#blueprint

402296 messages · Page 903 of 403

remote meteor
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a character has these by default

lament karma
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I have a student who is trying to pass information from one widget to another. Does anyone know how to accomplish this?

onyx token
remote meteor
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you can add your skeletal mesh to the CharacterMesh0

onyx token
#

i literally spent like 6 hours total

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on this fucking bug

gentle urchin
remote meteor
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you are essentially now creating a prefab of a walking character that consist of other stuff

dark heron
#

awesome

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I linked the mesh now

remote meteor
#

you can adjust it within the viewport

dark heron
#

yeah

remote meteor
#

then in your class default

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there are these option

dark heron
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Where can I find that?

remote meteor
#

im still in ue4 so might look different 😅

lament karma
remote meteor
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try search for class defaults

dark heron
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Got it, thanks!

remote meteor
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on your details panel you should be able to find it

dark heron
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I see the ai controller class now

gentle urchin
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Knowing if one pressed A before B?

remote meteor
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by default, it will be possessed by an empty AI Controller

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yeah

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so if you want to add your own thing to the controller

dark heron
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Hmm not seeing anything custom

remote meteor
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such as codes that controls the behavior tree and blackboard

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you need to create them first

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back to the content browser

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create a new ai controller

lament karma
# gentle urchin Like a puzzle kinda thing?

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.

remote meteor
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there are 2 other types of ai controller, but we will go for the usual one first

dark heron
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Got it

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the dropdown wasn't expanded before

gentle urchin
dark heron
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The player now uses the new controller as the AI Controller Class

remote meteor
#

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?"

lament karma
remote meteor
#

then now you can setup the links

dark heron
obtuse herald
dark heron
#

Also I'm saving this conversation for later - it's been incredibly helpful ❤️

zealous moth
#

is there a way i can trigger ragdolling in editor?

wise crescent
gentle urchin
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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

obtuse herald
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Yeah, also if you are casting make sure the cast succeeds

gentle urchin
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Or toss yourself a bone (print string) if it doesnt

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Good practice

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Good practice

wise crescent
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So this is what I’ve got:

obtuse herald
gentle urchin
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Also be carefull with naming classes and variables :) overlapping or undetermined naming is gonna bite you in the behind later on

gentle urchin
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Controller is super vague, along with VeggieCheck doesnt really say anything about the expected result and what it implies

dark heron
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Is there a way to set a blueprint class' instance variable in the details window?

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Or is that not how it works

remote meteor
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you make it instance editable

obtuse herald
dark heron
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Did that, not sure where to look to set the variable

gentle urchin
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In the details panel

wise crescent
dark heron
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which category is it in?

gentle urchin
dark heron
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Currently default

obtuse herald
remote meteor
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you create your own variable

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then tick the eyes or instance editable

dark heron
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On my player controller, I have this variable:

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I have it set to instance editable

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I have it set to instance editable

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But I don't see it anywhere

gritty elm
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how to predict project path to specific actor?

remote meteor
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it has to be in the character first

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the character is the one that is in the level designer

dark heron
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Yeah

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I'm looking here

gentle urchin
wise crescent
gentle urchin
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So the instance variable is not editable

dark heron
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I see. Not sure what the proper solution is then

gentle urchin
remote meteor
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you expose the variable on the TagPlayer first

dark heron
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Yeah that's where the variable is

remote meteor
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then TagPlayer will pass it along to its controller

dark heron
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by controller I meant the whole controller, not the ai controller

remote meteor
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it should be under default, by default

wise crescent
dark heron
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if I search for it, nothing shows up

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even under All

wise crescent
remote meteor
dark heron
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yeah

remote meteor
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🤔

gentle urchin
remote meteor
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try dragging the tag player into the level designer again

gentle urchin
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It says its dalse

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I tend to believe the code, not the coder

obtuse herald
dark heron
wise crescent
# gentle urchin Yet it does ;p are you sure its true

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.

dark heron
golden frigate
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ive got this for blending per bone im trying to do an anim montage on left and right arm independently

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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

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any way around that?

gentle urchin
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something like this in the playercontroller

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the veggie widget would then do something like this ;

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(I have it set to toggle, but whatever makes sense for you ofcourse)

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this way you can generically pass in conditions to the playercontroller, with their state (true/false in the example)

gritty elm
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how to predict projectile path to specific actor?. for example it start from player and end at specific at location

obtuse herald
gentle urchin
wise crescent
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Thank you so much for you guys’ help! I’ll restructure it! You guys are so patient, thank you : D

gritty elm
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does this works with one actor to other actor?

remote meteor
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you can just use their ActorLocation for the start and end location

gentle urchin
gritty elm
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like this?

remote meteor
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thats a huge radius for a projectile 😅

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also specify a launch speed

dark heron
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@remote meteor the issue was simple - I never compiled

cyan bone
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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.

remote meteor
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spawn a few actor with text render i guess

gentle urchin
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sounds more like something that belongs to some UI element/map thing

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but i guess some prefer them in world

cold dragon
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how can i edit GameMode Blueprint ? It opens blank

last abyss
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like blueprint, details, toolbar, etc.

cold dragon
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got it, thanks

modest monolith
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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

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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

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?

dusk cave
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should DestroyActor work with StaticMeshComponent?

gentle urchin
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No

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Sorta in the name

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DestroyActor

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Theres another one for destroy component

dawn gazelle
gentle urchin
dawn gazelle
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Yea ._.

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I was verifying in the editor XD

gentle urchin
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😂 i took a gamble, rolled the dice!

modest monolith
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._.

gentle urchin
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Not familiar with your issue, sorry

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Havnt used apex destroyer at all

cyan birch
# modest monolith 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.

foggy escarp
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You could also override the parent event/function that's killing your character.

modest monolith
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I explained my self very bad

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Basically i'm making an endless runner

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and of course if i hit an Obstacle I die.. However, certain obstacles are destroyable with a powerup that we will call "hammer"

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But my Destroyable obstacle is a child of obstacle_base so also the other obstacles that are not destroyable

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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

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if it's a destroyable and i have the hammer it will break

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I'm trying to do that when I hit I apply damage of 1

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and i set the mesh with 1 hp

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but seems to not die

desert juniper
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this is all so cunfusing. but I think you already answered your own question

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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

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literally just do that

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when collision is detected, simply check to see if it is destroyable

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then do whatever actions you want

modest monolith
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How???

desert juniper
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oof

modest monolith
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I can't put an object reference as a boolean condition lol

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how can I tell to the branch "hey if this is A do this"

foggy escarp
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Cast to your character and check if it has the status your looking for

modest monolith
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I don't need to cast to my character

foggy escarp
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Then just use a branch

modest monolith
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Which status ?

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the buff you mean ?

foggy escarp
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^

desert juniper
gentle urchin
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Im imagining super mario

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With star buff

obtuse herald
modest monolith
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But destroyable obst is a child of obstacle base

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so the cast would succeed even if it's not the destroyable

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am i wrong ?

paper galleon
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Yes

modest monolith
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So it won't work

paper galleon
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It would ONLY succeed if it is a destroyable so you're wrong in assuming that it would if it isn't

modest monolith
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ok so I can cancel obstacle base cast and just link the cast failed for it ?

modest monolith
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Ok

paper galleon
#

You want only the destroyable to respond to the event, no?

modest monolith
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Well

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With normal obstacle the player just dies

paper galleon
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Then cast from the other actor in the hit result to a destroyable.

obtuse herald
paper galleon
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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.

obtuse herald
modest monolith
paper galleon
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😐

modest monolith
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Ok now I try to cancel obstacle_Base and use only destroyable with cast failed

paper galleon
#

Why cast failed?

near glen
#

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

modest monolith
paper galleon
#

It's like the tutorial for some full games

near glen
modest monolith
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What do you think about mine ?

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XD

paper galleon
modest monolith
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Ah amazing

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I tried mine

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and I die as soon as I touch the floor

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XDDD

obtuse herald
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You'll die hitting anythig

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yea

modest monolith
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XDDD

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I try yours

gaunt viper
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Indeed, I ended up starting from scratch, about to try again

near glen
paper galleon
modest monolith
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Eheh

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what do you think

near glen
obtuse herald
modest monolith
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I think I have some really serious problem of coding

obtuse herald
modest monolith
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This child class is giving me many problems

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how can i remove an inherited component ?

paper galleon
modest monolith
obtuse herald
paper galleon
modest monolith
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ok

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I mean i think it collides and creates problemm

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because even if I am iron skinned sometimes I die hitting the stuff

paper galleon
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Just create another actor class without that particular component

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Ez pz

modest monolith
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Yes but...

paper galleon
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?

modest monolith
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All my obstacles are randomly spawned

obtuse herald
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make a base obstacle class with no mesh. create 2 child classes. 1 is destructible. 1 is not.

modest monolith
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My obstacles spawner spawns all obstacle_base in the map

modest monolith
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I mean their meshes ?

obtuse herald
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I don't know what you mean exactly

modest monolith
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I mean

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I have already 5-10 obstacles made from obstacle_Base

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with the inherited mesh

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if I delete the parent component

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will I open a dark hole

paper galleon
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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.

modest monolith
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that will suck all my game

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in another dimension

obtuse herald
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yeah you would need to redo those

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I don't think reparenting will help you there

modest monolith
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Because i see that when I delete the parent mesh and compile

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I receive this

obtuse herald
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that is correct

modest monolith
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Oh I have an idea

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I'll duplicate all of them

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and then just replace

kindred remnant
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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?

paper galleon
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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.

kindred remnant
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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

paper galleon
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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

paper galleon
kindred remnant
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Yeeeee I just don't know what i'm doing hahahahaha

vast widget
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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.

https://www.mixamo.com

Mixamo Retargeting Cheat Sheet:
https://imgur.com/a/5A554mc

▶ Play video
paper galleon
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Ah perfect

kindred remnant
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Ahhhh thank you so much to you both!

vast widget
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You'll probably have better luck in your google searching if you look for UE4 vs UE5

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most of the tutorials haven't been remade

kindred remnant
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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

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Ahhhh yeah that's very true, thank you

paper galleon
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It probably is. Lol

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The easy part...

kindred remnant
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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

paper galleon
#

You still need to create a custom character and set it as the default pawn class

kindred remnant
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So i've created a Player Character, what am I doing with it btw?

kindred remnant
modest monolith
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unreal documentation says real basic stuff

vast widget
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Not to be rude

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but that is fairly basic

paper galleon
kindred remnant
vast widget
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no

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That was to Goro

modest monolith
vast widget
#

Oh

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you're reading the API Docs

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not the actual documentation

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yeah, that stuff is garbo lol

obtuse herald
vast widget
#

the actual docs on specific topics are mostly good

paper galleon
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Mostly

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Lol

vast widget
#

the UE Docs should be your jumping point to search for more info if you can't find anything, you can always ask here

obtuse herald
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The docs for specific nodes on the other hand are a bit.. slim

vast widget
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but there's also the community wiki

paper galleon
#

That thing is actually quite elusive to me

vast widget
paper galleon
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Bookmarking this

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Probably don't need it again tho

vast widget
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They could be better for BP only folks

obtuse herald
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Would be cool if they at least included a github link to the source of the node.

vast widget
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if you have source code downloaded, you can just doubleclick the node

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and it'll open in your IDE

obtuse herald
vast widget
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Should only need source code

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I usually run a source build though, so I could be wrong

obtuse herald
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It doesn't work for me and I only have the source code

paper galleon
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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

obtuse herald
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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

paper galleon
#

But I usually just go to source manually anyways

obtuse herald
paper galleon
vast widget
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^

obtuse herald
#

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.

vast widget
#

I think you're right about the editor debugging symbols though

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that's silly

obtuse herald
#

yeah

vast widget
#

download rider

obtuse herald
#

also 40 gb

vast widget
#

search everywhere using the function name

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takes like 2s tops

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Intellisense is hot garbo for UE projects

obtuse herald
paper galleon
#

It doesn't take long to find at all seeing as most BP functions are just wrappers

zealous fog
#

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

modest monolith
#

I don't understand why my mesh doesn't destroy on damage

paper galleon
waxen gull
#

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

paper galleon
waxen gull
#

i get an angle of 70

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when i rotate that vector about 90 degrees

paper galleon
#

And you should get ??

waxen gull
#

90

zealous fog
waxen gull
obtuse herald
zealous fog
#

So it got me wondering, if I just make reuseable components for a lot of things would that negatively impact anything

paper galleon
zealous fog
#

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

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Sorry if I was unclear

paper galleon
# zealous fog So it got me wondering, if I just make reuseable components for a lot of things ...

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.

paper galleon
waxen gull
#

does anybody know how to get an Exact Angle between two vectors ?

paper galleon
mellow folio
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If it doesn’t help you, don’t do it

modest monolith
#

Bro this apex destruction is a mess

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totally random

paper galleon
#

Also, it's probably too early to worry about performance until it actually slows down your game.

zealous fog
mellow folio
#

Putting logic on parent classes is a bit more preferred

zealous fog
#

I'm not worrying about an issue I have right now I just want to understand components better

mellow folio
#

If you don’t understand why to put logic on components, then you shouldn’t do it

paper galleon
mellow folio
#

Do what makes sense in your head

zealous fog
paper galleon
#

If many different types of actors need the same logic, use a component

zealous fog
#

Right now I have an inventory component that communicates through an interface with the actor its attached to

modest monolith
#

I DID IT!!!!!!

paper galleon
zealous fog
#

But it feels like a lot of steps and that im missing something that makes it more streamlined

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I'll show some screens give me a few mins

mellow folio
#

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

paper galleon
mellow folio
#

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

modest monolith
#

Ezzzzzzzz

paper galleon
#

Good, now go and actually learn.

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It'll save you a lot more time than you think

trim matrix
#

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?

paper galleon
#

Don't spam messages across channels
Also, have you checked the "window" tab?

trim matrix
#

sorry i spam cuz no one was answering

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yeah and it doesnt work

obtuse herald
#

not the best habbit

paper galleon
#

Someone will eventually answer. You're risking a ban is what I'm saying

paper galleon
trim matrix
#

yeah i fixed it thank you

paper galleon
#

Aiit

zealous fog
#

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

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In the employee blueprints it will send a message to the component

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In the component it gets added to the int of that product

modest monolith
#

Oh can I deactivate collision on chunks created by apex destr?

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I mean I've put that after hitting set no collisions

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but still it collides

obtuse herald
paper galleon
paper galleon
#

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

mellow folio
paper galleon
#

Once as a message, and another as an event. Both essentially do the same thing.
Slight differences but similar outcomes

zealous fog
#

Just like this then

zealous fog
paper galleon
#

Eliminate all use of the interface.

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You don't need it

obtuse herald
paper galleon
#

The add product function can be implemented as a normal function within the inventory class.

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Or you can even get the component reference manually.

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Without using get component by class

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The above function is useful when you don't know the type of actor and if it contains that component

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Say from a hit result or overlap result

zealous fog
paper galleon
#

Do you know the type of Manning employee? Is it a generic actor or you know if it's a character

zealous fog
#

its a character

paper galleon
#

Like the reference specifically states that it's a character?

jolly surge
#

Is there a way to get more numbers after the decimal point with a vector variable?

paper galleon
zealous fog
#

Oh no, the variable type is an actor

runic parrot
#

Hi! does anyone know of a way to bypass this?

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I already removed all the references i could find and still throws the error

paper galleon
modest monolith
#

You must study more guys

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too many questions

zealous fog
#

Should be impossible for the return value to be invalid

paper galleon
zealous fog
#

Only becomes manned employee if it is an employee (who always have inventories)

paper galleon
#

Ah.. you have a tagging system.
The check is still useful cause a null reference can crash your game.

zealous fog
#

Fair point

paper galleon
#

It's best practice to handle any exceptions that may occur in your code.

zealous fog
paper galleon
#

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

zealous fog
#

But then any actor would become the manned emplotee

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If it overlaps

paper galleon
#

Probably easier and better ways of doing this but yeah. This is removes the indirection of the interface

paper galleon
paper galleon
#

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.

zealous fog
#

Because I removed the interface, I now need a way to update the HUD when the event is called in the inventory

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Would this be the way to go?

paper galleon
#

The HUD reference, where is it?

zealous fog
#

On the character that the player is controlling

paper galleon
#

Btw, you're still using the interface in the inventory, no need for it

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Change that function to a regular member function in the inventory and remove the interface completely.

zealous fog
#

Oh lol woops yeah wrong event

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Fixed it

paper galleon
#

The HUD reference is a bit tricky cause I don't want you to cast. But it seems like the way to go.

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Only employees have the HUD I presume?

zealous fog
#

Yes, only the player character

paper galleon
#

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

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The cast automatically handles a null reference so you should be fine

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There's negligible performance cost to the cast

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The upside to this method is that if the owning actor does not have a HUD, nothing happens

zealous fog
#

Is it wrong to use an event dispatcher?

paper galleon
#

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

burnt canyon
#

What is the proper way to rotate a Rotator by something like 180 in one axis

paper galleon
#

Rotate a rotator?
Weird. But you'd usually add 180 to the pitch, yaw, or roll depending on the axis you want.

zealous fog
#

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

burnt canyon
#

Pretty sure if you do that then the engine will freak out once you pass 360 correct?

zealous fog
#

not HUD, but they do have a widget that displays their inventory

paper galleon
zealous fog
#

Yes

#

This is the character HUD atm

#

Im just prototyping right now

paper galleon
paper galleon
trim matrix
#

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

zealous fog
#

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

paper galleon
#

It's a nice hobby that actually has the potential to pay out

zealous fog
#

I'm going to school for game design in september

#

So right now I'm just making games and prototypes

#

To practise a bit

paper galleon
#

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.

zealous fog
#

Ugh I made a dynamic order system it took me a week and still looks crap lol

fiery swallow
#

Any reason something might not take radial damage, but will take apply damage?

#

nvm

#

took a little bit of using my brain

flat coral
#

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?

fiery swallow
#

find look at rotation?

flat coral
#

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

plain hemlock
#

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?

half portal
#

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

flat coral
solid sable
#

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.

spark steppe
#

if you set it, it will turn with the turn speed, guess desired get's set by that

flat coral
calm citrus
#

anyone know how to fix camera clipping into walls when using True First Person without making the capsule radius bigger?

tranquil gorge
#

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?

spark steppe
#

you are aware that there is a rotate to AI task?

flat coral
#

Doesn't rotate at all. Moves around all over the place facing the same way

flat coral
#

That's my movement function

spark steppe
#

rotate to face bb entry

#

while the entry can be an location or an actor

flat coral
#

aw hell yeah I can work with this! does it use the rotation speed of the actor?

spark steppe
#

i think so, yea

#

and i dont know if that matters but on my NPC i have disabled "use controller desired rotation"

flat coral
#

I bet you have this on tho

#

My understanding is either works but it's one or the other

spark steppe
#

no, they are off, too 🤷

#

let me check another thing

flat coral
#

Huh! Then what's actually turning your pawn?

spark steppe
#

the ai task

#

i don't even have an CMC for my flying pawn, just using the floatingPawnMovement component

flat coral
#

Interesting! I should probably be using that component

#

instead of CMC

spark steppe
#

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

flat coral
#

Ahh clever

spark steppe
#

so i pick the control rotation (which the ai task sets) and apply it on tick

flat coral
#

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)

spark steppe
#

so my actual turnrate is the interp speed

flat coral
#

Do you have an AiController class or are you just using the default?

spark steppe
#

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

flat coral
#

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

spark steppe
#

just kicking of my behavior tree

flat coral
#

Does the standard AI MoveTo work on the FloatingPawnMovement or are you doing something custom?

spark steppe
#

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 😄

half portal
# solid sable how can i make my top down character aim where where the cursor is pointing but ...

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...

▶ Play video
flat coral
spark steppe
#

yea that floating pawn movement component might suit you better

#

as you don't need swimming, and all that stuff which the CMC adds

fickle nebula
#

I have a scene capture and when I change it to orthographic view it hides the sky, anyone knows why?

flat coral
fiery glen
#

unless it's facing the same way here

fickle nebula
#

it's the unreal standard

fiery glen
#

which one

#

BP_sky? Sky atmosphere?

fickle nebula
#

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

fiery glen
#

not sure what the best practices are there

#

seems certain materials with fresnel might not show up in ortho views

#

might be related

tranquil gorge
#

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

dark crow
#

Well, not without the warning

sudden nimbus
#

there will most certainly be some kind of useful message in the Output Log*

runic parrot
#

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.

runic parrot
# sudden nimbus 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.

split ginkgo
#

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?

brazen pike
sudden nimbus
# runic parrot This is my table ST If i try to get some row from there and do "Resolve soft ref...

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
https://forum...

▶ Play video
dark crow
#

I think I had some problems with Soft References in DTs too

split ginkgo
dark crow
#

Would not load sometimes

runic parrot
sudden nimbus
#

It could be, but honestly, it likely isn't. They are just tricky 🙂

leaden dock
#

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

tight schooner
#

Maybe an "IsValid" node would've worked too

flat coral
#

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?

twilit heath
#

there is a fairly deep inheritance

#

you'd probably want to start with UNavMovementComponent,, or UPawnMovementComponent

flat coral
twilit heath
#

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

flat coral
#

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

twilit heath
#

navmesh is there so path can be calculated

#

not to move on

flat coral
#

This all begs the question of why MoveTo isn't working with this pawn lol

twilit heath
#

if its flying... probably because the pathfinding request fails

flat coral
#

I don't want it to do pathfinding

twilit heath
#

use visual logger and record what happens when you give it move command

flat coral
#

Wait what's the visual logger

twilit heath
#

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

flat coral
#

Man this is latin to me

twilit heath
#

docs

#

but on recorded frames where it deals with pathing, it logs all requests and all results in the right hand side window

flat coral
#

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

brazen merlin
#

U can try making the navmesh height a really big number

flat coral
#

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.

brazen merlin
#

Yeah, for flying i usually see a custom setup

twilit heath
#

there is a massive difference between the two

flat coral
#

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.

twilit heath
#

that would be by rolling your custom PathFollowingComponent

#

the default one uses navmesh

#

so it craps out

flat coral
#

Would that be in a custom controller then?

twilit heath
#

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

flat coral
#

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

twilit heath
#

you can't do this in BP

flat coral
#

Bet you I can

twilit heath
#

no, you really can't

flat coral
#

I know for a fact I can call AddForce on the pawn that's literally all I need

twilit heath
#

like not even a small portion of it

#

as nothing in PathFollowing is exposed to BP

flat coral
#

So I throw PathFollowing in the trash and make my own

twilit heath
#

then you need to do the same with AIController

#

or you can't use its API to move

flat coral
#

Nah I'm just using the default AIController anyways, I can just sidestep it

twilit heath
#

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

flat coral
#

Everyone else called it a monster because they didn't understand. But to Frankenstein it was just science.

twilit heath
#

ontop of all the other problems, blueprints are spectacularly inefficient running algorithms like pathfinding

#

tallying up 100x the c++ cost easily

flat coral
#

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.

flat coral
#

More actionable question: How do I call AddForce on a generic actor, where I cant reliably cast it to a known class?

gentle urchin
#

Interface ?

gentle urchin
storm pivot
#

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.

dusky topaz
#

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?

obtuse herald
#

You could also create your own struct to name the fields properly

ornate hatch
#

hey guys i am actually just struggling with bullet wind physics here

dusky topaz
ornate hatch
#

i tried most of mine own methods but didnt got good results

#

and even cant find tuts

obtuse herald
obtuse herald
ornate hatch
#

so is there anyway to manipulate it

#

?

obtuse herald
#

I don't think that matters really, but I could be wrong since I kinda lack experience in that field

ornate hatch
ornate hatch
#

ohh wait

#

i am trying it now

grizzled jungle
#

hi there ^^

is there a way to convert the Key Structure into a string?

sly relic
lime silo
#

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

leaden dock
#

are there no math functions in blueprint?

#

like smoothstep() or so

jagged stone
#

Is there a quick way to reset all the Game State Variables to their defaults (without loading level)?

mental trellis
#

Not really.

icy dragon
cyan bone
#

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?

harsh coral
#

Yeah, never mind, I fixed the problem by simply changing the blueprint itself, so I don´t need to copy settings anymore...:)

#

BUT,

faint pasture
#

You using the stock projectile movement component or did you roll your own?

harsh coral
#

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”"

onyx pawn
#

how can one get the actor that is at an index in an array and call that world location that of that actor

mental trellis
#

"call that world location"?

hallow gate
#

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

cyan bone
hallow gate
#

Nope, still confused, LOL

mental trellis
#

A bit of a misunderstanding, @cyan bone

#

You don't dot product a vector and a position

#

You have to dot product 2 vectors.

cyan bone
#

thats what im doing. i dot product after the subtraction between 2 locations. Right?

mental trellis
#

You have to do (Top-Center) . (Point-Center)

#

That will give you the angle between the 2 lines.

#

Well, a representation of that angle.

cyan bone
#

and what boggles my mind is that sometimes it gets it right

mental trellis
#

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

icy dragon
cyan bone
hallow gate
#

Okay I think I figured out my issue, thanks anyway

mental trellis
#

No no, Clop!

cyan bone
#

@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

fallen glade
#

Is it possible for a binded event (1) to know what has triggered it? (2)

gentle urchin
#

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

mental trellis
fallen glade
#

this stuff

mental trellis
#

Alternatively, there's probalby just "play sound at location"

#

But for single player only obv

fallen glade
#

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

cyan bone
#

@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?

lament fox
#

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?

faint pasture
#

That will be the point with the largest Dot(Normalize(Target-View),Normalize(Point-View))

#

no cross product needed for this

#

Select E right?

gritty juniper
#

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

faint pasture
faint pasture
gritty juniper
#

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?

silk cosmos
#

Do you mean be able to swap from fp to tp?

gritty juniper
#

yeah

silk cosmos
#

You could just use two camera in a single pawn and swap between them, updating visibility of required meshes

cyan bone
#

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.

magic summit
#

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?

faint pasture
cyan bone
#

sorry if i dont explain myself well. this is confusing.

faint pasture
#

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.

magic summit
#

what is strange, it works if I break and make it again

faint pasture
#

assuming all points are in the XY plane

cyan bone
#

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.

faint pasture
#

You weren't normalizing before which is why it wasn't working

cyan bone
#

normalizing?

faint pasture
#

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

magic summit
#

thats true, I as also once caught off-guard by this distance in dot or cross product

#

assumed dot product normalizes it automatically

faint pasture
#

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)

cyan bone
#

This was driving me insane

magic summit
#

anybody help with random from stream?

faint pasture
#

Magnitude of dot product is area of the parallelogram

cyan bone
#

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.

faint pasture
#

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

wanton galleon
#

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 ?

old swift
wanton galleon
tawdry surge
#

Pretty sure you can set the interpolation of the wires in editor preferences too

digital bison
#

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)

torn kettleBOT
#

:no_entry_sign: Nico.ckt#0900 was banned.

nimble vortex
#

thanks!

upper summit
#

Thank you!

old swift
#

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?

grim peak
#

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

faint pasture
trim matrix
#

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.

vestal gull
#

how to get first person camera walking shake like this?

tiny comet
#

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

grim peak
fallen glade
#

:/

mental trellis
#

Use 1 audio component and change its cue.

trim matrix
fallen glade
mental trellis
#

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...

fallen glade
brazen merlin
#

I do footsteps as anim notify events, per foot, then check the PM which plays the right sound.

mental trellis
#

Spawning ad hoc components is always bad if you do it continuously.

fallen glade
mental trellis
#

Better to have 1 per foot, even if you spawn those dynamically, don't deleet and add them.

brazen merlin
mental trellis
#

Are you doing SP or MP, @fallen glade ?

brazen merlin
#

I kinda end up using data tables for everything but u dont have to

faint pasture
#

Why would multiplayer make a difference here?

fallen glade
#

Single player no way I can deal with multiplayer

faint pasture
#

Not being snarky, I genuinely can't think of why it'd change anything

mental trellis
#

You don't technically even need an audio component... I think.

fallen glade
#

??

mental trellis
#

I'm sure there's a fire and forget function to just play an audio cue.

faint pasture
#

Yeah just play sound at location

fallen glade
#

yeah but I need to tweak that cue and can't do it without a component

mental trellis
#

The component implies some sort of ongoing sound that moves with your character. Like maybe background music.

fallen glade
#

stuff like this

#

etc

faint pasture
#

OK so you have a continuous cue with step transients?

fallen glade
#

To mix theese

mental trellis
#

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.

faint pasture
#

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

fallen glade
#

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!

bold phoenix
#

Hey ! Anyone knows if it possible to save and load the game from a folder path rather than slot ?

gusty shuttle
#

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?

mental trellis
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Isn't that what it's meant to do? Not sure I understand the problem.

gusty shuttle
mental trellis
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Well, you didn't say "save all" 😄

gusty shuttle
mental trellis
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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.

gusty shuttle
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Aye, I suppose it wants me to save an auto save level. I'll try to recreate. Seems to happen after fixing redirectors

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I'll try to recreate the issue

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Well whatever it was it's "fixed". Seems like an issue that's being tracked on the forums

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I fixed it by closing the project and reopening, fixing redirectors and that seemed to clear it up, for the record

mild crystal
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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?

mental trellis
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Don't disable the F key.

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Just stop it executing the attack if there's already an attack happening.

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Add some sort of bool. "IsAttacking" or whatever.

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Set it to true when you hit F and then to false when the attack has finished,

mild crystal
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ok

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its because i made this and i dont want to play multiple times the same animations if for exemple

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someone spam F key

blissful grail
rare gale
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Wouldn't the Select node work to clean that up rather than a Switch?

mild crystal
rare gale
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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

digital bison
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Why will my character not jump when it lands?

mild crystal
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I need help

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can someone tell me how do i remove input from only F Key

winter pebble
digital bison
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Wow it works XD thank you

winter pebble
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No worries 🙂

digital bison
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Is it possible to achieve it without a delay though?

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For example, whenever the character is FREE to jump then it will execute?

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Having my character touching the ground for a period of time is actually a bad thing 😦

winter pebble
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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

digital bison
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Hmmmm

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Maybe I can get more access if I write the function in Cpp

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Better control*

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1 last question: Is there a way that I can make an exec flip the value of a bool?

digital bison
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But an exec is not a bool

winter pebble
digital bison
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Yeah I'll check out the definition, thanks a lot

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Do you know about the flipping a bool with an exec?

winter pebble
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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

faint pasture
digital bison
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But I don't think that does anything useful

faint pasture
digital bison
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No I want to set isJumping to true when I press space and false when I let go

faint pasture
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It's right there. Set it false on released

digital bison
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"there" is where XD

faint pasture
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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)

digital bison
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No it's not what I'm doing

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I'm trying to set the bool to true when I press space and false when I let go

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Im also using UE5 and they don't seem to have an is input key down anymore...

faint pasture
winter pebble
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It should look like:
Pressed -> Set IsJumping (True) -> Jump
Released -> Set IsJumping (False) > Stop Jumping

digital bison
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Ah so what I have for pressed rn does actually set isJumping to true?

winter pebble
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Yep 🙂

gentle urchin
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Isnt there a jumping bool in the cmc?

faint pasture
gentle urchin
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Or atleast inAir

winter pebble
faint pasture
digital bison
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I had no idea honestly it didn't make it very clear

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So this

faint pasture
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Yes that's as clear as can be

winter pebble
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yes, and then connect the empty white arrows on the right to the "Jump" and "Stop Jumping" nodes afterwards as well 🙂

digital bison
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I actually have no use for the stop jumping node but thanks guys

gentle urchin
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IsJumping or just Jumping

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Putting 'Is' in front of every bool is redundant imo

winter pebble
faint pasture
digital bison
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Maybe but that seems to be what Unreal has done

gentle urchin
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CanJump would be sensible tho

gentle urchin
winter pebble
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How can jumping be real if our feet aren't real?

gentle urchin
winter pebble
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Touché

gentle urchin
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Well its up to each and every one i suppose^^

digital bison
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Saying "is" at the start of a bool isn't doing it poorly

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XD

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You just have a personal preference on how bools should be named 🤷‍♂️

winter pebble
gentle urchin
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I ment the argument

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Was a poor one

digital bison
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The argument depended on the context

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And depending on the context

gentle urchin
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Sorry if that was unclear:p

digital bison
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It wasn't a poor argument

gentle urchin
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Guess we'll disagree there :p

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I'm not on to talk anyways, my style guide is fluxating a lot 😂

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IsJumping isnt bad by any standard really, i've seen a lot worse

gentle urchin
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My earlier coworker swapped between english and norwegian for the variable names

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Add inn typos and you're golden

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Even calling the same thing different names in different program parts. Was hella confusing

ornate hatch
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@faint pasture and is there any way i can set up perfect marks on a sniper scope for bullet drop and wind?

winter pebble
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Yeah that sounds not fun to debug 😛

gentle urchin
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Spent soon to be two years cleaning it up

faint pasture
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GameState is where I'd guess.

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unless you're using some Wind system

ornate hatch
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Like random wind after specific amount of time

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Or just some static level based winds

faint pasture
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Is wind global? I'd guess so as it'd be a lot more complex if not

faint pasture
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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

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By not predictable I mean you'll get slightly different results at different framerates due to integration errors.

ornate hatch
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Oh then instead of tick would timers work?

faint pasture
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Why would you use a timer? PMC updates on tick anyway

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You really want to make your own projectile system though and integrate drag into it, it'll be much better.

ornate hatch
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I thought PMC was the allin one dude

faint pasture
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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

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It is sorta all in but not great for sim stuff

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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.

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Mine uses line traces instead of shape sweeping (Don't care about the diameter of a bullet, it can be treated as a point)

ornate hatch
ornate hatch
faint pasture
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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.

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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

ornate hatch
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Why line traces, those can't be bent right?

faint pasture
ornate hatch
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Htf u do that???

gentle urchin
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Divide and conquer

faint pasture
woven kiln
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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

ornate hatch
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I will try it tomorrow

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I don't have access to my home pc now

gentle urchin
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Predict and trace projectile path may be helpfull

faint pasture
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Drag and framerate exaggerated

gentle urchin
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The wind would be static tho

faint pasture
gentle urchin
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Sure it does

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With some math

ornate hatch
gentle urchin
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Knowing distance, mass you can calculate accumulated wind force

faint pasture
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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

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It all depends on what you consider "close enough" though.

gentle urchin
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True

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Is it ment to be static?

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As in, once the shot is fired, wind remains static untill hit?

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Not globally static, but static in context of that one shot ..

faint pasture
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The thing about wind is your acceleration depends on your velocity. wind and gravity are completely different

ornate hatch
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btw where tf i openLevel blueprint in ue5

faint pasture
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If you need to be insanely accurate I would simulate the path at a constant timestep and then interpolate for the tracing

faint pasture
ornate hatch