#blueprint

402296 messages · Page 876 of 403

royal trellis
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probably is one of those fancy ones, that are trying to cram logic into a controller so you can use it on different enemies

trim matrix
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tutorials did me more harm then good trying to learn unreal for real

thick zenith
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so, you are sugesting to just move the code to the enemy ?

brazen spear
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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!!

royal trellis
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(this inside the enemy bp class)

maiden wadi
grand valve
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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.

royal trellis
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hey, ur not wrong - i think its dumb too

brazen spear
thick zenith
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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

maiden wadi
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What are you trying to do?

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Just set a blackboard value for the pawn?

cedar bridge
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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.

thick zenith
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@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

maiden wadi
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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.

thick zenith
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Dosent getblackboard need a target ? what if i got 2 difrent blackboards, how does it know which one i want?

maiden wadi
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Self

thick zenith
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self is enemy blueprint, or am i missing something ?

maiden wadi
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It is. GetBlackboard with Self as target gets the blackboard relating to that Pawn.

thick zenith
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and how do i relate it then ?

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sry im lost. ill go read some more

maiden wadi
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It's all handled for you when you run a behavior tree on an AI.

white elbow
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Are there more pre-built components like character movement component or projectile movement component?

maiden wadi
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Rotating and Floating Movement.

white elbow
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Something that already exists and could be used instead of doing it from scratch

undone surge
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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?

still delta
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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.

maiden wadi
haughty temple
still delta
# maiden wadi Try SetColorAndOpacity instead.

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)

maiden wadi
fleet cedar
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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!

gentle urchin
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Tiles have entrypoints /directions

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Fluid just tries to walk it out

thick zenith
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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

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Thanks for the help guys !

kindred remnant
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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?

fleet cedar
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Thanks for the help

pine trellis
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I am having problems with my blueprints, does anyone know what this red circle means when its on a node?

onyx token
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is there a function to wait exactly 1 frame?

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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...

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i would like to just wait 1 frame and then switch from "Block" to "BlockHit"

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these 3 nodes get played if my state is currently "BlockHit"

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it sets to "Block" for 0.05 seconds - and then to "BlockHit" again - resetting the animation

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Turns out if you set the Delay node to 0 - it skips exactly to the next frame

odd ember
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just have it work through event dispatchers

onyx token
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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?

odd ember
onyx token
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basically i have a block pose

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and a block hit animation

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hang on, i'll just record it

odd ember
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not sure what I am supposed to understand from the video. you wanted something to end exactly 1 frame after the animation?

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or sooner?

onyx token
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no i just want to cancel and restart the animation when i press a button

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my solution works, but it's not pretty

odd ember
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okay, where does the 1 frame factor in?

onyx token
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if i just set it to some other state for 1 frame - the animation gets cancelled v1

elder mango
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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

onyx token
odd ember
elder mango
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actually it's the animating part that's hard

onyx token
elder mango
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i made the arms

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but idk how to animate

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and tutorials are so complicated to follow

onyx token
odd ember
onyx token
odd ember
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where do you check for state in your animBP?

elder mango
odd ember
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I mean where do you actually do the state switching

onyx token
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oh here

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and here

odd ember
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why would you not use a switch in the animBP

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or a select node

onyx token
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i'm not sure if a switch or a select blends

odd ember
onyx token
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oh

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there i just do this

odd ember
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right now it seems you are coupling the player character with the anim states

onyx token
odd ember
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when really all you need is the animBP to listen to the character's actions

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incidentally that will solve your issue as well

onyx token
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wut? You mean shit like "LeftMouseButton pressed" just sends a signal to the animBP and the animBP is the only thing with the enum?

odd ember
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allowing the animBP to subscribe to the player character makes this work

white elbow
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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

onyx token
odd ember
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as well as when the actor spawns, and under some other circumstances

broken wadi
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Construction script is really the first thing to run, event beginplay happens after.

white elbow
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What editor? The one we're working in?

odd ember
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no the other editor

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||of course the one we're working in||

white elbow
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Don't troll me I'm new and gullible 😖

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I don't understand wdym by runs in the editor

odd ember
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if you take an actor from the asset browser and move it into a level

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construction script runs

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if you move/rotate/transform an actor around in the level

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construction script runs

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if you change any variables on an actor in a level

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construction script runs

white elbow
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Forgive my dumbassery but I don't see how it could be used yet

odd ember
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that's fine, just forget about it then

onyx token
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Okay so you'd say it'd be better to use event dispatchers to send signals from my characterBP to my animBP?

odd ember
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well

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you have to understand

onyx token
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instead of just casting to my parent characterBP in my parent animBP and get the information that way

odd ember
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you're not sending signals to something

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the entire point of event dispatchers is indirection

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all an event dispatcher does is say "this happened"

onyx token
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but on beginplay i have to connect it don't i?

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and have the target too, so in the end i'm casting one way or another...

odd ember
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yes, other objects can then bind themselves (subscribe themselves) to certain events

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so whenever one object goes "this happened", the other objects subscribed are like "that happened, now I can do this"

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but equally the subscription is not necessarily permanent, and the object sending the "this happened" event has no idea who the subscribers are

thin panther
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its just useful cause it runs in game as well as in the editor

broken wadi
# white elbow Forgive my dumbassery but I don't see how it could be used yet

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.

white elbow
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I see

onyx token
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sure-
So i make an event dispatcher on my animBP called "SwitchAnimationState"

And in my AnimBP I then do this?

odd ember
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and you can use the CreateEvent node for ease of use

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instead of linking events directly

onyx token
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i don't understand.

odd ember
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it's basically a way to ensure that classes can communicate with each other without having to know who they communicate with

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so if you ever needed to swap the animBP for the player character

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you could do so without any issue

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without having to rewrite logic whatsoever

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just as an example

onyx token
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so do i make the event dispatcher on my character or on my animBP?

odd ember
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your character

onyx token
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right.
So i make the event dispacher on my character, and i bind it there and i call it there?

odd ember
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your character makes the call

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you bind it in the animBP

onyx token
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but it's not there tho

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this is my anim bp

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and this is my character bp:

odd ember
onyx token
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wait so i do have to cast

odd ember
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yes

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casting is an inevitable part of OOP

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nothing wrong with it

onyx token
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ok this works

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But why is this better than just casting to the character and getting the enum?

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wouldn't i have to bind a bunch of events for every single enum case?

odd ember
onyx token
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hmm that's true

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okay but i'm gonna have like... 50 different animations...

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And all will have their own enum state

odd ember
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make a single event dispatcher

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and add the state as a parameter

onyx token
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oooh you mean an event dispatcher with an input

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ok now i get it

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ok but-

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i won't be able to do these kind of branches anymore...

odd ember
onyx token
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i.. i didn't? OhIPanda

odd ember
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I can't imagine a situation where you'd want to hang onto 50 sequential branches

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(or however many you have)

onyx token
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well-
This is basically
"If i'm not blocking... and i'm not pushing... but i still leftclick - i want to attack"

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"if i'm blocking, i want to push"

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"and if i'm pushing, i want to reset push, and push again"

spark steppe
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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

odd ember
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you can make the same thing happen with a few select nodes

odd ember
spark steppe
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yea it looks weird 😄

odd ember
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well... fix it? 🙂

spark steppe
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it's read only!?

thin panther
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ive had issues with those too ngl

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theyre funky

onyx token
thin panther
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youre funky ;-;

onyx token
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my code is funky rooMadCry

odd ember
spark steppe
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(vec(0, 0, 0)) + (((vec(0, 0, length)) + ((vec(diameter, diameter, 0)) * (vec(diameterX, diameterY, 0)))) * (vec(scale, scale, scale))) so this works...

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so does (( vec(0, 0, length * scale) + (vec(diameter * diameterX * scale, diameter * diameterY * scale, 0)) ))

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so i guess it can't really work with mixed types?

odd ember
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maybe you have to cast explicitly

spark steppe
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yes

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((vec(0, 0, length)) + ((vec(diameter)) * (vec(diameterX, diameterY, 0)))) * (vec(scale)) so that works, too

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where i changed for example scale to vec(scale)

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but hold up

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that's f*cked up in the node preview

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so that only connects to the vector.x value

odd ember
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it put the value into x? 😂

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yeah I mean that's what you wrote

onyx token
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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?

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like i still need some variable....

odd ember
onyx token
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ok i'm dispatching events then

odd ember
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not directly to a class, anyway

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yes

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so using the state parameter

onyx token
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fine, when i'm dispatching events

odd ember
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you can use a select node

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then based on that, you can do things

onyx token
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okay, but where do i get the state parameter from if it's just in my animBP?

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after all i need it in my characterBP don't i?

odd ember
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you've bound the event, right?

onyx token
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wait, so i should do all of those code in the animBP?

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but depending on those animation states i also change the speed of my character...

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and do other stuff too

spark steppe
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you can also run functions if you statemachine changes to another state

odd ember
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the animBP will handle the anim side of things

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the rest you can handle inside of your character

onyx token
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yeah, but how

spark steppe
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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

onyx token
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i don't have the enum... or should i have it twice?

odd ember
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make the dispatcher call, then do the rest of the code for your character?

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didn't you just have the enum? 👀

onyx token
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in the animBP i do

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should i also make it in the characterBP and just have it twice?

odd ember
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it'd be better not to have in the character BP at all

onyx token
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ok, hang on, maybe i'm explaining wrong

odd ember
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but you'd still need to pass a parameter

onyx token
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so let's start simple, i click LMB, and i wanna attack.

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this is just an event that gets shot into the aether

odd ember
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yep

onyx token
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cool, so here in my animBP i pick it up and read it

odd ember
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yep

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again, I would encourage using the CreateEvent node

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just because you don't need wires going anywhere then

onyx token
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ok this then

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right

odd ember
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yep

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so what I would do is

onyx token
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So let's say i wanna do

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how

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how do i get the animation state?

odd ember
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the animation state is part of the animBP

onyx token
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sure

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can i cast to my animBP? rooThink1

odd ember
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okay perhaps it's better to rephrase the anim states. you have one set of anim states that correspond to actual animations

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then in the character you have some that correspond to actions

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the character doesn't care about which animation you're in, it just wants the animBP to attack

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the animBP registers this information, and says "OK we did this attack before, now we do this"

onyx token
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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

odd ember
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you have to let the animBP handle the animations

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so anything that is animation related has to happen in the animBP

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if you have stuff that happens to the player character you can have anim notify events, or just handle it through the initial inputaction

onyx token
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oof

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brain hurty

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i guess that could work

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man that requires alot of re-think

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it's like playing portal for the first time contemplatesitting

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am not thinking in portals

odd ember
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it's getting into the mentality of having every class only be responsible for its own actions

onyx token
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thanks so much for teaching me rooCry1

odd ember
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as long as you're learning it's all good 👍

onyx token
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so all of this code

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put all of it in the animBP?

odd ember
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well

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I want to say yes to the idea

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but no to the execution

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put in the logic, but clean it up

onyx token
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i copied that logic from epic games and their paragon asset pack

odd ember
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right, I can imagine they left it at a prototype level

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but just looking at it it's not easy to read

onyx token
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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

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that way you can hit left-right-left-right

odd ember
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I get the logic, it makes sense. it's just that there's a bunch of things that could have been cleaner

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like for instance you could assume any other state than "attack1" would give you the first attack. only "attack1" links into "attack2"

rotund marlin
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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?

odd ember
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what is a seamless transfer

zealous fog
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Ce how do you ever get personal work done answering all the questions here 😂

onyx token
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CE is a mega trooper Woah

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so neat to help us all

odd ember
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if you know please tell me

trim matrix
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He’s talking about that multiplayer feature seamless travel

odd ember
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I would not have made that leap 😂

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especially talking about UI HUD

onyx token
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okay so this is how you meant it?

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and then a bunch of

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(btw the selects were genius)

odd ember
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for instance, yes

rotund marlin
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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

odd ember
# onyx token

you can also link selects into other selects in case you want to modulate behavior futher

onyx token
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that sounds scary... but also neat contemplatesitting

trim matrix
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I’ve never tried seamless travel so I’m not sure.

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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?

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Again I don’t know anything about the feature so I am just speculating on how I imagine it would work

dry monolith
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Anyone one know why my water seems to be using my perspective and bugging out because of it?

radiant pawn
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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?

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Can I just ignore the default capsule basically?

still delta
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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

spark steppe
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New => Blueprints => Blueprint Interface

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in the list

still delta
rain egret
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is using a tick to update something really a bad thing?

odd ember
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depends

rain egret
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i just want to update a position

odd ember
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tick is very easy to abuse, and many people do

spark steppe
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how would one figure out the forward vector of a bone in parent bone space? is it just socketLocation - parentSocketLocation and normalize it?

odd ember
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but generally you can and should use tick for certain things that are meant to be done per frame

odd ember
rain egret
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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

spark steppe
rain egret
odd ember
spark steppe
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well i can get a whole transform in parent bone space, but i guess that wont help me much alone

odd ember
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alternatively you could try getting them both in world space if it doesn't work in bone space

spark steppe
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the thing is, that would give me the unit vector of the parent

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but what do i do if the bone doesn't have a child

odd ember
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only do the calculation if there is a child

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and you get the unit vector of the position you start with

spark steppe
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hmm, can't i just use the rotator of the bone in parent bone space? Oo

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i'm a bit confused as you can see 😄

odd ember
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it doesn't matter what you use

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so if you want to use the rotator, feel free

spark steppe
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xD

onyx token
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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

odd ember
onyx token
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neato, turns out this way of doing things is actually pretty nice and solid v1

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also it is less spaghett.

odd ember
onyx token
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even cleaner rooScreaming

odd ember
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(for instance, select nodes work with bools as well)

onyx token
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like that? vvWhat

odd ember
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for instance, yes

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that's what I was saying before with having select nodes link into other select nodes

onyx token
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i see

vocal urchin
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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

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Using "CSV (Comma delimited) (*.csv)" in Excel

odd ember
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have you tried opening both CSV and seeing if they are identical?

vocal urchin
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Yep, they are

odd ember
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in that case it might be that excel adds some meta data somewhere

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could be an extra blank space or something that's not immediately visible

vocal urchin
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I have a feeling it's something I've done, but can't see how or why

odd ember
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it might be just based on the file type. if there are other CSV types you could try and see if those work

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equally you can double check that the notepad++ version actually shows the correct values in game

vocal urchin
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Yeah, it's coming in correct. Just seems like anything saved by Excel is hosed. Weird

odd ember
vocal urchin
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yep, down to the byte

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Which is what really doesn't make sense 😄

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I open then both side by side in Notepad++ and they're identical

odd ember
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yeah that does sound weird

vocal urchin
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Not a huge deal I guess. Can edit in Excel, open in Notepad, then save a final version. I shall accept the jank.

odd ember
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might still be worth throwing the issue up on the forums and see if other people have similar issues

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could be a bug

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especially if it's UE5

vocal urchin
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Latest version of UE4

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Yeah I'll tinker with it and see if I can figure it

torpid mulch
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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 :(

torpid mulch
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Oh okay I can convert things and then use append, that's exactly what I wanted!!! Thank you so much again :')

radiant pawn
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Is it possible to set an Animation Blueprint inside of Blueprints?

onyx frigate
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Hello ! I have an issue with a VRpawn. I am trying to switch the camera but it doesn't work. Used activate / deactivate...

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Tried with set view with blend but can't set it up correctly also ... I don't understand why

jaunty summit
radiant pawn
jaunty summit
radiant pawn
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Found it from a video

onyx frigate
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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)

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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 ...

jaunty summit
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Ok you have 3 ways to implement this:

  1. ToggleActive(which simply activates/deactivates). Though you would need to toggle activity on your spring arms too if you have any.
  2. SetViewTargetWithBlend. Though you would need to make your cameras as child actor components instead of components.
  3. Leave it as it is and suffer
trim matrix
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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

onyx frigate
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Appreciated

jaunty summit
onyx frigate
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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

jaunty summit
onyx frigate
trim matrix
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Anyways, I'm trying to get a variable that tells if my character is on the ground inside the animation bp

jaunty summit
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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)

jaunty summit
trim matrix
trim matrix
onyx frigate
jaunty summit
onyx frigate
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If I were to add 4 thrusters in a pawn, I would have to add 4 mesh, 4 thruster comp, 4 Niagara emmiters ...

jaunty summit
onyx frigate
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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

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I might have to create sockets (or use scene comp) to find the correct location when spawning then dynamically also

jaunty summit
radiant pawn
#

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.

jaunty summit
jaunty summit
onyx frigate
#

Thanks! have a good night here !

jaunty summit
radiant pawn
#

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

jaunty summit
#

Haha all good

trim matrix
#

i love u

silk inlet
#

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.

  1. Is it even possible to export image sequence or better mp4 instead from the render target?
  2. 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:

  1. Create blank level sequencer
  2. Add tracks into the level sequence based on the gameplay
  3. Export the level sequence later from the menu

Appreciate some suggestions on this!

muted sapphire
#

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

silk inlet
muted sapphire
#

its on the cube

gusty scroll
#

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.

vapid grotto
#

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+ ...

▶ Play video
#

How can i get reference to hand collision comp ?

gentle urchin
#

Isnt it part of your char?

vapid grotto
#

yes it is

#

i need pass other actor (AIController ) detect hit in npc char in overlap event node

gentle urchin
#

O.o

#

Doubt you can hit the aicontroller

vapid grotto
#

Why?

gentle urchin
#

Its a controller

#

Not ment to be hit?

vapid grotto
#

but npc will posses char class which has capsule right to detect

gentle urchin
#

So you wanna hit the char class

vapid grotto
#

of npc

gentle urchin
#

Soo... char class 😄

#

Or basically whatever actor that the npc is

vapid grotto
#

yes

gentle urchin
#

No need for the aicontroller at all

vapid grotto
#

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

gentle urchin
#

Show some code

vapid grotto
gentle urchin
#

Not even sure where to begin

silk inlet
vapid grotto
#

middle section from overlap event pin only rest other stuff

silk inlet
# muted sapphire its on the cube

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

vapid grotto
#

highlighted nodes only

gentle urchin
#

If you're using ue4s default damage interface, ypu can simply call "apply damage"

#

With the other actor as the target

vapid grotto
#

it showing error

gentle urchin
#

Why are you casting?

#

Dont cast

vapid grotto
#

did but still self geting in start game

gentle urchin
#

You should consider filtwring out self

vapid grotto
gentle urchin
#

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

vapid grotto
#

not working

timid thunder
# vapid grotto 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 !=)

gentle urchin
#

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

vapid grotto
gentle urchin
#

Then on true, apply damage

vapid grotto
#

yes i tried this one

gentle urchin
#

This is the way 😄

#

This would work

#

And if it doesnt, then there are other bugs to fix aswell

vapid grotto
gentle urchin
#

Still not connected

#

Other actor

vapid grotto
#

check this one out 😂

gentle urchin
vapid grotto
#

ok

gentle urchin
#

If so, show me

vapid grotto
#

no left apply damage node as you told before

gentle urchin
#

This is not what my image showed....

vapid grotto
# vapid grotto

if equal AI controler with AND its not working even to detect

gentle urchin
#

Its not gonna be aicontroller. Forget that

vapid grotto
#

i check

gentle urchin
#

If you follow my drawing, it will work..

vapid grotto
gentle urchin
#

Disable collision when hands are passive?

vapid grotto
gentle urchin
#

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

vapid grotto
#

ok i will try notifystate

oblique siren
#

Is there a way to get the pixel-color(or any way to get the colour) under the cursor ?

fleet cedar
#

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?

zealous fog
#

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

gentle urchin
#

Could you not detect on begin overlap?

#

Looking like a tunnel, it would probably have a custom collision channel anyways?

fleet cedar
#

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 😦

gentle urchin
#

Only if you have collision enabled

fleet cedar
#

hmmm

#

If I turned the collision on and they're already overlapping would that get called?

gentle urchin
#

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 :)

fleet cedar
#

Thank you!

maiden wadi
oblique siren
#

Thanks mate. I can do C++, I just need the direction to it. I'll ask in that channel

dapper iron
#

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?

maiden wadi
#

You can have branches and switches in pure functions.

#

If you're looking for something already created, that sounds like a Select node.

dapper iron
#

Yes, that's exactly what I was looking for, thanks 🙂

fleet cedar
gentle urchin
#

Sweet

dapper iron
#

@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?

maiden wadi
#

Pure implies that the function itself doesn't have execution lines. You can have execution switching inside of the pure function itself.

dapper iron
#

But what triggers them then? Since you can't have any initial exec edge to connect to the first node.

mental trellis
#

You need some event to trigger it.

#

That won't ever be called in its current state

maiden wadi
#

You can't do that in a macro. Macros aren't Functions exactly.

mental trellis
#

Can you not do select on bool?

#

Involves no exec pins

gentle urchin
#

Usually there can be a oneline statement for whatever you're trying to do anyways 😄

dapper iron
#

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.

mental trellis
#

A pure function shouldn't have an exec pin when you place it in the graph, though

dapper iron
dapper iron
maiden wadi
#

Most times macros have very niche uses. I don't think I've even had a use for them at work. 😄

dapper iron
dapper iron
gentle urchin
#

ForEachLoopWait etc 😄

#

ForEachWaitLoop may be more accurate really 🤔

dapper iron
#

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 😛

undone surge
#

is there a specific recommnded limit to the number of variables before it starts causing problems

mental trellis
#

17

undone surge
#

damn

mental trellis
#

(no)

undone surge
#

xD

gentle urchin
#

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

weak widget
#

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?

dapper iron
gentle urchin
#

Just add the input to the signature

weak widget
#

How do I do that?

gentle urchin
#

In the declaration of the dispatcher

weak widget
#

I understand none of those words sorry um

tight schooner
gentle urchin
dapper iron
weak widget
#

I see nothing in dispatchers

#

Oh wait

#

OnVisibilityChanged?

gentle urchin
weak widget
#

Alright

#

So for example on binding this Text

#

This is what I see

gentle urchin
#

First , dont use bindings for that 😬

weak widget
#

Oh why not?

gentle urchin
#

They give you a penalty in performance for no good at all

#

You should update it event-driven

weak widget
#

Oh um alright

gentle urchin
#

So like a custom event -> "Update"which has the pins you need

weak widget
#

Rightt I see

gentle urchin
#

Then you call that whenever appropriate

weak widget
#

But then

#

Can that event be seen across different classes?

gentle urchin
#

Well yes,

#

But hopefully you dont need it being called from all over the place 🤞

maiden wadi
weak widget
dapper iron
weak widget
#

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

gentle urchin
tight schooner
weak widget
#

Sorry should've specified that

gentle urchin
#

And the same idea for hovering with a single widget

dapper iron
#

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.

maiden wadi
#

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. 😄

gentle urchin
dapper iron
#

Oh, I would very much recommend Unity then 😄

maiden wadi
#

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.

dapper iron
#

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.

earnest tangle
#

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

dapper iron
#

Also, imagine an engine that lets you compile code without having to close it, how crazy is that? 😄

dapper iron
earnest tangle
#

Yeah

gentle urchin
#

Live coding is on its path tho^^

lucid nebula
#

Wait wrong channel lemme delete

dapper iron
summer jetty
#

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?)

empty needle
#

Does anyone know the blueprint binding that you use to get the rotation of an Oculus VR Thumbstick?

lucid nebula
summer jetty
lucid nebula
#

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

true valve
#

How do increase swim speed?

stable steeple
#

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)

quartz glade
#

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?

valid hill
#

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?

quartz glade
#

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

icy dragon
mental trellis
#

Unity one seems a bit of a... bolt on ?

icy dragon
stable steeple
#

@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?

mental trellis
#

Not necessarily complexity, but just features.

#

Certain things you just can't do in BPs

icy dragon
stable steeple
#

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

gentle urchin
#

assuming there's a navmesh^

icy dragon
#

It only took few clicks to put navmesh on the map, so no big deal

gentle urchin
#

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

stable steeple
#

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.

  1. 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.)
  2. Is there shader support for sprites?
  3. 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.
icy dragon
broken wadi
#

I remember Zak Parrish from Epic saying something like 90% of Fortnite is made using BP during one of his dev days presentations.

stable steeple
#

@icy dragon By the way, lighting exists only in 3D view?
So there are no other types of lighting designed for 2D?

icy dragon
gentle urchin
#

like Sackboy 😄

stable steeple
#

@trim matrix @icy dragon I appreciate your answers, thank you.

icy dragon
#

I forgot what it's called, but IIRC the MC was an anthropomorphic raccoon

digital palm
#

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?

icy dragon
#

That's what I'm referring to

stable steeple
#

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.

gentle urchin
#

most things is full 3d space

icy dragon
gentle urchin
#

doesnt mean you have to use its depth

#

unless its like some pixel engine

icy dragon
#

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

undone surge
#

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 ?

icy dragon
#

(at most you'd replace casting with just IsValid for housekeeping)

stable steeple
# icy dragon Also FWIW 2D in Unity is still 3D

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.

gentle urchin
#

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

mild pine
#

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

undone surge
icy dragon
undone surge
#

ok

gentle urchin
#

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

stable steeple
#

@icy dragon Okay, I'll try, anyway, it's better to try it yourself. Thank you.

undone surge
#

but since i have same name variables for all my child classes how will i tell whihc one is returnng which

gentle urchin
undone surge
#

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

undone surge
gentle urchin
#

if this a child instance, it will be the childs value

undone surge
#

this is in the parent class

gentle urchin
#

right

#

but the variables are editable in children

undone surge
#

yes

gentle urchin
#

so you can read them straight up with the parent logic

undone surge
#

but then how will it know which one to read

mental trellis
#

If you edit the child class variables, it will only change to that in instances of the child class

gentle urchin
#

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

undone surge
#

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 ?

gentle urchin
#

yes

#

even if the cast were to be to the parent class

#

assuming there's a cast in the picture

undone surge
#

i see

#

ok

#

thanks ill try this

gentle urchin
#

I'm horrible at explaining this tho, sorry about that 😄

undone surge
#

no its fine ill do what i need to and if something happens il let u know

mental trellis
#

You should really learn about polymorphism!

undone surge
#

yea im new to this sorrryy

gentle urchin
#

big word 😛

odd ember
#

well if you're doing inheritance anyway polymorphism is basically the concept of that

dawn quarry
#

you can do inheritance without polymorphism at first though

#

the concept that A is really just B isnt obvious to beginners

mental trellis
#

That's why you should learn about it! 😄

undone surge
#

@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

mental trellis
#

Because you specify what ammo it is in the gun1 or gun2 child class.

#

Or how much ammo or whatever.

undone surge
#

how do i speciffy whihc child to get from

gentle urchin
#

you dont

undone surge
#

oh

mental trellis
#

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.

gentle urchin
#

^

dawn quarry
#

your ammo variable is the same as that of the parent

undone surge
#

i see

dawn quarry
#

it refers to the same data

mental trellis
#

Sort of.

dawn quarry
#

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

gentle urchin
#

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

mental trellis
#

It's basically built on layers.

gentle urchin
#

but then you could override this function in a child_shotgun which could do this differently

mental trellis
#

One on top of the other.

gentle urchin
#

while child_pistol could still use the default method (defined in the parent)

undone surge
#

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

mental trellis
#

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.

gentle urchin
deep gale
#

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?

gentle urchin
mental trellis
#

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.

gentle urchin
#

True that

#

If dead -> respawn 😛

deep gale
#

How would I do that? Im new to Unreal.

mental trellis
#

It'd be in your game mode somewhere I guess.

deep gale
#

Im using the template for third person if that helps

gentle urchin
#

you can fetch it with "Destroyed" if you want to react inside the same bp, altho i dont think you can "cancel" its destruction

broken wadi
# deep gale How would I do that? Im new to Unreal.

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.

gentle urchin
#

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

deep gale
#

Okay, thanks for the help everyone

dawn quarry
#

how do you prevent destruction when reaching killz?

odd ember
#

you want to kill something and leave a body?

dawn quarry
#

how to you prevent the actor from being destroyed

#

i mean where does the logic happens in the first place

odd ember
#

just don't call destroy? 😂

gentle urchin
#

You'd need to block it before it reaches killZ

odd ember
#

oh kill Z

#

my bad

gentle urchin
#

it's done in the level I think?

odd ember
#

world setting sets kill z

#

I believe setting it to 0 disables it

dawn quarry
odd ember
#

quick google reveals this

#

you can do so in world settings under "enable world bounds check"

gentle urchin
#

but not where the logic exist

dawn quarry
#

so you cant just really overide the logic

#

before it gets destroyed

gentle urchin
odd ember
#

right but what good is the logic to you

gentle urchin
#

it is virtual, so should be possible to override?

dawn quarry
#

oh nice

odd ember
#

not in BP

dawn quarry
#

yeah

gentle urchin
#

in c++, without engine modification

odd ember
#

but yeah if you're doing cpp

#

but you might as well make a custom volume with your own logic?

gentle urchin
#

true

#

was mostly checking for curiosity

dawn quarry
#

^

maiden wadi
gentle urchin
mental trellis
#

Sushiiiiiiiiiiiiiiii

slow flint
#

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

undone surge
#

referenced variables update immediately right ? would i matter if i connected the same variable to multiple conditions ?

mental trellis
#

It would not.

undone surge
#

thank you

undone surge
mental trellis
#

You don't.

undone surge
#

rip

mental trellis
#

Create an event, add the event trigger to your main graph and do it that way

undone surge
#

alrigh thnx

slow flint
maiden wadi
#

Odd. Looks like it's the correct type.

grand valve
#

Not sure if its related but why is your HUD an Editor Utility Widget not a User Widget

maiden wadi
#

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.

jaunty jolt
#

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?

gentle urchin
#

Do a sine on tick? 😄

#

Add delta, subtract delta

vivid sedge
#

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

gentle urchin
#

The jump anim that is

jaunty jolt
fathom birch
#

has anyone attempted the wave function collapse algorithm in blueprints?

odd ember
gentle urchin
#

If this is ISM/HISM you could look at baked vertex animations

jaunty jolt
#

yes its an instanced static mesh

#

thank you all. will try to do an animation first

gentle urchin
#

May i ask why its an ism? Are you doing a rabbit farm? 😄

jaunty jolt
#

so i decided to make them instances. because they are many

#

but its very good on performance, right?

gentle urchin
#

Nah doing it in the material is pretty cheap

#

Ah, yeah

#

Moving ism/hism easily becomes costly

jaunty jolt
#

because of the vinterp to ?

slow flint
#

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

gentle urchin
jaunty jolt
#

that is what im doing 😦 . i thought it was better than creating thousands of rabits and moving them around

gentle urchin
#

It is

#

By far

#

But still not free

jaunty jolt
#

i saw a video of a lot of characters being animated in youtube. using instances

#

that is why i decided to go this route

gentle urchin
#

How many do you need?

jaunty jolt
#

this was the video

gentle urchin
#

Heheh

#

Dont get fooled by this

jaunty jolt
#

i need many many. like in the video

gentle urchin
#

Its no easy feat

jaunty jolt
#

but they are instances right?

gentle urchin
#

Very custom ones

#

Not sure if this was using the custom instanced skel mesh?

#

Cant recall

jaunty jolt
#

i another video it says instance skeletal mesh

#

instance skeletal mesh is different from instanced static mesh?

gentle urchin
#

Yes

#

And its custom custom

#

With a lot of tinkering

jaunty jolt
#

mine are sprites, so i dont need skeletal right?

gentle urchin
#

True

jaunty jolt
#

so im on the right way 🙂

#

thats also an option

gentle urchin
#

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

obtuse yoke
#

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

jaunty jolt
#

converting them to actors and move them?

gentle urchin
#

Swapping flipbooks out for regular sprites, if it saves you performance

deft nimbus
#

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

restive token
#

what's a good way to mimic wasd/dpad movement on a stick? to limit the stick movement to 8 directions only

odd ember
#

clamp input to nearest half value

deft nimbus
restive token
# deft nimbus 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

▶ Play video
misty tulip
#

Does anyone know why I can add a timeline node to some actor components but not others?

odd ember
#

only within actors

#

I'm also pretty sure they require a world

#

just like actors do

misty tulip
#

ah i see the problem I was trying to use it in an interface actually

#

it works in the event graph

gentle urchin
scenic magnet
#

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?)

gentle urchin
scenic magnet
gentle urchin
#

Node Graph assistant?

#

Yeah seems like it

odd ember
smoky surge
#

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.

gentle urchin
wooden wagon
#

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

elder mango
#

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?

undone surge
#

What is the construction script supposed to hold

gentle urchin
#

Things like simple procedural actors may do their magic there

#

Its ran in editor whenever an actor is constructed(or moved)

undone surge
#

i se

#

e

jade agate
#

Hey ya'll--why am I not getting the '? is Valid' version here?

gentle urchin
#

Its an array

#

You must fetch an element first

raven oxide
#

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

earnest tangle
#

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

gentle urchin
#

Two pawns , so it should be fine

earnest tangle
#

Alternatively you could have the camera be a separate actor attached to the car, so it could be possessed individually

gentle urchin
#

^ thats how i read it but perhaps im mistaken^^

earnest tangle
#

Yeah not sure, it sounded like it was part of the same pawn given 1 pawn=2 diff inputs :)

gentle urchin
#

True, it was an interesting explanation^^

raven oxide
#

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

gentle urchin
#

I was thinking like battlefield car driving etc but not sure if thats even close to it

raven oxide
#

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

raven oxide
#

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.

gentle urchin
#

Right

#

So each spot has a set of inputs to the car, or just a seat

kindred remnant
#

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

gentle urchin
#

They really just control their own camera, is some free mode

raven oxide
#

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)

earnest tangle
#

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

raven oxide
#

ah via the "AttachActorComponent" function?

gentle urchin
#

Right but the first player to enter (or whoever is in seat numero uno) should have control of the car

raven oxide
#

Yep, makes sense

#

I'll give that a shot, thanks y'all!

kindred remnant
#

I'd be very grateful if anyone could check out my question just above, any advice would be lovely pls

earnest tangle
#

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 🤔

kindred remnant
#

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?

earnest tangle
#

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

kindred remnant
#

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 !

earnest tangle
#

There's usually a small arrow indicator next to properties which have had their values changed, it's helpful for spotting these

kindred remnant
#

AH!!

#

Thank you!

dusky thicket
#

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.

smoky surge
#

is there a tech support channel

#

or a help channel

dusky thicket
#

... for what type of tech support / help?

smoky surge
#

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

dusky thicket
#

Ohhhkay

quasi folio
#

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?

marble tusk
dusky thicket
undone surge
#

whats the different between local variables and normal variables? local variables dont carry over to child classes ?

dusky thicket
#

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)

undone surge
#

ahhh so they are like the opposite of global variables

dusky thicket
#

Generally limiting how much can see your variable makes for bug-resistant code.

#

Well global variables would be visible everywhere.

undone surge
#

i mean like in the class

dusky thicket
#

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.

undone surge
#

i see

#

that helps

#

thank you

dusky thicket
#

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.

gentle urchin
#

And they will surely be creative

#

As we've seen way to many times

#

Timelines ran on tick for example 😄

mossy mist
#

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

dusky thicket
#

It's not clear what you want... do you want to guard against 0s? Clamp or Lerp.

mossy mist
#

oh wait nvm ty clamp will work

elder mango
#

how do i make it so it goes back to idle when the inspect animation is done?

grand valve
#

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