#blueprint
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let's say you have an instance editable array variable on a blueprint, with the elements being of some other blueprint type (just some simple properties on an object, not an actor) how do you make it so you can define those array elements in place, in the interface of the spawned blueprints, instead of having to refer to instances in the asset browser?
I think I've seen this done before but forgot how it's called. Might be a property flag or c++ only?
You don't unless they're things like static meshes, or data assets. Things that are instanced like components, or actors, or UserWidgets, you set them through code after spawning.
hello guys I have problem I can't figure out. I can easily get OnComponentHit working on a staticMesh but with the same settings on
OnComponentHit doesn't work on SkeletalMeshes
is there something extra I need to do for SkeletalMeshes ?
Sounds like collision primitives are missing.
Start be thinking how you'd structure a savegame. I'd start with a Weapon attachment structure.
I even tried ue4 mannequin still no luck
I seem to recall it having something to do with collision channels, Alek
How could I set this up?
If i understand correctly, data assets are blueprint structs now? I think that's what i need
No.
oh they might not be the same then, but making a struct out of my array item blueprint makes it editable in place, so i found what i was looking for
Start with the struct.
Struct CharacterLoadOut
Weapon MyWeapon
UpgradesArray MyUpgrades
Etc etc. Those would probably be data table row names
Is the data table something you can make?
What is the way to see if a class falls under a parent class?
That's what casting is
Yes
So I can make each weapon with their attachments and set a specific attachment to true in the data table?
I think this was what I was specifically looking for, but that actually helps me understand it
Oh yeah, I guess I can just cast to a class
You would have a data table of all weapons and also a data table of all attachements, and a loadout struct would just say you have weapon 3 and attachments 5,6,7 or whatever
Just cast other actor to BPP Door
Yeah, I did that and it worked
You're trying to check if the thing is a door, right?
Yup this is how you'd do it. Later if you wanna get more general you'd use an Interaction interface or an InteractionComponent to make it even more flexible.
Yeah, I have an interaction Blueprint interface, but I also apply it to pickup items too
So I just wanted to use that but pick the door specifically
I guess I could just have 2 interfaces
No, the whole point of an interface is that it's flexible.
Interact with door -> door opens
Interact with pickup -> gets picked up
Interact with character -> talk to them
etc etc
OOoh? Really?
The door itself implements Interact, the character doesn't care what interact does, it just tells the door that it's interacting with it.
Oh yeah, it adds items to inventory, and the door opens. They both do different things. I just wanted to add another way to interact with the door you cant with anything else
In fact it doesn't even know it's a door
Sure man. Thanks!
The charcter just calls Interact on TheActorIWantToInteractWith
no problem :)
You make a pretty good point!
Yeah, I just wanted to check and make sure what I was interacting with here was a door. Thanks though. That helped me understand casting more.
Is there a chart on what inherits from what? Just for Reference.
Not really. That's your job as a developer. Engine classes are very shallow as far as gameplay programming goes.
you'll rarely need to go beyond UObject, but there's a lot of gradient in the hierarchy down from there
huh? you can't edit datatables? what if I want to set a character to have a weapon?
you can, just not at runtime
runtime meaning the game is running?
correct
but I want it so when you select a character you get a specific weapon
so you would have a weapon to reference in the data table
and then use your selection to retrieve it
but couldn't I just set the variable to be a weapon name? it would be easier?
set weapon variable ak47
you can still do that. you can get the data from the data table and use it
you don't need to set anything on the data table
apparently https://www.unrealengine.com/marketplace/en-US/product/low-entry-extended-standard-library works if you compile it for ue5, but i was wondering if there were other marketplace blueprint utility libs people like here?
I am mainly looking basic array/list functionality, sorting, map/reduce, filtering etc.
Would I have to create a seperate weapon variable for each character
So like each character has a primary and secondary variable
your characters are all instances of the same character
if you're using inheritance
if you're not using inheritance
use inheritance
I kind of want it to save each character's primary and secondary weapon
if each character has a set weapon then you would just tell them what weapon to have, if each character could choose, you may have a table of weapons, and filter by whatever each player can use
100% you are overthinking this
How could I create a weapon select menu for each character?
the way i would do it, is get all of the weapons from a table, filter it for each character
then maybe display the weapon names and images
this is probably a very beginner question but
is there a difference between these 2 nodes if I'm hooking the right one up to a branch?
for example
How could I filter the weapons for each char?
could have an enum for each char
Enum? lol
so my table could look like
soft ptr to weapon class
soft ptr to weapon img
weapon name
enum
and the enum would set which character can use that weapon
if you wanted to be complex you could set which characters could use it
if there was some overlap
enums are basically integers with names
Is there a way to kind of automatically create a list of all the weapons in a widget
So I don't have to manually create each weapon, attachment, etc in the menus
Because i'd imagine i would have to create a button for every weapon attachment then show/hide them for each character ๐ฆ
i created a blueprint actor named WorldSettings in project root, added a variable called test1, checked 'Config Variable'
where do I set up the config file to set the variable?
This is a bit of an odd question, but is it possible to, at runtime, stream in a level that hasn't been added to the persistent level's sub-levels list?
As a platform for environment practice, I'm trying to make a UE4 version of the popular Gmod map, Elevator: Source
And I want each of the "floors" to be an individual level that, should it be chosen, is loaded in around the elevator before the doors open
yes, for each of the filtered weapons, add a child button
No clue but turning GMod maps into standalone game prototypes is what I've done a few times. Currently got one based on ACF/Wiremod, one like DarkRP.
If there's not a way to do it in Blueprint, there's gotta be a way to do it in C++
in unreal 5, how do I access a variable in blueprint A from blueprint B?
why not just add them but make them unloaded by default
then load the ones you need
Same way as in Unreal 4.
Somehow get a reference to Actor A.
Cast it (if needed) to the class that the variable exists under.
Do what you need to.
Got it! I was worried I'd have to do some C++ hacking, but there's a handy Load Level Instance function built in!
what do mean somehow?
Because that would turn into a mess real fast
As a platform for environment practice, I'm trying to make a UE4 version of the popular Gmod map, Elevator: Source
And I want each of the "floors" to be an individual level that, should it be chosen, is loaded in around the elevator before the doors open
how?
you just unload last level and load desired level
its really not that complicated
However you want. Line trace, event hit, event OnOverlap, whatever is the "trigger"
Because I want the level system to be modular
This is an ongoing project that I want to return to whenever I want to practice doing environments
Specifically, what are you trying to do?
ah that makes sense
finally, someone who understands good coding practice and doesn't insist on recommending spaghetti workarounds!
im trying to spawn an item where the mouse clicked, its working but the object is half in the floor
I guess I need to increase the spawn position Z by the object's half Z-width
your best way to do that would probably to store an array of level names maybe, and load it by that, or an array of level references
that way when you make a new one just stick it on the end sorta thing
I'm trying to get a post process material to change one of it's values based on where it is placed. For some reason I can't seem to get it to assign a dynamic instance of the material. Anyone know what I'm doing wrong?
You can turn on "try to adjust location but always spawn"
That's the plan! There will be a master list somewhere of all the levels; I just didn't want to convolute the persistent level any more.
Now I'm trying to read the position of a specific actor from the level before it loads so I can let the user offset the start position.
@trim matrixAlso if the spawn collision override doesn't fix it, you can GetActorBounds (so you know its size) after it's spawned and adjust its location.
its nice to see ya coming into this with good practices in mind
it seems you have dev experience
I come from a programming background yeah
ye i thought so :P
You'd be surprised how many people in various discord chats will tell you to bend over backwards and make a mess of your code to work with an API's existing functions rather than to write your own core functions.
stick around there's a few us left
Hey I'd love some help, I have a python script that generates NPC dialogue, how could i fire it at runtime and get save the output as variable?
you generally wouldnt with a python script
however if you dumped it into a text file
you could make a parser for it in c++
Inkle can be used with unreal and json files to read in branching dialog.
Pretty sure there are similar plugins on the marketplace for reading text files in BP
Hey don't go lumping me in with you lot.
I happen to enjoy spaghet.
How would I find out when the player has reached a location using the SimpleMoveTo node and then run a function, I'm trying to get the playing to move to a chair rotate and then play a sit animation but I cant find out when the player has reached the chairs location to play the animation
How could I create a loadout system where you press an arrow to switch weapon?
Have what may be a simple question but how on earth do I have it output a set float when i press the left shift key
But it goes in a cycle to the next weapon etc
is there a Event Dispatch for when players are no longer grounded?
Key input -> set variable
You can make one by using the isFalling node from the CharacterMovement component.
Anyone know if this is outdated? I followed as much as I could and can't seem to get it working https://gregmladucky.com/articles/unreal-engine-4-lets-make-a-camera-spline-system/
Camera never follows the path
Looking for some help. Finally got around to setting up some simple sprinting functionality, and it works like a charm with one exception. I'm not too sure (being a beginner) how to create an analogue version of the code (deplete stamina while button is HELD DOWN). As it stands, stamina is only depleted whenever I PRESS the button, which is great, but I'd really like stamina to deplete as I hold the button down as well. I figured Press - Deplete is better off used for something like dashes anyway.
Copy that. Yea i've tried a number of things but I personally haven't gotten it to work how I want yet. I'll keep looking. I tried using the timer but I think it just delays before running the function as opposed to calling the function to run on a timed tick interval
? (also i'm not sure WHERE this would go, so I tried using it within and outside of the function proper
Start the timer on sprint pressed, if you have enough stamina to sprint. Clear and invalidate when you're out if stamina, or when the sprintnis released
this is my take damage function but my armor was being drained below 0 so i put a clamp. did i put it in the rigth place? its my first time using it
No
You want to clamp the result, not the input
But then again the brqnch afterwards doesnt make sense
If clamped to 0, it cant ever be < 0
also i have layed blend by bone but when i want to play my death anim it doesnt work cuz its blended . how would i work around that
what's the name of the function that takes two transforms and an alpha and gives you a value between the two according to the alpha?
I can't find by looking for interp
lerp
nevermind ๐
I'm trying to make a bike in an unreal engine, but the bike falls to the side or does not move at all, how can I solve this?
Practice the pedals first
did not understand. my bike's wheels or itself won't move
any help ?
Help me explain.
There is a GameMode, it starts first and you can specify what to load first. For example, the location of objects on the map or the number of ammo in the character.
I placed in it is this information. This helped me not have to create a special Blueprint that would take over this function.
All worked without problems while the game was on the PC platform.
But after I moved the game to another platform, Game Mode does not load first. I don't even see it loading at all, as the messages left on Tick don't show up, although Level blueprint calls to it go on and on.
Can you explain to me why this might be a problem?
@trim glacier that function is the one you made in the player and is looking for a player class as the target. If you want to call a function from the widget, pull off the widget when looking for the function node (context sensitivity helps)
@ancient topaz Are you printing a message through a hud/widget or are you using print string?
Because level->gamemode->other stuff is how it always loads, regardless of platform. Multi-player vs single player could also cause issues if your not using the game state as a go between
@tawdry surge i used printstring. I compiled Develper pak, not Shipping. My game is not multiplayer.
I don't remember if print string still works in dev package or not
Would anyone happen to be able to help? Only bumping because I'm unfortunately still stumped and Google hath failed me
Here state my own gamemode
You don't have an override in the world settings of the level right?
yes
thanks, i will give it a try later, if it doesnt work , i can provide you more info in terms of fixing that issue, would that be okay with you ?
ok, maybe printstring is not working, but sound is all playing?
give me 10 minutes for compile
Hmmmmm....i used Game Mode, but for my target better used GameInstance?
For level switching you could use game instance if you wanted
@tawdry surge No sound ๐ฆ
You can leave the sound in gamemode or the level blueprint
- Including the ones that are components/part of a blueprint?
- But why?
- yes ๐
- To change materials of all the objects at once
maybe there is an easier method of course
What's the in-game context/reasoning for what you want to achieve?
i want to change all the materials to wireframe ๐
Sounds like something a post process effect can do.
No getting all static mesh, just apply post process material effect on screen and call it a day
If you don't mind the inaccuracy of the line alignments, it's a much simpler setup.
If someone knows how to alter a parameter of a post-processing material at runtime please share cuz I been playing with it since yesterday and I can't seem to get it to change
The same way you would alter parameter of a dynamic material instance reference.
This fires as expected and the values are right, but the effect never happend
Can't figure out why
I've printed everything could think of and used breakpoints to step through. I've tested each peice individually (material, volume, trace) and they all work as expected too
ah great indea thanks a lot !
So it's looking like the assignment of the dynamic material instance isn't really happening. The set of the "settings" struct is by reference so I'm a lil stuck on this
I managed to get it working, albeit I do it in C++ right away
Yeah, I prefer to do BP off the bat for quick iterating but I guess I could make my own setter for this
Actually it might be possible to do it in BP if I make the blendables array with the material ref I want rather than assigning it to an already made one
I'll have to see
and how would you create a wireframe post process material ? i tried with my wireframe mat but didn't work yet ๐
what nodes do i use to set a boolean to true if i am in a certain distance to the enemy actor
weird when i launch the game it immediately removes the widget again
i have this in my PlayerController blueprint
in the log it says "Possess" "Unpossess" in that order
but i actually have the character possessed and can control the character
weird
you may need to "Call to parent" on the event
?
right click the "event on possess" there
and screenshot
(im not in the editor at the moment)
strange
i have my character placed in the world and set to auto possess player0
maybe that is causing issues!?!?
but why would it ...
seems legit
it actually possesses that character cause if i just disconnect the unpossess the UI shows up
so it seems like it calls the unpossess event although it doesnt even unpossess my character
wait maybe it unpossesses something else
hm nah it seems to actually really unpossess my character
while its still possessed xD
Anyone know if this is outdated? I followed as much as I could and can't seem to get it working https://gregmladucky.com/articles/unreal-engine-4-lets-make-a-camera-spline-system/
The camera doesnt ever move but it does look at the player
help pls no matter where i place the nodes it doesnt work plz help
It might help if you describe what your trying to do and what it actually does
@stone wind
@stone wind your object reference is either being referenced incorrectly or being transferred incorrectly on the Event Hit input.
Thats why i say explain your problem and what your tryina do, if you put minimal effort into your request imma put minimal effort into helping
But also ots impossible to tell whats wrong from that little info
it's 99,9% that the collision stuff isn't setup properly
This works for setting the post process material in BP. You can't alter the existing struct settings, but making a new one and assigning that to the post process works
Huh thats a bit funky
something to do with structs only being copies in BP
In c++ you can just change the struct directly
I have a map that I have divided into several parts. Should I create a separate asset chunk for each sub map?
Is there a way to create a piece of reusable function that I can drag and drop in any blueprint but be able to change each instance of the function?
mw, i still haven't been able to fix this, any more solutions ? (trying to make that hp bar updates with hp)
That's something like an interface.
How can I create an interface?
@trim glacier you look like you are calling update health inside update health
this is the player projectile and i want it to destroy the visai_char_ranged character when it hits it :0
mm lemme see the yt video again, maybe i miss stepped somewhere, i got 2 functions one in graph tab inside widget itself and one in player class
this is my widget
Whenever you call update health it will
https://youtu.be/Rr9gYK50IuY?t=6977 timestamped
UE4 2D Platformer:
In this playlist, we'll create a simple 2D platformer in UE4 using the Paper2D systems inside of the Unreal Engine.
Consider supporting the channel on Patreon: https://www.patreon.com/devenabled
Chapters:
00:00
00:10 - Intro
02:17 - Project Setup
03:00 - Default Window Location
04:02 - Auto Exposure
05:33 - Folder Structur...
so he gets the heatlh widget ref and just node connect it to the update health
if i have a child blueprint and i take an event from a parent blueprint-
But i still want the parent blueprint to run-
How do i get this orange thing on "Secondary Action" ?
like the orange event
@trim glacier So you just need to pull off the widget reference in the player when you call the function to get the right one
yea, when i disable context it shows function there, but it just wont connect together
Is player HP the widget
Do they have simulation generates hit events ticked?
if so, you want the 2nd one
both doesnt wanna connect, heres picture from inside the widget
you need to cast to get a more specific reference or make the reference of class playerHP
so in between widget ref and update health i need cast ?
is it possible to copy ik chain from a skeleton to another one?
obv it has the same bones names
if I would cast, what should be the node name ? which cast to ?
perhaps ?
that will work
once you connect the execution pins anyway
but I'd suggest just saving the refence as a PlayerHP object reference and then you wont need to cast
When you disable Start with Tick Enabled on an actor, should you also disable Allow Tick on Dedicated Server or will it not tick due to the first setting ?
Anyone know if this is outdated? I followed as much as I could and can't seem to get it working https://gregmladucky.com/articles/unreal-engine-4-lets-make-a-camera-spline-system/
Camera doesn't move along the spline
@tawdry surge i managed to fixed it, and now everything is fully working , i just redid last 10 steps, i made mistake somewhere in the process of creating widget, thanks for help tho , much appriciated !
you promoted the return to a variable before you set the class on the create node most likely
? @thin panther
I did reply
Im getting a line trace to a wall to determine if i can slide down it (system that works), but how do i make sure im like, move to "10 distance" away from the wall? Of course moving to the impact point just puts me into the wall.
I'm trying to make an one-way forcefied blueprint, that gradually slows the player the closer he tries get to the border of it so that the player couldn't get past it (but could freely walk out from the opposite side).
My current BP is as follows. In theory it should work, but in practice player speed never becomes zero and he can inch all the way to the other side, despite the impulse. What can be done?
@vapid ibex put a threshold and if around it, lower velocity to 0
That or just block the player altogether
@desert flame get impact vector. Get character location. Make new vector based on positions. Reduce it in length.
Yeah but how do i reduce it by length? This was the closest i could think of
@clear turtle Maybe You can help me? After packing the project, and then installing it, my own Game Mode, which I specified in the settings does not start. I checked the configuration settings in the project, in the file DefaultEngine.ini There everything is fine. But the game does not have my own Game Mode. There is also no my own Game Instance. I don't understand why, can you help me with advice?
You are all programming gurus, I apologize for calling you all out. But I'm already desperate.
eesh dont ping all the mods
wait for help like the rest of us
to answer the question though, is the game mode overridden in the level? and it looks like that is the default game instance class specified there
we are at the top of the user list for moderation, not as easy to ping people for help, there are 70,000 people here on the server. I understand your desire for assistance, but do not ping the moderators for this. When we get pings, we come to the channel expecting trouble is happening. I advise you remove the pings from your message, this is a verbal warning, but next time, you will be striked.
ok but that says different
and is the game mode overriden in the level
Yes, I apologize.
I'm just desperate.
But that doesn't excuse me in any way.
@ancient topaz Ethan's ping as well, unless you have a prior conversation regarding this with him, and you're rehashing the conversation.
This is old screenshot, i asked about my problem here before. I trying many I've already tried several guesses and rewritten a bunch of code, but I still haven't found a solution. I wrote about it on the forum, searched for similar problems, but none worked for me.
show a current one then
i cant help off of old info
is the game mode overridden in the level, and whats the current game instance class set
ok so onto the next one, is it overridden in the level
No, it doesn't start at all. I purposely set the sound to be heard when the game accesses it, but there is no sound.
in the level in the world settings is the game mode overriden
you gotta be in a level for all of this to happen
so show me the level
not code
hm so it is the correct one in the world
and that's the first level you spawn in to?
Yes
@desert flame that makes no sense. You can have directional vectors or coordinates. Here you are subtracting a direction from a location. You need to subtract 2 locations to get a direction and them you can either subtract a set amount or a percent.
Does anyone know how to make a Niagara System loop via blueprints?
Just for a showcase Map
does it work in editor, and just breaks in packaged game?
@thin pantherYes
In PC platform is ok
But in another platform is not worked
yes, after package game
Not in PC
In PC is ok
what other platforms are you tryina build for
cause if its consoles it seems you need addons for that
which you can only get via application + signing an NDA
80 votes and 26 comments so far on Reddit
macos can be another tricky one sometimes
@ancient topaz
what are you showing me
look, my gameinstance and gamemode have a name and way like this
Content/Zombi/BluePrints
that doesnt look like it matches you ZombieGameMode
hmmm... you right
i close and open this ini and it is right GameMode
it is very strange
Ok. I will try to compile
@thin panther
no,it is not working
well you've just deleted it from the ini
try changing it to the actual game mode
i imagine it might be ZombieGameMode.ZombieGameMode
without "_C"?
Thank you for your help Bro!
Is there a way to change the target for a blueprint without having to delete it
Target? Parent?
They moved Ctrl+W to Ctrl+D in UE5. That feels weird.
This is from a blueprint I downloaded it, but I want to change the target to a different blueprint I have.
For most just refreshing it after I changed the default worked
Nevermind I found out how
For some reason my event ActorBeginOverlap is not triggering for cubes that I spawned on runtime. They go through a collison box and nothing happens. Any reasons why that is?
Setting post process settings for a camera appears to overwrite all parameters including those not exposed as a pin. For example, I do not have saturation exposed here, but it will reset to 0 when this is called. Is there a way around this?
Runtime spawning shouldn't matter unless they're somehow spawning inside of the overlap. That might not run it. IF they're spawned outside, check their collision settings with some debug prints.
Sorry I'm still a novice at this stuff, how can I check debug logs?
How could I create a loadout system where you press an arrow to switch weapon?
It needs to go in a cycle of weapons
You create them yourself with PrintString. Get a value you want to see and print it in the middle of your execution.
It tells you what the problem is
If you want it in the actual BP just create the variables in there and replace them
If you found the solution don't delete the post so others can see it too ๐
@velvet roost
Hmm I donโt know what U mean
Do u mean event tick I dunno how it works
In the details of it there should be an option called like that
This is the problem that is popping up, sorry, deleted ti in an attempt to get a better picture. I broke the nodes and refreshed it and it fixed some, but not all. It isn't letting me change the target
Ofc cause the reference is wrong
U know?
Cast to that class
Didn't really follow the discussion but it should generate a event on hit if you check that and collisions are setup right
Does the Event Hit fire?
Print String before the Cast
I did cast it, but it still shows the error despite having them originally starting now with the new object
Move the out pin in that offending var getter node
so I'm currently working on an fps game, how would I make it so I can switch weapons. Each weapons has different animations so how would I be able to do it?
https://www.youtube.com/watch?v=IgR-PtaMloI I suggest following this tutorial series. Covers everything you need including switching weapons.
We will be going through together how to put together a shooter game that has different weapons and eventually getting to randomized loot, alternate fires, and many other staples of shooter games.
Support me on my Patreon and see episodes 2 weeks early: https://www.patreon.com/ryanlaley
Not exactly BP, but you may want to take a look at the ShooterGame sample
Anyone got a clue why getting forward vector of a capsule or arrow and multiplying it for a Projectile movement component Velocity does not send it in the right direction?
Does it go in the opposite direction than you expect?
some weird offset
hmm. Is it spawning in the right location?
Feeding it the raw forward vector * float for velocity
Yeah
nhvm im dumb
forgot to reset the rotation
its a circle so i did not notice ๐
What's the best way I can check if a specific class of actor overlapped another every tick?
running my game I see these red error messages in UE oputput but it doesnt give me an error when I stop it like it does for other errors and tells me what node needs to be fixed
what do these error mean if it goes red in the output log but never gives an actual error like it usually does?
How could I create a loadout system where you press an arrow to switch weapon?
It needs to go in a cycle of weapons
Performance question: If I have many moving spherical zones, what would be the most performant way for each zone to check if the player is within it every frame?
I know there's a a handful of methods like IsOverlapping, Spherecast, distance calculation using zone radius. But what would be the most performant?
does it include switching animation bp?
Not sure. I know it handles weapon switching.
You could simply use a boolean check to see if you are holding a specific weapon, or an integer.
Basically
If specialweapon_equipped is true, Use a different animBP.
or set animbp to animbpasset
what blueprint thing changes the animBP?
like how can i change the animBP in the blueprint
Really depends on how exact it needs to be. If you need to know if a hand is overlapping, that's more technical and should probably rely on overlap events with the player's mesh. If you just want to know if the character's center is in range, then a simple distance check based on sphere size is fastest.
There is a node for it. You can try searching or if you give me a few I can find the node name
but I think its literally 'set anim bp' or something of the sort
You bet. Sorry for being a bit vague.
its fine i was also being a bit vague
Oh interesting I wouldn't have guessed that. I'll use a distance check then thank you!
Sphere overlap is the fastest check in any geometry because that's all it is is a distance check to a point. That's why character capsules are pill shaped, it's mostly the same. You can check it via a projection to a line and then a simple sphere's distance check. Distance checks are exceptionally cheap.
This is awesome to know thank you again for the detailed response!
Yes.
yello is there any way to get an actor in the game mode so I can reference it anywhere
cause rn i have the main player character connected to my game mode
but i need to put the boss in there too
How can I turn a specific mesh into another mesh
replace a weapon in the players hand with a button widget
Im using the FPS weapon bundle
mesh
Your weapons should be actors
i dont think i need to though
because they dont need scripts
They should
i have a script for this in the character
Unless you plan to do nothing with them
That shouldnt be there
It should be in the weapon
How do I change the actor?
The only thing the player should do is tell the weapon to fire and reload basically
You should get used to separating logic
should I just spawn the actor in the hand slot?
Edit: Nevermind. I just wasn't doing it properly. For those with the same issue, get the postprocess settings from the camera, drag off of that and then add a "Set members in PostProcessSettings" node. Expose the pins you want and set those variables. This will modify the current post process settings instead of overwriting all of them.
How to update Pak files?
Okay how does one shrink the collider capsule and have it shrink towards the characters feet? I am trying to use the Capsule half height but that shrinks it toward the center not the bottom.
You dont
Thats hiw it works
Pivots in center
Just move the character up when you do it
okay thanks
I've set nav links in my level and am using the Move To task to make my AI move. Apparently since Move To gets called constantly it is causing my links to bug out. At least that's what I read on a couple forums. How can I fix this?
my ai character goes over the link but it doesnt trigger a breakpoint for some reason
@thin panther how would one do this?
yes move up
click the character and move it upwards
I need it to only happen when a key is pressed. So any other time the capsule is normal size
But i think i got it figured out. Thanks for the info
Press key -> change capsule size -> move mesh
Release key -> change capsule size -> move mesh
thanks
I have a slide!!!! lol thanks all for the info
Lazy man's approach is Get Actor of Class node, select your class type, and feed it into the Cast node's object pin
Will only work reliably if there's only one of that actor class spawned in the world
doesnt work
rip
So what does the Note say?
return value is already bp weapon master
Oh yeah, lol
Don't need the cast
Cast checks the object's class
But if you're getting an actor of class, the class is already identified
Cool screenshot
?
Get rid of the cast node
Use get actor of class
If it doesn't work then maybe the actor isn't spawned into your world
Idk jack about your project. Is there a BP Weapon Master actor spawned into your world somewhere?
no
Not a lot of experiance doing 3rd person, how tf do i get the springarm to collide with a wall and not just clip through. I'm not understanding how some of these settings work
Well, you can't work on something that doesn't exist
im trying to change the mesh of a weapon bp
but its in a different bp entirely
idk if that helps
Is this weapon actor spawned at runtime?
So are you trying to spawn the weapon into the world at runtime?
yes
Then you have to spawn actor of class
And then possibly attach it to your character's hand
There should be a node for attachment
But i want to change the mesh of the weapon with a keypress
The output of the "spawn actor" node is what's called an object reference. You can use that output to manipulate the spawned actor.
but i cant f ing do that because of the stupid object input lol
- Spawn actor
- Attach if needed
- Set skeletal mesh etc.
So the mesh is in the player BP?
Get "current weapon" and from that, get skeletal mesh, and then set skeletal mesh
You saved the output of the Spawn Actor node into a variable, which is good practice
By putting that variable on the graph, you can manipulate the spawned actor anywhere in your BP
The cast node is unnecessary in your screenshot
i suppose it just needed a reference on what to change?
Cast checks the class, but the class of Current Weapon is already known cuz you spawned it with "spawn actor from class"
Yeah
oh right so before i was trying to edit the bp not the actual thing i just spawned
got it lol
In the long term, you should learn about class hierarchies. Usually you have some weapon master class that has all the code common to all weapons, and then derived child classes that have customizations for each weapon type
Rather than one mega BP that represents every possible weapon
But for now yeah, if it works, it works
^^ Fundamental of OOP, definetly something thats a must know
you still shouldnt be changing the skele mesh
different weapons behave differently
you should be making and destroying different waepons
like BP_AK or BP_AR15
cause they function differently
Yeah, class hierarchies like I said. Look em up
^
alternatively you could just have a master class
so rather than
weapons_master
- weapons_rifle
-
- ak47
you could differentiate those diffs with data assets
kinda like how lyra does it
but the whole reason ths doesnt work the other way, is cause the fundamentals of firing a shotgun and reloading it are very different to a rifle
Can anyone tell me the directory ~size of a Lyra install?
Ok, i will ask in the general room
ok
when moving left or right my character seems to jolt even though it's smooth when moving forwards
Im working with ALSv4 and i was trying to retarget the Skeleton to smthn else to try something, but it messed up all animations and now they dont work anymore. When I imported an anamition, it wortked fine, but all the other animations that were working in the playable character before, don't anymore. What can I do to try to get back all the animations?
Is there something obvious I'm missing? The regular Input works (below) in this Character but the Enhanced Input Action only works on the Controller?? Am I doing something wrong or forgetting something?
@thin panther any reason you wouldn't just change the anim BP in use, when you change the skeleton mesh?
this was what I was missing btw
guys i have having a problem while trying to make a main menu for my game
but the ingame hud i have is overlapping the main menu as well and i cant make it go
can anyone help me out here i am sitting in Support VC
cant remember if in a timeline, but if you right click the keyframe, do you have the option for Weighted Tangents? I think if you check that, you can pull them shorter or wider...
nope got nothing
unreal forums say it can't be done

was on the feature list in 2016
Is there a way to have a generic enum type as a input for a function? or bitmask integer?
like with the make bitmask function, where you can choose the enum type and than on the input select the according value ๐
Hi everyone, Can someone tell me if "Find collision UV" works on "Geometry Collection" Actors? ive been at it for day's and found nothing. Any help would be appreciated, thank you. BTW: im on UE 5.0 official release not preview
Hey i wanted to ask if someoneknows a efficient way to calculate the closest pawn from my position.
I had something but it would just get ur fps down to like 20 for a second where the calculation started
I am trying to take my camera control logic out of my level blueprint and put it into a pawn blueprint. It all basically works except getting the forward/up/right vectors aren't updating based on camera rotation
in my level blueprint, this works except I'm using "GetActorRotation"
and "AddActorWorldOffset" instead of "AddWorldOffset"
so seems like I'm not getting my camera rotation properly in my Pawn BP
because its better to group the weapons individually, as they behave differently, not only the animation changes, but for a lot of weapons it changes firing patterns, recoil etc.
which is why you would separate them out more
either into individual weapon classes, or master calsses for each weapon subclass that differentiates based on a data asset or smthn
If they did fundamentally different things maybe. Grenade launcher vs ray gun should be different classes. Shotgun vs rifle is a stretch. Recoil, fire rate, etc isn't unique enough to really require a new class imo
shotgun vs rifle defo is unique enough
one fires many shots
the other doesnt
its all about separating funcionality for readability too
less spaghetti
you could just do all of this in the player character
but why
now if it was maybe the difference between a sniper rifle, and an ar15 i would agree
but otherwise if they function different, treat em different
That's an extreme example.
But an enum for singe, semi auto, auto, and spread shot encapsulated in a function handles the spaghetti
the reload on a shotgun is much different to a rifle too, well depending on the shotgun
Thats a montage. Easy swap
but also its just easier imo, say i have a data table of weapons, i would say its much cleaner and easier to have a soft ptr to a weapon, than otherwise
no in terms of functionality theyre different
not just animation
rifles reload all of their ammo in a magazine, shotguns quite often have reload cancels so you only put one in a chamber
in a pvp game, which i think this is that is very importnat
@trim pollen i did similar with this but my camera is on a boom which is on a mesh
Hey, how do I change the color of the water? (like one of the 2 colors in the blueprint) , without changing the color of the foam, now when i try to combine them either the foam disappears or the foam color changes to the same color as the water itself, how do I keep the foam white but change the water color?
yeah I have this too just not in the screenshot since it's working correctly... the rotation is being set, but it's not being gotten correctly i.e. moveforward always grabs the same value
oh sorry read too quickly
Right. They are usually anim notifies in the montage.
I just wasn't sure if there was a reason to avoid mesh swaps that I was un-aware of.
I do agree that having a data table of all the relevant information for each weapon is the best way to group the info and keep the swaps clean
oh no there is no reason
it is a valid way to do things
its just preference
my preferred way is to subclass into diffferent types, and then go either classes for each gun, or data assets
and i also think it's the least confusing way to do things
which is why i encourage it
i either like to go Handguns, Rifles, Shotguns, Launchers as separate, or even things like Semi Auto, Full Auto, and Spread and projectile weapons
although i think the former is better
if i wanna find a specific handgun it will be a lot easier for example
just neater imo
not actually a dont do this its not performant thing
is there a smoother option for drawing a non-colliding beam between a static object and a fast moving actor? currently using a cable but it looks terrible at speed as it is jerky
does it need to be physics simulated like a cable
if not you could just use splines
but with anything fast moving it may look a bit jerky
hi guys i have a slightly very confusing question about splines. im working on a little nightmares style 2d platformer and im wondering how to find the closest spline location on the y axis. in the graph below the black dot would be my player, and the red line would be the typical result of "FindLocationClosestToWorldLocation", but my blue line is what i need as it would get the closest location on the y axis. is there any way i can get this?
sorry if i phrased badly this is very confusing
not sure entirely, but you could try getting all the spline points then checking distance
which ever pline point has the shortest distance would be your closest one
well its not actually the points, its really just the location on the spline
ohh you wanna filter out the height
Ok. I don't see much of a functional difference in pistols, rifles, and shotguns. Launchers, trigger able,etc.. I make into there own classes because they're code is different enough.
I like modular but not extreme encapsulation like Lyra. I find that project so confusing
yeah there definitely isnt much of a functional difference between pistols and rifles
well if you look in the graph i posted above, i want to find the closest location on the axis
i dont believe ue can do that
you'd be better off asking a mathmatician heh
again its really just preference
lol ue can do anything you just need to make it do it
yea thats just a math algorithm that is above my head
its gonna be some custom math function that i cannot think of off the top of my head
theres probably not a framework call for it
just search google its prolly not to hard to implement once you learn the fancy name for it
otherwise you just draw a line
is there anything actually on the spline
or is it just a line
cause you could always just trace downwards
actually ye
but i want it to keep the y position of my player
ye
so trace downards until you intersect
the intersecting point is where the camera should move
i dont really see how that would work
ill make an example
so this is a top down view. i basically want the camera to keep the y axis of the player while also staying on the x and y axes of the spline
dont believe this would work in a 3d scene though?
i apologize it is not
yeah its very confusing
if anyone else has any possible ideas on how i could do this ive been trying to figure this out for hours ๐
Pretty sure you can "get point along spline" and just loop through them all to find the closest one. Then use the return data to drive the camera
Thats what i suggested intially
how do I make a actor launch a projectile when i press a button, I already have it to when I press a button I launch a projectile
im not looking for a point, im looking for the closest spline location on an axis
ok seriously does anyone know a solution to this im about to lose my mind
how would i change the olor of this effect ? can i do it here or do i have to do it in the texture/material
There's some way to make it a parameter and then you use Set Vector Parameter on a reference to the particle system on the BP side. I haven't used cascade in years though so you'll have to look up how to do cascade params
how do i use the spawn emitter node with niagra? i think that is the latest system
You just... Use it? I'm not sure what you're asking
Probably spawn Niagara system or something like that
Spawn System at Location
Or spawn system attached
Probably a way to spawn it as a component as well
oooh so its spawn system and not spawn emitter. ok sorry most of the tutorials iwas watching had spawn emitter
ok thanks
Question: is there any documentation about WFC (wave function collapse) experimental plugin in UE4/UE5? or some sort of sample? trying to figure out how it works.
Is that a quantum physics plugin?!
yeagh ๐
Manually iterate along the spline
i found a way. it was very weird but i found a way
So there both is and isn't documentation on it.
๐
@mental trellis yeagh you correct, there is like some stuff, but just about functions
I think you missed the joke ๐
I think it would actually be cheaper to spawn an ism or smth along the spline so that you could trace for that specifically (or not even trace, just get the instance at your x/y location
I think he was making more of a quantum physics joke than a reference to docs
Schrodingers cat kinda joke
can we not dwell into schrodingers plugins? ๐
๐
๐
Since i see people correcting their spelling.. Schrรถdinger's cat
i actually found a different way
How do i get the angle at which another actor is relative to my actor?
So i have an actor turned to the west and another actor presents itself from his right side. How can i know that he is coming from the right side?
I didnt bother looking it up, just copied the other person. ๐ค
it was oddly simple for so much time spent
๐
more of a procedural generation algo it seems
Is it always on a flat plane? Just using yaw?
Or do you want a complete 3d orientation difference?
yeagh, but i don't want to build that by my own hands :), thought that plugin would be helpfull
for now yup its a flat plane. ok will try that
DeltaRotator
Delta rotator? I put the rotator of the two actors in it?
@fiery glen i had some built long time ago, but as always looking for easy way ๐
https://twitter.com/rbutrimavicius/status/1281096232052678657
well it is working... for now :D #rng #randomgenerator #UE4 #unrealengine #blender3d #unreal #indiegame #gamedev #blenderart #gameart #leveldesign
wow, sweet!
the new version has two splines, the one above is what the player position is located to. the spline track on the bottom is what the camera runs on. really hard to explain setup but at least it works
but it's super simple, built in BP's. god i will make that stupid plugin to work.
so i use getactorotation? How do i get where the angle of the other actor is presenting himself from?
If they are the same "duration" then it works :)
No, you cbasically compare the current rotaation of actorA to the findlookatrotation towards actorB
Just the start portion, nulling out pitch and roll,
Input being this
Sorry for the messy pics, from a different project with a different purpose (radar)
thank you. i see now. this is complex
Let me know if you get it working
Had a lot of iterations on this (untill i found deltaRotator)
@gentle urchin its working. its giving me a number that i think its the angle. there is only one issue. is that the if the actor presents itself counterclockwise like at 11 oclock. Then it gives me a negative number like -15ยบ. But the other side is +15ยบ
wasnt it supposed to be from 0ยบ to 360ยบ ?
Sweet, well done!
Well, no not really ๐
Do you need it to be ?
could always add 180 to the result, if that helps
thats exactly what i was doing ๐
And did that work, or are you getting weird results?^^
0 would show as 180 then, which prob is not what you want
im getting weird results. its not giving 360ยบ at 11 oclock
11 would be 360/12 *11
thats to give 11? but its not giving 360
YOu have run into my worst nightmare.. 360 degree math in Unreal
I just hope you two continue talking in the public room, so others can learn something
Its the best way to go about it if you can :p
Otherwise you could check if the result was less than 0 and if so add 360 to it
nice. but im already working with the 0 -180. its working well. its just i was a bit ocd with the 360 ๐
(other actor location - my actor location)->make rotator
FromX, no?
In reply to me? No.
Hmm doubt its just into make rotator atleast
It is. That will give you the rotation from your current actor to the target actor (converts direction vector to rotation)
I mean, it may be called "make from x" in BP, I honestly have no idea.
Make rotator just constructs a rotator
I was doing more pseudo code than actual node names. Sorry for the confusion.
No worries
Is it possible to programmatically edit a curve? Either a curve asset or a curve variable if it's even possible to have a curve as a variable
Everything is possible. How do you think the engine does it? ๐
Diving into the curve code will be tricky, though.
Well I mean from a blueprint only non-code user
This seems like something which should easily be possible since you can already do it with splines, but I don't need full 3d with splines. More importantly though I need to be able to get a specific value at a given time along the curve which Splines can't do being completely 3d and being able to loop over themselves and all that
A curve is exactly what I need so I can ask it what the Y value is at any given X, but it seems the only way to do that is with a curve asset which can only be edited manually as a separate asset
I highly doubt BPs can do it.
what could possibly make my onCursorOver events trigger only on collisions with UI preset?
Edit a curve, that is.
anyone experience metahuman imports without hair ?
Guess you could get into a curve and how its done on the backend
Just seem to be a sorted array of keys
And interpolation rules
It's entirely possible to get the value
The "Get float value" is exposed to BPs for float curves
Yeah but for editing
Not for editing.
Which is why if you made it from scratch in bp youd be able to edit it
The keyframe data isn't exposed to BP
You can make a variable which has all the data required for a curve, but there's no way to actually use it to make a curve or use any of the functions like that get float value from it
Define "make a curve"
So you know, there is a whole room dedicated to UMG
In editor details panel?
It only needs to be in-editor
Guess i misunderstood what you were after then
Programmaticly edit a curve, without going into cpp, would mean recreating the curve class in bp, making the functionality yourself
Creating helper functions for adding, removing, adjusting keys
And that curve would not be compatible with the curve editor
No, it would not
Youd need your own editor widget for that
๐
Quite a lot of work for limited use i would guess
I've looked into that, but even after the ton of work required there's still no way to actually use it as I need
I guess I don't fully understand why curves are only assets and can't be instance editable variables themselves
Like how you can have a spline in a blueprint and edit it to be different in every instance of that blueprint. I've done a lot with splines, but I need a curve in this case
I could probably even go as far as creating a curve asset for every single instance of a blueprint, but then I hit the issue again of not being able to have the blueprint edit the curve. I'd need to manually open and edit each individual curve asset separately which is not a viable workflow
hi i have made a niagara ribbon (purple) come out of my gun when i shoot it but it does not go far at all, i was wondering why this could be because i have its end point be where the line trace ends, the line trace hits the wall, this purple line does not. ty ๐
May i ask why you need a curve per instance ? Sounds like something that wouldnt be that different?
yes, but the problem is, it should have nothing to do with the UMG. I need a mouseover event on the character, but it only works on status bar for some reason. Not on the mesh
The same reason why you'd have a spline be different per instance
I am not sure a 'mouseouver' event work that way.. perhaps you could use the.. i forget what it is called, but it Gets what is Under the Mouse Cursor
Gotcha
I'm doing geometry scripting stuff basically
Ok, i was thinking of "Get Hit Result Under Cursor by Channel"
apparently the issue is with pawn collision ignoring visibility in 5.0
@strong halo Oh. That's not good.
switched to blockAllDynamic - started working
Maybe I can take a different approach. I could probably do fine with splines, but then I'd need a function to get the Y of the spline at a given X. I imagine that's possible with some math wizardry beyond my level of understanding
Hello,
I am new in ue5/4, I have never dived deep into it but now I would like.
Do you know good video/playlist/channel about blueprints programing?
I found this one, I think is long enogh, start from the beginning, and fresh:
https://youtu.be/W0brCeJNMqk
I know it is not enough to watch only one video (I've been watching videos like this, for a long time).
I have a strong programing fundamentals, I have an msc degree, in computer science, and used unity for a couple of projects.
Is there any breaking changes in the UE5 blueprint API compared to UE4?
So if I found an older video, does it help to me to learn, or just give me confusion, because then I cant find those methods.
Making a game? Check our store: https://www.unfgames.com/store
Learn Blueprints in Unreal Engine 5 with this in depth tutorial!
By the end of this tutorial you will become confident to code mechanics for your games using Blueprints in Unreal Engine 5. This will be a real from zero to hero journey!
You will learn the best practices to use Blue...
I followed a lot of different content creators to learn, to diversify the input i was getting
There are many ways to do many things, and i often found that a combination of what i learned was what i deemed the best way
Then trial is error to fill the gaps, and much help from this place๐
Could you please mention some of them if you remember ?
The only one i do remember is UnrealGaimeDev, they're starting to get pretty dated
Dev addict does a good job. His multi-player rpg tutorial is pretty well rounded
I'm trying to rotate multiple cubes at once with a single mouse movement but instead of moving multiple it just moves the last one i made any help?
Show some code
Sounds like you're not iterating an array of cubes for rotating them
Hey I am using simple pawn sensing in which when my 1 ai see to another he chase him but not doing so can anybody tell me how can I fix this
I fixed it i just turned consume input off
Delta *0.02 should be reallllly slow?
Like... 360/0.02 = 18 000
Thats 18 000 seconds for one rotation
My bad
0.2*
So 1800
Lol nvm
Ignore me
Its axis.
Not event tick !
Sorry ๐
I have this AI MoveTo, but i cant add reference to self but it is done in the tutorial im watching
Any ideas?
Sounds like the bp you're in is not derived from the pawn type?
Up in the right corner you can see the parent class
You can reparent it
@thin pantherHi, if you want to know, this is was realy engine glitch, after restart PC all be ok. I talk about Game mode and Game instance.
Oh thats good then :)
i want to attach a camera to the muzzle socket of my weapon mesh
how would i do that
hi i have made a niagara ribbon (purple) come out of my gun when i shoot it but it does not go far at all, i was wondering why this could be because i have its end point be where the line trace ends, the line trace hits the wall, this purple line does not. ty ๐
Do you know how to bind event to on hit?
For testing purposes they were bound on destroyed so was easier to do
now since they can ragdoll
I would like to end the jump when all enemies are moved or touched
but doesn't seem to work
anything wrong ?
Hey, i'm trying to implement guns to my game with third person character and i'm wondering, if i should "fire" bullets from a center of the screen or from a barrel of a gun that i should somehow move to center. What's the best practise for this?
@quasi wigeon you have the bullet fire from the socket (place a sphere in the barrel or just after) and have it spawn from that and you can do line trace bullet as camera im a noob but it works for now and ima keep it for a while
Depends on the game style. Personally. I project the player's screen center point to a plane just in front of the actual character and line trace from that outwards. Works for both first and third person. Bullets are reasonably aimed towards whatever was hit but still spawned from muzzle of weapon. Animations interpolate towards aiming direction. Looks fairly nice except for a few rare moments that are mostly never seen except for middle of hectic times anyhow.
oh, yea, that's what i wanted to hear. Thanks guys ๐
Is this a bad way to approach this? A BP full of child blueprints as the pieces?
Hi
I have an issue with my fps character animations, when moving forward the character animations are fine, when moving left, right and backwards it seems to jump to the position and jitter about when moving
Idle is fine too
Why not just have a manager that stores references
If theyre all child actor components then ye it can be an issue
๐ฆ
Can you elaborate, @thin panther ? I'm not very experienced
What's the manager exactly?
Well the way i would do puzzles like that is have a class, that holds references to puzzle pieces and monitors if theyre all correct
That way it would be easy to make new puzzles
I could have a 5 piece puzzle or a 500 piece puzzle ajd they could all work with the same code, just tweaking the variables
And where do the pieces live? Are they just added as public variables?
Any good general bp tutorial apart from uelearn.com ?
Ye
You just assemble your puzzle from pieces
In the level?
Okay I see, thank you
No problem
if I have two collision boxes for overlapping the player, for example a water hitbox, if the player moves from one to the other, how would you work out when to tell the player its not in water anymore? because obviously end overlap will apply when you leave the first one even if youre in another
Im sure I thought of a solution to this once I just cant quite think how
how do you make a multiplayer compatible picture in picture
where more than one scene component can be active at any given time
How do I make this event happen whenever an enemy gets hit by an impulse or whatever ?
Event Hit -> Do Thing
I have to do it binding the actors that I spawn because I need to count them
What exactly are you trying to do mechanic wise?
I am making an endless runner, there's a tile where enemies ambush you, when I enter the tile they spawn and they get counted, I jump playing an animation and when you kill one of them they go -1 integer till it reaches zero, then my game state changes
Here the video
I've put Destroy actor for test purposes and the bind on destroyed event
but since they have ragdoll I wanna change that they get counted when hit
Do you see the screenshots ?
How do you add this to a blueprint class? I am watching a tutorial but I cannot find an option to add such a thing...
Just add a scene component
That is a scene component named Target
Yeah because that's the name of the component in the actor. Look for scene. You can call it Banana or Bobba or whatever you want
Ohhh I found it, thanks! It has a different icon than in the video lol...
Make sure you understand exactly what you're doing and aren't just following along verbatim.
Yeah, I'm very new to Unreal and the weird concepts, I'm coming from using Unity which is very different
Wow I've actually been looking for something like that! Thanks a lot mate!! ๐
Accessing variables and sharing data between different BPs is a nightmare, is there a plugin that makes thing easier?
@odd ember Hi do u know an efficient way to calculate the closest pawn
please don't ping people at random, it's against the #rules
Hey, have some looked into LyraStarterGame AnimBP sample and know how GetMovementComponent is called from PropertyAccess ?
The docs for UE5 cover this
About halfway down
Thanks, I will take a look.
hi! I'm trying to create a drone type enemy and would like it to have accurate movement when flying. How can I get it to rotate properly while its moving left and right? Here's the blueprints i have so far for the movement and strafing. https://blueprintue.com/blueprint/a7d137d_/
Still don't know, how the function it's called inside this Propert Access from the function. Tried to replicate this but it does not show my GetMovementComponent function that I created.
Click on the function and check to see if it is a binding.
Anyone know what this node is really called, hate how material nodes sometimes have a different name then what is shown in the actual blueprint....
nevermind i found it, always happens when i ask lol.
It's binded and cast to movement component
Hey all! i had a problem where i get all of my collectables nothing happens. any ideas? (i made my own system so im not sure what I did wrong)
I'm trying to spin and move these on their relative up axis. How can I determine their up access so that this works no matter how I rotate the board?
Add actor local rotation works but it doesn't lerp it nicely since it's just adding 90
If this top part is actually running and actually lowering your count, then I would check your initial collectables left value. Also on that note, you rarely ever want to actually == that stuff. For systems that check if all are done, always do <= 0.
Get Float Value. Plug curve into target and the time in the curve you want and it returns the value there
ok i changed it to "<=" but the true value still does not call the print string
^
ya its running, the print string is being called on that one too
Hey would someone be able to help me with an issue I am having with the vehicle movement component please? The issue is when turning and having not throttle the car wonโt turn at all but when you add throttle the car starts to turn
If yes, what event checks the <= code? Try printing the current value to see if it's actually lowering and what it is and why it's not going <= 0
ok let me try that
heres what calling it, im in a level using the event begin play, might that be the problem?
just tried to make a custom event, that didnt work either
Not sure unfortunately, I just saw it in the docs myself. Can't dig too much right now, at work.
Beginplay runs once. At the beginning. So you asked it at the beginning if it was <= to. Then just kept decrementing the integer. You're never actually asking the code again if it's <= 0.
huh, ok. so how would i ask the code to check if its <= 0
oh shit
i put it on an event tick and it worked
but i dont wanna use an event tick because well, its not good on performence
Depends. If you just want a quick prototype. Check on tick. If you want it more correct and event driven. Make a function in GameMode that decrements the integer instead of doing it in other classes. After decrementing the integer, run the check code. Call that function from other classes to decrement the integer.
ok thanks dude
come on someone must know this lol I feel like an idiot even asking
I do this... but in your case, it would be on End Overlap then...
Got a slightly more complicated question. I'm using this simple blueprint I found to make a character (just a cube with pawn sensing) follow the player. It works fine, I added a Nav Mesh Bounds Volume and the cube follows the player.
The problem is that I want the player to be able to spawn in the cube by pressing Q and make the cube disappear by pressing Q again. I also made a blueprint for this, but when I combine the 2, the cube ends up not following the player at all. Does anyone know why this is and what I should change in the blueprint?
The first one is from the Cube and the second one is from the Third Person Character
wdym? end overlap would tell the player its no longer in water, but what if it passed into another water body first?
I put all the colliders into an actor.
Whenever you leave a water volume, check if you're in a water volume
Hmmm... when I press "Browse to asset" inside of a Blueprint it does not bring up the Content Browser??? Anyone had this bug before?
It never brought it "up" for me, it just put the content browser into that asset's location and if it was in a different window from the one I had active, I had to manually just activate that particular window
Yeah, not doing that either. I wonder if I have to reinstall UE4... :\