Hello,
I want to destroy a destructible mesh near a spawned bomb, Can I trigger it through damage or I have to apply force/impulse on it?
For now I am using four projectiles in 4 different side they will destroy any overlapping actor but I want to replace those actors with Destructible Meshes .I want those destructible meshed to remain static.
These white meshes are destructible meshes.
#blueprint
402296 messages · Page 881 of 403
I have a TopDownCamera and a ThirdPersonCamera, I switch between these, that works fine.
The ThirdPersonCamera is set to 'Use Pawn Control Rotation'
When I switch to the ThirdPersonCamera, I want it to have the starting location/rotation of the TopDownCamera.
This does not seem to want to work easily. I can kind of get this to work by disabling 'Use Pawn Control Rotation', but i have to re-enable it, and that makes the ThirdPersonCamera jump away from where i told it to be, even though the control is stationary.
How can i get the ThirdPersonCamera to start where the TopDownCamera is when i switch to it, but still have 'Use Pawn Control Rotation' active?
It isnt moving my character at all..
Quick question about how to fix a blueprint issue I've got. As you can see in the screenshot I have a line trace which spawns a particle effect at the location of the trace hit result.
The problem: If there is nothing hit, it spawns a particle emitter at 0,0,0. Obviously in C++ I'd do a check to see if it even hit something then only play the emitter if there was a hit result, but I don't really know how I'd do that here. Any ideas?
I want to update this actor text dammit 😦
The fix for this was much easier than expected. All I had to do was add the logic for if there was a blocking it or not.
I'm following an yt rpg game creation series
and now i need to cast to my character
i understand the casting part but why do we need to plug in the try get pawn owner into the object
like what is (try get owner)/(get player character) doing?
I knw gendral cpp programming we used to create an object to a class but what is get player character doing ?
Try Get Pawn Owner = try to get Pawn class that own the skeletal mesh that use that particular animation BP
That node is more preferable than using Get Player Character, so that it work without having the player to possess it first.
Hi everyone. Hoping you can help me out since I've been stuck on this issue for a few days. Hope this is the right place to ask. I'm making a first person game where you can pick up items, attack with them and throw them. I have picking up, moving around, and throwing them set up, but I can't figure out how to attack with them. I guess the best way would be to set the rotation of the picked up item to about 45 degrees and then when I attack rotate the item, maybe? I've tried a few of the set rotation nodes, but nothing has worked so far.
Oh kk thnz for info. What if i have two bp class that owns the same skeletal mesh .
Which class object does (try get pawn owner) return in that case?
Doesn't really matter, as they're their own instances.
Note that it returns object reference, not class reference
I'm actually a beginner. Could someone explain what is the difference b/w object and object reference?😅
Do you mean object and class reference?
no i mean object reference like the blue pin
in cpp we used to create an object to a class and then use it to call a function
But here what is object reference
like try get pawn owner returns a reference object of the current skeletal mesh
anything that blue colour in bp is effectively a pointer in simple terms
but it also has to load it into memory as it is a hard reference
you can use that actor object reference to call functions on it
might be useful to do the basic bp course on learn.unrealengine.com
Object reference is just a reference to that specific object
what blueprint variable type would i use if im trying to create a slider in my blueprint details panel?
I don't believe any native types use sliders as their default details panel visualization.
All numeric variables inputs include a slider, though.
Just as well as a text input field.
thnz for info guyzzzzzzzzzz
Is it necessary to set this by blueprint?
Menu is normally a separate map itself
yes
Guys, I wanted to ask you. I have a hierarchy of items: the main class Items and its child weapons, flashlight, key, firstaidkit and so on. I need to implement the R button for reloading in a weapon and for changing batteries in a flashlight. The question is, do you need to create this event (replacement) in Items or create them separately in the Weapons and Flashlight classes and get them in the player on the cast? Just for example, there is no action on the R button for a key or first aid kit
Anyway I'm not 100% sure why it's not working as I can't see enough info, have you got that gamemodes set in your level settings
You can use print string to see if that event is firing
You would be better making weapons flashlight and key their own class, or at least remove weapons into its own class
quite new to blueprints, i have a cone mesh attached to my skeletal mesh component and i'd like to be able to toggle the visibility of the cone on/off via the details panel of my blueprint. i've created a variable but for some reason this code isn't working. anyone able to explain why?
It's entirely up to you how you do it, @wicked osprey. Personally, I might use interfaces for that. Have the reload input trigger on the player character (or controller) and then try to cast the active equipment to a "ReloadableInterface" class, if it works, trigger the reload using the interface.
Or use some sort of generic base class for all equipment with a "IsReloadable" property
Here i have 2 classes class A and class B
I need to access a variable from class A on class B
Use construct script
So i created a casting on class B for Class A
construct script? how do i access this?
It's in the blueprint, it's a tab
now what should i plug in to the object pin of the the casting?
on top of the editor you are in the Event Graph
you should switch to Construction Script
ah understood, will report back
@prime pilot do you have a reference to an instance of class A?
What is the class parent called
Or the object
No parents just 2 classes A and B
No
The construction script won't run mid-game when your ragdoll is event is triggered.
Do you have that as a variable ?
You cannot just cast any random object (including self) to class A - you need an object/variable of that type to use.
and how do i do that?
gotcha, i don't think it will matter in this case as i'm simply using the cone as a debug tool 🙂 perhaps i'm wrong though
You solve this by doing blueprint tutorials and learning about object oriented programming.
Just drag the bool bar into construction script hook it up then it will do what you want to to
Toggle visibility from details panel
And put interfaces into Items class or into classes where it need?
Put the interface on whatever item needs it.
...Do you know what interfaces are?!
Just out of interest. My suggestion won't make any sense if you don't.
What I find with blueprint is you can do alot of stuff the same in alot of different ways. It takes alot of exploring before you find the better ways and why. I still struggle with that, not afraid to admit
Yes, i know
In reality, too, there are many different correct answers.
Just do it the way you want to do it.
hello guys
so iam trying to call an actor in thiredperson_BP
i used cast and in object i added get actor but its not working
so can i call an actor to 3rdperson bp?
any idea any one
What is the function you are trying to call
Can you screenshot
This is from the player blueprint
yes
then what should i try?
Where is the bomb coming from? Do you have a reference to it anywhere?
ok so i need to create some refences to that bomb actor?
Yes.
Yes that would work
And you need to set it to a valid reference...
What is the event going to do once all working
need to play some animation
On the bomb or the player?
Also, can't you just pass the bomb location to your explode event?
Or spawn event whatever.
on bomb
even if i want to spawn even also i need bomb right?
a button press
i am checking did i pressed a button or not in character and making true in bomb so that bomb can play that animation
I haven't got enough info on how you are trying to do this to help, is the button working, have you checked it's changing the bool
Is the bomb spawning because the player did something?
Player clicks a button in their UI?
button is working i need to set true in bomb actor
bomb will already present in game map
s
not in ui
player clicks v button
And a v button is?
hey everyone, having a difficult time wrapping my head around this one
i've got a cone parented to the head of one of my skeletal meshes, and i'd like the angle of the cone to dictate the direction of impulse on the head. i'd also like the amount of impulse to be dictated by a simple slider on the details panel of my blueprint. how would i go about doing this? i've gotten this far with my code but i'm unfortunately stumped at the moment.
(perhaps i'm doing it all wrong 😕)
Your vector nodes are correct
Do you have a physics control thing in your animation bp?
I can't remember exactly what it is, but you need some sort of physics thing to make ragdoll work.
@signal orbit why are you calling an impulse a force
What exactly are you trying to do
2 people asking for sliders in details tab in 30 mins lol
yeah so my mesh is 100% set up correctly for physics, i've tested impulse on it and it works flawlessly @mental trellis
Or the same person, supsun?! 🙂
You need to multiply your force by something, nerf.
Try like 1000000
Oh, sorry lol
would i use a simple float to do that? @mental trellis
What are you trying to accomplish here?
Yes, nerf.
I would guess he's enabling ragdoll and trying to launch his character
What's that for to do with a cone being parented to a head?
I'm curious what that target variable is that's setting bone name
so, i've got ragdoll enabled on my character, but on top of that i'm trying to make it so i can freely add impulse to any bone i desire and customize the amount of impulse and angle of impulse. the cone i'm just using as a makeshift debug tool, where the angle of the cone determines the angle of impulse. @faint pasture @mental trellis @potent laurel
Ok, so can you screenshot the components list from this bp
yep, one sec
And what is the target variable set as
its an input action
Also you need to multiply the forward vector iirc
Impulse = cone.forward x magnitude
What's the problem?
You do want impulse right? You're NOT doing this on tick
yup correct
Use print strings on stuff everywhere, it helps alot
most stuff there can be ignored, it's simply for easy character customization
Wow
(not for gameplay purposes, just a film im working on 😄)
Ok, well for a start you need to attach most of that together
is there a node for magnitude?
This is normally done in the skeletal mesh itself
Dude just multiply the direction (a vector, cone forward) by the desired magnitude/strength/momentum change / unga bunga of the hit (float)
Lmao
how would i make a variable that stores audio? what kind of variable would that be
It'd be an audio asset. SoundWave? Something like that.
@mental trellis would i have to make a blueprint class for sounds and reference that? if i want to customize it? or would i just store the sounds in that variable itself
As far as I know, UE doesn't have an audio editor.
You can use pre-recorded sound?
What are you trying to do?
i was trying to store a different audio file in each child class as a variable. i managed to figure it out i think
i did this
You may want to use a subclass of Sound Base
I doubt it's meant to be used directly unless you're looking to use differnet classes of sound
(Such as Sound Wave...)
whenever I put a Destructible mesh into a BP I get these results. anyone know how to disable that exploding one ...
@thin panther
Probs with the settings of it
the settings on the destructible mesh itself or the settings in the BP ?
since I have tried adding physical material but that didn't help
Try use mayb like realistic phisics or smithing
Welp
My eyes hurt bc I was up till 1am trying to figure out how to add a fly
So I think ima go sleep
Hi, I would like to make a system which highlights (post-process outline) holdable objects.
The only problem is blueprint interface react fewer times than it’s called. Print String “control one” is showing two times more than Print String “control two”, I hope you can understand me. I attached screenshots above.
I've already posted this on the forum, but I haven't received any reply since three weeks.
I would follow a tutorial on post process outlines.
This is also how I've done it in my system, storing a reference to audio files for each item in different use cases (item picked up, moved, dropped, etc). Seems to work fine.
i see
Outline works good, but the problem is my blueprint interface which is calling outline
https://i.imgur.com/TU9JpYa.png
Is there any way to forcibly set an object to become nullptr?
I want this to become false in a IsValid check, but once I've set it, I can't seem to un-set it.
What I'm doing there still results in a true IsValid
How do I do check for multiple elements in array?
const values = ['one', 'two'];
return true```
@solar bison , you can loop over values, then in loop body, if arr fails to contain element, break with false, otherwise, it contains them
Something like that
But also set a result before breaking
Ugh I can’t figure out how to add flying
ty
@lunar coyote my values are fixed so I always know what I need. I just do a "contains" 2-3 times and join the pins 🙂 (no loops)
Guys, I have a question what to do Create methods in the parent class and override them where necessary. Or create interfaces and add and implement them where needed?
What is the best practice?
What do the create methods do?
Lol UI bind runs on tick????
Yep
Why????
Why is it not event based?
Also, can I not set variables on PlayerController like this in a Widget BP's graph??
For most use cases, it's fine. If you have several thousands of UI elements bound does it really seem to make any difference - mileage also varies if you're doing some complex calculation in your bind returns.
Sure you can.
Nvm, I was binding it to my endturn event and not roll dice event XD
UI bind gets run every time the widget gets drawn to screen, which happens on tick
is that even efficient? I wonder if Unity does their binds this way too
i'll take this as face value
As datura said it really depends on what you do, if your bind is just seeting some text, or displaying an integer, while not maximum efficiency, its really not gonna hurt performace
If it's full of complex calculations that dont need to be done every frame, then it may hurt it a little bit more
hi, not sure if I'm asking in right place .. but i have this custom input that does an attack in my game ....
but i wanna enable it after the player reaches a certain location and triggers a trigger box ... can someone guide me on how to do this ,.... I'm somewhat new to unreal and blueprints
You can set that in the player blueprint, so the trigger will enable a bool and that bool is checked when the player tries to attack
not in level blueprint ?
You can, but its really not advisable.
is there a way to blend noise into silence? my sound ends abruptly i want it to slowly fade away
Parent class and override. This is the intended way to do things. Don't create unnecessary interfaces. They are functionally slower than a simple case to the parent class, and they are harder to follow in a code base. It's just confusing.
@undone surge There is a Fade Out Node for sounds. https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Audio/Components/Audio/FadeOut/
Fade Out
thnx
i will put this in the main graph right after i put the play sound at node ?
Here is a tutorial for fading in and fading out sounds. https://www.youtube.com/watch?v=Tles_r-XkY0
As requested I show you how to Fade In and Out sounds in your environment in Unreal Engine 4 Useful for things like streams, rivers, rain and other ambient sounds.
i was in the middle of this video xD
thnx
yes
what do i put in the target for this node , the sound isnt plugging in
And what to do in this case if several classes (weapon, flashlight) have the logic of "reloading" It would be better to create the Reload interface and implement it in these classes or create a Reload method in the parent class. Then it turns out that it will be inherited in objects of type Key, FirstAidKit, but will not have an implementation. Which of these solutions would be more correct?
Reload in parent class
Interfaces are more for where you need it across things
Only weapons will need to reload
But interaction can happen on weapons, npcs, items, doors
Thats where you distinguish the too
But really a key wouldnt be a weapon
Nor a firstaidkit
Id class those as consumables perhaps
the fact is that I also have a flashlight on the R button with the logic of replacing the battery😅
That one makes sense
But not a key or medkit
With that you flashlight would be a weapon
Just have a bool on each that says if they shoot or not
Flashlight would be no
Or the shooting logic would be overridden to say just turn it on or off
Yeah. I wouldn't use an interface for something that functions identically to something else and can share a base class.
That is, it will be necessary, roughly speaking, such a hierarchy 1) ItemsWithReload 1.1) Flashlight 1.2) Weapons
hi @thin panther
hi
hi
why do you keep randomly @ing me
@trim matrix Consider the person behind the avatar though, they are giving their time and effort freely to help others, if you would need help this is probably not the best way to go about it, don't you think?
this
if it just keeps happening im likely to just block ya, it is quite annoying, when i ask people to ping me if they need help with something
Eh my 3 brain sells barley understand this
i'll pause a game, or pause a video if someone actually needs help, but makign me do this just cause ya fancy messin with me is a bit rude
But Yh sorry fiery being annoying 😢
For*
(not to mention it's against the rules)
its all good
just please dont do it again
Oki sorry
Thank you Cuppa
O bye
For advice)
K *
ohhh that
yeah no problem
also remember that interfaces are generally more expensive than casting to a parent class iirc
if you can make it work with a parent child relationship then do that
It's just that I mostly did small games, and now I decided to take on something more or less serious)
ye, thats a really good way of learning tbf
you're approaching things in a good way
))
hi guys
I am new to unreal and in desperate need of help!
I am developing a game for my masters thesis , and as a part of its function, I want to be able to read a postgres table (which has geometries stored in it) and render those assets in runtime.
Next I want to be able to select one of the assets and drag and drop it on top of the world (like how we do it in minecraft).
Any help or resources would be highly appreciated
Thanks!
Question this should be quick. What would i want to use to find a point on a wall to the left and right of the player so i can pass that vector onto my grapple component
Line trace?
are the geometries just stored as vertex positions
Green being my player and his view. Red being walls that are in his view. I would like to grab a point on that wall furthest from the player. But im afraid of using linetraces on every frame because if there is no wall there would be wasted resources
i mean linetraces are fairly cheap
try it and then see
but what you can do is cast from the right vector and right vector -1
to a point in front and to the right/left
always try your idea, then profile it, if it causes noticable performance differences, then change it
if you do this line trace, and its still cheap on memory, frames, etc. then keep it
Thanks will try that out! Appreciate the help!
no problem!
How can you throw yourself forward as a ragdoll ?
AddForce? Idk what you mean exactly
👋 Anyone know how I can get movement input to always be inherited to where I'm facing?
Explanation: Currently, movement input is determined by the pitch of the player. However, when they change pitch, the momentum in the old direction continues to push them that way instead of being transferred to the new direction. Think of a diving bird that would gain speed when it dives, and keep that speed for a while after it levels out. Right now it behaves more like a spaceship with no dampening. Any way to fix this?
Here's a video of it. I'm using "flying" mode btw
I think the last one?
Pitch directly controls the input axis and that part works fine
I run 2000 line traces per frame. No problem.
but that momentum I get from pitching down stays in that direction until it slows down, it doesn't push me forward, because it doesn't actually care what angle I'm at
basically any momentum I get from diving should be put in the direction I'm facing
After changing over to EOS from Steam Now my lobby launch is completely crashing the entire client on Stand-alone test with 0 event begin-plays connected or anything else Starting soon as level is loaded Jikers
I would apply the momentum into velocity instead
so you apply it into velocity in the direction of movement, so it would always go into the direction you're facing, assuming you're moving into the direction you face
Into character movement?
huh?
like this?
Something like that yeah
hmmm
It did work, but I was having issues with replication so that's why I'm trying the movement input instead.
how do u randomize the pitch and volume with metasounds like the modulator did in sound cues
fml.. cant figure out what crashes the game, no matter what map i host or open it goes down
Try #audio maybe
ok
You're not ordinary lol
Im capping at 300, above that fps drops start to hit
It also depends on how they're used. Short traces are much faster than longer traces. And C++ can optimize a lot with lack of copying so much data.
Doing c++ ones but prob a lot of datacopy
Im running sprint on event tick since i only want to sprint when moving forward. I used event tick so it updates immediately. Is that good or is there another way?
id suggest adding an action keybind for sprint in your project settings cuz running things on event tick is generally avoided if possible
@hereanyone know why is there an error in Signature and I'm not able to choose my custom event: "OnVideoEndReached" ?
yeah it doesn't update as quick as event tick, I tried a lot of stuff, nothing worked
when you press the key, yes
it does
and thats the issue
you should use an input action
it doesnt need to be on tick
if input actions dont work then the player wouldnt be able to move, as movement inputs are handled though input actions
The thing is, that i only want the character to sprint forward, It could be bypassed if i dont use event tick...
what?
it sounds complicating ik
why not just check if the w key is pressed when shift is pressed
you just have to see for your self what i mean
i did that, but if the play hold shift and w, he can release the w key and can sprint backwards and left and right
the onyl problem with that setup is it won't respond to changing keyubinds
which is likely something youll want in a settings menu
but really, only you can tell if its gonna cause issues
profile it
with and without
does it make for frame drops, or other performance decreases
casue if it doesn't then it's fine
Nah not really
have you profiled it or are just looking for stutters
have you gone through the performance tools and checked
or are you just looing at the fps stats
both
well then
it works
so keep it
its fairly light code
if you need it so that you can only sprint while holding shift and w
then you need to check that on tick
its certainly an unusual sprint system, but if that's what your game needs
you should check if the cast suceeds or fails. if it fails then it could be that u didn't set ur game instance in project settings
i would also recommend against binding text like that, typically u would do the casting once at even construct so u dont cast every time u update the text
True
What would be the best way to have it so money variables are saved so that if a player leaves they can't cheat and have their money reset
In an automatic fashion
If you mean after quitting the game then you should look into making a save game if its just changing levels then game instance, as for preventing cheating i have no idea
Can I make it so if they leave it automatically saves?
ye if you set up an auto save
theoretically you could hook into the exit game in c++ and save everything
in bp you can make autosave timers
but there nothing to just say "hey save everything" unless you make a system to do that
would it be like a script in the game instance which is like "event tick, delay, save game"?
try Set Timer by Event node for periodic events
i would probably have it in the game instance on a timer, my personal chocie is 3 minutes
Oh I could also just save the variable after updating it i guess
Lol
Like make an event for when its updated
Then save from the event
Hey guys I need help
with what
So I have this project
Like an open world hero game
And I’m so confused on the super powers lol
first off open world project as a beginner is not a good idea
unfortunately true
I aight no beginner
the amount that goes into an open world game is too much
I’m an amateur
First off, it’ll take a while yes but it’ll help me learn
And second I don’t give a fuc that it’s too much bc I’m will to put the time and hours Into lol
Bc am retart
not knowing when to add variables for stuff is the definition of beginner
I’m an amateur 😠
You're not helping rylan
I’m the one asking for help?
These people are trying to help you so help them
U made me hurt brain
How?
Be respectful
I am
im trying to demonstrate why this is a bad idea
an open world game when you were struggling to know which variables to use is a bad idea
You can lead a horse to water but can't make it drink.
you will likely burn out
Ok what is gud for a “beginner”
Try a mechanic which is simple
like maybe a platformer where you pick up coins and get score
For example start with picking up an item
that will get you used to changing levels, adjusting movement, collisions
then maybe a puzzle game, that can introduce manager classes, and combinatorial logic
really simple stuff like that
👍
Make a sex mod or two
but inventories are significantly more advanced
No sex
so thats something to do after youve done the basics
maybe make a simple game where you shoot targets, but can pick up various weapons
Gud idea
Wait wtf
I just open a blank project in unreal and it had gave and chairs?
yeah
starter content
there is a small collection of assets and materials that you can choose to include
Oh Yh
Rylan, you say you're not a beginner you say you're an amateur... Okay that would imply that you use the engine for a bit... You know the basics... But you just said right now something that happens every time you create a blank project... You were surprised to see chairs and a table and a little decoration on it... Do you want to be a little more honest about what level you're at with the engine
Wait @thin panther what is better projectile gun or linetrace?
Depends on your needs
Yh I start with third person one not blank one..
And in your whole time you've never created a blank project?
Nope
Is it safe to assume that this is your first year in the engine?
A hitscan gun may be really good for an fps game but absolutely useless in a bullet hell
I didn’t need it
Third person has starter content too
But you may also combine the two foundations
Like hitscan for your main weapon, but projectile for a grenade launcher
Ok
What’s this link?
Here's why they said open world is too big for a beginner or even one person
$$$ = time
Time = £££…
my dream project ticks those boxes
18 grand?!
Anyways i like your passion... That's a huge part of doing game dev...
with smaller tarkov-style levels to explore
which are easier to fill cause i focus on lowpoly assets
Who’s passion?
yours
Oh mine?
you want to do the stuff which is good, you just need to relaise your skill level
whats it called... the dunning-kreuger effect?
Eh?
Yours... But learn to not get defensive... Everything becomes much harder when you solo Dev and have no where to turn for help when you're stuck...
And when my slow ass laptop is slow
you starting to look pretty high on the top peak
"The possibilities are endless! im going to make a great open world"
when you cross into the average threshold you start to understand scope
Scope and scope creep
yup
…
i keep thinking, ooh it would be cool to add x to my game
Can y’all realise o have 3 brain sells?
this is not accurate enough
those estimates are way too low
but then i realise multiplayer is a whole other bag of tricks
Multiplayer = too hard
ikr, 4 months for a fps, rpg, vehicle with crafting
3 months for a mmo? you gotta be joshing
pffft
What features tho...
porting to all platforms taking 1 week 😂
if that were the case porting studios would be making BANK
i mean an mmo where all the players just load into an empty void might work
in 3 months
nope
not even close
Or one without customization,stats ,or gear
i mean you just hire a server and get people to join it, and thats it
technically an mmo if enough people come
if all you have is a bunch of empty world, where players just load in to look at nothing seems feasible in 3 months
like literally 0 mechanics
i never said that
.
Breh my laptop been loading file explorer for 5min now
Whats the stats in your dream game ce?
3 months is not a price
the cost is in time, not currency
but not in this specific case
im talking about the time to make an empty world is probably possible in 3months
as you have to do nothing
I'm telling you that's not enough time 😂
I want to see what kind of MMO what were checked off in the list...
To estimate 3 months
Precedent has established those are equivelent
U stole mah message
Hehe
but they're not. time = liquidity * currency
I have more money than time
I have no cash or time
Hehe
And you want to do an open world game lol
then an open world project defo isnt the thng 😆
Ok ok chill I have time but not like 13 hours a day mayb like 6-9 hours a day
people assuming you can just hire people and it's a done deal
but you need to manage those people 😂
Hire a manager.
Rekt.
Really though just out of curiosity can you post a screeny on what you checked off that gave you three month estimate on an MMO
you have to manage the manager 😂
cause most people given the chance are gonna do as little as possible for their money
hire a manager manager
Cuz if you make one with even the most basic features it seems to throw it into years right away
the manager and manager manager will be fighting for control
I promise you
then hire a manager manager mediator
Then you’ll have to manage that manger that is managing the manager
i have all day and nothing to do dont tempt me with this pettiness
I can make an MMO in one day. Just email me your character name and I'll email you a description of what you see.
manager manager manager
cool whats the email
but then you have to hire a manager manager mediator mediator as well, because one mediator will not be enough for just the managers. while they're fighting the team won't know what they are doing
youve found a niche in the market
hire god to solve it
checkmate
No
you'll have to hire people to construct a shrine first
well thats easy
Hire the queen to solve it checkmate
Anyway this is getting very reddit and cringe
i might even hire a shrine constrctor manager
Just have your org tree be a wreath and it's solved.
BRB
i like it
that's right, give your junior developers the ability to overthrow the CEO
I'm sure that will end well 😂
but then you get overthrown, so you just overthrow them back as you are now the bottom of the food chain again
the beauty of the wreath
only if they don't change the hierarchical structure while you're not in power
you'll have to wait until the culture gets too decadent 😂
Take your time.
Dude, you can't say it's not accurate and then all you selected was MMO meaning no features
If in 3 months you can't make it where people can load into a big empty map with no features on their characters at all you need to just quit kind of
you're underestimating the cost of a MMO alone
even without features
Just take the L dude you selected one box
no problem just solve it in 3 months
who cares about customers... it's 2022
server stress testing? done in 3 months 😂
Nobody here is gonna make a traditional MMO so let's just move on.
Yeah exactly. No Cc, no new content. I forget who it was but they made a successful Diablo clone. People plowed through content in weeks and they couldn't keep up
Disregard content, acquire emergent gameplay.
someone still needs to make the systems to allow emergent gameplay to happen 😂
I jest but you should look at at least a 100k budget if not more and hire a dedicated artist, programmer and server guy and then customer care. Afterwards figure out a way to advertise.
Remember candy crush spends 1 mill daily on ads and makes back their money
So I'm running into this issue where On Component Hit event is not fired on my BP if the Simulation Generates Hit Events flag is set at runtime.
If I set it on the BP at edit time, the event will be raised when the component is hit, but not if it was disabled at edit time and later enabled at runtime.
Funnily enough, even at that state, if I disable and re-enable it in the details panel while the game is running, the event will suddenly start being raised again, but not if I have BP nodes to do the same thing...
Any ideas?
@odd ember
easy
that's still under estimate 😂
ill just ask for a dollar outside mcdonalds and keep doubling it with epic crypto things
i'll have the entire us debt within a year
then ask it
i wouldnt start with the gun one personally
i would start with the platformer
its easiest based off the side scroller project
What was the platformer*
just something very simple
pick up coins
get to the goal
avoid the spikes sorta thing
K
pick something that you can do within the template level that the game gives you
that will cover most of the absolute basics
also very fair
the side scroller template is the perfect setup for that
Super mario platformer ?
Go from a to b in a fixed panspeed, jump a little
Gotta be some of the easiest one can do ?
- What's the difference between these?
- Why isn't Get Physics Linear Velocity a pure function? This thing have side effects?
Is it possible to access a parent levels blueprint and events from a sub level while level streaming?
Generally things with Physics in the name relate specifically to objects simulating physics. Component Velocity can be updated through Physics or via some form of movement component like a FloatingPawnMovement or the CMC.
Generally speaking, nothing should reference the level blueprint. They're meant to be self contained things that house specific logic relating only to their own level. If you need the rest of the game to know something, delegates in places like GameState are an easy way to handle that. Both have access to GameState and can bind that delegate or call it.
I wonder if you could build a game entirely ad hoc with no blueprints and everything built in a level 🤔
i mean ye probably but it would be really stinky
although a lot of newbies do seem to use the level bp for everything
idk why
can someone tell me where it comes from
it makes it super easy to reference to objects that you have in the level
that's most likely why
you don't have to figure out how to get a reference to something
Have a combo box that has a base selection set through the set option node but doing so makes the selection noise as you enter the UI page. Tried doing this to set the selection noise after I already selected the initial option. Now selecting things in the combo box drop down doesn't trigger the newly set sound effect.
I know I'm missing something but I'm not sure what.
far enough, dont have to think about pointers when theyre all there
Is there a way to get a vector that represents a line from Location A to Location B?
I guess I'm thinking of something kind of like Get Look-At Rotation
DestinationPoint - SourcePoint
This gives you a line from source to destination
If you want to use it as a direction vector, you can just normalize it
Hey guys I got an quick question. Does someone know why my max walk speed isn't getting +1500
Event is getting called
Check that the execution line is actually being ran. Also check that nothing is setting it back too soon.
Colleges use them a ton from what I've seen. There isn't a lot of correct class usage taught early on I suppose. Possibly more designer oriented courses than programming.
really? my course was designer oriented and we were taught to use the proper things
Why did ue5 remove the 'sphere' as part of new bp , is there an easier of getting that back or do we just have to put a sphere around the new, default, odd looking thing ? ;))
we used level bp in like the first day just to get used to stuff
but we soon moved into classes
Is there any workaround to Dynamic delegates not taking payload? I have this delegate with signature void() that I'm binding function to. I want to pass some arguments to that function during binding because otherwise I'd have to make multiple functions that are almost the same except 2 variables. I know in c++ you can pass payload data, however this is not possible in blueprint according to the docs, is there any way to avoid flooding my bp with dozen of almost identical functions?
You guys got taught this stuff? Damn maybe I should look into that
I dunno. Have been in this Discord a while and there's been quite a few college students in here who have had to use level blueprints for their college projects.
Stuff like their professors give them a project all in a level BP and they have to alter it in some way.
i mean we only got taught basics
i self learned mostly
unfortunately most of the course was drawing
which is odd for gamedesign
didnt actually cover any principles of game design
just drawing, and modelling mainly. basic comp sci, and a little bit of bp
Relating to my previous question does anyone know if there is a way to "refresh" a combo box that isn't just refreshing the strings? I get the feeling that my problem is coming from it not looking at the style struct after the combo box is initially made so me setting something new in the style struct is just being ignored.
Haven't set foot in college. 😄 Probably over 90% of my learning is from this discord, personal experimenting, and tech blogs.
You cannot from what I'm aware of. The widgets used for view are created at option add time if memory serves from the underlying slate code. So they would need purged and readded.
Well damn, so aside from just leaving the combo box blank there's no way in BP to mute an initial combo box selection?
Not fully sure I understand the question? Dynamic multicast delegates don't work any differently in BP than C++.
@thin panther 2d or 3d sidescorller?
As far as this, I tend to not use the default sound stuff. I play sounds on the Selection delegate from the combobox based on the enum type it sends back.
I appreciate the insight. My understanding of C++ is minimal coming over from unity and while I have poked my head into the underlying code for unreal the syntax compared to c# is just not something I have my head completely around.
Will try your suggestion.
3d
Bet
I have a UButton variable and I want to bind it's OnClicked to my custom function.
The function signature is required to be void() so I can't pass additional arguments. In c++ I could pass additional payload arguments.
e.g.
In c++ I could bind a function void(int32) like this
MyButton.OnClicked.BindUObject( &MyFunction, 20);
even though OnClicked signature is void()
edit, actually I couldn't because OnClicked is dynamic delegate and they can't take payload
Thought 2d would be too hard
nah 2d is actually easier, its just your aims seem to align with 3d more
This worked out really well. Thank you.
Typical use case for this is to put a UButton in a UserWidget. And have a delegate in that UserWidget with your data you want to pass through the delegate. And have that UserWidget bind the UButton's OnClicked and call your Userwidget's delegate in that.
General question, I'm trying to do (for now) basic single melee attack, I was wondering if should I put the "Damaging stuff" inside the weapon bp itself (Sword/Hammer) or should it be on the player itself?
Ehm I rly need help
So I made a launch pad
And
I can’t figure out how to turn the boost down?
When it’s float * float instead of 3 should I turn it down ?
Dw it was
I got it now
Weapon.
Really depends on the use case. A character that could swap weapons, it should probably go in the weapons. On the other hand, if you have a bunch of different enemy types and their weapon is mostly just visual, it could be okay to put it in the enemy.
Normal use is to put it in the weapon, if the weapon is an actor. Reasons being that multiple different character types could use it or it could be moved to another character and still function if you need to swap weapons. They can be discarded on the ground etc. Again, all just comes down to what you need and what is simple for your game style.
Google abstraction and normalisation.
Im trying to deal the damage sometimes its register sometimes is not, even made the collider bigger, nothing
Which event are you using for damage?
after the last set there is a print
I didnt use the Applying damage system thingy.
its does do the damage but i think only like after im spamming the mouse , and sometimes it does count
even if I make the collider big
its that big
Not finding simulate physics for static mesh in ue5 ( tick for static mesh as in ue4), is that gone, only to be set now in Bp's ?
Static meshes don't simulate physics. Static mesh components might...
what would be the best way to do melee damage? constant checking via trigger on the blade, or something like an anim notify with a short linetrace
Can you not just use an overlap event?
It can be a bit annoying to actually get it right however.
And yeah, just using an overlap event is sufficient.
watching a video where a sim physics was added to static mesh for a rope project, but it was in ue4, so your saying it must now be simply done in bp's ?:
thats what i mean by trigger, checking to see if the blade overlaps
It's important to check for overlap at the beginning of the swing animation though too.
i just wondered if it was something best kept true to form, or to hack it slightly
Sorry, I was being pedantic about the differences between static meshes and static mesh components.
Why would you need to constantly check it? Surely the engine does this for you when it moves.
np, actually I'm wrong sorta, he didn't use a static mesh, but a sphere,,odd, mazybe thats why I'm having trouble,,or or they interchangable ;l0-0
A sphere is a static mesh.
yup thats what I meant
Well, if it's a mesh..
That'd be a static mesh component rendering a sphere static mesh.
ok
can you verify, doing that, there is still no physics> simulate physics option in ue5, I can do in BPs I guess, or maybe I need to find a ue5 rope tut LOL,,gezzzz
No tut
yes thats the point, its a constant check whether i force it to be or not
It's not exactly costly, though.
no im wondering which is best done
never said costly
i wondered what would be the best way
I prefer using anim notifies because it gives me more precise control on when the damage window for a swing actually is.
It depends on the weapon too.
A big arse hammer you're swinging is gonna damage everything all the time.
A knife might not.
It really just depends on your game. As long as you know how to do both approaches - just do the one that makes the most sense for your game.
yeah i can do both, i was just wondering if there were issues with either way
more of a general consensus
One based on anim notifies that only triggers at the end of a stab or swing animation is gonna feel bad, though.
yeah definitely
Well yeah - that can be said for anything though.
I could just as well argue that it would feel bad if you do the damage when you raise your sword instead of on the downward strike or a straight thrust.
You might do a little bit 😛
You could base the damage off the angular momentum of the end of the sword.
Or maybe just the straight speed of the centre of the blade, as a balance
Could also just do damage every second that they're overlapped.
How can I do Tapping in left mouse event ? and not holding
It all comes down to your game
the pressed & released very annoying
Wait guys how do I make a Home Screen?
do you mean like a title screen? you can make it with widgets
good melee does damage on every tick, but not normalised by delta time
And shit like that
insta kill baseball bat
this is the first result for a google search
Hey guys, in today's video I'm going to be showing you how to create a main menu for you games in Unreal Engine 4, we will be going through designing it and the functionality behind it, for example going between different widgets/menus, and starting and quitting the game.
Unreal Engine 4 Tutorials Playlist: https://www.youtube.com/playlist?list...
E?
goodluck, google helps alot. lots of people have figured the basic stuff out for you
I’ll prob need the luck tbh
Welp brb I’m watch this see what I can learn
How can I do Tapping in left mouse event ? and not holding?
Using a float is a good method for that.
To elaborate. You can get RealTimeSeconds globally. This isn't affected by pause or dilation. So you save this into a float property on mouse down, and on mouse up, check if that property minus RealTimeSeconds is less than your tap difference.
Does anyone know how to make a cast from one widget to another successfully?
I Need on mouse click to happens once but its continues :\
is there an on overlap event(or a way to create one)?
On Begin Overlap does not get called when actors are spawned inside it.
I also cant use get overlapping components/actors at tick because i want to detect instanced static meshes and those do not return the other body index like On Begin Overlap does.
I need a overlap function that always gets called, not just on begin overlap.
Casting does not "get" an object or go to an object. Casting is just changing a pointer's type. To have one widget access another, they need to be able to find one another in your hierarchy somehow. This is often done for things like a parent container creating a bunch of child widgets and saving references to them.
Yeah it can basically turn a general actor into a specific one
(unreal 5) im trying to get the player's world position here, but I dont know what to connect to "In Element Handle"
ayo bro this helped alot ty
I have no idea what you're doing here, but if you want the player's world position, it's jut GetActorLocation on the player
Its important to note the taegt on these
So how would you play a widget animation when interacting with another widget
For getting an actors location, is the target of actor or typed element world interface more likely
I manage to hold references to all wodgets by making them in a hud class
It helps if your ui stuff is all contained in the same place
I think that's kinda the intended pattern. Lyra does it, doesn't it?
Not sure with lyra but it is a standard practice
Just not many places mentioj that
A lot of unreal content just makes widgets whereever
Which sounds like this issue
Whereas if all widgets were made in the same place its very easy pointer management
I remember before knowing the HUD class existed and what it was used for, I would store all my Widgets in the GameInstance for a easy global accessor
But yeah, HUD makes more sense for organization sake
A lot of unreal content/tutorials/games/professional devs are horrendous
There's also no easy way to answer that question. Making one widget do something when something in another one happens has a lot of considerations about how those two widgets are connected. If they're even connected. Why that animation needs to be played, etc.
EG:
- Put a binding in one widget and bind it in the one with the animation. Call it when needed.
- Reference one widget in HUD. GetHUD in the other widget when doing something and hae HUD call the other widget to play the animation.
- Bind a delegate in HUD. Call that from the widget doing something, bind it in the widget with the animation and play it when that delegate fires.
- Don't actually have another widget ready. Make a HUD call to spawn a new widget for the animation that kills itself when finished.
@thin panther sorry to bother you AGAIN but I’ve got a lot done like obsticals and shit but no score or coins yet but the basics are done 😄
Thats great!
We need a sticky or something on that, see that every single day.
Coins are quite easy
Indeed
Should I make them in blender or no?
Tbf i dont think the newbies check the pins first
Since this is just a prototype project you can just use squished cylinders
At least then we could just tell them to rtfm instead of having to re explain casting for the 12th time daily
K
Color em yellow with a mat
Oki
Actually fair enough
Ima see a thing Hol up
@thin panther here is what I got so far
Map b shit ain’t done but
The gray and the cylinder kill you
might wanna use shareX or something to directly record the screen
is this something i should worry about? the UI just says its a note, but i want to be sure
ive never gotten one of these notes before
the system im making isnt completed yet, so maybe thats the problem? it just doesnt have full context so it thinks i dont need to do what im doing?
idk what expanding start buff is
i have a recording software cant be assed to open it
so i used my phonr
Do you know what casting is?
That's like asking "Is MyDog an Animal?" You already know that.
You'd need casting if you were asking "Is MyAnimal a Dog?"
You don't need to cast TestBuff to Actor since you already know it is an Actor since Testbuff is a subclass of Actor.
ah
Doesn't hurt but is unnecessary
so i wont have anything to worry about then, it'll prob go away once it realizes there will be multiple children classes to cast to
It looks like you're casting to Actor which will always succeed...
So why do it
This happens to be an issue to me often. If i don't cast it, it forces me to cast it too.
im casting to the class called Test Buff, which at the moment is hard coded to Test Buff for testing purposes, but will be actually casting to different Child Classes of Test Buff soon enough
@pulsar pathShow the StartBuff logic
im not gonna explain everythin, its not even finished i just wanted to know if the note was important since i didnt fully understand it
just screenshot it
Let us see what you're doing, maybe it is, maybe it isn't
the actual cast
it might be important but its impossible to know without context
i wasnt replying to you
What is the type of that input?
The function parameter
If it's Testbuff then the cast is totally redundant. Only a TestBuff can be passed in
just Actor
it makes sense in my head, i dont think it will be a problem
so thats not a function, thats a macro?
ok so the cast is unnecessary because it's ONLY ever gonna get the output of spawnActor Test Buff Child
yeah its a macro, i need the delay and the code will be repeated a bunch later
E I’m doing the coins rn
Anyone have any good ideas of how I can fill a spline shape with paint an area in the terrain ?
What should the coins be used for?
Whatever you want
Collect them
shoot them
eat them
stick them places
It's your project bb, just do whatever you want.
Bb?
yup
I hear that in real life you can use coins to buy stuff with
not sure if that's true
I hear that too
Omg
Coin pickup work
:ooo
That took me about an arour lol
does random unit vector also give negative values or just positive values between 0 and 1?
QUESTION: Is there any way to drive trucks in Matrix City project? I Tried to figure it out but not able to solve it.
Negative too I'm pretty sure
It's a sphere of vectors of length 1
not sure if the distribution is correct but it'll work
ok thanks just wondering
Did anyone ever have the problem that a hit event doesn't get triggered? Hit events are enabled on both components
There are some other things which can affect this. Both have to be blocking, if you use crowd avoidance this may push things apart to not hit, some other cases maybe as well
both have to be blocking on the other actors channel^^
I'll have another look but I'm sure I checked that
It's weird because they physically interact with each other
get hud
that is if that is a hud class and not a widget
Its a widget
then you need a reference to the widget
casting isnt magic
it doesnt find an object
it just changes a type
like changing and integer to a string, the stuff inside doesnt change
just means you can do different thing
I referenced the widget
you should have saved it when creating the widget
it is reasons like this why widgets are all generally created in the same place
like subclass of hud bp
put everything in there
pause menu, all of it
hell put it in some functions and save the reference
im just trying to reference the part of the widget
that way to access all of your widget logic you can just do get hud > cast to hud > whatever widget func you need
through the player character
yes this is your issue
you cant do that without it's pointer
and you havent saved it's pointer
so you cant get it
wat
right no object instantly knows where the other is
it has to have something tell it
when you make widgets in any ol place, other bp's dont know about em
yes but thats only part of the point im trying to make
normally so we can get a central store of things, we group things together, like putting all ui stuff in the hud, which makes it easy to get later
its kind of like
imagine in your kitchen you have various drawers and cupboards
I see
when you buy things they have their own place
like the bread gets but with the other bread
the frozen food gets put in the freezer
the cans get grouped together
that way you know where they are...
the method that is quite commonly (wrongly) used and taught in tutorials is to stick things anywhere, so it's like having some frozen food with the bread, a couple of tins in the freezer, storing the soda in a bag
anf then everythings confusing
you have to go hunting for it < represents get all actors of class
or if you organize it, you can go straight there < represents get hud > cast to hud
it also helps why get all actors of class can be expensive
in large levels, thats a lot of stuff to go through
I have put the code in the visibility of the element
thats a binding on a widget?
...did you read any of what i just wrote
yeah
have another read through it
you didnt
is this talking about the main events page with the construct event
putting the bread in the bread bin, would be grouping all widgets into one easily to reach place
no this is talking about bp's in general
this is a bit more work for now, but will be smooth sailing down the line trust me
better to get the good practices now rather than later
True
i'll draw ya a little diagram
ya see how that works nicely
you have all your widget creation and stuff in the hud bp, as well as saving the references there
then wherever else you need them you can just do > get hud > cast to hud > get widget ref/do function for something
what is the name of this node? I'm trying to follow a tutorial for a double tap action, but "Inputs" doesn't pull up anything
Looks like a custom macro to me
Anyone ever seen this error before? It is a Blueprint instance of ModMagnitudeCalc. I can't get the tags from spec because "self" is a read only target in this case. Same error with the GetCapturedAttributeMagnitude Node
Sorry, that was a stupid question
I looked at the image example again, and they have Inputs/Outputs just like a Macro (I'm pretty much a day one user, so I've never hit "New Macro" before)
Thank you
@molten musk The function you're working on is const, and the nodes you're trying to call are non-const, therefore it won't let you
I'm sorry, I'm confused again
I assume this is what it looks like outside of the macro, but I don't understand how to make the InputAction plug into the Inputs for the macro
Those are collapsed graphs in the screenshot and not macros, but either way with macros you need to add Exec pins as parameters for it
oh, then I guess I don't need to make a macro
Yeah if you have a graph you can just select the nodes you want to collapse, and right click and choose collapse from the menu
(you can also do that to create macros from sets of nodes)
how do I make this have a Pressed/Released Exec(?) output?
@earnest tangle Agreed here is an example of the function being implemented in c++ and you can see it is a const function. I was hoping there might be some blueprint trickery to have those nodes treated as const. They are "getters" after all. lol Thank you for your response!
I want to be able to double tap A or D to sidestep
or should i use the keyboard events instead
you would have to make it an input action and not an input axis, but I don't know how well that would work for movement axis stuff
