#blueprint

402296 messages Β· Page 911 of 403

sudden zephyr
#

No, in blender it's 1 IK and that's it. xD

west gyro
#

but unreal likes connected bones

#

everything should be one big chain

sudden zephyr
#

Yeh, but it's a hinge tho so sometimes all connected isn't exactly possible or easy. I mean, I feel like this should be so much easier and straight forward. No clue, either I'm totally brainfarted rn or epic could really work on IK a bit. If only we had one node similar to the one in blender, that'd be so sweet. I know, I'm being greedy and selfish but still. xD

#

There's no 'get bone location' in anim graph, is there? I gotta go in the event graph to snag the bone location with 'Get Socket Location', don't I?

cyan bone
#

are green functions better in performance? I never make it pure. I just connect the white nodes, works too?

west gyro
#

thats the only thing that i do in the anim graph form IK @sudden zephyr

sudden zephyr
#

Sorry, probably should have said/emphasized that it's a hinge? πŸ˜…

west gyro
#

everything else is done in my paratent of the charcter.... btw i havent came up with it so i cant rly help you on to much details ;/

sudden zephyr
west gyro
#

;D hehe

sudden zephyr
#

Aaa shoot, no preview, huh. xD

west gyro
#

np this looks very broken ;D

#

hahaha

sudden zephyr
#

Nah man, dat how hood on cars work, no? xDDDDDDD

west gyro
#

but there only 1 part connected to it?

#

hehe

sudden zephyr
#

What you mean?

west gyro
#

i mean everything is moving nothing is stable and connected and all the bolt arnt holding the plattes in place

weary flame
#

How do I trace towards a specific sub-component that an actor has? The line trace keeps giving me the capsule component but I want to check for the sphere component.

tawdry surge
#

Multi trace.
Single trace only returns the first thing hit, probably the capsule

weary flame
tawdry surge
#

Not enough to worry about

weary flame
tawdry surge
#

Np

pine trellis
#

how come when I add a capsule collision to my mesh it never scales correctly? I need the round the edges and I cant find a way can someone help?

wicked osprey
#

Guys, I wanted to ask you why the bound extent of get component bounds behaves so strangely? Shouldn't it return the size of the box mesh? This vector changes depending on the turn in the world
The same draw debug box is on the left and right, but for some reason, depending on the rotation, the size changes

cyan bone
#

Is it possible to do LineTraceByChannel but with splines?
So something like SplineTraceByChannel?

shrewd zephyr
#

how would I go about turning the 3dresolution (not resolution, 3dresolution) down, for my game when I press a button?

tight schooner
#

I don't remember the exact command offhand

shrewd zephyr
#

r.ScreenPercentage

#

lol found it before thanks though

tight schooner
#

If you're going for a deliberate pixelation effect you probably want to disable AA too

faint pasture
#

It's the XYZ box that can fit it. It'll be bigger if it's oriented diagonally.

ivory bison
#

Guys help pls.. when im simulating a map im able to posses and my character is working fine.. but when i run the game in standalone my character is getting possesed but he is not getting my inputs at all..

#

i was following a tutorial i made quite changes in game mode and controller but im not able to figure out why this is happening

ivory bison
silk cosmos
#

My guess would be that in the standalone version you're disabling input in your menu

#

Or somewhere

ivory bison
#

could this be issue??

#

like when showing a widget??

#

setting input mode to UI only??

silk cosmos
#

Yeah

#

You need to set it to

#

Game after words

#

Set it to ui. Then when you're done with the widget. Set it to game

ivory bison
#

yeah yeah thanks man..

#

thanks man it worked that was only the issue.. appreciate ur help a lot.. πŸ™‚

hard creek
#

Hey guys! Trying to make a knockback effect to characters (characters pushed away from damage source). I'm can't get it working in AI controlled characters. I'm using Add Impulse. It seems when the AI has a MoveTo running, the Add Impulse has no effect.

#

I tried the "Launch Character" node, instead, while it sort of works, the push distance is reduced a lot when AI has a MoveTo.

thin panther
#

Yeah add impulse is only for physics enabled things

hard creek
#

So how would I go about this?

foggy escarp
hard creek
#

yea that could work

#

i ended up checking if there's ai, if so: Stop Movement -> Add Impulse -> Delay 0.1s -> Redo MoveTo

#

equally as jank, but works for now

errant cradle
#

hi, have following code running inside of component and i dont understand why rep notify doesnt fire up on clients after begin play
so text still not changing 😭

silk cosmos
#

Pretty sure rep notify fires on the server so you'll need to send to mutlicast event. Could be wrong

errant cradle
#

i can fix it by putting same code as in rep notify on remote
but shouldnt it work so

#

thx

silk cosmos
minor folio
#

In Blueprints, you're allowed to make a Custom Movement Mode for the CMC using Event UpdateCustomMovement

#

But the problem with it is that gravity is basically disabled

#

Is there a way to switch to your custom movement mode while keeping gravity?

plain helm
#

Retargeted Paragon Terra animations to Gideon. Why hands are deformed?

little summit
#

Hey. I'm a beginner in blueprints and I have a question. When we use the node "Cast To Item," what is the actual purpose?

#

Is it used just to access the functions listed in that specific Item class only? Or are we actually trying to incorporate polymorphism? Can we cast to anything regardless of the class hierarchy?

magic parcel
#

Lets say, when I press L i want to parse the actor for all objects with a TAG (carHeadLight) and then.... after I find them I want to turn them all on. However, and this is the important part, I want to leave the option open so that I can create tons of headlights on the child of the BP. That is why I am doing the TAG option instead of just grabbing the point light.

#

i cant get the array element to link into the set intensity option

#

I was thinking to get actor by class, but this seems hacky

magic parcel
#

looks like my forloop is jacked

brazen pike
magic parcel
#

yeah

#

spotlight

#

So this is what I have now, I went to the child, and removed the loop and the tag, and it worked

elfin wolf
brazen pike
#

I'm sure there is a better way than this, but instead of 'get actor of class' you would replace it with a cast to spotlight with input from the foreach

magic parcel
#

so I know the concept is good

#

that sounds really good, @elfin wolf ill try that right now

brazen pike
magic parcel
#

in the BP

brazen pike
#

Yeah then go with paranoid's solution

magic parcel
#

@elfin wolf @brazen pike how do you get the set node?

elfin wolf
#

right click the output and promote to variable

magic parcel
#

ah

#

perfect

#

is what I have now, I need to fix the lights off portion, but the lights on should be gtg

#

ill try it now, thanks so much. I am new to this code stuff πŸ˜›

elfin wolf
#

you dont need the set node, just plug it straight into the for each loop

magic parcel
#

so this should get all the lights, make the array, then turn them off/on based on the bool

#

correct?

elfin wolf
#

yep

magic parcel
#

going to test!!

#

works like a dream, thank you so much

#

thanks @elfin wolf and @brazen pike

brazen pike
#

@magic parcel the reason your original code wasn't working was because 'get actor of class' will always choose the first actor it finds. A for each loop is good because it gets every actor you give it, then runs the code connected and gives an output of the actor it is currently on (1st loop will output the 1st actor, 12th loop outputs the 12th actor, etc). But you weren't using the output of the for each loop, instead you used 'get actor of class', meaning it was only going to change the first actor it could find every time. You probably noticed it would only work for one headlight.

magic parcel
#

yeah

#

super cool for the explanation

#

so, one more quick question

#

this is predicated on a player pressing L

#

if I wanted to make this work in the editor for default lights state

#

I would need to do this in construction script?

#

for example this trucks lights are on, but that is because in the BP i have not set them to 0

#

so... if I put the stuff in the construction script, it would run in the editor based on the bool, correct?

elfin wolf
#

hmm yeah i think it would work if you copy pasted it into the construction script

magic parcel
#

nods

#

ill fiddle, thanks

spark steppe
#

is there any BP method to get the extend of an static mesh relative to it's pivot point?

#

GetBounds() puts the origin within the center of the object

soft peak
#

can someone guide me through this?
i have
"BP_ThirdPersonChar_1" + "Controller_1"
"BP_ThirdPersonChar_2" + "Controller_2"
"Game_Mode" (defaultr pawn: BP_ThirdPersonChar_1, player controller: Controller_1)
in level i placed:
"BP_ThirdPersonChar_1"
"BP_ThirdPersonChar_2"

how can i "activate" BP_ThirdPersonChar_2 and Controller_2 too?

i tried it via game mode event graph:

#

did not work out as i thougt

#

my input for player 2 is also set with "UP/DOWN" (io also deleted it for player1)

#

this is my controller_2

#

the controlled pawn for player2 is still "null"

undone surge
#

is there a way or a node i can use to stop a sound from playing ? or once played it wil keep playing till it finishes ?

soft peak
#

i figured out i need to possess it?

#

but player2 still wont move

dawn gazelle
undone surge
#

i see

#

thank you

#

will these be the same as play sound at location

#

?

dawn gazelle
#

No.
The Spawn Sound Attached needs to be attached to an actor, so in that sense, the sound will play wherever that actor is.
Create Sound 2D is used for things like UI, where it doesn't really have a presence in the world at all - and the little computer icon indicates that it will only ever play locally.

undone surge
#

thanks

willow bolt
#

Hi does anyone know how can i pass this texture to a material pls?

willow bolt
#

@dawn gazelle amazing, thank you for the great explanation!

trim matrix
#

Hi guys, I have setup a loading screen with fade in and out animations for my game. What should I use to load my next level and keep my menu widget bp still working? When I use Open Level (By Name), the levels opens but apparently deletes my widget bp before the fade out animation plays...

#

is it not possible to have the menu widget and the new level present at the same time?

#

putting this in Umg as well in case this isnt the place to ask this type of question

storm vigil
#

I think there is a bug converting UE4 float variables to UE5, it is either converted to integer or not functional at all.
I noticed some bindings in the UI that uses float to have problems with it when converting.

mortal cradle
#

I have an issue where after upgrading to UE5 the notification that asks if I want to open all the last bp's that were opened right before I closed the engine is disappearing very quickly so when I turn on the project and forget to immediately confirm all of it is gone and I have to manually start opening all the scripts. Is there any option that will automatically start where I ended up the last session or at least just like in UE4 that the notification won't disappear?

steel shadow
#

I have two blueprint classes, both of which have the same parent, however I only have the following (uneditable) node in one child

#

(BP1)

#

both have the same parent

tight schooner
#

@steel shadow not sure what your question is

#

If you don't know how to use inheritance, go to your child event graph and remove the greyed out nodes for starters

#

Your child class will now work the same as your parent

#

If you add parent events to your child graph, you're overriding the functionality

#

You can right click on an event node and "add call to parent" to re-inherit the parent functionality

#

And then add more nodes to the execution line to extend it

#

This is pretty fundamental BP stuff so you can likely find some general explainers of classes and inheritance online

fallen glade
#

Unreal used to have a sprite actor right? Has it gone?

fallen glade
#

Well UE4 had it but I can't find there either :/

icy dragon
fallen glade
#

I'm sure it was there : (

#

like 2 years ago haha

icy dragon
#

Either you're having mandela effect, or it might be part of Paper2D plugin

fallen glade
#

I was trying to replicate this https://twitter.com/klemen_lozar/status/1033409819116359681 have been searching for like 2 hours, I guess I cam make my own sprite in material

Dynamic lights are expensive, using sprites with a modulate blend material you can multiply screen colors behind the sprite and use depth masking to fake a light radius, cheap and can work surprisingly well. #screenshotsaturday #UE4 #gamedev #indiedev

Likes

2240

Retweets

437

β–Ά Play video
icy dragon
naive stag
#

I don’t have any problems. I just wanted to show you one of my first ever completed projects using blueprints.

#

E summons Pillar, Holding E summons the mark

trim matrix
#

Hi guys! Has anyone worked with Blueprint Namespaces here before? and is it the same functionality as Namespaces in programming are? i.e. 2 classes with the same name different namespaces can be done.

trim matrix
#

Ignore this ⬆️ πŸ˜„ . Blueprint Category works better in making sure I add the correct component with the same name.

cyan bone
#

Im making a battle. In certain terrains certain units have bonus. How can i tell which terrain im in? Is this only possible by using Tiles?

brazen pike
gentle urchin
#

Just checking the Z level would be a start

thorny acorn
#

hellooooooo

#

making enemies that ragdoll when you hit them in vr is fun

cyan bone
#

How is that?

#

I remember seeing a tutorial, that seemed to have kind of special paths with a value in the terrain below the character. But maybe thats not the most apropriate in this situation?

brazen pike
pure plank
#

Hey everyone, Is it possible to make physics object that only uses Twist Limit to follow/point towards another object. I've tried Set Angular Orientation Target but i just cant seam to make it work.

cyan bone
# versed sun look into Surface Types

https://www.youtube.com/watch?v=A8HWIV1o_gs
So something like this? Do a line in the z direction to see what land is below me? Then get surface type? Or im overdoing something? Is the line necessary?

What are the Get Surface Type Nodes and how do we use it in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup

β–Ά Play video
versed sun
#

that's how I do it , I do a line trace when a AniminNotify fires when walking. its a little bit of setup but it works

gentle urchin
#

Yeah id think along those lines aswell, atleast as an immediate solution. Ofcourse, if you generate a tile landmass, and got tile info, surely reading that would gibe you the same info

versed sun
#

Also depends on your project, is it practical to just to Collision Volumes for different zones in a small map? is it Procedurally generated Map?

brazen pike
#

It will be better to trace downwards than use trigger volumes

#

It'll save time in the end, and allows you to have terrain areas in weird shapes

cyan bone
#

ok so the line will do it. thank you. i get to work.

brittle garnet
rose trail
#

struggling to get all blueprints from a folder in an array.
i could probably do this in a more manual way, but that just seems like it could get very tedious very quickly.

willow bolt
#

HI, does anyone know how to get the width and the height of a texture? I cannot seem to find the right blueprint

sharp fox
#

I know its a blue print section but is it possible to make a "cable" in ui?

naive stag
#

How can I tell an object to see if there is any collision below it

thin panther
#

line trace

naive stag
#

are there any already existing blueprints on making an object spawn on the ground level

thin panther
#

you just trace downwards, if it hits congrats you have collision

#

ttrace on the -z

naive stag
#

By channel?

thin panther
#

ye

kind estuary
#

Im debugging my function with break point. Is there a way i can see all the elements of my array? I can only see the first 9 Elements?

hexed glade
#

Just wondering if I'm doing something wrong with the setup of this montage. Whenever I trigger the play anim montage from the event, the montage starts from the beginning instead of the Blocking section. Are there any settings I might be missing?

zealous moth
#

@kind estuary use print string worst case :(

surreal peak
#

Not visible on your screens

hexed glade
surreal peak
#

Hm okay

#

I think that should work though. Maybe check in #animation

hexed glade
#

Okay. Thanks for the help

prime pilot
#

I CREATED 2 BLUEPRINTS A, B

#

blueprint A has a variable num with data type as int with value of 10

#

Then i set BP_A as a parent class for BP_B

#

Then i created an object reference for BP_A on BP_B then used it to call the integer num

#

But i am getting this error message that "acess none trying to read property of objA"

#

could some one explain me why this error occoured?

#

Also i made both num and obj_a as instance editable

covert cliff
#

hi! How can I save dynamic material instance to render target? I have a vertex color masked material and want to save it to render target to use it in niagara as sampled texture.

willow bolt
#

hi is there a way to convert texture2ddynamic to texture2d?

fresh charm
#

hi

#

when I compile the game it makes mistake cook ...
Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!
and I find this as an error
do you think that's what breaks the build?
the end of the build

UATHelper: Packaging (Windows (64-bit)):   LogInit: Display:
UATHelper: Packaging (Windows (64-bit)):   
UATHelper: Packaging (Windows (64-bit)):   Execution of commandlet took:  164.67 seconds
UATHelper: Packaging (Windows (64-bit)):   LogHttp: Display: cleaning up 0 outstanding Http requests.
UATHelper: Packaging (Windows (64-bit)):   LogContentStreaming: Display: There are 1 unreleased StreamingManagers
UATHelper: Packaging (Windows (64-bit)): Took 254.7011176s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\praaa\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Program+Files+(x86)+EpicGames+UE_4.26\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure```
#

someone can help me because i can't find anything on google and all forums :/

covert cliff
fresh charm
#

maybe delete this file and retry to build

#

to have clean log ?

covert cliff
#

I mean did you open this log file and read it?

fresh charm
#

but, idk where i need to search

#

but i think i find errors look
Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!
LogInit: Display: Failure - 16 error(s)

#

but now idk what i need to do

#

ohhh wait

#
 LogPhysics: Warning: Failed t o cook convex: /Game/ModularWoodPack/Environment/Meshes/SM_wood_plank_50cm_07.SM_wood_plank_50cm_07 0 (FlipX:1). The remaining elements will not get cooked.
#

i have objects !!!!

#

@covert cliff ok so what i need to do ?

#

rebuild colision ?

#

maybe that not this error and i do something else

covert cliff
#

you give no information. Go and check you error logfile. It should have way more info.

modern lintel
#

How do you do so when u press a key on your keyboard and for example crouch, that u can't press another and do what that keybind does?

elfin wolf
#

after you crouch you have a bool called "iscrouching" set to true, then for other keys you dont want pressed while crouching you do a branch to check if iscrouching is true

modern lintel
#

ok thanks

fresh charm
cobalt gulch
#

How do I play a sound in a sound cue only 50% of the time?

#

The other 50% it shouldnt play

#

So it's kind of like a chance mechanism

elfin wolf
#

thats 50/50

#

you can do random int in range aswell for other odds

cobalt gulch
#

Awesome

#

Thx

minor folio
#

They reveal little to no information about how you would go about designing a custom movement mode

opaque compass
# elfin wolf

genius, I was thinking of something more complicated lol

manic vessel
#

Need advice. I have an AUTO SLOT actor that I drop in to INVENTORY actor, Its job is to get all the child Slot actors of its parent and providing theY are not flagged as in use . It sends an interface message to SLOT the incoming item. THEN THE SLOT IS MARKED AS IN USE, Problem is Its just calling the same slot each time. when I need it to look for a slot thats not in use.

trim matrix
#

Might anyone know why this cast fails?

trim matrix
scenic magnet
#

Is there a "best practice" way to store a list of actor references in a global array so that they can be accessed over and over without having to do a "find actor of type" each time?
(e.g. I have a few actors of type A and many type B, each type A needs to interact with each type B regularly.)

#

The other thought I had was keeping a copy of that array as a var on the type A actor, build it on beginplay.

tight schooner
#

@scenic magnet Getting/managing object references is very situational. It's hard to suggest a best way without knowing the full context. Sometimes actors find each other directly through line traces or collisions & overlaps etc. Sometimes they use actor tags as a way to group themselves. Sometimes you want a separate manager class that the other actors talk to, whether it's an actor placed the level, or one of the built-in manager classes in the UE framework (game mode, game state, etc.)

#

The potential issue of having lots of copies of lists distributed among actors is when there's any reason to update the array, like when an actor is spawned or destroyed

#

... that's a situation where you want to centralize the array into a separate manager

scenic magnet
#

It's a fairly simple simulation: couple of objects that roam around, and a bunch of others that gravitate toward them, somewhat like an nbody type of thing. There won't be any spawning/despawning unless I want to add it specifically later on.

#

In any other language I'd just use a struct and make an array of them and loop through indices. Trying to find a decent way to do it in blueprints.

tight schooner
# scenic magnet In any other language I'd just use a struct and make an array of them and loop t...

so if you have two leaders and several followers that are following one leader or the other... I guess it depends how the logic works. You could have each follower actor update itself by getting whatever data from the leader and this way it doesn't have to be centrally managed... For example, by followers setting a leader as their "owner" (Set & Get Owner nodes); that's one way to create a relationship. Or if the leader has an event dispatcher that the followers listen to.

If the list has to be centrally managed, then yeah, you can just have an array of actor references on the follower. Or even a custom struct array; those are possible.

#

or tag all the followers, and the leader can Get All Actors With Tag

scenic magnet
#

Yeah I'm kinda thinking a central manager would work better. Can I have it set other actors' positions directly? Do I need to set those to public somewhere?

tight schooner
#

Not necessarily. With any actor reference, you can Set Actor Location

scenic magnet
#

Cool. πŸ™‚

tight schooner
#

you can also attach actors to actors if it's easier to work in relative-space

scenic magnet
#

They won't necessarily be attached to only one. They'll be interacting with all gravity sources.

tight schooner
#

oic. I don't have a lot of experience with those kinds of simulations... Usually C++ is recommended for computationally heavy sims

#

or if it's purely cosmetic, Niagara particle systems

#

if you're updating 100+ actors per frame e.g. it could get slow in BP

scenic magnet
#

Yeah. It's not quite what the engine is made for. I'm mostly using it for the rendering. I typically do this type of thing in C# but I want to try to make it pretty.

trim matrix
#

do u know a multiplayer friendly way I can get a mention to a players player camera manager?

scenic magnet
# prime pilot ?

Is your object reference to the instance of the object, or to the class of the object?

prime pilot
#

I just selected this

dreamy yacht
#

Hi, listen up

scenic magnet
#

Ok, it's the right kind, but it also needs to point to that instance. Do you set its value at some point, like in beginplay?

dreamy yacht
#

got a serious problem, I am developing an arcade racer and I am like 3 weeks from early access release

#

Each time some other actor destroys the car, engine spawns a new entity with different name

#

Like Car_Hooligan1 / Car_Hooligan2 / Car_Hooligan3 etc. and so on...

#

That causes a lot of problems because engine looses it previous references

quick lance
#

how do you prevent a mesh from knocking another mesh around during animation? For example, I have a spider that lunges forward to hit the player. I don't want it to knock the player mesh backwards during the attack, but I do want the mesh to have collision.

dreamy yacht
#

How can I force the UE to spawn the entity with exactly the same name

#

How can I force the UE to spawn the entity with exactly the same name as previous, without the suffix 1,2,3,4... etc

#

?

scenic magnet
#

Maybe just turn it invisible and non-colliding instead of completely destroying it.

dreamy yacht
#

Tried to look for a solution with no success

#

invisible - just glass material ?

#

I don't know if that's a good solution

scenic magnet
#

Or move it somewhere that it can't be seen.

dreamy yacht
#

The car is spawned at checkpoint

scenic magnet
#

No, invisible as in not rendered at all.

dreamy yacht
#

but with suffix of 1, then 2. then 3 each time it gets destroyed

quick lance
#

When an entity is destroyed, that reference is lost. So you'll either need to do as LiftPizzas is saying and hide it instead of destroying it, or when you create the new one, you assign the old reference to the new car

elfin wolf
# prime pilot

select BP b on right right side, then click on the details tab underneath it and take a screenshot for me

manic vessel
dreamy yacht
#

If any of you played Ignition / Bleifuss fun you should know what I mean. I need to respawn the car at checkpoint, for me doesn't matter if it gets destroyed or hidden

#

*it

scenic magnet
#

Then just set the location/rotation/velocity. etc

manic vessel
dreamy yacht
#

The default player controller settings are set

#

So

#

"are you using a player controller for all the details" so I assume I am not

scenic magnet
#

Probably a lot less garbage collection for the engine to deal with that way, too. Since it doesn't have to rebuild all its object references and reallocate memory, etc

dreamy yacht
#

LiftPizzas - please be more specific

#

do you mean hiding it or

spark steppe
#

to rely on the name of the entity is your first epic fail

dreamy yacht
#

fixing the playercontroller thingy ?

#

Probably

spark steppe
#

as someone suggested, don't destroy the entity if you still want to use it (by setting it invisible, or moving it out of render view)

scenic magnet
#

I mean destroying and creating new objects involves a lot of memory management and that stuff that you don't see.

dreamy yacht
#

to rely on the name of the entity is your first epic fail - that's true probably

#

as someone suggested, don't destroy the entity if you still want to use it (by setting it invisible, or moving it out of render view) - but this keeps all the stuff related to car movement component

spark steppe
#

reset the component

dreamy yacht
#

so when I hide the car( I have already tried that like 10 sec ago ) I can still hear the engine running etc

spark steppe
#

or disable it

scenic magnet
#

Also don't set a release date for something until it's finished. All programming projects take much longer than you ever thing they will. If you include that in your time estimate it just causes it to take even longer to confound your estimating efforts. πŸ˜‰

dreamy yacht
#

Could you please advice me how ?

#

Yeah, I am just in need of cash, but I don't want to release smth unfinished even in EA

#

The "name problem" is the most pending error in my game atm

spark steppe
#

i bet theres more πŸ˜„

dreamy yacht
#

haha

spark steppe
#

maybe the only one you are aware of right now

dreamy yacht
#

I can't see any "reset" function

#

when I get the movement component

thin panther
#

well yes you have to make one

scenic magnet
dreamy yacht
#

Ok, let's start off with new function

#

Let's call it "RESETall"

#

what next ?

spark steppe
#

maybe destroying the car entity is an option, but it depends on your game design if thats a viable option

dreamy yacht
#

collision ?

#

what else ?

spark steppe
#

it's not impossible to get a new reference to a newly spawned car, but dont use the name for anything within gamelogic

#

names are neat to debug stuff, so that you know what causes what, but that's it

dreamy yacht
dreamy yacht
#

Visibility set to off

#

should work ?

thin panther
#

inivsible != deactivated

spark steppe
#

"should work" we dont know

thin panther
#

but also ofr a reset function only you know what you need to reset for the system to work

spark steppe
#

because that depends on what is on your car actor

dreamy yacht
#

yeah

#

that's true

thin panther
#

thats the thing, we havent made you vehicle system, we dont know how it works

#

so we cannot really help you on that front

dreamy yacht
#

inivsible != deactivated could you please expand your idea ?

#

I am wondering how can I instantly drop the engine RPM speed

#

?

#

since once the obstacle actor destroys ( hides ) the car, the rpm should instantly drop to 0

#

there is only "get" engine rotation speed and no "set" engine rotation speed

#

maybe get the float of engine speed and multiply it by 0?

spark steppe
#

xD

#

you can also use Pi and multiply it by 0

#

or 69

#

or 420

#

or 0

prime pilot
soft peak
#

getting crazy
i played two different character blueprints
p1 is set "auto possess: player 0"
p2 is set "auto possess: player 1"

inside game mode i set "create local player"

input for "player 1" is alos set, but that player does not move....have i overseen something ?

dreamy yacht
#

what to change, then ?

#

bind event's to ondestroyed gets kicked out, right ?

#

this is the respawn logic, I don't know if I will need it anymore

#

how can I move the car to new location instead ?

#

teleport or smth ?

spark steppe
#

i'm sorry for your customers

#

set actor location btw

dreamy yacht
#

what's the difference between SetActorLocation and Teleport ( in short ) ?

#

what would be better if I want to move the car to location of last checkpoint, that was cleared ?

elfin wolf
#

different inputs and outputs

#

you want to teleport

#

actually set location

dreamy yacht
#

okay, I've made to respawn the car at checkpoint location once the checkpoint is cleared ( by get actor location in RespawnCheckpointBP )

#

now I just need to do all the logic

#

and

#

make it respawn only when obstacles collide with the car

#

thanks2all guys

#

!

#

now

devout bane
#

I’m trying to set HUD but it’s not working.

#

In level blueprint

#

Here is hud

#

This event is never called

elfin wolf
#

you have to add it to the viewport

devout bane
#

Construct Object (Create Widget) does not show / let me select my hud class

leaden dock
#

any idea why set rotation in bp actually isnt always the same as the actual rotation in the game?

#

i set Z (Yaw) to zero yet it goes -180/180 sometimes

#

or X getting clamped between -90/90

#

just general weirdness

surreal wagon
glass stump
#

I get an error message telling me a variable on a BP isn't being used, which it isn't it's set to 'none'. Is this a problem? I don't want it to reference anything in this particular instance so can I just ignore the message?

#

Otherwise I'll have to create a new BP for every single instance of the thing lol.

severe turret
tight schooner
#

Usually an IsValid node can prevent those if you're using the data in a potentially empty variable to do stuff

glass stump
#

Ahhh IsValid node, I'll look into this, thank you. :)

#

At the moment I don't want to do anything with it, it's just at times it'll be trying to access something but in some levels this thing won't be there so it'll be left empty.

tight schooner
#

Yeah IsValid will check if there's data so you can abort execution or w/e if there's nothing there

glass stump
#

Ahh thank you. :)

trim matrix
#

hello is it possible to preserve the momentum/velocity of root motion walk/run for non root-motion jump?

bronze reef
#

Hello everyone. So I am trying to reference a bool for a door that is within the bounds of a sphere collision. I start by getting an array of the doors with in it, but I'm not sure where to go from here. Any thoughts?

elfin wolf
tight schooner
#

@bronze reef If you want to do something with every single door in the array, then add some stuff from the loop body with the Array Element output pin.

#

Drag the array element pin out, then get your boolean, and then do something with it

bronze reef
tight schooner
#

Does your "base interact door" class have a boolean in it?

#

Did you compile that BP

bronze reef
tight schooner
#

Maybe delete the loop node and add it again

#

Maybe the type is wrong

mossy mist
tight schooner
#

The array element pin on the loop node when connected should say "base interact door object reference" or w/e when you mouse-over it @bronze reef

mossy mist
#

think ue5 changed too much

#

still need the 4.27 RunUAT.bat

tight schooner
#

If it's a normal part of the engine maybe you can verify the install

#

In the epic launcher

#

Otherwise dunno

bronze reef
mossy mist
#

yea so if anyone has Unreal Engine 4.27 or maybe even 4.26 can they go to C:\Program Files\UnrealEngine\UE_4.27\Engine\Build\BatchFiles and send me the RunUAT.bat file?

bronze reef
tight schooner
#

@bronze reef yeah the type is wrong on the loop node, which is why you should try deleting the loop node and adding it again. It has a wildcard input and sometimes these things happen. What you want is the array element type to match the output of your Overlapping Actors array

#

Which I assume should be the class you are filtering for

#

If it's not for some reason, you have to Cast to your custom class to transform the type from actor to Base Interact Door

bronze reef
tight schooner
#

I'd be surprised if you have to do it, but there's no actual downside. A cast just checks the class

#

It's not "slow" or anything

bronze reef
#

I was told casts are expensive and should be used with care.

tight schooner
#

Casting to parent classes is pretty normal

bronze reef
#

Am I wrong on that

#

?

tight schooner
#

It's subtle. Usually you want to use an "interface", which is more of a concept than a thing

#

Rather than casting to every type of door in the game (bad practice)

#

You cast to a shared parent class. That can be a form of interface

#

There are also Blueprint Interfaces, and then components-as-interfaces

#

Those are the major ways of handing communication between blueprints

bronze reef
#

I'll have to look that up as I'm not very knowledgeable on interfaces yet

#

Thank you for you're help @tight schooner

naive stag
#

What do you guys think about this? Is there anything that might improve this β€œHold F to summon running platforms” thing

tight schooner
#

This discord used to have a game design channel, but everyone spammed it with off-topic questions, so they got rid of it lol

#

It doesn't seem that different from a hover mechanic except it leaves a trail of pillars behind. Not sure what kind of gameplay that suggests

#

Do you craft a house or wall off enemies or...

#

Lead the lemmings to their destiny

rich jungle
#

I have a function that I want to make arrays, and hand them out as a return. I need to run this for multiple objects at a time. I make a local array, fill it, pass it. But if I clear my local array, it also clears the passed array. Is there any way to pass an array copy in one go specifically?

#

Blueprints, and there's a reason why I have to do it this specific way

earnest tangle
#

πŸ€”

#

If you return an array from a function, then on a second call of the same function modifying a local variable definitely should not affect the previously returned array

rich jungle
#

well it's currently all in one function with a for loop

#

for loop > clear array > make new array/pass

earnest tangle
#

Ah I see

rich jungle
#

I'll double check if sectioning that off works

earnest tangle
#

You can make a copy of an array by using the copy node

#

as long as you're not referencing the same one it should work

rich jungle
#

no?

#

the copy node refuses to connect to an arary

#

array*

earnest tangle
#

if you append the contents of your array to another array that should also do it

#

since you're effectively copying the contents of that to a different array by doing that

rich jungle
#

well

#

append also crashes iot

#

I'm assuming append is effectively a for loop of adds

earnest tangle
#

it probably does a more efficient copy of the contents on the C++ side when you use Append

rich jungle
#

regardless, it violates my conditions X_X

#

this is a replication issue from multiplayer

#

for whatever reason, appending to a replicated array crashes unreal

#

so I'm trying to find a work around

earnest tangle
rich jungle
#

well I asked there, but replies can take hours

#

so I figured I'd try to work around the bug

#

for the moment

earnest tangle
#

Yeah that's fine, just thought I'd mention it just in case.. don't really know about mp stuff myself

rich jungle
#

aye, I'm 99% sure it's just a bug on unreal's side, but partial replication would be evil to handle anyway

naive stag
cyan bone
#

I have an idea to make my RTS also an FPS. So something similar to Mount and Blade, where you have the map, but you also fight a battle.
My question is, what would be the limitations of such system in UE?
Assuming this would be made by levels. All i have to do is going from one level to another, and transmiting data between them, right?
So as long as i have different levels, the resources spent in the battle, will not affect the campaign, right?

rich jungle
#

if you completely de-load all the assets, they have no impact on performance yeah

cyan bone
#

So i can have a big battle, with a lot of characters. And then the campaign. And both are independent in terms of resources? Or not so fast?

rich jungle
#

loading times would be the cost

cyan bone
#

ahhh

rich jungle
#

you wouldn't be able to make the switch seemless

#

not sure how chunky those loading screens would be

#

they would exist though

cyan bone
#

I see...Well. Its ok.

#

Well they actually happen in all those games who implement this system. Like total war, and mount and blade. They load stuff πŸ™‚

west gyro
#

can somebody tell me how to feed the Key input to get the keys that i set for the ability in the inputmapping

#

this 2 babies

tight schooner
#

so unless you're thinking about a "seamless" version of that, conventional level-loading (rather than level streaming) would probably make more sense

#

but level-streaming would allow the player to fiddle with some UI as the battle zone loads. If you're going with conventional level loads, then savegame files and the GameInstance class are some of the things that don't get destroyed across loads.

thin panther
soft peak
#

any reason why when my anim (with root motion) is playing
it snaps back after done?

cyan bone
zinc spear
#

hey so i have my character locked onto a spline with the ability to be offset from it. Everything works how i want it to except for the fact i cant hold left/right and forward at the same time; its only one direction at a time for some reason. Anyone have any ideas on a fix? heres my forward input code

#

and my left/right input code

tight schooner
tranquil field
#

I have these 2 screenshots, Im following exact instructions my teacher gave me, this code (everything not just these 2 blocks obv) is supposed to make a static mesh, like a cube in my instance, follow the player around, everything except these 2 blocks connect and its literally these 2 blocks that need to connect to have it work. anyone know what i did wrong/how to fix it?

mellow folio
#

My Pawn --> CAST TO FOLLOWER PAWN

tranquil field
#

what do i connect to what

mellow folio
#

MyPawn into Object

#

then the FollowePawn output into TARGET

#

then right click teh CAST node and make it Pure Cast

west gyro
#

how to get my custom input setting mapping instead of the standard?

tranquil field
#

new problem....

mellow folio
#

click it and post pictures of the whole graph it sends you to

tranquil field
mellow folio
#

it appears as though you're supposed to set the Target actor somewhere in your AI logic but that isn't happening

#

not every time anyway

tranquil field
#

well, how do i fix it? and sorry, im brand new to ue5

mellow folio
#

it's unclear

#

when or where it's supposed to be set

#

based on your setup

#

you would need to post lots of pics and explain your whole setup, or ask someone for more help

tranquil field
#

on the tutorial is said right click it and promote it to variable, thats what i did to make it

mellow folio
#

the variable exists

#

but it isn't set

#

to anything

tranquil field
#

... how do i set it to something then

mellow folio
#

it depends what you want AI to target

tranquil field
#

i want the ai to follow me

mellow folio
#

so try.....

#

SET BLACKBOARD VALUE AS ACTOR

#

(Get player pawn)

#

try plugging those in before SETBLACKBOARDVALUEASVECTOR

#

so when each AI begins to execute AI logic, it finds the player pawn, and sets its target to that pawn

tranquil field
mellow folio
#

SET BLACKBOARD VALUE AS OBJECT

#

try that

#

I'm not in engine

tranquil field
#

do it like this ?

mellow folio
#

TargetActorKey is the variable for the target...

tranquil field
#

my guy i started ue5 coding like a day ago i know nothing

mellow folio
#

I think working with blackboard might be a little bit advanced for you, it introduces alot of unnecessary confusion that wouldn't exist in pure Blueprints

#

blueprints is purer logic, will allow you to learn easier

tranquil field
#

... this is an assignment due in 9 hours

mellow folio
#

lol ok

tranquil field
#

i need to figure this out lmfao

#

i was trying literally everthing i knew about it yesterday for 11 hours straight, got nowhere

#

im back here, speak english to me, how do i make this work

mellow folio
#

so the problem is that you're trying to get a location value based on where an AI's target is

#

but the AI has no target

#

so the whole thing fails

tranquil field
#

yes. but how do i get said target.

mellow folio
#

well there are lots of ways for AI in a game to target something

#

the simplest is probably just....

#

GET PLAYER PAWN

#

try to get a node GETPLAYERPAWN

tranquil field
#

if this says anything, this is what the instructions my teacher posted says about this step.

trim matrix
#

Hi guys, I have setup a loading screen with fade in and out animations for my game. When I use Open Level (By Name), the levels opens but apparently deletes my widget bp before the fade out animation plays... Earlier I was told that I can avoid this issue by stashing a pointer to my widget in my game instance because it persists through all levels. But never finished getting the help I needed so I'm asking again in case somebody can help me out

wide solstice
#

Hello /slackers/, I have little experince with Unreal, I'm trying to change the Cinema Camera actor thats active in game every X amount of seconds.
Each time it should be to a random cinema camera so you can see the scene from a different perspective, i thought I could use the switch actor but, it doesn't seem to work. (phone shots cause im working on a computer with no discord/internet)

Could anyone point me in the right direction?

mellow folio
#

sounds easiest

#

just make the same widget, and put a bool on it

trim matrix
#

I have tried that but the thing is...

#

The level apparently runs before the widget gets created

#

so the widget gets created like 1/2 secs later...

#

looks a little odd

#

unless there is some way I can create the widget on startup?

blazing kite
#

Hello, is there a node to refresh a UWidget ? Grid panels are not updated after calling SetColumnFill
Edit: It's broken even by manually setting column fill/row fill

sharp steppe
#

Hello all! I been trying to learn blueprint online myself, but I been struggling and can’t find the help I need. So now I’m considering taking classes. Any one have good recommendations for courses or classes on blueprint? Any advice is greatly appreciated πŸ‘

blazing kite
#

Very good for beginners

wide solstice
blazing kite
#

What you want to switch randomly is add your cameras in an array, then generate a random number in array length (- 1), get in array with this random number, and use that camera for the "Set View Target With Blend" node

wide solstice
#

Never mind

blazing kite
#

You can get this node from "Get Player Controller"

wide solstice
#

Context sensitive was activated

blazing kite
#

Don't disable it its a bad practice

#

If the node is not showing with context sensitive, but is showing without, you will often need to plug something in "target"

trim matrix
#

Does anyone know how to change widget animation length?

#

I can't move the end point...

#

nvm I think I got it

zealous moth
#

On paper, how would you go about wall crawling npcs? Like a slug that crawls on the wall.

west gyro
#

why is this failing on me?
isnt my character holding the player controller?

faint pasture
faint pasture
#

What are you trying to do? Are you doing something on your own or trying to follow a tutorial verbatim?

thin panther
west gyro
gentle urchin
# blazing kite Don't disable it its a bad practice

Id have to disagree with this, unless it's a very beginner person. Once reached novice skills, you can easily figure out the context of any given node you find with "context sensitive off", and thus learn and figure out if that node can be used in the scenario you wanted it in , even if that means slight alterations of your code/setup

#

In general I'd keep it on, but thats just for the practical reasons

blazing kite
west gyro
wide solstice
cyan bone
#

I have a group of instance soldiers, they have no collision.
I need to move my character and see where i will collide with this group.
Which one of these options is the cheapest in performance?
Option 1: Calculate the convex hull, and make a mesh using Create Mesh Section. Then trace line, then destroy mesh.
Option 2: Generate 1 collision sphere per soldier. Trace line, then destroy all the collision spheres.

faint pasture
#

I would presume you have a lot of mechanics that can involve knowing if you're "hitting" a soldier.

cyan bone
icy dragon
#

Don't prematurely optimise.
Just make sure your proof of concept works at all

cyan bone
#

I have both working. I dont know which one is the best

faint pasture
#

How does selecting a soldier work? Do you already have some sort of collision-like mechanics?

#

like how do you select a group?

#

or an individual. Or how do they do combat?

cyan bone
faint pasture
#

Like in my project, we have a procedural mesh (not actually in 3d, just a struct) for vision fields. We utilize that same vision mechanic for AI etc.

#

Whatever you're already using, use that. Keep it similar.

viscid arrow
#

im making a inventory system where armor gives stats, the script is applying the stats that's on the item but it not adding up the stats from all the pieces, it's just overriding each other, anytips?

faint pasture
#

If you already have a bunch of stuff using procedural collision, keep that same energy and use it for ALL collision

faint pasture
viscid arrow
cyan bone
faint pasture
#

Make a CalculateStats function that calculates final stats from base stats + equipment + buffs etc. Call that every time your equipment changes (equip, unequip)

cyan bone
#

And i dont know if generating like 80 collision spheres might just be worse

viscid arrow
faint pasture
cyan bone
faint pasture
cyan bone
faint pasture
#

What I'm saying is you could do a line vs circles test in 2d all as math and not have to spawn colliders etc.

cyan bone
faint pasture
cyan bone
faint pasture
#

I would look up quadtrees, line/circle collision, and make sure you're comfy with your vector math.

#

But that's really only a consideration if Z is never of any gameplay significance. If you need collisions from above/below then just use the Unreal stuff, it's already heavily optimized for 3d

mellow folio
#

I'd be more worried about what use case you're trying to have 10,000 units in game at a time, at all

#

at that point, they're like a soup

cyan bone
cyan bone
mellow folio
#

well I've never played total war, but I assume with that many units they're just grouped into squads

#

so then you have these parent actors running around

#

that control their little groups

icy dragon
mellow folio
#

so you don't need to check against all the little mini troopers you can just ask the whole squad

#

and the squad can just do some rough math on which instances are on a line

#

so at that level it is pure math

#

I'm not sure of any equations for line trace logic that's pure math based on 2 points (a line) and a group of points (unit locations) to check against......

But I bet there's something not-too difficult you could do.....

Off the top of my head - maybe you cheeck to see if each unit is closer to PointA than PointB is, and with a radically similar unit direction vector dot product

#

this could be used to produce a coning effect of pretty modular width

tight schooner
#

I'd recommend against making something as complicated as Total War / Mount & Blade as a blueprint learning project... Sounds like a c++ endeavor at the least with some clever graphics work too for 10K animated soldiers

mellow folio
#

Yeah listen to him

#

just shoot your unit counts way down and have more fun

icy dragon
#

inb4 getting dismissed and keep going with 10K amount

mellow folio
#

2 years later he makes 100 million dollars and is interviewed by a stunning blonde reporter who asked how he did it and he says "well there were some doubters on a little known website called Discord that lit my fire"

true valve
#

Can you setup an enum as a param without creating that enum?

cyan bone
#

the whole purpose of my project is trying to put a lot of units even if they have no collision and with instance sprites, or batallions. Something like a cheap total war but that actually has more units. Something like sengoku jidai.

#

sengoku jidai looks beautiful yet it is very simple

cyan bone
#

You see. it looks like it has a lot of units. But in practice could be just 20 characters. Each character 200 instances. Right?

#

or not so fast?

cyan bone
thin panther
mellow folio
thin panther
#

Distance checks are quite cheap tbh

#

Afaik

#

But still something that should use c++

plucky plank
#

anyone able to help me find a node or methodology to accomplish a certain task rq? I need to get the velocity of an object in a specific direction . Is there a way to accomplish this easily?

faint badge
mystic mist
#

hey all, running into a thing I cant seem to wrap my head around. I am working on an FPS, and when I click the mouse, I fire. It works. What I want to do though is if I hit the shift key, I want to prevent the mouse click from firing. I've tried everything I can think of but nothing is working. Anyone able to help?

austere vapor
#

What I usually do is have a bool check.
When holding shift turn the bool on/off, and flip it when they release

Then on the mouse click event, use a branch node to check if the bool is on or off

mystic mist
#

@austere vapor how would I do a bool check?

austere vapor
#

theres a node called "Branch"

#

It takes a bool input (red) and has 2 outputs. True and False

#

like this:

mystic mist
#

oh! right that makes sense

pulsar path
#

im trying to make the layout of a widget automatically generate slots (called widget_rune) dependent on the size of the inventory, but none of the slots actually show up on screen. they show up if i add them there in the editor, but the entire point of the system i made is to dynamically make it since the inventory size differs depending on player skills. anyone have any idea what i did wrong?

#

ive tried adding print's around the place and everything seems to be working, its just that nothings showing up
edit: it seems like i had to set the alignment options to 'fill' to get them to display

mystic mist
#

@austere vapor I got it working! Thanks so much!

faint badge
austere vapor
#

its always worth learning other systems as well, theres never usually one answer to things

#

I'm currently making a racing game with items and pickups, and several of those items I want to track other players after being sent out, similar to Red shells from MarioKart
How should I go about making sure the items stay on the track after being sent out, and then home in onto other players once close enough? Should each of those items have an AI that follows the track layout? How do I combine that with the homing movement?

scenic magnet
#

Is there a way to add a sound that will follow an actor around? When I added an "audio" item to a blueprint's components, it just plays at full volume and omnidirectionally no matter where I go or how I rotate.

silk cosmos
silk cosmos
scenic magnet
cyan bone
# mellow folio So let's assume you have a squad actor who realizes an effect is hitting near hi...

Does that calculate a perpendicular line from point to line?
So thats cheaper than actually spawning 100 sphere collisions and shooting a line trace to see if there someone on the way ? (thats one of my ways)
Instead i could get the position of all my instances inside a batallion, and get point to line distance. If inferior to 50 (size of my soldier), then it means i collide.
Although then it would be hard to understand which soldier of the group am i colliding with. Because there might be many who are close to the line. Would then need to also check distance to see who is the closest one.
So thats 2 checks, 2 for loops vs spawning sphere collision and line trace.

austere vapor
true valve
#

When you possess a character, what's the simplest way to pass the player's camera location and rotation to the possessed character?

foggy escarp
#

The camera should automatically become the new managed camera.

austere vapor
foggy escarp
#

I'm assuming that you want the perspective to remain similar when changing characters?

true valve
#

I can simply do that by caching player's control rotation then after possessing setting that to the possessed character's control rotation. Hopefully, it won't break anything

undone surge
#

i have some custom character rotation going on with a character in game but when i set its focus on my chracter to track me there is an offset. is the set focus rotation relative to the origial rotation? if so how would i get it to ignore its current rotation and just set focus on my character instead

still gust
#

Hi guys, I have a texture material render target setup for a camera, and I have a texture filter setup for the same camera, but i dont exactly know how to apply it to the camera and let it toggle the post process

#

how do i have it so only one camera can see the post process texture and toggle it on/off?

wanton galleon
#

Hi, is there a way to get uvs from a mesh ? I'm not really sure that I'm pointing to the right direction or if that's the right way to ask that, but my system is suppose to works with UVs between [0,1] but the "SM_Template_Map_Floor" from unreal seems to have uvs outside this range, and I would like to get min and max uv range in order to scale them into [0,1] value

wooden sonnet
wanton galleon
#

Oh perfect, thanks πŸ™‚ It is the right way to go, when we want to fallback into that [0,1] range for Render Target manipulation ?

trim matrix
#

Hey guys, I'm trying out cull distance volumes for the first time but unlike the tutorial I'm following, my cull distance volume isn't making anything disappear.
I would think that maybe it's just not possible to see changes in the editor viewport but in the tutorial it works just fine

wooden sonnet
trim matrix
#

yeah

#

that's the first thing I checked for

#

I pulled out a cube for testing purposes

#

but nothing happens

#

these are the settings im using rn

wooden sonnet
#

change the viewport to game view?

#

so it shouldnt work in editor afaik unless it was changed

#

Some limitations:

It does not work in Editor, only when you’re running the game.
It does not handle movable objects. Only those with their mobility set to Static and with the option for β€œAllow Cull Distance Volumes” enabled in their instance settings. This is on by default, though.

trim matrix
#

I see...

#

A cube from the basic section from place actors is static

#

so that shouldn't be a problem

#

even though I hit play, eject, and then move pretty far out nothing happens

#

maybe the cube is too big. I'll try changing the values

#

nope

#

even setting the size to 1000 doesn't help

#

I never really could get this to work and Idrk why

fervent kelp
#

hi, i want to fix grid mesh pivot point to center but when i changing the grid size and/or moving the BP, pivot point was resetting. How can set the BP's pivot point to center on construction script?

amber hill
#

Can Player controllers have behavior trees?

maiden wadi
# amber hill Can Player controllers have behavior trees?

Not really. PlayerController is designed to process input from a player and act as their networking hub for multiplayer games. If you need some sort of AI relative to a player, you could spawn a new pawn class with an AI controller that is designed to do what it is you're after.

west gyro
#

has anybody an idea why I'm getting this error when I try to get the 2 defined inputs in my mapping for the selected action?

#

i mean its working but im still asking my self how to remove this error

sharp fox
#

print the value of bool and see what it say

brazen pike
weary flame
#

I have a character that has a capsule component and sphere component (that is scale-wise inside the capsule component). I use Multi Line Trace by Channel to find the sphere component and it doesn't register. If I make the sphere bigger than the capsule, then it registers. If they are kind of overlapping then there is a lot of flickering (I am trying to set an image based on the hit component from the multi line trace).

Anybody know why the Multi Line Trace by Channel doesn't get past the Capsule to register the Sphere collision?

brazen pike
sharp fox
#

how to draw line from hud in ui

#

(or normal blueprint)

tawdry surge
#

Its a hud class event

sharp fox
#

?

tawdry surge
#

Hud class is like player controller class or game mode class

sharp fox
#

i know

#

but how to execute it in blueprint

#

draw line*

tawdry surge
#

Go into the hud class and draw it off the DrawHUD event

weary flame
weary flame
sharp fox
#

i tried it on event tick

tawdry surge
#

Wow.. did it say event tick?

#

Or did it say draw hud event

sharp fox
#

tf? what do you mean

tawdry surge
#

There is a red event node named draw hud..
Use that event to draw the line

sharp fox
#

ok but i wan't to update the line

#

every second

tawdry surge
#

Hud draws on tick

sharp fox
#

Really?

brazen pike
sharp fox
tawdry surge
#

Bool and a branch

sharp fox
#

ok

weary flame
brazen pike
stuck plaza
#

Is creating material instance assets expensive? Is it safe to assume that material instances only store the uniform values for given shader/material?

weary flame
tawdry surge
#

Material Instances are fine/preferred
Otherwise you'll be making a ton of repeated graphs

brazen pike
tawdry surge
#

Your capsule collision is set to block

#

Set it to overlap and it'll hit the sphere too

brazen pike
#

yeah but it seemingly ignores visibility

#

which is where I think they're tracing on

tawdry surge
#

Then it wouldn't register hitting the capsule at all

weary flame
brazen pike
tawdry surge
#

That's probably an issue, but still weird it registers the capsule in the first place

weary flame
#

I figured it out

#

There was a mesh for the character as well and that blocked a bunch stuff. Still don't know why the capsule was registered.

#

This is more for my general knowledge but is there a trace function that hits everything, collision channels be damned?

tawdry surge
#

No, but you can make a custom channel and set it to overlap by default.
Unless you change it, it'll catch everything

onyx token
#

why does it keep jittering tho?

candid geyser
#

Anyone have some advice they could give me? Im trying to implement a Breath of the Wild like climbing system, and im able to get onto the wall, but I can't move...
Any ideas?

#

Testing out the climbing is really hard when I messed up the ability to even move, so im a little stuck here haha

rugged wigeon
#

You need to get way, way more specific on what you're trying to solve @candid geyser

Start unpacking your problem and follow the code.

  • Is your input being captured?
  • Does your code tell it to do anything with that input
  • Does your code recognize it's in the climbing state
  • Does your code actually implement up and downwards movement relative to the wall?
  • Is the code to do climbing movement running and not working or is it not running at all? Is it running and just not doing what you expect?
ember berry
#

Guys, does anyone know how to make smooth telekinesis on characters?

tight schooner
onyx token
#

hm

tight schooner
#

Seems like one out of every several frames produces a vastly different rotation

barren sonnet
#

Anyone know what combination of actions I need to make an actor rotate at a specific angle? I'm trying to make powerlines fall over with a timeline but I can't figure out a way to do it without rotating the actor in the specific direction 1st and then playing the timeline. I want the actor to always be facing its original direction.

crude isle
#

why cant I debug something

#

the only option is no debug selected

elfin wolf
crude isle
#

ohhh

#

u have to do it when playing

#

okay thansk

#

I fixed my issue now thanks

candid geyser
#

Im just overall struggling to find an effective way to implement it. Im brand new to Unreal Engine so im yet to understand how most of the engine works

icy dragon
candid geyser
timber pike
#

Does anyone have any good tutorial for swimming?

icy dragon
timber pike
fair oak
#

Hey i want these collision boxes to fly arround the player but i dont want them to spin with the player or move them when the player jumps. i tried to make them childs as every object there was but not one worked is there a extra component wich could fix that?

#

or a seperate actor but maybe there is a trick for that

mental trellis
#

I don't think there's a particularly easy way of doing that.

#

Why do you have those boxes anyway?

tight schooner
sharp fox
#

How to cast to a character from a gamemode that doesn't have this character as default pawn

#

im trying to do options

rugged wigeon
#

Cast what to a character

sharp fox
#

what i need to put as an object

rugged wigeon
#

Well yeah. you need to pass an object that you know is a mainplayercharacter into that

tight schooner
#

You can't cast to something that isn't spawned. Cast just checks the class of a spawned thing

sharp fox
#

so how i can set the sensivity

#

i have 2 worlds

#

1st is normal world with player and 2nd is main menu

#

in main menu i want to change a sensivity variable that is in world (in player)

tight schooner
#

I guess you need to store the option somewhere, like in a manager class or a savegame file or whatever

#

And then have your characters get the data from that

haughty temple
#

You should be able to use getplayercharacter

#

I think

sharp fox
haughty temple
#

Is it character, pawn or what? Also usually screenshotting more than 1 node will help others figure your problem out

sharp fox
#

I have 2 gamemodes and 2 characters 1 gamemode is for 1 character (main player) and 2 gamemode is for 2 character (main menu player) and i want to transfer a variable from 1st character to 2nd

haughty temple
#

Assuming your just using open level to load into game, and assuming you want to pass optio s to it such as the sens as you said and other things you might setup?

#

I'll mess with it see if I can get something working

candid geyser
#

Okay so odd discovery, I fixed being unable to move, but now, as I climb up the wall, I slowly drift off of it, im not quite sure how to describe what's happening here

rugged wigeon
#

@sharp fox sounds to me like you don't understand the difference between a member variable and an instance of an actor in game.

#

@candid geyser how are you moving

candid geyser
rugged wigeon
#

with a character movement component?

candid geyser
#

Yeah.

#

Well, it utilizes it, if im looking at what I did right then it works kinda like a hybrid

candid geyser
sharp fox
candid geyser
#

What I find odd is that since climbing a wall requires you to press E so you can interact with it, every time I press E I stick back to the wall and keep climbing like normal

#

In other words I could run it on a loop while the player is climbing but im not sure if that could be heavy on performance

#

I apologize for explaining it so poorly

rugged wigeon
#

character movement doesn't have a mode for climbing. so... its not really clear what is causing your character to move at all. This is a difficult concept to begin with. Especially when your walls aren't nice sheer vertical surfaces.

candid geyser
#

I know, making a climbing mechanic from scratch has been kind of an uphill battle

rugged wigeon
#

I see several botw climbing systems in ue4 on youtube. I would start there. It's a lot to reinvent

candid geyser
#

Which it swaps the movement mode to flying so that you can go UP

#

The literal only problem is that I can't get it to s t a y on the wall

fair oak
rugged wigeon
#

Yeah you're gonna have weird issues because the capsule is going to intersect with the wall.

runic plinth
#

Hello all, I have a quick question if anyone can help. You can use the node "Get (Scene Component) Forward Vector" which gives you x -1 to 1.
How can I change this at run time? Tried to rotate the volume 180ΒΊ in the scene and doesn't do anything.

candid geyser
#

Theres a few things in there that prevent you from going inside the wall but the model still kinda clips into it

#

Overall it would be working far better if I could get it so I actually stay on the wall

rugged wigeon
#

capsule is bigger than the model though and the model doesn't know anything about the wall really

candid geyser
#

Yeah, im debating whether I should just pull the mesh back a little bit, but then the capsule would be off

rugged wigeon
#

If you actually want to do this right, you'll likely need to do some inverse kinematic stuff so the model is actually figuring out where to put hands and feet relative to the wall and moving the body up in turn. It's non trivial

candid geyser
#

I plan on doing that once I have it functioning properly

rugged wigeon
#

If you just want the mesh flying up the cliff side while it sort of looks like its doing a climbing animation that's an entirely different thing

candid geyser
#

Im brand new to UE4 so that stuff is scary

#

No like its actual climbing pretty much

#

I had to use a video to help build the climbing system, but despite checking over and over if I got it all right, I know I did, yet I still have this little issue

#

If I had a way to record it I could show you exactly what's happening here

rugged wigeon
#

Is your video really botw climbing or is it just nice flat vertical surface climbing

haughty temple
candid geyser
mental trellis
candid geyser
#

It's not just going vertical completely

fair oak
candid geyser
#

It's actual BOTW climbing, you can climb at up to 45 degree angles, which I could increase but idk

rugged wigeon
#

Spot Light is a var belonging to that first screeen shot's blueprint. If you want to get it, you'll need to drag it out of a reference to whatever that first screen shot class is.

candid geyser
#

No stamina system yet however

#

I want to get the movement working first

fair oak
rugged wigeon
#

Well fine if you just want to run with whatever you got make sure you're moving in the direction perpendicular to the normal of whatever wall you're climb per the line trace. I suspect you're probably moving away from the wall because your character is not climbing, they really just flying, and the character capsule is being pushed away from the wall.

candid geyser
#

Yeah the character is climbing

rugged wigeon
#

Are they physically attached to the wall?

#

With physics

candid geyser
#

No, it's flying

rugged wigeon
#

Yeah

candid geyser
#

I had it working earlier but the drawback was that I could only go vertically

#

Now I just eventually float away anyways

fair oak
candid geyser
#

If I could just have a loop that activated when climbing and then ended when no longer climbing that should fix it

#

How performance heavy would a loop be when climbing?

rugged wigeon
#

not performance heavy so much as janky and likely to cause weird issues with your character movement battling with this adjustment thing every tick

#

but go ahead and try it. it'll probably suffice for now

candid geyser
#

Yeah, I might as well try it and see how it goes

mental trellis
#

(and I don't mean needing help with the unreal systems, but the logic and math)

candid geyser
#

nobody wants to be there

fair oak
#

when there is a easy way why would i need to tinker with calculating coordinates

#

but i still try both

rugged wigeon
candid geyser
rugged wigeon
#

then why do poor kids get fewer gifts

candid geyser
#

because they suck

#

Okay so I think I did something b a d

rugged wigeon
#

You have a class. Let's call it Thing. You have stated that Things have a Spotlight

candid geyser
#

I tried running a loop and it looks like it made it crash lmao

rugged wigeon
#

There could be many Things. If you want to reference a Thing's Spotlight, you must first creating a Thing, so you can say I want that Thing's Spotlight.

elfin wolf
fair oak
#

okay thanks

#

just searched for whole furniture tutorials but they are too much like ark

rugged wigeon
candid geyser
#

Yeah I just learned that the hard way

pale anchor
#

Quick Question: When I disable Start with Tick Enabled on a BP, are the Ticks for each object within the BP disabled as well? Or do I have to disable the Tick for each object with the BP?

pale anchor
#

Great. Saved time fiddling around.

#

Thanks.

paper galleon
#

You'd have to disable for each "object" in the bp manually. Not sure what that means though

paper galleon
#

You mean components?

pale anchor
#

ah right

#

That's the word.

paper galleon
#

Lol. Yeah. Components still tick on their own

pale anchor
#

Okay so the BP can have a disabled Tick but the components still running Ticks?

paper galleon
#

Yeah.

pale anchor
#

Alright... thanks

faint pasture
pale anchor
#

Oh that's possible? Great. Gonna take that way.

faint pasture
#

It might only apply to new classes, not sure.

willow gate
#

Anyone every used Find Look at Rotation for setting up the transform of a projectile? I'm trying to use the impact location of a line trace with the origin point of the projectile to send it toward the line trace impact.

pale anchor
barren sonnet
#

Is there a way to hide parts of a mesh if the meshes are imported as a combined mesh ? For example I have the destroyed bits and none destroyed bits in he same combined mesh. Is there a way to select the just the destroyed bits and set them to not be visible on level load?

faint pasture
willow gate
faint pasture
#

Also confirm that the projectile works correctly otherwise. Place on in the world, rotate it, hit simulate

willow gate
#

I'll try that real quick before I bother you with my setup

barren sonnet
#

@faint pasture Dang, yeah that's what I figured.

faint pasture
candid geyser
#

Alright boys we got it going

faint pasture
#

I'd just have the separate meshes tho

candid geyser
#

Climbing is officially working now B)

stray halo
#

wait never mind I just found out

austere vapor
#

Hey yall. I have an object following a spline that the player can spawn in, and I want the object to start at where the player puts it, rather than the Spline's actual start point. I can do this pretty easily if I could get the distance along the spline from the object's current position to the start
Does anyone know how to grab this, or anything that can help point me in the right direction?

faint pasture
willow gate
faint pasture
#

or a get nearest point on spline or something like that

austere vapor
#

yes, but thats for object already following it

#

I thought get nearest point uses the corner points you put down to create the spline?

faint pasture
austere vapor
#

I could give it a shot

wooden ravine
#

speaking about splines, does anyone know how i can make an object that follows a spline still be able to move? working on a starfox clone and want the plane still be able to manoeuver while following the spline

faint pasture
wooden ravine
#

how can i make it determine? Sorry still kind of a noobie regarding that

candid geyser
#

Hey, is there a way I can make it so that an input requires two keys being pressed? Like S + Space Bar for example

tight schooner
faint pasture
faint pasture
wooden ravine
#

ok thanks you two! i'll try it out later!

errant cliff
#

Hey guys hope you are doing well! Im trying to set up a skeleton as the main model for my third person character

#

however, when i apply it there is no animation at all

lilac storm
#

hi guys , please give me some advice i am doing strategy game and ai has to move to location which player clicks , and "AIMoveTo "function moves the ai but doesnt avoids and obstacles . how to make them to avoid obstacles ? What topics i should look ? or may be there are some plugins for that which you know ?

rugged wigeon
#

check your nav mesh kama

#

press p in the editor to toggle its visibility

#

and then answer depends on whether these are static obstacles or dynamic ones

paper galleon
errant cliff
#

wait trying to screenshot this lol

versed sun
#

Also NavArea and NavModifier, Surface Type are some things to look into

lilac storm
errant cliff
#

then I get

#

dude t-posing like there is no tomorrow

#

https://www.youtube.com/watch?v=AWARFxs9g-4 Ive seen this tutorial but the skeleton used for the default third person does not appear in the list to assign to. the only one showing up is the old default manequin..

Tutorial on how to set up "Assetsville Town" characters with UE4 Third Person Template.
"Assetsville Town" is an asset pack available on UE4 Marketplace: http://bit.ly/2t64Hxn

For more screenshots and information about Assetsville Town pack check: https://assetsville.com

-------------------------------------------------------------------------...

β–Ά Play video
stoic wolf
#

hello

errant cliff
#

hey

stoic wolf
#

how i can fix this error package project :UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to compile source files.
PackagingResults: Error: Unable to compile source files.
UATHelper: Packaging (Windows (64-bit)): Took 0.9567601s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\3irna\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\UBT-Online-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

errant cliff
stoic wolf
#

no problem

errant cliff
#

try restarting project and saving

stoic wolf
#

can you fix ?

errant cliff
#

is this an imported project or your own?

#

I started using unreal 2 days ago lol

stoic wolf
#

own

errant cliff
errant cliff
stoic wolf
#

ok

#

can you fix multiplayer ?

#

when i try to use multiplay demo get error

zealous moth
#

@errant cliff retarded the anim bp

#

Retarget * stupid phone

#

If you are in ue5 you need to set up the ik retarg

stoic wolf
#

ue 3.27

#

4.27

errant cliff
# zealous moth <@864855452143714334> retarded the anim bp

I think I made some progress: When I try to assign skeleton to the mesh; its telling me FAILED to merge bones. However this doesnt happen with the default old manequin.. maybe the skeleton im trying to use is only compliant to the 4.0 skeleton?

errant cliff
errant cliff