#blueprint
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pretty much everything imo
answer i can understand :d
Well, you can access bp vars and funcs, it's just not straight forward... or advised at all.
yeah bps was meant for testing something quickly before you make it in c++
Daekesh always coming in with that answer lmao
retrospection can read all, just not intended ๐
Hey, I'm just a pedantic arsehole.
I guess you can do that if you hate yourself so much
Indeed.
im not asking if its technically possible ๐
technically get some interupts and wehey
im just lacking alot of info on ue5 ๐
go visit the learn page
half of that is ue4
i know, but go to this window, wait that doesnt exist
im used to ue3
not 4 or 5 ๐
so go learn ue4 then switch to ue5 when it actually works
oh waw you're old lol
UE3... UDK?
yep
Damn.
Welcome to the future, my friend. We no longer travel by horse and cart, we have the motor engine!
in the long long ago ๐
time when making games ment you knew how to program ๐
memory management and so on
However, in November 2009, Epic released a free version of UE3's SDK, called the Unreal Development Kit (UDK), that is available to the general public.
Sometime before that.
Screenshots of Unreal Engine 3 were presented by July 2004
the year i was born! holy crap
says something about my age i guess ๐
the engine is older than me
The first games released using Unreal Engine 3 were Gears of War for Xbox 360, and RoboBlitz for Windows, which were both released on November 7, 2006.
what do you mean by that?
admittedly at that time it was the best
couldnt you just somepointer != nullptr?
i dont even think unity existed at the time
Hey, you. You're finally awake.
well yeah, does it error on that now ๐
the old days, when you could just f up your game with a single pointer error ๐
well you can still do that...
For reference UE4 development was started in 2003.
well yeah, but in those days that was basically the general problem ๐
memory leaks
geez
im old i guess lol
How old are you?
37 ๐
Dang, I'm 23, just shy of a year after Unreal 1 released
I remember playing quake on a 14.4. The 4v4v4v4 league was a bitch.
no wiki and wait 5 minutes to load the api documentation d:D
for this genereation thats like getting you water at a well ๐
honestly i can still relate to it rn
haha well said
my internet is so slow sometimes
If only I'd have my fibre back then.
at that time that was alot lol
Do you feed the carrier pigeons enough?
(this is a real thing: https://www.wikiwand.com/en/IP_over_Avian_Carriers)
Back in ye olde days where downloading a Doom WAD and editors took forever
and when the internet is not slow, visual studio is...
oh wait, this isn't #nostalgia
it takes 7 mins on avarage for my code to rebuilt
shader recompilation?
no just my normal cpp stuff
7 minutes for cpp compilation?
tf are ytou compiling
i have like 8 gigs of ram
not much, but shouldnt matter
so that forces vs to only use one core to compile
I have... well 16 times that. Is nice.
?
16 core it still compiles on the first only
vs needs 1.5 gigs of ram to use one core. so if i hade 9 free gigs it will use all 4 of my cpu cores
and will make building WAY shorter
so 64 gig should use more than one core right?
lol yeah
You want about 10gb + 2-3gb per core.
Is it building with incredibuild?
Do you see XGE in your build logs?
I'd suggest you fix your buildconfiguration.xml file
its standard for all projects
The build log will also say exactly why it's limiting your cores.
Win11 by chance?
yeah this is an example here:
2>Building 4 actions with 1 process...```
Show us your build log!
you're building from visual studio, right?
running ue with vs code
bingo
vs code isn't a supported IDE
That won't matter.
got cs studio as well
The build system doesn't care what IDE you're using, it's entirely independent.
same thing
You could code in notepad for all it cares.
Show us some logs if you want help.
yeah when i get back to it lol
basically ue uses one gpu core i have 16 and 4 cpu cores i have 16
Ping me if you posted it, I'm off to bed. Night!
gn
have a good one
so nomennescio, have you worked on any AAA games?
not much to post btw, its just gpu 3d and repeats that on a single cpre
yeah
ue5 btw
ue4no probs
Maybe he meant AAA games with UE3
Well, I get a free copy of HZD from scraps
i get alot of free games but generally because i test em
Packaging was so lousy, it felt like a pirated copy, but the disc and Frozen Wild code is legit
i have a backlog of about 80 games ๐
havent seen frozen wild yet
tbh busy getting different certificates atm
great that its free, but does it help me ๐
Ill test a game for a fellow developer
those guys are a bit known and from the same country
good to see they ramped up after 20 years
Did you test for Abandoned? 
i just came back and just realized you meant like a playtester, right?
sorry if i'm being dump, it's 3am here and super tired
oh ok, i thought you like used to be a programmer not a player tester ๐
i was lol
thats where my connections come from
but these days i have to work for my money ๐
on the fork lift in the day, playtesting at night ๐
why give up programming for fork lift?
i guess it pays more?
You're not in US?
eu
ah
or nl ๐
i earn about 1500 net
32 hours
not great but its a steady income
used to earn about 4k a month
working now to go up in the company
good like!
Move to US and 4x that 4k
steady income is okay for now
if i can pay my bills ๐
might actually m,ove to use cause i can earn about 4x thre
but im not poor so ill see where current employment ends
basicaly i dont have to work ๐
Why is my packaging failing?
well start by runnning it as adminstrator
The process cannot access the file because it is being used by another process
Any other questions?
What's a error!?
Do you have your game running while trying to package?
check processes to see if it's running in background
also make sure you quit windows explorer when you uild
jup
that is definitely not the easiest lmao
If you have a SSD it is
restart
it's the easiest but most time consuming
Yeah it just says packaging failed then that error
2 options
start in safe mode
make sure everything works
ie you dont have a virs or such
I don't
of cold bomb, ie stop everything yo9u dont need
I tried running in admin to be sure and that didn't work
but there's something that's trying to open you're games' exe
sounds fishy to me
reboot into safemode
I opened it in the first build
try booting there
But I deleted that build
Doesn't explain how it built right the first time, and the fact every other single project I've made builds fine
Move the project folder to other drive
I moved it to my 2nd hdd and built it to my 2nd hdd and that worked
Is there a way to optimize impact event generation? I noticed it fires of dozens a second when two items are touching and this seems unnecessarily expensive.
What is a box extent?
Is that the entire length of the box
or half of it from the origin?
size of the box - so if your box extent is 5,5,5 (x,y,z) - your box will be a cube measuring 5 units on each side.
this one
how can I go into free camera mode when i presss play?
hit event is called in the physics engine unreal uses
you can detach from the controller pawn by clicking F8
Does this mean its going to be firing that rapidly no matter what?
Okay another odd thing. In the build of my game my pause menu won't show (the cursor appears and game physically pauses but the UI won't show). But it works in the editor?
i am aware but I would like to play in standalone mode and have a spectator pawn to move around
ha no
when i do though, it is a random pawn at 0,0,0
i guess you can make a listen server with two pawns and detach from the first pawn?
check the game default map in the project settings
you might be spawning in an empty level
It's set to the correct one for sure
I spawn into a 'main menu' one which then loads the correct level. In the editor it works fine, In build the UI won't show is the issue
Game itself seems ok, it pauses and the mouse cursor shows but the actual "pause" widget won't
that's odd? i dont have a clue what the problem might be
Yeah it is
"set game paused" is being called after I set the pause menu's visibility to visible too
And toggle mouse is being called ok anyway
the fact that the widget works in editor is throwing me off here
Yeah, no errors or stuff
Standalone mode?
yeah
Ohh yeah
Pause menu works fine in standalone
It's just the build that won't work which really is whack
I can't store the information for some of my settings in the GameUserSettings instance. For example FoV or FPS Counter.
Is there an easy way to add this to GameUserSettings? Or do I need to make my own separate save stuff?
can you show me the your code before you create your widget?
can you show me before that?
Before would just be this
can you tell me what type of you widget is the widget pause
"UMG.UserWidget" apparently
this guy right here
oh ok it's widget blueprint not a userwidget blueprint
apparently userwidget blueprints wont be included in the packaged game
the more you know
Interesting
My HUD also isn't showing in the built game either, but shows in the editor, so
(the HUD is the same type as the pause menu)
try and connect the "owning player" to a "get player controller"
or "get player pawn"
No difference
can you show me what happens before calling the create UI function?
Yeah, the "game manager" calls the function
And that init function is run at the start of a level
i think i found the problem lol
So I have an on button clicked event, and when you click it it's meant to run the find sessions event
i think a level begin play gets called before anything is spawned (including the game mode) so the cast is always false
add a delay after the begin play
Oohh but it works in the editor still for some reason ig?
And that is my create session event
yeah but the editor have the object already spawned
that's why it wont take as long to load stuff you begin to test stuff in the editor, because everything is already spawned
Makes sense
Is there some kind of beginplay event that triggers once stuff is spawned?
i guess the game mode itself?
so the find session is not getting called, right?
if that's the case then your not using your custom game instance the cast will fail
@serene bramble did it work?
Yea
Bu the host game cast works fine
which also casts to the game instance?
Yea
Uh I haven't tried anything yet, not sure what to do
just move everything after the begin play of the level to the begin play of the gamemode
or add a delay before the begin play of the level but i wouldnt recommend that
well if the cast isnt failing then i would say the problem is with the button itself
or there's a problem with the join game code
Had to jump off for a bit so I'll be trying soon
it's cool. just ping me when you test the solution out
Sure. Let me give this a try. Thank you
did you at least get a chuckle out of my meme?
Yeah.
Can we create array of structs without c++
I have 100 + JSON like this
jw did you create the structs in CPP?
Did you set the door actor bp to allow player inputs?
in the class defaults have it auto receive input by player 0
not sure what that does for multiplayer, but it'll work in singleplayer
No
also how do I make a keystroke toggle?
like I press it once it does one action and I press it again it does another
How do I reference an actor that is spawned attached to the player? I made a sword actor spawn attached to the player on begin play and i want to reference that sword with the AnimNotifyState
i dont think this is right
It's attached to the player on begin play/by event, not by default
Anyone know how to cast to a save game class from a widget? I'm trying to display data from my savegame on my main menu ui, but i'm getting an accessed none error from the failed cast.
How did you spawn your attached actor? How many will be spawned in your game?
I just found that this exists, so what i was doing was unnecessary. So unchecking this should allow me to change the value when its focused, instead of when i select it.
Hello everyone, I ran into a problem that such a figure got out that does not allow me to move, I am a beginner and I do not know how to remove it. Is there any way to disable it?
on begin play
Drag out another tab around the area, and put it back once it went somewhere else.
You are just awesome. Done with the struct part and importing JSON. Kindly let me know how can I import 100 JSON following same struct at once
Is there a simple way to levitate/hover a player pawn above the ground?
I'm still learning but if your game is physics based you can add constant force on Z, or maybe just line trace the ground to verify where the ground is and add some location (Z) above to it (doesn't use physics, just really changes the location).
thanks min will try diving into those
If you need any help with it feel free to dm me :)
Shared my first Blueprint ๐
Im spawning a character. In the construction script i have it building the height of the character (100), as well as other things like Power:300, Health: 250.
When using the Spawn Actor of Class, how can i change or set these values that are in the construction script, so that my actors spawn with different characteristics?
Mark the variable as Expose on Spawn
This is how i have it? Should i promote those to variables?
And then expose them?
(Out of topic quick message) I got Auto-Rig Pro, and yeah it is awesome, thank you again for recommending it.
How do you limit pitch rotation rate in a first person player? I'm trying to do a stun effect. I can limit yaw rotation rate by unchecking "Pawn: Use Controller Rotation Yaw", checking "Character Movement: Use Controller Desired Rotation", and unchecking "Camera Settings: Use Pawn Control Rotation"
What results is the yaw rotation rate is limited as expected, but now the camera is locked at 0 for pitch, and doesn't respond to input.
Try setting the rotation limit through the player camera manager.
what setting is that called? not finding anything when searching "limit" in Details
I'm not trying to limit the maximum angle, I'm trying to limit the rotation rate
Then set the variable for that.
Just decrease the sensitivity
On stock FP/TP setup, you have turn rate axis multiplied by a variable.
That's one way to do it, but I don't think it's a proper way. People can just get around that by maxing out their mouse DPI
That's on them entirely.
I mean, you can just go with motion sickness inducing vision when stunned. Now that's adding up to the meta ๐
But on serious note, you can still have clamp float before adding rotation control
hmm, didn't think of that, let me see if that'll work
If people want to max their dpi for the purpose of messing up rotation speed, why bother stopping them
Give then what they want ๐
the game is a single player game so it doesn't matter too much, but if it was a multiplayer I don't think players should be allowed to negate stun effects Lol
If one isn't used to high DPI, their aiming can be sloppy
Then I shall suggest you to do something different as stun effect.
Don't worry, it's part of game design assembly.
ok i think just clamping Add Controller Yaw/Pitch Input works perfectly, thanks!
Is there any documentation or guides on Multiplayer player basics, i get how to cast from the GameMode to the GameState in order to update the PlayerController im more interested in actual examples of wether i should be running an event/function to update say the score in the GM or GS. I'm imaging GS and The Rule that governs scoring is in the GM but id really like some basic info around this and similar best practice. (This could be a confidence thing) but just seen so many different ways of doing it id just like a direction in which and why
I found this PDF a long while ago when I tried messing around with multiplayer, found it really helpful: https://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf
Hi everyone! hope you all having great weekend! i have a big one:
do you know how we can read a JSON file NOT at runtime.. but in the constructionScript?
Thanks but that's not actually helpful in response to this (Im looking for more of a best practice), I already have read this and while it is helpful in terms of explaining the first sentence not quite what im looking for atm
Hey guys. I am trying to do an exploration style game where my character can interact with objects and "leave his body" (i.e. he's third person but will then zoom in to inspect objects, basically Quantic Dream games - Detroit, Beyond Two Souls).
Should I put the interaction trace in another invisible character other than third person or should I do it in the player controller?
Should I move the character's camera off of himself or should I possess other objects? Any advice would be lovely.
execute when paused doesn't work, anyone got any suggestions?
@woven pond Have you gone through the Lyra project to see how they did it?
Its supposed to be a best practices demo
Hello Guys, can I get a little help when its okay?
I have a very simple drag & drop system that was working perfectly fine on 5.0EA
I've migrated the system to 5.0 and now something very strange happens.
Every time I want to pick up an item from the ground I have to touch it with the character first. The raycast is activated all the time, but the pickup happens only after my character touches the cube
BP: https://blueprintue.com/blueprint/7ug2u7n2/
I am starting to think that the physics handle is buggy or at least I am missing something.
P.S - I've copied the collision presets as well so they are the same as they were before.
try spawning in another box?
Yeah I did, but everything I am after seems to be in the Lyrateam subsystem and thats all C++
Player Controller is not an Actor anyway.
Multiplayer tends to dip into C++ from time to time..
Might be a good excuse to learn it
Tried.. Same thing
can you show us what happens after the trace is successful?
Yes - before the character hits the cube with his collision the raycast is green, but I cannot lift the cube
The video shows that moment:(
i meant like can you show us the code lol
Here is the bp - https://blueprintue.com/blueprint/7ug2u7n2/
everything seems fine to me...
Perhaps the trace is blocked by some collision attached to the Character? That would explain why you have to get very close to the object.
Also, just as an experiment, I'd try using another trace, for example Line Trace.
no the trace works fine as far as i can tell
I'd start by asking in the correct channel. And toss me a ping if you get a good resource ๐ theres also the sjooter multiplayer example that shows some of this in practice
Edit: i see im late for this so feel free to ignore
@vagrant flicker add a breakpoint on the grab component at location and check if the returned component is valid
Perhaps Physics Handle settings? Grab distance etc?
Hey what are the drawbacks for child actor components?
I vaguely remember something about them being unreliable but the details are fuzzy
Unreliable and difficult to reference
ok so i have actor components for abilities. primaryabilitycomponent, secondaryabilitycomponent, etc. and they both manage their own behaviors like cooldowns and such. problem is, im having issues where if i call a function to start the countdown of another cooldown before the other is finished, it gets softlocked forever, even though they should be separate and i even tried both having it be an event and a function. would anyone whos very familiar with BP be able to help?
It returns a valid object
yeah i do not have any clue what the problem could be
hi i have a small question, i want to create a trigger box that disables the running feature of the payer (a specific input, in this case is L.Shift), is there anyway that i can disable and enable a specific input? I think i need to use a boolean for this situation but i don't know how
you can have a bool in your player let's name it can sprint, right? in the level blueprint, implement the on begin overlap event for the box trigger (just make sure the trigger box is selected in the level, right click in the level event graph and you see events or something like that). cast the overrlaped actor to your player character and set can sprint to true
Any ideas ๐ก ?
Or is it possible to import a json in a data table element ? And then read that data back in the construction script ?
i guess im not very good with boolean, i still dont get it somehow
i created the box and the boolean
Bools are either true or false. What's not to get?
its how to use them with the input
it's simple. if true do thing. if false do other thing
you can have a branch that checks for the boolean after the input pressed event
๐ Welcome to the What Is? Series! This series explores how Unreal Engine implements common programming concepts. We learn how things work from the simplest of variables to the most complex of topics. If you can slap "What Is" in front of it, it'll end up in this series!
๐น In this video we learn about Booleans, Truth Tables, Logical and Compari...
Everything you ever wanted to know
From my experience: they cause various replication problems in multiplayer, and, if Pawns are added as child components OnPossess is not fired.
im a bit lost
Anyone come across issues with character movement - where the player just keeps running forward as if you're finger is still on the 'W' key after you hide the character?
I've tried everything here - disable movement, I even set the velocity of the character back to 0's and the strange thing is that the log even say the character is velocity 0's when it is running automatically on the screen
I had that issue when switching input mode to UIOnly for UI stuff. You have to flush your input keys if that is your issue, but as far as I know, that's not BP Exposed.
If you have C++ access, it's as simple as calling APlayerController::FlushPressedKeys() after changing the input mode.
What is cheaper? Simple Move Actor. Or Vinterp to ?
Those are separate things. One is for controlled pawns, the other is more generic.
In general though. basic interpolation is probably cheaper.
Is it possible to use an editor utility/widget to add rows to a datatable?
Hi, is it possible to export the class defaults of blueprint to a file in text format?
Everything is possible.
Just sure about exporting so much. But using config files allows you to set those class defaults from a text file.
Its not the VInterp costing you perf.. its everything else
Uhh i have a problem: Im trying do do a day and night cicle with a tutorial (im new with unreal). In the tutorial it says i should drag and drop the Skyspehre to the update sun direction under target but it doesnt work and i dont know why
is update sun direction a custom function?
Idk ๐
I just typed in ipdate sun direction
the SM_Slyspere was already there
ok how can i use the bp? sry im kinda dumb
Ok thx c:
Need help
so basically
I created an interface blueprint
and added it into a different blueprint
but for some reason I can't call the event of that interface
It only shows call funtion
hey, thanks so much for your response. I'll give it a shot. I assume I will have to reparent or expose the function to the BP. Thanks again
I have my call in my C++ HUD. Calls Set Input Mode and flushes keys on it's owning player controller.
Hey everyone! My player is using the Character movement component, what mass should I be working with? The CMC mass or capsule collider mass? For interactions with objects in the world, my player should only be able to grab objects twice it's own mass
@crude isle if your interface has an output you can't use it as an event
?
no outputs
weird
Now it's showing up
well it works now but I didnt fix anything lol
Yes. I understand it is those crazy nested loops. As you said 100x100 = 10000. But now im thinking of an alternative, that is to vinterp all units in a paralel line towards the enemy. Or maybe even better split a batallion into 4 sub-batallions, and each of these subbatallion can then call the separation. Thats 4 separation checks.
So the question now is. Should i split my batallion into groups of instances 25 each (100 total) and use the vinterp to and move all instances and check separation between groups of instances - 4 separation checks but vinterping all units.
Or should i split the main batallion into 4 actors (with 25 soldiers each (total 100), and move each of the 4 actors in the direction of the enemy. 4 actor spawns, simple move actor to location and 4 separation checks.
What would cause the "Get Physics Linear Velocity" to return the wrong velocity when the actor isnt locally controlled?
Could someone enlighten me why as soon as I start to sprint my value drops to 0 instead of taking 1 each seconds from the value? (Also this event is in tick, probably thats why?)
Yes, I thought so haha! Thanks for the answer! ^^
How is it that I can't edit properties of components in a placed actors? It's like they are locked and read only
is it possible in blueprint to know how much screen space an actor is using?
Ok, this seems to be a big issue. Some components can't be edited... The skybox has a post process volume as a child component and the skybox placed actor does not let me edit those properties... Keeps resetting them to defaul as I release my mouse button
Vaguely. You can get an actor's bounds and figure it from that. It's not always accurate depending on how the actor is set up. But close.
Will try that thanks !
So on implementing FlushKeys - it does appear to work... BUT... only if you give it enough time to flush... I found that it appears to take around 2 seconds to completely perform the flush which is kinda crappy really. I not sure where to go from here. I can understand why there is a stack for inputs, but surely there must be a way to limit the size of the stack? Just feels like a dirty way to solve a problem that shouldnt be a problem to begin with?
Look like I can't edit the exposure settings in the post process volume :\
I haven't experienced that. Flush for me is instant. If your stack is massive, it means you've enabled input in a massive amount of actors. Usually it shouldn't be more than a dozen or so actors.
Id go with the ISMs, with groups of 25
thank you. will do that
hey guys im trying to show the Ammo variable in the BP of a rifle in the widget. i made this bind function in the UI widget but im having trouble fetching the Ammo variable from BP of rifle to bind function in UI can any1 help me pls..
I'm not sure I understand your question
yes you can but typically, you want to create structs in c++
Thank you very much. It's done.
oh ok, awesome!
Really appreciated for the help and the meme
no problem ๐
Hello guys, how can i delete level streaming instances?
Hey my 1 ai is shooting the another ai anybody no how to ignore self i try to use when target =self don't shoot but not working
target = self would be self, not the other AI
if you don't want AI to attack each other, you can check the Pawn's controller
I don't see a method exposed to BPs to do this
Yea, doesn't look like you can from BPs
you could make a BlueprintFunctionLibrary in C++ and expose it
Okay
Hey can u tell me one thing
If I use all actor of class and promote it to a variable it consists of all actor of that class including child actor or not
someone good at math here can lend a hand?
I'm trying to create a grapple + swing mechanism
I'd like to add an initial impulse towards the grapple point, and then apply a swinging force
I'm able to apply the two seperately, however when trying to apply the swinging force, it cancels any velocity the player already had
yes, it would include child actors. Typically you don't want to use that node though
Better to manage an array yourself when actor's are created/destroyed
there should be a different node that doesn't override current velocity
Maybe AddImpulse
But how method is called in c++?
UWorld::RemoveStreamingLevel
thanks!
unfortunately the swinging math breaks when adding impulse, since it keeps adding each frame to it's existing impulse
using it like i initially posted for some reason still cancels out the initial velocity/momentum
(with the add force)
Any idea why i can't 'set post process settings' for a scene capture component ? I basically input the same 'make post process settings' in my camera and in the 2D scene component. But it only modifies the camera post process volume
Is it because you're adding a stupidly large force?
If i remove the initial force it still behaves exactly the same
Hi Guys, im new to Unreal
How to Send Signal From One object to another (i want to trigger something in player pawn from triggerBox)
GetPlayerPawn in the triggerbox
Cast to your pawn and call the event
Or use the on overlap event -> grab other actor -> cast to your pawn -> call the event
thx
I saw someone in a tutorial with "sharp" reference lines
the corners they turned were sharper
is there a way to set that?
I tried searching editor preferences and couldn't find it
Reference lines?
Double click the line if you want a reroute node
no, I want the corners sharper
Good question. What are they called?
Probably a plugin
Connectors?
yeah I thought it might be
The fuck is up with that line on the left?
probably too close to the entry
one of the many problems with the plugin
I ended up removing it due to too many inconsistencies
They don't like non-grid-aligned lines, apparently.
felt i always spent more time lining it up and fixing the nodes
breh why is there no list to debug
im tryna debug something
and the only option is no debug object selected
Hi, is it possible to run a ue4 program as a background process in windows?
Working with โRuntime Datatableโ
Is there a way to fill a Curve table via csv, or is there another approach? Bvh?
Question people of internet. I am doing the thingy which would automatically rotate player by 90 degrees. Basically it's collision cube, I am getting player forward vector and trying to compare to collision box forward vector. Collision box have two arrows on x and y. And I am trying to compare player Fvector to arrows Fvector on collision box overlap, but i am getting false results if even after double checking what data I am getting from both Fvectors. Basically goes like this Getting world rotation-> getting Forward vector-> then comparing if those two numbers on branch if they are equal or not. But still getting false results.
anyone know how to make this widget double sided?
yeah essentially
because when i go behind the blueprint that the widget is attached to, it is invisible
That's up to the widget component's material, not the widget itself.
Also consider using screen space widgets for something like health bar above characters
how do i set the material of a progress bar
these are all the options i see available regarding the progress bar fill
widget component, not the widget (progress bar) itself.
Is there a way to have multiple execution output pins in a blueprint function? or will I have to construct it from cpp?
I'm trying to make an adapter function from the old input system to the enhanced input system because I want to use the echo asset but I dont want to use the enhanced input system
ahhhh okay
cheers
its just black on the back
its ok
i found a workaround
just duplicating it
and rotating 180 degrees lol
If you want to get hacky but more elegant, just change the widget space from World to Screen, but you do you.
its already on screen but tankyou!
Found that macros are what I need, but I am looking now for a flow control that will pulse when it starts receiving execution and pulse once again when it stops receiving execution
alright nevermind again I found the wealth of flow control macros haha, sorry cpp user still new to bp land
ok now I'm stuck for real sorry about all of the messages, I've tried to figure this one out on my own, how do I connect an execution output to multiple nodes?
ok perfect thank you
and by chance is there a not gate of sorts, like execute if not receiving execution?
I'm trying to send a single execution pulse at the end of receiving execution
so my plan was to just have a do once that started close that would be executed by the inverse of the input
UE4: ShooterGame example
UE5: Lyra project (improvise it to be FPS)
is there a way to attatch pawn sensing to a component
so that it follows the rotation of it ect
if false
delay 0.5s
then link the end of the delay back into the branch
oooh im retarded
maybe delay 0.1s at the end
and then after the delay plug that straight into the branch again
Look into ai perception and behaviour trees it makes this easier
@thin panther any idea how to make it repeat itself?
it only does this once and i want it to do it multiple times
like on repeat as long as the AI can sense the player
Use behaviour trees for ai, i find them much better to work with
okay
Any idea why the 'Export start' string is displayed only when the loop is completed in this event ?
I want to make a game where you can walk on walls and I have a question
Is it possible to make enemy pathfinding work on walls as well?
Hello guys, do you know a way to make an animation cancel? Like if I am sliding and decide to jump i'll start the jump animation and cancel the sliding animation without sliding in the air ? Pleasee
I'm pretty sure it can be done using a behavior tree
๐ฎ for a protagonist ?
What is apart of your anim graph and what is anim montage?
I will assume that the jumping is apart of the anim graph?
how is the sliding handled?
Okay, switching lane, sliding is anim montage
jump is anim graph since i need jump start jump loop and jump end
since when I jump I can cancel the animation because my slide is an anim montage
I can't cancel the slide because the anim graph seems to be weaker than montages
AnimMontages play inside what is called a slot
default slot ?
In your animation blueprint
Yes, im sure you are playing the montage in the defualt slot
In your animation blueprint, you can setup if the blueprint uses that slot based on different conditions.
yes, do you see how the DefaultSlot will ALWAYS be applied
Yes
if you make it so that the default slot is only apllied under certian conditions, you can stop the montage from showing
How? I tried to put it before the locomotion
but it won't do the sliding animation anymore
I really have no idea.. I have a lot of problems with animations they seem so uncollaborative
You would need to cache the final pose.
then use a blend by bool
If jumping is true, use the cached final pose
if jumping is false, use the cached final pose + the default slot
plug the result of this blend by bool into the OutputPose
what's the cache ?
If you dont know how to cache poses in the anim graph, I would go learn up on the basics of the anim blueprint
Im sure there is a live training by epic games that will explain it.
This is because you dont understand the basics then, it is very simple when you get the hang of it.
Also my random sequence player doesn't work
I put my serie of animations
but they just loop infinitely
instead of picking one jump between the many
I couldnt tell you why
it has existed in ue4 for years
Yes that is the other way
way better i'd say
Yes it is, I was under the impression you had some issue doing it that way.
XD
I notice that when I press space to jump
it first uncrouch then when I press Spacebar again it jumps
Why is that?
Can't he uncrouch and jump at the same time with only one input ?
Provide a screenshot or something of the space bar code. If not then again, I have no idea.
To me that would seem like the result of intentional design.
I need to reposition a 2D plane in front of the cam like a background card.
What nodes would I use for that?
That seems like a matter of simply updating the planes location and rotation. Is the plane an actor? SetActorTrasnform?
I see, I have never used the build in crouch functionality for the Character class. I do not know.
Havenโt made the 2D card yet. It can be an actor.
Getting the cam vector and working with it is the part that has me thrown.
Iโm a few days into BP but most has been DataTable and Audio features so far.
You want to find the position that is X amounts of units in front of the camera?
Kind of.
I need the 6D trans/rot coords.
The event will fire occasionally and the card can start out at any location.
Ideally I could keep it scaled to the cam frustum so: further=bigger
Where I could freely adjust the depth.
I get that is more complex tho.
Do you know how to stop any animation is playing during an action?
I tried "Stop"
but doesn't work
I need my player to reset to it's idle state immediately after he enters one zone
also t-pose whatever
since he will play other stuff right after
how do i move components out side of blueprint ue4
like you can with splines
nevermind ive igured it out
Sorry for late reply, you seem to have an good idea of the math required so you should be able to figure it out very quickly.
For location, you should be able to do something like PlaneLocation = CameraComponet.GetWorldLocation + (CameraComponet.GetForwardVector * TargetDistanceFloatVariable).
For Rot you should be able to simply have PlaneRot = CameraComponet.GetWorldRotation. Just make sure that the relative rotation of the plane component is (90.0, 0.0, 90.0).
I'm not sure how you want to handle scale. Either way it should be simple. Your just doing a variation of PlaneScale = DefaultScale * TargetDistanceFloatVariable with some extra steps in the end.
Definitely out of the loop on the math,
but I understand your solution.
Iโm guessing there are blueprint equivalents of the those functions?
I will see if I can get that going.
I really appreciate your response by the way. Itโs been a week of trying to get help to no avail.
I am using the blueprint names yes. This is just Pseudocode.
+lord
i looked down for 3 seconds
Diving in to it now. Thank you again.
how come I cant set the name variable as blank with nothing written?
it always returns NONE
Name variables typicly use None instead.
If you want blank text variable, either use FString or FText
(btw F prefixes for stock typenames are omitted in BP)
Oh ok
For who wants to know the answer.. put a delay between unrouch and jump of 0.001 sec.. problem solved
how come its not setting the variable name, is it because NONE is there?
because NONE shows up on the server list
The defualt value of the variable does not matter.
If LevelName is not getting set, it is either because the code is broken and SetLevelName is not getting called.
Or becuase SetLevelName is geting called, but you are plugging a value of "None" into it.
Look into how AnimationMontages work.
Its as simple as:
PlayMontange()
So I've set up a roll system using launch character (I prefer it this way vs having it be animation driven), but it gets wonky when rolling off of a ledge as there is no ground friction to stop the player. I havent been able to find an air resistance modifier as I also am trying to make the character's be more vertical than horizontal as well, rather than the current 45 degree arc. I could fix the jumping issue via launching the character rather than using the regular jump (so I can make the majority of the force launch up), but that doesnt fix my current rolling issue and I want to see if modifying horizontal air movement solves both of those issues.
I almost have it.
Adding to vertical instead of depth.
How do I set the plane component to 90,0,90?
Random question: is it possible to set an entire array or do I have to set each individual element?
Meaning, when I take array A, and "Set" Array B to A it does not work or translate. Only way I can do it is setting each elem
bgImage->getPlaneComponet.SetRelativeRotation(90.0, 0.0, 90.0);
Woof, Iโm glad I took that screen shot - the level blueprint doesnโt save on its own.
Rebuilding and will attempt.
Also, you should be able todo this CineCameraActor->GetCineCameraComponet->getForwardVector
no need to turn the world location into a rotator first.
This should work like you described.
You can set an entire array at once yes.
This does not work for you? If it does not there is another issue.
Any clue why this won't levitate my player (works for everything else)
Does setting the world location of the RootComponet even work? I am not sure, you should use SetActorLocation anyways instead. Is gravity pulling the player down? Is the value of NewTrack0 on your timeline configured properly?
Your character is probably being moved around by the CMC and you're fighting with it by doing this
Somethingโs off.
I see it flip when I toggle between keys E and Cโฆ
the code of E should go before the SetActorLocationAndRotaion
heres just a question that im not gonna focus on rn i just want some ideas, how can i achieve 2019 God of War's combat? where the player sort of attaches to the enemy when attackng
i probably shouldve asked in general but hi 
Looks like it!
Time to stress test, but thank you again for your help.
help my event hit isnt working
i made a dummy sphere actor (static mesh bp) and had when hit to print a message if it worked and no string was printed
The position looks right, rotation prints out as (0,0,0) and looks flat/invisible
Do I need to pre rotate the plane?
is there a way to "shrinkwrap" a spline via blueprint to a static mesh / heightfield so its even everywhere ?
Nobody but you knows a single line of code in your project. Nobody but you knows how any of your components are configured. If you want help, please come prepared with as detailed of an explanation as you can provide. Along with screenshots of the code you believe is problematic. Until then, nobody has any idea what the cause of your problem is.
nvm i found a work around
There's a spline tool in the market place where the spline automatically reconfigures to whatever it is lying on (stumps, slabs, rocks, roofs, doesn't matter)... mgith be able to use that as a guide
sounds promising
You are saying that the rotation of the CineCameraComponet is always 0.0.0?
Not sure about always. Iโll try moving the cam and seeing if itโs relative.
I believe this is it... can CMC be disabled temporarily?
It prints the camera rotation exactly.
which I guess is 90 off the planes native position?
Sorry I was just recreating your code, just to make sure something wasnt off.
It does not work for you?
No, seems to flipped flat, not forward.
Yes, the setRelativeRotation should be fixing that
You are using the default UE4 plane mesh?
If you are not, that could explain the problem.
oh in UE5. I wonder if it is different.
Well then, play around with the values of SetRelativeRotaion until it is rotated properly.
Makes sense. Iโll do that.
Just to be clear, you want the plane to face the camera correct?
Found a blueprint for doing that
Is Lan-Play multiplayer possible via blueprints on UE4?
I'm creating a coin system, where can i store the coint count other than the first person character BP
because when the player dies and the actor is destroyed the variable gets destroyed with it
Yes
this hurts my head man
There is alot of other places. I would recommend the PlayerController.
good idea ill give it a go
thankyou
Look into the unreal engine GameplayFramework when you get a chance
Hi I made an actor that detects when hit, i had my player character running into this actor to test it and I added a print string that will print string of the hit component, it's only detecting the collision cylinder of the character, not the skeletal mesh which is what I need
Since Im attaching a decal to the skeletal mesh and not the collision cylinder that comes with the character
Or do hit events not work on Skeletal meshes?
The collision settings do not align then.
Either way, you should not need to hit your skeletal mesh in order to apply a decal to it.
It needs to be on a specific point (the place where it first made contact with the other actor)
I see
When you say, you made an actor?
What componet of this actor detects collision with your player?
The static mesh
its a static mesh actor/bp
You need to check the collision presets of this static mesh then.
i want my NPC character to look at me while he's bonking.
Is this the best way to achieve this? A timeline?
Or is there a better way?
Its set to BlockAllDynamic
maybe i could do it on event tick? I'm not sure 
but i might aswell use a timeline then...
And the skeletal mesh of the player is also set to BlockAllDynamic
Is SimulationGeneratesHitEvents ticked?
Ah no, didnt know that was an option
And also how would I get the static mesh actor to ignore the collision box then?
You would need to create a custom preset for that.
The static mesh actor still only says its hitting the collision cylinder even if part of the skeletal mesh goes through it with an anim
(specifically the end part of he BP)
guys my character blueprint has 2 int variables that stores a kind of points ... lets say dark and light points ....
and based on which point is higher i wanna make my character have a status like : more light points = Hero, more dark points = villain , if both points balanced = Nutral ... how would i track this any ideas ? im very new to unreal blue prints
dont worry i found a workaround!
You could also check the type of componet you are hitting.
Programaticly.
During the HitEvent.
You could also give the mesh a specific tag. And check for that tag.
There is alot of ways.
Pseudocode:
if (LightPoint == DarkPoint)
{
// can be enum or something to determine the morality
EMoralState::Neutral;
}
So basically Neutral if both int are equal.
Of course you would also going to have another branch on false/else to check if light point is larger than dark point, and vice versa
Though doing else if in BP can turn into spaghetti rather quickly
Exactly, no matter what value I input I get that flat position though.
Bug?
Would it make sense to instead force a secondary rotation?
So what you want is to replicate camera facing billboard in actor BP?
something along these lines ?
Yes, not parented, but moved in response to an event.
need to freeze thirdperson character/template in place ... stop movement doesn't seem to work any ideas?
Yes.
I think as long as the equal check goes first, the false from greater than check should always be less than.
Though personally I'd rather swap those three set of bool into an enumerator considering one moral side shouldn't be the other simultaneously (e.g. Villain AND Hero AND Neutral won't make sense)
Add Actor Local Rotation seems to do it.
Hopefully not to kludgey?
Try disabling it.
Stop Movement (I think) only sets the movement mode to none
seems have to disable input and disable movement together. thank you
Instead of calling another node. You could simply do this FinalRot = CombineRotators(A == (90.0, 0.0, 90.0), B == CameraComponet.GetWorldRotation)
If you want something cleaner.
Cool beans. Iโll fix that up.
So glad to have this going.
Grinding to get prepped for a shoot tonight, now maybe kinda within reach.
Maybe kinda 
yep
thats how it be
hey boys I'm a noob animator building a player controller who could need some help with a i guess for your guys simple topic ๐
I know I can delay something by 1 frame if u set duration to 0 on a delay node but why cant I pick the node with Frames input? is this coming from a plugin? I can only pick the duration node and don't have the delay node with the Frame Pin as O can see on various guides.
Cheers
this i would like ;D
this i get ๐ญ
I am not sure. Try turning off context sensitivity?
The Delay (Frames) node maybe only exist within certian blueprints?
because the delay doesn't run on frames
you would have to set an Integer variable and increase it with an event tick - the event tick runs on frames
He is saying that there is a plugin that provides him with a special delay that does run on frames.
oh nvm
or wait no xD
no im asking if there is one ;D
He says, is this coming from a plugin?
i thought the first one was photoshopped 
I would assume so then. I have never seen a Delay (Frames) before.
i m using omega frame work and rebuilding genshin whit this guide ;D
i'd guess a delay on frames would just include an integer anyways tho and a branch 
I'm rebuilding my test experiment and I've hit this really weird issue. My custom created and player controller possessed pawn just refuses to do controller input. This just does nothing silently. I've double checked and the event is firing as well as having an axis value
has anyone run into this issue before?
and the guy (Caius) is using this node all the time to delay stuff
like this for the jump
Even if you could delay by frames, there is no reason why you should ever delay by the framerate of the game. It is very inconsistant.
Unless the "frames" he is speaking of is different.
no frames are frames for everybody ;D
but the frames aren't consistent tho
if i have a crappy pc, i wait longer
if you have a good pc, you wait shorter
frames are not frames for everybody
some have more frames some have less
oh so you think he just made a macro?
well this would be a function, but sure
oh yeah sry im mixing them up all the time heheh
so can i make one that is over all usable?
It does.
your best bet is to avoid using delay nodes
Exactly
they do be smelly indeed 
The node is coming from a plugin, or a special class. It is not something you will be able to reacreate yourself in BP. Unless you do wierd shenanigans.
but if someone is using it "all the time" for animation stuff-
I'm not sure if it's such a good tutorial to follow...

Yes
usually you're not really supposed to use any delays for animations...
especially not frames...
since maybe the clock doesn't mean frame independent, but i'm fairly sure the animation thread is pretty frame independent

or is it?
everything has a frame time
hehe
hello, with Enhanced Input's InputMappingContext how can you get the absolute position of the mouse?
can't you get that anyways?
You just get it from the PlayerController
It means that the function is latent.
Aka, that the function takes time to complete.
oh i see
"Will probably not be completed this frame"
maan why must making a combat system be such a pain 
How? is there a tutorial?
has anyone had issues where a possessed pawn ignores controller input?
Im sure there is tons of tutorials online yes.
atleast my enemy is blocking now 
https://cdn.discordapp.com/attachments/847253861403197471/972684492575768586/UnrealEditor_mj3QwJIjsD.mp4
do you have 1 link? i havent found one
thanks
Yeah I get what you're saying, but this is only in a bare bones thirdperson project with a single character etc. I took another look this morning and instead of calling flushkeys at the start of the process to bring the character back into view and modify its transform, I put the flushkeys call right at the end - and hey presto, it's all working like gold ๐ Thanks @maiden wadi for talking me through this, and I certainly didn't know about the flush keys call - really appreciated it.
same guy other question ;D
I have this HUD issue where I'm trying to keep the stamina bar over my player and not just on a relative potion on the screen. In full screen its fine but when i play in in a window with weird ratios its messed up. Any ideas how I could fix that?
anyone know how to fix the problem with dual screens when right clicking and all the text items are black (in the event graphs)
You need to use anchors
If you're going for a very specific placement, like above the player's head, then it's better to use a WidgetComponet, as it's a worldspace UI element
i tryed many different positon already top left or center doesnt make a difference ๐ญ
hmm ok i have no clue ;D but i will try to find out thx
it's fairly easy, just create a Widget Component
what the bar it self you mean?
let me reopen the engine i was about to quit for today ;D
when you make it, just select the healthbar widget you already made
then just add it to the player
here we go, just made it
Steps:
I made a BPW_Healthbar with a Size Box set to 300x30, and set to screen size & Desired
the component is just set to Space:Screen, WidgetClass: WCP_Healthbar
and lastly, just add the component to your playerBP
ezpz
i'd like to set location of an object but have it move slowly to that point from it's current one. any ideas?
Timelines are great
this seems like it might be a decent video https://www.youtube.com/watch?v=rTCLEg697z0
When i create an ed with pass by reference i get this "no value will be returned by reference"
Hi everybody! This TileMap is generated procedurally with a X,Y matrix. The cells are either On/Off.
I want to achieve 2 more things after the map is done, but the workarounds that i find are extremelly inefficient.
- Smoth the Borders
- Identify all the Empty cells that are not in the border (all the ones inside the map)
How would you go about doing those 2?
p.d.: the script is really simple and can get you 150x150 TileSet really quickly, i didn't see any on the store for free. I'm gonna update it later there for free just in case it's usefull for anyone
when i try get all components by class and target is self I get this error why?
Guys, I'm a bit lost about multiple code interactions, my project is blueprint only and I'm trying to understand how can I have two separate systems interacting on a single player character. Coming from Unity, I could just add the script to my object, but as my character on Unreal has its own blueprint, how can I make a separate component that lives inside this character but has a different blueprint?
you would create an actor component
What is the Actor Component and how do we use it in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup
I don't really know if this is classified as a Blueprint issue but I can't find anything better, so I'm running 2 players (server and client) and when I move forwards it's fine, but when I move to the left and right and backwards the screen jitters back and forth.
I'll try and record a quick vid hold on
Canโt load any Key events in the blueprint actor event graph.
Converted a CineCamActor to BP.
Are there instances where the Key events are not available?
Is there a way to pipe them in?
Thank you so much Ben :D
Enanled input?
so im having a problem where when a death animation is played on another players screen but is does not happen on the main player base and the code does not work
Where would I set that? (new to bp)
heres one side of it I could not get the other
the main player should not be able to move
hey peeps, trying to set the seed for random generator but the bottom always returns same value
top works fine but i cant set the seed, any ideas?
It's because you're creating the stream over and over again whenever you're calling from the "Random Integer in Range from Stream". Promote the return value from the "Make Random Stream" to a variable and set it, then you can use the stream variable to feed into the "From Stream" nodes.
thanks datura, you are correct found the same
its a bug if i create it within a function it recreates it every iteration in the loo
fixed by creating outside and passing in reference
thanks!
well, not passing in reference but using it
nvm
I dont know exactly the channel where to post this, so i posted here.
I'm creating many types of units. Some are spearmen, others are swordsmen, archer etc...
Each one of these units have their own stats, bonus types, attack, defense, special ability.
When i spawn a new unit, i need these to be loaded for the corresponding unit.
So if i load a Spearmen, it needs a spear, and it has bonus vs cavalry, etc etc...
So should i have a struct for each type of unit? Or is there something like data, where i can store all of this and access it? Or is this done by a parent unit, then child of different types with different atributes?
if I use cast to thirdperson_bp and I create a child of thirdperson_bp to use for the player, will the cast to thirdperson_bp target the child when playing?
good to know, ty
Anyone know a good way to handle team management after seamless transfer in bp?
or a guide showing it well <.<
About interface and inheritance.
If BP B inherits BP A; and BP A implements interface Interface1; and Interface1 has method GetXXX()
Is that normal that in BP B, I can se method GetXXX() in interface section "as if it was not implemented" ? (default setup input/output)
The interface is well marked as "inherited" in BP B class setup.
As if I had to re-implement GetXXX in BP B
Is there any node to get volume of an actor by bound box?
Or the box extend itself tells
its normal to see it not being implemented because the parents implements it, you do not have to reimplement it however, it will just call the parent function
I have an actor eg A when it will overlapping with other actor eg B will show red if the B actor bounding volume is more than A
ok thanks
How can I see the line trace while playing? I see they have color and draw time but I don't see them ๐ค
increase the draw time above 0
0 is intended for something you do every frame
it only exists for one frame that way
also make draw debug type not None
Can anyone get in VC with me that has experience with blueprints, blendspaces, and animation blueprints
Thank you, I thought they were like the debug stuff with 0 being every frame, also I didnโt knew you could write none on the debug ones, thanks a lot
i have a BP with which i can animate a car along a path, my only last problem so far is that i want an automatic solution so that the spline is always on exactly on the road
is there a good solution for that? i tried casting rays from the controll points but that doesn't solve the "rotation" of each controll point when ascending or descending
is it still none?
I can see it now :)
Can anyone help me with debugging animations since the problem is that when I press some buttons at once the chracter stays in the same animation instead of changing
