#blueprint
402296 messages Β· Page 911 of 403
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?
are green functions better in performance? I never make it pure. I just connect the white nodes, works too?
thats the only thing that i do in the anim graph form IK @sudden zephyr
Sorry, probably should have said/emphasized that it's a hinge? π
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 ;/
All good, np. Thanks in either case! x)
;D hehe
Nah man, dat how hood on cars work, no? xDDDDDDD
What you mean?
i mean everything is moving nothing is stable and connected and all the bolt arnt holding the plattes in place
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.
Multi trace.
Single trace only returns the first thing hit, probably the capsule
Is it far more expensive the single?
Not enough to worry about
It showed up in the print string, thx
Np
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?
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
Is it possible to do LineTraceByChannel but with splines?
So something like SplineTraceByChannel?
how would I go about turning the 3dresolution (not resolution, 3dresolution) down, for my game when I press a button?
Execute console command node, and change the screen percentage scale
I don't remember the exact command offhand
Here's some general info on screen percentage https://docs.unrealengine.com/5.0/en-US/screen-percentage-with-temporal-upscale-in-unreal-engine/
If you're going for a deliberate pixelation effect you probably want to disable AA too
Bounds are axis aligned
It's the XYZ box that can fit it. It'll be bigger if it's oriented diagonally.
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
heres a video of simulating and everything working fine..
but same map when starting in standalone my inputs r not working..
Did you at some point disable input and forget to re enable it?
My guess would be that in the standalone version you're disabling input in your menu
Or somewhere
could this be issue??
like when showing a widget??
setting input mode to UI only??
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
yeah yeah thanks man..
thanks man it worked that was only the issue.. appreciate ur help a lot.. π
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.
Yeah add impulse is only for physics enabled things
So how would I go about this?
You could probably interp or use a time line to move character, but I suspect that it may cause bugs with collision if not worked around.
You could also just temporarily enable physics.
There are options.
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
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 π
Pretty sure rep notify fires on the server so you'll need to send to mutlicast event. Could be wrong
Try #multiplayer
i can fix it by putting same code as in rep notify on remote
but shouldnt it work so
thx
Np in case no one replies over there just try the rep notify but in the notify call a multicast event then in the multicast event call your interface function. I'm not too familiar with rep notifies, but that's my guess
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?
Retargeted Paragon Terra animations to Gideon. Why hands are deformed?
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?
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
looks like my forloop is jacked
Is every actor going to be a pointlight?
yeah
spotlight
So this is what I have now, I went to the child, and removed the loop and the tag, and it worked
?
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
so I know the concept is good
that sounds really good, @elfin wolf ill try that right now
Are you only trying to change actors in the BP itself? Or can they be anywhere
in the BP
Yeah then go with paranoid's solution
@elfin wolf @brazen pike how do you get the set node?
right click the output and promote to variable
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 π
you dont need the set node, just plug it straight into the for each loop
so this should get all the lights, make the array, then turn them off/on based on the bool
correct?
yep
going to test!!
works like a dream, thank you so much
thanks @elfin wolf and @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.
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?
hmm yeah i think it would work if you copy pasted it into the construction script
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
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"
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 ?
If you use these nodes you get a return value which you can then use to reference the sound being played, and thus, able to stop them.
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.
thanks
Hi does anyone know how can i pass this texture to a material pls?
@dawn gazelle amazing, thank you for the great explanation!
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
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.
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?
I have two blueprint classes, both of which have the same parent, however I only have the following (uneditable) node in one child
(BP1)
(BP2)
both have the same parent
@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
Unreal used to have a sprite actor right? Has it gone?
UE5?
Well UE4 had it but I can't find there either :/
I don't see such thing as sprite actor even in 4.27
Either you're having mandela effect, or it might be part of Paper2D plugin
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
2240
437
That's a particle tho, not sprite actor
I donβt 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
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.
Ignore this β¬οΈ π . Blueprint Category works better in making sure I add the correct component with the same name.
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?
Is it a warhammer type situation where its a large 3d environment?
Just checking the Z level would be a start
Similar yes. @gentle urchin Its like land with different properties. So if my unit goes on top of desert then desert units have bonus.
So i need to check the terrain type below the unit?
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?
look into Surface Types
There could be a better way, but my immediate thought would be to check the landscape layer under the unit to determine the bonus
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.
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
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
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
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?
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
ok so the line will do it. thank you. i get to work.
God! That font has horrific kerning! 
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.
HI, does anyone know how to get the width and the height of a texture? I cannot seem to find the right blueprint
I know its a blue print section but is it possible to make a "cable" in ui?
How can I tell an object to see if there is any collision below it
line trace
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Niagara/GetTextureSize/
I found this, but is not available in my blueprints
Get Texture Size
Im having a hard time setting them up
are there any already existing blueprints on making an object spawn on the ground level
ye
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?
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?
@kind estuary use print string worst case :(
Hm, maybe something with how they are chained in the list on the right?
Not visible on your screens
Here's the chain. I've currently put the blocking to end part on loop.
Okay. Thanks for the help
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
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.
hi is there a way to convert texture2ddynamic to texture2d?
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 :/
what does C:\Users\praaa\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Program+Files+(x86)+EpicGames+UE_4.26\Log.txt say?
maybe delete this file and retry to build
to have clean log ?
I mean did you open this log file and read it?
yeah just open right now
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
you give no information. Go and check you error logfile. It should have way more info.
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?
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
ok thanks
i send you dm for the log file π
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
thats 50/50
you can do random int in range aswell for other odds
Can anyone show me or send me a resource on how to use Blueprints' Custom Character Movement Modes?
For more information on what I'm talking about, this link mentions it in the Using Custom Movement Modes section
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/CharacterMovementComponent/
They reveal little to no information about how you would go about designing a custom movement mode
genius, I was thinking of something more complicated lol
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.
Might anyone know why this cast fails?
are you sure your cast is working? Have you tried adding a print to the success bool of the cast?
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.
@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
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.
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
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?
Not necessarily. With any actor reference, you can Set Actor Location
Cool. π
you can also attach actors to actors if it's easier to work in relative-space
They won't necessarily be attached to only one. They'll be interacting with all gravity sources.
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
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.
do u know a multiplayer friendly way I can get a mention to a players player camera manager?
Is your object reference to the instance of the object, or to the class of the object?
I couldn't get what u r are asking. I'm a beginners following some yt blueprint tutorials
I just selected this
Hi, listen up
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?
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
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.
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
?
Maybe just turn it invisible and non-colliding instead of completely destroying it.
Tried to look for a solution with no success
invisible - just glass material ?
I don't know if that's a good solution
Or move it somewhere that it can't be seen.
The car is spawned at checkpoint
No, invisible as in not rendered at all.
but with suffix of 1, then 2. then 3 each time it gets destroyed
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
select BP b on right right side, then click on the details tab underneath it and take a screenshot for me
For testing im spawning an actor every second, and running it throught the script. The actor gets slotted. Then all other proceeding actors also get slotted in same slot i can see them increase in the outliner when simulating
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
Then just set the location/rotation/velocity. etc
are you using a player controller for all the details. As destroying and actor without one will destroy all values
The default player controller settings are set
So
"are you using a player controller for all the details" so I assume I am not
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
to rely on the name of the entity is your first epic fail
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)
I mean destroying and creating new objects involves a lot of memory management and that stuff that you don't see.
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
reset the component
so when I hide the car( I have already tried that like 10 sec ago ) I can still hear the engine running etc
or disable it
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. π
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
i bet theres more π
haha
maybe the only one you are aware of right now
well yes you have to make one
Former QA engineer, can confirm. π
maybe destroying the car entity is an option, but it depends on your game design if thats a viable option
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
inivsible != deactivated
"should work" we dont know
but also ofr a reset function only you know what you need to reset for the system to work
because that depends on what is on your car actor
thats the thing, we havent made you vehicle system, we dont know how it works
so we cannot really help you on that front
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?
i have not set it . And how do i point to that instance
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 ?
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 ?
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 ?
you can literally see the difference
different inputs and outputs
you want to teleport
actually set location
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
Iβm trying to set HUD but itβs not working.
In level blueprint
Here is hud
This event is never called
you have to add it to the viewport
Construct Object (Create Widget) does not show / let me select my hud class
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
NotEqual (Byte)
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.
You need to convert the enum to byte first
Not sure what you mean. Is this an "accessed none" error?
Usually an IsValid node can prevent those if you're using the data in a potentially empty variable to do stuff
Yeah, that's it! 'accessed none trying to read property' etc.
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.
Yeah IsValid will check if there's data so you can abort execution or w/e if there's nothing there
Ahh thank you. :)
hello is it possible to preserve the momentum/velocity of root motion walk/run for non root-motion jump?
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?
heres my 5.01 runuat, might still work, the code inside looks pretty plain
tysm!
@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
Yea I know that. What I'm saying is I can't seem to get the bool variable off the object. I'm missing something.
Does your "base interact door" class have a boolean in it?
Did you compile that BP
Yes to both
ahhh unfortunately it's not compatible i tried changing the file names but it's still not working.
Running AutomationTool...
RunUAT.bat ERROR: Visual studio and/or AutomationTool.csproj was not found, nor was Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll. Can't run the automation tool.
BUILD FAILED
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
If it's a normal part of the engine maybe you can verify the install
In the epic launcher
Otherwise dunno
Says just Actor Object References
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?
But it's only returning objects if they are part of the door class
@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
Yea I tried that, still outputs an Actor Object. I'm assuming doing casts in a loop is not recommended
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
I was told casts are expensive and should be used with care.
Casting to parent classes is pretty normal
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
I'll have to look that up as I'm not very knowledgeable on interfaces yet
Thank you for you're help @tight schooner
What do you guys think about this? Is there anything that might improve this βHold F to summon running platformsβ thing
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
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
π€
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
well it's currently all in one function with a for loop
for loop > clear array > make new array/pass
Ah I see
I'll double check if sectioning that off works
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
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
well
append also crashes iot
I'm assuming append is effectively a for loop of adds
it probably does a more efficient copy of the contents on the C++ side when you use Append
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
You might have more luck on #multiplayer :)
well I asked there, but replies can take hours
so I figured I'd try to work around the bug
for the moment
Yeah that's fine, just thought I'd mention it just in case.. don't really know about mp stuff myself
aye, I'm 99% sure it's just a bug on unreal's side, but partial replication would be evil to handle anyway
I mean it supposed to be a fighting game with different elements. The element I showed is βEarthβ
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?
if you completely de-load all the assets, they have no impact on performance yeah
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?
loading times would be the cost
ahhh
you wouldn't be able to make the switch seemless
not sure how chunky those loading screens would be
they would exist though
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 π
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
There are level-streaming systems in UE4 and UE5. I haven't played Bannerlord yet but I remember M&B Warband... and that game is segmented into world map, battle map and various other screens
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.
#work-in-progress and once its there i have some feedback
any reason why when my anim (with root motion) is playing
it snaps back after done?
Thank you. So the difference the 2 techniques you mention, is that level-streaming allows you to still do something while the other level is loading? Is that right? You said "fiddle", im not sure what it means.
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
yeah level streaming happens in the background from what I understand. I have no direct experience with it. Whereas loading levels conventionally halts everything until loading is done. By fiddle I mean the player can do stuff.
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?
My Pawn --> CAST TO FOLLOWER PAWN
what do i connect to what
MyPawn into Object
then the FollowePawn output into TARGET
then right click teh CAST node and make it Pure Cast
how to get my custom input setting mapping instead of the standard?
new problem....
click it and post pictures of the whole graph it sends you to
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
well, how do i fix it? and sorry, im brand new to ue5
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
on the tutorial is said right click it and promote it to variable, thats what i did to make it
... how do i set it to something then
it depends what you want AI to target
i want the ai to follow me
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
this doesnt exist for me
do it like this ?
TargetActorKey is the variable for the target...
my guy i started ue5 coding like a day ago i know nothing
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
... this is an assignment due in 9 hours
lol ok
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
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
yes. but how do i get said target.
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
if this says anything, this is what the instructions my teacher posted says about this step.
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
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?
I would just have 2 separate widgets ......a load out and load in
sounds easiest
just make the same widget, and put a bool on it
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?
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
Hello all! I been trying to learn blueprint online myself, but I been struggling and canβt find the help I need. So now Iβm considering taking classes. Any one have good recommendations for courses or classes on blueprint? Any advice is greatly appreciated π
Its not really a course/classes but I can recommend Matthew Palaje "Let's create" series on youtube
Very good for beginners
Also thereβs no characters
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
Never mind
You can get this node from "Get Player Controller"
Context sensitive was activated
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"
Does anyone know how to change widget animation length?
I can't move the end point...
nvm I think I got it
On paper, how would you go about wall crawling npcs? Like a slug that crawls on the wall.
why is this failing on me?
isnt my character holding the player controller?
How familiar are you with programming in general?
A character isn't a controller. You are saying "get Ability Owner Character (whatever that is), and check if it's a Controller. If it is, query keys mapped to action."
What are you trying to do? Are you doing something on your own or trying to follow a tutorial verbatim?
yes but your character isnt a player controller
i now use get player controller but then i get this blue Note
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
You can disable it if you know what you are doing, for a beginner, like you said, you should keep it on
ohhh get owner is the right now ;D
Ok I figured out many thanks
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.
Don't prematurely optimize. I'd do the 2nd probably. Any reason you're spawning and deleting the collision spheres? Why not just keep them around?
I would presume you have a lot of mechanics that can involve knowing if you're "hitting" a soldier.
So it is cheaper. I only need them there when my character interacts with the group, and just when the character tries to cross into them.
Don't prematurely optimise.
Just make sure your proof of concept works at all
I have both working. I dont know which one is the best
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?
for now the group as one collision of a mesh done by convexhull. Some that start in rectangle formation, have just a box collision.
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.
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?
If you already have a bunch of stuff using procedural collision, keep that same energy and use it for ALL collision
Does the logic live in the character or on the items?
all stats changes are done on the character
Well it was very hard to do all that so i guess i will go with your advice. But something feels like generating a convex hull and a mesh might be expensive
Make a CalculateStats function that calculates final stats from base stats + equipment + buffs etc. Call that every time your equipment changes (equip, unequip)
And i dont know if generating like 80 collision spheres might just be worse
swag i'll try that, thank you
The add/remove is more costly than the trace. I run 1500 line traces a frame no problem. But I'd keep your collision system consistent throughout. Is Z a thing? Or is this effectively a 2d game?
The units are moving only in a floor. So i guess its 2d. Z is not being used, maybe in the future.
If it needs to be high performance I'd just do some 2d collision type stuff, would be giga fast. Although you'd probably have to do a bit of work to beat the built-in collision's optimizations.
Oh i see. That would involve interbalistic calculations
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.
So lets say you have 10.000 instances. And you only have some of them colliding every 30 seconds. Wouldn't it be better if those collisions are not in the game at all. And only exist when they need to be checked with a trace line?
I would do all of that as pure math. I wouldn't have any collision in the game at all.
I watched a tutorial on circle-line collision. And was not easy to follow, so i discarded it. But now that you say it, maybe thats what i will end up doing.
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
yes. Thank you
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
They are instances. Im doing a game similar to Total War. Is there anything im missing?
Like a soup ? π what do you mean?
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
At that amount I'm more worried for you using Blueprint on that amount.
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
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
inb4 getting dismissed and keep going with 10K amount
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"
Can you setup an enum as a param without creating that enum?
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
https://bigbossbattle.com/wp-content/uploads/2016/05/Sengoku-A-Charge-1.jpg
Something like this
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?
Take a look at this (using niagara):
https://www.youtube.com/watch?v=CqXKSyAPWZY&ab_channel=UnrealEngine
And this (using Animation Sharing Plugin):
https://docs.unrealengine.com/4.26/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimationSharing/
Yes i have seen that tutorial already. Its a bit complicated. But i dont need animated/detailed units like he did. All i need is this "fake" batallions like in sengoku jidai.
I would still probably use c++ for this
So let's assume you have a squad actor who realizes an effect is hitting near him. He could just do a FORLOOP on all the locations of his dudes and run this node. It wouldn't be cheap enough to run frequently but for occasional special attacks it would work.
Distance checks are quite cheap tbh
Afaik
But still something that should use c++
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?
You can use the dot product for this, just get the velocity of your object and take the dot product with the normalized direction you care about and that will give you speed in that direction
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?
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
@austere vapor how would I do a bool check?
theres a node called "Branch"
It takes a bool input (red) and has 2 outputs. True and False
like this:
oh! right that makes sense
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
Worked wonder, TY!
@austere vapor I got it working! Thanks so much!
No worries, glad you got it sorted!
lol ur welcome
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?
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.
You could use splines that follow the track layout and have the shell move along them until it gets close enough to the player it's attacking
Did you adjust attenuation in your cue settings?
I see now, added an "attenuation settings" with all the default settings and that did it. Thanks! π
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.
This looks like what I needed! Thanks!
Is there a karma bot here?
When you possess a character, what's the simplest way to pass the player's camera location and rotation to the possessed character?
The camera should automatically become the new managed camera.
There are nodes for "Get world rotation/location"
Just get a reference to said cameras and use that as the targets
I'm assuming that you want the perspective to remain similar when changing characters?
Yes
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
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
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?
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
GetSectionFromMesh (static or dynamic) will give you UV outputs, you can then check min/max of the outputs
Oh perfect, thanks π It is the right way to go, when we want to fallback into that [0,1] range for Render Target manipulation ?
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
is enabled checked (at the bottom)
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
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 youβre running the game.
It does not handle movable objects. Only those with their mobility set to Static and with the option for βAllow Cull Distance Volumesβ enabled in their instance settings. This is on by default, though.
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
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?
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.
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
print the value of bool and see what it say
try doing a validated get. If it only does 2 errors it could solve it
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?
Try checking the collision settings for both components
Its a hud class event
?
Hud class is like player controller class or game mode class
Go into the hud class and draw it off the DrawHUD event
This the sphere
This the capsule. Not sure what is wrong
not working
i tried it on event tick
tf? what do you mean
There is a red event node named draw hud..
Use that event to draw the line
Hud draws on tick
Really?
If you simulate and draw debug the linetrace, can you see it hitting the sphere/capsule?
but how to hide it
Bool and a branch
The capsule yes, the sphere no
it goes straight through the sphere? or does it stop at the capsule
Is creating material instance assets expensive? Is it safe to assume that material instances only store the uniform values for given shader/material?
Yep, red line until it hits the capsule then green line after. But it ONLY hits the capsule, not the sphere inside of it. (The trace is like 10 meters)
Material Instances are fine/preferred
Otherwise you'll be making a ton of repeated graphs
Can you show the multi linetrace blueprint?
Your capsule collision is set to block
Set it to overlap and it'll hit the sphere too
Then it wouldn't register hitting the capsule at all
The line trace is by visibility, and the pawn preset collision made for the capsule ignores this.
wait does ticking the box "generate overlap events" on the sphere solve the problem?
That's probably an issue, but still weird it registers the capsule in the first place
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?
No, but you can make a custom channel and set it to overlap by default.
Unless you change it, it'll catch everything
i'm trying to make a 2d lookat thing by shooting a ray onto a plane that collides with visibility, and pointing a cone towards it
https://cdn.discordapp.com/attachments/847253861403197471/978294594175369236/UnrealEditor_otFB7M8Kje.mp4
why does it keep jittering tho?
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
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?
Guys, does anyone know how to make smooth telekinesis on characters?
Not sure. Try visualizing the cursor and line trace hit location. You can use "draw debug..." nodes
hm
Seems like one out of every several frames produces a vastly different rotation
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.
[context needed]
even when there is a window open playing the game?
I ended up starting from scratch, so I guess the problem is kinda gone now :')
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
I definitely totally 100% knew about this
Thank you lmao sarcasm aside
Does anyone have any good tutorial for swimming?
Please don't crosspost without redirected.
Sorry
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
I don't think there's a particularly easy way of doing that.
Why do you have those boxes anyway?
I'm not familiar with character blueprints at all, but I can say generically you can add a dummy "scene component" to your blueprint, make the rotation absolute (as opposed to relative) in the transform section, and then attach all your collision boxes to that. Then you will have solved the rotation problem, but maybe not the jump problem
How to cast to a character from a gamemode that doesn't have this character as default pawn
im trying to do options
Cast what to a character
Well yeah. you need to pass an object that you know is a mainplayercharacter into that
You can't cast to something that isn't spawned. Cast just checks the class of a spawned thing
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)
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
nope it fails
Is it character, pawn or what? Also usually screenshotting more than 1 node will help others figure your problem out
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
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
yea
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
@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
WASD
with a character movement component?
Yeah.
Well, it utilizes it, if im looking at what I did right then it works kinda like a hybrid
But yeah it mostly relies on this, yeah
i made a "variable saver" and the sensivity value is set in main menu but its not saving the sensivity to normal level
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
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.
I know, making a climbing mechanic from scratch has been kind of an uphill battle
I see several botw climbing systems in ue4 on youtube. I would start there. It's a lot to reinvent
Essentially what im doing to be able to climb is using LineTraceByChannel, to detect a wall, and then you can press E to start climbing
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
i try to make a furniture drop placing system by checking for empty boxes with boxes idk if there is a easier way to spawn the furniture in a grid without furniture in the way
Yeah you're gonna have weird issues because the capsule is going to intersect with the wall.
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.
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
capsule is bigger than the model though and the model doesn't know anything about the wall really
Yeah, im debating whether I should just pull the mesh back a little bit, but then the capsule would be off
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
I plan on doing that once I have it functioning properly
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
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
Is your video really botw climbing or is it just nice flat vertical surface climbing
i maybe have figured out a way to do what you want
There's angles and everything that work
Disable furniture placement when jumping. Jumping problem solved. You can just use a single collision box around the player (or even just do a box trace when you try to place furniture...)
It's not just going vertical completely
and in the room boxes or how do i snap it to the coordinate middle of a grid field
It's actual BOTW climbing, you can climb at up to 45 degree angles, which I could increase but idk
Using math.
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.
i want to place it on another location when something is in the way
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.
Yeah the character is climbing
No, it's flying
Yeah
I had it working earlier but the drawback was that I could only go vertically
Now I just eventually float away anyways
Use logic.
not smart enough for logic but i'll try
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?
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
Yeah, I might as well try it and see how it goes
If you aren't smart enough to work out a simple problem like this, you may need to find a different passtime!
(and I don't mean needing help with the unreal systems, but the logic and math)
hey thats not very nice you should say youre sorry or you might end up on santas naughty list
nobody wants to be there

when there is a easy way why would i need to tinker with calculating coordinates
but i still try both
those were his own words of self reflection tho
santa does not discriminate
then why do poor kids get fewer gifts
You have a class. Let's call it Thing. You have stated that Things have a Spotlight
I tried running a loop and it looks like it made it crash lmao
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.
theres a 'snap to grid' node, and lots of snapping tutorials on youtube
You need to make sure you're only checking it once per tick. Don't do a loop. Just do it one time, on tick. An infinite loop will try to run infinitely many times before doing anything else and the game will crash. Everything is single threaded. The game only does one thing at a time.
Yeah I just learned that the hard way
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?
Just that BP alone
You'd have to disable for each "object" in the bp manually. Not sure what that means though
like meshes
You mean components?
Lol. Yeah. Components still tick on their own
Okay so the BP can have a disabled Tick but the components still running Ticks?
Yeah.
Alright... thanks
It's not a bad idea to disable bp tick at the project level and just enable it for what needs it.
Oh that's possible? Great. Gonna take that way.
It might only apply to new classes, not sure.
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.
That should work.
ye it does.. all existing BPs still have the option. But thats fine. It's a small project anyway.
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?
I'm pretty certain there isn't, beyond material trickery. It's one mesh in the eyes of the engine.
Yeah, I would think so but for some reason it's not working. Maybe my setup is wrong
Show your setup
Also confirm that the projectile works correctly otherwise. Place on in the world, rotate it, hit simulate
I'll try that real quick before I bother you with my setup
@faint pasture Dang, yeah that's what I figured.
If they're seperate material ID's you can probably do something there.
Alright boys we got it going
I'd just have the separate meshes tho
Climbing is officially working now B)
How would one go about making small meshes not go through the ground when stepped on
wait never mind I just found out
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?
Isn't there a "get distance along spline" node?
I think I figured it out. Thanks.
or a get nearest point on spline or something like that
yes, but thats for object already following it
I thought get nearest point uses the corner points you put down to create the spline?
It shouldn't depend on an object, can't you just give it a location?
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
I would come up with some ship movement system that uses input and spline. Don't have it follow the spline strictly, but use the spline to determine Forward and distance limits.
how can i make it determine? Sorry still kind of a noobie regarding that
Hey, is there a way I can make it so that an input requires two keys being pressed? Like S + Space Bar for example
I'm working on a similar-ish on-rails action game. Each frame the player vehicle advances some distance along the spline, gets the spline's location and rotation at current distance, and moves relative to that.
Maybe with the advanced input in UE5 but you can always just have some event that you fire when you press one of the buttons and the other is held down
In your movement logic, just have forward be the spline tangent, and restrict or influence movement by distance from spline.
ok thanks you two! i'll try it out later!
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
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 ?
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
Have you set the animation blueprint?
yes I think so
wait trying to screenshot this lol
Also NavArea and NavModifier, Surface Type are some things to look into
they are dynamic . There are few AIs in one squad , and the all move to the location at the same time , and during movement , they collide to each other and stops each other
so my guy is ready to startk kicking. I have these characters skeleton meshes that are compliant to the epic manequin, so I try to apply them by doing mannequin --) set meshes
then I get
This
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
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hello
hey
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
thats not a blueprint problem for sure lool
no problem
try restarting project and saving
can you fix ?
own
anyone with some thoughts on this?
no clue, hope someone can help
@errant cliff retarded the anim bp
Retarget * stupid phone
If you are in ue5 you need to set up the ik retarg
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?
i can google that and check how it works; but im worried my failed to merge bones error will break it anyway
actually Id appreciate if you give me a bit more context lol