#blueprint

402296 messages · Page 906 of 403

teal lagoon
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Cook, I'll try that, thank you.

icy dragon
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Consider looking into granular synthesis for vehicle engine.

teal lagoon
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I think that did it 🙂 Thank you again!

teal lagoon
icy dragon
teal lagoon
faint pasture
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Make a cue that has parameters Throttle and RPM and feed it on tick

teal lagoon
icy dragon
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Also since you use UE5, do consider using MetaSounds as opposed to sound cues

teal lagoon
teal lagoon
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Got MetaSound installed but I think I was pretty close to having something work with the SoundCue for now, and I'm 2 days into this problem XD

Unlclear why its not firing as the RPM's should be setting off the audio :/

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I'm going to crash for the night (Eastern Time) but thankyou for those that pushed me along 🙂

late gorge
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any clue why my pawn is getting placed at a random position? im not calling any set actor location anywhere and im even setting ignore move and look input while the widget is open (the code is really simple, im 100% sure of this)

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this is on first person template with just the meshes removed and ability to fire disconnected

surreal peak
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Are you holding forward when you open the widget?

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If you change the input mode you may never give the engine the chance to release the key

late gorge
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oh lol the set ignore is supposed to be true

surreal peak
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Try flushing input on the PlayerController

surreal peak
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Even then

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Try to also flush input

late gorge
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dont think that's possible in blueprints

surreal peak
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It should

late gorge
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and it did the trick to set the ignores to true

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not false

surreal peak
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Also if you change the input mode to UI only and flush inputs it should also work just fine. But sure if it works now then don't worry (:

late gorge
surreal peak
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It could be that your character keeps walking when you close the UI again

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Not sure

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Hm I could swear I use this in BP

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Maybe I exposed it...

late gorge
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its likely the set ignore move input does the flush

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never had an issue using this method to make sure pawns or characters stayed put

surreal peak
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Iirc that only sets a boolean which is checked but would need to double check

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Hm okay

late gorge
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but always forget the true/false is tricksy xD

soft peak
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hi, in blueprints, how can i get the mesh played inside the playerstart?
what i got:

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what i tried

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but it does not found anything

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i can use tag on "playerstart" istself, but how am i supposed to find the mesh then?

spark steppe
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i'm not sure if playerstart is an actor

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most likely not

trim matrix
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Hey guys ! Do you know if it’s possible to run GC in a blueprint ?

spark steppe
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and i think it's not recommended after all

trim matrix
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Yeah but I would need that for a very specific type of test.. not for a game

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Do you know any plug-in to do that ?

spark steppe
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no, but there are some, i just cant recall which did add that

trim matrix
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Ok will have a look ! Thank you for the info !

spark steppe
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also it's just one c++ call iirc, so you could make your own node if you cant find anything

trim matrix
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Awesome !

spark steppe
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also, UE5.1 seems to have a "collect garbage" node?!

trim matrix
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Oh wow !

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Damn I’m still on 4.27

spark steppe
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well, you could look at 5.1 source and see what it does

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so at least you got an official resource

trim matrix
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Do you know why they say:

You should never ever allocate and destroy anything rapidly “At a rapid rate” - If you are doing this then you should be using a spare list. And reusing those allocations.

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On thé forum

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Why could he the downside of doing so ?

spark steppe
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garbagecollection 😛

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idk for sure, sorry

trim matrix
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😂

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No worries

spark steppe
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well either that, or memory allocation

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and it may also depend on what you create/delete at a rapid rate

trim matrix
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it's on 4.27 too !

olive sedge
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hey guys! Is it possible to override blueprint custom events in child BPs?

tight schooner
# trim matrix Do you know why they say: You should never ever allocate and destroy anything r...

I couldn't give you a detailed technical explanation, but spawning stuff has a cost and can impact GC and memory usage (as resources used by the destroyed stuff isn't freed until GC), so "pooling" is a common strategy for that. There's also a built-in pooling system for Niagara VFX (it's on the spawn nodes) cuz it's typical to spawn/destroy a lot of them. And yeah, the Collect Garbage BP node has been in UE4 for years.

tight schooner
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just remember to "call parent function"

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if you need it

olive sedge
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how do you do that?

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I mean custom events tho

spark steppe
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click the override button at events or functions

olive sedge
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if I want to name a custom event like in the parent, it doesn't let me

tight schooner
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I think the node will just be available if you search for it

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to slap that parent event on your child event graph

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(remember to compile the parent BP first...)

olive sedge
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where, search? and I don't mean event dispatchers, I mean custom events

tight schooner
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yeah

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right click on an empty space in the event graph and type?

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I'm starting UE4 just to make sure I'm not losing my mind

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yeah, if your parent function has (e.g.) MyCustomEvent in it

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go to your child graph, right click, type MyCustomEvent, scroll up a little, and it'll be in the "add event" section

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as an item named "Event MyCustomEvent"

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merely adding it to your event graph overrides the parent event. Right click on the event node and "Add Call to Parent Function" if desired

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Or like Ben said you can click the Override button in the functions rollout

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to get a list of override-able functions/events

olive sedge
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aaaah.

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ok

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yea

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thanks @tight schooner :D

remote meteor
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construction costs

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especially if you are trying to do like 60 times in a frame

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if you have those cases, its either you should do object pooling or aggregate the spawn

soft peak
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what is the correct way to clamp the movement of a player? via set location??

quiet canyon
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Guys do you know how I can, get FVector (of black object)based on the **rotation ** of my blue object
Bear in mind the goal is to find Black Object pointed and then SPAWN it there ... at the time of calc it's not spawned.

trim matrix
remote meteor
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find look at > x vector from rotation

trim matrix
quiet canyon
remote meteor
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yeah you just need to know the location

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find look at takes in 2 location

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not actor

quiet canyon
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ok but I'm trying to find where would be the second location and then spawn the blck Obj there... I don't know where will be ..

remote meteor
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oh

quiet canyon
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all I have is localtion of Blu obj and it's rotation

remote meteor
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the usual way to find offset

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is this

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hold on

quiet canyon
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it must match the rotation of the blue obj... i.e. like Clock .. arrow's roation will point to where I would need to spawn the black obj

remote meteor
mental trellis
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UnrotateVector -> (Black.Location - Blue.Location) by Blue.Rotation

remote meteor
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the usual way we calculate location offset is this

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you need to know from where, which direction, how many units

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then you can know the other location

mental trellis
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If have an offset from blue, in blue space, and you want it in world space, use Blue.Location + RotateVector -> Offset by Blue.Rotation

quiet canyon
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@mental trellis @remote meteor guys , sorry but I don't have Location of Black Obj ...

  1. I have location of Blue OBJ
    2 I have rotation of Blue OBJ (Rotated -40 of Roll i.e. X)
    My goal is to spawn black OBj in direction based on Blue Obj with some offset ...
    so in order to spawn it I need to know how to find the future vector for spawning
    If your answers are anwering this.. then just ingnore me until I figure out your answers
remote meteor
mental trellis
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See my last message

quiet canyon
remote meteor
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The break is for comment purpose, not needed in the equation

mental trellis
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That would always move it in the +x direction, not an arbitrary offset

quiet canyon
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@mental trellis if you meant this -> it's not working.. I'm spawining it in above the blue object and not in let's say 2 o'clock if we take analog clock with arrows

quiet canyon
mental trellis
quiet canyon
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@remote meteor this on also not worked for me it was moving it in X derection as @mental trellis said

mental trellis
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Do you want a clock solution where you want the black thing to appear at a particular hour on the clock?

remote meteor
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uh

mental trellis
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A yes/no instead of a heart might be a better response.

icy dragon
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I guess the vocab goes like this
❤️ = yes
💔 = no

mental trellis
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I'm not responding to those, though.

quiet canyon
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Yes I would like, you were spot on .. and I don't expect anyone to take the time to help me ... I was emotional 🙂 @mental trellis

icy dragon
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Can we make bool replacement with that tho? :pogU:

wise tide
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does the print node print on all clients? I am trying to make something client side and when I print it is printing on all clients and im not sure if thats because i messed it up or if print just works like that

icy dragon
wise tide
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Yes, I am testing multiplayer in editor and it is printing on all "clients", not sure what they are called

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when you press play and it opens 3 windows, one for each client. My print string is printing to every window, not just the one interacting with my object

mental trellis
icy dragon
wise tide
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I see, I didn't know if I just messed up my object and it was actually not client side or if print string just shows on all clients

icy dragon
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Also since simulated MP is still under one editor, that'd be bound to happen

remote meteor
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so if you are not going to bother to read the comments then i have no idea

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what is wrong?

icy dragon
mental trellis
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What are you trying to do with combine rotators?

remote meteor
icy dragon
quiet canyon
quiet canyon
# remote meteor what is wrong?

I read the comments ... but what I'm getting is the black obj is spawned in X direction (I'm talking the first code..). Thisi 2D sider scroller so forward is in Y and Z is up ... X is not used just as depth ...

mental trellis
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  1. Add a make rotator node. Connect your require hour * 30 to the roll value. Then drag off the output pin and do rotate vector. In the vector part of that node, make the Z value (not X, sorry, that was a mistake!) the distance away from the centre you want.
remote meteor
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oh yeah now we get more info

mental trellis
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Then in the output of that rotate vector node, you get make another rotate vector node (don't use the one with quat)

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In the rotator input put of that node, you put blue's rotation.

wise tide
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Trying to make a changing room so my players can change skin in lobby. I made it so when someone enters the changing room it locks and other players cannot enter. I was going to freeze the player and change their camera to one in the changing room so they can see themselves using "Set View Target with Blend".

It doesn't seem to work how I expected though. It just makes them look from their pelvis. Any ideas?

remote meteor
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your actor's scene component need to have a camera component, set view target with blend will find it automatically

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or you can always have a fix camera in the levels and blend to them instead

wise tide
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Yeah it does

remote meteor
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where is that camera?

wise tide
remote meteor
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new view target shouldnt be empty

obtuse herald
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New view target should be your camera you want to switch to

wise tide
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you cant put in camera component, when I looked it up apparently you put self and it gets the camera from the actor

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oh I see where I went wrong

remote meteor
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you put self

wise tide
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I need a self node, it doesnt just automatically use self

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yea

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tyvm

obtuse herald
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Eh yeah you're right

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Use self instead

quiet canyon
limpid bronze
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I don't know if this is the right channel to post a question in

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but how do you use flipbooks in widgets

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I want to put an animated character on my title screen

mental trellis
limpid bronze
icy dragon
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(considering it'd be done with materials)

serene bramble
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How do I get/show and change keybinds with game user settings?

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Also, is there a built in way to add hover/click sounds to buttons in my UI? Or do I just have to manually add sound?

quiet canyon
# mental trellis

I had to do some modifiations ...... but that definatly worked ! Thank you very much>
Final BP ->

mental trellis
sly forge
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Does anyone know why my bp loses its parent everytime i open the project?

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i didnt rename my cpp class

quiet canyon
obtuse herald
serene bramble
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Oh wait, is that system not for blueprints?

obtuse herald
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sorry

serene bramble
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All good. Question still stands then

mental trellis
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Heh.

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Silly blueprints.

obtuse herald
icy dragon
serene bramble
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At the moment I want click tones for buttons that open menus and buttons that go back (like most games) to give the UI some more atmosphere. Right now it's very bland and soundless

obtuse herald
serene bramble
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Yeah, about to try it

tiny garden
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Hi, I saw someones bp configuration for a material and was wondering how to create this node /
I can't seem to find it using the search function or online, is there a shortcut to create it?

icy dragon
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Why does the images looked low res all of a sudden lol

obtuse herald
icy dragon
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I thought Discord screwed up or we having low res hour lmao

limber jacinth
tiny garden
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Thank you

solar needle
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How to make turret see spesific actor ckass

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Most turret tutorial only target pawn

icy dragon
solar needle
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Yes but i need my turret to fire spesific actor. I dodnt know what node it called

solar needle
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i need to change get player pawn. into specific actor in BP

serene bramble
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Can I turn a string into a specific type of enum if I know the string will be one of them?

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Doesn't seem it'll auto convert

icy dragon
solar needle
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i check that later.

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for now there is a bigger problem. i was using find look at location but orientation all wrong despite the socket

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image number 1 is the real orientation

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i use socket btw

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nevermind the socket making the problem it seems

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finally its finished

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damn hard

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@icy dragonbtw when i type cast. there is a lot of cast. which one should i use ?

icy dragon
solar needle
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i mean the nodes

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as long it can connect to get actor location

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i dont have to connect executable ?

icy dragon
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Well, you still have to have the Cast node to be executed

mental imp
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so basically im try8ing to get this animation to play where they draw their sword and the sword will follow the hand. i have this code but at some point it stops working. the green check marks are parts where i confirmed it worked, but the red question mark is where it breaks and i cant figure it out. any ideas on why this is breaking?

tawdry surge
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First cuz it's bothering me, why are you checking not equal to false? You could just plug the bool in directly and get the same result
And can you define "breaks"?

mental imp
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i mean it stops working, the code is broken

mental imp
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im pretty new to this stuff

tawdry surge
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The set is fine. The check is just returning what the bool already is, so it's pointless

If you right click on the branch and add a breakpoint, when you hit play it'll stop the code execution there and you can step through to see what's happening
Or
You can use print strings to do it

mental imp
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It’s just straight up not doing anything

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Which is weird

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do you think its a problem with my mesh

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meshes

tawdry surge
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If the mesh isn't compatible with the montage then it won't do anything. You sure it's using the right skeleton?

trim matrix
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guyz, do you know how to solve that issue?
LogScript: Warning: Attempted to access glTFRuntimeAssetActor_10 via property CallFunc_FinishSpawningActor_ReturnValue, but glTFRuntimeAssetActor_10 is pending kill

cyan bone
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Hard question:
I have group of soldiers moving into random positions. And need to form a overall collision for them.
So i have these blue lines already from the convex hull, in the figure 1.
But now i need to turn into a cylinder-like procedural mesh like in figure 2.
And then convert it to a complex collision.
How can i turn the 2d geometry of figure 1 into the cylinder-like procedural mesh of figure 2 ?

tawdry surge
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@mental imp open the montage asset and see if your skeletal mesh is in the list of preview assets.
You can also check the skeleton the montage is targeting is the same as your skeleton mesh from the content browser, by hovering your cursor over each and looking at the asset data

mental imp
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its targeting a skeleton of the model, not a skeleton mesh. is that what i want?

tawdry surge
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@trim matrix it's saying you tried to reference an asset that's been destroyed and is waiting on garbage collection to remove it. Just do an "is valid" first

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@mental imp what do you mean skeleton of a model not a skeletal mesh?

earnest tangle
cyan bone
trim matrix
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guys, i'm trying to free the memory of previous glTF, using a destory+garbageCollector... the actor is properly destroyed, but the memory of previous one is not released.. any idea?

icy dragon
mental imp
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yeah

mental trellis
icy dragon
# mental imp yeah

What makes your weird delay setup more preferrable than anim notifies?

mental trellis
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Then for every vertex, vertex+1, vertex+(initialsize of vertex list) and vertex+(initialsize of vertex list)+1, add in 2 triangles

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(up to initial vertex list size-1)

icy dragon
# mental imp yeah

I don't know about you, but I'm doing equip/unequip logic for the weapons with anim notifies, and it worked fine

mental imp
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I’ll see if it fixed it

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which anim notifies

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do i use

icy dragon
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Make your own.

mental imp
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plelase explain

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i dont know what anim notify even is

icy dragon
# mental imp i dont know what anim notify even is

Today we're taking a look at a very powerful tool that helps bridge the gap between animation and gameplay logic. Animation Notifiers, (known as "Anim Notify's") can fire events at specified points in your animations. They can be used for footstep sound effects, spawning particles when you walk, playing sound effects at specific points in your a...

▶ Play video
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20 seconds of googling.

mental imp
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thanks sorry

earnest tangle
cyan bone
mental trellis
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If you already have the vertices for figure 1, it's pretty damn simple.

earnest tangle
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👍

mental imp
mental trellis
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Then triangulate the inside too and you're done?

cursive cosmos
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Hey would anyone be able to help me with a small problem im having. Will have to DM tho as its quite long :)

mental trellis
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0,1,2 - 0,2,3 - 0,3,4 for the bottom

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I'm assuming a hull like that is built like a regular mesh

earnest tangle
cursive cosmos
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oh oki!

earnest tangle
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I wouldn't worry about the length so much, it usually isn't such a big deal as long as you can phrase the problem in an understandable way :)

mental trellis
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90% of programmer problems are solved by trying to work out how to phrase it the right way

mental imp
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@icy dragon a weird thing i should add is when i make the sword default to the hand instead of the back, it will work, but only once.

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lemme try to get avideo

cyan bone
# mental trellis

Thanks so much. I saved that. Now its just work until i get it right.

mental trellis
cyan bone
mental trellis
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That will make a mesh. you may need to look at the triangle index ordering (ABC or ACB)

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That will determine which way the triangle faces

mental imp
sly spade
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Is set yaw input for chaos vehicle broken? giving -1(left) input doesnt react the same way as +1(right)

cyan bone
radiant jewel
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Quick question, hopefully, one-to-many versus many-to-many of same reference to diff node types.. any difference for performance?

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would having a Sprite node per Set Flipbook worse, or same, basically

mental trellis
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Probably the same.

mental imp
radiant jewel
glass stump
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I have a camera shake and material movement that plays when the player collides with a box collision, however I've noticed that the longer I go without colliding with it, the faster and more intense both the shake and the material movement is when I finally do. Any ideas why this might be?

slate harness
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Hi, I have a problem with my weapons sway, as you can see on the third image my gun is on the side and i cant figure whats wrong with the code above, can someone help me plz

icy dragon
mental imp
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What am I supposed to use?

cyan bone
mental trellis
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Why are you using create grid mesh triangles?

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Also

cyan bone
mental trellis
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Your second set of debug points don't seem to be right in that image.

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I don't know, I've never used PMC in BPs.

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However, that function isn't it.

cyan bone
mental trellis
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Well, they should be directly above the other points, no?

cyan bone
mental trellis
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Uh huh.

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I guess I'm confusing your debug points with the weird black squares.

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those are your army units I guess?

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So what's the problem, I gave you the algorithm earlier.

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Find the 'add triangle' or whatever method

cyan bone
mental trellis
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Meshes work by having a list of vertices.

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They also have a list of triangles - those triangles are a list of indices of the vertices.

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E.g. you have 4 vertices for a square (0,0,0), (1,0,0), (1,1,0), (0,1,0)

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Your triangle array would be 0,1,2,0,2,3

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With that knowledge, you should be able to create a mesh.

waxen trench
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Hey all 👋

I made a camera plugin for real time strategy / MOBA games that I'm hoping to release for free on the marketplace. I wanted to get some code review on the plugin before publishing and / or get some ideas for where I can go further with it.
I'm new to using the engine and I have a problem with starting and stopping too many projects and re-implementing things I've done before. 😅 I wanted to take a different approach this time and build out fully fleshed out mechanics that I can drag and drop into a game at any time. I'm hoping that open sourcing the project and taking in feedback from other developers will help me make the mechanics the best they can possibly be.

https://github.com/HeyZoos/OpenRTSCamera
https://github.com/HeyZoos/OpenRTSCamera/wiki/Installing-from-GitHub
https://github.com/HeyZoos/OpenRTSCamera/wiki/Getting-Started

I'm considering creating a selection / highlighting system next, but I'm not sure if I should build that into this project or make it another standalone plugin. Any and all feedback would be appreciated! I'm especially keen on getting advice about best practices both for the blueprint code itself, and also for how to make the plugin as a whole modular.

gentle urchin
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BP only?

mental trellis
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Well technically anything BP could be used in c++ as well. How hard that would be would depend on how it's made!

gentle urchin
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Can easily be ported anyways, so its not a big deal

waxen trench
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Yeah all the source is in Blueprints, I was considering making it in C++ but thought not to to make it easier haha. Is it actually more generally usable if it's written in C++?

mental trellis
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It'd be easier to use for everyone - because it'd be easily available in c++ and bp.

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Plus people could browse your code without having to laod the engine and open all your blueprints.

waxen trench
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Noted, okay that should be a pretty straightforward process, I'll be back in a few days with C++ haha

mental trellis
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Lol fair enough 😉

gentle urchin
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The last part is why i'd want it in cpp

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To read the code without having to download anything :p

waxen trench
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For sure, I also prefer reading source code - not sure why I had it in my head that blueprints was the community's "accessible" option so I implemented it that way

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But if most people prefer it in C++ with the option of BPs then that does sound better

gentle urchin
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As long as the necessary functions are exposed to bp, it's all good 😄

trim matrix
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Hi everyone! question, how can i release all textures in the pool from the memory?

icy dragon
trim matrix
glass stump
mental trellis
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No

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It says the target is "Game Mode"

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So "get game mode" is the correct node.

mental trellis
trim matrix
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should i do another step?

mental trellis
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No erm. It should work?

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Shrug

trim matrix
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the message is odd lol

mental trellis
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Ah. You need to cast it to GameMode.

trim matrix
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i guess like this?

mental trellis
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Correct.

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...Get Game Mode should really not return Game Mode Base...

soft peak
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so i have this var in my thirdpersoncharacter blueprint:

mental trellis
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What about GameMode?!

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I'm sure it used to be AGameMode.

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Ah.

soft peak
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how can i get the variable from another blueprint? i have that player1 variable reference:

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how am i able to get "disable_y_pos"?

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character object reference

mental trellis
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Change it to a third person object ref like your other class then

soft peak
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defined as:

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ok i try it thanks

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oh it kinda works....i just need to figure out why it always switches from "true/false"

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thanks alot

teal lagoon
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Hey folks - Struggling to get my crossfade by param to fire.

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It does seem to fire RPM properly

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I'm very new to this, and helping out with the audio side for a game jam, fwiw.

trim matrix
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no idea.. i don't have any game mode BP in my scene

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checking

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oh yeah working! thank you!

low marlin
trim matrix
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i did 😂

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why? not good?

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i tried but the memory does not release everything, i tried to kill all actors and no memory drops.. even after a Garbage Clean

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well i tried, but for some unknown reasons, even after killing all the actors of the game, i can't get the memory usage to be as low as when i start the game

hallow gate
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Quick Query, if I delete all references to a Dynamic Material I've created during runtime, will UE4 automatically remove it from memory to save space?

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I want to clear an array and save memory by deleting a series of dynamic materials and renders I've created before, BEFORE creating more, and I've noticed there's no "Destroy Material" or "Delete Material" nodes, which leads me to believe either my game will slow down in extended playtimes OR UE4 automatically garbage collects them during runtime?

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Does it function on dynamic materials and dynamic renders?

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If so that'll make my life infinitely easier

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Assuming I'm creating them like this (which I am), simply clearing those arrays will then ensure they are deleted?

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This is probably a super minor thing to get hung up on, but I'd rather not have 100 dynamic instances just floating around because I was lazy during cleanup haha

mental trellis
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When there are no longer any strong references to uobjects, they are candidates for garbage collection.

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That may not happen instantly.

hallow gate
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As long as it eventually happens I'm a happy chappy, thank you

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Both of you

gentle urchin
#

Erh, moving it to graphics*

low marlin
#

how do i wait until the player character is no longer touching any actor with the class "door"

prime fulcrum
west gyro
#

has anybody a clue why connecting a controller causes the character to start moving a tiny bit and the camera to rotate as well?

#

its not only for me. Other team members have the same issue so its not my controller

cobalt gulch
#

How can I recheck if the player is still in the box?

#

Because this only does the damage once

crude isle
#

yo how can I make one camera shake blend to another

hallow gate
crude isle
#

idk how to do that lol

hallow gate
#

Google! 😄

crude isle
#

oh god

hallow gate
#

Knowing the names of what you want to do helps a lot

west gyro
#

i would love to be at this point ;D

hallow gate
#

For example, I'm lerping from A (starting position) to B (end aim for rotation) using a timeline (a timer that outputs what you want at certain times) to act as the blend

zealous moth
#

@cobalt gulch you mean like continuous damage while overlapping right? You need to trigger a timer and toggle it on and off. Timers will also loop every so often you tell them to

hallow gate
#

I could really use some assistance, I've been scratching my head on this one for hours;

Basically; I'm Creating a Dynamic Render 2D and capturing a scene to it. Then I am creating a Dynamic Material Instance and setting the Texture Parameter Value to the Dynamic Render 2D.

Then on a button press I am spawning an Actor (PaperA) and setting the material of that actor to the Dynamic Material

Unfortunately, it always comes out black and I have no freaking clue why

#

I've been banging my head on this for hours and honestly if someone knows what I've beggared up I'd love you forever

#

I have confirmed that the arrays are working fine

#

I should note the picture on the monitor is being handled by fixed versions of the Render and Materials as they are permanent, whereas the paper was meant to be temporary

#

Here's the monitor picture equivalent:

#

So doing it manually to manually created textures and materials it works flawlessly, somehow I'm not figuring out what the deal is with these dynamic ones

#

And doing it manually for every picture isn't plausible as I can't create 1,000s of blank materials just in case they need to be used

solar needle
#

making turret aim at AI. but it doesnt work. what went wrong ?

tawdry surge
#

So basically you narrowed it down to the problem being with the dynamic material.
Is the dynamic material being created and is it printing the name from the print string? @hallow gate

stable dove
#

Anyone know why this error is happening everything works perfectly whilst running the game, errors are just filling up the log

hallow gate
hallow gate
#

Something is returning "Null"

tawdry surge
#

Then it's a problem with the parameter value. Are you sure it's doing that?

hallow gate
tawdry surge
#

I can't vc at the moment

stable dove
tawdry surge
#

It's pretty easy to figure out tho

hallow gate
tawdry surge
#

You gotta get the parameter value and print it after you set it. If it's still at the default value (0) then it's not

hallow gate
#

Alright one sec

#

It's definitely setting them

#

And 2D8 is definitely in the array

#

Printing also confirms that the material is set

#

All that leaves is the potential that the scene capture 2D is failing? But that makes no sense

#

Either that or assigning "Final Color" to the texture is somehow not doing what I think it's meant to

#

(IE assigning Final Color in here to the texture)

#

I've had an idea, one sec

trim matrix
hallow gate
#

Omg

#

I figured it out

#

Haha

hallow gate
#

So I created a texture sample parameter and assigned it to that instead of directly to final colour and BOOM, fixed

solar needle
#

i need help how cast properly work

hallow gate
solar needle
#

😢 just 1 more step and my project complete

solar needle
#

is it cover on AI ?

hallow gate
#

Right now that's casting to a widget, I can get you the right one, one sec

#

There, that'll show you what to do

solar needle
#

let me check hope it works

#

i dont get it

thin panther
solar needle
#

basically it referencing to other blueprint

thin panther
#

Say i have a general actor reference and want see if it is a door. I cast to my door using that reference, and if it is a door, i can then use my now soecific reference to access the door

gentle urchin
thin panther
#

Its a type check

gentle urchin
#

^exactly

thin panther
#

Is this pointer what i am expecting it to be

#

Thats all

#

The object on a cast node is where you put your reference to check

solar needle
#

holy shit its working

#

i just need for each loop part

gentle urchin
#

Oh noes

solar needle
#

thanks for help

gentle urchin
#

I smell GetAllActorsOfclass

solar needle
#

yes

#

is that a problem ?

hallow gate
#

I use "Get Actor of Class" not "All" lol

#

Helps that I only spawn one actor to be fair

gentle urchin
#

How do you know which one lol

hallow gate
#

If there is only one, you only need one!

#

😄

gentle urchin
#

yeah if its only ever one, but even then there's usually a better way 😛

rich jungle
#

I'm having some really weird things happening in unreal to me right now. Classes from other projects appeared briefly, invalid data types and invisible variables. A rectangle with a squashed square in it displaying it as a full square.

#

is there any way to repair unreal?

solar needle
#

cant find get actor of class

hallow gate
#

Oh I've heard of passing variables too and from different blueprints but right now I'm settled and happy working in this way

#

If I ever work on a bigger game with a larger scope and more repeated actors I'll definitely advance my knowledge in that field

gentle urchin
#

It's the dirty way 😛

hallow gate
#

So's the fact I'm not using functions, sue me!

#

XD

gentle urchin
#

can often work despite being dirty

hallow gate
#

About 3/4 of this should be in functions

#

Melt your eyes at my desperation to avoid them!

gentle urchin
#

You are, just not with returns 😄

rich jungle
#

I figure there's a reason why you're immediately told not to use it in the official documentation because it's performance heavy >>

hallow gate
#

Well I meant in the clean function area haha

rich jungle
#

it probably runs through every actor you have checking its class

hallow gate
#

Oh

gentle urchin
#

^ along those lines yepp

hallow gate
#

Wait I see what you mean

rich jungle
#

that wouldn't be a performance issue

#

and it's noted as being really bad for that

solar needle
#

my simplified blueprint

hallow gate
#

As long as I don't have a million actors it should be fine

rich jungle
#

so yeah, it's a really dangerous feature to rely on

solar needle
#

at least it work as intended

rich jungle
#

make a comment on it about this?

#

if you run into performance issues later so you'll remember this convo :)

solar needle
#

yes

hallow gate
#

Hehe, if I run into performance issues later I'll swallow my pride and eat the days changing every cast

#

I promise

rich jungle
#

that day I will get my tiny violin just for you

#

XD

hallow gate
#

Out of curiosity, you got any reading materials I can look at to learn how to do it the other way?

#

Just for future learning

rich jungle
#

on how to reference other actors directly?

gentle urchin
#

First question would be why do you need the reference?

#

like, what's the context

hallow gate
#

Yeah

rich jungle
#

you know how to expose variables on spawn?

hallow gate
rich jungle
#

lets say you make a widget

hallow gate
rich jungle
#

make a "HUD" variable and expose it on spawn

gentle urchin
rich jungle
#

then when you're creating it, you slot in your HUD object

#

and you can now reference it inside your widget

hallow gate
#

From my drone to the drone control panel

hallow gate
#

Interesting

rich jungle
#

pretty useful for a lot of things actually

#

play around with it :)

#

like telling a created actor what colour it is when you're spawning it

hallow gate
#

On a different project on a different day I definitely will

rich jungle
#

etc

#

^_^

#

for sure

hallow gate
#

This time around I'm just re-learning all my forgotten C++ knowledge haha

#

And learning how to do basic things in UE4

#

I know what I want to do, but translating that into UE4 jargon can be tough

gentle urchin
#

Is this inside the Drone blueprint?

hallow gate
#

Yeah

rich jungle
#

aye, I've learned coding elsewhere trying to learn BPs now

#

and it's like

#

"but what do I google?"

#

took me a bloody hour to figure out if statements were called branches

gentle urchin
#

xD

#

could've just asked!

hallow gate
#

This was today

rich jungle
#

that was before I was in this discord

#

I totally would have

hallow gate
#

Trying to figure out this render issue

rich jungle
#

speaking of asking!

#

@gentle urchin you are my victim

#

my unreal's been acting really weird

#

like an actor I spawn that has a squashed square in it as a component right?

#

it spawns the square full size

#

even though I've done spawn actors like this before

#

I feel like my install got corrupted somehow

#

because this is super strange

gentle urchin
#

sounds unlikely

rich jungle
#

is there any way to repair my instal?

#

hm

#

you think so?

gentle urchin
#

yeah

#

squashed, do you mean scaled ?

#

you can always verify the engine install,

rich jungle
gentle urchin
#

But I bet it's not where the problem lives

rich jungle
#

see how the thumbnail and the rendering make it full size

gentle urchin
#

right, so the mesh is the root

rich jungle
#

but if you look at the viewport it shows it squashed

gentle urchin
#

now show how you spawn it

rich jungle
#

just with a blank transform

gentle urchin
#

right

rich jungle
#

that determines XY

#

ok

gentle urchin
#

so it'll be the scale that its spawned with

rich jungle
#

ahhhhh

#

ok

#

I've had other weirdness

#

like classes from other projects showing up

#

and ghost variables I can't see or interact with

#

but this at least has a reason

#

thanks :D

gentle urchin
#

ghost variables?

#

if you cant see them, how do you know about them

rich jungle
#

"you can't compile, var_0 has an invalid type"

gentle urchin
#

ah

rich jungle
#

but var_0 doesn't exist in the vars tab

teal lagoon
#

Anyone around who can help me understand why my crossfader isn't firing?

rich jungle
#

and restarting unreal unreal deleted it

gentle urchin
rich jungle
#

no, plugin free unreal with no C++

gentle urchin
#

version?

rich jungle
#

speaking of C++ my friend told me you have to restart unreal every time you edit C++ files

#

is that true?

gentle urchin
#

header files,

#

not cpp files

rich jungle
#

5.0.0

gentle urchin
#

bleeding edge I see

#

😄

#

update to 5.0.1

rich jungle
#

erm, I'm in the epic stor thing and I can't get the right click menu you have

#

nor do I see an update option

gentle urchin
#

o.O

rich jungle
#

ah there we go, not the top right button it's in the library section

#

erm

#

alright well I'm updating and verifying now

#

thanks :)

low marlin
#

how do i create scene captures using a bp?

hallow gate
#

Add component by class?

gritty elm
#

how this works?

#

I want to get path from one actor to another actor.

#

but it return velocity. Not location path?

hallow gate
#

Well yeah, you're getting the velocity

#

Not the path

gritty elm
#

but i need path

hallow gate
#

If you want the direction you'll want to "Get look at location"

gritty elm
#

Like array of world location

hallow gate
#

And it'll tell you the rotation from A to look at B

#

Array of world location?

#

Eh?

#

Explain what you want to do in layman's terms

mild pine
#

Hey guys, so I've got a parent class which sets an AI to block attacks if a random bool weight is true. Then, in each child of that actor I've got like... a sword user, a shield user, etc. Essentially the shield user's variable should be bigger as he's more prone to block, but when I set the value in each child its overriding eachother's variables. How can I prevent this? Im setting the defense mechanic in the parent because it's triggered by an anim BP, in which case I'd prefer not casting to every type of AI 😅
https://i.imgur.com/7yATxVa.png

gritty elm
#

@hallow gate does this works? I'm running this on tick

mild pine
hallow gate
gritty elm
#

so what method should be

#

I want to move my projectile to one location to other location

blissful inlet
#

Hello ! I have this problem where one of my nodes in a blueprint made my game crash. It made it so that I cant open the blueprint anymore, and so i cannot correct what made the game crash. Do any of you have any idea on how to retreive the contents of this blueprint, or how to fix the crash. I know where the problem is, i juste cant access it. Thanks !

#

I'm not sure where else to post that question. Sorry if thats not the right channel

cursive cosmos
#

what would i plug in this? its casting to a widget

thin panther
cursive cosmos
#

like what?

cursive cosmos
#

that doesnt help

thin panther
#

It does

#

You need to plug in a reference to the widget you wanna interact with

#

Casting is just checking if its the right tye

cursive cosmos
#

i done it another way

thin panther
#

How

blissful inlet
#

oof, wasn't setup, i'll do it. thanks

thin panther
tight pollen
#

any idea for a smooth transition from animation to ragdoll? when the character dies, it turns on the animations and after a while it goes to ragdoll, but this transition looks poor, there is such a cut

#

someone can help?

gritty elm
#

how to predict projectile path from one actor to another actor location?

whole dune
#

How can i make my spline procedural like this? so i can change he position of the yellow thing after a spline point if thats possible?

#

would help a lot!

#

im thinking about having a variable that sets the visibility i just dont know how to do it after a spline point

gritty elm
#

should i run these function on tick?

#

i have projectile. and i want to move my projectile from spawned location to target

#

missile

versed sun
#

only if you were adjusting the points around/ Aiming

#

Im playing with it now

gritty elm
#

how to move projectile from one location to another target?

#

like spawn missile and it will move in trajectory to target location

whole dune
gritty elm
#

it will not work

whole dune
#

But it has no physics

gritty elm
#

it is custom arc.

whole dune
#

Is it more like a nuke or artillery?

gritty elm
#

like this

whole dune
#

just copy the first person projectile code

gritty elm
#

you can imagine it is missile

#

which move from one location to target. but in arc

#

first person projectile is not arc

#

it is just projectile which spawn.

whole dune
#

So you aim, and then it calculates the angle which it has to shoot?

gritty elm
#

it doesn't have to be aim. only spawn and then move to target

#

like mentioned above

#

this causing fps drop to 5-10

#

are all parameters correct?. or any thing need to change @whole dune

whole dune
#

I didnt suggest that

gritty elm
#

so what approach will be?

versed sun
#

if its not a moving target (Point B) , just fire it one time and save the data

gritty elm
#

it is moving and it should be move in trajectory

#

in other words i want to find path from one actor to other actor

#

@whole dune ok I tested. But it doesn't works.

#

sphere is only draw at start actor location. also it lag too much

waxen gull
#

@gritty elm What exactly do you want to do ?

#

you want to make a projectile hit your target right ?

gritty elm
#

Yes

waxen gull
#

so

gritty elm
#

I have missile. The missile should move in parabola

gritty elm
waxen gull
#

yea

gritty elm
#

from spawn location to target location.

#

but in curve. not just lerp location to target. which is unrealistic

#

exactly like this. but curve can be modified

#

you can imagine it is missile simulation

spark steppe
#

use a sine?

waxen gull
#

its not a sine

#

its a Quadratic Qquation

gritty elm
#

yes you can imagine it is sine.

#

but it should not look exactly like curve

#

i just gave an idea. it should not straight. it should be curved

#

like spawn missile and it attack to target

waxen gull
#

yea

#

its an Quadratic Equation

#

basically how gravity works in math

gritty elm
waxen gull
#

but i cannot remember how it is working anymore

gritty elm
#

how it will works?

#

@spark steppe yes correct. do you have any idea?

waxen gull
#

basically you get the vector from your start and target

#

get the distance

#

divide it by two

gritty elm
#

to get mid point, right?

waxen gull
#

i dont know how it works

spark steppe
#

the mid point is 1....

waxen gull
#

anymore

spark steppe
#

at 0.5 timespan, you know that already

gritty elm
#

how sine can be used in locations?

#

any example?

spark steppe
#

you could drive a lerp vector with the result

waxen gull
#

sine is for circle

icy dragon
#

Which is not actually sine, but still

spark steppe
#

yea a timeline and that curve as actual unreal curve would do, too

gritty elm
#

basic starting point

spark steppe
#

you can also make vector curves in UE

#

and add that curve value as offset

#

probably the easiest way^

icy dragon
#

I suppose he wants it completely mathematically

spark steppe
#

thats mathematically 😛

gritty elm
#

yes. it should be dynamically. since curve is variable

icy dragon
gritty elm
#

does timeline curve can be modified at runtime?

icy dragon
#

I don't think so

gritty elm
#

so what is the other way

icy dragon
#

Though what was the equation for parabolic curve again? y = x²?

My math is kinda rusty on that one lol

gritty elm
#

anyone can suggest solution?

gentle parcel
#

Hello folks. I'm creating a little Walk/Run/Sprint with stamina ability for Lyra and I wanted to reduce the number of nodes to use. Basically I assigned 3 boolean variables, one per status and I've tried to use array because I thought it was the best practice for that. Unfortunately I'm not sure I'm doing it correctly. I dunno if I explained it well, I hoped in some help to figure out how I can do it.

#

Basically I wanted to have a single node where, in each status, I check the one I need.

trim matrix
icy dragon
# gritty elm anyone can suggest solution?

I'm sure somebody can come up with better formula lol
But I'm thinking about tracing through X axis to get the parabolic curves

Also for context, a represent how wide the parabolic curve is, and b represent the height

random plaza
#

question, what does this error mean?

icy dragon
random plaza
#

yeah, and i just imported my ue4 project to ue5

icy dragon
random plaza
#

bindings arent good?

#

i had no idea they werent a best practice

icy dragon
random plaza
#

so i should use on tick instead?

icy dragon
#

Bindings are not only inefficient, also kind of chewing through performance

icy dragon
#

e.g. event on damaged for health bars

waxen gull
#

just try out increasing the B Value

#

Actually Y = ax² + abx

#

B is the Distance between your Start and End Position

gritty elm
#

and what is a and c

waxen gull
#

A Is kind of the Angle you want to fire your Missle

gritty elm
#

and c?

waxen gull
#

c is not important

icy dragon
#

poor c, being neglected like that

zealous moth
#

@icy dragon y = ax^2 + bx + c. Typical parabola

waxen gull
#

he got a nother usage for it

#

This if the Formula i came out with

#

y=ax^{2}+abx

gritty elm
#

what x will be

zealous moth
#

???

waxen gull
#

The position on the X Axis

zealous moth
#

Guys is is high-school functions... don't reinvent the wheel...

waxen gull
#

and Y is the position on the Y Axis

icy dragon
gritty elm
icy dragon
zealous moth
#

I tutored this stuff for 15 years!!!!!!!!

#

😫

icy dragon
#

What the frick

zealous moth
#

Good money, but that's besides the point

icy dragon
#

I'll sleep in your class then

#

Consider free camping

gritty elm
#

well. I am making my own solution

#

got this trajectory

gentle parcel
#

I know you guys are dealing with high level stuff {Maths has never been my thing 😅 } but I hoped somebody could help me with those basic stuff like boolean arrays for the problem I mentioned before

gentle parcel
#

I know! 😅

wet surge
#

hello, It's been a long time that I've been searching about this topic and I dont seem to find any information. Could I create my own landscape based on random noise maps at runtime?, I also want to deform them but if i can create it i could deform it. thanks in advance

icy dragon
#

WPO on static mesh won't affect collisions, so it's a bust for your purpose

gentle parcel
#

Basically this is what I'm trying to do

wet surge
icy dragon
icy dragon
gentle parcel
#

but I've never worked with them before

wet surge
wet surge
icy dragon
wet surge
gentle parcel
#

I 've tried with arrays because it looked like the best way, from my little understanding how they work

icy dragon
#

Array doesn't make sense in that context

gentle parcel
#

I see. I used it because I saw it gave me the chance of making a list of different variables where I could check/uncheck them depending on the walk speed I need

#

I'm totally stuck there

serene bramble
#

So I made my settings menu allow you to change between fullscreen/windowed fullscreen and windowed however it seems regardless the resolution and window size won't change. How do I also change those depending? (in fullscreen/windowed fullscreen, set to screen max res, in windowed, set to something like 720p)

waxen gull
#

@gritty elm I got a solution PM me

#

i made this little Test Actor

#

working as intended

gritty elm
#

you are great

waxen gull
#

i mean

#

its not perfect yet

gritty elm
#

in video how your are testing with two objects?

waxen gull
#

with variables

#

on a vector you can check Instance Editable and then show 3D Widget

#

thats how i got those gizmos

#

you can even move them around if youre not setting them to a constant value in construction script

gritty elm
#

for example i want to use between two actors location

#

like target 1 and target 2

waxen gull
#

B is the Distance between those objects

#

you get a directional vector to your Target by End Position - Start Position

gritty elm
#

x will be location of of source or destination?

limpid bronze
#

How do you detect when a flipbook is on a certain frame?

#

like I'm trying to make it so that the enemy damages the player on a specific frame of their attack animation

#

like I tried this to test when it was a specific frame

solemn crescent
#

I’m having trouble with Set <variable> with an editor widget.

New to BP.

Any ideas on what I may be messing up?

foggy escarp
#

With little context it could be anything.

hexed barn
#

Hi does anyone can redirect me to a tutorial of some sort about a basic ai for a 2d platform for a monster moving left and right and don't fall from the platform? thanks in advance

tawdry surge
#

Easiest way is to do a linetrace down/forward. Once it no longer hits the platform, you reached the edge and it's time to turn around

hexed barn
#

well I made a pawn but didn't manage to make him move for now that's the problem, tho your message will help me once I figure out why it don't want to move

sudden nimbus
# hexed barn Hi does anyone can redirect me to a tutorial of some sort about a basic ai for a...

If you use the built-in navigation system (NavMesh, https://docs.unrealengine.com/4.26/en-US/API/Runtime/NavigationSystem/NavMesh/), then you have to define what surfaces will be navigable anyway. Using NavMesh, you could take some random points around the actor and use ProjectPointToNavigation (https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/AI/Navigation/ProjectPointToNavigation/) to see if there's a suitable point nearby it that you could go to. You'd then use "AI Move To" or feed the selected point in as a Blackboard value to a BehaviorTree, where you'd use "Move To" as part of your overall logic

#

moving left and right and don't fall from the platform
If you just want it to "scan" left and right (ie move back and forth), then you can avoid any of that anyway, just define how far left and right you want it to go, and move the actor directly. Eventually you'd want to avoid it, but Tick will run your logic every frame. Use the Delta Time that Tick gives you to make the motion independent of framerate.
^^ This is a really simple approach, but you get a lot of performance and power out of doing that same thing using NavMesh and MoveTo

tawdry surge
#

That is way overkill.
Just "add movement input" either positive or negative along X axis.
Do your linetrace and be done with it

sudden nimbus
#

Yeah probably 🙂

#

Not sure what line trace you would need though in that case

tawdry surge
#

Down and forward so that it hits the ground infront of the ai pawn. That way you can turn around if it stops hitting or hits an edge with a normal not pointing up and flip the movement direction

sudden nimbus
#

Guess it depends on how the 2D scene is composed, assuming that's what they meant.

tawdry surge
#

"basic ai for a 2d platform for a monster moving left and right and don't fall from the platform"
Whether it reaches a wall or a ledge the linetrace would handle turning the ai around

runic parrot
#

Hi everybody! one question, does anyone know how to mesh all the static meshes of this actors into one actor?

(Each square is one actor with a mesh, i want to end up with one actor that contains all the meshes).

pallid turret
#

I have a widget component attached above my characters head. My game is a local multiplayer and everything works fine. However, the widget components for each player are only visible on the first screen. Every character has a widget component above them from that camera on that screen, however you cannot see the widget components on all the other screens. Does anyone know of a solution?

dark crow
runic parrot
dark crow
pallid turret
dark crow
dark crow
pallid turret
dark crow
#

Splitscreen? Cause if not it still matters

pallid turret
dark crow
#

Huh, then how are you testing it with other players

pallid turret
dark crow
#

Not very experienced with splitscreen, but I imagine you would just need to locally add it to every controller then
Fill the info for each player

teal gull
#

how do I set a curve to loop like this?

runic parrot
#

Red, green or blue?

quiet shuttle
#

For some reason my physics actors aren't responding to AddActorWorldOffset, any ideas why they aren't moving?

faint pasture
teal gull
dark crow
# faint pasture You're gonna want ISM/HISM

Yeah, but that's not merging per se, it's grouping same SM together, basically Instancing them
What I understood is that he wants a system to actually merge different SM to form a unique mesh

Surely ISM/HISM is already a step up from individual actors indeed tho

heady jay
#

How can I get relative component velocity? For example, if I'm in VR, I want to see how fast my hands are moving without taking into account my character movement

runic parrot
#

Also, does anyone know why my variable of type "static mesh Reference" brings me a full list of static meshes.

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But if i change it to "Static mesh soft reference" i get none?

serene bramble
#

How would I get this node from a key input?

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Output is Input Action Key Mapping Structure

worn kernel
#

hey i was wondering if anyone could help me with a problem im cant wrap my head around.

spark steppe
#

you should use kg 😛

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instead of bananas per square feet

worn kernel
#

Im trying to add percentages to items so that you can check its durability, the problem is that the system clumps up the main number of items you have.

spark steppe
#

then don't clumb items which have durability

worn kernel
#

the problem im having is that im having trouble storing the information for those that are pristine and those that are used. Since the the inventory reads the main array for the number of items you have.

runic parrot
#

your inventory system need changes if you want to include that functionality.

you need to add some "Quantity" and "Is Stackeable" flags to your items and stack them or create individual stacks depending on that.

#

after that you can do a "for each" on your inventory items and check quantity to check how many items on inventory

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or just treat stacks as 1

whole dune
#

How can I make a spline vary after a spline point? I want to have multiple objects but each one has a variable to set its visibility… but can I change that after a specific spline point? Just like the yellow bars on the rail so i can set their side.. Help would be greatly appreciated

serene bramble
dawn gazelle
serene bramble
#

Ahh thank you :)

tough yoke
#

yo, anyone know why my begin overlap event script isnt showing in child blueprint?

trim matrix
#

is it possible to destroy all the point light of the current level by using a blueprint function?

prisma tree
#

I am trying to push a sound mix modifier while pressing down a button, and then when release return to default. But this is not working, what am I doing wrong? it doesnt work if I skip the clear node either...

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Wait sorry, my bad. I had the Soundmix duration be posetive and needed to be negative....

trim matrix
# elfin wolf

this doesnt work 😦
i made a loop and i added those point lights with the node "Add Point Light Component"

gentle urchin
#

Oh

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Components

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You could save their refs and destroy them when needed :p

#

The destroy node is simply destroyComponent instead of Actor

trim matrix
gentle urchin
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Why have it in the construvtion script ?

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You can also make a blutility for this if you want it at editor time and not runtime

bleak rock
#

Hey guys i am currently having a hard time figuring out how i can own the rifle that i spawn to my player. for some reason only the server is allowed to fire bullets from it. This is how i spawn my rifle:

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Now when firing i have a function that calls the server and spawns a projectile however right now only the server actually spawns the projectile:

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It seems that my client is not allowed to call the "run on server" event can anyone see what ive done wrong?

gentle urchin
gentle urchin
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For things like destroying a set of actors, adjusting all lights in the scene etc etc

trim matrix
#

oh okay, thanks!

fleet cedar
#

What do you guys name Blueprints in your scene if you're re-using them a lot, like BP_Collectable, do you rename each use based on the collectable type?

faint pasture
thorny rover
#

Hi! Is there a way to get a list or reference to all Sub-Levels attached to Persistent Level?

tame pecan
trim matrix
#

Anyone know how I can play Facial Animation on top of a montage?

left carbon
#

Hi! I remember I was able to merge blueprints before, but now it seems I'm not able to do so.. When Blueprint is in conflict, Content Browser does not even show it.
Is it something to do with latest UE versions (I use 4.26) or just git/lfs things?

trim matrix
left carbon
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But now if I merge, blueprint is 1kb in size and not visible in Editor. Maybe merging blueprints with LFS just not allowed

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Because I'm not sure if I used LFS on old projects, where I successfully merged blueprints

fleet cedar
#

What's the simplest / cleanest way to limit this rotation? Just a clamp?

cyan bone
#

@mental trellis I was able to generate the procedural mesh yesterday inspired on your algorithm. That will help me generate a custom collision. However the top part of the mesh still remains unconvered. Is that normal? Its the blue part in the image: Its invisible in my project. I guess i need to fill that with triangles too, right?

#

So maybe get the center, and then draw triangles towards the center?

mental trellis
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The top part you make with 0+count, 1+count, 2+count / 0+count, 2+count, 3+count / 0+count, 3+count, 4+count etc

mental trellis
#

Just a separator.

cyan bone
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oh i see. sorry. i see

mental trellis
#

It's hard to make those stand out properly.

prisma tree
#

Im creating some sound effects and I want them to be in stereo (ie spatialization) but it then 100% so that when the left ear is pointing at the sound origin I hear 0% in the right ear. This does not feel natural for me and I would like some audio (20-70% ish) to also be heard in my right ear. But I cannot make this happen! I really thought I would be able to do it in the sound settings here:
Anyone has an idea?

copper bison
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Would anyone have a bare minimum example of Input Touch Enter , Leave , Begin , End ? Im trying out on a blank project and was expecing the Input Enter to be similar to Mouse Enter event, but when inspecting the values I feel like the input is not working same way .. just cant put my finger on it. Unless someone has used it and could explain it to a simpleton like me 😄

mental trellis
#

just cant put my finger on it
😂

copper bison
#

😉 clever use of words haha

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im testing this with Mouse with settings Mouse as Touch input and in the default settings to allow hover over 🙂

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Input Touch , pressed , released , moved work fine , keyboard and mouse events work i can see my silly logs 🙂 just not really getting anywhere with Touch Enter , Exit , Begin and End

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and UE documentation isnt really helping 🙂

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Also putting a breakpoint on it doesnt seem to trigger 🙂 but inspecing the finger index value i see it says Touch 1 so there should be something 😄 now i just feel like its a checkbox in settings or im not using it correctly

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Ah nvm now i got it to trigger 😄 seems i had a invisible actor on my set i forgot to delete it triggered the OnEnter

prime fulcrum
#

Can someone help me with Something?

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I nead help with Procedural Generation

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So if anyone knows anything ab that. Please help me out

gentle urchin
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Kinda broad concept

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Not a 5 minute talk

prime fulcrum
#

i know

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and i cant find any good tutorials

gentle urchin
#

There are plenty🤔

prime fulcrum
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yeah, but i cant find the good ones

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can you send me a link with a good one?

gentle urchin
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'Good' depends on your definition

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What exavtly are you proc generatingM

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World? Landscape?

prime fulcrum
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I want to create Infinity Backrooms you know?

gentle urchin
#

Sounds like proc rooms is a start

prime fulcrum
#

alright ill take a look at it Thank you

icy dragon
trim matrix
#

how can i make a jumpscare that when player overlap the enemy then it makes the player face the monster?

prime fulcrum
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its an actor he says

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Oops

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im very dumb xD

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fixed

gentle urchin
#

If you've just started, id suggest going more basic ^^

prime fulcrum
#

yeah i was just stupid lmfao

icy dragon
#

Aside from something like Poppy Playtime and alike

trim matrix
stable dove
#

Any ideas why im getting this error? everything is working perfectly in game so im unsure why its happening. Any help would be hugely appreciated!

gentle urchin
icy dragon
ancient topaz
#

Good afternoon!
Can you please tell me if there is any way to get information from Pawn sensing, that the character lost sight of the player?

gentle urchin
icy dragon
mossy summit
#

Im going to try it but I thought it would be worth asking can you give post processing volumes equal priority so they blend equally?

astral epoch
#

If I have an array of set length, how can I check if certain elements are null data?
IsValid and == operations don't seem to be working.

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Or at least treating null elements as valid things same as if they had data populating them.

fleet cedar
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Hello, I'm trying to clamp my camera's rotation but I don't know how to calculate an angle limit when it flips on the poles like this

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between -180 and 180

astral epoch
trim matrix
#

Someone said state machine, but how would that fare for 100 animations, it's gonna be really bulky

prime fulcrum
#

If i create one myself i cant get the "Target"

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I get this