#blueprint
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yep
if you are getting an error at branch, its probably an accessed none error which means you havent set the ai controller reference anywhere
but with that get ai controller node, its already set, you just need to cast to your specific ai controller
Would I need to reference every object i could possibly hit??
@cobalt gulch
I have not used this
Take it with a grain of salt lol
Feels right though
What's the context/goal here?
Ah thanks
My character shoots a smoke dart when it hits the surface it spawns a smoke entity
(capitao) lol
I just don't know if I've ever used EventHit
Anybody have info on reliability?
Vs linetrace or something
The actor it's used on needs to have hit events checked, that's all I'm aware of
This node is buggy with sometimes ignoring descendants. Is there any other way to get all components from an actor?
sigh
I've been wondering the same thing Davision
Transform is a struct
Holy sheet this looks awesome
Nice
Its literally firing smoke grenades lmfao
lol is it spamming when it hits the wall or something
But yeah @primal bluff I've needed this badly for a while
Just found the Get Components By Class node which works for my case
I forget where I was running into issues, but I specifically needed an array to ignore in a line trace
Is there a node that allows me to split an array into two arrays based on a precondition?
If not, you could probably achieve it through a ForEachLoop that separates them based on index vs length
Not ideal obviously
Ive been trying, part of the problem is unfortunately BP seems to not allow you to have DynamicOutputParam, while C++, which supports DynamicOutputParam does not allow you to return more than one value. What I am trying to accomplish is "sort this array into two arrays depending on if its package (Outer->Outer->Outer) matches an input string.
where the input is a typed class array
*typed as in subtyped to an actor type
I was hoping they had a node already implemented that did this, or at least something similar (in which case I could look at the source impl)
What would be determining the split? Like remove the specified inputs into their own?
its a string match of a passed in string.
they don't need to be removed necessarally, just filtered into two arrays (can be copy of the actor ref so long as it keeps type)
Yeah that's a tough one I'm not sure
Has anyone ever had their Content folders move (on their own). Poltergeist jokes aside, I discovered my Content Folder had been moved inside my Config Folder. Not something I remember doing. Any Ideas?
Why can I not set the equiped weapon as a smoke launcher actor?
Oh
Should I be changing the mesh gun sound effects etc in the same weapon blueprint or should I be creating a new actor bp for each weapon i make?
You shouldnt run code after destroy
Unless thats eestroying something separate
But also you havent set equipped weapon to anything
It doesnt let me because the variable is only for the weapon master
Not the smoke grenade launcher i guess
And smoke launcher isnt a child of that?
No
Then whats the point in having a master weapon
But I think if i make it a child it will copy the reload and ammo etc
Read up on object oriented programming then you will understand things a bit better
how can you make a drag event restricted to the horizontal bar / name of the inventory panel. I don't want it draggable in the actual contents
Oy.
Anyone have any ideas why this isn't working? I'm trying to dynamically offset the UV parameters for a material using "Per instance custom data", but the material won't offset...
All your weapons should be a subclass of MasterWeapon. That's the whole point...
But doesnt the whole ammo and everything conflict?
UV's don't change, even though the custom data should be changing per instance.
Use a MasterAmmo class, which you set on your MasterWeapon class, and fill it with the correct ammo class.
Hey peps, I need some advice. I am trying to make an automated bus in my game.
At the moment, I used it as a platform to give the command to move but it's not good enough since it doesn't turn properly.
I have no real clue what to search for to understand how to do this.
Any advice?
Here's what I got. This is assuming your wall is triggering hits from inside the player, or on their feet
inside is a collision that's just about smaller than the player's actual collision
What this is doing is counting how many times in short succession a hit is occuring inside that collision, off-screen is a branch checking the current hit count
Now this is probably a horrible way to do it
Just realised that 'remove' isn't needed
Yup that is the direction I'm heading in as well. I have data assets that represent the tag requirements and other relationships. I love the flexibility being able to use actors, characters, objects, components, or whatever when it comes to creating abilities.
@deep imp it really is a clean implementation I just couldn't get them to understand
hey does someone understand the Then node behavior?
does it run the then path after the prev path is completed or after the first node in the path is completed?
ty
in this configuration there r no errors, it calls update and BP player is set
in this configuration it gives an error saying BP player is not set
i thought that Then would run everything on Then1 and then run everything on Then2, but maybe the get BP player needs to come from the set?
i thought it would be like: set-> cast -> set BP
then get BP -> set percent
Not a problem. This is based on a single collision capsule that's 1 unit shorter in radius than the actual body.
Oh and I only tested it with WorldStatic geometry
It will likely trigger if you are pushing something and you don't move, like perfectly running into a wall. You'll probably want extra checks or find a better way of doing this
It's not a good solution
But it's something
@golden frigate i think it fires them all async, you should just chain them together
no need for then node in ur digram
i just wanted to use then for organizational purposes
it lets u run some nodes horizontally
that way i can organize like things horizontally connected r related to eachother sequentially but vertically are not really that related
was anyone able to simulate physics on a nanite mesh ?
@hard sigil Now that I think about it, what you probably want to actually do is trace the player collision against all directions just slightly. If none of them work, the player is probably stuck
One minute
so is anyone gonna help me?
You arent entitled to be given help
Be patient and if your issue gets drowned out wait a little while and repost it
Here's a more sensible solution for detecting if actor, actor, pawn, character, player etc. is stuck or can't move. There can be a few edge cases such as jumping and crouching but generally this is better than my previous one lol
thank you
They should both do the exact same thing. Are you absolutely sure you aren't getting any errors in the first one?
yup
no errors
1st one 0 errors second one gives 1 error at thevery start saying no BP_player
What's the exact error message?
Generally no stuck is a bad written variable, usually we write booleans like bStuck
could anyone help me with AI im having a hard time switching animations
when it roaming its walking normally but I cant get it to run when he sees me
anim bp ref
The only issue is getting to activate the boolean in my controller
which I have not succeeded yet
I was thinking maybe I could attach a boolean made in my controller named Detected
then move that boolean in my AI bp
with a ref
and activate the running boolean if Detected is true
havent found a way to do that
if its even possible
no clue
What is the best way to keep the player on a path? Our game has pretty quick movement and We want to create a system to help the player stay on a track. Ideally this would feel like the Mario kart driver assist where it is possible to drive off the track but it takes some force to do so. Currently I am using a spline finding the closest point to the player then adding force to the player in the direction. my other idea of how to achieve this is with invisible walls that disappear after a certain amount of force is applied by the players input. Though None of these methods produce the almost auto steer feel.
Hey, I am creating a multiplayer game and want to encrypt the host player's ip so that it is not visible to others. It does not have to be complicated encryption because the game will not be massively shared, but it wants some encryption. Nice as if it were in blueprints. MD5 encrypt plugin is encrypting string, but you cant decrypt with this.
Set a boolean in your pawn and cast to that from the anim BP and set it on update animation
Question About Structure / Performance
I got 4 Structures with 7-10 Variables each. They're mainly condensed to make the Blueprints not cluttered with Variables, which the Enduser doesn't have to touch anyway.
However, I thought about making 1 structure that contains all 4 structures within. So only 1 Variable(struct) will be visible to the enduser.
Does it impact performance in a greater sense to do so?
How can I impement this into level bluperint instead of being in player character blueprint
wait so create a boolean in my normal AI not the controller right?
Don't
That could be clunky. What are your structs?
The issue I'm having is it is running in the background of the main menu, ultimately when timer runs out it pause, the main menu XD
Well you could probably do either but its slightly easier to get the pawn than the controller
how
Variables within? mainly booleans - floats & vector 2d - nothing complex really
I mean what exactly are they, are you trying to mix character and world and item data together or what?
You look like you're trying to change it in the anim bp, you can just do something like this if you are:
You wont need to do anything with the bb if the anim bp is all you want to change
because Im trying to set a boolean in my controlelr to activate the animation
no, just the base variables per widget (not all together) - like:
- Current Widget Boolean Struct
- Current Widget Calculation Variable Struct (floats + vector2d f.e.)
- Current Widget Default Position, Size etc Struct
- Current Widget Save Position, Size etc Struct
Into 1 Struct only - for no clutter
If it's all the data about a thing and you really would typically want all of the data at once, storing it all the same struct is fine
tyty - cause i really like how clean the bp is 🙂
You can do that too, you just need to cast to it using an extra node
That whole setup sounds like a mess though, you should be linking your AI and animation that tightly. AI is just a controller, and the animation should respond to what the pawn is doing.
that's why Im trying to move the boolean to my pawn
this tutorial I followed he did everything in the controller cause im also using Behavior tree
how do i cast a reference to another BP in order to get a reference form said BP?
I have a lever and when it is on/off a variable to set to true/false. i have a door that i want to open/close when the lever is on/off. but i can't seem to access the on/off variable even when I cast to the lever.
i can set it but not get it. XD
wait maybe i'm going about this the wrong way around....
Another Question you might can help quickly.
Does it matter if I pass the whole Structure into a Function from function library.
Or better only pass in 2 out 4 if only 2 needed by the function?
Gotta break it either way - question is does "sending it to function" cost something or if it's just a reference and it doesn't matter.
nvm just stumbled upon it
in unity, there's a line called Quaternion.Angle and it lets you find the angle between two rotations, is there a way to do this with rotators?
Something like look at rotation
Hi, since the marketplace sale is coming to an end I've been looking for some addons to improve working in Blueprints.
It seems that the Nodegraph Assistant and Blueprint Assist are recommended often but I've been wondering if they complement each other or if they cover more or less the same functionality? Is there one you would prioritize buying?
Let me know if this is the wrong channel for this questions.
where did you set this up and if its in the anim bp do I need these ?
uh yeah just leave it as is, but then add what I said before it in the execution line
where did you get the running bool again?
sry im confused
is vampire the controller or the AI mesh
It is the pawn
I had a bool in the pawn which was set in that BP, then I casted to the BP and got the bool, then I took that bool's value and made a new bool variable with it, so I could access it elsewhere in the bp.
Now you need to set that as true when it is chasing, and set it as being false when it isn't
What do you mean by this
Do you have a blendspace setup to transition the animation from walking to running?
and it set running to true in my anim which will in turn activate the animation
@broken wadi i do altought I think it could be outdated
It does not know what its setting. I'm willing to bet this will cause an error. You need to specify which pawn it is setting that bool in
whats the equivalent of a try catch in BP?
Okay so you do have one, good. I'd recommend just adding breakpoints in your code and step through it so you can figure out exactly where the expected behavior differs from the actual simulation.
It's not that the system isn't working as intended, its that they're having trouble writing it
Somewhere along the execution chain a bool or float is expected to be something else, but maybe due to how you've set it up the result is actually different. So breakpoints here would be useful in trying to figure out exactly where problem occurs.
That's not what casting is. Casting is a typecheck "Is Thing A an instance of class B?" Or in plain English "Is this Animal a Dog?"
There's too many screenshots, its all so confusing at this point. Breakpoints are your friend. They will help you find out why its not working properly.
They haven't written the code. Breakpoints will tell you its not working because it can't work
There is none
Oh
Oooh, how do I.... uh, get a variable from another BP and check what that variable is in a different BP to the one it originates?
I have never used that node before.... so I guess check if it works if not use this:
So it doesn't compile yet?
To look at a variable in Object A from Object B.
In Object B, somehow get a reference to Object A (however you want, line trace, get passed it, million ways).
If needed, cast Object A to the class that has the variable you want.
this is in my controller
yes, that's just a regular pawn reference you're getting there. You need to cast to it to check (like adriel said earlier) that it is the specific pawn you are looking for. So cast to mannequin and get that output
Why would you crop off the one part of that screenshot that someone could use to help you.
You want to cast your pawn to YourCustomPawnClassThatHasTheChasingVariable.
ah thank you i'll try it out. :)
Specifically what are you trying to do?
Is anyone here good at understanding rotators, I'm still struggling on my character controls... I want the character to roll depending on my camera yaw, so when I look left or right the character will roll and start to turn that direction. But it only works at specific angles. I need to figure out how to clamp it so that it only looks at my control yaw in relation to where I'm facing currently. Sorry for doubleposting this issue but I went back and tried a bunch of stuff and still no dice.
You can see in this video it partially working
Roll depending on yaw sounds fucky. What are you trying to do, roll into turns like an airplane?
Pretty much, yeah. I'm having it look at my controller yaw so that when I look left or right I start to turn.
Well, currently, I have a lever BP that can be on/off and i have a door BP that i want to open/close when the lever is on/off. but i can't seem to access the on/off variable even when I cast to the lever.
It also adds a movement input, but that part is easy
cast to what it is telling you it is. 'Mannequin Master AI 2'
Do it in the logical order.
Input drives movement.
Movement drives animation.
So you don't roll because you're looking or applying input or anything like that. You roll in response to turning.
You change speed depending on your pitch
but I think I can get away with having roll be purely visual
So yaw --> movement input --> roll the mesh
No, Yaw -> Movement input
Elsewhere
RotaionalVelocity -> Roll
You can use the camera to drive your inputs no problem
But do it like
Control interface (Buttons, camera, whatever else) -> Movement
Movement Results -> Animation
Otherwise when you go to try make an AI dragon or a multiplayer dragon it shits the bed because there's no camera or other player-specific stuff to look at for driving the animation. Make your animation such that it can just be driven by the state of the actor, nothing to do with the controls.
hey guys, I am following a tutorial on an 'endless runner' game (like temple run) but when I input the nodes to restart the level upon death, unreal crashes and I get this message : Error 'Failed to load package '/Game/ThirdPerson/Maps/ThirdPersonMap''. Exiting.
But I am not using thirdpersonmap, I created a new map and named it Endless Runner Map so I am not sure why it is referring to 'thirdpersonmap' and what I can do to stop the game crashing when I die... any ideas?
Not sure but go ahead and fix up redirectors in the Content/ folder.
Hmm. Right now I have it the reverse where the flying turn animation plays depending on your roll. Are you saying I should tweak the animation to do the roll instead and then play that anim based on the input?
Sorry I am really new at this...do you mean the map?
thank you for your response!
And my pitch controls actually rotate the actor and it works perfectly so far
Gonna try to set up what you suggested though, ty
damn now my AI doesn't have the walking animation....
To start with, have your AIController drive around the same base character as your player is
OR drive the AI character around with a playercontroller
to make sure the animBP is working etc.
Is your AI driving around a fundamentally different pawn than your player or is it like
BaseCharacter
-PlayerCharacter
-AICharacter
?
mmmh
oh Thank you so much!!
Hi everyone,
I would like to know if there is an easy way to block the character from moving but still allowing the rotation. (Something like in elden ring where it lets the character rotate at some frames during an ability).
I though about using "Stop Movement Immediatly", but it resets the acceleration, so during a fall the character stops. If I block the inputs (Add Movement Input) with a bool it does not allow me to rotate the character with the key press.
I would like to be able to use it in animation montages with an anim notify state.
To start with, what's driving your character rotation right now?
I dont understand how my anim bp just stopped working
@faint pasture
see anything wrong here?
What are you trying to do here?
my basic walking animation stopped working
What's that got to do with the BP you showed?
First, check that your anim bp is being used on the mesh.
I have two rotation modes, a target rotation set by animation curves and a velocity one, but it needs inputs to know the direction. Basically I use something similar to ALSv4 if you are aware. I guess if I am stationary I need another way to input this target rotation.
It is
I set the boolean running to event begin play and it started running
OK then open up the anim bp and look around, you don't need to do anything in the actor.
Oh you've removed the cast set
it wasnt working so I removed it
Mannequin variable needs to be set here
nothing is working
Mannequin variable is not valid, it can only be valid if you set it
Who can help me with making a bp for a bus route?
Does anyone know how I would move an enemy towards the player?
What you need?
A million ways. I say you shoot them out of a cannon.
I want to make the bus stop at bus stations and turn on corners properly
Well, do you already have a bus that can stop and turn and in general, drive around?
Is a bus a thing that's driving or basically just a mesh on a spline like it was on rails?
@faint pasture kinda, I have a flying bus(as I want) with a script that follows directions without a stop or opening the doors
@trim matrixYou are way ahead of yourself IMO. Back up, go over what you got, and make SURE you understand exactly what everything is doing.
@faint pasture maybe I should take a break?
Can it stop?
No, couldn't figure it out where to put the delay for each stop
Show what you have for the bus logic.
do you know a youtube tutorial that tells you how to activate running and walking states using the behavior tree + blackboard?
that has nothing to do with the behavior tree
stop following tutorials
painting by numbers does not teach you how to paint
this one guy was using set value as bool
yes that would be something the ai cares about. The AI is the brain, the pawn is the body. Animation cares about what the body does, not what the brain is thinking.
@trim matrix If you play as that character yourself, can you walk and run as expected? In other words, does it run normally without any sort of AI at all. Can the character run?
this one
the third person character can only walk for now
Is that the same character?
What does the delta time variable mean for Vinterp to?
what do you mean
Can you just set the character as your default playable character and make sure the walking and running animations are working in the first place, without any AI.
hey can I have a question anyone knows the difference in usage between get actor location & get world location ....thank you
I tested the running animation with event begin play on the AI so it works I just cant seem to activate it
Only once you've confirmed the character animation blueprint can actually handle walking and running properly should you move onto an AI implementation.
I suspect you're doing too many new things at once and its overwhelming.
I switched from top down example map to my own level and the interface is now gone, and cannot control player character anymore
This. Your animation shouldn't care or even know if they pawn is driven by a player or AI, just that it's moving around and stuff.
Gamemode
OR
that is happening with un-safe trea calling
you previously had character on the map and auto possess on, and now you don't. @half portal
It's the same gamemode, checked all world settings
Much appreciated for the help tho
Same pawn existing on the map you're auto possessing?
I mean there's something different.
Nope, no pawns, only player is spawned :/
@faint pasture you have any idea for this
WHat do you mean "only player"? Only their pawn? Only their controller?
@tiny frost#animation
Level is filled with blockout noxes and then theres PlayerStart, not sure Im getting your question here
Might not be the right channel but why aren't other animations showing up here?
only those available for the skeleton
Ah ok
Show the world outline and gamemode for old map and new.
Is there a way to get the world scale of an actor from its' class?
As in the actor does not exist in the world
Got you, sec
New Map
the example map
Might have found the movement issue, think I need the navigation mesh?
Yea can move now, just the UI missing
What's spawning the UI?
Pretty creepy
its all fucked
notice how it activates the bool for 2 secs
Got it working Adriel!, it was there I just got bamboozled because player one was not setup and I didnt have my enemy in the custom level to use for reference, thanks a lot for the help haha!!
FYI you can just set gamemode at a project level instead of having to override on every map
Hmm what do you mean?
Hi, I am a little confused by the Object port of the Cast to BP node, what exactly do you have to put there? This is my Character's BP in which I am trying to add a button press interaction that should cast to another BP's custom event.
@trim matrixDude we've told you 3 times this is all fucked up. Just look at how the 3rd person template does its animation.
Do you know what casting is?
no
nothing to do with 3rd person
Casting is a type check. It's a question. It's asking "Is this thing an instance of type X?".
In that case you're asking "Is this thing a BP_Thunderstorm?"
@faint pasture what about me, do you have any tips or tricks?
What's the Unreal Engine version of update every frame?
Tick
event tick
So I should plug an actor reference of the BP in Object?
How are you getting the thunderstorm actor?
Can anyone tell me if you can get scale from a class?
If you're just doing Get Actor of Class Thunderstorm, then no need to cast. You already know it's a Thunderstorm.
And what is that variable set to? How does this actor know about the thunderstorm actor?
Hey,
well I am not sure how its working here but I'll try to ask,
I am trying to make for practice some minigame like the endless runner (similar to Temple run / Subway Surface..)
There are some nice videos in YT so I followed them, tho they are too basics.
I tried to follow 2 videos for this game (for MOBILE)
-
very basic but aim for mobile:
https://youtu.be/HFtQ7yix1-U?t=812 -
above basic but for pc:
https://www.youtube.com/watch?v=3om6yJiYMcg&list=PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1&index=4
this 2) guy show how to make it possible to turn 90 degrees left / right but I couldn't succeed to translate it to mobile version.
I came up with two possible results, both of them are working but without the 90 degrees turn. just working as if I never tried to enter those kind of turns...
someone have an idea what could have got wrong here?
For the Bus? I'd start with just haveing it move to random target spots and stopping. Then start adding orientation into it.
You said it's flying right? Any particular reason? It'd be a lot easier if it could navigate.
Or you could just do it like how the 3rd person template does it, and play the walk/run when it's actually moving, and only when moving. But anyways, have fun doing it like that.
Well, I have set points for now, not sure how to make it more reliable but i want it to levitate, not really fly so navigation remains the way to go
im not gonna do it like that just showing you an example
Like visibly levitate off the ground?
@faint pasture yes
How high? You could just do it as a ground-travelling actor with a levitating mesh.
Are vehicles a big thing or is this just a once-off? If it's just a small thing and you don't need a generalized vehicle system just use a spline for the path and call it a day.
Not high, could be done i think with an invisible wheel or just simply have it move x, y
spline gives you position and orientation.
Why doesn't it work? It doesn't get formatted, and the text is displayed with {n}
I need to look into that more, but the traffic, is a bit important. I don't want drivable cars but automated
wowwwwwwwwwwwwwwwww
Is the rest of traffic working? I have no idea what your starting point on this is.
bro
Is it like a Cities Skylines?
It's just what I sent, it's the first time I attemt to do this
Yes and no, third person just places to visit
Yeah I'd do splines. It's the same idea as your 4 points, just you can control the actual path.
Then just have vehicle follow the spline
I have this attack currently in place, but the hitbox wont destroy itself once the key is released, how can I destroy it after a delay?
Is VInterp to a valid way of moving an enemy to a player?
Should they otherwise be navigating?
Like do they have rules or are they just like a ghost walking through everything?
Thanks, I'll look at the tutorials now to get a better understanding on splines and how to adjust with it
Apart from not phasing through walls, I just expect the enemies to move towards the player.
It's a 2D game.
If what you're after is a Cities Skylines style bus mechanic that's how you'd wanna do it.
use navigation
ah okay
Thanks again Adriel
You're not destroying anything here?
yea and thinking I perhaps should somehow, bamboozled D:
ok im done fk this shit
what do you mean
cba
Are whatever you're trying to move towards the player Characters? Like what's the base class?
yeah, they are paper character
Ooh paper, dunno if that changes anything. IF they still have a capsule and a character movement component though they can navigate like any other character.
Start with just trying to Simple Move To the player character's Location
What do I put in for controller reference?
Show what you got
Just give it self's controller
This isn't what you'd wanna use for production but it'll get you started. You'll eventually want AIControllers and such
Any reason EnemyBase and PlayerBase are seperate?
Don't think so, I mean the player controls the playerbase and not the enemy
IF they have the same mechanics (health, movement, items, whatever), then make a MyCharacter and then subclass it into MyCharacter_Player and MyCharacter_Enemy1 etc
In our case we don't even do that subclassing, it's all in base class. Great side effect is we can spawn as any enemy class and "drive" it around testing the mechanics before doing AI work.
How do I make the camera yaw control input? I've been trying and I'm having the same issue where the values don't line up, so the control is all backwards.
Don't think of it as camera yaw, you probably mean Control Rotation Yaw
Need to fix my enemy class because it's not moving with the Simple Move to Actor.
How do I spawn an object from an array of objects? I tried casting to actor but that didn't seem to work
Yea, I've tried both and they have the same result
Look into navigation, make sure you have a navmesh
Look at the top down template
Show what you have.
Why would casting spawn anything?
Start from the fundamentals. You want the camera to be controlled by what, and you want the pawn rotation to be controlled by what?
Read up on the Control Rotation. That's the variable that Add Controller Input Yaw etc modify. That typically drives your camera.
Ok, will do. I want the camera controlled by control rotation, and the pawn to also be controlled by control rotation (yaw).
the function before this organizes an array of objects (static meshes currently, will need to be blueprints later.) Now I want to spawn those objects from the array.
So when you move your mouse/camera left and right, you smoothly steer around
and I don't want to use inherit yaw or whatever, it's too choppy/instant
K then Rinterp towards control rotation on tick
That's how I did my pitch and it works
But yaw is not acting the same for some reason
Show your math
This is for pitch only
You're making WoW Dragonflight, er, dragon flight aren't you.
Why are you using the CMC's last update rotation
just get the capsule and mesh rotations
cmc last update might not touch yaw if you haven't set it to do so
Oh good to know
The CMC is just sliding a capsule through space. Just pitch/roll the mesh (or use animation to do that) and yaw the capsule around
Or yaw the mesh instead.
depends on what you wanna do really
If I change it to get capsule rotation it doesn't work anymore, but maybe I did it wrong
I guess I could just set a rotation variable at the end and then interp from that to the new one
and I just want a cool smooth feeling flight system with fake physics lol
Talents look dope but IDK if I'll ever fire up WoW again. And I played off and on since 1.2
Make a decision, does the capsule rotate or nah?
I say it does so you can just get actor forward when you need stuff
Right? That's why it made me so sad. This xpac would have been my favorite
The capsule does rotate yes
K so on tick, set capsule rotation and set mesh rotation
both lag the Control Rotation
I should only do this once right? I create the main menu when opening the game and I have the settings menu as a separate UMG. If I want to return to the main menu from settings can I just create the UMG widget again or would that technically make 2 of them?
It won't leak as its garbage collected, you can do either/or
either create and save a ref or just create and trash it.
I'm pretty new to blueprints, and here's what I'm working with. I put my objects into an array, and then I am running them through a function that sorts the Z height from the staticmesh and orders them. Then I'm stuck, I don't know how to bring my objects from that array into the scene. I know they are in the array and organized, I can see them in the details when I play.
What are those objects?
they are currently static meshes
Do they exist or are they just static mesh pointers?
mesh assets or static mesh component pointers?
mesh assets
K so you need to add a static mesh component and then set its mesh from the asset
whats the node to trash a UMG object / widget?
if you got a lot of them look into ISM and HISM
Okay, got the enemy to move.
remove from parent
awesome @faint pasture thanks so much. I kept searching fo things like "spawn" and "create"
do I just leave target as self as its targetting its own UMG widget?
or should I reference the UMG
A mesh asset is like a sound or texture asset. Doesn't really exist in the world, the only things in the world are actors and scene components.
Thats fine
If it's an exit button or whatever
If you got a bunch of menus make it state based
Is part of Nav Mesh's that the actor can't walk off edges?
Enum_MenuState
and some update function in HUD or PlayerController
UpdateMenuState(NextMenuState)
And do some switching to hide/show/spawn/remove widgets
They won't navigate off the edge yes, but there's probably some stuff you can tune or ways to make them lemming off the edge
You can bridge edges so they'll jump or fall off when navigating tho
@faint pastureI need to learn more about the difference between them, thank you. I tried earlier with actor class references, and those were easy to spawn, but I couldn't get them to compare because the Actor Bounds weren't returning anything 😦
*but also I don't know why I was doing it with actor class references, I was just blindly trying everything
What are you trying to do?
and reading slices of the dev forum
End goal: trying to organize a large number of blueprints by volume. Current goal: organize 8 different sized cubes by z height.
and then place them on a grid
but I'm pretty sure I can do the grid part just fine
@faint pasture and if you could point me in the right direction you would be my biggest hero
Do they already exist when you're doign this or are you trying to organize before instantiating into the world?
have a list I can easily drag and drop assets into, and then upon running those organize themselves. I don't want to already have them in the world.
my idea was to put the organized pieces into a level that I can bring in via level streaming
end goal is to come up with something like these fortnite asset galleries - but I want to automate the organization
@faint pasture I'm sure I'm going about it in maybe not a great way, but I love learn this stuff so I was trying to piece it together
Yeah that'd be editor scripting territory.
Gotcha! Guess I'm learning python now 😅
Learn c++ instead.
I was doing a C++ course, it might be easier to do there
It'll be more useful for unreal.
Yeah, I already have a lot of the syntax down I just haven't made anything big yet
Just wordle, lol
That's something!
Yes! I have made a few somethings!
Does anyone wanna use Unreal Engine’s Multi-User Editor with me to create a Rainbow Six Siege map?
I can't thank you all enough for the help today! Have a good night all
Not sure how to explain, but how to make "Branch" node to accept either negative or positive of value 1 without using "OR" node?
or maths making/converts any negative to positive node?
abs node... absolute value
Thank you. 1st question has any alternative, please (if any)?
in one node? A "math expression" node is all that comes to mind.
abs(MyInput) == 1
How come this suddenly only has a "wildcard" Out Row? Before my changes, it had the proper type of row and I could break the struct and do stuff with it but now I can't...
there were a lot of different changes, I'm just wondering why it is this way
I am calling the following blueprint sequence, it is unloading/removing the instance, but the attached event never gets called (note I am attaching the delegate to a custom event on a parent script, and confirming what I am saying by setting breakpoints). Does the "Bind Event To Level Unloaded" not actually work with Set Is Requesting Unload and Removal?
Note in this method, Room is a Dyanamic Streaming Reference to a Level Instance.
Thanks again!
Not sure but try casting the table and then using the cast version with the node
there are no options for casting available
What's the type of the table variable?
the table variable is a ItemDataStruct
I recently changed its fields to be private (C++)
well there's your problem
EditAnywhere just means you can edit it in editor details views and such
You need to have BlueprintReadOnly or BlueprintReadWrite to allow BP access
it's fine if I can't access its fields, since I made accessors
and even then it might not let you access them if they're private
I have this
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UDataTable* ItemDataTable;
that's the table itself, and I can set it
I can access it as well, but it does not allow me to get the rows
Well that's not ItemDataStruct, that's UDataTable
try creating a cast node "Cast to ItemDataStruct" assuming this is the actual specific type of the table
sorry I meant that's the table itself
you can try creating this without pulling from the variable's pin, and then connect it after
that's not an option
did you try with context sensitive off?
yep
USTRUCT(BlueprintType)
struct RPG_API FItemDataStruct : public FTableRowBase
this is the data struct
What is the type of the data table?
Hmm 🤔
Yeah with some nodes like spawn actor you can cast the type variable into a more specific one to get more pins so I figured maybe this works the same way
I restarted the editor that's what it's saying
Yeah I think the issue is that it doesn't know what kind of data table it is you're connecting to it
So it doesn't know what type of row comes out of it
that doesn't make sense to me since it literally sits connected right there wtf...
or is it not able to figure it out in some other way?
It's just how these types of wildcard nodes work. It can't use the data that's in the variable to determine its type, it can only determine it from being given a specific value
That's why I thought maybe if you cast it to the specific kind of datatable it would work, but yeah that's not an option 🤔
You could probably just wrap some C++ functions for this, have a specific function you can use to pull values out of this type of datatable
alright, I'll try it out later. Thank you for your help 👍
Im working with structures. And i need to change just one variable of my structure, in this case cute power. The thing is all other will be set to 0. Is there a way to remove the pins of other variables so they are not affected? Its becoming quite overwhelming to have to plug all variables each time i want to change just one variable. pls help.
yeah there should be a Set Member in Struct node
Trying to figure out what nodes I'm after here. Basically, when my player is inside geometry, I want to find the closest point that is not blocked and continuously highlight it (for example via moving a mesh there or some particle thingy) until player is in bounds again.
I know the very basics of traces, but that's basically it.
Can I "Re-Route" the scale function to instead set a box extend? this sounds super weird I know but essentially I'd like to be able to use the unreal scaling gizmo to set a box extend instead of the actor scale for that specific actor
I thought about some construction script magic but I'm not sure how to exactly pull that off without messing up the scale/extends
Construction script is how I'd imagine it'll go
Probably something to do with adding / transforming the components and the box
why notjust use scaled box extents instead
or do you want to just scale the box
not the rest of the bp
I have 2 boxes in there one is (50, 50, 50) and the other is (60, 60, 60) and I need this second box to always only be 10 units larger. not 20,40, 80 and so on
and the more I scale it up the worse it gets
Oh I've already did it!
I'm not sure if the last node is needed but... it works so... no touching
How the heck am I getting "accessed none" inside of IsValid?
"you were the chosen one!! You were supposed to prevent the NPEs, not cause them!"
Debugging returns.... no debug data. Love that.
Oh this sneaky bitch. So the problem here is an earlier dereference in the chain isn't null-safe, but because those are all PURE functions, the error message gets thrown on the first NON pure function encountered, which just happens to be the IsValid call
So IsValid isnt being passed an empty value, it's being passed an error state
actually I think technically it's executing all the pure code linked into it, which generates an error state
Any ideas for this?
Okay I got a crazy idea
A collision that covers the entire "in-bounds" of the level
and use get closest point on collision
hmmm, at least I got a keyword for it now. Thanks
Hello. BP Interface question.
I have blueprint A, trying to send a vector to blueprint B. I have an interface with a function "get vector", an output of "vector". Blueprint a has the function to just send a simple vector. Blueprint B has the interface function run and outputs nothing
this might be a dumb question but sooo im setting input to ui only for a widget but when i set it to game and ui is there any way i can make the mouse relock into the game bc its not working for me
@fallow barn you want an input not an output
The event you trigger in BP B is in essence the body of the function. Input is what is being passed to BP B, and an output would be a variable returned to BP A
If i have it use an input tho, then "get vector" asks for input, not gives an output
so when I call it on BP B it doesn't give me anything, which it should be referencing BP A right?
Now you confused me..
You're calling an interface from A on B right?
BP A is spawning BP B
But when BP B Spawns, I want it to refer to a vector from BP A for it's spawn location
So direct reference it.. no need for an interface
How do you direct reference data from another bp without interface?
When you spawn it you save the return value to a variable. That is your direct reference
Nah. When A spawns B save the ref and use that to access B
Oh. Okay
Interface and casting are if you don't have the right type of a reference for actor B and need to get around that
You already have it so just do it directly
Tyvm that was quite helpful
.
Is there a way to do something like this and actually have it fill out the array?
I tried this on construction and on begin play and the array 'Record Slots' still has a length of 0
Get all Components of Class / with Tag...
Attach the light source to the camera?
Hey I am having an issue with the character movement component where the character cant jump when going up a steep slope
My max walk speed when this happens is around 800
already attached
i am using true first person camera
Can I get the size of an actor without having to spawn teh actor?
Like via the class?
How would I randomize between a set of animations?
Like say if I had three flipbooks of attack animations
and I would want them to be chosen randomly when the player presses the attack button
You could store the animations in an array and when you retrieve the animation from the array, use the random array element node.
Or just make the array in runtime by manually adding them in the graph, then choosing random.
Also is it just my poor knowledge of Unreal but does doing flipbook animations in blueprints require a lot of branches
Use a selecte node @limpid bronze
How to have static mesh variables not saved in the blueprint memory but only when it's used/ called
I went to add many static mesh variables in my blueprint without them being loaded to the BP or making it expensive
Soft reference
Oh yeah , thanks!
Do you guys have any good tutorials for parallax background?
Anyone know how to check when an animation/flipbook has ended?
i created an ingame timer widget by updating text with +1 integer at a delay of 1 second
is there a way to pause the timer on an event such as entering a triggerbox
Does anybody have experience allowing controller support in UI menus? I’d appreciate some guidance if possible!
You can use the built in focus system and navigation rules
Don't use a Delay. Use a Time and utilities its handle
That can give you the remaining time and allows you to pause and resume it
Although if your timer counts upwards then this won't help actually. Then you have to manually make sure you stop it and restart it. But it's still easier with a 1 second looping timer than with a delay
why is only "get" available?
Because lightmap isn't generated in runtime?
I feel like I'm missing something this event turns the ship to face the velocity of it's travel so the player can brake but it is slightly off from looking in the correct direction it's looking like a few degrees to the right is there an offset I'm missing?
I am trying to get the socket transform of blueprint actor AR but throws this error
I did but still shows error
has the error changed or still accessing none?
Same error
I am trying to do procedural ADS from Sneaky kitty with spawning an weapon actor
Hi, what kind of technics do you use for automate game testing process. I planned to record gameplay and play it back in each test
I have a lot of disconnected nodes all over my event graph that i keep in case i mess up something and need the code as it was before. or i keep it chunks of nodes in case i need them for later. Does this cause any issue with the program or performance? they are not plug to anything
Are you experiencing any issues with it ?
no. its just full of nodes everywhere
I'm trying to understand where I can add sound to Hover_state. I have CustomEvent.. OnMouseOver /Onclicked can you add like a Sound in the component? Or do you define this somewhere else ? Now looking at other stuff ... I think I need to add the sound in the BP_actor it self?
My character changes its form in the middle of the game. I need to adapt the collision into a triangle shape made by 3 points.
Is this possible at run time?
any workaround ??
Generating a new simple Collison volume at runtime, idk.
You can definitely just have two in the BP and swap which is active based on the mesh assigned
But the shape is quite unpredictable. I was hoping i could build a static mesh from these points and then convert that static mesh into a collision?
@sonic crest with structs you can break them, and then make a new one. Never tried it with data tables.
Or C++ will probably let you get around it
@jaunty jolt maybe with the geometry tools, but I've not played with those yet
yup that was my idea. Building a static mesh through points. but how do i then convert a random form static mesh into a collision at run time?
does save game system support saving map(dictionary) type variable?
Can i set somehow a child actor's active status? For example in my actor theres a few child actor but I only want them active when the player collides with the main actor ._.
heh, up early too eh MW?
Not for modifying a datatable , no
Isnt half the point of a datatable for the data to be static?
If you need to modify data like that you can push it to an array, and modify that.
Every day..
with ya there, cant sleep with so much to do
I also think there's a plugin on the marketplace for a dynamic datatable thingy
i want some help guys i made a blueprintwires and its twisting on its self like this
also at the end it reapating it slef lke this
How can I clamp the camera yaw according to where my player is facing? Found this comment suggesting how to do it but I'm not really sure what they mean
I can set a min and max camera yaw, but it doesn't care where you're facing, it only clamps at the exact angles according to the world rotation
@tawdry surge what if i get a convex hull of my group of rabbits, then add in a little box collision at each corner? that would work as a customizable collision that could be changed at run time? or this is a bad idea for some reason?
I was reading that the dynamic generated static meshes used boolean checks instead of collision in ue4, but idk if that changed for 5
Idk if spawning a bunch of boxes is better than just using the complex collision of the mesh itself
theres probably some point where it becomes more efficient but I wouldn't do it as a first pass
dont prematurely optimize, you'll be wasting your time in most cases
finish it, profile it, then refactor any problem areas
I made camera shakes for when the player is walking and idle, but the transition between walk and idle feels too abrupt. Is there a way to make it so the camera transitions from its current position rather than resetting itself, then transitioning?
At thousands of entities, performance usually becomes a concern very quickly
So in that case... make convex hull of my group of cats, then build a static mesh from that? Then set its collision as complex?
If it's using complex it'll use the geometry of the mesh itself for the collision.
I'm fuzzy on what you're goal is. Are you spawning a group of meshes and want to have a collision surround them?
Or just individual meshes with their own collision?
And if its thousands of them it might have an impact on performance depending on poly count
Hello I need a bit of help, I'm trying to optimize my BP a bit by creating a separate component but a problem I'm running into is pretty much component management..
left, I created an actor called InteractComponent with 2 components called ObjectSlot and GrabConstraint
right, when adding the InteractComponent to my Character Player blueprint I can see the 2 component slots, but I'm unable to put the character's GrabConstraint in the GrabConstraint of the InteractComponent..
Is it actually possible to do this? I'd like to have all the different components settings on my character, but how they're wired in the InteractComponent..
Components really shouldn't be nested or interdependent since to point is for them to handle a particular peice of functionality in a modular fashion
darnn, I just want to be able to set the default PhysicsConstraint component of the InteractComponent to a component I use on the character :(
I'll look for a different way, maybe I'm not thinking correctly with using components, still learning!
More like i have a group of rabbits (instances) with one collision that envelops them. So at first they all share the same collision, a square. Then when they change formation, i need to readapt their collision. If they remain in square formation, its easy, just scale down or up the square. But if they start moving to random places, it becomes something more like a circle. Thats why this is tricky.
Yeah that's gonna be some research to dynamically rebuild collision to surround a group at runtime
i have already built a convex hull in blueprint from coordinates. so the next step is to build a static mesh from that, then turn that static mesh into complex collision. Thats the way to go right?
The sm viewer has the ability to generate collision meshes, maybe you could look at the code there?
whats best approach to locally persist data between instances? implementing records...
what about like replays
larger amounts of data
ultimately replays are just arrays of inputs I guess I could have an array of arrays in the gamesave but that feels a bit odd... is there a better mechanism?
Unreal doesn't really support multi dimensional containers due to the reflection system
Isn't player camera manager has a function to clamp camera rotation?
Yeah it does
Anybody know of a way to get the screen space coordinates of a UI element?
get tickspace geometry?
Hello i have a blueprint that allows me to do a "collectable" thing, but i'd like my widget to be shown at the start of the scene and whenever i have collected them, to make that same widget disappear
Anyone know how i could do that plz
like quest progress countdown?
theres many ways to do it
depends on how you started
is there any way to allow a widget to tick when paused ?
I searched that and couldn't find anything (in a widget at least)
even this node is only for actors
But it's fine, I found a "solution"
I'm Trying To Make Weapon Switching By Spawning The Weapon Actors But It Never Saves The Ammo Variable Just Wondering If Anyone Has Any Ideas?
ammo variable has to be in an external bp
like my player state?
ye
Structs in BP are copies. If you want to modify the value use an array
Is there a way to make a well organized view of mesh and transform pairs in Struct?
mesh+transform assigned to it
Sounds like you want a map
as if i make 2 elements in struct, they will show one under another and it's hard to relate in Data tables or Data Assets.
I´d like to change different things in my Postprocess via Blueprints. Example I´d like to change the temperature, can I access the value directly or do I have to create a new PostProcess for each thing I´d like to change? ie create one which only changes the temperature and then set the blend weight of that Post process?
you can get a reference of postprocess volume in the level blueprint
then save it in game instance for example
then use it where ever you want
Is there a more elegant way to push values up an index in an array so that the new value fed in is at index 0?
Haven't done a lot with arrays yet, so I might be missing something obvious
Yea but is there a way I can use this instance to change different parameters in the post process such as bloom, exposure, dirt mask, lensflare etc? or do i have to create a post process for each value and then change that post process blend weight to fade between/towards that specific value?
Like if id like the screen to be at a colder temperature I create a post process just for that and set the value of the temp to say 5000 and then change the blend weight of that PP?
when you "save" your main post process in game instance
you can get it everywhere
and change every parameter
im currently trying to make a portal system, and i'm doing pretty well, however i need help understanding the math to use to decide how to move the player, and maintain their velocity between portals, i understand this is a big ask, but just a little push in the right direction would help
get game instance> cast to your game instance> get post process > change anything
theres no need to override post process with other post processes 😄
How do I do that? I imagine It would be some sort of "set" node? but these are the only set nodes I get from it:
There is no "set bloom intensity" or "set temperature value"
nono bos youre too far away
you have to create your game instance first
then set it in project settings
create a variable post process volume
in game instance
and heres where you set it
in level blueprint
now game instance has a reference of your post process
and you can get it in any blueprint
with this
its like get a player pawn
this works just cheked
Everything is working for me i just need to hide the widget
Oh boy you are right, I am far off! thanks so much for the help! But where do I cast to new blueprint? I cannot create a "event beginplay" in my game instance?
I have it set up like that
sorry, lvl blueprint, missed it!
well there is 😄 but ur code is not simple as i see
so cant rly tell
simple way is to promote it as a var
then hide it when you want?
shrug
have you tried asking in #animation ?
Thanks so much, I followed your instructions....but it still leads me back to the same question...how do I change the parameters? In my BP below I want it to change temperature from say 5000 to 10000 by pressing "+" and "-"
But when I change the settings in the column to the right I change the settings of the post process directly and does not change it when i press the button?
you need to use the SetStructMembers node
CE is here 😎
Sorry I have no idea what "strunctMembers" are?! where do I access this node from?
What helps shaders compile faster a cpu or you?
me
struct is the container you're trying to modify. due to how structs are handled internally inside BP, setting structs in BP is a bit of a hit and miss. the best solution for this is using the node called something like SetStructMembers, which allows you to set individual members on the struct while leaving others
can someone help me? I bet is just a stupid thing to fix for who knows better than me
@modest monolith
Yes
its your state machiene
then I suggest you wait for an answer there
it has no way to go back to run state
so its stuck on roll anim
bool problem
test it on runtime
it probably dont event get to that state
Is this the one you are referring to ?
Probably is something in the Random Sequence Player details
most likely no
yep
seems okay
you know you can see the process in blueprint when youre playing
check where it stops
how ?
Cool, but how do I reference it to my postprocess?
well you plug in your postprocess in one end?
it only takes a "struct ref" and not a post process?
what is supposed to happen ? I just see the anim bp with an orange corner around.. doesn't show anything
it takes a struct ref of a postprocess type?
struct ref
try to hook it up and see what happens
I don't know what "Min Post Process" is, but it's not a postprocess
look at which state it stopps
it's an object reference
you can even see that where you set the "settings" it has the same color pin as the struct
so you can likely "get" the postprocess settings from whatever "Min Post Process" is
Nothing Happens except enlighting the first state
That is a post process that i created before per Zibin instructions and is a varable in the game instance to a post process
whatever it is, it's not a postprocess because otherwise you could hook it up
so it may be a camera or something else
but it's not a postprocess
so say I wanted to have an event from one widget cause another event in another widget how would I do that?
Ok, i just created one in the blueprint and its the same behavoiur:
anyway all you need to do is get the postprocess settings from that object reference (whatever it may be)
Yes he can... everything works.. if it wouldn't work he couldn't jump and this problem occurs only with the randomized but if I put a single jump land it's okay
right it's just a component you've added. I don't know what that component does. but you need the settings it has
Oh that works!
He lands but then he keeps landing in loop
randomizing between the two jump lands that i've out
put
so now if you click the SetStruct node, in the details panel, you'll see some options with tickboxes that you can expose as pins
expose the ones you want to expose, and leave the rest
interesting 😄
Wow yea so yea now i can change it like this!
lol
Thats amazing thanks so much! 🙂 @tawdry mural and @odd ember
so say I wanted to have an event from one widget cause another event in another widget how would I do that?
So I want to hit a button in one widget that sets a variable in another to true but in order to do that I have to cast to said widget the problem is I dont know what I would use as the object
r.i.p.
you're not describing your scenario concretely
what is the first widget
what is the second widget
what is the variable
what is the object
The first widget is a menu for a level the other one is the main menu
thats what I cant find out
how do you access the level menu?
by hitting play on the main menu
in that case you can have the main menu create the level menu widget, and pass a reference to it
if you need the main menu to take into account something that the level menu does
how would I do that
how did you create your level menu widget before?
I dont have much done right now but it will open a level and then create the widget
Hi, on my character's BP, what node should I use after the key press node in order to trigger an actor blueprint's custom event?
so why can't you do the same thing for the level menu inside the main menu?
?
easiest way is to get all actors of class
and actually that is not that bad of practice as everyone says
(it is)
having hard references all over will fk ur loading times unimaginably
get all actors and store it in just an "actor reference"
I mean if you're referencing something that exists that has to be loaded regardless of whether you have a reference to it or not
it's not magically not going to be there
it's also silly to think of optimization before architecture, and get all actors of class breaks architecture and sets you up for fail further down the line
optimization comes b4 everything
nah
yes
it really doesn't, premature optimization is the root of all evil
the creed goes: make it work, make it neat, make it fast -- in that order
well not premature but its the main thing overall
if you have to redo your entire game it means you architecture wasn't setup correctly
not that you didn't optimize in time
Hey all, I asked this yesterday but it was busy and didn't get a response, hoping someone might know.
So I have an actor, the actor doesn't get spawned in game until I need it, but when I spawn it, I need to know its' world scale (In order to place it properly). Is there a way to get scale from a class? As far as I can tell you can only get it from the actor itself.
My hacky work-around was to spawn the actor on game start, record the info I need and then kill it lol.
I mean when you spawn an actor you supply a transform, and that transform has scale built in
failing that you can see if there are static parameters accessible on the class itself
How and what nodes should I use after doing that to connect to the custom event of the other BP?
easiest way, maybe just for learning purposes
probably shouldnt use this further.. CE is probably right 😄
Ok thanks
How can I handle lots of collisions? I have a lot of simple ai's that chase the player but my performance takes a big hit when using collision even if theyre set to ignore each other
hard to say. I don't think it's something to do with #blueprint though. you may have better luck in #gameplay-ai or #chaos-physics
Okay thanks I'll try there
Is there a way to respect step size when moving an actor with sweep enabled?
I'm moving using "MoveUpdatedComponent" (as a movement controller is involved), without sweep it sometimes gets into meshes, but with sweep enabled it will get stuck even on small ledges
You can always react to the sweep, and figure out what it hit etc , and force it anyways
Someone said this is bad idea and I should use Timer for this but I couldn't get a clear answer.
Why I should not use this? Can I tell me why? Thanks 🙂
its an infinite loop
It's an eyesore. And if you want to reorganize later it is painful
you can do that or you can just have the object register itself when it's valid instead
no looping necessary
Thank you for the answers 🙂
Also correct me if I'm wrong, but delay isn't consistent with timing. I've had sync issues that occur only with delays and not with timelines
Oh delay has sync issues? It's good to know, thanks
I don't know what a "sync issue" is
Multiple blueprints running the same code and ending up out of sync
Don't I create an object derived blueprint somehow? A la spawn, but named different?
If I substituted a timeline in place of the delay, they would stay in sync
how do you mean? multiple instances?
Multiple of the same actor dropped into a level. I can't remember the exact circumstances surrounding this, but I just deemed delay as iffy due to having issues with it early on
yeah that's multiple instances
but that can depend on so many things. a delay isn't going to inherently make anything go out of sync
but if the code leading up to that is, then you have a problem
But I remember substituting a delay with a timeline of the same length and the problem vanished
That said this was like a year ago, so I forget
I don't know your code, but technically it makes no difference
Strange
the one thing to note is that all latent events update on the next frame from when they complete
so Delay(0.0) updates exactly on the next frame
Also I ran into similar issues depending on whether I told a timeline to reverse after finishing, or instead doubling the length of the timeline and having the curve reverse manually, and playing from start
like I said I don't know what your code is, but it sounds like the issue is with your code, not with the latent functions
Nah, these were super simple instructions. Literally just after completing the timeline, it'd reverse without doing anything else. This was resolved by doubling the timeline and just doing the reversal manually. It wasn't like I was running 8 functions after completion
like I said, I don't think it's to do with the latent functions but with your code
because if this happened for everyone it'd be a much bigger issue
Given that I fixed it without altering anything other than the reversal call, idk how that could be a code issue
It was just play from start vs reverse from end
I don't want to keep repeating myself really
i have a question whenever u guys get done :)
go for it
is there anyway to make a object follow the camera fov at a designated position? hard to elaborate really but a visual example would prob be how jetts bladestorm from valorant always follows cam and stays on screen despite where she turns and aims.
idk if that makes sense. hopefully it does (or how would i go about it)
i can post a vid of it to show what it looks like*
"follow the camera FOV" doesn't really make sense. like would you want the FOV angle to get bigger to ensure some object is in view?
ill show a example. im kinda bad at explaining 😅
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how the knives follow and stay on screen
That's the same as a weapon or anything else really
Nothing special, it's done the same way as weapons just with a little bit of lag and bounce
same as snapping a weapon to pawns hand except the location would be different?
never thought of it like that. im gonna try something and see if it works. Thanks :P
So. Is it bad to derive from Object instead of Actor in a blueprint then? I don't know how to create a UE5 object in BP
So they don't need to be created at runtime?
I thought they didn't. I had a crash before when I tried to use it with a plugin, but I do think that might be for other reasons
Thank you though. I'm wondering if this thing I'm working with wouldn't be better to port in C++, since it's written in that to begin with though it will need changes
Getting a weird error when my project autosaves:
Error saving '../../../../../Unreal Projects/RoguePawn/Saved/Autosaves/Game/StarterContent/Maps/Minimal_Default_Auto1.umap' Any idea what this might be? Saving manually seems fine.
hey guys I want to change multiple parameters to test them for performance and have them in a file (a csv file would be best) for example actual value of a shader instance and min and max fps after I closed my build. would that be possible ?
right... that's just following the camera
you'll have to manually adjust it
to be where you want it
and you change your FOV you'll have to consider that as well
Is there no double value in BP? Will there be in a future update?
yeah im testing it out rn ill let you know if anything