#blueprint
402296 messages · Page 903 of 403
I have a student who is trying to pass information from one widget to another. Does anyone know how to accomplish this?

you can add your skeletal mesh to the CharacterMesh0
Many ways. In what context? Drag and drop? Just two random widgets needing to communicate
you are essentially now creating a prefab of a walking character that consist of other stuff
you can adjust it within the viewport
yeah
Where can I find that?
im still in ue4 so might look different 😅
She just needs to pass a boolean variable from one widget to another. It is a point and click style game. She is trying to do it through the Player Controller because there is no Player Character. I'm not sure if that makes a difference.
try search for class defaults
on your details panel you should be able to find it
Like a puzzle kinda thing?
I see the ai controller class now
Knowing if one pressed A before B?
by default, it will be possessed by an empty AI Controller
yeah
so if you want to add your own thing to the controller
Hmm not seeing anything custom
such as codes that controls the behavior tree and blackboard
you need to create them first
back to the content browser
create a new ai controller
Kind of. If something has happened in one widget, it determines what is allowed to happen in another. It's pretty simple, but I'm not sure how to do it yet and she has been trying to figure it out for a long time.
there are 2 other types of ai controller, but we will go for the usual one first
Could sound like it should be handled in the controller (or whatever game state tracker in use). Like a map of contextual data, where any widget can read it from the playercontroller
The player now uses the new controller as the AI Controller Class
so when you see this 2 option, the first one says "when should i be AI possessed"
second one says "Which AI controller should i be possessed by?"
My student is back. She is going to jump in and take it from here.
then now you can setup the links
Thank you!
So it's all linked up now I believe - I just need to create a variable to store the other player I think
You need a reference to the other widget to communicate with it. Your student probably stores the widget references inside the controller, so it should be something like this:
GetPlayerController -> Cast to (Player Controller Here) -> Get (My Widget Variable Here). But it's probably better to handle such stuff centralized inside the player controller .
Also I'm saving this conversation for later - it's been incredibly helpful ❤️
is there a way i can trigger ragdolling in editor?
Hi ! Actual student here : ) I’ve got that, I’m about to send a screenshot. I’m not getting any errors or anything, it just isn’t working?
If you're checking validity of the widget, and not handling invalid, this may be the reason why its not working, and not throwing errors
Yeah, also if you are casting make sure the cast succeeds
So this is what I’ve got:
print a string after Cast Failed and after False to check if the code actually gets executed
Also be carefull with naming classes and variables :) overlapping or undetermined naming is gonna bite you in the behind later on
Gotcha, trying now
Controller is super vague, along with VeggieCheck doesnt really say anything about the expected result and what it implies
Is there a way to set a blueprint class' instance variable in the details window?
Or is that not how it works
you make it instance editable
True, there is already an engine class named Controller (technically AController)
Did that, not sure where to look to set the variable
In the editor, with the actor instance selected
In the details panel
Oh ok ! Thank you ! So the cast is indeed failing.
which category is it in?
Whichever you put it in
Currently default
First try renaming your player controller to something not sounding like an engine class (like MyPlayerControllor). Second make sure your player controller actually gets used instead of the default one.
On my player controller, I have this variable:
I have it set to instance editable
I have it set to instance editable
But I don't see it anywhere
how to predict project path to specific actor?
it has to be in the character first
the character is the one that is in the level designer
Playercontroller is spawned at runtime
Ok so I renamed it & made sure it was being used. I ran the code again & the cast doesn’t seem to be failing, but it’s also not conducting the following code.
So the instance variable is not editable
I see. Not sure what the proper solution is then
Does it run false on the branch?
you expose the variable on the TagPlayer first
Yeah that's where the variable is
then TagPlayer will pass it along to its controller
by controller I meant the whole controller, not the ai controller
it should be under default, by default
It seems to, but the Boolean variable that it checks for in the branch is set to true. It shouldn’t be running false.
It seems to, but the Boolean variable that it checks for in the branch is set to true. It shouldn’t be running false.
this is in TagPlayer right?
🤔
Yet it does ;p are you sure its true
try dragging the tag player into the level designer again
print a string after true aswell
new one doesn't have the variable either
It’s definitely possible that it’s just me because I’m new to Unreal, but the variable gets set to true in the widget that the variable belongs to. I know the code in that widget runs so it should be setting it to true.
I can probably take it from here as I have to head out for now. Thanks for the help everyone!
ive got this for blending per bone im trying to do an anim montage on left and right arm independently
but if i play my left arm montage (which does not blend out so the arm stays in final position), then i play right arm montage later, it resets the left arm
any way around that?
tbh i'd try to structure this a little differently anyways
something like this in the playercontroller
the veggie widget would then do something like this ;
(I have it set to toggle, but whatever makes sense for you ofcourse)
this way you can generically pass in conditions to the playercontroller, with their state (true/false in the example)
how to predict projectile path to specific actor?. for example it start from player and end at specific at location
(it's better to use Name instead of String for such things (case insensitive and optimized for comparison))
I'd probably suggest gameplaytags really, but yes, you have a point 🙂
Thank you so much for you guys’ help! I’ll restructure it! You guys are so patient, thank you : D
you can just use their ActorLocation for the start and end location
I'd probably also use an event dispatcher so that i can get an event call whenever UI needs updating
just a mockup of how it could be done
like this?
@remote meteor the issue was simple - I never compiled
Oh i see. But thats not my case. I only have world location of points. And i need to Add text render in those points that are world. They are not related to my actor though. They a vectors calculated for destinations.
spawn a few actor with text render i guess
sounds more like something that belongs to some UI element/map thing
but i guess some prefer them in world
how can i edit GameMode Blueprint ? It opens blank
at the top, click on window and add the windows back
like blueprint, details, toolbar, etc.
got it, thanks
Hello, I am trying to implement a power up that makes me break certain obstacles, i'm using apex destroyer plugin. I created the power up but my blocks breaks in any case unless I remove the collisions.. also.. how can I do that the block doesn't kill me if i'm hitting the destroyable obstacle?
Sine the obstacle is a child of Obstacle_Base it kills me even if i have the buff and i destroy it
Whatever collision and settings I put
I can't manage to get a combination where the obstacle doesn't break and it stays rigid when I don't have the buff
and it breaks when I have it
and doesn't kill me
Can I remove the child actor obstacle mesh since I have the destroyable one ?
I don't need it
How can I say to the game: Okay if you bump into obstacle_base then die... but if the child of obstacle_base is destroyable, then die unless you have the buff to destroy stuff
?
should DestroyActor work with StaticMeshComponent?
No. A component is something added to an Actor. You want DestroyComponent
Jk
😂 i took a gamble, rolled the dice!
._.
Ok sorry for asking
It may take some time for someone familiar with that type of issue to see your message. Just because someone is answered after you doesn't mean you were ignored, it means people knew the answer to the next question, not yours.
I'm not familiar with your game and why your character is dying, but if it's the hit result that's doing it and you still want to be able to overlap to collect the power up, then using overlap collision respons for character may be the fix.
You could also override the parent event/function that's killing your character.
I explained my self very bad
Basically i'm making an endless runner
and of course if i hit an Obstacle I die.. However, certain obstacles are destroyable with a powerup that we will call "hammer"
But my Destroyable obstacle is a child of obstacle_base so also the other obstacles that are not destroyable
So I would need to do that if I hit an obstacle my character will recognize if it is a normal obstacle or a destroyable
if it's a destroyable and i have the hammer it will break
I'm trying to do that when I hit I apply damage of 1
and i set the mesh with 1 hp
but seems to not die
this is all so cunfusing. but I think you already answered your own question
How can I say to the game: Okay if you bump into obstacle_base then die... but if the child of obstacle_base is destroyable, then die unless you have the buff to destroy stuff
literally just do that
when collision is detected, simply check to see if it is destroyable
then do whatever actions you want
oof
I can't put an object reference as a boolean condition lol
how can I tell to the branch "hey if this is A do this"
Cast to your character and check if it has the status your looking for
I don't need to cast to my character
Then just use a branch
^
cast Other Actor to Destroyable Obstacle (or however you called the child class). If the cast succeeds it is a destroyable obstacle. If it fails it's something else.
But destroyable obst is a child of obstacle base
so the cast would succeed even if it's not the destroyable
am i wrong ?
Yes
So it won't work
It would ONLY succeed if it is a destroyable so you're wrong in assuming that it would if it isn't
ok so I can cancel obstacle base cast and just link the cast failed for it ?
Do this
Ok
You want only the destroyable to respond to the event, no?
Then cast from the other actor in the hit result to a destroyable.
wait I'll start my engine to send you a screenshot
This is another event. I'm referring specifically to the hit event
Have you used any tutorials or learning resources?
You need a few more lessons.
We can help as best as we can here but you'd need to learn a bit more so that our solutions make more sense.
😔
You mean drag the other actor pin?
Ok now I try to cancel obstacle_Base and use only destroyable with cast failed
Why cast failed?
Hey people! Can you hint me on some courses or tutorials about implementing something like modular vehicle editing in any way, where player can build his own for example ship, base e.t.c. For example games like Avorion, Interstellar rift, Stormworks
Hmm.. this is a tall order.
It's like the tutorial for some full games
well yeah maybe, but it's just a mechanic of a game...
what's wrong?
If you want modular building there's a bunch of YouTube tutorials. Any one of them should do. Just type in the words.
You need the knowledge of how it works anyways not the exact implementation imo.
Indeed, I ended up starting from scratch, about to try again
yeah I mean that, but I just cannot find something on youtube by that searches, why I'm asking it here
Hmm weird. Lemme search if I can find one for you
ah, found some by "base building"
should work
I think I have some really serious problem of coding
If you want to know more about casting, check this guide out:
https://docs.google.com/document/d/17bEGQEC1_G5KQKAI3_ixbe4S0BIulEH5w4qS9b7fuqc/edit
(it's from Datura iirc)
This child class is giving me many problems
how can i remove an inherited component ?
Great.
you can't
You can't. It's inherited. You may be able to destroy it at runtime though. But not in the editor
ok
I mean i think it collides and creates problemm
because even if I am iron skinned sometimes I die hitting the stuff
Yes but...
?
All my obstacles are randomly spawned
make a base obstacle class with no mesh. create 2 child classes. 1 is destructible. 1 is not.
My obstacles spawner spawns all obstacle_base in the map
Will I delete all the obstacles already made ?
I mean their meshes ?
I don't know what you mean exactly
I mean
I have already 5-10 obstacles made from obstacle_Base
with the inherited mesh
if I delete the parent component
will I open a dark hole
Seriously, learn a few more things rather than trying to implement something.
It seems like you're trying to brute force a solution to one particular problem.
that is correct
I've downloaded a character and it's animations off Mixamo, however I can't seem to make this the player character. Does anyone know how to do this? https://gyazo.com/76b4e5cf2aaa0b9df0d1ff6cf618ec10 I also assume there's others steps to actually link up these animations as well to controls, isn't there?
You just imported into the engine and did nothing else?
You'd need to create a character class and set the skeletal mesh to be this mixamo character that you imported.
I should preface that i'm a Sound Designer fudging my way through UE5 to try and make some sound implementation demos. I've followed a tut and set up a retargeter but that doesn't seem to have done much.
Ahhhh okay, thank you
If you want the mixamo character to use the mannequin animations in the engine, you need to take extra steps to convert the mixamo character to a ue skeleton.
I'd suggest you use YouTube for that as it's a bit complex
Oh you already retargeted 😅
Yeeeee I just don't know what i'm doing hahahahaha
Some of these steps may be different, but the general gist should still be the same: https://www.youtube.com/watch?v=92rag3qStI4
Hello guys welcome back to another video in the Unreal Engine 4 Complete Beginners guide. In this tutorial we will go over what Mixamo is, how to download animations, and re-target them for any character you have.
Mixamo Retargeting Cheat Sheet:
https://imgur.com/a/5A554mc
Ah perfect
Ahhhh thank you so much to you both!
You'll probably have better luck in your google searching if you look for UE4 vs UE5
most of the tutorials haven't been remade
All I want is a dude with a sword so I can test out some physics stuff using Wwise, this should have been the "easy" part LUL
Ahhhh yeah that's very true, thank you
Yeah, believe it or not i'm quite comfortable with Wwise and Unreal! It's just these beginning steps i've never done, as the levels I work on are usually sorted prior to that point hahaha
You still need to create a custom character and set it as the default pawn class
So i've created a Player Character, what am I doing with it btw?
The artist, got it. 😆
YEP😂
How can I find other documents like these ?
unreal documentation says real basic stuff
Go to the world settings in the main editor it's in one of the tabs. Look for the default pawn class drop-down and set it to the character you just created
to me?
Ahh yep! got it
I know but less basic that unreal documentation that says "This button does this.. bye "
Oh
you're reading the API Docs
not the actual documentation
yeah, that stuff is garbo lol
This guide was from someone of this community. But UE Docs should generally do just fine.
the actual docs on specific topics are mostly good
Thank you
the UE Docs should be your jumping point to search for more info if you can't find anything, you can always ask here
The docs for specific nodes on the other hand are a bit.. slim
but there's also the community wiki
That thing is actually quite elusive to me
Most of them are just BP accessor to C++ functions which are fairly self explanatory when you read them (usually) or have comments in code.
They could be better for BP only folks
Yeah I know, the doc itself just doesn't really help at all most of the time.
Would be cool if they at least included a github link to the source of the node.
if you have source code downloaded, you can just doubleclick the node
and it'll open in your IDE
You need debug symbols as well
Should only need source code
I usually run a source build though, so I could be wrong
It doesn't work for me and I only have the source code
Used to work then it didn't anymore.
It was between engine versions though so maybe I had debug symbols in one and didn't in the other
log says this LogSelectionDetails: Warning: NavigateToFunctionSource: Unable to find symbols for 'UStaticMeshComponent::SetStaticMesh' [Element nicht gefunden.] so I presume I need debug symboles as well
But I usually just go to source manually anyways
I would not if I had the possibility tbh
Same tbh, but I work primarily in C++ nowadays so the IDE is always open.
^
If I search manually manually it takes me ages to find something and if I let intellisense search something it navigates me to some weird scuffed function no-one saw for ages half of the time.
yeah
download rider
also 40 gb
search everywhere using the function name
takes like 2s tops
Intellisense is hot garbo for UE projects
oh yeah it is
It doesn't take long to find at all seeing as most BP functions are just wrappers
Does the amount of blueprint components an actor has have any impact on anything I should know about? Is there a con to just adding 20 components on an actor for example? Or 50 or whatever number
Not really but you generally wouldn't add that many. You should probably redesign.
Also if I'm guessing right, those components are similar static meshes. You should use instanced static mesh if that is the case.
I am having trouble in finding a method that gives me the ability to get an angle between two vectors: The method i found (Yellow marked) is not exact
That is the usual method
And you should get ??
90
No, I mean blueprint components like logic. I saw a video on youtube where they have an AI and make it basically by adding components like "Explode on Death", "Follow player", "Enemy Weapon System" etc
yeah actually maybe I should use ctrl + q instead of ctrl + f to search for such stuff, thanks
So it got me wondering, if I just make reuseable components for a lot of things would that negatively impact anything
Yeah, same deal. It may or may not hurt performance depending on the logic and if you're ticking all of them.
If the logic is small and not reusable across actors just move it to the actor blueprint.
Emphasis on not reuseable across actors
Ofcourse it depends on the logic itself, but would the same logic be less/more/equally performant if its split into components vs in a single BP
Sorry if I was unclear
Does your design actually require up to 20 or 50?
I doubt that you would need up to that.
It's all about proper design. If two or more components don't make sense without each other you should combine them into one component.
Things like that. If the component ends up being used in only one actor, move the logic into that actor.
You should also consider interfaces. They're more lightweight.
Lol. You're asking follow up questions to my answers even before they land.
Nice.
does anybody know how to get an Exact Angle between two vectors ?
Sorry. Yeah, that's the method, tbh.
Don’t think of components as helping performance, think of them as helping you
If it doesn’t help you, don’t do it
Also, it's probably too early to worry about performance until it actually slows down your game.
That's true, which is why I want to know the pros/cons and performance of them so I know when to use them in my design and when to use something else
Putting logic on parent classes is a bit more preferred
I'm not worrying about an issue I have right now I just want to understand components better
If you don’t understand why to put logic on components, then you shouldn’t do it
The performance implications, if you want them explicit is their tick and replication (multiplayer) costs. Turn off tick if you don't need it and if your game is multiplayer only replicate information that is needed.
Do what makes sense in your head
Which is why I want to understand why
Primary use of components is reuseable logic. Simply put. Not to help performance. Just reuseable logic
If many different types of actors need the same logic, use a component
Right now I have an inventory component that communicates through an interface with the actor its attached to
Inventory is a prime candidate for a component
But it feels like a lot of steps and that im missing something that makes it more streamlined
I'll show some screens give me a few mins
Using an interface to communicate with an attached component probably makes no sense at all because it doesn’t save you anything, you can just interact with the inventory directly
Again, do many types of actors need that component, a character, an item like a bag, Enemies, a component is fine.
If you feel like the logic is bloated, take a look at the logic and not the decision to use a component
What do you probably want instead, is that objects that interact with inventories can access the inventory component of an object through an interface and then operate on the inventory directly without needing to deal with the actor
can someone help me with this how can i open again the level editor its been an hour and havent found a way to open it?
Don't spam messages across channels
Also, have you checked the "window" tab?
not the best habbit
Someone will eventually answer. You're risking a ban is what I'm saying
Really? No viewport option there?
I thought there would be. I don't know for sure btw
yeah i fixed it thank you
Aiit
Okay, so I am making a fast food restaurant simulator, and when an actor is overlapping with a food station this event is called through and interface
In the employee blueprints it will send a message to the component
In the component it gets added to the int of that product
Oh can I deactivate collision on chunks created by apex destr?
I mean I've put that after hitting set no collisions
but still it collides
you probably want to set the macros return value to Pass-by-Reference
You can eliminate the interface by using a get component function and checking if it's valid
wait nvm
If the actor contains that component, all well and good, if not? You check the validity.
Only justification for an interface is if each actor type handles the overlap differently
The purpose of interfaces is to cause objects to not have to have a hard reference to one another. In traditional blueprints, an actor always has a hard reference to his components. Therefore, Sending interface messages to a component inside of an actor is wasted work
Also looks like you're calling the interface twice.
Totally unneeded
Once as a message, and another as an event. Both essentially do the same thing.
Slight differences but similar outcomes
Just like this then
Dont know what this means hehe
yeah no forget that I'm just dumb and will go to bed now lmao
From Manning employee, do get component by class and select the staff inventory.
The add product function can be implemented as a normal function within the inventory class.
Or you can even get the component reference manually.
Without using get component by class
The above function is useful when you don't know the type of actor and if it contains that component
Say from a hit result or overlap result
Do you know the type of Manning employee? Is it a generic actor or you know if it's a character
its a character
Like the reference specifically states that it's a character?
Is there a way to get more numbers after the decimal point with a vector variable?
If so, remove the get component node and simply get the inventory reference
Oh no, the variable type is an actor
Hi! does anyone know of a way to bypass this?
I already removed all the references i could find and still throws the error
Okay, get component is good. Make sure to check the return value is valid.
Add an is valid node. And continue off the true branch
Should be impossible for the return value to be invalid
It may be. The overlap can capture all types of actors.
Ah.. you have a tagging system.
The check is still useful cause a null reference can crash your game.
Fair point
It's best practice to handle any exceptions that may occur in your code.
😎
This can allow you to even remove the initial tag check. Cause only employees will have the component anyways. And for some reason, certain employees may not
Probably easier and better ways of doing this but yeah. This is removes the indirection of the interface
Okay. So only "people' with the inventory are meant to call those functions not just any actor with the inventory.
Makes sense
Looke through your code for anywhere that uses that tag before deleting.
No easy way to bypass.
You can close the editor and manually delete the tag from the GameplayTags.ini file but you'll very likely break your game by the time you restart the editor.
Furthermore, I thought there was an option to rename tags. Hmm, I must be thinking of something else.
Because I removed the interface, I now need a way to update the HUD when the event is called in the inventory
Would this be the way to go?
The HUD reference, where is it?
On the character that the player is controlling
Btw, you're still using the interface in the inventory, no need for it
Change that function to a regular member function in the inventory and remove the interface completely.
The HUD reference is a bit tricky cause I don't want you to cast. But it seems like the way to go.
Only employees have the HUD I presume?
Yes, only the player character
In the add product function of the inventory. After incrementing the value, get owner and cast to the character class that has the HUD. Get the HUD from the reference and call the relevant function.
You can delete the event dispatcher
The cast automatically handles a null reference so you should be fine
There's negligible performance cost to the cast
The upside to this method is that if the owning actor does not have a HUD, nothing happens
Is it wrong to use an event dispatcher?
Not really, but again extra complexity.
You have to bind the dispatcher somewhere. Meaning you have to keep track of one more branching point.
It's best to keep the logic as linear and explicit as possible
What is the proper way to rotate a Rotator by something like 180 in one axis
Rotate a rotator?
Weird. But you'd usually add 180 to the pitch, yaw, or roll depending on the axis you want.
I think an event dispatcher works best since stations themselves also have inventories and will respond differently
But that could ofcourse also be a branch before the cast I suppose
Pretty sure if you do that then the engine will freak out once you pass 360 correct?
Do stations have HUD?
not HUD, but they do have a widget that displays their inventory
Is it different from the HUD class in the character?
I'm not sure about this. But you can normalise the rotator after to deal with wrap arounds
Dispatcher might be better then. As long as you bind them.
Isn’t there a node called CombineRotators
Use that
Thought there was also nodes to add rotations as well
To an actor
Like AddLocalRotation? Nodes like that
It's funny I'm a manager at a fast food restaurant atm and you'd think I wouldn't want to deal with any more fast food but working on this game actually is a lot of fun
It's a nice hobby that actually has the potential to pay out
I'm going to school for game design in september
So right now I'm just making games and prototypes
To practise a bit
That's a good decision. And that HUD is a lot more than I've done.
I can't actually showcase any of my progress to anyone besides programmers
I'm terrible with UI.
Ugh I made a dynamic order system it took me a week and still looks crap lol
Any reason something might not take radial damage, but will take apply damage?
nvm
took a little bit of using my brain
Okay this question sucks, but I swear to god there was a node like "get look-at rotation" which took an actor's rotation and a location vector, and returned how the actor would have to rotate to look at the point.
Does anyone have any idea what I'm talking about?
find look at rotation?
Oh my GOD thank you
Why can I get a control desired rotation but not set it?
I'm trying to tell an AI pawn to face a given point
I guess I could just manually rotate the pawn
Hello! Is it possible to create a NavProxy in runtime within a Blueprint? ! am randomly building a level with "blocks" of different heights and I'd like to add a Navproxy to the taller ones for the AI to jump off of... Possible?
Currently working within a Top Down Template, can I switch to third person controls, which essentially means copying over the 3rd Person Template setup? Without breaking shit haha
Interestingly this doesn't work, the behavior tree doesn't run frequently enough to get a smooth rotation
how can i make my top down character aim where where the cursor is pointing but still able to use wasd? looking to make a drop off path with it later every weapon will have a different drop off, wasd works just need the aiming aspect now.
set control rotation
if you set it, it will turn with the turn speed, guess desired get's set by that
Unfortunately this isn't working
anyone know how to fix camera clipping into walls when using True First Person without making the capsule radius bigger?
hello everyone im having what could be a pretty basic issue but i was wondering if anyone could help me use the cinecameraactor as my active camera. I pretty much dragged it into the main view window and deleted my 3rd person blueprint cameras since i wanted there to be a nuetral camera activity amongs the players. and i started to code the camera in the level blueprint however it doesnt seem to want to use or identify my camera at all. Any tips?
doesn't it rotate at all, or what exactly is "not working"?
you are aware that there is a rotate to AI task?
Doesn't rotate at all. Moves around all over the place facing the same way
TELL ME MORE the trick here is unfortunately I'm not just using the AI Move To Location because that wasn't working on a flying AI and I dont want to use nav meshes either (i'm doing my own obstacle avoidance logic)
That's my movement function
aw hell yeah I can work with this! does it use the rotation speed of the actor?
i think so, yea
and i dont know if that matters but on my NPC i have disabled "use controller desired rotation"
I bet you have this on tho
My understanding is either works but it's one or the other
Huh! Then what's actually turning your pawn?
the ai task
i don't even have an CMC for my flying pawn, just using the floatingPawnMovement component
but well, may depend on what you have
my flying thing is a drone which does a bunch of stupid things
xD
ah
i'm doing the rotation on tick
because it also tilts depending on the velocity
Ahh clever
so i pick the control rotation (which the ai task sets) and apply it on tick
This will not, it's either a missile that tracks the player or a sorta... lightning alien, that does AOE damage
(They'll have the same brain don't tell anyone)
Do you have an AiController class or are you just using the default?
however, something similar should work for you too, just that you probably also want roll/pitch
using the default
well, some custom, but its not adding anything relevant
Yeah, this thing has to be pretty smart in calculating movement because it starts with physics velocity. Gets kicked out by a kinetic launcher, then activates and tracks
just kicking of my behavior tree
Does the standard AI MoveTo work on the FloatingPawnMovement or are you doing something custom?
seems to work with the AI task and FPC alone
it's been a while since i made that, so i have to read the BP, don't take anything for granted 😄
https://www.youtube.com/watch?v=D-zdSV8kPww this might help!
The Foundations series provides tutorials on building the base infrastructure for your game, in this case, a Top-Down Game Base that uses WASD for movement rather than point-and-click. Additional Foundations tutorials will be posted every month. If you want the source code for Foundations videos, it is available to Tier 2 subscribers on Patreo...
Well I'll try it out that way at least, I want as little custom in this as possible
yea that floating pawn movement component might suit you better
as you don't need swimming, and all that stuff which the CMC adds
I have a scene capture and when I change it to orthographic view it hides the sky, anyone knows why?
Yeah CMC definitely felt bloated for this task, it just flies around
perhaps your skysphere has no bottom?
unless it's facing the same way here
it's the unreal standard
I just started a new level to test this idea, I was using unreal split screen feature, but I'm thinking to do a custom split screen
not sure what the best practices are there
seems certain materials with fresnel might not show up in ortho views
might be related
does anyone know why unreal keeps failing to save or auto save parts of my project
also should i downgrade to ue4 because of this
Well, not without the warning
there will most certainly be some kind of useful message in the Output Log*
Hi! does anyone have problems with a DataTable using soft references to class? Every time i restart the engine, i need to go and manually compile each one of the classes that the soft reference are referencing. If not, they are not recognized.
Not recognized how?
This is my table ST
If i try to get some row from there and do "Resolve soft reference" on the soft references, they will say NO some times after a restart. I need to go and compile those clases, the soft references can be resolved after that.
What is the best way to detect when the player looks at something that it can interact with. The only thing I can think of is doing a line trace every tick, but wouldn't that be expensive?
go for it. It would take thousands of line traces every tick to make a noticeable performance hit
There are some gotchas with soft references. Have you watched https://www.youtube.com/watch?v=K0ENnLV19Cw ?
This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.
Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET
DISCUSSION THREAD
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I think I had some problems with Soft References in DTs too
Oh okay awesome, I just wasn't sure. Thanks!
Would not load sometimes
The reference breaking after a restart sounds like a bug.
I haven't seen that one, i'm gonna check it, thanks.
It could be, but honestly, it likely isn't. They are just tricky 🙂
when i get a class type as output, how can i check if that class is not None?
like if class is not none, create a new object from that class
well seems like checking if its a child of the class i want to create an object of is enough
Maybe an "IsValid" node would've worked too
Hey if I wanted to write my own Movement Component, is there an interface or something so the pawn can get commands from an AIController?
there is a fairly deep inheritance
you'd probably want to start with UNavMovementComponent,, or UPawnMovementComponent
Do you know which inherits from the other? I'm deliberately trying to avoid the UE nav movement stuff because I'm rolling my own navigation
pawn from nav
and that doesn't really matter for a movement component
its the PathFollowingComponent on the AI controller that will calculate what goes into AddMovementInput
movement component just takes things from there
Hmm. Ok so the root of this frustration is that using the AI MoveTo command on a basic pawn with FloatingPawnMovement just doesn't work, and I've been assuming that was because I'm not using any nav mesh
This all begs the question of why MoveTo isn't working with this pawn lol
if its flying... probably because the pathfinding request fails
I don't want it to do pathfinding
use visual logger and record what happens when you give it move command
Wait what's the visual logger
its last on the developer tools list
very useful for debugging controllers, pathfinding and behavior trees
as it logs everything
i think epic has it reasonably well documented
Man this is latin to me
docs
but on recorded frames where it deals with pathing, it logs all requests and all results in the right hand side window
This seems like the frame with the issue but damned if I know what it means
yeah lol google says this happens if the end point is not on a nav mesh.
So if I dont wanna use their nav shit I gotta roll my own movement i guess
U can try making the navmesh height a really big number
I dont have a nav mesh
Frankly I find the concept of a nav mesh extremely silly. My level's already made out of meshes.
Yeah, for flying i usually see a custom setup
not your own movement, but your own pathing
there is a massive difference between the two
I totally understand that but where I'm failing to bridge the gap is I dont understand how to get the AI behavior tree to pass commands to a basic FloatingPawnMovement pawn
Since MoveTo craps out when you don't have a nav mesh, which I wont.
that would be by rolling your custom PathFollowingComponent
the default one uses navmesh
so it craps out
Would that be in a custom controller then?
you do need a custom controller in c++ to swap the PathFollowingComponent class
ADetourCrowdAIController::ADetourCrowdAIController(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("PathFollowingComponent")))
{
}```
like so
Ehhhhh I haven't had to cross the bridge to C++ yet, I won't do it for this when I can just write a custom movement component that actually knows how to listen to a behavior tree
you can't do this in BP
Bet you I can
no, you really can't
I know for a fact I can call AddForce on the pawn that's literally all I need
So I throw PathFollowing in the trash and make my own
Nah I'm just using the default AIController anyways, I can just sidestep it
and whatever you do here will be a frankenstein's monster, even if it somewhat works, without c++
its possible you can find a plugin that did most of the work for you though
Everyone else called it a monster because they didn't understand. But to Frankenstein it was just science.
ontop of all the other problems, blueprints are spectacularly inefficient running algorithms like pathfinding
tallying up 100x the c++ cost easily
I can transcode selective parts to C++ later if I have to. Premature optimization has cost us more than algorithm inefficiency ever did. Most waste is high level anyways.
More actionable question: How do I call AddForce on a generic actor, where I cant reliably cast it to a known class?
Interface ?
AnyDamage (called ReceiveAnyDamage in C++) is not a virtual event & will not override TakeDamage. It gets fired manually from the default TakeDamage implementation. I guess you have overridden the TakeDamage function and not calling ReceiveAnyDamage so it won't fire that event in blueprint. You need to call it manually.
For storing health values (both current and max) would it be wise to make a 2D vector to allow storing of both current and max values in a single map?
You could also create your own struct to name the fields properly
hey guys i am actually just struggling with bullet wind physics here
I could, I've just been kinda turned off from creating structs when not strictly necessary, as my previous iteration of this project ended up with a million and one structs and somewhere along the way one of them broke and the project just stopped working
i tried most of mine own methods but didnt got good results
and even cant find tuts
Yeah, blueprint structs like to break sometimes
At the core you only need to add a constant force to the bullet in the direction of the wind
i am using projectile movement component on the bullet
so is there anyway to manipulate it
?
I don't think that matters really, but I could be wrong since I kinda lack experience in that field
tho i know i can change the X,Y velocity via blueprints but this kinda sucks
Use AddForce
hi there ^^
is there a way to convert the Key Structure into a string?
If you're just looking to get the name of the Key, you can try Get Key Display Name, this will give you a Text output but you can convert that to a String
I'm trying to compute some data for some physics meshes, what's the best place to actually do that/store it? Ideally I would do it once per asset or at worst per game launch
thx. will try that
Is there a quick way to reset all the Game State Variables to their defaults (without loading level)?
Not really.
Other than having a function to set them back to their defaults you set, not really.
https://blueprintue.com/blueprint/d2ccogg4/
I created this function that compares an array of Points, and gets which one is the Lowest Angle in comparison to my Original Point using dot product, or cross product.
It gets the Average Center of All points, then the dot product of All Points relative to that Average Center.
After testing it for hours, I dont understand why it is not working. And im thinking maybe the Dot Product has some bug?
Sometimes it gets points that are not lower in the Angle. Other times it gets the right one. Pls help me. What am i doing wrong?
Yeah, never mind, I fixed the problem by simply changing the blueprint itself, so I don´t need to copy settings anymore...:)
BUT,
I'm your guy, what's up?
You using the stock projectile movement component or did you roll your own?
Now I have a different problem...I exposed some parameters to cinematics, so I can have a master sequence and then have a few duplicate instances of it to render several layers in one go.
The idea was to then add the blueprint with the exposed parameters and simply key them differently for each instanced sequence.
Unfortunately the keyed changes don´t evaluate in the master sequence.
Actually, just figured out that they also don´t evaluate in the instanced sequence itself, so its something inside the blueprint that doesn´t work in teh sequence...
Wohoo! Figured it out:
"In the blueprint’s “Class Settings” you need to tick “Run construction script in Sequencer”"
how can one get the actor that is at an index in an array and call that world location that of that actor
"call that world location"?
Really niche (maybe) and weird issue here, I'm trying to capture "Photos" using render targets, and it all works fine, except when I try to print the pictures to a render (Cube in the shape of paper), it only works on the SECOND attempt?
There's also the issue of having to re-capture the photos after entering the widget again before I can print over again, and my attempts to fix that have also flopped. Honestly it's too complex for my brain to explain in text and would very much appreciate assistance in a VC
Ah, hang on, I've maybe solved my own "Print" issue, give me a sec
@mental trellis Do you know what might be the problem here? im stuck on this for hours now 😦
Nope, still confused, LOL
A bit of a misunderstanding, @cyan bone
You don't dot product a vector and a position
You have to dot product 2 vectors.
thats what im doing. i dot product after the subtraction between 2 locations. Right?
You have to do (Top-Center) . (Point-Center)
That will give you the angle between the 2 lines.
Well, a representation of that angle.
Thats what im doing? I compare my vector from point of origin - Center of points with All vectors from Point of origin to Points
and what boggles my mind is that sometimes it gets it right
You have your pisn a little messed up
That bottom - pin is wrong
You want the loop line to go into the top pin
and the center value to go into teh bottom
FYI: BP nodes aren't wireless.
I did that and tried a few more things still doesnt work. I will make a video, to show you what is happening
Okay I think I figured out my issue, thanks anyway
@mental trellis Did exactly that right now. Same result. It keeps selecting this dot, when the blue line is clearly more to the right 😦
But it understands that all others are not to be selected.
Should select blue line
updated it. still doesnt understand that last blue thingie is the most to the right
Is it possible for a binded event (1) to know what has triggered it? (2)
If you do custom dispatcher, you can provide along what else you need
Not sure id add a component for each footstep tho
Id rather just play the sound
I can only assume your point of origin is wrong then.
I would do as well but I need to change the cue with the correct rattle/floor material, sound intensity etc. What is this custom dispatcher thing? I googled it but nothing is coming up
this stuff
Instead of adding a new component, you can just change the cue.
Alternatively, there's probalby just "play sound at location"
But for single player only obv
I've tried to do that but how do you do it? Every cue I spawn plays instantly
wait, you mean edit a cue variable and then feed it to a spawn? I didn't try that
@mental trellis Its always this one line that bugs it. It seems like a bug in the actual dot product/cross product.
it works 90% of the times
Is the cross product influenced by the distance of the point?
hello , i googled but i couldnt find a way to save my saved structure bp as a csv . I have a structure and i change the variable when i play the game. But i need to save that as a csv in my content. is that possible? or do you have more wise idea?
So given a view position, target position, and array of points, select the point at smallest angle from the view->target vector?
That will be the point with the largest Dot(Normalize(Target-View),Normalize(Point-View))
no cross product needed for this
Select E right?
Hey guys, how to change TPGameMode to FPGameMode in gameplay
I supposed it will work, but it failed
I am using TPGameMode, so i assume Get Game Mode will return TPGameMode
You don't change it at runtime, you either set it constant throughout the whole project, override it on a per-level basis, or open a level with a gamemode option.
What are you trying to do? How many GameModes do you have?
I want to achieve both FirstPerson and ThirdPerson in game
I suppose changing GameMode is a more intuitive way
u mentioned "open a level with a gamemode option", what would be the node of that?
Do you mean be able to swap from fp to tp?
yeah
You could just use two camera in a single pawn and swap between them, updating visibility of required meshes
Thanks. But no. In this case its the C. Its the one that is the most outer to the right. And B is the most outer to the left.
I thought cross product could do this. Because i have done a Convex Hull in blueprints using cross product. It can tell what is the most right and the most left of a group of points.
hello, I try to use random integer from stream, for some reason it generates every time different result even tho stream (random seed) is same
what am I doing wrong?
You said lowest angle right? Which angle are you talking about? Your phrasing makes it sound like you want the point at lowest angle from the Origin-Target line
Im trying to get the 2 most outer points from the Green point.
sorry if i dont explain myself well. this is confusing.
I'm not 100% sure that it'd have no edge cases but those 2 points should be the ones that result in the highest and lowest Z component of Cross(Normalize(Average-View),Normalize(Point-View))
So Cross(Normalize(Average-View),Normalize(Point-View)).Z is the number you want to look at. Largest and smallest will be your 2 points.
what is strange, it works if I break and make it again
assuming all points are in the XY plane
Thats exactly what i have done. And it works 90% of the time. There is just 1 point sometimes that is given a wrong Z, that looks like a bug of the cross product node.
You weren't normalizing before which is why it wasn't working
normalizing?
Yes, normalize the vectors before cross product
Otherwise distance will come into play
a further point at a shallower angle could have a higher cross product magnitude
thats true, I as also once caught off-guard by this distance in dot or cross product
assumed dot product normalizes it automatically
You sometimes want to use a dot product with non-normalized vectors (projecting an impulse on to a normal for example, to determine armor penetration)
That absolutely fixed it. I just tested it like 10 times, and seems like its fixed. Thanks so much @faint pasture
This was driving me insane
anybody help with random from stream?
It was really that the problem. Because i noticed the bug was always when 2 points were very close, but the one a bit more far away (yet wrong), gets to win the other. And i was so confused.
The easy way to think about it is
Dot(A,B) = How aligned they are x A.length x B.length
Cross(A,B) = a vector at right angles to both inputs where length is how orthogonal they are x A.length x B.length
When you normalize the inputs, they're both of length 1 so you just get how aligned they are and how orthogonal they are
Hey, sometimes I see some screenshots from BP code where line connecting pins are not curvy but totally (or nearly) straight, does someone know how they do this please ?
electronic nodes plugin on the marketplace
Thanks !
Pretty sure you can set the interpolation of the wires in editor preferences too
How can I make it so that I will jump as soon as I touch the ground whilst holding space? preferably as if I had never actually touched the ground at all (to prevent friction taking action)
:no_entry_sign: Nico.ckt#0900 was banned.
thanks!
Thank you!
So I have this animBP event that provides an Action Type enum, selects a montage to play, then I want to call a callback notifying the native code that the montage has finished or otherwise exited. My issue is that the Action Type is incorrect when the callback is called by the Play Montage node. I guess the input variable from the event doesn't remain valid across a "latent" node? Is this expected behavior? If so, how do BP enjoyers typically deal with this kind of thing?
I have question. I have this widget menu. On the menu I have exit button. When I press th Exit_btn. I want to exit widget so close menu (does this, but my thirdpersoncharacter (default one) is gone. 😦 How do I fix this? thanks
You are hiding the player character.....
hello all, i had a question....
i have a parent class (that inherits from character) and i have many child classes i wish to change variables on etc.
however, there is a variable i wish to change on all the children classes that is on an actor component of the parent class.
this variable does not appear in the 'data only blueprint' view despite other component variables being visible (eg, the skeletal mesh of the skeletal mesh component)
so tl;dr: i was wondering, how do i get a variable on my own custom actor component visible in the 'data only blueprint' view ?
thank you.
Hello I'm trying to setup a character controller, and sending an object reference through an interface, however I get an error that tells me that even though it is referencing the self of the main character, the controller is not seeing that. I'm not sure what to do and the discord server for the class that I'm taking no longer exists
Any help would be greatly appreciated
Thanks... I missed the checkbox (hidden) thirdperson is back again 🙂
Keep failing to set variables to a cue unless it's an audio component reference
:/
Use 1 audio component and change its cue.
if any one was curious.... i will just make a blueprint variable and set it on the component in construction script. not ideal but it works...
But then it can play only one sound at a time right?
Have one for each foot?
I'm not entirely sure what'd happen if you have an audio component and changed its cue half way through playing...
Problem is I will have stuff with up to 8 feet (for now) is it more expensive to have a few audio components per actor or spawning new one per step do you think?
I do footsteps as anim notify events, per foot, then check the PM which plays the right sound.
Spawning ad hoc components is always bad if you do it continuously.
Is it just an audio file? Because I need to tweak my audio cue.... I guess I could play separate files for rattles etc
Thanks for the help
Better to have 1 per foot, even if you spawn those dynamically, don't deleet and add them.
I believe the PM identifies the audio to play, not tied to the PM, just used to look it up.
Are you doing SP or MP, @fallen glade ?
I kinda end up using data tables for everything but u dont have to
Why would multiplayer make a difference here?
Single player no way I can deal with multiplayer
Not being snarky, I genuinely can't think of why it'd change anything
You don't technically even need an audio component... I think.
??
I'm sure there's a fire and forget function to just play an audio cue.
Yeah just play sound at location
yeah but I need to tweak that cue and can't do it without a component
The component implies some sort of ongoing sound that moves with your character. Like maybe background music.
Tweak it how?
OK so you have a continuous cue with step transients?
To mix theese
If you can guarantee that your footstep sounds won't overlap (the next footfall happens after the sound ends) you can just use a single component for that.
This is probably more an #audio talk but yeah if it's something that's sort of continuous like armor clanging or rattling then yeah a component on the character would make sense. You'd probably have a continuous cue and then some transient step sounds
You're somewhere on the spectrum between say, a car engine and a gun shot. continuous vs transient
I'd say i'm more like a gun shot. The rattles are footstep rattles, not continue
I'll stop clogging this thanks for the help everyone!
Hey ! Anyone knows if it possible to save and load the game from a folder path rather than slot ?
Do you guys get the issue where when you hit "save as" it wants to make a new level or save as a new level?
How does one get around this?
Isn't that what it's meant to do? Not sure I understand the problem.
Lol, normally when you hit Save All, it won't want you to save a new version of your level
Well, you didn't say "save all" 😄
Sorry, wrong words. But you get the point
It'll come up with that when you hit save all if something hasn't been saved before, I assume, and it needs a name.
Aye, I suppose it wants me to save an auto save level. I'll try to recreate. Seems to happen after fixing redirectors
I'll try to recreate the issue
Well whatever it was it's "fixed". Seems like an issue that's being tracked on the forums
I fixed it by closing the project and reopening, fixing redirectors and that seemed to clear it up, for the record
Hi everyone. I make this function to check which attack i will play.
My question is instead of disable all input is it possible to only disable the input from F key?
Don't disable the F key.
Just stop it executing the attack if there's already an attack happening.
Add some sort of bool. "IsAttacking" or whatever.
Set it to true when you hit F and then to false when the attack has finished,
ok
its because i made this and i dont want to play multiple times the same animations if for exemple
someone spam F key
Wouldn't the Select node work to clean that up rather than a Switch?
ive already tried with it but im using the enum in game so i kinda need to use here
Select would still use the enum, just picks a different AnimMontage for each one and runs through only one set of those execution nodes... I can't see all you're doing so maybe not though
Why will my character not jump when it lands?
Is it possible to remove the input from F key
I need help
can someone tell me how do i remove input from only F Key
I wonder if it has something to do with the way the engine tracks jumping and landing. What happens if you add a small delay after the OnLanded event so it has time to register that the character has hit the ground again before trying to jump?
Im pretty sure I tried that before, I'll give it another go
Wow it works XD thank you
No worries 🙂
Is it possible to achieve it without a delay though?
For example, whenever the character is FREE to jump then it will execute?
Having my character touching the ground for a period of time is actually a bad thing 😦
You can probably make the delay like 0.01 and it'll still work and shouldn't be able to feel it in the game
Hmmmm
Maybe I can get more access if I write the function in Cpp
Better control*
1 last question: Is there a way that I can make an exec flip the value of a bool?
bool = !bool
But an exec is not a bool
Possibly. There's probably a cleaner way to achieve the same effect but I'm not sure what the best way to achieve it would be. It might be worth looking into how the engine handles jumps because that will give you a better idea of the different ways you can tackle the same problem.
Yeah I'll check out the definition, thanks a lot
Do you know about the flipping a bool with an exec?
You should be able to use a branch node to check what state the bool is in and then set the state to the opposite on the other side of the node. I wouldn't be surprised if there was something like a 'toggle' node that does that for you also
On exec, set bool = !bool
idk this is all I've got
But I don't think that does anything useful
What are you trying to do? Have bIsJumping true after a jump and false after landing?
No I want to set isJumping to true when I press space and false when I let go
It's right there. Set it false on released
"there" is where XD
Pressed -> set it true
Released -> set it false, then do the jump (for holding down jump to jump higher which I guess is what you're doing)
No it's not what I'm doing
I'm trying to set the bool to true when I press space and false when I let go
Im also using UE5 and they don't seem to have an is input key down anymore...
It should look like:
Pressed -> Set IsJumping (True) -> Jump
Released -> Set IsJumping (False) > Stop Jumping
Ah so what I have for pressed rn does actually set isJumping to true?
Yep 🙂
Isnt there a jumping bool in the cmc?
Yes. What did you think it was?
Or atleast inAir
I think there is yes
There's something along those lines
Yes that's as clear as can be
yes, and then connect the empty white arrows on the right to the "Jump" and "Stop Jumping" nodes afterwards as well 🙂
I actually have no use for the stop jumping node but thanks guys
Kind of agree, thought with the engine kind of being written with that in mind it makes sense to continue the trend
bAreWeJumpingAtThisSpecificTimeInThisSpecificLocationAtThisTimeOrNot?
Maybe but that seems to be what Unreal has done
CanJump would be sensible tho
The bool is true, so are we really jumping, or not ?
How can jumping be real if our feet aren't real?
yesn't
Its UnReal
Touché
Someone else did it poorly, so i continued on the same path
Well its up to each and every one i suppose^^
Saying "is" at the start of a bool isn't doing it poorly
XD
You just have a personal preference on how bools should be named 🤷♂️
Fair, I don't have a preference but I can see the argument for keeping things standardised to keep things clear. I'm not sure how either branch would pan out in a large scale development ^.^
Sorry if that was unclear:p
It wasn't a poor argument
Guess we'll disagree there :p
I'm not on to talk anyways, my style guide is fluxating a lot 😂
IsJumping isnt bad by any standard really, i've seen a lot worse
Nah the stock one
My earlier coworker swapped between english and norwegian for the variable names
Add inn typos and you're golden
Even calling the same thing different names in different program parts. Was hella confusing
@faint pasture and is there any way i can set up perfect marks on a sniper scope for bullet drop and wind?
Yeah that sounds not fun to debug 😛
Spent soon to be two years cleaning it up
First assignement is to figure out how you're gonna adjust the projectile velocity due to wind. Where does the wind vector live?
GameState is where I'd guess.
unless you're using some Wind system
I need one tho
Like random wind after specific amount of time
Or just some static level based winds
I have a basic drop setup ready
Is wind global? I'd guess so as it'd be a lot more complex if not
Ya global
Won't be very predictable but a quick and dirty way would be to do this in the Projectile.
Tick -> PMC.Velocity = PMC.Velocity + (WindVelocity - PMC.Velocity) * DragCoefficient/Mass * DeltaSeconds
By not predictable I mean you'll get slightly different results at different framerates due to integration errors.
Oh then instead of tick would timers work?
Why would you use a timer? PMC updates on tick anyway
You really want to make your own projectile system though and integrate drag into it, it'll be much better.
Oh NVM i dont understand timers very well anyways
I thought PMC was the allin one dude
Check if the PMC can use force, IDK if it does or not. You can formulate the drag as a force in much the same way
It is sorta all in but not great for sim stuff
If you're doing a long range shooting game with semi-realistic ballistics I'd read up on integration techniques and make your own projectile system.
Mine uses line traces instead of shape sweeping (Don't care about the diameter of a bullet, it can be treated as a point)
Ya i tried force method but it need physics simulation on actuall mesh and it disables the PMC
Lol i am just using a squished sphere
Yeah I was just spitballing there because you can use Force with the character movement component so I guessed they mighta added the interface for that.
Just do a line trace system.
Tick
Update Velocity (Gravity, Drag, Wind, etc)
NewPosition = Position + Velocity * DeltaTime
Line trace from Position to NewPosition
Process hit if any
Position = NewPosition
Why line traces, those can't be bent right?
What is a bend but a bunch of little lines
Htf u do that???
Divide and conquer
Speaking of line traces, I'm having an issue with mine where sometimes the trace doesn't hit anything, nothing at all, giving me 0, 0, 0 on Impact Points/Locations with Printing.
Happens with all sorts of Static Meshes, Skeletals, whatever, like they've got holes in them that do not register any existing kind of collision
Oh NVM lol
I will try it tomorrow
I don't have access to my home pc now
Predict and trace projectile path may be helpfull
Drag and framerate exaggerated
The wind would be static tho
Trace projectile path won't handle wind
Ya i saw that stuff on forums but didn't find anything related to that helpful
Knowing distance, mass you can calculate accumulated wind force
Anything nonlinear (drag/wind) will rely on your timestep. Gravity does not. You'll want to make sure you have a non time-dependent integration
It all depends on what you consider "close enough" though.
True
Is it ment to be static?
As in, once the shot is fired, wind remains static untill hit?
Not globally static, but static in context of that one shot ..
The thing about wind is your acceleration depends on your velocity. wind and gravity are completely different
Ohh, thanks mate for the help!
btw where tf i openLevel blueprint in ue5
If you need to be insanely accurate I would simulate the path at a constant timestep and then interpolate for the tracing
You don't.
Why