueprints only. You could probably use C++ to pull the actual pixel color at the cursor location on screen.
Thanks mate. I can do C++, I just need the direction to it. I'll ask in that channel
Is there anything similar to a branch/switch node that can be used in pure functions?
I have a function that I want to keep pure as it only calculates a value and makes no changes to the class, but I want the value to be different based on the value of a boolean variable.
Basically a if (a) return aVal; else return bVal;
Does anything like this exist?
You can have branches and switches in pure functions.
If you're looking for something already created, that sounds like a Select node.
Yes, that's exactly what I was looking for, thanks 🙂
Getting there, thanks @gentle urchin
Sweet
@maiden wadi Not sure I understand your first point though.
My understanding was that pure functions have no exec pins, which the branch node requires. How can a pure function have a branch node in that case?
Pure implies that the function itself doesn't have execution lines. You can have execution switching inside of the pure function itself.
But what triggers them then? Since you can't have any initial exec edge to connect to the first node.
You need some event to trigger it.
That won't ever be called in its current state
You can't do that in a macro. Macros aren't Functions exactly.
Usually there can be a oneline statement for whatever you're trying to do anyways 😄
Ooh, a function always has an input exec pin even if it's pure and not connected by the calling graph.
That's what I was missing.
A pure function shouldn't have an exec pin when you place it in the graph, though
That's what I was confused about. I didn't realize it still HAD one internally. Even if it doesn't show when the function is called.
Also select on bool
Most times macros have very niche uses. I don't think I've even had a use for them at work. 😄
And yes, I can, that's what @maiden wadi showed me before. Was just curious about this point he made 🙂
Manual forloops? 😄
That wasn't even a macro actually, just a collapsed node group 😅
Anyway, thanks for all your help, now I both have the answer I was looking for AND a bit more info on the engine on the way 😛
is there a specific recommnded limit to the number of variables before it starts causing problems
17
damn
(no)
xD
Its a problem when you run out of memory
So you should be fine up untill some millions
Yeah you'll prob cap that way before memory is an issue
Is it possible to pass a value into a binding?
I have to bind a bunch of images and all the binding functions do essentially the same thing just for different item IDs
So I would rather just use the same bind function for all of them while just passing in a different ID for each.. if that's possible?
You know, this comment made me think, what exactly is the difference between a collapsed node group and a macro?
They're both basically converted in-line for compilation, and are both private only, aren't they?
I can't seem to find info on this on google, just macros vs functions stuff.
Yes
Just add the input to the signature
How do I do that?
In the declaration of the dispatcher
I understand none of those words sorry um
Other than the reusability of macros, I can't think of a difference
Click on the dispatcher in the left side panel, look in the right side details panel for the + sign that adds variables almost at the very top
Eh, I guess that's enough of a reason actually.
Noo, show me what you see I guess
First , dont use bindings for that 😬
Oh why not?
They give you a penalty in performance for no good at all
You should update it event-driven
Oh um alright
So like a custom event -> "Update"which has the pins you need
Rightt I see
Then you call that whenever appropriate
Collapsed graphs can't have local variables. Other than that and the reusability that Seanny mentioned, there's no real difference.
Right yeah it's just that each item slot is a widget and then the inventory UI itself is another widget
Macros can't have them either though, since they're treated by the engine as part of the main graph.
So I'd need to update the values firstly when the item slot is clicked (when something is updated) and also when the inventory is opened
You update it when an item is added, removed
Well, if you bust open the For Loop macro, you might see an unusual node...
No yeah but this is specifically for the display of the currently equipped items
Sorry should've specified that
Updated on equip
And the same idea for hovering with a single widget
There's a node for defining local variables? ._.
Doesn't that go against the way blueprints are structured?
But you can hide variables from showing in the details panels anyway.
Still, weird that functions have actual local variables while macros need to use these nodes. Confusing for sure.
I didn't find it very weird. But then I've never developed outside of UE4. So it all kinda just makes sense to me. 😄
No experience with other engines? Me neither, was wondering if I should try some just for the sake of it 😅
Oh, I would very much recommend Unity then 😄
I have had Unity and CryEngine installed at one point. Even subscribed to UE4 when it first released. Never did anything with them though. I think I drug a few meshes into levels.
Don't get me wrong, I'm enjoying Unreal so far, some of the things here are SUPER cool.
But Unity is just SO much easier to do things in. Unreal tends to complicate a lot even the very simplest of tasks.
If you understand what macros actually do it makes more sense
You can think of a macro as something that just gets copypasted into the graph where you use it
that's why you can't have variables in them
Also, imagine an engine that lets you compile code without having to close it, how crazy is that? 😄
Which is why the existence of the local variable node is confusing to me.
But I guess that's why it's needed since it can't just be a simple variable for that very reason, so it's just simulating it somehow.
Yeah
That IS crazy!
Live coding is on its path tho^^
Wait wrong channel lemme delete
My biggest peeve with Unreal so far.
Not even gonna call it a pet one 😄
What's the best practice for saving variables on shutdown (I've seen several different methods)? I save everything to the game instance during play, then update the savegameslot variables with that data on a manual log out. However, what about random shutdowns where the logout process isn't used? Do I just do a savegametoslot based off the game instance shutting down?
(the above doesn't seem to save the pawn location, so I'm wondering what order things shut down in and if I need to save in a different order?)
Does anyone know the blueprint binding that you use to get the rotation of an Oculus VR Thumbstick?
you can make a autosave system
Ok, I've never heard of that. I'll look it up. Cheers!
i have a really messy system i gotta fix up but this is what ive done
to call it i use this code and it displays a autosave icon
How do increase swim speed?
Hello, if anyone has experience with Unity Bolt, please tell me.
I am now resenting Unity and I refuse to use code, I want to use visual programming, however I have come across some bugs and limitations in Unity.
Many people tell me that there are more training videos and materials on Unity, as well as Unity itself is easier to learn. Is it really true? I will say again that I want to use visual programming and nothing else.
I hope I asked a question there)
Can anyone here explain why child actors are "so bad"? I was searching for some stuff, and all the comments in here keep saying they are "so bad" to and to avoid them, but I cant see any specific reasons why that is the case?
I'm trying to grab an object, it can be one of three objects. Right now when I try to grab I'm casting it to each three (goes on next when it fails) but that seems clunky. How would I check better if the object is one of the three I need?
Is it something with enumeration or structure?
Sorry - thats what I meant. So if I have Blueprint A, and I drag Blueprint B into it as a child - that is "bad"?
Is the correct way to instead spawn Blueprint B and attach it manually during EventBeginPlay and save a reference to it?
But why is that "better"?
ok thanks
In terms of Unity's C# scripting, yes, more plentiful training videos and (relatively) easy to learn. But scaling that up and you could be more dependant on the asset store than you should be.
In terms of visual scripting, Bolt is still in a messy affair, compared to Unreal's Blueprint. BP is more stable, feature rich, and even extendable with C++.
Unity one seems a bit of a... bolt on ?
Please, I don't have a personal drum kit yet 😢
@trim matrix @icy dragon Thank you for your responsiveness. There is also an opinion that you can’t create games on Unity Bolt, except for the simplest ones. Is there a similar opinion regarding the Unreal engine?
I am currently creating a 2D platformer on Unity (by the way, does the Unreal engine support 2D spaces?) with an open world and NPCs that travel between locations in real time, as well as NPCs interacting with objects and the player. In the case of NPC pathfinding, I use an asset, I work out the rest on my own, do you want to say that there are already ready-made solutions in the Unreal engine or did I misunderstand?
Not necessarily complexity, but just features.
Certain things you just can't do in BPs
I personally don't use Unity Bolt apart from just shits and giggles.
But with your proposed gameplay, which sounds like Zelda 2, it's possible to do so in UE. If BP isn't up to task, you can always make functions in C++ and then expose it to BP.
And what about 2D space and built-in ready-made solutions (for example, the same pathfinding (Unity has a built-in, but it does not support 2D))
sounds intriguing
assuming there's a navmesh^
It only took few clicks to put navmesh on the map, so no big deal
yes* (not a straight forward answer)
Kine was just mentioned
"good" game is a very personal matter
advanced is relatively generic
what is considered advanced?
Proc gen? Will benefit greatly from c++, but is it a must? Not with a very sophisticated code I suppose
You'll have to work around performance bumps from time to time, which may or may not be a problem in c++ aswell,
and there's certain limits to what you can do/access/control in BP alone, altho you can almost always get around this somehow
Bright Memory is apparently blueprint only project
Into the stars is close to pure bp
For those things you cannot directly do in bp already, there's pretty much always a plugin ready for you
Custom gravity being one of the things that comes to mind that is if not impossible, atleast difficult to make in bp alone
Im a bit surprised that theres no "lists" of bp only games
Would be nice with some overview of some sort
I'll ask a little differently (sorry for the slightly incomprehensible text, I use google translate). In Unity, to create a game in 2D, you had to use a lot of crutches. I had difficulty with character physics in 2D space.
- Is there support for 2D space with corresponding functionality support? (This question exists because Unity 2D has support, but built-in features like "pathfinding" and a huge number of "assets" are not supported.)
- Is there shader support for sprites?
- I'm extremely disappointed with Unity Bolt, it's what got me into game development. But at the same time, I can't think of people who would say that Baa2 satisfies the needs for 2D space well.
I can turn to YouTube, but tell me, is the 2D support full or incomplete?
These are my last questions.
Probably, but in Unreal, it's best if you think of it like 2.5D.
Paper2D is the one that gave you sprites, but it's a bitch to work with, and AFAIK not supporting materials.
I remember Zak Parrish from Epic saying something like 90% of Fortnite is made using BP during one of his dev days presentations.
@icy dragon By the way, lighting exists only in 3D view?
So there are no other types of lighting designed for 2D?
Pretty much, yeah.
Again, it's way easier if you think of it as 2.5D
like Sackboy 😄
@trim matrix @icy dragon I appreciate your answers, thank you.
Or that one 2.5D pixel game that got presented in one of those Unreal events
I forgot what it's called, but IIRC the MC was an anthropomorphic raccoon
Hello guys, need help on these. I have an array of enum with all available weapons. And another variable (with the same enum) of the current selected weapon. On mouse wheel up and down, I want to incr/decr this value. Any idea?
Backbone?
I saw the development details of this game when I started learning about Unity. This game is a full 3D space. It looks nice and stylish, but it's not 2D.
most things is full 3d space
Can't help but felt you're proactively avoiding the term "2.5D"
Also FWIW 2D in Unity is still 3D
(even Shovel Knight's engine is an ortho 3D engine)
Though I should say this:
Orthographic view in Unreal sucks
Perspective 3D with super narrow FOV is better than trying to get true ortho view
if i am in a parent class and want to get variable values from a child class when i cast to the child do i reference to self ?
Parent class have no idea about child classes by itself. You should still give it the reference to them, save for the need to do casting.
(at most you'd replace casting with just IsValid for housekeeping)
I'm sorry, I didn't mean this misunderstanding. I realize that in Unity, too, everything is in 3D space. I just emphasize that tools sharpened for 3D will not produce the result that we would like for pixel art. Maybe I don't know Unreal enough.
You dont cast to the child class
Usually I'd think you'd have some function for this value
keeping some unknown logic in the parent can then use this function which may have been overriden in a child class to give a different value
the parent will get the correct child value
so to speak
Hey guys, anyone able to tell me how this is printing different values?:
The location of the SpawnDecalAttached is the ImpactPoint of my trace. But, when I get the location of the spawned decal its completely off:
Impact VFX works, so this is odd
so like my parent class a different value for a variable but my child class had a different one , how do i get it to get the variable value of the child
I'd say you have to think out of the box a bit.
Unless you have your game to be rendered in true low resolution (with integer upscaling), need pixel perfect movement, you can do what you want to do in Unreal just fine, regardless of the sprite art style.
Let me show you an example
ok
in my parent class i do this logic on beginplay
parent has declared the function for retrieving the value
return 0
in my child, i've overriden this
which now will return 5
the same would be true for a variable really,
modified in the child, the "parent logic" would still read the real child value,
if its in fact an instance of that child
@icy dragon Okay, I'll try, anyway, it's better to try it yourself. Thank you.
but since i have same name variables for all my child classes how will i tell whihc one is returnng which
same name? what do you mean?
this is my parent class for guns and each child class for the gun has diff ammo and stuff so if i am doing the function in parent class how would i get the variable values for the different guns
^
You'd just read the values from the variables
if this a child instance, it will be the childs value
this is in the parent class
yes
so you can read them straight up with the parent logic
but then how will it know which one to read
If you edit the child class variables, it will only change to that in instances of the child class
In the parent again, i can have a MaxAmmo variable, and print on beginplay
which I in the child modify
the parent logic will now read 5, if the spawned actor is in fact of the child type
ahhhh
i see
so even if i initalize parent variable value to 0 but if in child class my value is 5 and i do get ammo it will give me 5 ?
yes
even if the cast were to be to the parent class
assuming there's a cast in the picture
I'm horrible at explaining this tho, sorry about that 😄
no its fine ill do what i need to and if something happens il let u know
You should really learn about polymorphism!
yea im new to this sorrryy
big word 😛
well if you're doing inheritance anyway polymorphism is basically the concept of that
you can do inheritance without polymorphism at first though
the concept that A is really just B isnt obvious to beginners
That's why you should learn about it! 😄
@mental trellis @gentle urchin one more thing im confused about. lets say if i hav ammo variable in parent and i have it in gun1 child and gun2 child and in parent i want to call ammo variable for both how will it know whether to get gun1 ammo or gun2 ammo
Because you specify what ammo it is in the gun1 or gun2 child class.
Or how much ammo or whatever.
how do i speciffy whihc child to get from
you dont
oh
You create an actor
That actor has a class
If it's gun1, it will be your gun1 stuff
If it's gun2, it will be your gun2 stuff.
^
your ammo variable is the same as that of the parent
i see
it refers to the same data
Sort of.
i mean there isnt aditionnal data created between the parent and the child as far as the variable is concerned
which is basically the idea behind the name blueprint
the blueprint for the child is based on the blueprint of its parent but in the end you have one product
If you dont modify the child(or override the method) in a child, it will be the same as the parents aswell
so "Fire Gun" could exist in the parent
with some default one shot one bullet logic
It's basically built on layers.
but then you could override this function in a child_shotgun which could do this differently
One on top of the other.
while child_pistol could still use the default method (defined in the parent)
ooo so basically in bp_thirdperson im casting to a special child class for a certain gun so itll get the variable from that child class i select when i do spawn actor from class
If you don't change something in the child layer, it will look down to the layer below. If that doesn't change it, the next one. And so on until it finds the most "recent" version.
You would usually just cast to a Master_Gun class,
Hi everyone, I'm a new indie dev learning Unreal Engine 5 with Blueprint. I am trying to get the Kill Z from the world settings and have the player respawn at start once colliding with it. Can someone help me understand what im doing wrong?
Can you even read the KillZ in blueprint??
I mean, why would you need the killz, doesn't the player just automatically die when they get there?
It's just a case of respawning them.
How would I do that? Im new to Unreal.
It'd be in your game mode somewhere I guess.
Im using the template for third person if that helps
you can fetch it with "Destroyed" if you want to react inside the same bp, altho i dont think you can "cancel" its destruction
There are a few different ways to “respawn” you can for instance use a DestroyActor node then SpawnActorFromClass or another way is to instead teleport your character via a SetActorTransform node. If you choose to do destroy and spawn then you’ll also need to Posses the characters after. There’s lots of resources out there for this type of thing.
Many also prefer not actually destroying the actor in the first place, due to stuff being saved in the char that you'd then need to reload etc etc
so it may be easier to just fake destroy it, teleport it, and go from there
Okay, thanks for the help everyone
how do you prevent destruction when reaching killz?
how do you mean?
you want to kill something and leave a body?
how to you prevent the actor from being destroyed
i mean where does the logic happens in the first place
just don't call destroy? 😂
You'd need to block it before it reaches killZ
it's done in the level I think?
nope
quick google reveals this
you can do so in world settings under "enable world bounds check"
but not where the logic exist
right but what good is the logic to you
oh nice
not in BP
yeah
in c++, without engine modification
but yeah if you're doing cpp
but you might as well make a custom volume with your own logic?
^
"And handle the situation." ~Dun-Dun-Dun!
Unrelated but i must come clean and confess. I got Sushi today aswell.
Hello i dont understand why i can not call the function updatehealth from the other blueprint . it just doesnt appear . ( nothing appears ) . pls help this is killing me
referenced variables update immediately right ? would i matter if i connected the same variable to multiple conditions ?
It would not.
thank you
Compile the HUD BP
How do i get a delay node inside a function
You don't.
rip
Create an event, add the event trigger to your main graph and do it that way
alrigh thnx
i did already many times . saved. restarted . compiled . it wont see any functions inside that playerhud blueprint
Odd. Looks like it's the correct type.
Not sure if its related but why is your HUD an Editor Utility Widget not a User Widget
Oh, that'll do it. I didn't even look at the base class. 😄
That's odd though. I could see it not working, but I wonder why it stops function calls in other graphs.
Im using Vinterp To to move my rabbit instances.
Thats working great. However now i need to also make them hop while they Vinterp To.
Should i add another Vinterp To that does this, like in the middle of the moving vinterp?
How can i make this work?
Hello guys, a little question right now i make the movment forward/backward and rotation left and right so its all working but when i look right the movment goes strait and doesnt change the directory.
First picture rotation, second move forward
Wouldnt one do this purely in the animBP?
The jump anim that is
I'm doing all by vinterp to. I thought instances didnt allow movement other way. Should i do it all with animation? I didnt study that part yet too well.
has anyone attempted the wave function collapse algorithm in blueprints?
timelines are really good for this
May i ask why its an ism? Are you doing a rabbit farm? 😄
its a rabbit war. and they reproduce like they do 🙂
so i decided to make them instances. because they are many
but its very good on performance, right?
Nah doing it in the material is pretty cheap
Ah, yeah
Moving ism/hism easily becomes costly
because of the vinterp to ?
Hello i dont understand why i can not call the function updatehealth from the other blueprint . it just doesnt appear . ( nothing appears ) . pls help this is killing me
A good chunk of the cost simply comes from sending the new transforms to the gpu , or whatever magic happens in the "UpdateInstanceTransform" node
that is what im doing 😦 . i thought it was better than creating thousands of rabits and moving them around
i saw a video of a lot of characters being animated in youtube. using instances
that is why i decided to go this route
How many do you need?
Making a multiplayer RTS game with massive unit counts. Deterministic lockstep P2P, custom netcode, rendering and pathfinding. 1500 bytes/sec (1.5 KB) of bandwidth. P1 is an 8 year old i7-4770k and GTX 780 @ 65 FPS, P2 is a 5950x and RTX 3070 @ 150 FPS.
this was the video
i need many many. like in the video
Its no easy feat
but they are instances right?
Very custom ones
Not sure if this was using the custom instanced skel mesh?
Cant recall
i another video it says instance skeletal mesh
instance skeletal mesh is different from instanced static mesh?
mine are sprites, so i dont need skeletal right?
True
But how many flipbooks can one do before issues arise i wonder
Swapping them for imposters might be something to consider aswell
Unless flipbooks got logic for that internally..
Which i doubt
Is it possible to get the Emitter to spawn at a specific socket from the given skeletal mesh?
I thought so but then there is this function where it specifically says Socket Name
Aah ok ok
I'll give it a go then
What do you mean switching by imposters?
converting them to actors and move them?
Swapping flipbooks out for regular sprites, if it saves you performance
Hello people! What's the best way to limit a top down cameras (working with spring arm) area where you can scroll around? Like the cam in League of Legends
what's a good way to mimic wasd/dpad movement on a stick? to limit the stick movement to 8 directions only
clamp input to nearest half value
Oh I found something called camera blocking volume.... xD
A concept of a 2D Camera that can follow the player around with a dead zone so it's not fixed with the player in the middle. Also the ability to lock the Z axis if you want it to just be a side scroller with a fixed height.
Downloadable Project here: https://drive.google.com/open?id=1-pvYL14P3f2tW88xg-Nhr-LfU99FTQb1
Does anyone know why I can add a timeline node to some actor components but not others?
I don't think timeline components work within actor components at all
only within actors
I'm also pretty sure they require a world
just like actors do
ah i see the problem I was trying to use it in an interface actually
it works in the event graph
While not the best of advices, you can pass a timer handle in to a component 😄
Is it set to public?
Is there a shortcut to connecting the execution wire, if I have A->C and want to insert/remove node B between them, without having to manually re-wire everything? (Also is there one when you remove, can you delete B and have it reconnect A to C automatically?)
timer requires world as well
Theres a plugin
I ment timeline* not sure why i said timer
Cool, any idea what it's called? 🙂
Cant recall, sorry
Node Graph assistant?
Yeah seems like it
same issue
Hello world i have a very important question how could i make a stacking mechanic? i want it to be so one player jumps on a actor and you control the actor that you jumped on.
Not an issue when you pass it in from the owning actor , circumventing the issue
If you have problems with Tileable Textures and don't know how to fix the size of the texture (for example: for a floor), you can copy that blueprint.
my bad. thought i can post it here bc of blueprint
so I have multiple animations for a fps character. there are ones like walking, walking forward/sideways etc... What would be the easiest way to smoothly transition between these animations?
What is the construction script supposed to hold
Anything and nothing
Things like simple procedural actors may do their magic there
Its ran in editor whenever an actor is constructed(or moved)
Hey ya'll--why am I not getting the '? is Valid' version here?
Got a question regarding possessing a Pawn that has another pawn in it.
I have a vehicle that is controlled by the player (BP Pawn) and I have a socket in the mesh for a Camera which sits elsewhere that is populated by another Pawn that I want to have another player control or:
1 Pawn = 2 different player inputs (one driver, and one camera operator)
Vehicle is the parent to the camera
Only one controller can possess a pawn a a time so you'd have to come up with some kind of other system than possessing it
Two pawns , so it should be fine
Alternatively you could have the camera be a separate actor attached to the car, so it could be possessed individually
^ thats how i read it but perhaps im mistaken^^
Yeah not sure, it sounded like it was part of the same pawn given 1 pawn=2 diff inputs :)
True, it was an interesting explanation^^
Sorry I could have been clearer, but the idea is that I have a vehicle Pawn that has a camera that's attached to it
I was thinking like battlefield car driving etc but not sure if thats even close to it
but from what you're saying I can just make the camera a child of the vehicle so you can have individual inputs
in the world editor I assume
That's pretty close
Following your battlefield example it's the same idea as you and X number of players riding in the vehicle with their own functions like shooting, guiding, just riding, etc.
I've got a ball in my game and when I kick it, it flies off and destroys itself. I've tried to make a system where it respawns it back where it was, except when it comes back it barely moves as if the mass settings have made it way heavier. Anyone ran into an issue like this before? https://gyazo.com/b0de3f6533d22bcfca37a4a400ef9732
They really just control their own camera, is some free mode
Yes
and going off what @earnest tangle said I can't do that unless I just have the BP Components childed-together?
(as separate pawns in the world editor)
You can also spawn an actor from your car BP and attach it at runtime without having to set it up in the world editor
ah via the "AttachActorComponent" function?
Right but the first player to enter (or whoever is in seat numero uno) should have control of the car
I'd be very grateful if anyone could check out my question just above, any advice would be lovely pls
Have you checked that the BP settings for it are correct? As in, you didn't update the ball's settings on the instance that is in the world and then forget to update it in the BP
Because if you're spawning the exact same BP it should behave the same as the first one did 🤔
I'm not really sure to be honest! https://gyazo.com/b0de3f6533d22bcfca37a4a400ef9732
That's the blueprint for it, and it doesn't mention anything about changing any of the settings, All instances of the ball in the level have the exact same settings as well so I don't know how this could have happened!
Is there something in the blueprints where I need to tell it the specific settings?
Well I mean if you change any of the settings like the weight in the details panel
If you adjust that in the one that's in the world, it won't change those settings in the blueprint it's based on, only on the one that's in the world
Yeah for sure. I'm just trying to find the original blueprint now to see if that's any different (which, in theory it pretty much has to be LUL)
I'm actually an idiot. Yep, the weight is insanely different in the original BP. Thank you so much @earnest tangle !
There's usually a small arrow indicator next to properties which have had their values changed, it's helpful for spotting these
So... level blueprints. How do y'all prevent them from going out of control. My normal technique is to isolate independent parts and make subclasses of them... compose them in parts... but what's a good way to do this while maintaining level references?
My gut says:
- Create actors (or simple uobjects, but actors are flexible) for the specific things you want to do (ex: one class may control a set of level sequences).
- Drag all the references into the level blueprint.
- Have a function in the level blueprint to connect the level references with each thing's corresponding member variable reference (if it cares about that thing).
- Call the various methods (and handle the various events) from the actors in the level sequence.
Of course "just have a messy level blueprint" is a valid approach, but I'm curious what tricks have been thought of already... or if Epic has something already.
... for what type of tech support / help?
my ue just crashes when i use load level and throws this at me Log file open, 04/10/22 21:26:15
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogProfilingDebugging: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
Ohhhkay
even with context sensitive, I can't seem to get a "For Each Loop" here, is there a setting I need in the utility widget?
A handy shortcut to place a for each loop is to hold F and click
Maybe ALevelScriptActor is a valid approach when Blueprints get too messy... ... ...
whats the different between local variables and normal variables? local variables dont carry over to child classes ?
If you were writing in C++:
class MyClass {
int aMemberVariable = 1; //"Normal" variable.
void someFunction() {
int aLocalVariable = 2;
}
};
Local variables are only available inside the function that they're declared in. Member variables are available all throughout the class (or externally if made public)
ahhh so they are like the opposite of global variables
Generally limiting how much can see your variable makes for bug-resistant code.
Well global variables would be visible everywhere.
i mean like in the class
Global -> That data is available literally everywhere in the process.
Member -> The data is available on a per-object-instance basis
Local -> The data is available on a per-function basis.
Yeah
Sooooooooooooo
If your data only needs to persist within a function call, then make it local. If you need to refer back to the data over time, but within a specific object, then make it a member.
If you need to refer to data over time from many objects... ... ... ... globals work but there are cleaner / easier to maintain methods too... but I mean if you need to ship something then you need to ship something but you'll hate yourself later lol.
Basically, the more visibility you give other things into the inner workings of your stuff, then the more you'll need to support when they shoehorn in something sloppy to meet their goals.
Sloppy breeds sloppy.
The goal is to support as little as possible, but still accomplish your entire set of goals.
And yes this is less relevant if you're the only developer... if someone abuses something you made a little too public, then that abuser is also you and you'd know better. If there's multiple people, though, then they're just going to assume that you support literally everything you provide, and they'll come up with amazing ways of using it that you've never thought of and now are expected to support.
And they will surely be creative
As we've seen way to many times
Timelines ran on tick for example 😄
anyone know how to take the dot product with some kind of tolerance
like dot product will return 0 if over 90 degrees
i want to like somehow change the barrier or something
It's not clear what you want... do you want to guard against 0s? Clamp or Lerp.
oh wait nvm ty clamp will work
how do i make it so it goes back to idle when the inspect animation is done?
Theres a node in the state machine transitions called "GetRemainingAnimTime" or something like that. set it to be less than a certain threshold to start the blend back to Idle

