#blueprint

402296 messages · Page 886 of 403

wise tide
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is there a way to dynamically change the opacity of my players material within the player BP?

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without swapping materials

grand valve
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If its a translucent material with the a parameter in the opacity slot, yes

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but it can be bad performance to have translucent materials always active

wise tide
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hrm, couldnt I change the material to translucent when I need it to be? Or is that not possible, in the BP I mean

grand valve
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unfortunately no

rotund marlin
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hmm is it possible to make a train stand-able on as it moves over blueprints or na?

grand valve
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you can swap the material, but not change its blend mode at runtime

wise tide
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perhaps there is a better solution to my problem. I allow players to choose their own skin by swapping the material from a UI menu. In my game when players die they turn to a ghost which is a transparent version of their skin.

I could perhaps duplicate every single material and add a ghost prefix, and when I change the material to the ghost version I do it by name or something?

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or maybe the bad performance wouldnt be an issue in my case because I would only use it on the players and they are extremely low poly (made out of flat surfaced cubes) max 12 players

grand valve
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thats a possibility

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yea im actually not 100% sure if the performance is terrible if the material is translucent but at 100% opacity..

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i just know if you stack 10 windows behind the camera at 50% opacity

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you are drawing pixels like 10x

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there is a base cost for enableing transparency but

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it might be ok in your case

wise tide
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I might just give it a shot and see how it performs, if I notice any issues I can just go for a different solution and if its too difficult I can just make the ghost not have any skin and just have a default "ghost" skin instead

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ty for the help

grand valve
wise tide
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interesting, ty

maiden wadi
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To be fair. A couple of transparent textures on a character or fifty probably won't really be noticed.

wise tide
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How do I actually access the parameter in my BP? I assume I need to cast to the material so I tried the node for that, inputting my mesh, but it tells me it doesn't work like that

grand valve
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you just do set and get parameter nodes, and you have to just match their Name

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you dont need to cast to the specific material, you just need to be referencing A material instance, or a primitive (mesh, static, skeletal) component. There are nodes that accept either target

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I find the easiest one that handles most of it under the hood is "SetScalarParameterOnMaterials" and that takes a primitive component (static or skeletal mesh) as a target

wise tide
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Yep, works perfectly. Thanks

versed sun
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Does anyone know if the Element Index in a hit result can return the Element of a static mesh?

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i always get 0

sacred canyon
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maybe something about collision

maiden wadi
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Or wait. No, that was Item.

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I don't remember Element though. Checking source.

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Element seems to be a new value specifically for Chaos Physics.

wraith crane
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Hey! I dont know why the RemoveFromParent dont working. I can open the pause menu but i cant close it. Can someone help me? pls

wise tide
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I want dead players to be able to interact with specific objects that living players cannot interact with. I have this setup correctly however both living and dead players can see the objects.

I want to make it so when a player dies it will render these objects for them somewhere in the BP. The objects don't have to be meshes, they can be HUD elements or anything.

trim matrix
wraith crane
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yes

trim matrix
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First time you hit the button, you create a NewWidget and add it to the screen

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The second time you hit the pause button

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you create a NewWidget and remove it from the screen

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The first widget you created does not ever get removed

wraith crane
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but how to remove them?

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Neither is removing. I have the transparency of the widget set to about 10 percent and every time I click the button it turns off
darkens

trim matrix
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On button press
If game is not paused
Set GamePaused to TRUE, Create Widget, Add to player screen, then save the created widget to a UserWidget variable.

if game is paused
Set GamePaused to FALSE, remove widget from parent. The important part is that the target for this node will be the UserWidget variable.

covert schooner
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how do you open the levels blueprint in ue5? There is no "blueprints" section like there was in ue4.

covert schooner
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thank you!

maiden wadi
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Advise avoiding the Level BP unless you explicitly need to use it though.

trim matrix
# wise tide I want dead players to be able to interact with specific objects that living pla...

HUD elements and meshes will need to be handled differently. For actors I can think of a couple different approches of the top of my head. You could put all the ghost specific objects and all the human specific objects in their own levels. Then just show each level when needed. You could also create your own manager that knows every ghost object and human object. Then there could be a function on this manager that sets the visability of all known actors depending on the situation. You could tag every actor that is only for ghosts or humans and then GetAllActorsWithTag, loop through them and hide what you need. There are a lot of different ways to do this.

trim matrix
covert schooner
wise tide
trim matrix
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It is very simple

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on an actor in your level.

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just goto the details, under the Actor section, hit the dropdown to show advanced settings, add a tag

wise tide
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Yep, I have a interactableGhost tag added to my ghost objects now

trim matrix
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just call that function, and for loop the returned array

wise tide
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and that function would be in the level BP I assume

trim matrix
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well yes, you can get it inside of the level BP if you are working out of that worry

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also you can programaticly set tags on an actor.

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If you would like todo that as well.

wise tide
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I see, that is very interesting. I will try and get it setup and see how it goes. Thanks for the help

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Yep, works perfectly. When I tried finding a post online about it and saw nothing I was worried it would be overly difficult. Thanks a lot

lime fulcrum
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Hey! IS there a way to change the save game folder within blueprint? I remember there was a node but I think it wasn't too obvious

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:\

rotund marlin
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where do i find the settings so actors dont get auto destroyed outside map?

lime fulcrum
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@rotund marlin WORLD SETTINGS

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I think it's the Enable World Bounds check

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try deselecting it

rotund marlin
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still hapepning here

lime fulcrum
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search for KillZ or bounds

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maybe is hidden in the advanced tabs. I yet have to try UE5

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Still on 4 :\

rotund marlin
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my killz is grayed out

lime fulcrum
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Oh

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show me

rotund marlin
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Also for me the Z aint the problem, its Killed on X

lime fulcrum
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it's bounds then...

lime fulcrum
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have you tried enabling large worlds?

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and see waht happens?

rotund marlin
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tried still dies at one point

lime fulcrum
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:\

rotund marlin
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its very odd, oh well

proper dagger
fleet cobalt
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this is my widget script how do i make it so it would only spawn in specific room

faint pasture
rough blade
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I am trying to create a vehicle fighting game - right now I have pilots as child actors within the vehicle - I have noticed that overlap events and line traces cant detect skeletal / static meshes when the actor is attached as a child actor. Is there any way to detect these child actors without attaching collision boxes to them (this is currently the only way I found to do it)?

opal pulsar
faint pasture
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Is this multiplayer at all?

rough blade
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@faint pasture It is - I have the turrets / weapon systems of the vehicles as child actors as well.

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@opal pulsar Thank you - Its just causing issues with projectiles (determining how many times to damage something)

versed sun
valid bolt
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Anyone else having this bug? i cant seem to break any of my structures

faint pasture
rough blade
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@faint pasture May I ask what issues you ran into?

icy dragon
faint pasture
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Child actor components just in general aren't great and in anything multiplayer they're a nightmare. For my vehicles, I just have a struct that describes the entire construction of the vehicle and a function that builds it.

icy dragon
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Mine is an RPG project, and for stuff like weapons, special abilities, I found it easier to just spawn actors and use the reference of it

faint pasture
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It's actaully called S_VehicleRecipe and it's just like a list of parts, their locations, and their custom data.

rough blade
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@icy dragon yea I’ve run into that. Work around a were indeed a pain. @faint pasture huh, would an acceptable system be detecting childActors - their held actor - deleting them and spawning their held actor in place?

faint pasture
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I wish we had some way to add actors to actors at compile time, if even for visualization.

faint pasture
rough blade
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@faint pasture Right now for design. The bulk of my work on this game is making tools that allow rapid creation of content. Right now my system is set up for me drag and drop child actors - tweak a few exposed customizations and ready to go.

icy dragon
rough blade
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In the future I’d love to go down the road of players building their own vehicles (played with a similar design to what you mentioned) but for now I need a fast way to efficiently pump out new content. @icy dragon I think I could get something like that to work. @faint pasture just so I understand - the reason this doesn’t work in multiplayer is because the client and server see 2 different actors essentially. Directly calling one will only work in the world it exists. But spawning attached actors at runtime bypasses this issue as these actors are the “same” for client and server?

lime fulcrum
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Is UE4 seriously unable to list files in a specific folder or at least list all available save games?

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Basically I'd have to make a different save game to list my save games... which is not convenient :\

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How do you read all your save games and put it into a list?

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Blueprint File Utilities built-in plugin solves this. I wonder why it's not included by default :\

cobalt gulch
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Guys i need serious help

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I moved some of the content i was using into it's own folder to make everything easier to see

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But in doing so when moving the content, it seemingly made everything i had moved disappear almost like it was deleted

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So now when I go into my map every texture is missing and object too

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The output log says as follows

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The walls are still there just the objects and textures are completely missing

faint pasture
cobalt gulch
faint pasture
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Roll back and do the move in the editor

cobalt gulch
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Roll back??

faint pasture
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and also fix up redirectors once you've done that

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You're using version control, right?

cobalt gulch
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uhm

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I dont know

faint pasture
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So no. So you gotta undo that move in File Explorer and pray it didn't break anything

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if it's all good, then move the assets around in the Unreal Editor

cobalt gulch
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I don't know how I can undo it

faint pasture
cobalt gulch
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I tried to create the same folder with a name

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And moved everything back into it

faint pasture
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You gotta go back to exactly how it was before you moved anything.

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Also, use source control if your project is of any importance to you so this stuff doesn't happen.

cobalt gulch
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Can't I just find what objects are missing and link them up to the new location?

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Because I dont think that is working for me

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This is such a stupid engine

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I'm definitely giving up if this has just ruined my level ..

autumn flint
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Hello, I want to create an object that will fall 1 2 meters forward when a key is pressed in UE4. The dropped item must fall on the ground, how can I do this, can you suggest a tutorial?

trim pollen
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i'm trying to call a function in my pawn from a blueprint. it's asking for "bp pawn object reference". i'm only able to find "pawn object references" though (e.g. get player pawn)... what am i missing here?

autumn flint
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imagine a grenade is thrown and an object will form where it falls

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The character will throw an object on the ground and will be positioned appropriately on the ground where it falls. How can I do this? is there a similar tutorial?

faint pasture
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you need a reference to a "BP Pawn" to call "BP Pawn" functions

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Try
Get Player Pawn -> Cast to BP Pawn -> Do Thing

faint pasture
trim pollen
radiant mural
pulsar path
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i tried making a widget in ue5, but it comes as an infinite space by default? how do i get the 'normal' widget like in ue4? with the screen outline so i know where to place stuff lol

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i cant seem to find anything on google 🤐

radiant mural
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add a canvas panel? or does that not work in editor widgets?

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.. are you making a game widget, or a widget for use in an engine plugin?

pulsar path
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a game widget, for the HUD n stuff

radiant mural
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Ok, make a widget.. make sure it is user widget.. add a Canvas Panel

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The fullscreen outline thing Is the Canvas Panel

pulsar path
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thanks!

radiant mural
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It no longer is added by default, for several reasons

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NP 🙂

pulsar path
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weird

thin panther
icy dragon
obtuse dawn
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so im having this problem where I want to make the camera move with my mouse but it keeps cliping back to the original rotation

dark crow
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Show code

obtuse dawn
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It was supposed to be called look left but what ever

icy dragon
obtuse dawn
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so it can look around

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oh wait

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oh

icy dragon
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If the axis is 0, of course the rotation's going to go back to 0

radiant mural
obtuse dawn
dark crow
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You need Yaw

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And ofc you gotta make sure the camera uses control rotation

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There's a check for that

obtuse dawn
round moth
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anyone know how i could lock the velocity of the player while they are wallrunning?

grand valve
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Assuming wallrunning is a submode of "Walking" movement mode, you could just add forward input for the pawn for every tick of "wallrunning"

rotund marlin
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hmm.. Is there a way to "Re-generate" my world partision? as its only covering like quarter of my map atm

trim matrix
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How can I make a custom collision for an actor which will only really respond to mouse click events?

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It's an actor with a static mesh

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For some reason the "onclick" event doesn't respond.

jovial dirge
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I'm trying to setup Proximity Voice Chat, the voice chat works but it's global and not proximity, what could I be doing wrong?

tawdry surge
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@trim matrix actors don't accept input by default

wise tide
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should my entire main menu be within the same widget blueprint or should each separate "interface" be its own widget? For example on main menu if I click settings or server browser should that be in the same widget

thin panther
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up to you

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id maybe make the settings different so i can use it in the pause menu too

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maybe even server browser

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if its gonna be used elsewhere then you can make it it's own widget

wise tide
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I see, I will probably make my settings and customisation (change skin) separate as I want them accessible from pause, ty

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oh and one more thing, I assume if I want an intro screen when my game is opened that would go in the first widget and once its finished it loads the main menu

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or are intro videos a separate thing

thin panther
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not sure tbh, i handle mine via async loading screen so

trim matrix
dark crow
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I think Auto Receive Input

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Set to Player0

lone eagle
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Hey! does anyone know if you can toggle collision the same way you can toggle visibility?

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im hiding static meshes but when they are hidden i still collide with them meaning i cant pass through certain doorways

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event beginplay to hide my static meshes

grand valve
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Set collison enabled node

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to false

lone eagle
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actor begin overlap for revealing my hidden meshes

lone eagle
grand valve
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yup thats the one

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set it for the static meshes for your doors

lone eagle
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could i make it so that my tags that are being hidden are also having collision turned off

grand valve
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yup, if you cant directly connect the nodes like with the tag ones, then you need to do a for each loop

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and the loop sets each object collision to off

lone eagle
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im about to try something out, thanks for the help

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i may ping you shortly though

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got it working

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thanks! @grand valve

grand valve
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np!

tawdry surge
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@trim matrix you probably want to "assign" on clicked to bind it to a delegate event and fire off your logic that way.
Or you can use an interface to trigger the logic.

trim matrix
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I'm pretty sure I did that though.

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@tawdry surge

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Is that not correct?

tawdry surge
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Are click events enabled?

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In the controller

trim matrix
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Yes

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Wait in the controller?

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Can I enable it in the level blueprint?

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Like so?

tawdry surge
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"Enable click event" not input

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But yeah level bp will work

trim matrix
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Ah okay that worke,d thank you.

rotund marlin
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Hmm.. So i made a actor for controlling time, but it does not seem fire of event tick in the world, Even if it has Event Ticks enabled in the actor itself

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Nvm i was a dumb dumb again ^^ Was outside the partision of spawn lol

autumn surge
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hey, lets say I have a physics actor that can be moved by the player, how would I get the downwards vector at all times? like independent from the actor rotation.

raw parcel
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Does anyone know how to send a random value into a select function thats 1-3?

autumn surge
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random integer in range?

raw parcel
autumn surge
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add a +1 to the number thrown out?

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or increment node

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but maybe the select function wont start at 1?

sweet silo
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hi everyone i'm trying to use the return function on the move component node but it's not working.. any idea why ? thanks

maiden wadi
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Does Hello print?

sweet silo
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yes 🙂

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the workaround i found was using another move to component once player does not overlap

jaunty jolt
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I need to create a spline from my green point to the purple point at run time. So basically no matter where the destination point is (purple point), i need a point in the middle to make it a curved line. How do i do this?

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Also it needs to draw it. So it needs to be visible. Because so far all my splines i created are not visible

trim matrix
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Hey so I am trying to get my character to just simply walk around however the node "get random reachable point in radius" is only printing the characters location not printing a new location any advice?

thorny night
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Has anyone seen this error and know how to fix it? Im new to blueprinting so I have no idea whats going on :C

icy dragon
thorny night
icy dragon
thorny night
icy dragon
trim matrix
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Why would ai move to not be moving my character at all?

thorny night
icy dragon
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I assume you didn't set the Inventory reference var to the Inventory Component node from the Cast node, which makes it points to nothing.

icy dragon
trim matrix
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Theres my code cause I think that'd be helpful

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The radius is set to 1250

thorny night
trim matrix
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It continuesly is printing the coords as 0, 0, 0 and "aborted"

thorny night
trim matrix
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My character as in the ai character

icy dragon
thorny night
trim matrix
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correct

icy dragon
thorny night
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this is my code for that if you wanted to try it out?

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just remember to set your ai to roam

trim matrix
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I just checked that and its printing success the first time but not moving and after that its print abort

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Should I try it in a blank level rq?

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Same thing..

thorny night
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hmmm

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not quite sure

trim matrix
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And its not moving at all even on the first one when it says success

thorny night
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hmmm, ive never had that problem so im not sure how to help :C

trim matrix
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Okay somethings screwy with my project..

thorny night
trim matrix
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Yeah I did

thorny night
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did it work on the new project

trim matrix
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Yup

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I could probably just move the content I need over and do the inputs rq

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Im assuming its because I have duplicated it a few times to avoid corruption and this is the like 5th copy or something like that? Or I just screwed with some of the project settings

thorny night
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ope, that could be it

trim matrix
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Migrating over some of the stuff now we'll see how this turns out

thorny night
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is anyone available to hop on call for a second to help me debug this issue :CC im getting desperate and cant firgure this out

thorny night
trim matrix
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Welp

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It messed up inputs

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But so far so good

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oh geez

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That is a lot of inputs..

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But I mean ai is working

thorny night
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LETS GO YOU

trim matrix
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One mistake but its fine

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Oh wait no just me being dumb

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Gotta rewrite some of the hud code I think but thats probably just a recompile or something

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There we go

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Just had to switch the gamemode rq

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Aight welp ima head out for now cya thanks for your help!

thorny night
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Anytime! glad u got it to work!

timber cloak
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I still don't understand how dot product knows which is left or right side. Since both side are same number

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anyone understands how to get proper number for left/right? Any other alternative calculation?

wise tide
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Simple question but I am struggling to find an answer online, I have my main interfaces as their own UMG assets. I want to load my server browser UMG from the main menu UMG on clicking a button. I have the event for the button but I don't know how to load the other UMG

mental swallow
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Why should one prefer the Projectile Movement Component over simulating physics?
Homing functionality comes into my mind, but else? Performance?

tight schooner
mental trellis
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Videos on math 😦

tight schooner
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imagine understanding geometry visually

mental trellis
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You can have it be visual without needing a video.

tight schooner
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I mean, feel free to look up Cross Product on Wikipedia

mental trellis
timber cloak
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thanks for the link, still unsure how to use those maths in UE. I just tried with Acos as following on those site link math. But i think i fail maths

tight schooner
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cross product is a node... you feed it two vectors and it outputs a third vector

mental trellis
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Cross your initial vector with your other vector, the resulting z value (assuming your other 2 vectors are in the horizontal plane) will tell you which direction it was coming from

timber cloak
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let me try for whole day. Thanks again

torpid hound
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Is there any kind of "select on GameplayTag" type node?

mental swallow
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switch works with GameplayTag

torpid hound
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That's not really the same thing unfortunately

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Could be a handy reference for making a select-by-tag node though

north maple
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hello, i'm trying to achieve fog of war but i couldn't figure out how to save material according to my coordinates

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can someone guide me? if possible i don't want to use render target, video should give an idea

hybrid ether
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I have many these kind of gather blueprints and I want populate landscape with these. How should I do that right? because there is not bp painter etc

glossy egret
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hey guys, im having a strange issue with the text variable.

when ever i use a text variable, i can add use the enter key

like this and make paragraphs, and it will store this info,
and i can format my text in paragraphs all i want.


but if i put that same text variable into a struct i am no longer able to do so. it must be like this sentence and it will be restricted to a plain line of text.

can some tell me if i missed something. please help. this is pretty inconvenient. what im doing requires arrays and structs.

mental trellis
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Have you tried shift+enter?

glossy egret
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I did

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It works as a regular variable, but not when nested in a strut

mental trellis
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Have you tried putting your text in notepad and then copy+paste it in?

glossy egret
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Let me test that out

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Doesn't work, it condenses it into a single line of text,

Happens with string also

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Possibly and oversight in blueprint implementation

mental trellis
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That's definitely odd.

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Have you tried using escape character?

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My first line\nMy second line?

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Maybe that'll work 😦

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(when you display the text, not in the box)

glossy egret
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Let me try how exactly is it formatted

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I found it

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Hold on a sec

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the settings in the struct setup was hidden. but multi-line is on by default for normal variables, but off by default on struct variables.
so.

mental trellis
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Haha

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Of course. Multiline flag!

glossy egret
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they arent in standard with each other.

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thanks for brain storming with me

mental trellis
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No worries.

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I didn't even know that flag existed lol.

glossy egret
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nether did i

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because they are typicaly setup by default for 99 out of 100 siutations to work

lusty stream
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How can i make character controllers be able to push eachother like physical objects?

dire flame
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im trying to update my player ui widget on collision with my pickup but i cant pull it off (still a ue noob).
so my thinking is get the PickUpLetter Component of the hit object and update the player ui to the corresponding Letter...

gentle urchin
maiden wadi
lusty stream
mellow folio
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Some part of this question isn't worded to make sense. Have you tried ADDTOVIEWPORT when you create MainWidget

undone surge
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what node disables phyics and makes ragdoll ?

full mica
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I'm getting the following error when loading the editor:
LogAssetManager: Display: Ignoring PrimaryAssetType Building - Conflicts with BP_BuildingType_C - Asset: DA_House
DA_House is a data asset that derives from BP_BuildingType which derives from PrimaryDataAsset - does anyone know what this error message means?

torpid hound
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If I have a blueprint for loop in a function and return during the loop, will that imply a break or will bad things happen?

earnest tangle
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it will immediately exit the function at that point

gentle urchin
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Very few tutorials know about this neat little trick

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Whenever you go foreachloopwithbreak, you might aswell just return mid loop in a function

earnest tangle
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kinda depends on what you're doing but it is often a good approach

gentle urchin
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If you break your situation alteadly allows you to break :p

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Searching for somrthing specific will still require full iteration ofcourse. Like nearest actor or something

summer jetty
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Any ideas why this isn't working? It should search for a variable in my data table, find the corresponding row name, then look for the texture 2D in that row to set as a slate brush for the icon in this widget. But I'm getting an error message whenever I run it: "Attempted to access index -1 from array CallFunc_GetDataTableRowNames_OutRowNames of length 5!".

earnest tangle
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Find returns -1 when it doesn't find anything

summer jetty
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The variable value is 'abc' and the item name in the datatable is 'abc'. So it should find it.

earnest tangle
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Print the values to confirm

summer jetty
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ok...

wise tide
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All the different "interfaces" for my main menu are separate UMG objects (title screen, settings, customisation, lobby etc).

I am not sure what the correct way to load them all and transition between them is. Could anybody link me to a video on it or explain it? I tried finding videos for it but all the tutorials I found only use 1 UMG object or 1 interface

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The closest I got to a solution was a post someone made saying you need to get all the UMG "widgets" and run a for loop enabling them in the viewport and toggling transparency depending on what buttons you press, but it didn't really explain how to do that

earnest tangle
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it depends a bit on how you want to move between them, but the easiest way would be to have a switched widget and placing all your menus under it

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then you can have the switcher switch between whatever menu you want to display

wise tide
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I see, where would I place all my menus? The level BP?

gentle urchin
#

Nooo

earnest tangle
#

I would just have a main menu widget which houses them, which you can add/remove

gentle urchin
#

Hud is a common class

#

Or playercontroller

#

Assuming you ment owning class of the widget(s)

wise tide
#

Player controller could work because I want the options shown on the menu to change depending on whats set in the player controller, at least I think I do

sweet silo
#

Any idea how i can resolve the collision box not being hit multiple times by the third charachter bp

summer jetty
earnest tangle
#

Try printing the values in the array

summer jetty
#

It's converting the variable name to a number in the 'find' bit.

#

I stuck a print string on there and instead of finding a name, it's an integer. But I'm not sure why.

earnest tangle
#

Find returns the index where it was found

summer jetty
#

It should be text to string to name format.

#

ok, so it's not returning the row name.

earnest tangle
#

No, isn't that why you have the Get in there?

summer jetty
#

I thought the get was using the row name to look for the image on that row?

earnest tangle
#

Have you looked at the pin names you're connecting together?

#

the value from Get goes into Row Name

summer jetty
#

yeah, it should use the row name to find the other values in that row and then I break it up so I can pull the image (texture 2d) from there?

#

at least that was what I was going for

earnest tangle
#

Exactly

summer jetty
#

so I don't understand why it's giving me the index instead of the row name?

#

or maybe I don't understand the get/find function properly?

earnest tangle
#

Well the way you have it set up is you're using Find to look up a value from the row names array

#

and then you're using Get to get that particular value based on the index from that array

summer jetty
#

ah no, I want it to find the item name not the row name on the find part.

#

I don't know the row name. That's the point of the find bit.

#

I only have the item name to work with.

earnest tangle
#

In that case you would probably need to iterate the rows to find the correct row

summer jetty
#

what do you mean by that? Another breakiteminfo bit?

earnest tangle
#

You need to get all the rows as an array, and use a for each

#

then within the for each, you need to compare the item name for that row with the item name that you want to find

summer jetty
#

ok, I'll give it a go. Cheers!

open latch
#

TravelFailure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/EndlessRunner/Maps/LevelSelection'. Shutting down PIE.
TravelFailure: ClientTravelFailure, Reason for Failure: 'Invalid URL: /Game/EndlessRunner/Maps/LevelSelection'. Shutting down PIE.

#

It works on the first 2 levels , but on the third level it refers to an old map

winter adder
#

Not seeing a "help" channel, so I apologize if this isn't the best place for it: In UE 5.0.1 - Adding a FPS HUD Widget. Adding in the progress bar. If I resize to what I want it at for let's say health. Then I add a 2nd progress bar for armor. It's not allowing me to add the 2nd one, much less anything else from that menu to the left column where Progress bar is found. Anyone else coming across this?

#

Ah ok

#

I see a UE5 channel now. Apologies

#

Found out, it was a Canvas Panel missing

thin panther
#

Not to mention i did already reply to you

open latch
#

how is it possible for that save game to exist when I just start the game ?

#

shouldn't it make one ?

trim matrix
#

The same save game as last time you saved it. Would be pretty pointless if your save was reset every time you start the game.

open latch
#

so shouldn't all variables be reset?

#

when you stop it

trim matrix
#

It doesn’t look like that to me

open latch
restive token
#

how can I limit the fps only on first launch of the game? and then if the user changes it in my options menu, it doesnt limit it again

trim matrix
#

I don’t remember the name of the function of the top of my head.

#

Probably like clear save game from slot

#

Remove save game from slot

#

Something like that

#

DeleteGameInSlot

open latch
#

need to remind myself to clear the game slots before I package the game

lime fulcrum
#

Ok guys, I did it

#

I've managed to freeze UE while saving xD

keen anchor
#

any way to change the physics asset for clothing physics on a skelton mesh using blueprints?
basically to adapt to morphs on the mesh

sweet silo
#

Could you elaborate i still have issues with casting

thin panther
#

Basically its for checking, is this general actor reference referring to this specific house or another thing

mental trellis
#

This specific house class*

thin panther
#

Yes sorry

mental trellis
#

What if the player character is a house?!

gentle urchin
#

Then you've evolved your gameplay

#

think outside the box

mental trellis
#

Think outside the house

gentle urchin
#

be the house

mental trellis
#

There is no house

thin panther
#

Something something rotating 4d cubes

gentle urchin
#

Multiverse

#

Your house is now a boat

thin panther
#

What if the multiverse is a house too

#

Think about it

#

A multiverse is just a house for universes

mental trellis
mental trellis
thin panther
#

That sounds like an odd commercial

mental trellis
#

It's the old spice one.

#

Ah he doesn't actually say it, but it happens.

thin panther
#

Definitely an odd commercial

mental trellis
thin panther
#

Damn uk commercials seem so boring im comparison

#

Ye just watched it lmao

mental trellis
#

It... is a uk commercial?!

thin panther
#

Whaat

#

Ive literally never seen it before lmaooo

#

In fact ive mever seen an old spice ad here

mental trellis
#

You've been missing out. The solution? It's wearing Old Spice.

#

Your project is now diamonds.

sweet silo
#

Ok thanks and about the "object" you are supposed to put in?

trim matrix
#

How can I get the owner of a spawned actor?

#

As in like, the actor which spawned the actor.

sweet silo
#

Ok!!! So it's kind of a if valid example?

thin panther
#

Have an expose on spawn actor ref

trim matrix
#

okay

thin panther
#

Then pass in self as a param

trim matrix
#

Then do I just call GetOwner or something?

sweet silo
#

In the example of a " on overlaped" we check for third character person and we have to get a blue node from the cast into other actors

thin panther
sweet silo
#

Ahhhhhh ok it's the other way around

thin panther
#

If you pass in self when you spawn something... then that variable in the spawned object os gonn have whatever spawned it as the ref

sweet silo
#

Why the word cast though?

trim matrix
#

Oh I see what you're saying

#

expose a varialbe of self

#

TO pass when created

#

But is there a cleaner way to do it than that?

thin panther
#

Even messing around with getowner is messier

trim matrix
#

Okay.

odd ember
sweet silo
#

Ok i see i thought it meant like " call the third person character to do something"

thin panther
#

Isnt the node literally called K2_DynamicCast in the source?

sweet silo
#

Ahah im so close to getting it finally

ebon minnow
#

Hello! I have a object ref property set as instanced. However, the dropdown is empty even if I have types of the parent class set in the object property. Is this normal? I would have expected it to be populated by classes that could be instanciated inside the property?

sweet silo
#

That's important so why are there so many issues with this blue object lin

#

Hahha fun fact

#

Omg i have a problem I'm addicted to UE and dev but I'm bad at it so it takes me forever to solve stuff

mental trellis
#

Well, the cast analogy holds up for the actual purpose as well.

#

You're casting a net/line to see if it catches the correct class. Or something.

odd ember
#

I dunno, polymorphism is basically actor casting

mental trellis
#

Casting is more like square peg, round hole.

#

You can change that hole to square.

#

The peg doesn't change.

#

It is, but it's more accurate.

#

You're being too literal!

trim matrix
#

How can I save the current material to set it back later?

#

I have a dynamic material instance of my material

#

But I don't want to save individual properties, like vector3,

#

If that's possible.

#

Wouldn't that cause the properties to change since the material instance is changing the properties?

#

Or is a meterial instance not actually pointing to the material

terse moss
#

You have to create a material instance within the blueprint it's used if I'm not mistaken

#

If I understand correctly

trim matrix
#

Yah so I'm thinking I can create two dynamic material instance, save one as default

#

and use the other to swap?

terse moss
#

I mean you could make a struct of the parameters and save that

trim matrix
#

Oh that works too

#

A material struct?

terse moss
#

are you saying you want the material itself stored within blueprint? Or the parameters as they exist at a given time

trim matrix
#

I'd like the parameters but as a single object

#

So I don't have to deal with individual parameters

odd ember
#

I don't know that particular example, but. It makes sense that casting attributes functionality through casts. I don't think there needs to be an implication of whether or not the functionality was there beforehand or not. If you successfully cast to a class, you have access to that class's functionality. Whether the functionality existed in the first place matters less IMO

trim matrix
#

So I can set all the parameters to default at once,

terse moss
#

Assuming you have parity across materials for naming conventions and what parameters are alterable, you could make a master struct that includes base material as well as all standard parameters you're using

#

Idk what use cases need to be covered here though

mental trellis
#

Create a function for applying all the parameters and pass it a struct of all your parameter values

terse moss
#

Yeah basically that. The next step up would be to have the material itself as part of the struct if that needs to change as well

trim matrix
#

Yes that's probably the best way,

#

Wrap the whole thing

terse moss
#

Again though, you'd need parity among all materials in that case

#

Yeah, there's a reason that there's a cast failed exit pin

storm elm
#

Does anyone know if there is something like the Predict Projectile Path node, but with either a custom equation for the object's motion, or with the option to supply a direction vector for gravity?

odd ember
#

well it does, doesn't it? you get access to more functionality. that's like the whole point of casting no?

mental trellis
#

It changes the interface, not the backing data.

odd ember
#

yes but inaccessible

faint pasture
#

But you can always just rotate the path

storm elm
# faint pasture But you can always just rotate the path

That's true, but what I need is the prediction of hits on the path. If all I needed was the path, I would absolutely just rotate the path or some such. Know any ways of telling whether a given path will hit an actor, and get the hit info?

odd ember
#

well the argument is just whether or not you need to know where the functionality came from. and the casting analogy is pretty simple in that you get access to the functionality of a class when you cast to it. At that point, whether how that functionality came to exist in the first place matters less. what matters is that you can access it through a successful cast

faint pasture
storm elm
# odd ember well the argument is just whether or not you need to know where the functionalit...

Casting a lot is also bad for optimization, isn't it? If I understand properly, just referencing a blueprint class will load it into memory. It's fundamentally different in the way it loads than C++ classes. So if a bunch of your blueprints reference each other, they'll all get loaded into memory at the same time, potentially loading your whole game instead of just what's needed.

odd ember
#

sure, for successful casts. but the concept of casting has to explain away unsuccessful casts too

faint pasture
#

Do you guys really use the BP_ prefix?

radiant mural
#

Yep

formal parcel
#

anyone know how I could combine these two input to create a vector and then limit to a maximum of -1 to 1 based on the input scale? this is to combine both axis of input without allowing the usual diagonal speed gain, and really I just need the vector that these create...

cobalt gulch
#

How can I make it so if an object hits another object it gets destroyed?

faint pasture
cobalt gulch
#

I want a bullet to destroy a barricade piece

#

Could I set it up so it enables the physics on it and falls?

faint pasture
#

Sure

#

I would do that through damage probably, if that's the "language" your bullets speak to everything else

#

Bullet Event Hit -> Apply damage to hit thing

cobalt gulch
#

Could I not just make it so when the barricade is touching the bullet it breaks/falls

formal parcel
#

ughh.. can anyone help me?

#

paradoxed you should watch some beginner tutorials

#

this is extremely basic

faint pasture
cobalt gulch
formal parcel
#

bruh its literally a on begin collision event

#

but you do you

faint pasture
#

Or in bullet
Event hit -> cast to barricade -> set simulate physics

#

but that's a bad way to do it

cobalt gulch
#

How can I event hit the specific mesh in the barricade actor?

storm elm
faint pasture
#

use an interface, Damage is already built in

trim matrix
#

I'm trying to pass a reference of "this" to a class in C++ which wants that object pointer.
Is this not a pointer in blueprints?

faint pasture
#

at bottom of properties

trim matrix
faint pasture
# trim matrix

Why would you cut off the important bit. Of type.... what?

trim matrix
#

It's a pointer of Type Tile

#

SelectNode(ATile* Node)

faint pasture
#

Just show your code and BP

trim matrix
#

And in my blueprint I'm trying to pass "this"

formal parcel
#

clamping doesn't work Adriel, its allowing each axis to go to ABS 1 which is still the same issue

formal parcel
cobalt gulch
faint pasture
#

@cobalt gulchNo. Not like that. What are the chances the bullet is overlapping your barricade on a tick?

storm elm
formal parcel
#

IDK i'm not sure what the name of what i'm trying to do is

#

lemme try

cobalt gulch
ionic raft
# cobalt gulch

Click on the mesh in the barricade. At the button of it's properties, there are a bunch of green pluses. Choose the event hit. Cast the hit actor to the bullet. On cast succeed, then destroy the barricade.

cobalt gulch
faint pasture
formal parcel
#

roughly .5 .5 i guess

#

or whatever math would let it go diagonally at "1"

faint pasture
#

It'd be 0.7, 0.7, and yes, clamp to size 1

#

er -0.7, 0.7

formal parcel
#

ok so then that is working i think, let me check my drain code make sure its not wrong, thanks for the help

faint pasture
ionic raft
# cobalt gulch

are you doing this on the barricade actor? is your bullet named Bullet_Master? if so, that should work

faint pasture
#

now make sure the collision is set up so they can actually hit

#

You should really use damage tho

cobalt gulch
cobalt gulch
faint pasture
#

Bullet
Event Hit -> Apply Damage to Hit Actor

Whatever hit actor
Event Any Damage -> Do Whatever

faint pasture
cobalt gulch
ionic raft
faint pasture
#

OK then do that

#

Computers only do exactly what you tell them to. Nothing less, nothing more.

#

You're telling it to destroy the whole actor

cobalt gulch
faint pasture
#

not the component that was hit

#

You're asking "Is the barricade a bullet?" and of course it's not.

#

And you're still destroying the whole actor

formal parcel
#

math terms are hard... whats the term for turning that resulting vector into an intensity float again?

cobalt gulch
#

Cant get this to work

formal parcel
#

thank you

faint pasture
#

Show collision settings on barricade and bullet

ionic raft
#

sorry to interrupt, but i'm trying to get controllers that aren't xinput to work with our game using the RawInput plugin. I've got a switch pro controller that I'm using to test, but there's a couple problems.

  1. Most of the buttons work, and the right thumbstick works, but there doesn't seem to be any axis that the left thumbstick is being sent to. Any clue why?
  2. The switch controller sends its buttons to different buttons (not sure how to phrase this) than my friend's playstation controller. How can I set this up in a way where both controllers would work?
storm elm
# faint pasture er -0.7, 0.7

Wouldn't this make the ratio between the two inputs off? Like, if forward input was 0.8, and horizontal was 0.7? Wouldn't it go at 45 degrees instead of going a little bit more forward like it should? Wouldn't Normalize be better? I might be misunderstanding how clamp works...

faint pasture
#

But the CMC already clamps I'm pretty sure so idk why he's doing it too

#

Clamp length doesn't change angle

terse moss
#

@cobalt gulch I'd also recommend having the initial overlap check stem from the bullet. Then you don't have it checking every time unrelated objects are near

faint pasture
ionic raft
#

^

faint pasture
#

It SHOULD be the bullet telling the thing that it hits that it got hit

formal parcel
#

Thanks a bunch Adriel, you're very helpful

terse moss
#

Maybe make a breakable bpi and call a custom event through that

formal parcel
#

@storm elm I'm using the vector to set the movement direction

#

but its physics based movement so i needed the length to be constrained in any direction so that you couldn't go faster diagonally

#

seems to be working fine now with clamp

cobalt gulch
#

It's still not working hm

#

The bullet is overlapping the barricade

#

So it should hide it

formal parcel
#

paradoxed make sure the bullet causes overlap events

#

its a property

gusty shuttle
#

I'd like to clean this up a bit. Goal is to GetFrameRateLimit and set my FPSIndex (used when player pushes buttons left or right to select the FPS they want). So is there a better way to get the info from the float, then to int, then from int I'd need to select the index number (0-3). I just need to convert somehow cleaner. It works if I do it this way, but I want to learn how to do this cleaner

storm elm
# formal parcel <@286254658102624259> I'm using the vector to set the movement direction

Ah. I mean, if it's just direction that's a perfect use for Normalize. Direction vectors all have a length of 1, and Normalize reduces the length of a vector to 1. Clamp should be fine too (I haven't used it much, so idk really), although using two clamp nodes on the inputs seems less optimized and harder to edit later than 1 normalize. Whatever works though. I should note that a vector with components .7 and .7 results in a length of .9899 instead of 1. It's probably close enough, but would technically make you move slower diagonally. Normalize will just give you a length of 1 in the same direction as whatever vector you feed it.

faint pasture
#

@cobalt gulchshow the collision profile of the bullet and barricade

#

with all the channels etc

cobalt gulch
#

Thats the bullet

#

The door

#

:

formal parcel
#

@storm elm i swapped out for normalize, works fine also - question - what exactly is tolerance?

storm elm
#

That would be how close it has to be to 1. There's going to be some small amount of error, usually, and it wants to know how large an error is acceptable. I think.

formal parcel
#

ahh gotcha, some small error is fine, would be unnoticable

#

ty for the help

storm elm
#

0.9999 is close enough usually, so yeah

#

np

terse moss
#

@cobalt gulch try a printstring on cast failed to see if it's even doing that successfully

formal parcel
#

side note... this 20 year coding vet is really enjoying blueprints

formal parcel
#

im baffled the managed to make a visual coding system that I dont dispise

cobalt gulch
faint pasture
gusty shuttle
#

@gentle urchin What do you mean? Divide 30?

formal parcel
#

its just refreshing and doesn't feel like it slows me down like low-code interfaces or whatever

faint pasture
#

@cobalt gulchDo you have CCD on the bullet?

gentle urchin
terse moss
#

By in game do you mean not playing in editor?

faint pasture
#

Continuous Collision Detection

#

You're doing an overlap check

#

with a bullet

formal parcel
#

a lot of people have tried the drag and drop coding stuff before and it always sucked, blueprints feel really good to use

faint pasture
#

you need CCD, the chance of a bullet being inside the barricade collider is like zero

formal parcel
#

AND_I_DONT_HAVE_TO_DO_THIS

cobalt gulch
gentle urchin
#

Did it work @gusty shuttle ?

terse moss
#

Lol not understanding what you're doing doesn't make the engine garbage

gentle urchin
#

Nah it makes the code garbage

#

Engine just does as its told

formal parcel
#

lol

gentle urchin
#

I read that wrong lol

thin panther
#

(if you think the engine is garbage then switch)

formal parcel
#

the engine is pretty amazing, i've been using it 5 days and blazing through things

thin panther
#

its the best engine i have ever used

formal parcel
#

i think you're just missing some fundamentals

gusty shuttle
cobalt gulch
#

This should work but it doesnt

formal parcel
#

you should spend all day watching beginner tutorials

#

and maybe learn some general programming

terse moss
#

Then there's a problem with implementation

#

Do some debugging. Enable visibility of stuff in game and set time dilation to low if you want to visually verify that a collision should be occurring

#

It could be as simple as an issue with collision profiles

gentle urchin
#

Debug is really a key word

#

That tutorials should cover some more

terse moss
#

Time dilation is a huge help that nobody mentions

thin panther
# cobalt gulch

youve made the bullet only respond to pawn type collision, a door will not be a pawn

cobalt gulch
thin panther
#

oh youre going for an overlap

gentle urchin
#

Yeah, for sure. I always forget it exists 😄

terse moss
#

Set 2 keys on your keyboard to double or half the current time dilation. Let's you speed past stuff or slow way down to catch anything you need

thin panther
#

your checking for an overlap thats never gonna happen

terse moss
#

I guess is there a reason you're using a physical bullet?

#

Or could a line trace do the job

faint pasture
clear lodge
#

Not sure if this is more suited for #multiplayer or here, but why is this displaying on all clients and the server? This is in a macro being called in the tick event, within the player blueprint. Maybe I am missing something obvious.

#

(the bool is from a trace)

terse moss
#

@cobalt gulch and if it's just a matter of the bullet moving too fast and never actually occupying the space needed to trigger the overlap, you could have it store 2 vector values to perform a line trace each frame. That is, assuming you need a physical bullet at all. If you want hitscan reaction time, just do a single line trace and ditch the bullet

gentle urchin
#

Bullet for flavor only

#

Using hit start and hit location for the bullet travel ans hit fx

faint pasture
#

Anything like that should be clientside only in most cases so just do the tracing and the showing of the UI etc on client only

clear lodge
#

It is not, none of the UI- related variables are replicated.

#

I tried playing as client, listen server, disabling the "run on a single process" thing (saw that suggested from googling this). Not sure what I'm missing

faint pasture
#

Is that a regular widget or a widget component on an actor?

#

like is this for a 3d popup or on the 2d ui?

clear lodge
#

It is just a regular widget

gusty shuttle
#

@gentle urchin Just want to thank you again for assisting me clean that up. That was nice of you

clear lodge
#

this is what I'm seeing when the line trace hits the door on the client side, it shows up on the server (and other clients if I run more than 2 windows)

sweet silo
#

why is the target relative location sending me to world location ?

#

thanks

terse moss
#

Does "set relative location" not work here?

#

I don't think I've used that particular node

sweet silo
#

that's reallly weird i couldn't make it work properly..

terse moss
#

I guess you'd miss out on the built in easing if you try a different node, but not sure

#

I tend to use timelines and lerps for that type of thing

thin panther
#

^

#

but even then you can just use the curve of a timeline for an alpha of a lerp

terse moss
#

I'd say try out set relative location with an interpto if you want to avoid timeline shenanigans

#

That said, idk the context of the code.

hallow garden
#

Hello Guys .
Can u tell me please why my set focus AI not working
My AI Shooting Task is working . But the set focus is not working For some reason

thin panther
#

there is no way to know without you showing thecode

hallow garden
#

k im trying to capture

#

It shows that it is executed in the behaiviour tree but its doesnt work

gentle urchin
cobalt gulch
#

I fixed it

#

How can I enable physics when the barricade mesh is hit?

#

So the barricade falls

faint pasture
#

on the event hit

#

enable physics on it

cobalt gulch
#

This one?

mental trellis
#

And then apply an impulse.

cobalt gulch
#

Cus it doesnt work 😦

mental trellis
#

Because it's been hit but physics was off when it was hit.

#

So you need to reapply the hit force.

cobalt gulch
mental trellis
#

Something like that.

#

Actually add a force though. Don't leave it as 0,0,0

thin panther
#

thats enable gravity

cobalt gulch
thin panther
#

not simulate physics

cobalt gulch
#

Simulate physics is needed

mental trellis
#

Lol so it is, tea!

thin panther
#

but yeah youll want your impulse to be the direction of the shot

cobalt gulch
#

Ok so now it works but it falls through the ground

thin panther
#

then its still an issue with collision channels

cobalt gulch
#

This is for the single barricade

thin panther
#

ok and what about whatever its on

cobalt gulch
#

The actor?

thin panther
#

if thats whatever the barricade is on top of

cobalt gulch
#

the ground is this

formal parcel
#

if I have a location and a velocity, and another force vector, how can I add those all together to get the resulting location?

#

basically the location that the object will end up after the physics tick

mental trellis
#

It might fall through the ground if it's slightly below the ground when you enable physics.

#

(if your collision channels are correct.)

trim matrix
#

Is there a reason why my material might not be changing? I have a dynamic material instance, and an event which gets from my C++ code.

formal parcel
#

Irelia i'm no expert but looks ok to me, is that ref valid?

trim matrix
#

I believe so,

cobalt gulch
trim matrix
#

I set the reference like so

cobalt gulch
#

WAIT

#

IS IT BECAUSE THE MESH DOESNT HAVE A COLLISION

formal parcel
#

well obv...

mental trellis
#

Lol

formal parcel
#

he blames the engine 🙂

cobalt gulch
#

How can I give this mesh a collision :/

formal parcel
#

crappy engine cant invent collision meshes

#

bro this aint google, c'mon

clear lodge
formal parcel
#

so yea, is there a way to get the location that something will be after the physics are updated?

cobalt gulch
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thank you lord

trim matrix
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Yes I'm creating my dynamic material instance, saving the ref, then using that ref to change the material, and my event is getting triggered but material is not changing

formal parcel
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simple stuff like the input param on the material BP matches what ur passing in exactly?

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i've never passed in a new texture entirely, I just set it to a new texture

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i usually only pass in scalar params

trim matrix
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Yes, it's the exact name.

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Maybe restarting the editor.

cobalt gulch
#

How would I add an impulse from the opposite direction of where the player is looking?

trim matrix
#

Would an inverse transform work?

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Getting the forward vector,

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Then inverting it?

formal parcel
#

forward vector * -1 would prolly work i think

cobalt gulch
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Do I need a different add impulse

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Like from location?

formal parcel
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multiply the vector * -1

cobalt gulch
formal parcel
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you canchange the pin type

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dont need to convert it like that

cobalt gulch
formal parcel
#

yea looks about right

cobalt gulch
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It doesnt work lol

formal parcel
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well i mean

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i'm seeing a player_character being casted from player character so i'm assuming you have several issues

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this whole flow sounds weird abyways

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what happens to a barricade when it is shot... should be code inside the barricade

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but i'm really not giving programming lessons at this point, sorry

cobalt gulch
formal parcel
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wouldn't it be simpler to just have physics enabled already on the barricade

cobalt gulch
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No because this script breaks the barricade

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On purpose

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Like siege

formal parcel
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idk man

clear lodge
#

if the barricade takes damage can't you just check for a bullet hit and tell it to do point damage to where it hits on the barricade?

formal parcel
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given i have a location, velocity and impulse to be added for the frame is there a way to calculate the resulting location of an object?

cobalt gulch
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cus the bullet goes thru

clear lodge
#

even then you can get the overlap point i think and damage at that location? Break the sweep result and grab that location and do point damage?

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something like that?

cobalt gulch
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Idk

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It should apply the impulse from the opposite direction of the camera on the character

open latch
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Is it possible to have an attracted object follow a certain path ( paths gets randomly generated )

open latch
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But it needs to pass through all the tiles between the player and that target so they can be destroyed , else they will stay in the world

storm elm
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What needs to pass through the tiles?

open latch
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Well I would let the player fly to the magnet ( disabled controls)

storm elm
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Ok, and you need the tiles to get destroyed between the player and the magnet as they pass through?

open latch
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Yep

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Since there will be walls and corners etc , I have no idea how to let the player follow the path

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Without taking the shortest route

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Aka going through a wall

storm elm
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So you want them to follow the shortest route that doesn't require them to clip through things? You need them to sort of automatically navigate to the magnet? Or do you just want to destroy the walls that are in the way so they can go straight?

open latch
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Option 2

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Automatically navigate to the magnet

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Without going through walls

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Or traps

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Hence flight

storm elm
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What happens if the safe way to the magnet requires them to move away from the magnet first? Do they do it anyway, or move to the closest safe space to the magnet that doesn't require them to go away from the magnet?

open latch
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Shouldn't matter I think

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By talking just now I think something like a beacon system can be made ?

formal parcel
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Hey sipes, is there a way to get the location that something will be after the physics tick if i have the location and velocity?

storm elm
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It shouldn't really matter. If it was just the closest location, then you could maybe fudge it with raytracing, but AI is probably the way to do it @open latch . Unfortunately, I'm not yet familiar with Unreal's AI system.

open latch
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What I mean by that is if the magnet is spawned, there will be beacons that will pull the player forward till he reaches the magnet

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So every tile will have a beacon

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That gets spawned

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But not active till there is a magnet

storm elm
formal parcel
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let me give you the real context

storm elm
formal parcel
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i need to know if something is going to be closer to a point after the tick (or next tick?) than it was this tick

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and i have its current location, velocity, though I am adding a force as well thats negligible since i'm talking about being closer

trim matrix
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I have a grid of tiles and I'm trying to chang etheir material at runtime when they get clicked. For some reason, only one tile changes their material regardless of which one I click. The grid is being generated at runtime so they aren't placed in the level. Would that change in any way their behavior for dynamic instance materials?

formal parcel
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yes you need a separate material instance for each one

trim matrix
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i mean, I generate the material instance at runtime

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for each object

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in their event beginplay

formal parcel
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lets see the code

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also should prolly be in the constructor?

storm elm
trim matrix
formal parcel
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thanks man

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the obvious of tracking where it is and checking where it was

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wont work because i need it for current frame, not last frame

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like: "is going to be shorter", not "is now shorter"

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oh and the 2nd object doesn't move

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its static

storm elm
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Are you moving things based on tick, or delta?

formal parcel
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i am using delta

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in ticks?

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🙂

storm elm
#

right. Ok, let me see...

open latch
formal parcel
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oh wait... no i'm not

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hrmm

storm elm
#

that's easier, although not as good for smooth gameplay

formal parcel
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i'll need to i think? i'm calling the AddForce method

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i'm currently doing it in ticks

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damn now i'm worried

storm elm
#

Ticks are easier in some ways, but if your game slows down, the movement will slow. Likewise, when the game is able to run quickly, it will speed up. If you base it on delta (time since last tick) then movement will remain the way you expect it to, even if framerate drops

formal parcel
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yea i'll need to pass the delta to my addmovement function

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and multiply something there

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time matters in this game, more frames cant allow faster movement

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good catch 🙂

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easy enough to implement though, I effectively just multiply the resulting force by the delta that I already have in the tick

storm elm
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pretty much. Might have to adjust a constant or two

formal parcel
#

it doesn't need to be crazy accurate either, if I'm going to be remotely close to being closer next tick, return true

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is basically it

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and if its wrong a frame here and there in weird cases it wont matter

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the next frame would fix it

storm elm
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Ok, fair enough. Easy enough it doesn't have to be perfect. Let me finish this up and I'll screenshot it

formal parcel
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you're the best

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pick a game on steam you want and I'll gift it

storm elm
#

No need for that lol... though I appreciate it. I'd feel bad, I don't really play anything these days. And the practice is good for me.
This should work, but you'll want to test it to be sure.

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The velocity would need to be in terms of tick, so you may have to do some math involving delta

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which would be estimated, since it would assume the time between ticks would be constant

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So, not completely accurate, but close.

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Adding the velocity (per tick) to the location should give you the objects location on the next tick, and then you just compare the differences between the before and after locations with the static object's location. If the length ends up less next tick, it's closer. Otherwise it's not

storm elm
formal parcel
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awesome, thanks for the help

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i figured it was something like that but honestly this 3d math still hasn't clicked

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adding a velocity to a location and subtracting another thing and getting a length is deranged talk

open latch
storm elm
# formal parcel adding a velocity to a location and subtracting another thing and getting a leng...

When you're just testing for distance and comparing, you can honestly think of it in just 1D. Your object, at location A, is moving along a line with some speed B. You need to know if, in 1 tick, it's closer or further from some point on the line, C. So, you find |A-C|. Since it's distance, an absolute value, you could also do |C-A|. You add the speed/tick to the moving object's location, then get |A-C| again. If the second value is smaller than the first, it's closer. The only added step here is using the Vector Length node. That mindset doesn't work for a lot of other stuff, but it works for this.

gentle urchin
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Go for squared distance for extra gains

formal parcel
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its kinda working @storm elm but i need a tiny tolerance i think

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its actually working perfect heh

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i ended up here, working well

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thanks again

feral shale
#

Hey guys, with the Enhanced Input system, is it possible to recreate the old "Input axis" mappings? As in having a input event fire every frame as long as the keys are down?

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(without having to do your own code inside the actors tick)

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Arhh... I completly crossed over the "Hold" trigger..

strong topaz
#

Hi, I have this blueprint that basically checks if the player character is overlapping a box collision and then if he is when I press the V key it should fire off the rest of my script, the detection seems to work because as soon as my character enters the zone the beginoverlap node begins playing when for some reason when I press the V key it doesn't trigger the rest of my blueprint (the part that comes after the exit of the Gate) what am I doing wrong?

silk cosmos
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Have you used a print string on you exit box to see when it's closing the gate?

swift sphinx
#

This is a simple Bunny Jump but the problem im having is that i can just SPAM the spacebar and i will never miss a jump is there a way i can make it so that i HAVE to press space again only once when i land and only in a sertain timeframe?

strong topaz
silk cosmos
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What blueprint is this in?

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I.e. is it in a character blueprint or some actor

strong topaz
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if I plug the eventbeginoverlap directly to the rest of my blueprint (after the gate exit) it works

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it's an actor bp

silk cosmos
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So key presses won't register in a random actor

formal parcel
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@storm elm ended up figuring out the issue... gravity. things falling on top wasn't triggering

silk cosmos
#

You'll need to find some way to handle inputs in a character class or pawn. I don't remember if pawn will work and I'm not at my computer so I can't check atm

strong topaz
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I could do it in the level blueprint but then i won't be able to reference the components of my actor BP on the level BP

wispy star
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Can anyone tell, if there's a way to change that via BP?

silk cosmos
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You should be able to click on the actor in the level. Then in the level BP, right click and there should be some way to reference the actor

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@strong topaz

strong topaz
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Hmm good idea, I will try that, thanks

silk cosmos
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No problem!

storm elm
formal parcel
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You can set that transform by either type.. i imagine that changes it?

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@wispy star "Set Relative Location" vs "Set World Location"

storm elm
civic herald
#

When adding variables in Blueprint can you make them Editor Only? Or does it have to be made in C++ and wrapped.

wispy star
#

@formal parcel so setting world location will lock component to world type?

formal parcel
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i think it will, try

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if you set any aspect of it via the world method vs the relative one i believe it would change it

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because you cant really have both at once

wispy star
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well, nope...it stays attached

storm elm
#

You can totally set its relative location and then change its world location. Setting its relative location is just setting it to a particular world location, with some added transforms. Unless you're in the BP editor and moving things in the viewport, in which case world location doesn't exist because it's not in a world.

wispy star
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nah...it doesn't work

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the bool called Absolute btw

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but after it set to true, it won't be possible to set location

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cause both relative and world transforms are only work in local space

formal parcel
#

so sipes, whats the best way to draw a non physics cylinder(or whatever) between two locations in the world that isn't laggy af like a 1 segment cable?

wispy star
#

update on tick?

formal parcel
#

cables dont do that already?

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i mean, clearly not

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is that a setting or something or do you mean to reposition the component?

wispy star
#

i mean, if you need to update the position on tick or not

blazing scroll
#

I am trying to trigger a custom event from another component in a sequence but for whatever reason the item level value is always as big as the second trigger although the values are different

formal parcel
#

yea i was going to draw it every tick

#

if needed

#

but oddly enough there isn't a straightforward way to just draw something between points

blazing scroll
#

I check which skill is executed with a switch but the values are wrong

mellow folio
#

I guess you need to know more about how the query skill node is working

blazing scroll
#

It checks if the skill is unlocked and returns the level and a success

mellow folio
#

All the code you posted looks good

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The problem is elsewhere

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Before or after, Or it’s doing the right thing and you don’t realize it

#

Try putting .02 delay between the first and second sequence to check for timing issues

hard charm
#

guys a question how could I integrate discord in my project

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I want to make it check if you are logged into discord and get your discord user id

blazing scroll
mellow folio
#

That’s good it verifies the code you showed is clean

blazing scroll
#

I think I know where the problem lies

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since all switches get execute in line the value for the loop increases while it still executes the loop

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but dont really know how to solve it unless creating separate item level variables for each skill

mellow folio
#

That is almost definitely the problem

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What does the Loop do