#blueprint

402296 messages ยท Page 893 of 403

lapis inlet
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Yes but the cast is wrong, as you said

tawdry surge
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No

lapis inlet
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Since the method I was using was asking for an object

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A gamemode isn't an object, right?

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Waaaaaaait

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You can link the "cast to gamemode" with "get gamemode"

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Wait is that what you said?

tawdry surge
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Yes

lapis inlet
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Bruh im so bad

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So much thanks!

tawdry surge
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No problem

lapis inlet
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And it works, yep!

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Oh no, bruh it wojnt

hollow cape
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you need to cast to your specific gamemode

lapis inlet
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Wont get the constant G

tawdry surge
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Gamemode is an object
For casting to work you have to have a thing you to look at a lower class of, so you try to cast to that

lapis inlet
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Alright I set "cast to gamemode" not maingamebase

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my mistake

tawdry surge
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No

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Get gamemode

lapis inlet
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Yes

tawdry surge
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Yes

lapis inlet
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And then calculate velocity from there

tawdry surge
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Yeah

lapis inlet
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Got constant G, other components from the equation are "Mass of body at center" and "radius of the orbit"

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So cast to the Sun in that case

tawdry surge
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Yes. Just make sure the white pins are connected

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Thats how it knows what to do next

lapis inlet
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Hmmmmm it seems the game cannot decide if the Sun exists

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Even thought there is a sun in the level

tawdry surge
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Yeah but is your variable pointing to that one?

lapis inlet
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No...

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Can't find "object sun"

tawdry surge
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So you'll have to get all actors of class, get the 0th element, and use that for your object in the cast

lapis inlet
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Aaah

tawdry surge
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Assuming you only have one sun

lapis inlet
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Yep

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Hmmm, I need to extract the mass variable from the sphere component of the Sun

tawdry surge
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That's fine

hollow cape
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Bear in mind that GetAllActorsOfClass is a relatively heavy call. Fine for testing, but don't abuse it

lapis inlet
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Only need it for one thing

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Calculating the initial orbital velocity, which should only be applied once at gamestart

tawdry surge
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If there's only one thing it's fine. But yeah don't use it alot

lapis inlet
tawdry surge
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Yep

lapis inlet
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Issue is, I cannot get it to call for the sphere of the Sun, which has the mass

hollow cape
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drag off the output array, get (a copy), element 0, that's the reference to that actor

lapis inlet
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Aaaaah

steel shadow
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I think a lot of problems in my game are caused by my ridiculous scale

hollow cape
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and I would hit some tutorials to get more familiar with methods of getting references, and general gameplay logic

steel shadow
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Like I have 2 trees that are within 10 metres in my game scale, but are 29k unreal units apart

lapis inlet
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It works!

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Well

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the calling sun part

steel shadow
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I have to give characters speed values of hundreds of thousands

lapis inlet
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Still need to calculate distance and then put everything through the equation, then apply velocity

tawdry surge
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Your math looked fine

upbeat briar
lapis inlet
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Oh are you kidding me~

tawdry surge
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@steel shadow huge numbers run the risk of precision errors if you go into the billions. Especially for wp. Ue5 has the doubles datatype in BP to mitigate this but you should still generally to fake large distances with smaller scale

lapis inlet
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"Cast to MainGameBase" seems to be failing

tawdry surge
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Is it assigned as the game mode in the level?

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Or project settings

lapis inlet
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Wait

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No my bad

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Ooooh my dumbass thought that the print wasn't working

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But in reality it was

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It just wasn't connected

pine trellis
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What's the console command that brings up the draw calls and all the other info?

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I was using stat fps but that only shows fps

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I can't remember

lapis inlet
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Anyways turns out the equation isn't actually useful because it simply tells the velocity of an object, and not the XY&Z velocity, nor is it build for UE4

tawdry surge
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Math is math

lapis inlet
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Indeed

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Just need to keep experimenting then

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Fuck it I'll just add player movement, anyone know how to do a "click to move in x direction by applying force?"

tawdry surge
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Yeah. Also you made sure that unreals global gravity scale was set to 0 if you're creating your own right?

lapis inlet
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Yep

tawdry surge
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Ok

lapis inlet
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Gravity is set to 0 and it doesn't work regardless because everything is locked on the Z axis

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Meaning the game is two-dimensional

tawdry surge
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So you want x,y, and leave z at 0

lapis inlet
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nods

tawdry surge
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You can right click the vector pin on the apply force node and split it

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Add you x,y floats and hard code z to 0

lapis inlet
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I'm having trouble with making the game know just what direction the player mouse is

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Then putting a force that pushes the player in that direction

tawdry surge
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Physics are tricky like that

vapid comet
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I'm trying to follow along with this vide guide https://youtu.be/05IDz-GUrJA to make a heart based health system. but every time I try to test it i run into this error

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i assume it has something to do with how i have the dynamicMatRef set up but i cant figure out whats going on

tawdry surge
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Does heart image have a dynamic material to get?

vapid comet
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fivus_closeup oh god i hooked up the wrong heart image

steel shadow
trim matrix
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how do i make the enemy damage the player when it gets close

solar bison
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Yooo can I not have inputs in event dispatchers?

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Oh I can nvm, I'm dumb

odd ember
tawdry surge
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So it's less than 10 seconds to cross your map?

steel shadow
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a game with flying insects

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at max speed, which takes a while to accelerate to

tawdry surge
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Suppose it should be ok at those numbers but why not just leave the engine scale alone and adjust your personal scaling math when placing things and calculating distances/speeds?

steel shadow
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its multiplayer i already had a conversation in #multiplayer and the advice was such scales are bad for multiplayer games so I am downscaling

icy dragon
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As in things that are normal sized from a human perspective actually larger than it should to emulate smaller insect perspective

Are there any conflict with this approach on your design docs or even issues during testing?

neat prairie
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hi,
I'm trying to get the material instance used on my landscape. I had the blueprint for it before but being an idiot I deleted it. does anyone know how to get it?

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i can get the material from the landscape but it's a material interface object not a material instance dynamic object

sonic crest
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I found a workaround for this

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that's basically it

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created another data table for this

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and works

high ocean
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@brazen pikeThanks, your idea of the mesh itself colliding and things having nothing to do with the material's opacity mask got me to solve the problem - yep, I had a collision bug somewhere else in the procedural generation. Fixed it, and now it works as intended. Thank you! ๐Ÿ˜„

neat prairie
high ocean
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@neat prairieget the material's reference which will be of type material interface, use create dynamic material instance, save it's ref and operate your params on that.

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@neat prairiehere, for reference:

neat prairie
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okay. however, the landscape does use a material instance by default, if that is any simpler?

neat prairie
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but that does look like what i had

high ocean
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to be completely honest, I don't quite understand myself where this "interface" comes from, I've seen it's a different type of class than material/material instance & since it always worked like that, I've never bothered to clear the fog

neat prairie
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fair enough. thanks

high ocean
trail imp
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I'm going through a tutorial - has the Float + Float node been changed to something else?

icy dragon
trail imp
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yes, UE5

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alright, so it needs a new approach to do the same thing?

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put in an add node

icy dragon
brazen pike
icy dragon
icy dragon
brazen pike
brazen pike
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ugh that sucks

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Is there another way to do error tolerance for vectors equal

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since I abuse that quite a bit in my bps

remote meteor
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vector should have its own equal node isnt it

untold fossil
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Small math and blueprint question. How can I get the vector between two vectors. I have two vectors, one is from a laser cannon. Second is from my camera that can look 360 around. I want the laser to fire where the camera is looking BUT only when the camera is within 20 degrees (dot product) of the forward vector of the laser turret. If the camera is outside the 20 degrees I want the laser to fire at the most prefered direction which is:
https://gyazo.com/ca6bf96828daf310819bc4677017bcda

remote meteor
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rotate around y axis 20 degree from the btm vector?

late gorge
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ok so im using "SetGamePaused" to pause the game in my UI

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and that makes my inputs not work...

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any ideas why that might happen?

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the input mode is set to GameAndUI

neat prairie
rose kettle
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Hi! My save load system I made does not seem to be working, any ideas why? I followed with this tutorial https://youtu.be/coPqS4eTphM

Hey guys, in today's video I'm going to be showing you how to create a basic save a load game system which keeps track of player / in-game statistics, which you can customise very easily however you want.

Unreal Engine 4 Tutorials Playlist: https://www.youtube.com/playlist?list=PLQN3U_-lMANOnnjfvEEVeAPE8mfrGr_VH

Blender Tutorials Playlist: htt...

โ–ถ Play video
rose kettle
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After I save and restart the game and click load, it just spawns me at the default location and not the saved one

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I think it's smth to do with the saving

late gorge
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well, that's embarassing

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it was right there the entire time

high ocean
neat prairie
neat prairie
neat prairie
mighty cliff
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trying to lower a players friction, do i would have to run the event as the server or do i run it on the server and owning player?

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or does anyone know of a good tutorial for adding network replicated sliding?

livid vessel
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Hey! I have a bit more specific question and I hope someone can answer it. I want some sort of shader (or whatever makes sense) that does a hue shift in a radius around an object. Similar to a decal, just 3D. Any ideas how to achieve this effect?

high ocean
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@neat prairienot sure what you mean by inspector

neat prairie
mighty cliff
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will do banana, thanks

high ocean
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@neat prairiewait... are we talking landscape material?! How do you ref and operate on a landscape material at all!? We talking ue4 - right?

neat prairie
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you can put a regular material of any kind into a landscape like it was any other static mesh

high ocean
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landscape material has a layering system which makes it different from materials "on any static mesh"

neat prairie
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fuck i just found out you can import heightmaps from texture with a blueprint

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i shouldve been doing that all along

high ocean
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for landscape? No need for a blueprint, just import a heightmap, make sure it's normalized otherwise you're in for a surprise. There's a guide in the docs about importing heightmaps/use terrasculpt's UE preset.

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anyway, i feel all of this is kinda off-topic, not blueprint stuff, more like #level-design

neat prairie
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but i am trying to change the heightmap on the fly

high ocean
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ok, look: don't use landscape and you can do whatever you like. If you use landscape, you can't do shit to it at runtime

neat prairie
neat prairie
high ocean
dawn topaz
tight schooner
dawn topaz
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Oh my god, I forgot to hit compile. ๐Ÿฅด

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Sometimes it's the simplest things...

livid vessel
undone surge
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im trying to make the AI walk towards my direction when i t loses sight of me but i want it to be random. how do i tell it to go in any random direction except for backwards

livid vessel
faint pasture
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So if aim is 45,0,45 and cannon is 15,0,15, delta would be 30,0,30 clamped to 20,0,20, readded to cannon resulting in 35,0,35

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do it on rotators though, don't break them (other than maybe the clamping), so it'll behave

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You can delta and combine rotators

trim matrix
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hey guys

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Im trying to make AI play an animation when hes close to the player

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not too sure why the animation wont play

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I state that if the distance between the player and the enemy is less than 5 it will activate the animation

faint pasture
trim matrix
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oh

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I just changed it to true

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and still doesnt work

faint pasture
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You're gonna want to get rid of the NOT in the 2nd transition too

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wait nvm

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5 distance is dummy short, try 200

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Also you want distance from player pawn, not their controller

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Not sure if the controller moves with the pawn or not but I wouldn't rely on it

cyan birch
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Yea, Units are roughly equivalent to a centimeter so 5cm probably isn't even beyond your character's nipple hairs.

trim matrix
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I think its better if I just say if I collide with player

faint pasture
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You'll want at least double the capsule radius so 100

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Make it work then tune it

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right now it doesn't work

cyan sedge
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Hey, everyone hope your having a good day I want to make this playable but don't know-how is there some steps or tutorials you can recommend, I have imported the animation into UE5 but don't know what to do next.

trim matrix
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its not really working either with the collision capsule

faint pasture
trim matrix
cyan sedge
faint pasture
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you can probably just swap mesh and animations and parts of it will just work

cyan sedge
faint pasture
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The new mannequin anim bps are much more complex, look at the older one.

trim matrix
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is this the right way to get a variable from my anim bp

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?

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im getting errors

trim matrix
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how to replace time with a variable in curves?

zealous moth
# trim matrix ?

No. When you cast into something you get a reference to the class. You define the class with the input and use the output as a downstream reference. In your case, you cast and you are not using your reference at all

zealous moth
trim matrix
zealous moth
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uh lemme build it

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sec

trim matrix
zealous moth
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Curve ref is a curve float type variable

zealous moth
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the problem is that your spring arm is parented to the ball. If you move it physically, you are moving the root point so the camera rotates

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either unparent it

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or separate it entirely and make it an independent actor that follows the ball

trim matrix
# zealous moth

So my bad, i think you got it wrong, I meant something like Speed on X axis and Height of Actor on Y axis

zealous moth
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gonna need more context than than :/

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what is it you are trying to do?

trim matrix
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so I need a curve with X axis as a variable and Y axis as a variable and none of them are time

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not a variable but a curve like values

zealous moth
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right click in the explorer, create a new file, misc and make it a curve

trim matrix
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so this is what I want visualized

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by default the x axis is time

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I wanna change that

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@zealous moth

faint pasture
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@trim matrixTime is just the name for X axis in a curve

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input time, get value

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just put your keys in there and use it

trim matrix
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OH you are a lifesaver thanks to both of you for helping

zealous moth
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at the end of the day it is still a float to float matrix

obtuse current
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Can I change an actor's replication role at runtime? I want to temporarily make my local player character a simulated proxy so I can move it only on the server and have it appear to animate and so forth on client, without expecting client input

barren sonnet
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Anyone know why a construction script would only work correctly when in game only if the the actor is placed in the Persistent level ?

late shuttle
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I've found some construction bugs occur when multiple things are loaded at the same time. I've found loading the level, the game mode, the player character, the player controller and pulling variables from different things sometimes breaks at first tick because I didn't understand the order in which everything loads.

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I found the solution was to have GameMode construct as much as possible within reason then have other things pull references after GameMode had constructed. I'm not an expert on the topic but this may be something to look into.

barren sonnet
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hmmm yeah that might be it and would make most sense. Thanks!

calm cargo
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Is there any way to unbind an event from all its binds, without needing the broadcaster reference?

hollow gorge
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is it possible to remain in control over character movement when keyboard focus is set to a widget's button? i.e.: The keyboard input should be able to sent to both (movement + button) simultaneously.
Edit: More specifically, is there a prebuilt functionality for that or do I need to implement a workaround?

zealous moth
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@hollow gorge is it possible? Yes.
Built in? No.
You will need to tell your pawn not to use certain inputs while the ui takes them.

drifting peak
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anyone know a method to procedurally generate a walkable mesh(quad) to projectile hit location?

gentle urchin
zealous moth
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I was thinking a simple boolean

gentle urchin
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I guess that could work aswell

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I would expect setting up input listeners would do the same trick, but im not sure :p

cobalt gulch
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Hi

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I have a timeline which increases a players yaw for weapon recoil

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How could I make it so when a player equips a vertical grip, it halfs the recoil

long whale
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does gamemode have built in parameter for number of player connected?

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should this work?

faint pasture
faint pasture
cobalt gulch
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When I play a reload anim it takes longer than the delay to reload

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Can I speed/slow the anim with nodes?

long whale
dusk nymph
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Hello I'm using a server to save my player data but to save the player's inventory what to do I can't save the actor directly should I save its name and get it by its name somehow or there is another better way?

hollow gorge
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is there an event that goes off for when pressing enter key on a focused widget button? If so, what's it called?

cobalt gulch
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How can I check if a button is down?

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I want to make it so if the player is still holding down the rmb then they will keep aiming after reloading

silk cosmos
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just set a boolean while aiming

cobalt gulch
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But it doesnt keep aiming after the reload

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if the rmb is down

silk cosmos
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?
input action on pressed -> boolean is aiming = true
input action on release -> boolean is aiming = false
now you know when youre aiming

cobalt gulch
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I know

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but it doesnt keep it after the reload

silk cosmos
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unless youre resetting it or releasing the button in any when then that boolean would always be true while holding down input action

long whale
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Hi, I want to make a start menu with some rendered scene. Need to set up a camera, can I do that without a default pawn class?

torpid mulch
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Hi guys, is the default character modifiable? I wanted the character rotation to change with the mouse (character always looking to camera direction) but on the blueprint I can't edit the functions. If I want to modify the character entirely such as the Jump function, should I create a common pawn instead of a character?

silk cosmos
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You can still use the character class, you'll just have to make your own jump function, if you want to modify it. You can also easily make the character look toward mouse direction

torpid mulch
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So I can ignore the already made functions and create my own, right?

silk cosmos
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Ye you can

torpid mulch
silk cosmos
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you can look at the variables inside your movement component and edit those to your liking.

torpid mulch
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Oh so this is the component with all the movement and character information?

silk cosmos
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if you tried to use a pawn class youd have to make your own movement system which would be quite complicated and kinda pointless unless you need very specific movement

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yes

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that is what basically handles your movement

torpid mulch
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I see now, I thought that was something hidden, now I can understand it better xD

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Oh it even has the rotation on camera dir. by default :0

silk cosmos
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yeah make sure orient rotation to movement is off in the character movement component while that is on or theyll fight eachother

faint pasture
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I say this almost every day, we need a Casting 101 sticky because it's every damn day you see someone new thinking cast is a "get" or something.

tight schooner
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You cast your line into the river of objects and when you feel that nibble you reel it in

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Damn, another accessed none

tawdry surge
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I doubt they'd read it anyway

zealous moth
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@tawdry surge
Come to blueprints
See a how to cast question
Go back to cozy graphics

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Nobody bothers us

trim matrix
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does anybody why the value is not going up

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it just adds once and it stays like that forever

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its suppose to add +1 to the variable Number of attacks every 3 secondes

sudden nimbus
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i think you intend to have "Number of Attacks" as one of the two inputs to +, and the other being the value 1, which you could just hardcode here unless you need the amount to add to vary at runtime

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if you've already tried that, if Number of Attacks is a "Local Variable" here then you are starting with a fresh zero each time the function is called

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but i cant see all the context

trim matrix
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Basically trying to set the timer at 2.8 for the first attack

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then back to 2.4 for the rest of the attacks

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@sudden nimbus

sudden nimbus
brazen merlin
# trim matrix

For starters, adding those two variables will work but only the one time. You want to add to the number of attacks and the set it so that the next time it increments up.

The branch node doesnt do anything currently, it is always true so its the same as if it wasnt there.

sudden nimbus
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a useful pattern for turning it on and off for debugging, but yeah otherwise is doing nothing

jaunty jolt
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How do i insert a Niagara Emitter in my blueprint actor? I can only inset Niagara System.

brazen pike
sudden nimbus
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panic

trim matrix
#

๐Ÿ˜ญ

jaunty jolt
sudden nimbus
#

spitballing here-- assuming whatever "Number 1" is is -0.4, what about this? bear in mind it will just reduce -0.4 after each attack i assume (seriously not enough information to know what any of this is). If you want it to be 2.8 the first time and 2.4 for all other times its run, then just make a variable thats 2.8, and call "Set WhateverVariable" to 2.4 after the attack, and then just use "WhateverVariable" for the Time on the timer you are making.

sudden nimbus
#

(waits for shaders to compile for the "ah ha" moment)

brazen merlin
# trim matrix fuck

You have: var1 + var2 = var3, where var3 is being set... var1 and var2 are static in this case, they never change

You want: var1 + var2 = var2, so that you are adding to the amount each time it goes through

sudden nimbus
#

^^ yep

woeful timber
#

Any way to search all blueprints for a particular key word? (Similar to how I would 'find in files' in C++)

trim matrix
#

it works

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thanks man

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so over here I can put a if branch after the attack boolean

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and say that if number of attacks is higher than 1

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set the time to 2.4

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is this the right way to do it?

brazen merlin
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I dont really understand what you have... but what you are asking makes sense

trim matrix
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basically when it starts attacking it doesn't have the cooldown animation

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so the damage reduction comes in faster

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after the second attack its a slower animation before the AI hits the player

brazen pike
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If that's what you mean

trim matrix
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it doesnt work

brazen pike
trim matrix
brazen pike
trim matrix
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I want the time to be 3.2 sec after the second attack

jaunty jolt
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I need to know when my character starts moving and when stops moving? Like Event Begin Moving? Something like that?
So that i can trigger some effects like dust.

brazen pike
jaunty jolt
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@brazen pike Im controlling many groups of characters, rabbits, with ai move to. will that work in this situation too?

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i thought about that. but its hard. because im sending groups of rabbits to different places by clicking. that means i would need to check when they arrive to stop the dust

trim matrix
#

i dont understand why my code is not working

brazen pike
brazen pike
jaunty jolt
brazen pike
#

You could do that, but most people would advise against it

trim matrix
brazen pike
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You don't really need it. The select does a similar thing but with a variable instead of execution line

trim matrix
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im kinda confused by the second select float node @brazen pike

foggy escarp
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Math is confusing

thin panther
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Only way to get better is to keep trying!

brazen pike
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it is getting the number of attacks and checking what time it should output based on them. If there has been zero attacks, then it will choose time 2.8, and if there has been 1 attack it will choose 3.0 and the same with 2 attacks choosing 3.2.

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I've clamped it to 0-2 because you only mentioned three (and with this setup if number of attacks exceeds 2 then it will output 0)

trim matrix
#

can I make it stay at 3.0 forever after the 2nd attack

brazen pike
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yeah, you'd just make the max be 1 and remove 3.2 as an option

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but if you only want 2.8 and 3.0 then make it a boolean

trim matrix
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so if its not true it pick B ?

brazen pike
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That will be 2.4 for attack #1 and attack #2 but 2.8 for attack #3, is that what you want?

brazen pike
trim matrix
#

Oh

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then I think thats all I need

brazen pike
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Where you do change the number of attacks

trim matrix
#

when the collision stops between the AI and the player ill just set the number of attacks back to 0

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over here

brazen pike
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Okay. And how does it know how many attacks it has done

trim matrix
#

My mental health bar just goes down every 1.4 seconds

trim matrix
#

well that wont work in my favor

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I need to find a new solution

minor wolf
trim matrix
#

no pun intended

brazen pike
trim matrix
minor wolf
#

Isn't there a website run my epic where you can paste in your blueprint and it will generate an interactive graph so you can share it around?

brazen pike
trim matrix
#

so instead we decided to make a mental health bar

brazen pike
trim matrix
#

How do i scale noise to be used on a procedural mesh? i made a procedural mesh grid and added noise and used the noise for the Z value to get bumps, but the bumps are too small for the polygons and causes a lot of ugly jaggies
I want the bumps to be applied to a larger number of polygons per section so it has larger bumps/dips that arent jagged and ugly

trim matrix
#

ugly jaggies

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lemme show you an example

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@brazen pike notice how its not in sync. First one is in sync, after that its not

tardy seal
#

Super beginner question here. I am trying to interpolate between two rotations but when I use any of the rotation interpolation nodes, it only rotates my actor a small amount instantly. I assume the answer is obvious but I can't figure it out. Also is this the best discord server for Unreal Engine help?

brazen pike
brazen pike
trim matrix
#

not sure if it will help

brazen pike
#

or do you want to cancel the animation to start a new one?

tardy seal
tardy seal
trim matrix
brazen pike
#

maybe try putting a break point on set actor rotation. If it only fires once for a single frame, then if you continue after the first time it pauses then it should show you if the branch is stopping it

trim matrix
#

so basically as soon as the boolean is true and the timer on the set function by name is over it will decrease the health

#

because im assuming that's when the actual function will start

brazen pike
#

If the branch is what is causing issues in your BP, then removing it will solve things. I'm not sure why there is a branch there at all, I guess to try and save a little memory or something?

tardy seal
#

I also should mention that if I plug the target rotation straight into the set actor rotation it works fine. The interpolation is breaking it for some reason.

jaunty jolt
#

I have this smoke particle effect. When i activate it in the blueprint, it starts emitting a lot of smoke right away. That looks very unnatural. How can i make it fade in. Like emitting little smoke at first? And then slowly emit all?

brazen pike
trim matrix
#

lol

#

now its broken

tardy seal
#

I can send a video of it happening. I feel like I've tried almost everything :/

#

I probably haven't tried a lot but I've tried everything I know how to do as a beginner lol

trim matrix
#

How do I increase the space between vertices? for this procedural mesh grid

brazen pike
tardy seal
#

Yes

#

The goal is to just turn the camera 90 degrees if I press one key, and -90 degrees if I press the other key

true valve
#

How would you distribute some code onto multiple ticks? Are you talking about using creating custom events?

tardy seal
# brazen pike Try doing this instead:

That works fine but the set up I had before changed the rotation value just fine as well. It just breaks when it tries to interpolate between the actor rotation and the desired rotation.

#

I think I found the issue. For some reason getting the actor rotation doesn't work at all and just gives the starting rotation.

brazen pike
#

Oh you might need to get world rotation

tardy seal
#

ah

#

what does that mean

obtuse herald
#

Depends on what you want to distribute onto multiple ticks

brazen pike
#

There's two types of rotation, Relative and World. World rotation is the rotation it has in the level and relative is what it has in the BP. You might be setting the world rotation but getting the relative. Not too sure. try setting world rotation of the component you want to rotate and then getting the world rotation of the same component

tardy seal
true valve
obtuse herald
true valve
obtuse herald
#

are you looking for delay nodes?

icy dragon
#

Or maybe timers

#

Though I guess multithreading to task thread is the only way to have the tick function not disrupting the main game thread

true valve
# obtuse herald Tick does fire every frame

Trying to do something which was done in this. https://www.youtube.com/watch?v=CBP5bpwkO54

This Unreal Fest Europe presentation by Rare's Senior Software Engineer Jon Holmes covers the techniques employed to efficiently manage the scale of Ticking Components and Actors within Sea of Thieves while also diving into a few real-world examples of how the team optimised these systems and detailing how it all plugs in neatly inside Unreal En...

โ–ถ Play video
tardy seal
#

What would be the easiest way to move an actor based on it's forward vector using the set actor location node?

drifting peak
#

move component to

#

or if you want a smooth transition, use a timeline, set world location of the actor you want to move and lerp it from the timeline

#

@tardy seal

#

a is the beginning position, b is final position you want it to be at

tardy seal
#

Ah thank you! What I'm trying to figure out is much simpler lol. I just am trying to get position b

brazen pike
tardy seal
#

wait I may have figured it out

brazen pike
#

if your camera is part of a pawn, then you can use the node "add movement input"

#

and define the direction and scale there

#

a timeline wouldn't be a good idea with character movement

tardy seal
#

I just want the camera to move a set amount forward without the key being held down when I press W. Would add movement input work for that?

brazen pike
#

A timeline might be a good idea. It just can be unecessarily complicated to change the start/end points when you use a timeline

#

But if you only ever have 2 locations, then go with a timeline as blake suggested

tardy seal
#

idealy I would be able to move anywhere in increments

#

If you know the game Inscryption, I am trying to make a similar movement system to that

foggy escarp
#

Personally I prefer interping with timers/tick

brazen pike
tardy seal
#

Ok but all I need to know is how to get a location a set amount in front of my actor lol

#

I have absolutely no idea what i am doing

brazen pike
#

So you can do the same thing you did earlier with the rotation interps. You set a target location you want to get to, and then feed in the current location in world space. You do the same thing but with vectors

tardy seal
#

like

foggy escarp
#

I recomend for doing things like this and have no clue to use debug spheres to mark where u (think a vector or location should go. That way there's less guesswork during testing

tardy seal
#

I have no idea how to even do that

#

Im sorry I am so clueless

foggy escarp
#

Gotta get after that good dopamine.
Use debug spheres to figure out what vector things do.

tardy seal
#

Like moving on a grid

tame owl
#

Can't find good info about this by googling, so I thought I would ask here. Does anyone know of any way of implementing a similar sort of "crime scene investigation/scanning" mechanic as scene in these videos in Unreal Engine? I have a good idea of what the mechanics should be, but I don't even know where to begin to approach something like this. I can assume that the "scanning" aspect could probably be done using a stencil layer or something but beyond that I have no idea.

It would actually help a lot if a more experienced programmer could DM me about this.

https://youtu.be/zk90yuUPlhA

https://youtu.be/YYoE8p4aQh4

Detroit Become Human Walkthrough for Connor
In this mission connor needs to look for his new partner in a bar called LT Hank anderson.
After which you will need to investigate a crime scene of a murder.
By completing this mission this way we unlock the Deviant Located trophy

โ–ถ Play video
tardy seal
#

Wait I just figured it out

#

I made a vector, multiplied it by the forward vector, then added it to the actors location

brazen pike
# tardy seal I made a vector, multiplied it by the forward vector, then added it to the actor...

Yeah so that will get you the vector in front of you by a certain amount. You'd probably want to check if you can move there first, otherwise you might have a room of 4.2 metres width where the player can move 1 metre at a time. If you are 4 metres into the room you'd move forward and sudenly be at 4.2, meaning if you go backwards you're now 0.2 metres offset from the position you actually want to be

#

So setting specific points where the game knows you have to move to might be a good idea, because it will see there is no point ahead of you to move to, and if you are offset at any time the game will adjust the length of your movement and you'll be fine again

deep elbow
#

can you no longer print to screen furing construction time? is it reserved to runtime only? i swear i used to be able to print when not playing

tardy seal
#

Good idea! My last question is that when I rotate or move it seems to be offset by just a few decimal points. I assume I could just round to the closest whole number but it would be nice if I didnโ€™t have to

brazen pike
brazen pike
# tame owl Can't find good info about this by googling, so I thought I would ask here. Does...

Well there are a ton of different ways to do this. I assume what you are confused about is the mechanics of being able to inspect things only when in investigation mode. That can be done in a lot of ways. The firs thought that came to mind is to have the items always active but interaction is prevented if the player trying to interact is not in investigation mode. That way you can avoid things like getting all actors of class Interactable or maybe a spheretrace around the player activating all interactable items. The scanning effect would be a post-process material that I'm sure with some time you could replicate

opaque acorn
#

https://ibb.co/qJwjR2d
Hello there I wanted to tst try each loop for array. It worked well showing me the deduction of 5 from each vari of floats ( values follows: 10, 20 and 30, hence results are 5,15 and 25).Now I wanted to have a delay between these deductions but I am only getting the third result. Do the delay fun dont work with each loop??

Image ue-bp-error-foreachloop hosted in ImgBB

undone surge
#

what is the diff between the 2 blue things. one is for the controller bp and the other for the spawned actor pawn?

#

which one should i use

brazen pike
undone surge
#

if i just want my ai to mvoe around

brazen pike
opaque acorn
#

why it wont work?

brazen pike
undone surge
#

i see

#

im using black board

#

so i guess ill use controller then

cyan bone
#

I copied the standard character. To make my spaceship character.
So it has movement already done.
But now i need it to tremble and shake when it walks or turns. But i have no skeletal mesh in it (because i deleted it),
So what should i do?

solar bison
#

Will Array.Remove() error out if the element isn't present in array?

lime fulcrum
#

Hey guys! How do I remove a pin from the SELECT node? I added one by accident

#

I mean this node

#

oh my. It only show up when you right click on the right side of it :
I was going crazy for 10 minutes

foggy escarp
paper gate
gentle urchin
#

For success/failed

lime fulcrum
#

@paper gate It didn't show up on the Pin but on the right side of it. In the empty area. Probably some DPI scaling issue I guess

#

๐Ÿ˜…

solar bison
paper gate
#

When i click anything in marketplace it open web

undone surge
#

is there a way i can destroy my ai actor and then a little while later make the body dissappear? my ai keeps shooting it cuz it hasnt been destroyed because of the dying animation delay

brazen pike
paper gate
undone surge
#

yea but technically its alive untill its destroyed

brazen pike
#

Then.... make it not do that

undone surge
#

hmmm

#

but after its dead it plays and then animation happens and then its destroyed

brazen pike
#

If it knows when to play the animation, then it knows it's dead. So why can't other AI tell that it's dead?

undone surge
#

tahts what im trying to figure out i have to go over my conditons again

brazen pike
#

When it starts the animation, set a boolean of "IsDead" to true. Then have the AI access that boolean whenever it fires to make sure it isn't shooting a dead target

undone surge
#

thats execatly what i did

#

but it still shoots when the animation is playing

#

ill see what the prob is

gentle urchin
#

Health > 0

pale anchor
#

Quick question if my attempt is dumb: I'm building a adventure (Point'n'Click-Style) Game and want to use Text/Audio while interact with items.
like f.e. Use Item A -> Play first Audio for Item A; Use Item A again -> Play second Audio Item; Use Item A AGAIN -> Play third Audio ; etc.

Now for the base... i would build a Structure for a DataTable where I put everything in what I need (Enum for Item; Audio 1,Text 1, Audio 2, Text 2, etc etc.
And i'm gonna call that either over a BP in a higher hierachy (maybe GM or GameState).

Is there a smarter way to store the item related things? I'm using a Item DataTable for my Objects in the World where i basically define via Name what type of item you're.

icy dragon
brazen pike
#

Using a datatable is probably fine, but personally I wouldnt go for it since you need to add it into the datatable each time rather than just duplicating an object, slightly changing the name and boom new item

pale anchor
#

Ye I thought that as well... I build a BP "WorldItem" where I can define via Name what kind of Mesh, Behaviour and so the Item is... As I destroy those objects via Pickup I'm afraid I would run into issues

pale anchor
#

But other than that the datatable + struct idea for the stuff should be good to go? I only have maybe 30-50 Items per lvl

brazen pike
#

30-50 unique items? That's quite a lot you may not want to use a datatable for that

brazen pike
pale anchor
#

And wouldn't I loose the current state of that BP when I destroy the world instance.. like the Int for the audio count?

brazen pike
pale anchor
brazen pike
#

And in this instance you AREN'T destroying it?

pale anchor
#

That case wouldn't be an issue.

#

But wouldn't be it worse to have 30-50 unique BPs in the content folder? I guess not? Sry english isn't my first lang... that makes it hard to explain.. i gonna play around and will see how i End.

thanks for the input

drifting peak
#

" attempting to create a joint between objects that are both static" does anyone know what this log means?

brazen pike
brazen pike
undone surge
#

does the AI perception debugger show all actor sight and hearing circles?

drifting peak
#

@brazen pike yeah it was accidently left there a while back thanks!

brittle garnet
#

Is there a way to set the Category for a custom, editor callable even I've created in a blueprint? Right now, it shows up in the Default category in the editor. I would like it to be in the Spawning category.

gentle urchin
#

Can reference dialogue files, abusing the built in subtitle system aswell

pale anchor
#

For some objects.. sure.. but not for the majority as there are unique lines for the items.. take things like Pictures on a wall...

#

Currently I'm building like this:

gentle urchin
#

Random would work for your scenario as I see it

#

And if not random, surely there exists some sequenced node aswell (wild guess)

#

I believe the random is also non-repeating

pale anchor
#

Ye thanks for the input.. but random not gonna work for my case

gentle urchin
#

Switch* not sequence

#

Requires external int input so perhaps not as helpfull

#

Hard limited to 5 audio/texts

#

Not a very flexible setup compared to atleast an array

#

But then again even more work to set up and keep track of in a DB

pale anchor
#

Five should be fine for the scope of the project.

undone surge
#

im trying to get the spawned AI reference here in this cast . what would go into the object pin ?

#

im casting to controller

pale anchor
#

like a defined variable

undone surge
#

can i do get owner ?

gentle urchin
#

If the owner is your ai controller, sure

undone surge
#

the cast always fails

gentle urchin
#

So its not :)

undone surge
#

hmmm

gentle urchin
#

You can print its display name if you're unsure

#

Get owner()-> get displayname()-> print string

undone surge
#

it prints nothing

#

hmmm

#

it doesnt have name /

#

?

gentle urchin
#

It doesnt have an owner it sounds like

undone surge
#

wait like ai controller is the top most class right in the hiearchy

#

like in this case

#

so like i want to get access to the variables in this ai controller class

#

wat should i be doing

dusky topaz
#

Somewhat insignificant question, but still something I've been thinking about for a while, I assume if I get the game mode, cast it and save it as a variable in one blueprint, it would be better for me to pass that reference to any other references through that blueprint instead of getting the game mode and casting it in each blueprint individually, right?

tawdry surge
#

If you already have it and can easily pass it then go for it, but the gamemode is always loaded so casting to it doesn't really cost much

dusky topaz
#

Hmm, fair enough, so basically: Don't jump through hoops just to get a reference to the game mode to another blueprint?

remote meteor
#

dependency is probably the difference here

tawdry surge
#

Casting to one thing, especially something Iike the gamemode that is always loaded, is better than doing a bunch of work just to avoid casting

brazen pike
#

I think the problem is that if you cast in one spot then have that passed through to everything else, then you end up wirh the issue of having unecessary references all throughout your game

trim matrix
#

i have a spaceship that eventually the player will be able to move, do i use Actor or Pawn for the spaceship?

tawdry surge
#

Pawn

#

@brazen pike It's always loaded anyway so that wouldn't matter.
Only time that would come into play is if you're passing through intermediary BP's

trim matrix
#

thank you

modest kestrel
#

This is my blueprint for dashing, how can I only dash when I am moving and not when I am standing still.

earnest tangle
cyan sedge
#

why is there no texture here when I added a texture in blender

modest kestrel
earnest tangle
#

Get Velocity -> Get Length -> Greater than

tawdry surge
#

@cyan sedge blender shaders don't transfer

earnest tangle
#

Usually you can find relevant nodes easily by just trying to add a new node and typing in some words :)

cyan sedge
marble warren
tawdry surge
#

Any assigned material slots will still be there and any texture images will still be imported. However anything you did with the shader node graph in blender will have to be re-done

modest kestrel
earnest tangle
#

If this is in your character BP, you don't need to

#

The character itself has a velocity, which the node should give you as is

#

(note the target pin says "Self")

modest kestrel
#

so in firstpersoncamera component I should have velocity?

tight pollen
#

How can I check the local rotation of the AI, which direction is it pointing in relation to the player, AI is it turned backwards or sideways etc.?

#

I have no idea :/

#

I want to know more about which side he got the shot from

tawdry surge
#

@cyan sedge Ben Cloward on YouTube has a couple great material series

#

@tight pollen dot product

cyan sedge
tawdry surge
#

Haha.. be funny if he didn't

cyan sedge
tawdry surge
#

Idk what you do and don't know about ue materials. Guessing you're totally new to them and should pry start at the beginning

tight pollen
cyan bone
#

What is more expensive, animating a character, or moving it using vinterp?

cyan bone
gentle urchin
#

Animating is multuple vinterps ?

#

Per bone :p

#

Vs just an actor vinterp

cyan bone
#

So vinterp is cheaper?

gentle urchin
#

Vinterp is dirt cheap

tawdry surge
#

Get the forward vectors for the enemy and the projectile. Do a dot product of the two vectors and it will return a value between 1, -1. One if they are pointing the same way, negative one for opposite, and 0 for perpendicular @tight pollen

cyan bone
#

im using so much vinterp instead of animating the characters. so thats why i was worried

gentle urchin
#

Im at 2k vinterps per tick, no biggie

tight pollen
mental trellis
#

If it's from the side, the value would be between -0.5 and 0.5 pretty much

tight pollen
#

i checked wrong

#

all is ok ๐Ÿ™‚

#

thanks for help

woeful pelican
#

I want to be able to detect when the player is exposed to the void. Any ideas?

I have a macgyvered radial line trace that triggers on movement but I don't think it's precise enough or performance light.

earnest tangle
#

"exposed to the void", as in leaving the box there or?

boreal mesa
#

do you think i'm abusing collapsed nodes?

earnest tangle
#

I personally never collapse nodes because I find it easier to follow the logic if it's all visible at once but if you find that helpful then ยฏ_(ใƒ„)_/ยฏ

mental trellis
#

If you're gonna collapse nodes like that, I'd probably just use a function.

boreal mesa
#

i see, thanks, probably that i should reserve collapsed nodes for more... "special" stuff

tight pollen
woeful pelican
#

meshes, skyboxes, geometry

mental trellis
earnest tangle
#

@woeful pelican Is this something that can change as result of player actions or is it always based on just location in level?

mental trellis
#

<0 for one side, >0 for the other

woeful pelican
#

You are suggesting that I create "playable volumes" to track the player with, correct? I could do that.

#

I'd just need to figure out how to make the volume automatically size tightly to the meshes..

#

For reference, this is what I was doing before.

#

On every movement frame.

crude isle
#

What do I use instead of Client Play Camera Shake

#

I'm watching an outdated tutorial so it doesn't exist anymore but I need to use it lol

tight pollen
# mental trellis <0 for one side, >0 for the other

not quite, when I shoot e.g. in the right side and e.g. more towards the front of the character, I have positive values โ€‹โ€‹and when I shoot closer to the back but still to the right side, I have negative values

mental trellis
#

If the 2 vectors are parallel, it should be zero.

crude isle
#

yo anyone tryna answer my question

mental trellis
#

What you could do is inverse transform the incoming vector by the shot character's transform and just check the Y value (<0 for left, >0 for right)

#

Or <0 for right. Something like that.

#

Or unrotate if you just have the rotator.

#

You probably want to do that, as you don't want to involve the shot character's position.

dapper iron
#

Is there a way to consume an input event retroactively?

Say I have an input event hooked up to interact in one of my blueprints, and it has the consume event unchecked; As a result of the interaction I change the pawn controlled by my PlayerController.
The new pawn has another interaction event with the same button with consume event unchecked, which returns control to the original character.
Both input nodes are on the PlayerController and not on the pawn blueprints.

The problem is that I can't have either of them consume automatically, since that would cause whichever is called second to not happen; But if I don't consume then both will get triggered in the same frame and end up passing control to the second pawn and then immediately taking it back.

My question is if there's a way to have the consume event checkbox unchecked like this, but then manually decide to consume it via a blueprint node/CPP function.

#

(I can just delay the successful interaction by a frame so that the unsuccessful interaction can fail before the state changes, and that works, I was just wondering if there existed a way to consume the event in the first place)

tight pollen
#

I tried to do it, but something goes wrong

mental trellis
#

Ignore what I said there.

#

ChacterThatGotShot->GetRotation->UnrotateVector(IncomingShotVector)

#

Then compare the Y value

#

Just as a byproduct of doing that

#

Abs(y) > Abs(x) means it's from the side.

trim matrix
#

do you have any ideas how to fix

mental trellis
#

In what way?

barren flower
woeful pelican
#

Do you know Source games?

barren flower
#

A bit

crude isle
#

is there a way I can do multiple stuff on Event Tick

#

bcuz it only lets me connect it to one thing

gentle urchin
#

Sequence

trim matrix
#

@brazen pike

#

even with this

#

doesnt work

woeful pelican
# barren flower A bit

In a sense, maps in source games are a series of rooms. There is no 'outside' to these rooms, and can't do collision updates when it cannot find the world around the player.

crude isle
trim matrix
#

I feel like the the clear and invalidate timer by handle node is messing things up

gentle urchin
crude isle
#

alr

#

well what is sequence

#

I'm new to blueprints lol

gentle urchin
#

Test it

#

Find the node, see what it looks like

crude isle
#

ohh

#

Well is there a way I can do it all at the same time

#

like not in order

barren flower
tight pollen
gentle urchin
earnest tangle
mental trellis
barren flower
crude isle
gentle urchin
crude isle
#

oh

#

crap

gentle urchin
#

They can happen the same frame

crude isle
#

I see

gentle urchin
#

Like

#

In sequence

crude isle
#

Oh

#

alr

gentle urchin
#

Which is percieved as at the same time

mental trellis
#

@tight pollen

tight pollen
#

still doesn't work

mental trellis
#

What happens now?

tight pollen
#

it is enough for a light shot to hit the back of the character and the value changes to what should be on the other side

mental trellis
#

Shrug that is correct code that that section. I don't know what the rest of your code is doing!

trim matrix
#

hey guys

#

does anyone know why this is not working

#

the new value for the timer on the Set Timer by Function Name never gets set

#

even if number of attacks is greater than 1

#

and I clearly see the value for the number of attacks variable go up with a print string

#

so idk what the issue is

tight pollen
#

and it seems to be working

#

I just don't know if it's correct

mental trellis
#

Good good!

#

It's probably because unreal.

tight pollen
#

it is something like for Forward and backward ๐Ÿ˜…

mental trellis
#

Hehe.

#

If you wanted to use forward vector, I guess you could switch to checking the x value instead of y.

#

That'd make more sense if you're looking at the code.

tight pollen
#

like i made

glass stump
#

How do I change a material instance parameter in a BP?

undone surge
#

would these 2 pins be interchangable

#

or it has to be specific

boreal mesa
undone surge
#

ok

mortal wharf
#

I want to sort an array of locations by their angle to a center actor (so the elements are ordered clockwise from the center actor) ๐Ÿ™‚ How would I do that?

#

I don't see a blueprint node to sort by predicate ๐Ÿ˜›

boreal mesa
mortal wharf
#

Seems like it

fallen glade
#

is it possible to find everything used in a project from a library like this?

#

best way I can think of os the reference viewer but it doesn't tell me what's being used

remote meteor
#

hmm yeah this one you might need to find yourself within the referenced blueprint

fallen glade
#

just by browsing it?

remote meteor
#

kinda

#

the find in blueprint only searches for node/pin names and not their origin

#

so yeah need to manually search

cursive musk
#

https://youtu.be/TQsg8j-a3Y8 idk if im like vague explaining this, but ive ran into the problem when following this tutorial about sliding, maybe someone else had this problem too. I got all the blueprint steps right (i rewatched it multiple time :/ ) and my slide just doesnt function. When i try to slide is just slows down extremely and i cant uncrouch. everything else works, walking, crouching . Does someone know how to fix this by any chance?

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โ–ถ Play video
brazen pike
#

Or do you mean only whats in the project?

fallen glade
brazen pike
#

hmmm yeah well might need to manually search like IAsaka said

remote meteor
#

sometimes they are very sneaky ๐Ÿ˜†

remote meteor
rough iris
#

will I be able to edit the values of the inventory reference I pass in inside the loop?

#

or is it creating a copy somewhere along the way?

remote meteor
#

hmm

#

you might want to

#

duplicate the for each loop macro

rough iris
#

or this is the right way to go about it?

remote meteor
#

change the Get(Copy) to Get(Reference)

#

or you can always after modifying,

#

set it back to the struct array

remote meteor
#

you can change it to Get(Reference) but thats up to you

#

the Inventory Object is already a reference so its fine

#

problem here is the modified value isnt propagated back to the struct array from the for each element

humble flume
#

Hey guys I am making a mini map i am making it using texture my map is quite big I want that my map look like gta 5 mini map can anybody tell me how can I convert my image to gta 5 type mini map image

rough iris
remote meteor
#

you need to make your own for each loop macro essentially

#

you can double click the macro and see how its done

#

there is a Get(Copy) node inside

rough iris
#

in terms of the loop, I can just fetch the inventory reference and use the array index

#

that's not an issue

#

the issue is whether the setter sets the item correctly

#

I guess I worded it wrong originally

remote meteor
#

hm

#

it should modify it

rough iris
#

In this case, is Inventory a reference to the actual inventory component or is it a copy?

remote meteor
#

because all object are passed by reference

#

its the reference to the component form outside

rough iris
#

awesome

remote meteor
#

there is no "copy" function for blueprint objects

#

all blue variable you see in blueprints

#

are all references

rough iris
#

I thought the rhombus were references and circles were values

remote meteor
#

yeah

#

so the difference is

#

reference of reference vs copy of reference

#

in the end its going back to the same place

rough iris
serene crown
#

Hi everyone ๐Ÿ˜„

I'm trying to make an endless runner, the runner only goes forward but I noticed that the game stops itself after a certain distance... is that normal? can't I make it infinite without turns?

cursive musk
# cursive musk

yes i know ive done way to much for a crouch and a slide, im new to this and followed a long tutorial xd

remote meteor
#

i believe this part should be something like this

#

also the set movement state function please

cursive musk
remote meteor
#

reference back to the original video

#

that part is responsible to set your movement state back to walking when you release the crouch input

cursive musk
#

alright it fixed that it uncrouches me after the slide now but its still weirdly slow

mental trellis
rose charm
#

Hello, I'm trying to make a airship buildable on runtime, on which the player can build the airship with blocks and pilot it, but I don't know a way to update the collision of the airship (a pawn) and the new attached blocks keep passing through the walls. Does anyone know how can I do it?

cursive musk
serene crown
# rose charm Hello, I'm trying to make a airship buildable on runtime, on which the player ca...

I'm very new but the only way I could imagine this working would be to have all the "Placeable blocks" placed down already in a "Dormant" state (invisible and with no collisions) and when you go to place down the block your holding instead of actually creating a new block to attach to the pawn you just activate the dormant block at that location... it's a bit a cheat but that how I would make it ๐Ÿ™‚

serene crown
remote meteor
#

An advice

#

dont use child actor component

#

unless you really have too

#

its too finnicky

serene crown
red grail
#

Anyone know why this god damn Set active node isnt receiving the input?

icy dragon
#

Mainly referencing actors in question.

#

Spawning actors then do some attachment is far more reliable.

rose charm
serene crown
icy dragon
#

So much so that I'll spank you for using it if you're working for me.

serene crown
serene crown
serene crown
icy dragon
solemn crescent
#

I need a button to reposition a 2D card in front of the current camera position, with out parenting it;
if the camera moves it should not follow.
The card should face and fill the FOV.
How would I go about that?
Iโ€™m just getting started with blueprints.

wise tide
#

My settings menu has a return button which takes you back to the main menu. However you can also access the settings UMG from an in-game pause menu, where I would want the return button to instead return you to the main pause menu.

I don't want to create 2 different settings UMGs because then I would need to update both separately. Whats' the proper way to deal with this issue?

rose charm
icy dragon
wise tide
#

they do

#

but there is a button on the options menu widget which takes the user back to the previous screen, which is different depending on if the user is in the main menu or the pause menu

icy dragon
rose charm
tardy seal
#

For some reason Vinterp To Constant still has some smoothing when it interpolates between different vectors. How can I make interpolation between two vectors be completely linear?

wise tide
faint pasture
#

It should be.

#

It's velocity linear. It'll lerp at x speed towards Target from current

fickle ermine
#

not sure if this is a problem with my blueprints or how im setting up the scene, but ive dragged in a couple of my coin actors and any beyond the first one wont respawn when i set their 'ishidden' boolean to false

#

do i need to give them individual variables or something? im very new

trim matrix
#

I created an anim notif here

#

in my anim graph
and im trying to get a ref of the variable start taking damage in my other bp

#

the function never gets triggered

#

supposed to take away 5 health from the player
every time the anim notify is true

tight pollen
#

How can I make a smooth transition from Animation to Ragdoll?

wise tide
obtuse yoke
#

I made this little course by placing things separately to test it out. but now i would like to move it all to a BP actor so I can spawn it as a whole wherever I want. How would I do that?

icy dragon
undone surge
#

im trying to calculate the distance between 2 ai characters but it only starts changing only one of them moves

zealous moth
#

@undone surge how are you doing it?

undone surge
#

it only changes when the actor from class moves. the one i am comparing distance to is an ai controller

#

do i have to associate it with controlled pawn ?

#

nvm i think i answered my own question

undone surge
zealous moth
#

Omg what am I looking at????

undone surge
#

idk

zealous moth
#

Why is there no specific actor? What is the event trigger? Tick?

icy dragon
undone surge
#

yes

#

look it works now ok xD

icy dragon
zealous moth
#

Going back to graphics, see you there @icy dragon

undone surge
#

all this

dark crow
#

Delicious spaghett

icy dragon
undone surge
#

yes

icy dragon
#

I mean, you do you.

undone surge
#

xD

tight pollen
#

Some idea?

undone surge
#

i just want to get it working then i will fix shit

hearty barn
#

I'm rotating the player to look to the left of his velocity and this works if the ship is going to the right but if the player turns 180 and goes right this doesn't work what am I missing? the crappy drawing may better explain what I mean

undone surge
#

what is the correct way to spawn multiple AI actors ?

brazen pike
undone surge
#

yea yea im not

brazen pike
#

Ah I've seen it wrong

trim matrix
#

can anybody help me pls

undone surge
#

this is how i spawn 1 @brazen pike

cerulean palm
#

I have a map of string to struct{array<string>} in BP,
I need to find a struct against a key string, and then add another string to the array member of the value struct,
but for some reason the added string isn't stored in the map array member,
does the "Find" node return the struct by copy?

undone surge
#

how willl i do multiple

brazen pike
#

use the for loop

#

Do you want a reference to all of them?

brazen pike
#

Maybe use an array

cerulean palm
#

crap

remote meteor
#

Just add it back once u done modifying the map

cerulean palm
#

will using an uboject work?

remote meteor
#

Since you have the keys and updated value

#

Add will replace existing copy in map

cerulean palm
remote meteor
#

Yeap

#

Unless you do it in c++

trim matrix
#

anybody???????

remote meteor
#

Then you can modify it by reference

cerulean palm
#

"Find" Behaviour is same even if I use an UObject BP instead of the struct, right?

remote meteor
#

Yeah but since it is an UObject

#

Hence it is a reference

#

So values will be updated

cerulean palm
#

yay

remote meteor
#

You sure they are fetching the correct values?

trim matrix
#

nothing works

remote meteor
#

Its condition racing

#

The execution ran before you updates the bool to true

trim matrix
#

I want 5 damage to the player everytime the anim notif is true

remote meteor
#

Just call it at the anim notify to deal damage?

trim matrix
remote meteor
#

Are they the same anim bp?

tight pollen
trim matrix
#

this is in the anim bp

#

and this is in the AI

remote meteor
trim matrix
#

It wont let me get the mentalhealth function in my anim bp

trim matrix
remote meteor
#

??

remote meteor
#

The only thing you did on anim notify is setting a bool to true, nothing else

#

Youre not gettinf ur function because the branch check for the bool happens earlier that it is being setted to true

trim matrix
#

fk

remote meteor
#

Also i dont get why not just straight up call the damage function from ur animbp

#

Why go through a bool?

trim matrix
remote meteor
#

Bruh

trim matrix
#

?

#

sry im new

#

you have to forgive me

remote meteor
#

Make a event dispatcher in your abp, call it on anim notify

#

In your ai,

#

You have the reference to your abp

#

Bind that event dispatcher

#

During begin play or something

#

Then deal damage from there

undone surge
trim matrix
#

@remote meteor

#

โค๏ธ

#

IT WORKS

remote meteor
trim matrix
#

THANKS!

remote meteor
#

You can use GetOwner on the MeshComp

#

To get the owning pawn

#

Then call the deal damage from there

trim matrix
#

it works perfectly like this