#blueprint
402296 messages Β· Page 897 of 403
You could do a switch on visibility? maybe? So that if it is visible it would make it hidden, and vice versa
Although it's getting a bit much at that point so there's gonna be a better way to hide it again
@brazen pike
if you hover over the outputs you should be able to see what they are
although as I said earlier, I think you probably need to break the container first
do you mean the tag array?
then print string to what it has to get if the tag has been added or not?
I feel like Gameplay tag broken O__O or bugged
nope Im stil not getting how to break the container first
any guide video on how to use gametag
yeah maybe try checking whats in the array
if the tag you're looking for is there, then the check code is broken. If it isn't there then the code that sets the tag isn't working
maybe connect the success print to it as well
I think tag is not added in the static mesh actor
can you tell me the proper way to add gameplay tag to a actor?
btw is the "tag" and game play tags are same??
to get a general way to trigger change in cubemap only when that big box overlap with character
tag can give a way to not manually add trigger box
No they aren't. You can't add gameplay tags to any object unless it has an ASC but you can add regular tags.
There are nodes for both so that shouldn't be hard
That'll do it
ok checking it
But it seems like you should be casting anyway, this doesn't seem like the right place to use tags
gameplay tag>> write on tag>> success
no its not limited to chracter
any shiny object eg. a glossy wall
when goes near some particular static mesh
will cause change in cubemap
for the 4.27 experimental features, specifically the EQS, how likely is it to be fleshed out completely and not ditched? and how long roughly? anybody got any idea
good to know, just concerned about building anything on top of it and then having it break in future or not be supported
on that note, how badly do things break in updates from experimental to finalised?
hy everyone ,
im having here a problem with my random ai spawn code :
glad if i cant get some help
might want to go to #gameplay-ai my dude
didnt saw that thx
If you're building in 4.27 it is what it is.
For serious projects and indies, you don't generally want to change engine versions once you're in main development.
So if it's working on your version then you'll be fine
currently in 4.26 but it's demo/concept stages. we'll likely build the finalised version in the latest engine release at the time.
but thanks for the info my guy
What would be the best way to have a system whereby there are multiple levers in a map and when all of them are 'On' it opens a door? I've been looking into this for days and can't seem to figure out the best way to do this.
It feels like something that should be simple but it's not.
i think it can be entitled under a Puzzle System
where you need a certain Puzzle State to unlock the puzzle
Ooh, I've never heard of this in UE4 before, but that sounds like it'd exactly be what I need! Thank you! :)
Well yeah but nothing I do seems to work. XD
I have a lever currently and a door. The lever, when pressed, turns a variable 'IsLeverOn?' to true. But then I apparently need to make a reference to the door.
Which I think I did, but then I couldn't figure out how to check the variable.
the way i did it was
i have a Puzzle Manager Component in game state
and i will add Puzzle Node Components to the related actors
to both the "leaver" and "door"
the "leaver" tells the Puzzle Node Component that the node state has changed
Puzzle Node tells Puzzle System "i have changed"
Puzzle System will check if any "desired" state has been achieved and notify the related Puzzle Nodes
then the Puzzle Node will tell the actor that "x puzzle has unlocked"
then the "door" with the receiving puzzle node will open
Ahh, I was thinking about looking into doing it in the game state, that makes sense! Thank you, I will try to see if I can make this work. :)
you can use the "Contains" node on string to check for invalids
or you can use Regular Expression, although i think there isnt a blueprint Regex (i forgot)
a regular expression is better for that
this plugin has it and some other useful tools
try typing regex in the node search
π€
cant exactly remember which one
Is there not a simple way of just telling a door BP to initiate the 'Open Door' event when a lever BP is 'On'. I don't know why this is so complicated.
I'd save time just by making a massive BP including the door and the lever.
you can have direct reference
door referencing the leavers and vice versa
but that you have to manually assign them in level designer i guess
It's not complicated in the slightest. It's extremely straightforward. You're just too new to see the solution. Doesn't mean it is complicated; just that you're inexperienced.
As IAsaka said, have the lever reference the door. So add a variable for the door, make it instance editable. Then in your level, select the lever, you'll see that variable can be set. Click on the eye dropper and then select the door that you want it tied too. Now, they are linked together.
From here, you just call OpenDoor on the variable in your lever actor when you interact with the lever.
well i wont deny the idea i proposed above (the puzzle system) is slightly more complicated π i did that since i want to eliminate direct references
So I'm trying to check if the player has between 1 and 99 of a given item
How should I do that?
Tryin' to keep it simple for the time being.
is that a structure of gameplay tag and int?
probably a for loop and check for correct tag
then check for amount
Yes, it is. That's how I was recommended to set up the inventory system, back when I was getting help setting it up
Is there also a clean way to iterate through all possible items? For the weapons I was able to get away with just doing a branch for each possible weapon because the player only ever gets 4. But for other equipment types, I can see that getting pretty messy depending on how many armors/etc end up getting added
(This was what I did for the weapons)
for each loop the array to check for tags
@remote meteor Ah thank you both I will try it. :) Indeed, eventually I will get used to it, I'm sure. XD
you can make a function to return all item with certain tags
... Wait, I'm stupid. The player can't have 99 armors equipped. The absolute maximum of multi-equipped things is accessories, and that's 2, not 99
gameplay tags allow you to search by the hierarchy
Yes, it worked! Thank you. :)
This was the solution!
Told you
https://forums.unrealengine.com/t/change-landscape-material-textures-at-runtime/365476/7
Am I on track with this?
I am trying to simulate draft by any means possible... the trailing car in my game needs a little extra speed due to lack of wind resistance... any ideas as to how to do this with a box collision and on component begin overlap? It would be nice if you could expose Max Torque as a variable
I'm trying to make the player go invisible when you press a button
How do I access a state from a different state machine? For instance the ThirdPerson template has two.
How can I change a material over time to a different material with bp nodes?
What should i do so that widget component always face actor
I'm not sure if this should be asked in #cpp or #blueprint but I'm asking here. I have a DataAsset I made in C++ and created a "child" of it in the editor. When I restart the editor, the "child" asset becomes unavailable and when I try to open it I get this error
Did you create the c++ class with the editor open and compile in the editor?
Delete your bp.
Close the editor.
Compile in your IDE.
Load editor.
Recreate BP
Create instnace and assign it on begin play. Set parameter in timeline
Which build task do I choose to compile in my IDE?
I usually would just compile in UE
Do I set the paramter value from the float?
how could I swtich between a camera and a character.... I tried that but it doesn't work properly
https://gyazo.com/4392d63e18b4b02143e2836f2d9b4138
Set viewtarget with blend
Context being playercontroller
Nvm seems your question is dishonest in regard to what you wanna achieve. Pawn switching is done by possesion, as you're already doing
What spawns your weapon bp
My player
i added a metahuman to my project... and this broke? anyone know how to fix this?
So then you should have the weapon reference there. The return value of spawn actor of class (weapon bp)
you need to plug a reference to the weapon actor that is in the level in the object node
What do you think casting is?
I cant really explain
It's like doing it from something
sorry my question was a bit unclear so I'll reformulate :
how could I swtich between a camera and a character.... I tried that but it doesn't work properly
https://gyazo.com/4392d63e18b4b02143e2836f2d9b4138
The problem is that the player moves as the camera would. The camera works normally. So the camera and the player have a different controller blueprint. How do I say that the character should have now the controller class of the character and not the one from the camera?
casting is just getting access to everything inside the actor you are casting to, like variables and functions
Close
Casting is used to go from a more basic type to a more specific type.
If you have an Actor, and want to do Character things to it, you don't know if it's a Character until you cast to Character. Then you can make it Jump or whatever.
If you already have a Character reference, you can do Character and Pawn and Actor things to it. But if you want to know if it's your specific subclass of Character, you need to cast to MyCharacter.
If you have an Animal, and you want it to Bark, you need to cast it to Dog to see if it's a Dog, because only Dog can bark, not all animals.
If it was a Cat the cast would fail.
@blissful grail @remote meteor Just wanted to say thanks fellas, finally worked it out with your help, after days of trying managed to get it completely working! XD THANK YOU! :D
this is also true, it doesnt seem like they are casting to a child class though, but rather a blueprint completely seperate from the character class they are casting from
Hi everyone,
How can I check if an actor is not a pawn? Do I need to cast to pawn and check the on Cast Failed?
I have a melee weapon attack with hit result, I would like to have some kind of hit react on walls that cancel my attack
you could also check the actor class from the collision event and check if its the same class as the wall class
i think either way would work fine?
I guess I could have a child wall class also yeah, thanks
Hi everyone! not sure if any of you already used VA rest, to get some JSON array in unreal..
i have a little issue right now which is i need to get the johnson array to go in the contructionScript (and not in the even script)
any idea how to add into a variable a data?
like a JSON array
or a way to get some values from the event graph to the construction graph
Not entirely sure it's possible, but this may do the trick.
Hi everyone, is the notify state function NotifyEnd always called if a NotifyBegin has been called? Like on interrupts for example. Or do I need a safeguard in case?
Hi @dawn gazelle ! ok trying that!
oh but i'm using a Get JSON from path.. not url and i can't see any even on it
Is there something like an Enum that can hold multiple states at the same time instead of only one?
Hola! i need button to reposition/scale a 2D to fit/face a cam frustum.
Iβm entirely new to the linear algebra side of things.
Anyone have experience with this?
Yes it's called a bitmask.
Make a integer variable and look at the setting for it
There is a flag for bitmask stuff
https://benui.ca/unreal/window-focus-change/
is something like this achievable with just BP? I want to make my game a lot less intensive when alt-tabbed.
Thanks. Looking into it now
my timer is not working
20 second timer
it just spams this
Well yeah, because that's exactly what you told it to do.
?
You told it to print frame time - TimeReduction
which will be like 0.15 - 20
or 0.34 in your case
What are you trying to do?
That's not the problem. The problem is you're doing this.
20SecTimer = DeltaSeconds - TimeReduction
TimeReduction is always 20
Deltaseconds is always some small number
It's doing exactly what you told it to do.
Yes, so do the math. What's 0.33 - 20?
What are you trying to do, count down from 20?
ya
Just do
20SecTimer = 20SecTimer - DeltaSeconds
it wont work
it goes to -800 in less than 3 seconds lol
Bruh why did you change it to integers now, and why are you subtracting 1 per frame
its a countdown
Does anyone by chance know why my sphere trace by component isn't working? There is no sphere being traced on my component. I'm getting the correct component. The cast isn't failing. The trace works when I add a trace start/end.
So what isnβt working
Where is 0,0,0 in the world?
There is no sphere appearing. Sec I'll get screenshot of how it looks when I setup a start/end
This is a trace against a single component. What are you trying to do?
^ Is what I want to see. I this by setting the trace start & end via socket locations
Have my magic staff component deal damage via animation notify state
You are tracing against the staff, and tracing from 0,0,0 to 0,0,0
so its trying to hit the staff
and tracing a sphere around the world origin
I don't think that's quite what you're after
You probably want to do a sphere trace by channel at the socket location
instead of a sphere trace vs a component at the world origin
Ok. I did try that earlier but the vector of the sphere was all over the place. I'll try to refine it tho
I can do start trace from the weapon socket location
hello!
does anybody know howto calculate axis gamepad key gradual pressure?
and then manually adjust the end trace
Yeah just trace from socket location to socket location. You want your hitbox to be a sphere right?
What shape do you want your hitbox to be
I wanted the shape to be the staff itself, but I'm not sure that's possible. Which is why I was trying to do the "Sphere trace component"
Ok. Tip to tip via a capsule?
No, a sphere trace
ah
a swept sphere is a capsule
a swept capsule is a IDK if it has a name
jus sweep a sphere from one end to the other
you want a multi sphere trace by channel most likely
unless you want all your hits being blocked by yourself
Ok I'll try. Thank you for the help
Anyone know how I can add a description to my component when I add them to an blueprint?
Description field in the class settings panel IIRC
Got it, thank you!
guys i think im actually losing my mind here. im trying to do a line trace in the direction im looking. GetActorRotation -> GetForwardVector doesnt account for my looking up or down which i guess makes sense? so do i need to use the camera's rotation instead?
yup
CameraComponent->GetForwardVector
do you happen to know if this is replicated to the server at all for multiplayer games?
you can also do GetActorEyesViewPoint
it is, but to an extent. there is slight inconsitencies with accuracy that I've noticed in the past.
What I've done in the past is to perform a line trace on the client (to get the 'real' hitpoint), and another one on the server, to verify they are 'close enough'
I may have gone about it the wrong way, but that's what I had to do at least
Get base aim rotation does the yaw I think. You need to mess around with all the rotations but some combo is equal to the control rotation.
ye thats what im doing now. i posted in #multiplayer about my current issue so im trying a bunch of stuff to fix it lmao
yeah, multiplayer is.... HARD lmao
I've started to convert over some of my actions to GameplayAbilities since they handle lag, replication, prediction, etc
but that's also a whole nother animal
Can I freeze the game/lower the FPS when tabbed out with just blueprint or do I need to use C++?
I've been struggling with this for awhile... I'm spawning meshes to the right of a spline. Sometimes, the spline has a certain roll rotation, it curls and I'd like the meshes to follow that instead of ignoring the roll of the spline:
How would I go about that? I just need to spawn those spheres along an imaginary line which respects the roll of the spline - any ideas? π
Why can't i put an event dispatch call inside a macro, when I can put it in a function just fine?
Shit, I can even have a function that's literally just the dispatch call and put THAT in a macro. What's the point of this?
Might have to get transform or get rotation from a length along the spline. Hard to say without seeing your BP. In my imagination, from the rotator, you can Get Right Vector and multiply that by your desired offset distance, and add it to the spline location vector to make your sphere location
@tight schoonerTried all that, rotation from spline doesn't seem to return roll π
Huh.
besides, i'd have to lower the Z of the spheres according to the roll angle of the spline & there has to be some not so complicated way of calculating that
If the rotator was correct, Get Right Vector would point in the direction you want
yep, but since the roll of the spline is always 0, it always points straight to the right π¦
@tight schooner
I'm just using dummy actors now with spheres to see them properly, the point is i'll need the location points to generate procedural mesh
So i'd only use rotations to get the vectors i need
ok here's where it gets dumb. I knew encountered this problem in my own project and I dug around a little.
ya, tried that - what dodo with it? π
and then [some sort of math goes here] = a useful roll value
lol
sorry I'm not being super helpful, but splines have their own concept of roll
that you have to convert to a proper rotator or w/e
ya, read about it, stil didn't find an answer since 99.99% of topics are peeps tring to move stuff along a spline
aaaand, it's probably made at design-time, mine is procedural, so it isn't so easy to just poke around at it and test fast π
unfortunately I gotta run... scheduled to do something in a minute... but the "get roll at" nodes are the key https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/Spline/GetRollatSplinePoint/
good luck lol
thanks anyway π
if there is something happened to physics constraint since 2018 --- i'm trying to copy multiple tutorials using physics constraint from 2018 (like this one https://www.youtube.com/watch?v=irk5NAuFPMc ) but none of them seem to work, is it just me being a dumb ass or there really were some major changes to physics constraint i need to know about?
In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to grab an object using a physics constraint. This is also known as a gravity or physics gun.
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1
00:00 Overview
01:00 Configure Physics Constraint...
You typically want to use a physics handle component for temporary grabs like that
but show your constraint setup and how you're doing your grab anyway
i was doing it in rider but it's literally the same, i can share it in #cpp , are you ok with me doing it?
Probably best a #chaos-physics or #legacy-physics topic
oh, thanks, right
Hey guys is there an easier way to make it to where I can only interact with things that the player is looking at? Or would I have to make a "cast to" for every object I want the player to interact with. (Ex. Door, Weapon, food)
An interface will help here
Could use an event dispatcher, an interface or have all interactables be a child class of a parent "interactable" which you cast to. But probably go with an interface
this is my interface that I have what would I put in here?
This is what it looks like in my BP_door
Simpler method is to just create an actor component, and place it on all items that the player can interact with
then you can just cast to interactable
this has the benefit over an interface that you can define standard interact actions (Begin Interact, End Interact, Interact, Begin Focus, End Focus) etc, on the component, and the logic is already done for all the objects that have this component
Can I send a newly created widget to the background? It seems like new widgets (Create Widget + AddToViewport) always render on top of the rest of the UI, regardless of the ZOrder
hmm Imma try these methods thanks
Or do I have to add it to my other widgets instead?
I don't see why you can't do this with an interface too? Just do the logic on your player and its the same
you cant put logic in a interface, you can put logic in a parent actor and have the children inherit it
then the children can change it if need be, or just leave it as defaults
Anyone know why I can't remove instanced foliage with an editor utility widget? It just comes back after I reload.
Tried destroying the actor, removing the instances by index, all of those things, always comes back
You'd rarely want logic in an interface anyway, with a lot of these cases each thing that implements them would have different uses (open door is of course going to be different to pickup weapon, for example). And, even though I've never done it that way, a component would probably be very similar in that the specific logic would still be defined in the individual BPs. So it ends up being basically the same, just now they have a component rather than an interface on them
I am having brainfart here..
So I have Z min and Z max (let's say -80 and 1600). I need to get Z in the middle, Z at 1/3 and Z at 2/3 between those values. How do I do that ?
Lerp node with alpha between 0 and 1
I'm not saying you can't do it with an interface. I'm just saying that another approach (and a more generally accepted one) is to do it with components
Separate out logic into components, rather then have one monolithic class (player class) that handles everything
it's the first principal of SOLID
Single Responsibility Principal
personally i have seen the opposite with interaction done through interfaces being the more accepted approach
dont think i have ever heard it be component based
unless it's unity where it has to be by nature
okay man I be questioning my entire experience haha
I'm no industry professional but I've done it. If you need an interface with built in logic, components are the way to go. In BP communication, one BP simply checks if the other has a component, and if it does, calls a function on it or whatever.
I'm not saying it's the right or wrong way. but the way the engine is designed (as well as unity) is to separate out as much as you can into components.
it's the whole composition vs inheritance thing
... Then the component does stuff internally and has some event dispatchers.
is there an easy way to convert an Array of Bytes into a String?
upd: nvm
Unreal is built oop af..
Components make sense in some situations but inheritance/polymorphism is expected to do most of the heavy lifting.
For an interact event where the expectation is that you will be overriding the functionality in every class it's called on, inherited interface makes more sense than a component
thats what i thought
an interact is gonna be different for everything
npcs interact may open dialogue or a shop, but tiems may go into an inventory
Component + dispatcher is what we use
is there any inherent benefit?
Component is there so interaction can have a location and also so it's stateful
Can you elaborate on that? I'm not following how that's unique to component+dispatcher vs interface/inheritance
me too
I'll just say that in my use case, I needed an interface with built in logic/data that can be applied across different branches of the actor class family tree. It used to be a BPI, but I found myself copy-pasting the same override code but with different SFX/VFX at the end. So a component made more sense, with some event dispatchers so the host actor can apply its own cosmetic events.
Can I freeze the game or lower the FPS when a player alt-tabs out of my game with just blueprint? I know you can with C++
Hate to say it but need C++. BP can't tell (last I checked) if the game is "focused"
I see. Do I necessarily need to do this? My game feels pretty unoptimised and trying to do other tasks when tabbed out is slow and laggy.
Maybe I could avoid freezing when tabbed out by just optimising elsewhere
the inevitable task of needing to learn c++
... You can find some code snippet. Personally I stole a function from "Rama's Victory Plugin" and stuffed it into my own C++ library.
I feel like you could have just put the repeated code in the base class and simply overridden the vfx/sfx assets
I see. I will probably check it out then.
As for optimisation is there a better channel for it? My game is pretty intensive but it is extremely barebones so it shouldn't be this bad. Not sure why it's like this
The event begin overlap for things does that apply if players collide with the actor?
For some reason it wasnβt triggering for me when my door which opens with rotation transform slaps the player
I already said it needs to cut across different class hierarchies. I mean sure, I could have some omega base class that everything in my game derives from, and put the sometimes used, sometimes not used code there, but...
not a specific one so id chuck it in general
profile ur game, check size maps, and check shader complexity
you likely have some massive size maps hiding somewhere if you havent used soft ptrs
Yeah, look into profiling tools. It's a deep art
Iβm basically trying to make it so when I open a door using rotation transforms, it will stop if u bump into the door as it opens
Iβll try a special even hit
you will need to enable simulation generates hit events though
Just want to prevent players clipping the door
just make it so all moving doors crash the game once bumped into :P
Ah yes makes sense
One thing I'd like to add is that with a component based system, there doesn't need to be a base class
Any actor can be interactable, as long as they implement the component.
It's more along the lines of the Composition vs Inheritance (and when to use one vs the other) paradigm
Also I implemented doors with keyholes interestingly idk if itβs the right way to do it XD
Basically I made a child of the door and added it to the door as another actor
no way of knowing without an explaination
child actor component!?
Both the door and the child r βinterractorβ children
Which r targeted by line traces when u click
So the line trace will hit the keyhole bounding box and trigger an interaction event to set a flag
The door constantly looks for the flag of itself or the flag in its child actor
not saying one way is right or wrong, but generally, i see the trend to shift towards composition, and programing principals like SOLID
If it finds it it resets the βinteracted withβ flag
could you just do that as normal components
like have ur keyhole part of the door
and a box collision on
I wanted to make it so my click detection will detect if u click the door or the key
And do diff things
The line trace from the FirstPersonBP returns actors it hit
So diff actors made it more flexible in my case where there will be things called βinteractablesβ
A door is interactables and a key / handle is also
But so would be like a remote or a light switch etc
The difference being the child actor has its own functions that just do event tick if flag is true
Maybe there is a way to do an event when the flag is set to true tho idk
Not sure how to go from a parent class custom event to trigger a child class custom event
||did you mean Oblivion?||
Without saying a very specific name associated with a specific BP
you trigger it on the parent
Ya
this is why you use interfaces or whatever
So the line trace casts to BP interact which is a parent
trigger the interaction interface on whatever is hit
if it has one
or that component
I like being able to have a blueprint for things that u can interact I feel like a seperate interface would get out of hand
||potentially||
And I also donβt want to have to edit code somewhere whenever I add a new type of thing u can interact with
Which is y I went with the parent system
And I donβt want things u interact with to have an interface in game im just going with a screen overlay
Stylistic choice
Ah yeah is that in blueprints?
yes you can implement them inn bps
Iβll see if that will work
do some research into them
Might make things more efficient than checking flags every tick
interaction is either done with an interface, or as i have recently learned, component with event dispatcher
Will*
Iβve used event dispatchers before
yes it will make things more efficient
@desert juniper it depends how base the functionality is.. components imo are good for encapsulating a particular set of functionality.
Making a component with an event dispatcher for a general interaction mechanic is too broad for a component and is literally the ideal situation for an interface.
Would make sense for a specific type of interaction like the widget interaction component.
yeah, can see how it depends on the use case.
as it stands, my InteractableComponents are a child of UWidgetComponent. This is helpful to me so that I can have player affordance built right into the interactable component (display a world space UI when OnFocus is called.
Lots of delegates are fired off that the actor can respond to events, or simply override the default component behavior
oh ya much better XD
Yeah that's a particular type of interaction. You're popping up a 3d widget for the player based on the object selected. It's not opening doors, and turning on lights, and grabbing pick ups, and npc conversations, and 10 other random things
You want to animate turning the knob?
Named Reroutes are awesome in Material graphs. Is there any similar ability for blueprints?
i will eventually animate the knob but for now i just want to know if they press knob vs anywhere else
doing it so if u press the knob w/ the right key it toggle lock state basically
Then yeah get hit component
It's simply calling Interact.
It's up to the actor to impliment the event, and choose what to do. simple as that
ya works great
havent used interractors b4 so didnt know they were a thing
just went about however i thought it could be done XD
The component stays minimal, and the actor that is supposed to handle the interaction picks up the rest of the work
so ALL interactable actors have this single component. They can simply choose not to show the 2d widget, or any other affordance (like an outline)
ok its a different thing then
this was my approach for getting a screen overlay when looking at something interactable
idk if its ideal since there is a cast
casts are fine. even on tick. just don't overdue it
Draw Interaction just uses a HUD to change the texture
same hud as the first person hud blueprint
but i could also add to that code a highlight call for the thing u look at
to say hit component
if you want I can share the code/material for highlighting the actor. I do it in cpp, but don't see why it can't work in BP
If the component is carrying dead code for many of the actors then the only real bonus is you don't have to think ahead about your hierarchy
it's just a simple virtual function. can be overwritten like with any other base class
oops wrong reply
@golden frigate unless your hud class is gonna change you can just get that on begin play and skip the cast on tick
This is a bonus that I really enjoy.
with how buggy UE can be about reparenting blueprints, this was a big plus for me.
i think UE5 changed how to do the highlight
cause blendables isnt a field for post process volumes
Turns out, super easy in BP
The outline is pretty ugly in UE5 though. UE5 doesn't like something in my material
set render custom depth only works if u have an outline highlight
i couldnt find the material or where to plug it in
in the post process volume
you make the material and set it as a post process material
then add it to the blendables in ur ppv
yes
no you have to make it
so you make the material and add it to that slot there
There are dozens of highlight materials you can find free online
I'll need to find one that works better with UE5 than the one I have now
looks like it got hit by all the jaggies
how would i turn the outline off when not looking at it π€
should i event tick turning it off or is there a better way
this will turn on the stencil outline of the thing i look at which is interractable
As in not in view, or directly in the center of the camera?
well not in the parameters defined here
it shows a highlight if the mesh is hit by a line trace
aka if u clicked it would interact
how should i go about turning the outline off
because when the line trace does not hit something i wont be able to reference that something
Just disable custom depth on it if line trace is missed?
how tho
this event tick is from the First person character
it wouldnt be able to disable the depth on the thing it didnt hit
:/ i guess i could do like an integer timer?
if collide set var to 2, on tick decrement var, if var is 0 turn off outline
i just dont know if its bad to event tick turn off outline + set depth
Set a reference to the actor you are looking at. Then the next time it fires have it check that the actor being looked at matches the actor being referenced. If it isn't the same, check if the reference is valid and turn off the highlight on the reference, then clear it. If it is the same, then do nothing.
thats a pretty good idea
basically before setting something to outline check if the last one is same
ideas to fix this? it works btw
Send a screenshot of the broken code?
Yeah check if it's valid first.
if you aren't looking at something it's going to be invalid
yeah the code i wrote there looks organized and clean but i think to avoid the error i need a diff order
more messy
also, do you need to set custom render depth true/false if you're using stencil? Tbf I haven't used that system in a while but from what I remember you can just set stencil 0 to be nothing but 1 as the highlight material. Then anything you want to be highlighted has render depth on by default and you don't need that extra node
i can probably just change the stencil depth
but idk if things with custom render depth have extra load
i would imagine that even if its values does nothing it needs to pass through the ppv
weird i still get the error using this:
I'd guess so. I wouldn't know if has much of an impact, we use a different system now in my project that I don't really understand since I didn't write it. Would be interesting to find out
the logic here is validate, if valid test if same, if not same set last outlined off, and set last outlined to the hit component and turn that new thing on
if not valid, just set the thing and turn it on
idk how it would read valud of none
oh wait
i see the issue
Yeah, if last outlined isn't valid AND you're looking at nothing then it will try to set it as nothing and then set render depth of nothing to true
ill need more states here XD
oh im not turning off the prev thing
here is the blueprint in working form if anyone wanted to see it
thx for the help https://gyazo.com/b3f8b8564b92215eae718d3c06ea81cc
is there a way to recover when this happens to a blueprint?
the editor crashed and now i cant open the bp
I'm a beginner so sorry if this seems silly, but I've got a trigger box in my level and I'm trying to get a random point inside the component bounds from it to get a random point in the bounding box but whenever i try and connect the trigger box to the get component bounds bp it says
and I have absolutely no idea what that means ;-;
So thats a reference to an actor, that wants a component in an actor
what ado you mean it wants a component in an actor exactly? I'm a tad unclear on that exactly-?
Hi! does anyone know if there's a dynamic way to add a static mesh component?
I have a pool of different static meshes, i want to add one of them randomly.
I assume you mean a component as in it's position, or mesh, or just some part of the object?
Components are thinfs you add to actors, yk like staticmeshcomponent, or charactermovementcomponent
Just set the static mesh component to a random mesh from your pool
ahh okay, so- erm- when it's asking the component bounds it's asking the static mesh bounds?
Its gonna get you the bounds of whatever component you put in there
If its a static mesh, a box collision etc
welll- okay how exactly would i get like the bounds of a TriggerBox then? (or is there a better way to do what I'm looking for?)
Typically i make my own bp for that
But i imagine you can get the box collision from trigger box
Id typically use my own bp that has a box trigger that spawns x amount of ai in it
i just looked up "Get Box Collision" and in the way like while looking it up I see "GetActorBounds" that... hmmmm ;-;
I wonder if by chance that's exactly what I'm looking for-
It will be
But if you plan on having more than ome of those zones this implementation wont work
oh? How not?
Cause you are referencing that specific trigger box
You would have to copy pste the code for each kne
ohhh okay, I heard something like adding a for each loop and adding the specific instances of the zones into an array for the code to be executed on?
Hence why i use my own bp for it, that handles all the spawning on its own
No
Thats a terrible way of doing it
Just have the spawn logic in your spawn zone
Then each spawn zone automatically does it
You would benefit from taking lessons on unreal and basic oop principles
I know OOP principles I've just never had to do this thing in specific- never done much with 3d games like this :,)) I should also say it's late and I think you and I were talking about different things lol i meant for having every zone happening at once-
But yeah I really should take lessons on unreal, right now I'm just learning by doing random sh*t and figuring my way out from there :p
by all means though if you've got a good tutorial that you think teaches the proper/best practices then by all means, I'll watch it :]
The best place i can offer are the official unreal tutorials
I've seen a few like hours long and some random vids about various blueprints but not ever actually any genuinely comprehensible things that teach them
dooo they happen to be in visual form? I'm a visual learner so like hopefully videos??? :,>
Yup
ayeeeee okay where can i find those then???
i have somehow not even heard of their existence π
This could be done with a manager class and a dispatcher , informing the spawnzone bp's
π I will openly admit I have 0 idea of anything you just said! : D
A manage is just a class that manages other classes. Usefull whenever you want to control many actors in some fashion
Like a group of swat AI
interesting- hmmmm good to know, I'll have to look into them :000
is that many actors of the same type or many in general?
Event dispatchers (or delegates) is like a subscription service
Whoever has "bound" to the dispatcher will recieve the event call when the dispatcher is called
More often than not many if the same , but its not a rule
I hate and love how I understand none of what you say, because on one hand it means that I know next to nothing about Unreal, on the other hand I already knew that and it just means there's more for me to learn hehehehe
Dispatchers dont care about who gets the event , so the caller doesnt need a specific target
You know how subscription works right?
Like you subscribe to a magazine, and you get it every week/month
uhhhh slightly? oh- i thought with the code it was just whenever the event was triggered not nessicarily just time based
True, it is not time based
It was just an analogy for the principle
Actors must subscribe to your dispatcher
They must put themself on a list that the dispatchers goes through whenever the dispatcher is called
So whoever is on the list, gets the event
So- okay I can understand the manager class to manage all of the zones but how would a dispatcher help?
Dispatcher would be used to tell all the zones to spawn
Or despawn
If thats what it was about π ill admit i didnt read far up
Wait why wouldn't the manager class do that
It easily could
I thought you said a dispatcher recieves an event and does stuff with it not gives the event? Lil confused
Not like recieves it
But on the subscription it gets called because of the event and stuff yada yada
When called, all subscribers recieves a corresponding event
Right, so all of the zones would spawn the little enemy inside of them. But wouldn't it be the dispatcher that gives that event?
Could be , yes
Keep in mind theres always like 57 ways to a goal
10 of them is prob alright, the rest is probably not π
Hah fair point- My goal is just to learn at least one of them though and i currently do not know them ππ
Dispatchers and managers then?
I'll add that to the checklist of stuff to check out after i watch an Unreal tutorial :))
Dispatchers allows for event binding, e.g. telling other actor to do something
Id prob skip the manager for now , i dont think you really need it for this
Well not just for this example but i mean it sounds useful for the future so why not learn it :p
OH ALSO pls where is the Unreal Tutorials?? Like the official ones πππ
Hi! how would you go about making a 1 to N structure of static meshes?
I want to map one Static mesh to N amount of other static meshes and have multiple Row of this.
Oh Dt makes perfect sense.
THANK UUUU and same for you Squize veryyy much appreciated :)))
is there any precedent for using livelink "locally"?
like, do the face capture and display the driven skeletal mesh on the same phone
rather than porting that data from a phone into an editor
I figure it's possible, since you can track + display the default arkit tracked face mesh on the same phone
Hi! is there any way to call one actor function when the game is running from the editor?
like, only run a function if the game is being played in the editor?
One actor has Method X with parameters.
I run the game, i spawn one actor, i select the actor from the editor and i call that actor method X
iirc there is something for that but idk where/what it is
one workaround is to have a public bool bFlag in the actor, that you set in the world explorer. have tick check for that to be true
Okey so there's a "call in editor" flag on the events, that one does the work.
One question! i'm doing a procedurally generated tile map.
Do you think it would be too much to use one Actor (With one Mesh) for each Tile
Or
One Actor with multiple Static Mesh components (The tiles as meshes within the One actor).
Assuming your regular rogue lite map size, i'm not sure how hard it would hit the performance using actors, but i'm tempted to do it in this way to gain functionality on each Tile.
There isn't any functionality you would be missing out on if each tile was not its own actor.
Id imagine the greater percentage of tiles are just static anyways.
Show the widget
Id prob do ism, and just keep an array of tiledata. Then the holder of the given array has any functionality you desire, and can apply it to any tile
Mark the function as Call From Editor?
Try setting draw size to 1920x1080
I did this with the hexagonal map version, prob going for that one same, ty!!
I was using it but it didn't work. the problem was that the event can't have parameters.
Is this statement valid? If so then a custom function made in a function library and then put in a macro will be complied every time? Or it will for once
if i am setting a varaiable in my level blue print like day or night, how would i be able to reference those variables in ohter blueprints
Actually i have a big function
And I don want to complie it multi times per actor like the statemnt in post. But i have to put it inside a macro as function dont support multiple execution pin
Otherwise one have to put branch node manually after the function which may look a bit hassle
To straight my question if i put a custom fun made in fun library then put it in macro , will it complied once or for each macro
In C++ multiple execs are just UFUNCTIONS with enums as exec pins
But I digress
I hvae just started cpp so i will not understand
But ofc final goal is cpp
But for prototyping im using blueprint
really man?
thanks, solved it
Yes.
Draw size in screen space is basically the widget space on screen viewport
See?
@icy dragon can you put light on the issue i mentioned above
How do you assemble the widget?
FWIW for prototyping that kind of thing shouldn't be much stopper of a concern.
Consider wrapping / replacing the overlay with a Size Box.
Hi. I have a string variable, and have multi lines. How can I get a specific line?
Like, Variable.GetString[5] or something like that to get the line at index 5 , but with blueprint.
Thanks
It cant have params, but it can use params
Hello, i have made a simple system for head and rear lights it works fine but the thing is when i click play the light is already on when it should be off. however when i use the lights they turn off and then i can turn it back on and off. here is the blueprint
Can you zoom in a little bit? haha its really hard to read
sure. there u go
oh never mind, such a stupid but simple mistake, i just turned the visibility off hahaaa
Heylo Folks. when drawing a debug sphere, is there a way to draw it as an xray or on top of geometry(meaning rendered last)? Maybe i'm missing something. In most case it's fine as is. Though if i have a complex scene, large geometry can occlude the debug sphere and visualizing it is a bit tricky. Making the debug extra large is not desirable. Any input is appreciated.
How would I write some kind of knockback? I want to have an obstacle where if you walk into it, you'll be pushed back
If player hit the collision, add impulse against the mirror vector?
I don't really understand what you mean by that
Is it possible to use Anim notify state blueprint in actor blueprint?
Is it even a good practice?
I use GAS and it should send weapon hit tag when hit enemy.
I want to implement damaging the enemy when I throw the weapon
How can I achieve this?
Has anyone had a problem using the new IK Retargeter and getting your IK bones from the UE4 skeleton to transfer to the UE5 skeleton properly?
yes it has mesh and projectile movement component in it
How do I prevent my player from pulling a lever while the lever has already been pulled and is currently animating?
I've tried delays, disable input, etc, but the player is still able to interrupt the animation to restart it.
at the start of the anim, check if a bool is false, set the bool to true, after anim, set bool false
Ah, thank you, I'll try it. :)
So is load stream level broken in 4.27?
The node
Because when I use it to load a level, it's all hidden in game? I can see the loaded assets in the outlined, but when selecting them they have hidden in game checked?
Level has to be visible under "levels" tab to be able to be visible by load without hidden in game.. Wow
Yeah. You may want to start loading it into memory before you want it visible to the player
Hi everyone! I deeply need some help with rotation logic. I'm trying to get this piece of blueprint from Lyra work in arbitrary gravity. Meaning I want to get the same yaw values whether I'm standing on the floor or a wall, ceiling etc. Any help would be greatly appreciated!
Is 'disable input' the best way to prevent them from pulling the lever again? I have this bool set up but not sure how to actively prevent him from pulling it again (it's still doing it).
what's the difference? Is the first one the window resolution?
I realised why it wasn't working though, and I can get disable input to work, but I just wonder if there's a better way.
I need to spawn bunch of particle systems (once), in the Editor. I made construction script that does what it needs to do, except for spawning. Is there a way I can spawn things in the Editor and not in runtime, using construction script?
Every step my character make I spawn a simple bp with a sphere collision (for npc hearing) that destroy itself as soon as the footstep sound is over. I feel like this is bad, is it bad?
?
can be both
I believe unreal has something that can do this for you, a node called make noise
just stop them doing it if a bool is false
is there a node for that?
branch?
yes a branch node
i'm using a branch, but it doesn't prevent the player from interacting with the lever again.
It will add particles to my actor-manager as components. I need to place standalone actors to the level.
it does if you do it in the right place
i mean it's pretty tight, tbf, they have to repeatedly press the interact button for it to interrupt and interact again so maybe that's just the best i can get.
look into engine blueprints I've never made one
yeah, i'll move things around, i guess it should work.
Maybe send a screenshot of your bp?
How would I get an event to play for when the user made changes the games window size manually by resizing the window?
by stretching the window manually
likely in C++
guess I can do a work around with viewport size
Is viewport size not what you wanted?
I was initially wondering if such a function even existed, I somehow missed it.
Hmmm so the player has keys for doors, different keys
I was thinking it would be cool if there was a more difficult way to pick what key you would use but some methods i thought of have issues because currently when I turn my@head my 3rd person model just spins (Iβll need to change my animation later)
I think it would be cool if u kept the keys in ur pocket and u had to pull all out and click the one you wanted to use from ur palm, but that interaction would probably require like I lock Model movement or something
Picking a key could be an ik target transform ?
not sure exactly what u mean by that but i wanted it to be like
press "button" -> reach left hand in pocket and pull out all ur keys in ur hand and hold it out
use mouse to select key u want -> grab key with right hand and put the rest back in pocket
and maybe have a loose IK for the right hand as u move around to pick one
(loose so ur hand doesnt cover the keys)
So whats the problem^^
Fixed when you make the cursor visible is it not
U mean make the player not able to move when doing this?
Or I guess make the mouse not turn the character model when ur doing this
But then u run into the issue of now u spin ur head 360 like an owl
If I block movement but allow mouse the logic is the mouse still relates to ur head XD
So if they just try to turn around thatβs what itβs implying ur doing
Youd need to block that aswell
Iβll try to add some rotation limits on the camera
So the viewport is fixed on the keys
Maybe like they press key and now they can still move with wasd
But u r limited in head rotation and head rotation doesnβt affect body
Ppl may be trying to get a key while running from something
Itβs mostly puzzle thriller with some horror
Fun
Did lockable doors yesterday now I need the key inventory
how should i go about putting key meshes in random location on the hand?
i was thinking having a finite amount of fixed locations the keys can be on the hand and then randomizing what is where
basically like X sockets or mesh locations and changing the mesh when u pull it out
for some reason the anim montage isnt playing :/
i did this before but for some reason this one just aint right
Hey, is it possible to import a level into a level that has world partition enabled?? @ me if you know
disregard my message i had the wrong BP
@gentle urchin https://gyazo.com/3531e2ccf13b9ea750f42bb0e0f93eca
might have to play around with FOV or something but its a start
How do I control material opacity in a blueprint?
You want to look up dynamic material instances
Thank you
any ideas on making the freelooking stuff for fps
Maybe because an AI shoots it out?
Probably because it's hitting the capsule before it reaches "player"
I tried the capsule too, it didnt worked
If I'm doing something with an actual projectile I usually use overlap events as I find them more reliable.
I'd also just let the projectile worry about telling the player they got hit. Player just needs an event or function to handle the damage
If i turn on cast failed, it does well
So i think the problem is with the casting
maybe the FirstPersonProjectile what the player shoots and the FirstPersonProjectile what the AI shoots aren't the same
How do I play an animation but only for selected bones, im trying to allow the player to still walk with animations because when i play an animation through nodes it makes the feet stay still because of the anim
With nodes?
@lusty rune But that type of thing is why I wouldn't have the player handle it. If you have 4 or 5 projectile types then it'll turn into an issue with casting
@cobalt gulch montages can be played through BP if you're against the animBP/state machine route
Both allow layering
I have only one type
Player and ai using the same one?
Well if the cast is failing but works otherwise it seems like the class you're casting to is wrong
using a camera manager but for some reason my yaw is locked?
Is there a guide on this, I can only find blending anims, which is not really what im looking for
Thinking I can add a blueprint to a 2D card actor: on event, reposition card, facing and in front of the camera.
How can I query the cam position and project the card depth and scale?
Two days into Blueprints; only barely know what Iβm doing.
Just use materials for that.
for some reason the pitch is just always 0 using a camera manager
saw some posts on the forums but they go unanswered
is there a trick to make a toggle from a signal without using a boolean? 
flipflop
i added this to the current level blueprint but when i press F4 in game it doesn't trigger it??
for some unknown reason,
breakpoint doesn't work on level blueprint

no but i also had a breakpoint on the cpp function it calls
and it still didnt trigger
but it did whe n i changed it to debug key input
Alright, I have a working pause menu but now I want it to appear as an "ingame" widget in the world (like a floating health bar if you will). How to go about this? I can show the widget in the world but it won't "work" or show any updates when I browse the menu.
Ignoring the fact that Flip Flop uses internal boolean, but I jest
ye, but it lessens
da noodle

just tested it even on a plane old First Person BP starter, using a camera manager locks the pitch
found it its a use controller rotation pitch setting in the character that isnt set by default
but now the body model is gone ._.
oh because if u use pitch the mesh will rotate too
then how do i decouple those?
maybe i can lock the mesh's rotation somehow?
Does remove Child remove ALL the children of that class in horizontal box? in BP?
RemoveChild does not take a class as an argument.
what's quickest way to get rid of all children in a horizontal box?
i'm looking for 1 node
ClearChildren
also please don't crosspost
any reason using a camera manager would make it so u cant adjust the pitch without making the whole Character change pitch?
i won't...but it's really annoying that UMG is less active compared to #blueprint . I don't get a fast answer
Is there a way to set the default comment box colour?
I want it to be darker, without having to manually change it each time
What you mean by this?
I didnt mean to crosspost
I realized there was a channel for blueprints afterwards
I can delete
Hi! I want to measure the distance from any point within this collision Box to the bounds of the box.
I have thinked on using a raytrace to check the distance, but i can't find how to make it collide only with the bounds of the box.
Any suggestion?
tiny question, if i make a UMG radial menu can I put it like hovering over my hand in 3d space, instead of just a screen overlay?
(if its possible)
Like.. a widget component ?
Folks, my procedural mesh compnent's collision is broken. It doesn't overlaps
Hi everyone. Do you guys have an idea how I could bake out PBR textures from a material? The only way I can come up with is unwrapping using world position offset, set material unlit, color to current pbr channel and use a rendertarget to capture
This needs to happen runtime
yeah im not sure if the key in hand thing will be good, ill keep trying it a little bit, maybe theres a way to do an approximate linetrace?
like pick the nearest key u r looking at?
cause it looks like this when u are picking the key
the flashlight + ambient character bobbing may make it hard to pick if there is > 3 keys XD
Is LineTrace supposed to show on editor or only during play?
Depends if it is debug or not.
How do i specify it so it shows during editor?
Just turn on draw debug type
it's on, but i can't see the line on editor mode, only while play on editor.
Exiting play flushes debug draws. To see it in the editor, you need to call it from an editor event.
Hi I am trying to set custom relative transforms for attached actors , So I created a map variable that picks the correct transform for the actor. But its not working π¦ not sure why .
The show on play mode, they don't on editor. I'm calling it from an editor event.
I'm not going into play and exiting, just trying it on editor mode and it's not showing up.
Works ok on play.
Am I missing something? Other 2 widgets were found
thanks :)
can u swap a static mesh out?
like i have a blueprint for a key can i swap what mesh the key uses?
@gentle urchin like for the keys in the hand i want to set the mesh based on what enum it is
but id prefer to just make 1 blueprint for a key since interactions will be pretty much all the same
Not everything works in editor. The game is not running when you call logic from within the editor and much of the logic in unreal is meant to work during runtime. The main usage of running code in editor is to change the default values on actors in your world. Ex, updating an Actors starting position, changing an actors starting mesh, or changing an custom variable on the actor.
That being said, with some C++ work, it's possible to do things in Editor tick without having to play into runtime.
But I'd say only do it if it's absolutely necessary to preview things in editor over time.
"On see pawn" event, is this available in UE5? i can't find it
my Enemy AI is a pawn itself, should it be a Character instead?
Guys, was researching something and wanted to confirm here. The ecquivalent of scriptable objects on Unreal are Data Assets? You create a Data Asset and then you can create instances of it to change the variables and configurations of it just like a scriptable object?
You can absolutely do that! I'd call SetStaticMesh in the Construction Script, feeding SetStaticMesh a Select node that selects on your EKeyType
yeah i got it working i just had to figure out how to get a reference to the thing
Roughly speaking yeah. They hold data and can have functions too (mostly used as getters). Mathew Wadstein has a couple YT videos on data assets
Oh, heh, didn't notice that picture showing the robot was also you
now for some reason when i use my wasd it just freaks out XD
idk wtf happened in between
my editor did crash for some random reason and i didnt restore the changes
maybe that impacted it
I have a blueprint that needs to reference a bunch of other blueprints. on my event beginplay, i have a long series of "get all actors of class" -> get -> create variable. Is there a better way of doing this?
it just goes wacko when i press wasd now
ok so for some reason putting a child actor caused this weird behavior
...are you using child actor component?
BAD
but i want to put a blueprint in the hand
so my interaction blueprint logic still applies
aka it highlights it when u look at it, and does things on click
Spawn the actor and set the attachment to the hand socket.
Much better that way
Avoid Child Actor component at all costs.
ok so spawn the actor and attach to socket is there a node for that?
Hi! does anyone know if there's a way to spawn one actor near another actor and clip it's location to "top, bottom, left, right"?
One should be beside the other, but not touching.
Yes, there is, conveniently named Spawn Actor from Class.
Hi, is there a way to listen to a "Left Mouse" button event?
Then execute AttachActorToComponent (I think Spawn Actor itself don't do the attaching on its own)
yeah ill try that it just makes it hard to adjust rotation
if its off a little
can u preview a mesh in a socket?
Thatβs awesome, what I needed tbh, can you link me to any of his videos?
Search Mathew Wadstein Blueprint data asset on YT
Yeah, but the approach is gonna depend on how the BPs relate to each other. If they relate hierarchically, like a Player BP that needs to reference the player's weapon, you could have the Player BP spawn the weapon and bank the ref that way (i.e. the Player "owns" the weapon). Interfaces are a good way for one BP to talk to a variety of other ones without direct referencing them (e.g. if you want different BPs to do different things when hit by the weapon, you could have the weapon send a HitByWeapon interface call to actors it hits, and then have your BPs implement that function to handle how it wants to respond to that)
Yes.
More of a math problem but I am trying to set a progress bar overlay to match my slider. The progress bar ranges from 0 to 1 (0.75 is 3/4 for example).
The following BP works when my slider ranges from 2 to 12, and I tried copying it for a slider ranging from 10 to 200 but it doesn't work.
The math doesn't work for this though, and I am not sure how to make it work.
Spawn actor from class -> Attach actor to component (option for socket)
Remap range clamped
You could just plug in 10 200 0 1 and it'd just work.
damn, unreal has some 5head nodes. ty
Normalize : (Value-minrange)/(maxrange-minrange)
MapToRange : ((value-inMin)/(inMax-inMin))*(outMax-outMin)+outMin
Assuming value is clamped between minrange and maxrange
yes, that's pretty simple compared to the mess I made. Makes me wish I paid more attention in maths lol
Sadly school maths didnt teach me this
Remapping to new range is a tad extra but nothing crazy
thanks... i suppose it's sort of a hierarchy. Basically I'm using one blueprint's position to control the position of a few other blueprints. there are a few other functions called in other blueprints though
Anyone? D: i did a workaround,but it's shitty and long
I have a power up that makes my character run faster for 2 seconds. but sometimes it doesn't respect the delay and has speed buff for longer or sometimes when he returns to normal speed he goes soo slower. Why ?
is this the correct way to use "Get all actors of class" if there's only 1 of them?
That works. There is also a node though called GetActorOfClass
oooh that ones better, thanks!
Im not sure what you mean exactly
Clip its location?
For example, do you mean you want to spawn an actor X units left of another actor?
That should just be a matter of getting the actors world location and adding X units to it?
are these actors all different sizes?
Maybe your trying to find the leftmost point of an actor then add X units to that?
You could get the bounds of an actor to find that.
Nobody can help you answer that question unless we see the code that is causing the error
There's Get Actor of Class
Here we go
thank you 
Is your pickup getting destroyed before it can put the speed back to normal?
I wouldn't do buffs like that
just have the collectable add a buff (whatever form that takes) to the character and then its job is done
No
Oh wait maybe yes... probably the tile gets destroyed and so also the pickup
maybe the pickup should call a function on the player that handles super speed
Depending on how general you want to get with it, you can approach it a million different ways
Simplest method would be to make a buff actor that adds 1 to SuperSpeed when spawned and removes 1 at expiration
Whenever SuperSpeed > 0, speed is one number. Otherwise it's another
Anyone in here good with datatables/enums? Iβm trying to pull data about items from the table to show info in a bag slot. It seems to work with some items and not others. But there doesnβt seem to be any logic to why some fail. The data in the table all looks fine. The blueprints for the working vs non-working items are copy pasted with only the bag slot changed. The bit that fails is getting item type from an enum. But it finds and returns one entry on the enum as a string βWeaponβ and refuses to find and return the other one as a string: βMiscβ. I donβt understand why? Shouldnβt both fail if anything?
What other buffs are you considering? Or is the speed boost it?
Show your table and how you're trying to pull the data
Which kind of buff?
I mean is speed boost the only buff or are you trying to have others (jump boost, invincibility, whatever else.)
Probably in the future I'll add more but I won't have speed problems as they will give other buffs lol
for now the problem is that it slows me down
when it ends
or sometimes it doesn't end at all
Yeah because your logic is all fucked. I'd start by making a buff actor or a buff struct
if you do the actor approach, you just spawn the actor and it handles the logic and stacking etc.
Neither should fail, I am assuming that there is a issues with the code that gets the item type as a string, can you show that code.
Yeah we get that. don't have the pickup handle anything beyond the application of a buff
Your pickup is acting as the buff yes, the BP that handles the buffing logic needs to be stable
your pickup is not stable as its getting destroyed
Oooh
can someone help me #ue4-general
BuffActor
BeginPlay -> ApplyBuff -> Delay(float duration) -> UnApplyBuff -> Destroy(self)
ApplyBuff -> Do shit
UnapplyBuff -> Undo shit
And then If I pick up the powerup i have to cast to buff and call the functions ?
Do you know what casting is?
In your pickup it'd be like
Yeah, let's say i want to place one actor on top of the other one.
I want the new actor base to the The higher point of the first actor.
So there's one in top of each other. Like when you place 2 cubes in editor, but i only have the 2 objects mesh reference.
Event Pickup -> SpawnActorFromClass(SpeedBoost)
The end.
the speed boost can handle all the logic that speed boosting entails
The expert way would be to use structs or wahtever but actors is the simplest and most flexible
This is a well optimized solution
How can I sort weapons and gadgets in a widget
try this node
I did a workaround that gets the upper bound of the first actor, looks for the lower bound of the second one, takes the height of the seconds one divided by 2 and places it that on top of the upper bound of the first one.
But there has to be a better way, it's insanelly stupid the way i'm doing it
how else would you?
For your first draft don't bother with handling stacking, just have it add 500 to speed on apply and remove 500 on unapply. Later you can do stacking logic.
There is nothing wrong with that way.
maybe there's a node like "clip to upper bound" that i don't know.
It sounds so common to me that i think there must be a node for that already
what's stacking logic ? you mean that I can stack mov speed ?
If you need it to fit tighter than the bounds, jsut start out above it and sweep it until it hits.
sadly not
I don't think i'll put it
Yeah do you want 2 speed buffs to be +1000 or just +500, that's up to you
this is actually really good, i can place them tetris style, Ty!
so ApplyBuff and unapply i'll make them functions or custom events?
Just custom events in the base buff actor
Okay
Sup yall, got a small question. I need to get the velocity that my character is moving at any given point. There's obviously this node, but this doesn't account for when the player is on top of a moving object. I was just wondering if there was an easy node that has this done before I start making my own solution.
I know it's an easy problem to solve, but I feel like Epic might already have a node for it, but I'm not finding it
How can I sort weapons and gadgets in a widget
.
You can try getting velocity from the movement component instead
Where is it getting the Character reference from?
from the character
as in the previous
bp
it works by the way π
and I can also stack them apparently
Ya that looks good
but still.. if the buff finishes I lose movement speed
Later you'll want to split it between a BaseBuff that does all the character getting etc and specific buff subclasses that do their own thing but that'll work
You're saying you go UNDER your starting speed?
like if you start at 1000, it adds 500, then it removes 500, and you're under 1000?
And thatβs the table
All that name to string to row name stuff looks gross
My run speed apparently return to 1000
but I go slower
like half
slower
What is RunSpeed? That's not on the CMC, is it a variable you made?
Run speed I mean the variable and not the character mov
What do you mean?
Should they all just be string type originally instead of converting?
seems to behave the same way. I thought I've a node that gets the actual velocity or something but I must be miss remembering
oh well

