#blueprint
402296 messages · Page 882 of 403
Mark your getters as const if they don't modify anything and it should work :) You can't const_cast in BP's so don't think there's any way around it
also, what does this checkmark being on mean? there's no tooltip that tells me and google doesnt wanna say either
That means the boolean is set true.
does it mean "this condition is tr--
oh
well there you go
thank you sorry again for the stupid questions
does anyone know how to make like regions in blueprints where u can name it
example
like this
oh thanks
FINNN
lmfao
xD
How would I "push" the player in a direction based on key input and with a predetermined (ie I set it manually) velocity? Impulse doesn't do anything, so I'm guessing that's not the right way to do it
I looked it up and I'm getting examples on how to automatically walk the player somewhere specific, which isn't what I want
I got it so it acknowledges a double tap, but idk how to do the actual moving part
if you look at the templates they already show you how to do this with axis values
(oh)
i am dumb, sorry
so I'd use Add Movement Input and stuff?
not necessarily
I have no idea what exactly you're trying to do
but the input axis event
will have an input amount value that goes between -1..1
you can use that as a scale value on whatever it is you need to do
but I'm using an InputAction to track the double taps... I'm not sure how I'd bring it back in
if your player character uses a character movement component, apply impulse should do it
you'll want to use an axis event
the value may need to be fairly large tho
I would not encourage the use of impulse or any physics based movement
unless you want unpredictability
CMC impulses are not physics based
PerformMovement handles the following:
Applies external physics, like impulses, forces, and gravity.
It's not physx based at least :P
ummmm I'm not sure how to explain this but...
I'm using an InputAction node that checks for A or D
it checks if I hit A or D twice in a row, only once, or I just released it
when I tap twice, I want it to push the player a bit to the left or right (i realize rn i have nothing verifying which way it should make me go but thats okay)
i just dunno how to shove the player sideways really quick
new location = get player character right vector * distance + player location
if you want leftside movement it's
get player character right vector * distance * -1
...
another stupid question
how do i... put those down as nodes?
is it "Get Right Vector"? how do i get "Distance"?
Guys
distance is a float value
depends
the secret ue7
a lot of bugs in ue5 still
Hi @thin panther
Oh
ue4 most stable, but if you neeeeeeeeed nanite and stuff then youll have to use ue5
how do i access it through nodes? it's not this, right
for learning nanite is unnecessary tho
no it isn't. it's a value that you set
Nanite?
何て
رح
pretty sweet auto LOD system
ᱵᱳ
but again for learning that aint necessary
level of detail
can you please show me? i dont understand...
setup the logic that I showed you and you'll see automatically
basically means you can set different decreasing complexities of mesh as you get further away
you ever played a game and noticed how the buildings look doo doo from really far away
thats LOD
wait, but I straight up don't understand how to do that with nodes...!
How do I right in the different style here?
by not righting wrong?
Oh Ty
you're welcome
‘ that one?
no ` that one
if you are ona standard english layout its nnext to the 1 key
I’m on phone..
game over then
almost there
nah false
E?
you cant compile ue5 source on phone
Wanna bet?
`hi ```
`does this escape \``
I’m so confused
Windows phone, and like 500 hours?
The new laptops are basically phones anyway
`e ```
interestingly \ escapes itself
en
i use 3 cause im cool
I’m godly
If (condition) { Statement for true; }
can't you also get it do syntax highlighting?
HOWWWWWW
hax
cheater
prison for you
void myFunction()```
Y’all saw nothing
if (people.canLearn(syntax))```
please teach me the ways
thank you 🙏
i still dont understand how to get the player's movement vector and add to the X value, please help
what is that 👀
try with get actor right vector
and also
you can multiply a vector with a float
that's what yo uwant
void imCool() {
if(notcool) {
delete(this);
}
else {
cout << "I'm cool";
}
}
Lorash can you use escape characters in discord?
yoo this is great
I don't know, this is my first day using UE 😭
look at what I wrote
I tried to escape ` inside ```
I'm not sure you can
magic
is it just ?
lmao
is it just \?
can you escape ` inside ``?
this
`does this escape \``
it does not
😔
ummm I still don't understand, I'm sorry... won't multiplying the vector make them fly into space, since it's multiplying ALL of the XYZ values?
"get player character right vector * distance + player location"
i dont understand what to multiply or how to get the player location
get actor location is a node. what you want to multiply with is the distance you want it to go
UE uses unreal units, which are by default set to 1cm
so the way vector work for movement is normalized, that means it has a length of 1, or how far you will move in that one length. If you multiply that by your speed you get how far to move for that many units you get me?
😭 I still don't understand, I'm sorry
What, I multiply... whatever I am putting into the float part of the Vector * Float box by the player walking speed, and that equals...?
Where the player ends up?
check(bIsCool);
return this.exists();
I don't understand why I have to multiply and add just to go "player move 10 units to the right when i hit this key"
because your right vector is 1 unit long
so if you multiply it by 10 you make 10 units long
cause 1 x 10 is 10
||ICYMI if check(bool) is false, the engine will crash with assertion failure error||
so this wouldnt work?
Are you trying to teleport forward?
(I don't understand what "World Direction" means either)
exactly, in a state where i am not cool reality falls apart
as opposed to relative direction
world is the direction the world is facing, like cardinal directions. north is always north no matter which way you are facing
I just want the player to move right really fast a small distance when I hit a button
but you can face north or any other direction
Also isn't Character Movement Controller already take care of this? Creating your own movement component isn't exactly advisable for beginners.
||but i did miss it, but i wont admit that outside of /spoiler||
it's not creating your own movement component lmao
I'm trying to make a sidestep/quickstep mechanic :(
Ima go sleep it’s 1am lol
uk too?
Like a side step dodge?
Yessir
thought so
:(
Why’s that?
Oh, then I think Add Impulse might be what you're looking for
Too hard for me sorry I’m bad at phrasing things
cause im 1am as well and i dont know any +0 time zones other than GMT
Nothing happened when I tried to attach an Add Impulse to the successful Double Tap output :(
Even trying with larger values?
i just made it 100000 and nothing happened
i know its going through correctly because my debug message "2" is appearing
(2 being the number of taps it noticed in the timeframe it's given)
anyway you were like 1 node away from doing it the other way
but good luck with the impulse stuff
how do I do it then because I got stuck 😭
I told you what to do if you read my messages
it's not rocket surgery
but I don't understand what to plug in and type what and where!
well you came pretty far without me telling you that either
you want the set actor location node at the end
everything will hook into that
how do i make it affect only one axis? it warps me in all axises
show your code
actually I fixed it but I have another issue, how do I make it based on local (player) rotation and not world
because when i turn sideways and do it it throws me backward and not sideways still
did you use the get actor right vector node?
i dont know where to connect it
go back and read my messages
nothing is happening now regardless of the distance values i put in
if you read my messages you'll also find which node to use at the end
it's like I've already given you all the answers
that sounds dangerous
Get right * float :)
im a fucking dumbass
i had SetActorLocation in there before and then deleted it
have no idea if it works though
nothing's happening still
(follow the solution given)
doesnt work
can you show your code?
i forgot to connect the "check for double tap" code to the actual movement section
please kill me
in all seriousness
why do i multiply the Get Actor Right Vector by a float value anyway
that still makes no sense to me
weve all been there
learn vector math and it makes sense
right vector is a direction
yeah and it didn't make sense 😔
a direction in vector terms is a vector with a length of 1
so you multiply it
and you get a length in that direction
.
going to have to go to khan academy for this 😔
the right vector is like saying "right of yourself"
this is why math and gamedev are two peas in a pod
If facing perfect forward (alongnworld X axi your forward vector is (1,0,0) and your right vector is (0,1,0) , up is (0,0,1)
I was never good at math, which is why I'm more of an art person when it comes to game dev 😔
can always learn math
everything can be abstracted to a number, or a sequence of numbers
OH WAIT
i think it just clicked in my tiny little skull
you multiply the right vector so it changes the value that you yeet over to
and then it's added to the location to properly apply it to the player
idk how to phrase it
lmao
everything is numbers, thats why char x = 97 results in a
in fact, you are probably numbers
we are all numbers and thats ok
yeah it's correct, otherwise you'd yeet from the position of 0,0,0
i guess i shouldve said "moved" but i may or may not be smoking out of the top of my head
we have accepted that yeet is now the correct term for this
who is the official dictionary person
yeet: (verb) to move along a vector
now to get it accepted in academic papers
can we get moved changed to yeet
i will write them an angry letter telling them to change it
whats the past tense tho
if i moved along a vector
did i yote along it?
ight
yote or yoted?
ynoted
Hey everyone, I am total beginner still and currently trying to implement a shooting mechanism. The idea is to shoot multiple bullets and then wait x time. So I would need multiple delays but as I discovered that will not work as the delays will be ignored. Any idea how I could solve this?
You could do a branch with a variable that is set to a number when you start shooting and have the variable count down to zero with a timer and when it is zero not be able to shoot
but I want a delay between each shot. I am little bit confused how to do this with a counter
Branch with boolean then set boolean to off. Make that incrementally subtracting integer set to 3. Then make a delay that then sets the boolean back to yes
With a timer
Since I want to constantly shoot bullets shall I attach it to event tick?
Why not just make a timer on begin play instead of tick
I tried it with a timer as well but I could not make it work either
But if the tick is disabled it will not Loop right?
Because I want it to excute constantly
guys, i coded a ladder with minimal help
only watched a tutorial, and set it to a button by myself
Great job! It sounds like your confidence is all set to do more great things!
thanks
I'm having kind of a weird issue, I'm trying to implement a custom movement mode in BP, and I want the character to slide while it's active, but when I enable custom movement and use OnMovementModeChanged in order to enable physics and gravity on my player capsule so it can slide, the UpdateCustomMovement just... stops being called. If I remove the 'Set Simulate Physics' node it goes back to getting called again.
Does simulating physics on a capsule stop the movement component from working or something? I want to be able to continuously check for stuff while sliding, and I'd rather not put it on tick, so I figured I'd let physics handle most of the movement but still be able to use the custommovement for logic.
you want to execute constantly, except when you delay right? so disable tick, delay, enable tick
is there a way to give child actor componenets some sort of visual icon in editor?
/ generally any tips for editor UI programming
hey guys i am a game development student i just started to learn UR5 but i have gotten stuck on a blueprints problem is there anyone willing to help
i have a variable which triggers a level squence when equal to 3 but after it does that i want it to set the varible back to 0
i tried doing it by set it to 0 but it doesnt work i also tried subtracting it and it also doesnt work
hey just so ya know crossposting with no reason is against the rules
oh really
yeee
ma bad
yes
sometimes what people say theyre doing isnt what theyre doing
Show whats before it
Ooh a bit too far out there
It seems whatever is before your subtraction code isnt working
Could be a failed cast
yes i am actually following a tutorial
let me put a print in there and check
That Worked there was one connection missing i found it thanks buddy
Hello !
how can i check if an item has been added with a "addunique" ? "INDEX_NONE" is not a Integer. is this a constante ?
Is Valid Index
Anyone know how I can get the Normal Perpendicular to the Impact Normal? The Z axis in this case
Would that be Cross product?
I'm having an issue where my character is ignoring "use controller desired rotation". My character always defaults to the mouse controlling rotation.
if anyone has some suggestions please let me know
is this on?
hi guys i am stuck in creating one of the blueprints. i am creating Editor Utility blueprint. i want to change material blend mode for almost 400 materials so i need a blueprint which can automate the process. what node should i add so that i can change material blend mode? Please help!
Is anyone able to shoot me a DM who has a good understanding of variable communications between blueprints? Trying to map out the best plan of action for a scalable multiplayer inventory system, and have went through several approaches with limited success regarding modularity.
does something like "Get player controller" cost every time i have the node in the blueprint? Should i save it to a variable and Get the variable each time instead?
Thank you!
Then, you can check if shift is down by checking the true/false of the bool variable bIsShiftDown
is it normal that when the game is paused I don't get input anymore?
the true branch is never called
oh nice i see
I have never used Pause yet, so no idea. Please let us know when you figure it out
well it seems it's not the pause that causes issues, I just removed everything about it and the second keypress still never gets registered
Maybe try the same bool approach i showed above, instead of calling the function which i do not know exactly what it does (you might)
yeah that's what I did and as I said it doesn't help as my input is still not getting taken into consideration by my player controller
maybe try a Print String when your Pause key is pressed and just test the function of the press itself
it was because I used Set input mode UI only
That, of course, was not visible on the BP you posted
ah actually it wasn't
I had already tried fixing it by removing the set input mode UI only
that alone doesn't fix things because it seems like input doesn't get propagated to the player controller when the game is paused
I think this is your answer https://forums.unrealengine.com/t/i-can-pause-my-game-but-how-can-i-get-it-to-unpause/284036
Oh.. That may not be valid anymore
Here is another try. https://forums.unrealengine.com/t/problem-with-pausing-unpausing-game/450337
I just googled 'unreal can't unpause game'
does something like "Get player controller" cost every time i have the node in the blueprint? Should i save it to a variable and Get the variable each time instead?
I have it doing a branch that if stamina is less than 1, basically empty, then to go to the base run speed. but it doesnt work at all.
huh? it is valid
you just need too enable "runs while paused" in the action event binding
Cool deal
Input events like that only fire a single time.
oh
It doesn't constantly check to see if your player is out of stamina.
Maybe try, If the Stamina is less than 1, set IsShiftDown to False
so do i set it to event tick or something
Oh, you are trying to have it do a constant check?
still learning unreal
You'll probably want to incorporate your movement input, which should probably be on an InputAxis rather than event.
well it is on an input axis, just my sprint is changing the speed of the movemnt
Did you all know that if you use Graph Printer add on, we can import your nodes from the PNG directly into a test project on our side and edit your BPs and post a new screenshot for you, that you can then directly import back into your project?
thats cool
I think it is still free https://www.unrealengine.com/marketplace/en-US/product/graph-printer
how do i scale a skeletal mesh
without breaking everything physics related
scaling in 3d software does nothing either
i use this much better, more useful
I prefer graph printer, but good for people to know about the different options
I am about to try to implement that in my project. if i am succesful, i will post how
sharing large graph in imge will destroy readability but in this website it will be much better
i figured out my own fix based one what yall said, ill show
If the image is large, click in again to 'original'
basically i just slapped in into the event tick and it worked for me
Oh, i prefer not to do that.. I am going to have it check based on the'event tick' that is the input from teh axis
we usually avoid using tick
it might change from device to device
Is there a way to set an input variable's tooltip in a function? I have a float variable that just says "float" and I can't seem to change anything besides the variable's default value.
🙂
So now your stamina drain is framerate dependent. If someone gets 30fps, they'll only drain 15 stamina in 1 second. If they're running 60 fps, they drain 30.
I am pretty happy with myself today. I changed the camera distance on my third person character, coded a ladder, coded some really sketchy wallrunning, made world triggers. put a hat on my robot lady, made double jump with effects
oh ok
i dont want that
how do i fix
And your stamina will drain even if they're not moving.
If you press shift, the stamina will drain while standing still.
Still working on it, but i can show you without event tick in a few minutes
Here is a video on the subject, but you will have to remove all the multiplayer functions https://www.youtube.com/watch?v=cai6EKJDweE
This is a bit involved
Guys
Is there any way to create a compiler warning? Like if a variable is invalid have it spit out a warning when a BP is compiled.
How do I make joins infinitely spawn in different areas
Ok, there must be an easier way to do this. I am caught in loops right now. If you are in any way waiting for me, don't. But, i will post it when i figure it out
Hello, Im trying to use a SceneCaptureComponen2D to only show an actor with transparent background, even though im using ShowOnlyComponent , the SceneCaptureComponent keeps rendering the black scene background and volumetric clouds behind the actor.
I ended up choosing to use a second camera and a duplicate of the character in another off screen room when i could not get the scene capture to work exactly as i wanted
Hey all, was wondering how difficult in general terms it would be to create a "perpetual save" in blueprints, in one's opinion? You know, like the kind of game you can just turn off n turn on later n things are exactly as you left them (MMO's, for example). Beginner here, just trying to get a handle on random different types of things that pop into my head
does this node stop all animations on all widgets? Or just the target widget's animations
There is a dedicated course for doing saving and loading in BP:
https://dev.epicgames.com/community/learning/courses/Do3/blueprint-runtime-saving-and-loading
tyvm!
This node doesn't even work for me 😂
Just found a nice looking Sprint/Stamina tutorial from someone i had not heard of yet. 'Moonrider'
https://www.youtube.com/watch?v=Lu8FpIEqVzg
Hey ! I created a function in a widget, but i cant call it within a cast, am i missing something ?
Hello, maybe it has sth to do with the widget being editor utility?
I admit that I choose "editor utility" because I don't understand the User Widget in UE5
But it might be the reason, yeah
Ok, so just choose User Widget for start
When i create user widget, and add something in it, it takes all the space
I'm creating one right now 🙂
Editor Utility Widgets are for editor scripting only, i. e. Helper tools etc.
i see
but how comes that the making process is different ?
i mean
there is no canva panel
i just added one, seems to fix my issue
but why isn't there one by default ?
If you rigth click in the Content Browser and then attempt to create a widget BP, User Widget type should be default
Bottom of the context menu
yes it does
Sometimes widgets are just a button that is called in to another widget. In that case, i do not think you would use the Canvas Panel, but instead,just let the button be the whole thing.
but i'm just a bit surprised that there is no ca
oh
makez sens
makes sense, thank you both 🙂
I was just used to it being there by default in 4.27 if im not mistakin
But isnt for 3d widgets for example
4.26 or 4.27, i think so
Health bars
i see
Glad it helped :)
hello all, i didn't understand how disabled to all client arrow 1, arrow 2 not working
Howdy all, I'm currently trying to make a profile system for my game. I'm attempting to get these profiles to save and load from local files, but the main issue I'm coming across is that I'm generating the available profiles in a scrollbox, and displaying the information in a widget switcher beside it. But I can't figure out how to get the profiles, which act as buttons, to affect the widget switcher.
I'm still new to all of this so I hope you folks can help 🙂 (Just occurred to me that this might belong in the UMG section as well, it's just here because I'm doing the programming in Blueprints)
anyone know why setting keyboard focus only works after using a delay node? I can switch up the order to set the keyboard focus first, but if i lose focus and then try to put it back, it won't work unless there's some sort of delay before calling it.. It's really strange
@round moth Hey, I am about half way through this sprint/stamina tutorial. I can honestly say it is the most relevant, and well done one i have found. https://www.youtube.com/watch?v=Lu8FpIEqVzg 'Moonrider'
SpringArm is already a Component of my CharacterBP. If i drag it out to the Event Graph and make twenty wires come from one, or if i drag it out twenty times because i do not like spaghetti, does it make any difference? Is it faster to only have one with a bunch of wires, or does it not matter because it is already a component and not a 'cast to' or a 'get player controller' etc.
hey homies - anybody got any idea how to set the airborne linear velocity damping on a first person character?
I expected it to be in the movement component - hard to tell what actually has simulated physics
character movement component has all the settings that govern the movement of characters by default
if it isn't there then it doesn't exist and you'll have to implement it yourself
YOYO GUYS! I'm using this for starting the game from main menu, however the game input stops working properly if I release left click, if I hold it I can move around freely, once I release the left click it doesn't let me to click to move again (TopDownTemplate) 
I tried the Game and UI input but that breaks the functionality of the on click movement in a way that if held the cursor position cannot be adjusted
Hey, does someone can explain me how the property access system works in anim bp ?
Can't find any documentation.
https://www.youtube.com/watch?v=NRwMmHNs0KU have you watched the anim bp series from unreal?
I'm talking about this new property access system showed in UE5
I am not sure what exact problem you are having, but to get mine to function properly, i had to make sure to Unset 'Use Pawn Control Rotation' after switching game modes
Oh I see, could you clarify it a bit, how can I unset it, much appreciated~!!!!
Alrighty let me try!
But you may have a completely different issue than i had.. "that if held the cursor position cannot be adjusted" This is not super clear
Are you aware of this?
Once Im in the topdown map and game mode, if I hold on ground to move, it doesnt let me adjust its position, cursor is stuck
Haven't tried this one, tried the Game and UI
Will give it a go now
Ok, also, make sure than when in topdown mode you are in game and ui mode, not game mode
Using this doesnt let me move the character
Tried this and when mouse was held it wouldnt let me adjust its position
Why are you hiding mouse cursor during capture?
Switched it to show, but doesn't make the difference
set to 'game and ui' mode After you load in to the level?
Np, hope it was actually help 🙂
Well, while testing, i would bind it and 'game only' mode to keys so you can toggle everything until you figure out what,why,when,where
Ohh Interesting, will try that
even show/hide mouse cursor.. put it on a key bind
I see
Thing is that it works properly if its launched on its own and not from the menu
Which to be indicated that issue is in the mainmenu bp
OpenLevel doesn't actually process anything until next frame. So the order of that won't matter.
Good to know, thx
I FIXED IT
SHOUT OUT TO @radiant mural for support

Had to untick "hide cursor during capture" and all seems smooth sailing now
Cool deal! Have fun 🙂
Guys
Does anyone know how to make something infinitely spawning?
Like for a runner game
What exactly haha
Search UE spawner on YT for tutorials, not sure what you need but there's plenty content on that out there
Ok Ty
Ping me if you need anything
@trim matrix i need love
also, you may want to move some stuff with the camera instead of respawning it
❤️
a man, a word. thanks 😄
?
if it's a siderunner
This one
like the background, or ground, can sometimes be moved with the camera/character instead of spawning it over and over again
unless its supposed to change
Oh
I'm stumped with an issue spawning AIFrom Class ever since making a copy of my project from UE4 to UE5. Picture 1 is the blueprint of the spawning mechanic: generates a point inside NavMesh with a print string to indicate if there is no valid location found. If successful, a debug point is drawn and then the Spawn AIFrom Class is attempted. The debug point always spawns, but no AI spawns. This is the same blueprint from UE4 and nothing has changed so I'm not sure what has happened between versions? Unless I'm just missing something obvious? Pic 2 shows the NavMesh, it's just a flat bit of land for testing. I've tried changing the spawn collision method to "Always Spawn, Ignore Collisions" and that had no effect. I also made a simple trigger box with a hit event to test the spawn and that works fine, so I'm a tad lost 😅
The NotValid prints?
Just another attempt to see what was having issues, seems to be the Spawning but there might be something else I'm missing
Does NotValid or Valid print?
NotValid, so nothing is spawned at all
And that's even with NoCollisionFail on?
Damn it, there was just something basic I missed 😂 Cheers @maiden wadi , I don't suppose there's any reason why this happened between UE4 and UE5 that you would be aware of? I know initially I had issues with my landscape texture being blank, only to find out that the texture node LayerBlend exists but since fixed it
I'm not sure. I don't think the spawning code for that has changed from 4 to 5. I just glanced through it. Only three things can stop the AI pawn from being created, and that's an invalid world, invalid pawn class, and collision errors if that is unchecked.
Very strange, but I'm very thankful that's things are back up and running 😄
I'm trying to create a function that checks whether the current level is "map2" and if it does it will turn the product of "axis value" and "amount of torque" to negative. It doesn't seem to be working... Any help?
Anyone else notice that when you Show the Mouse cursor, and then while playing drag left and right (So turn the camera), that the game becomes really laggy?
Mouse dragging the camera makes my game jitter a lot. Not the same when I turn mouse visiblity off
To recreate this:
Create a new third person example project, add a custom player controller to your game. Inside tha controller go to defaults settings, set 'Show Mouse Cursor' to true. Then start dragging the game camera left and right while playing (Look left and right), if you turn the cam kinda quick the character becomes jittery.
This does not occur when you dont drag the viewport with the 'Set show mouse cursor = true'
Return node disconnected? Otherwise try normal debugging stuff like breakpoints and prints
How would I go about un greying physics > simulate phsyics , for my rope BP ? I've looked everywhere and on forums, no idea, no replies, its the only thing left for rope to work as expected.
I have never seen this node before, how can I get it?
Looks like material node graph... Try #graphics
I am rather new to ue4 so what exactly would Ihave to type in the search bar? @dark crow
Are you in a Material Function?
Yeah no, you can't do that unless you are in a MF
It won't work
You can't think as a MF as a repeatable code that can be used in different material graphs
You can define shader logic in there and have different inputs based on the MF Inputs
Like a normal Function with Inputs
So what you're really searching for in that case for the material graph is a Vector2
You can get one by keeping 2 pressed and left cliking
I am by no means a programmer (I am an artist)
Then you gotta create a MF
You can right click in the Content Browser -> Materials & Textures -> Material Function
Awesome
This might be a stupid question, but what happens in that particular MF?
it says vector 2?
so do I just add an vector 2 in that MF
It's an input so you will provide it from the actual Material
But yeah, you will provide a Vector2
It's UVs
So X and Y
I am gonna give it a try, thank you for the support
QUESTION:
How to check if video (MediaPlayer) has reached the end?
I'm trying, but it doesn't work
Show
Whenever I try to pin create event to it and "create matching event" it comes with an error. But when I try to pin function instead of event it works. But I don't want to use function
Delegates work with functions tho
or Events
Try a custom event in case
From the Event pin
I haven't work with Delegate before
You gotta bind to an Event / Function for what code to run when OnEndReached is called
is there a way to pause a timeline?
Lemme see if i can find a picture online for that Delegate
Would you please help me in voice call?
Complains about signature?
You have to create it from Event to match the signature iirc
Drag from Bind Event
Probably trying to do it from within a function.
Are you in a Function?
yes
but it doesn't work with the create event node
I'm not even entirely sure binds work in a function in the first place
Since when it Returns, that's it
So should I do it out of function?
Random question about Event Dispatchers, but what purpose do they serve? I've been using Cast To nodes, along with Interfaces for most my code now, and stopped using Dispatchers ages ago. Is there a reason or use case for them?
I mostly use them for UI stuff and global Events
Stuff that I want my actors to listen for
Even with UI stuff though, you already get a Widget reference to any events in it
I need to do something after video (media player) reaches the end @willow cedar
You can create a Button Widget with custom presets and styles for example and you can Delegate the OnClicked
Widget won't have the OnClicked out of the box only because it has a Button inside it
Hm, Never ran into that so I guess I'm not sure what that is adding onto functionality wise.
And Imagine if I have a global event like a thunderstorm and want something to happen on certain actors
I could loop through everyone and see if they implement an interface which sounds inefficient
Or just have the actors interested in the event listen for it
So what should I do?
I think of it as a radio station broadcasting something and the ones tuned in will receive the message
Just take it out of the function, the entire thing
ok
Or leave it in the function and use the "create event" node.
He said it doesn't work for some reason, lol
people really need to stop using interfaces for this in BP
Yeah
it doesn't work
wait I will show you...
But am puzzled here cause
When a function returns, doesn't it just end for good?
Will the bind even work at that point?
then use the create event node to create a new event
signature means that you don't have the parameters set correctly on your event
still the same
that's what am I doing all the time bro 😆
is this a custom delegate that you have made?
what happens if you take the red wire down to the event node directly instead?
from "Create Event" node or from bind event
Works on my side
But you don't have it in function
lmao
well then
cut and paste the node into the event graph
and you should be gucci
It has no particular signature parameter wise too so even just creating a normal Custom Event and Assigning it should work
But totally take it outside the Function
yeah generally if it does have a signature, I'd always suggest generating a node through the CreateEvent node
much less error prone
For sure
is it ok now?
is it inside the function?
no, otherwise it would have errors
you can still have the bind event inside the function, just not the event node itself
Ok, but I think there is no need for me to add this into function graph. I don't know why I tried to make all this inside function...
no worries
Thank you very much 🙏 @odd ember @dark crow
Is there a way to get the center of a collision component on overlap? All I can think of is Actor Location, and that returns the vector of the actor and not the collision sphere vector.
I just solved my own question not even 2 seconds into asking it lmfao. You use Other Comp output from Begin Overlap, and just get World Location
Does anyone know why it is so hard lagging ingame ?
@odd ember Now I know why I wanted it in function. I cannot have it in normal graph, it doesn't work outside of function
I will try this answer from you 🔼
@odd ember how can I bind event inside the function and use the event node outside? it's not possible?
Anyone know why this would make the head tilt in opposite to tilt of camera ??
I bassically am wanting where the camera looks the head of player looks
I'm also getting this error as well which I can't think why
create event node
inside or outside the function?
inside
How do I get rig of this stupid thing it constantly comes up with anoyes hell out of me
But there is this kind of error we had before
The Error? CustomEvent01 or something like that
not if you place the event node itself outside of it
the event node has to be outside
the create event node can be inside
dig?
so should I choose in Signature: "Create a matching event"
ok now what
cut the "VideoFinishes" event outside of the function graph?
@odd ember ?
Why not pass the square pin from VideoFinishes to the Bind Event node?
What's the error saying?
Does it occur with any new custom events?
Empty custom events shouldn't throw that error when bound to another event AFAIK
I should let you know that everything here is inside function
You can't have events in a function.
How can I do that then?
You can still use the event, put it in an event graph.
Then use the "Create Event" node in the bind, and select the event.
Make sure you hit compile too if you're getting errors.
@dawn gazelle how?
You want me to go to Event graph and create new event like I did in the function graph?
Is there a way to pick a different channel instead of just Visibility and Camera?
OMG, I'm so dumb...
I hope I understand everything now... Thanks a lot brother 🙏
You'd need to create additional trace channels in your collision settings within project settings.
Ah, Okay. Thanks
@dawn gazelle Do you know how to set video playback to the beginning (time 0:00) and play the video? Is it using the "Seek" node and "Play" node afterwardsF?
Sorry, not really familiar with the mediaplayer itself.
No problem, I'll play around with that and hopefully get it work
What would be the most efficient way to calculate location of closest Overlap component? Need this to update as long as there is something being overlapped.
any time you receive a new overlapping component
or well
if you need it per frame you can't get around per frame calculations
Does anyone know how can I Do stuff AFTER every Animation Update but BEFORE rendering?
Is there specified tick group for that?
Yeah, the issue is the character can move between these two overlapping components, and they might move too, so the distance can change
so you probably need to rethink this approach wholesale if you need more efficiency
I guess I don't need efficiency, I'm just curious if there is a better method than what I'm doing.
This takes care of it, and runs on a timer event at .01. I'd like it to invalidate the timer if the amount of overlapping components is 0
timer at anything less than delta time is useless
might as well set it to delta time
because timers aren't truly frame independent
they will loop multiple times per frame if you set the time lower than delta time
but
they will only ever update on the next frame
so you get all of the calculations but none of the results
I wonder, does a timer average out over time, with overflow of time since last exec?
Where should I get Delta Time from?
I'm not sure what you mean
Lets say you set 0.034 (delta) as the timer value
And the frame delta is 0.038
Does it then carry over 0.004?
carry over doesn't make sense
the timer runs independently
it updates per delta time
so the calculations run
but the result only gets updated whenever the frame updates
so 34 ms, (frame update), 34 ms, (frame update), 34 ms, (frame update) etc. until at some point it runs 34 ms, 34 ms, (frame update)
at which point it updates twice on that frame
What's the best way to track blueprint code performance?
lmao, true. I guess I would like to learn what nodes are more costly than others
it doesn't matter
code efficiency only matters if you have problems
and you won't know what code will give you problems
even expensive code is fine if it's not called often
Hey guys! I have a question. Who knows how to create code that can generate a human skeleton within a static humanoid mesh? Is this possible? Thanks
do you even know how skeletons work
so you understand that they have a rig
so you understand you'd have to build that rig
it's not really even a thing you'd do in engine really, it's something you'd want to handle in your DCC of choice
and I'm sure there are tools or plugins that exist for that
Would any of you have any useful Unreal Plugins that you'd say add some quality of life features to Blueprint or the Engine in general?
nah I'm pretty vanilla
yes exactly. I'm trying to achieve this with through God to create an automation feature
through code sorry hehe
But God also works 🙂
well you'd have a better chance of executing it through god 😂
really I'd look for plugins for your DCC
hahaha!!
it's going to be much harder to build it in engine
DCC? What's that? Sorry for the noob question.
Oh i see
those are the tools equipped to handle these kinds of things
Yes i know it's possible through those. This is a new feature i'm trying to develop. It's not about doing the rig. It's about the feature
and to be clear, even if you do end up being able to automate a lot of it, the generation of them will likely be buggy and will require a bunch of manual work
you might be able to do something through control rig, but that's #animation
certainly in BP it's not possible
Yeah. Blueprints may be a tough one. But thought maybe someone here may have had a C++ solution
you're barking up the wrong tree
I cast my nets wide 😄
the channel is #blueprint
if you want cpp you'll find that there's a channel for that too
Okay no prob. Thought it may have been possible through blueprints though. No harm trying 🙂
Rama's Victory Plugin
Some were very low level.
Hey, doesn anyone know why I can't play anim montage inside an Object bp ?
What's Weapon Instance class inherits from?
because an object has no relation to the world
So I need an actor instead of object ?
Yes
Ok, thanks
Hi this is a long one.
Basically I started coding in a starter project but the character has a few issues, the camera doesn't line up with where the player is looking, and I would like to use the code in a different character with the unreal engine 4 animations from the marketplace
How could I do this?
Would I need to replace the animations?
I'm willing to stream my project if it helps
FWIW auto riggers can be quite messy, and youll need ti weight paint it anyway. Its worth just using an auto rigger for blender then fixing the weight painting
Theres a reason rigging is its own job title
How can I make an Indian Jones type of trap?
A pressure plate that is linked to spear in the wall.
I am thinking of having a collision box on the group once triggered to sets a boolean to true which fires off the spear.
But how do I set of that specific trap without setting off the spear traps.
you would store an actor reference in the pressure pad
click the eye so its public
then use set that to be the spear you wanna activate in editor
then you just call the activate on your pressure pad when needs be
whats the diff between get relative location and get absolute location
Relative is relative to its parent
same as local/world
absolute is world position
so like if i want to get the location of my char in the map i do absolute right
Yes.
How come if i change the name of the ReturnValue the stamina bar stops responding to changes in stamina? (I cannot find where the name of that variable matters)
It is just a binding within the Widget
Why does it matter what the return parameter is named?
Most likely it's a problem with the binding code. The added UPARAM may break it.
To rename a return variable in C++ at least, you have to mark it a UPARAM if memory serves.
Checking the c++ code of Progress Bar
As far as general advice, I would avoid UMG bindings like a plague. Literally using EventTick is better. Bindings can be broken when set manually from anywhere else.
The one and only real useful UMG binding is the TooltipWidget
Ok, I will see if that works with what i am doing. Thanks
im trying to despawn an emmiter after picking up a mesh based object , if i destroy it before the emmiter then the emmiter stays forever bcuz the actor destroyed but if i do it after then the pickup mesh also stays till the emitter is destroyed
you can't do stuff like this
nothing should ever go after "destroy actor"
on self
hmmm
why not set the particles to auto destroy
are you asking me for permission?
ok thanks ill try it
[Help] Hey everyone, I'm on a project that's for some job training kinda stuff.. I need to recreate like a ratchet strap and I'm not exactly sure what to use for the strap.. a spline mesh with physics on it? orr... idk.. I don't have any 3D modelling experience so I know I won't be using a skeletal mesh with animations
what's a ratchet strap
and what kind of job training requires you to do stuff outside of your experience level
Also, "Have you tried?" works as well.
isnt this supposed to create a loop everytime i press H ?
So if i press H 10 times, it should start printing Hello 10x per second ?
I mean that would print once a second theoretically
But thats a terrible way to do it
it is printing once per second. but i press it again, it doesnt print twice per second.
No thats not how that works
You just retrigger it
It doesnt dublicate the code
If you wanna do stuff with time, look up the proper ways. You are probably looking for a timer
Set the timer to loop
this is causing a problem because i have a big function that moves many rabits around. And sometimes i need two groups of rabbits to move around. So basically i need to use the same function twice. In c++ this would call the function separetely. But in blueprints it just retriggers, right?
You havent made a function
But anyway
What your doing seems incredibly complex for bp
Mass unit movement systems are prime c++ territory
hi, i don't know how can i do it: i have timeline and i want change camera rotation, i get current camera rotation and i don't know how connect it :/ someone can help?
or Timeline + FInterp?
some suggestions?
The BP approach to needing two instances of code running simultaneously would be to spawn two objects. You have some rabbit group manager actor spawned for each group. Or maybe they could be components added dynamically to a host manager actor.
I need a smooth transition from the current camera rotation to other
without using an event tick
i see now, thank you.
Why no event tick
What tou are describing is tick based behaviour
(And a timeline is a fancier event tick)
You cannot smoothly transition between things without doing it frame by frame
Its impossible
Again why
something like this
I saw someone on YT linking Finterp to Timeline somewhere, but i can't find it
If tick, then use InterpTo nodes. If timeline, save start & end locations to variables and then use a float timeline to drive the alpha value on an interpolate node.
^
Still unsure of the ovidance of tick
Tick is not bad
A lot of people think it is
But it aint
Yeah, in this case, ticking is appropriate
In fact its probably cheaper than a timeline
Cause a timeline will have a bunch if wrapper code
If computers can calculate all this amazing lighting at runtime
They can do a camera on tick
Hey guys I'm creating a tower defense game and in terms of upgrades, would anybody have suggestions for how I make the towers on this plate be able to be individually selected,
The tower currently functions as click it, and spawn actor above it through widget
Is there perhaps some way to link them if you don't mind my asking?
Protip, anything smooth (updates per frame) is using tick somewhere. Usually the answer is to use tick if it needs to happen all the time, or timelines for short sequences.
That's what tick is. It is the event that happens every frame. If the thing updates or happens every frame, it is being triggered by a tick somewhere
Yes, I know, but why use Tick all the time, how can you use it once within e.g. 3 seconds and turn it off after these three seconds
well then ye timeline is good, but its just a cause of establishing tick aint bad, as a lot of new people seem to think that
sorry for misinterpreting :)
you wanna use a lerp it seems
lerp between two rotation variables
with the alpha being based off a timeline
yea, that was lerp in that video on YT 🤦♂️
thanks
no problem
That sounds like a timeline
(the timeline should go from 0 to 1 btw)
yes
turn it into a curve if you want it nice acceleration and deceleration
thanks
no problem
ive got a child actor that disappears when i hit play. any idea what might be causing this?
nowhere in script im i calling for it to disappear / destroy self
prelaunch
on play
placing the child actors independently (no parent) they do not disappear.
why this doesn't work
in timeline is from 0 to 1
if i add print string after update and look at this rotation
can see that it is changing
but in game nothing happen
camera have still same rotation
your camera is likely using your control rotation instead
try adding control rotation instead of setting the actor rotation
setting*
I want to get 5 random index from array. but index should be unique ( not same )
pick index, if it is the same as one gotten pcik again
Shuffle array
Then get first five items
Yes this is what I already thinking. Thanks!
Anyone have any idea why this isn't working? It should return the value of 100/110 as a percentage and update the healthbar. But it doesn't.
First of all why isn't character Max health a variable on the character?
It will be. I'm just trying to get the basics to work first.
Either way, the value of 'Health' should be 100.
@summer jetty that function needs to return a value. Read your errors
I don't understand the error. It should return a value.
Just return that float
You have no return. You are using a function as if it was just an event. Don't update the percentage yourself, that's a binding. It's just asking for you to set up how it should calculate its percentage
Doesn't it need the max health too? Otherwise, how does it know what the Health value is a percentage of?
100 out of 'what'?
Yes, that function should return the float. You shouldn't be updating the bar inside the function. That's the whole point of a binding.
It either expects you to return a float in the range of 0 to 1 or 0 to 100, I'm not sure. But right now you are returning nothing and just setting the widget parameter.
ok, I had the percentage in a separate function and the value stored in another variable (which I plugged into it) but that didn't work either. Hence me trying it this way.
Your shit is all fucked up. Have MaxHP and CurrentHP in the same place (pawn or GameInstance like you have now), and in this function, just return CurrentHP/MaxHP
ok, I'll experiement with it
Your formula for calculating maxhp from level should not live inside a widget, it should be handled wherever level and hp live (Pawn, Playerstate, Gameinstance, wherever)
BTW you'll want another return for the case where the cast to YourGameInstance fails, just return a 0 or whatever.
ok
How should I go about doing variables for attachments on weapons? I have so many weapons that everything would be too much to put in one place
For example saving what attachments a player has
What attachments they own or what attachments are on each gun class?