#blueprint
402296 messages · Page 912 of 403
@errant cliff wut?? Your skeletal mesh has its own skeleton. What you need to do is get the third person anim BP and retarget it to your new skelwton
theres like a million youtube tutorials for that
Can someone tell me how i can make a dash for top down character template?
I couldnt find any
I know about launch node but it makes the character jump
retarget as of define skeleton on bp?
So is there any way to make a dash for top down template character?
No actual retarget. Look up ue4 and retargetting. In ue5 the setup is also different and you need to follow the steps
ok ill check thanks
but if I get the error
failed to merge bones
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Website: http://tefeldev.com/
Article: http://tefeldev.com/directional-gravity/...
it wont work, right?
when i tried to assign skeleton to my bp
That is for ue4, will it work?
yes
https://www.unrealengine.com/marketplace/en-US/product/control-rig-mannequin download this and add it to your project, then try follow that assetville tutorial again
ok thanks will do that now
https://www.youtube.com/watch?v=XjKKUV8SwP8 this will work
actually I cant as I only have UE 5.0.. should I also install 4.26?
I guess maybe working on 5.0 is a mistake, more stuff will be compliant on 4.26?
nah, in that case try adding this to your project and using these https://www.unrealengine.com/marketplace/en-US/product/c456f4551dc9416cb9370707450f980e/
Ok trying now thanks
ok done
I did the tutorial
loading
I can possess the thirdperson character but cant move it with keys @elfin wolf do you know why?
what does the character bp look like
what are the warnings?
should be here no?
check screenshot i think it is
also the model look hilarious; lady missing a neck
"MoveForward" not "Move Forward / Backward"
Hopefully quick question. I know how to use "Is Gamepad Key" to detect if the player is using a controller or a gamepad, but is there a way to tell what sort of gamepad it is? Trying to figure out how to display the proper button on-screen if it's a PS4 controller or an XBox controller
ok got it thanks @mental trellis i fixed it and now my model looks like its working
Awesome!
however the lady has no neck and no knees, but i guess the rigged body i imported is not adapted to it.. i can figure it out maybe
thanks @elfin wolf
no problem
im 2 days in only, do u guys recommend any material about character and controllers so i can understand exactly what is needed?
also looking for blueprints AI course if anything around
Ok figured it out!!!!!
i got it almost working perfectly
now to the AI part
Hey anyone know how to access a variable inside the level blue print?
I'm not entirely sure that's even possible.
That's what I figured
I may be wrong. I frequently am when it comes to BP stuff.
well there's a work around I can just set the variable inside another actor and set it from the level
You could use a custom world settings class and add it there.
That's where I'd put world-specific settings like that.
ah okay I'll try that thanks
I think I did this wait
you can reference it from the instantiated level
so you still need to deploy it
I don't work with Unreal it's only for a uni class so I got no clue what all that means xD
LOL
what is your use case
what are you exactly trying to do
well I got a specific number of wires that the player needs to connect and I just want to update the UI to say how many there are left
Game State is probably where you want to store information like amount of wires hooked up
Yeah.
andd where is that?
You'd create a custom game state class
It's a setting in your game mode, I think.
Your Widget Blueprint can simple GetGameState and cast it to your custom game state
Then on tick, you can update the number of connected wires text in the UI to be whatever the variable from GameState is
(that's the easy way, but not the right way), though i'd go with this since you're new
And you can check pinned messages in #gameplay-ai
Thank you and thanks @jaunty summit !
im following https://dev.epicgames.com/community/learning/courses/67R/introduction-to-ai-with-blueprints/jEe/creating-the-project-and-environment first then will check the video and other resources
Anyone have a quick tip? I wanna set a variable, an enum, and have it call a function or an event. Just like repnotify does except there is no network/multiplayer here. Just curious if I'm missing somethin stupid : )
May as well hide the value behind a setter function
And a getter of course
fair fair. Reason I'm asking is because in this case I'm using sequencer and would love to be able to set an enum in it and have it call a function. I can do this by binding an event that passes in the enum but trying to avoid binding to events in sequencer
Hi everyone! does anyone know how to delete geometries that intersect a specific geometry (not Bounding box, but geo only)
@trim matrix you may have two instances of the ue editor open with the same project
and if yes, does the geometry to delete has to be spawned? or can it delete manual created actor?
It was a bug, I fixed it via Tools -> Validate
Static mesh component isn't a mesh component? Am I doing this comparison wrong?
Hi, I am trying to update Procedural Mesh Component in runtime (on tick) but nothing happens. I use Update mesh section with new data, but still see the same thing that I applied in construct script. Maybe someone of you had the same issue?
(For future reference, the way that works is to attempt a cast and use the results to determine if it subclasses what you're looking for)
StaticMeshComponent inherits from MeshComponent
However your screenshot is comparing the class to another class
although static mesh inherits from mesh, it's not the same as mesh
But yeah, casting is the way to go
Anyone know the best way to pick up and move an actor on screen using touch input on mobile?
is there some way i can get half of the capsule's height and save it as a variable?
Hey, guys! I was wondering if anyone here could give me some advice on some good UI blueprint tutorials? I'm starting work on a game that'll have a sort of glossary with information the player can click through and read, but I'm honestly a little lost on there to even start building this, since I'm fairly new to the engine (but very eager to quickly jump into it 😆). Any and all thoughts are super welcome!
i need someones help, i spent about 12 hours making this simple game (that i can not stand to fully remake) so i saved it onto onedrive, downloaded it on my home pc from onedrive then when i open it all i see is this, no anywhere near the game i made. help please!
thats an untitled level, are you sure you saved the level before uploading it
I don't think this really fits into #gameplay-ai since its not behaviour trees, is there any way to check if a Ai MoveTo node has hit a path point but not necessarily the end?
Say an event call or something?
yup. uploaded it a few days ago, literally opened it on a diff computer -today- and it opened correctly, then i open it on my home pc and it f's it up.
I wouldn't recommend trying to transfer individual files like you're doing, nor using general-purpose cloud storage. You can lose data that way very easily, or run into issues like here where certain dependencies (in this case actors in the level) aren't present.
i iamgine they uploaded the entire project as a zip
which is alright but source control is still better i admit
I should hope so, just the way I read it seemed like it was a single file.
That's what I was going to suggest. Source Control if you plan on transferring the project around... not to mention it serves as a good backup.
And seeing "last updated 2 weeks ago" is good motivation for me to actually start working on projects again
thing is i literally did the exact same thing i did just now, 2 hours ago and it worked perfectly. no problems.
did you upload the project or just a few files
please tell me you didnt do the latter
i did ctrl s on every new thing i did, then let it autosave into onedrive a few times.
thats how i do it every time, and it works every time, except for this 1 time.
and btw with the autosave, i let it autosave the entire project.
first of all dont do that again
second of all do what i suggested
try to find the unloaded actors in you heirarchy
Okay not a direct solution to your problem but you want me to find a tutorial on Source Control?
I know a lot of folk at my University who absolutely refused to use it because they couldn't understand how it worked and it lead to a lot of broken projects or people using outdated versions.
Source control is a must for any real development for alot of reasons.
More generally anyone who refuses to learn is in the wrong field
Honestly most people I knew at Uni for game dev stuff were in the wrong field.
Hate to sound elitist but a shocking amount just didn't grasp some basic principles about their own fields.
Could someone help guide me. I created a mouse sens slider and it works fine however, I want it to save the position the players put it in instead of going back to the default value I have the slider at
anyone know how i get the orange outlined box?
ty
if someone thinks they can help me with this, can you pm me so we can talk about it? i need help.
i basically cant figure out how to do any of that in the picture
Percentage would be... current value float / max value float
what exactly do i put in to get "get health bar percent" and "get energy bar percent"
You need 2 float variables... "Current Value" and "Max Value"... divide the floats and plug the return value into the return float on that function
im still confused.... im new to this stuff and that is not exactly what it says on the tutorial im looking off of... than again it says nothing about how to get the percents anywhere on it, im just confused on everything.
this is an example of how you can do it through your bind... however it runs every tick, later on down the road in your project after you have a better grasp on how to do things you would want to switch it to only update using rep notifies
no like i dont know how to get the Get health bar percent node...
you will not have a setup like the one i shared though because your project is not the same
literally the 1st thing you have in that picture
Simple question, at some point (in the construction script) I create a new component (a box collision)
How do I get an Event Begin Overlap Node of that component in my event graph? It's not in the component list because it isn't created immediately
if i am understanding you, you need help creating the binding... select your progress bar, then under details there is a bind option under "Progress"
yeah that helped, ty
np
Hey guys im trying to enable the debugging mode to check AI perception but the key I set in my project settings doesnt work.... it only works in simulation mode but i cant switch from one mode to another to get the sight mode :/ help please
any idea on how do i create a level select menu
so far i have this, not sure how to add button to level1 and level 2 selection
@tranquil field that's a reference to a float variable named health.
The target is the owner of the variable
Even enabling the mode through the ingame console doesnt work what the hell
ty
ok working now no clue what i did
@finite island you can call "open level" using the "on pressed" or "on clicked" event for the button
i figured i need to wrap it in a button first
then add event
is someone open for me to discord call them (neither of us have to talk i just have to screen share you to explain my problem) and have you try to help me? it shouldnt be too complicated, im new to ue5 and building a simple game for a assignment
does anyone know a cleaner way of doing this. Basically I'm inputting this select with surface types of my game and supplying the correct sound based on a get() node from the array of sounds.
use the index of the enum as your index?
but first chek if that index is within the range
Map variable?
never used a map variable can you show an example?
it does look cleaner thanks
There's probably a Mathew Wadstein video, lol
You know how you can change a variable type to an array? Map is one of the other options
It associates one data type with another
yea I think I can figure it out.
Use your enum as the... Thing that goes on the left lol
It associated it with a integer type
And then you can associate a sound cue obj reference or whatever with each enum
And with that variable on the graph, I think you use the find node?
It's array-like but not an array in the sense that there are no indexes
hi ! Is there a way to move an element in an array without using "remove" then "insert" nodes ?
is this what you meant? Not sure if I did it correctly.
How do I rename a component I create in the construction script to give it a custom name?
Rather than use an integer in the map, use your surface type enum
ah
thanks okay
I don't think you can, at least not in BP. You can give it a component tag though if you want to give it some metadata.
hey do you know how I can input the surface type on the find node? @tight schooner
oh nvm
my function input is the surface type
like this @tight schooner
Can you use MoveComponentTo with AttachActorToCompo?
Yeah I think that should work @covert arrow
To smoothly attach an actor from one socket to another.
it works perfectly. Thank you it looks much cleaner.
i need a help. i can get it so when i jump my stamina runs out (on a stamina bar i made) and when i hit the key "f" my health goes down but this is what i need help with.
destroying my character when health goes to 0
Not letting me jump any more when stamina is at 0. anyone know how to do that?
Generally speaking, check your stamina before jumping. Check your health after taking damage to see if you're outta HP.
You can use a > node
And plug the boolean output into a branch node
this is the code my teacher gave for killing the player at 0 health but it doesnt seem to work
i copied that exactly and purposefully got to 0 health and i didnt 'die'
Hmm yeah dunno. The graph makes sense to me. Do some debugging with print nodes and/or breakpoints to see if damage events are even occurring
cause i have a healt hbar that shows my health in real time and when it goes to 0 nothing happens
What if you disconnect the false exec pin that goes to the Set Invincible node?
Idk I'm just stabbing in the dark here
Sorry I can't help
Based on your screenshot it seems like it should work
as u can see my health is set to 0 rn but my character is still there. and sry its so dark, thats how my game is supposed to look lol
How can I set focus on all buttons not just one
so I dont have to click multiple times sometimes for a button to work
I want every button to be focused on and able to use it by only clicking once
I have to check the the distance between a group of actors and my line.
For that i need a for loop that checks all locations distances.
Now one thing im doing in all my functions, i need to start with a Variable float that is like 99999, so that its not 0, and from there if it is lower, i set the new lower value.
Is there a simpler way to do this? I feel like im doing some bad practice here.
@cyan bone makes sense to me.
So its all good? 9999 ? 😆
@crude isle put them all under 1 ummg parent and focus it?
can someone tell me why when my player health is <= 0.1 my actor doesnt get destroyed?
@cyan bone I did the same awhile back. I dunno of any better alternatives
@tranquil field use toggle breakpoint and see
where
btw im new to ue5 i barely know anything lol. my professor just threw us in and said "make a game" with no prior teaching
so press play then press f10?
now what nodes and how do i check if it worked
The first one red
When you receive damage you will be prompted to the graph
And you can follow stepwise events
im "taking damage" but not being "prompted to the graph"
Right click it
this is the variable i use for taking said damage
I am not at computer can anyone show him?
i would recommend to start here
https://www.youtube.com/c/MathewWadsteinTutorials/videos
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
Me neither lol
this is an assignment...... due today
what should happen when i right click it, if u know
Man I don't miss school and their arbitrary nonsense
Can you call Event AnyDamage from your "F" pressed event?
left it a bit late didnt ya?
You got all your logic on the former but not on the latter
been working on this for a week now lol
Any idea why my overlap events would only work once and then stop completely until I cancel and load into the map the actor again?
ah fair enough
It's honestly bizarre
No it's a component begin overlap node
I press play, it works, then I press exit and play again, it stops working
yeah do you have any do onces after
i have a block that follows me, stamina and health bars (almost) animations, a start and pause menu, and a win screen basically everything a "game needs"
wait waaat
I don't
thats weird
The only thing I have is that the collision box in question is being "set" in the construction script
But that shouldn't be an issue shouldn't it?
Any branch u using ?
Nope
Send ss
My construction script is hella complicated
Did you mix up you feed and seed with chuck's?
What?
did you know that construction scripts run both at editor time and spawn time? And that since they all run in the first frame that their corresponding actors are present in, they all contribute to the "infinite loop" detection of blueprint?
meaning if you use enough of them, you can crash your game even though each actor individually is only a small slice of the overall work happening on that first frame?
@tranquil fieldok here's the problem. You got two events. One of them decreases the hitpoints. The other one checks for invincibility, decreases the hitpoints, checks for 0HP, and manages death and invincibility. There are a lot of ways to solve this problem but here's something you can use.
Make a third, custom event. Call it TakeDamage or whatever. Give this event 1 input: a float named Damage.
Take all the nodes you have attached to Event AnyDamage in your screenshot, and then move it to your new, custom TakeDamage event. And now you should have an event that handles all the damage-related stuff that you can call from anywhere else in the graph.
In your "F pressed" event, call this new TakeDamage event. Likewise in your Event AnyDamage event, call this new TakeDamage event.
having someone help me with it, ill send a ss after with the code and see what yall think lol
👋 long time no see
and TIL. good to know lol
hiya!!!
Hey can anyone help me figure out how to make a stopwatch system that can compare your current time with the best time and save a new best time? Most of the functionality seems pretty simple with my main issue being I need to save the best time of multiple levels. Do I use arrays for this? If so how exactly would that work?
Yeah, compartmentalizing logic, whether into custom events or functions, is always a good call :-D
saving data across multiple levels means GameInstance or a GameInstance subsystem
as opposed to GameMode, or level blueprint / actor level storage
if you need to persist it across multiple runs of your game, then that's the game save system, and there is the built-in mechanisms and plenty of third party solutions that are easier to work with directly from blueprint
Well I understand the logic behind saving one best time. I'm having a problem wrapping my head around saving multiple best times for each level
I assume I want to use an float array but I'm not sure how to implement it
That's what I'm looking for advice on
hey I have a weird glitch where sometimes my AI is going to do baby steps and not walk until they reach me
most of the time it works but if it loose my sight for a bit it acts weird and only do small increment of movement
behavior tree? use Observe Blackboard Value-- it's baby steps because that's where the target of the move was when the move operation started
can you rephrase the second part ahah
observe Blackboard value tells it to continuously update the target
it's a setting on MoveTo
There's definately something wrong with construction scripts and collisions
I tested it in UE5 as well and the problem still remains
The collision are inconsistent as hell, it works 3/10
more detail and I'm in
ok got it now im reading
i dont think it will fix it thouhg. even when i stop moving it does baby steps
(reads back on soldierofdooms thread)
I think I have an idea here-- show some blueprint for these overlap events
I'm uploading a vid
So a bit of context on this: the yellow rectangle is a box collision component that I generate and set (transform and box boundaries) in the construction script - the white cube in the back is just another actor that has no construction scripts at all and just destroys what it collides with
As you can see the first yellow rectangle SHOULD react every time the ball passes through but it works like 2-3 times out of 10 attempts, the white box in the back like I said is just a "catch all" so I could spawn multiple balls
The expected behavior is: when the ball passes through the yellow collision it should get destroyed every single time
Since it is a normal box collision component set to overlapalldynamic with a OnComponentBeginOverlap event
thanks @sudden nimbus even though i cant replicate, i like your observer idea and maybe it helped!
observing blackboard value prevents the moveto from finishing even as the target changes
necessarily there is a delay between movetos
yeah but my problem I think is that it sets very close position to go to even though I set a 1K radius
like it ignore this radius
oh wait radius is even lower. its 5
make that higher
so it should get very close to me
@sudden nimbus I sent a video up there
the acceptable range radius is not always achievable, and there is a timeout value too
more than likely, the moveto is failing to achieve the acceptable range
so its timing out
so my tree radius is at 5 for moveto funcs
my task to find navigable path
has a radius of 1K
which one should I change?
also @sudden nimbus https://prnt.sc/5KjRD83FQSkw this is how that yellow box is constructed in the construction script
the reason it is in the construction script is because the map is dynamic and so all the walls / boundaries are relative to the selected size
Anyways I've posted everything relevant hopefully someone can check it out
wishing you luck. ill stop bothering @sudden nimbus soon lol
you ain't bothering lol
np
oh yeah i shouldve watched your video
make the yellow box wider
see if its more reliable
physics checks can be missed 😕
you're on the money
there is a flag
In my blueprint functions fuckery I was passing a NEGATIVE number on my X and Y box extent
continuous something or other
if you need the box to be more thin you might try
but it has a cost so
only if really needed
this is what ive got for switching between two collisions, but
it makes them stuck in eachother for some reason, and when my character jumps, they go through the floor
any thoughts?
And now the negate pin stops working for some bizarre reason
Am I too tired or shouldn't a number turn positive if I negate a negative?
-10 * -1 = 10
that is how math works
apprently not in unreal
it probably (well, definitely) works that way in unreal, im leaning towards "tired"
dont trust the debugger, my friend
if in doubt, print it
not in blueprint, no
not even a struct?
Not a blueprint struct asset no
Also why can't I see the variables values anymore when I hover over the pins
in play
So, can anyone answer my question pls?
I swear to god unreal is trolling me
it's only expected to reliably work when paused on a breakpoint, though there are certain tricks used to make those work regardless in many cases. This is the debugger, and the blueprint debugger is not 100% reliable
I have a node that does the exact same thing and one of them is returning a negative variable
How to switch between two capsule components ?
I’ve searched everywhere and couldn’t find an answer
why
Well, I have a volleyball dive animation
But it doesn’t have root motion
So I’m trying to work around that
why not change the radius and height of the 1 capsule
Well, I’m trying to make the character fall
Hmmm actually
Maybe I’ll give that a try
yeah I don't think swapping capsule components will help you simulate falling no matter what
But can I have the ball bounce off his hands ?
I don't know, the information required to answer that question has definitely not yet been provided.
Ah ok, I’ll look into it more haha
I suppose if the hand bones had some kind of capsule or sphere collision component attached then one could get a ball actor to bounce off of the hands moving, which are moving based on a predefined animation, but I doubt that's the standard way to implement a volleyball game
you might use those collision components to listen for the first collision, and then act on the ball accordingly so that you don't end up affecting the ball more than you want, since hands are not spheres
Still looking for assistance on this if anyone is willing to help. For clarification I need to save a different "Best Time" for each level.
Do you need to save multiple bests for say a leaderboard
Cause if not you coukd just comparr the saved best time with current time..and if current time is better o verwrite it
Otherwise id have an array if a fixed length, if it isnt full add new times, otherwise lool through and see if the lowest best in the array is better or worse than current time
Not really looking for multiple times for each level and I understand overwrite a new best time and saving it. My problem is saving a different best time for each level. So level 1 best time would be 02:22.22 while level 2's best time could be 01:23.54
I would make an array of level data
Each level has data that needs to be saved, whether it be whether the level is unlocked etc.
So in there just have a variable for best time
1 index fkr each level
So how would I do that? Which blueprint would I put it in? What kind of variables do I use? Is there a source where I can read more about this?
An array of whatever you wanna use to store time
Hey could I please get some help. I'm trying to aim my crosshairs in game but the debug sphere stays in one place. any help would be appreciated. thank you.
Probably a float
Since it requires between gameplay then as said previously a save game would be ideal
Something like this?
You are probably rotating the cylinder in place
1 array for each level?
Thats a float array yes
Not 1 array for each level
1 indec for each level
You dint need multiple times for each level
Sorry yeah inex
could you please elaborate more. im a beta when it comes to this stuff
once, just to get the hit result
Then you are never redrawing the sphere so it wont move
Can anyone help me with my blueprint, i want my character to play an animation when interacting, should i do that in the state machine or somewhere else?
If you only call it once, its only gonna do it once
ok thank you very much
Thanks
Np
wait one more question. what if its an event tick
That woukd not call once so would do what you need it to
Make sure you only draw ur debug object for a frame though
Alright now thank you
😄
So how would I go about comparing the two?
Get whatever level index you are on, and compare the times
You will need a way to know which levels are which index
I'm sorry but how?
Could maybe use a map or a data table
I will leave the rest for you to figure out
Use either one of those to link the indexes with the levels
Then use that index to get your time and compare it to the current
Alright
https://youtu.be/cf25ekO-AFs This is what I should be learning?
What is the Variable: Map in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Again either that or a data table
got it thank you
For widget blueprints, how do I set an image to it's native aspect ratio?
The closest I can find is Size to content
but that locks it as it's original size and doesn't allow me to increase or decrease the size along its aspect ratio
https://youtu.be/bY6Nl-OEhSo would this be a good starting point to learn blueprint? recently picked up interest in unreal engine
Hello guys and welcome to the Unreal Engine 5, Blueprint for Beginners complete tutorial. In this video, I will explain what is blueprint - the visual scripting system of Unreal Engine. I will show you how to create blueprints, and walk you through, step-by-step, how to create a few blueprint classes. We will create a simple door you can open an...
i know python and simple c++, wanted to learn blueprint stuff to a point where i feel liberty on doing what is on my mind or something
For overall thing, that's great! But if you want to get in depth there are better alternatives.
i would like to, could you point me to somewhere? so i can go for these after this one
Dev squad Aka virtus has a blueprint small course on YouTube. It mainly focuses on the basic and bit advanced of some things what you need for game dev. Each video has one topic so it's easy to follow on.
ooo nice, i havent seen that one during my small search but I found it now, so im gonna check it out too, thanks!!
How do I put multiple children under a widget?
am I supposed to be using canvas panels?
Any multichild container works
Canvas has its uses but is not my personal go-to for every widget
Usually try to keep it to one canvas and add modules to that
Hi, Can I ask you 4 help with respawn system in my arcade racer game ( 4.27.2 ) ? I am rebuilding the respawn system right now, at the beginning I was using the destroy -> to -> respawn logic, but that caused a lot of problems, because engine tends to rename spawned actors ( player car ) so all the references were lost after the respawn was done. Yesterday I've rebuilt the system into teleport after the car is overlapped by obstacle ( or drives out of the track ) then the car succesfully teleports to checkpoint, but THE PROBLEM is: it always teleports to first checkpoint in group, not to the last cleared
When I drive through each checkpoint, I recieve a clearment confirmation, which I've set to print string of "RESPAWN LOCATION SET", but the respawn location won't update
How can I make the Checkpoint update the location ?
the desired transform location
that screenshot is unreadable
Guys, can you please tell me why I don't choose objects on the map on the LMB, but just fly? Maybe I accidentally clamped some combination of keys
How can I easily add footprint sounds?
add notify events to your walking/running animations and play sounds when those notify events fire
lots of youtube tutorials about it
Hm, and are there any good sources for the sounds?
probably zapsplat.com
That site looks good, cheers
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
I'm guessing in order to make the sounds varied, I'd pick a random one every time a sound should be played?
yeah, or learn how to use metasounds to alter the pitch and stuff
That works in ue4?
https://cory.games/blog/dynamic-footstep-sounds a good tutorial on different surface sounds
hi gys,is there any way to use persistent path to import static mesh at runtime? and the persistent path is added to gltf rutime filename .so at runtime it fetch from persistent path and apply mesh.on gltf spawn actor
nah :(
In ue4 sound cues are what you're looking for
Welp, I'm stuck to ue4 and first person for my project. Want to try ue5 once this project is formally over in a month or so
Guys, how can I highlight multiple vectors in the viewport in the same way as icons on the desktop? I just lost this function. Maybe I accidentally pressed some keyboard shortcut or something else?
Ctrl + click?
Hi, could someone help me with respawn-logic above ?
Does anyone know how to use the "importance sample" node? I want to spawn an actor by the alpha / red channel of a texture, but it's unclear how to get it to work 😦
I am trying to recreate the fire waves from this video: https://youtu.be/ZYz2mbbW83Q?t=131 but i have no idea how to make those lines snap to the ground in run time.
first bowser boss in Super Mario Odyssey
Maybe a good #visual-fx or #niagara question. A material that deforms to a heightmap texture? A Niagara ribbon emitter that line-traces to find the ground? Idk
Does umg have some kind of word wrapping? To fix this
Also, every time I build my lighting I get a warning:
⚠️ No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times.
add an importance volume
like you'd add a cube
but have it around your level
Hi, I need a function that stores the desired teleport location ( NOT the "spawn location" ) and after the actor overlaps the collision BP, that fires the respawn event ( I don't want to use the destroy function )
First I've created the checkpoint blueprint, that is cleared by actor once actor drives through it
Ty
how to correctly calculate the Locomotion Angle so that the animation of the character's legs is correct in all directions?
how do i get the player location? i think i'm doing it horribly wrong
Notice the grey object pin on cast. You are not casting anything. You need to get a reference to your third person.
But for what you are doing you don't need to cast, just use the controlled pawn
ah thanks
How do you think Elden Ring lights up the area around the player when it's dark?
A point light in the player character bp doesnt seem to cut it, getting unwanted specular highlights & such in the environment
tweaks these settings in the light
actually just soft source radius will do it
maybe to like 100
How do I tie an actor object reference to a select (probably an enum)? I want to change the class that gets spit out based on the actor that comes. I don't want to make 15 million branches.
Hi! Anyone can help me? I need to create logic, that stores the location of last checkpoint that is cleared by PlayerCharacter and then if I keep on playing and overlap the trigger, the trigger teleports me back to this location
Anyone?
I don't want to use destroy and spawn transform
do you know how to split the vector coordinates with wich node?
Right click on vector pin, "break"
i want it to check if the player moved on the grid to a different spot any idea how to check for that i would check if the location is the same as a previous saved one but idk how i get the "previous saved one" lol
I don't know anything about your movement system, so generally speaking
the way you save data is to store it into a variable
so whenever the player moves, you can store it into a vector variable
and then you can do comparisons
Check if velocity != 0
huh wdym i'm such a beginner lol
so i know what != is but wdym with velocity
in the checkpoint bp, make a vector variable, set it to instance editable. In the characterbp make a vector variable called respawn location. when there is a collision event with the checkpoint, in the checkpoint bp get the hit actor, and cast it to player, set the players respawn location variable to the checkpoints variable you made at the start
Velocity in general?
yes so i think its maybe current movement idk but idk wich node or yeah idk in general
Thank you, trying it out. Looks ok, do you think a post process effect centered around the player could work as an alternative to using a light?
not sure, idk if it would look great though
paranoid — Dziś o 14:31
in the checkpoint bp, make a vector variable, set it to instance editable. In the characterbp make a vector variable called respawn location. when there is a collision event with the checkpoint, in the checkpoint bp get the hit actor, and cast it to player, set the players respawn location variable to the checkpoints variable you made at the start ///////// it must be on hit, right ? It can't use the on begin overlap, right ?
yeah use on begin overlap
And as the event firing actor will be another actor, you know that ? The actor that fires the event will be the map-out-of-bounds-collision-box
idk what you mean
Hello guys, I'm making an endless runner and I have a buff where when I touch a mesh, the mesh checks if I have the buff and the mesh gets destroyed and lose collisions. The problem is that when I touch the mesh I don't die but still I get stopped for a millisecond making my player lose movement speed or in worst cases change direction (Bad thing since it's a lane based endless runner ) how can I fix it?
the actor that fires the event will be the checkpoint
its not. once you get used to it you'll like it
Ok I hope so. Ive been using unreal for 3 days only so still have time i guess
did anyone take training they'd recommend?
https://learn.unrealengine.com you could look at those courses
Some of these assume you're either a genius or like you made the tool yourself lol
Wait 'till you get to the actually complicated parts
for blueprint nodes general explanation you can search for MathewW videos on youtube
Which ones ahah
ok thanks!
dont forget to add a jump key lol
XD
is the collision set to "block"? Maybe you want overlaps instead
If I put on overlap then it won't block when i'm without the buff
basically without buff should me a common obstacle where I bump into and ide
die
but with the buff
I can break it
but without affecting my location or speed
the problem is that this calculation happens when I hit the mesh and the time is too short for the game to elaborate i think so I still get that millisecond of block
and stop
No, I mean - the actor that fires the location change ( teleport to location of last cleared checkpoint ) is other actor named "Overlap Kill Volume"
@modest monolith yeah I see the issue. Can't think of an elegant solution rn. Maybe an event dispatcher that all the blockers are bound to; they change collision modes whenever the powerup is activated or expired, like Super Mario.
but yeah I see the issue where collision occurs, and then a post-collision BP event is triggered means there's still collision for a frame
I tried to do like when you get the buff - get all actor from class (obstacle) - set overlap only
but i think it's waaaay to heavy and it won't work with obstacles spawned right after
so it's not an healthy solution i guess
yeah, there might have to be some manager that stores or otherwise gets the buff state on demand. If it's an endless runner then you're spawning obstacles dynamically so there's necessarily a manager...
it depends on your architecture / your preferences where the buff state is stored
but wherever it is, it should be somewhere easy to get
so that newly spawned obstacles can read it
and bind to a dispatcher that informs of changes
it shouldn't be heavy unless you have several hundred spawned at any given time
yes, the overlap kill volume can cast to the player and teleport it to the teleport location variable i told you to store in the player
https://gyazo.com/62a7bbb117862b3fac0593e44030455a
does anyone know how i can fix this? :(
I usually store my buffs on my character
yeah I have a game manager and also an obstacle spawner
@modest monolith If you actually have hundreds of obstacles in the world at any time and you want to limit cost, a simpler, arguably less best-practice way I guess is to periodically make the player do a SphereOverlapActors, like once every two seconds or whatever, and update the obstaces around it
those are just my top-of-head ideas
Uuuuh seems a juicy idea
I suppose a manager could do it too. Sphere overlap actors with location as Get Player Pawn --> Get Actor Location
so basically a sphere with event begin overlap - cast to destructible mesh - is buffed? - set collision to query only
I guess a persistent sphere collision component could work too
i want to trigger an interface event outside the third person actor to another actor but it does nothing the first one does work but not outside the actor (the last two screenshots)
I was just thinking of the single-use node, SphereOverlapActors
but what about if my buff ends while overlapping a destructible mesh ? the mesh will remain destructible
should I use an event tick?
or maybe call event on timer ( i don't remember the name) at every 0.1 sec
I guess whenever the buff state changes, you manually do the sphere check and update the obstacles on that frame
cheapest
if it's a persistent collision component attached to the player, I think there are nodes for Get Overlapping Actors etc.
If actor 1 is sending an interface message to actor 2, the interface message node has a mailing envelope icon over it. You need to use the node that has that icon on it
With this one I don't need to create a sphere collision apparently.. am i wrong ?
i know i had this in my other project from a tutorial but i just cant get this icon
@modest monolith You're not wrong. It's two different ways of doing it... a persistent sphere collision component on the BP, or SphereOverlapActors on demand.
I need to animate a waving red flag 🚩
I have 3 options that i know of:
1- Put a texture in it, and rinterp left and right to simulate the wind.
2- Use sprites that change giving it the illusion that wind is waving it.
3- Animate it in the skeletal mesh (never did this).
Which one is the cheapest for performance?
Am i close ? haha
uncheck context sensitive then look for Move Grid (message)
Unless you plan to have hundreds of them at the same time the cost of animating it is negligible using any of those methods
Cheapest way I think is doing it in the material graph via World Position Offset. For example scrolling a noise texture to produce the vertex offset values. Never did it myself so dunno the ins & outs of making that look nice. That would be an all-GPU approach
I will have hundreds yes
sorry where do i uncheck this
seanny's suggestion would probably be a good one to try then
@tight schooner should I put this in the event tick ?
even tho i'm sure there's something else to change
when you right-click on a graph to get a node
Never heard of this. Is there a specific keyword for this technique? material graph via world position offset.
wow EQS are insane
Depends. If the sphere is large enough and the character doesn't move so fast that it covers the radius of the sphere in under 1 second, you could probably get away with doing it once per second e.g.
Well I can just put the sphere very big isn't it ?
thanks it woorks :)
So you mean like changing the world position of the material?
uhh... vertex shader? I actually don't know offhand 😅
World Position Offset is the Unreal Engine jargon. You basically offset the vertices of a model with math in the material graph.
👌
So i change the position of the material via creating dynamic material? I remember doing something like that in the past. It was hard
@cyan boneIt doesn't have to be a dynamic material unless you want parameters. It could be a static material, but with a Time node driving the panning of a texture. Kinda getting into #graphics territory here
You don't need to create a dynamic material.
@cyan bone Same idea as wind and foliage, just different motion. Look that up and you'll find writeups on it.
Oh i see. The scalar material? Something like that? Sorry im just shooting
A dynamic material is one you update parameters on while it's in use. Has nothing to do with motion.
https://www.youtube.com/watch?v=PXK4tvlSsuo
So something like this will do. This is cheap in performance?
Hello everyone, in this tutorial I will show you how to make simple foliage in Unreal Engine 4.
Patreon: https://www.patreon.com/marpetakdev
Discord: https://discord.gg/ZgaManTRvg
00:00 Intro
00:10 Grass
01:05 Trees
02:21 Bushes
02:30 Plants
07:17 Outro
Contact: marpetakdev@gmail.com
@tight schooner which object type should I put here ?
Is there an event that fires when skeletal mesh LOD changes?
well, skipping to the WPO part of the video (toward the end), he's using SimpleGrassWind, which is something I'm not familiar with. But supposing it just adds some generic wobble to the mesh, and he scales the effect by one of the UV channels (to keep the base of the plant rooted), and plugging that into World Position Offset... that's in the ballpark of what I was thinking. GPU perf impact will scale by the quantity of vertices I think??
pull the Object Type pin out and "Make"
is this gonna make sure that if there is no true outcome the gate will close?
So the difference is that you wouldnt necessarily need to use the SimpleGrassWind. And this will be cheaper than a rinterp.
Ohhh perfect.. I leave it at world static ?
Okay .. the whole thing seems to work!
but sometimes it still doesn't
like when I take the power up and then hit the mesh right after
also i noticed that when I hit the mesh from the side I still get collision and get pushed back a little bit
Hey i duplicated a AI dude and im trying to connect a new AIC, however im getting an error and also i have these white arrows showing up with the new test but not with the previous setup. any thoughts?
This is my setup at the moment @tight schooner
Try to CTRL + W the cast below and try to call the function from the as AIC Merchant Character in the cast
checking thanks
wait what lol
if i replace to previous node it works but i want to use new character not previous one
my AIC is not calling anything though
I didn't follow all your procedure but if you want the cast above to looks like the one below try to duplicate the one below with CTRL+ W
and call update target actor key from the blue node of the cast
ctrl W doesnt do anything
Ah I noticed
Bit of an issue, I'm following a keypad tutorial and at point point something is different to what I'm following:
video : ||https://youtu.be/m3DQmi2LUOE?t=985||
Is this just because of an icon change since making the video or have I regrettably gone wrong somewhere?
It should duplicate but I noticed they are not the same so no it won't work anyway
yeah exactly but im not sure why
everything else should be done, new AIC connected to new character
why are these bloody exec arrows sjowing damn it
XD
anyone know how i can stop my character from sliding down slopes like this?
I don't understand why putting event tick - setting meshes query only and with pawn overlap only
sphere radius 100
still I receive that problem
It is smaller
but it's still there @tight schooner
did you change the walkable floor angle?
its set to 50, i tried maxing it but nothing changed
Call it manually immediately after getting the powerup and changing the state. You want all obstacles nearby to be notified on that frame
You need to use the array element on the loop body
figured it out if anyone is curious, just needed to convert as pure cast.. I am assuming its like forcing a cast
anyone have an answer for this? Very simple issue, just hoping someone will remember
I think it doesn't work because i'm actually doing nothing lol
I mean.. I think i'm not telling the game to change collision to the meshes inside the sphere
You're still not using the array element. You're getting an array of nearby meshes but then not doing anything with that array
Probably is just a visual problem or maybe different version of unreal ?
How can I fix that ? where should I put the array element ? I don't see where to link it
@modest monolith loop body pin on the For Each Loop node
it'll most likely be a different version, its just that I've followed it fine as far as I'm aware but I can't follow the video any more, assuming it may be this discrepancy
I have to do a second ? for each loop node ?
XDDD
I'm not understanding
how can I put array element on the same node where it is ?
@modest monolith in your screenshot there is a For Each Loop node. It has an output called Array Element
Yes
That output is the "each"
You want to do something with each item in the array
Right? Otherwise you're getting that array for no reason
The array element pin is "each item"
In the loop body, you want to manipulate the array element
That's the whole idea behind a foreachloop
Okay but I can't put the "each item" to the collision modifiers
The array element output should be the actor class you filtered for. Drag it out and then do your stuff, like set collision disabled
You might need to get the static mesh from it first
Array element -> get static mesh -> set collision
Tried already
When you mouse over the array output on the Sphere Overlap Actors node, what data type is it? Actor?
ok, I thought it would output the thing you set in the actor class filter, but instead it's outputting generic actor object references
For Each Loop --> loop body --> take the array element and Cast To BP Destructible Whatevers --> get static mesh --> set collision
Hi there, i'm not sure where i should post this but, Regarding import French language as localization .PO file in Localization dashboard, there are some accent characters that UE4 importas as "?" instead french accent. any clue to solve this?
@tight schooner Like this?
yeah, I guess you don't need to cast if you're not doing something class-specific
or shall I cast after the branch ? maybe is better
in any case what you have in the screenshot should work
probably is better to cast after the branch ? at least I cast only if I have the buff and I save in prestations
am I wrong ?
casting isn't expensive contrary to popular belief... it shouldn't matter that much. But don't you want to alter the collision when the buff runs out too?

Why something so simple give me so many problems omg
time to debug with print nodes and breakpoints and maybe even debug shapes
figure out if every part of your thing is working
is Sphere Overlap Actors getting actors? How many? Is the cast succeeding? etc.
Maybe this is creating problems ?
Why is not filtering classes ? I've put that has to detect only destructible meshes isn't it ?
Hey hey people,
I have a question regarding timer handlers.
Let's say I have a timer that shoots a function every 30 seconds.
What happens if I clear that timer handler 17 seconds in? Will the function still be used or no?
by clear do you mean use the node, Clear and Invalidate Timer by Handle? (https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/Utilities/Time/ClearandInvalidateTimerbyHandle/)
I think that aborts the countdown
Yes. So I wonder if I do that at 17 seconds in, would the function fire at 17 seconds or not at all?
it doesn't call the function at all once you clear it
ok, thanks
I guess enough burning out for today
Thank you for the help!
Howdy, this is an odd question, but i added the third person starter pack to a project, and i can run around with the character, but the BP_ThirdPersonCharacter's event graph is totallly empty. I uhhh.... don't know where the code for this thing is, cuz it's usually here. Did the structure of the thirdpersonstarter character change alot from ue4-5?
i'm lookin at the doc page for it i am not seein' what it's showin'
Hi all I'm beating my head against a wall.
I want to have an actor use an enum variable I assign to give itself an actor component in Begin Play. Breakpoint and Printing show that its hitting my code and getting a valid thing but I don't see the component anywhere in the scene on Play and any effects it should have are not happening.
In the pic, I have an array of Tasks Im looping through and trying Add BP Task Class (which is an actor component) and then constructing it from a data table.
any ideas?
I doubt that they even touched it. Are you sure you didn't add a C++ Third Person Starter pack instead of a BP one? The C++ classes would only need a BP for setting values.
Wouldn't expect that to do much. You're making a component. All of it's initialization is going to run, and then after all of that, you're setting the data you likely needed for that initialization.
Chances are you need to make an initialization function yourself and call that after adding the component, and pass the name or enum through that, set it, and then do the init for the component.
@maiden wadi YOu know what? You're 100% right, i did add thrid person as C++ . However i then added it back as a BP install thinking it'd override it, but clearly it actually doesn't.
So okay, that's a problem solved right there, i'll look into it. Much appreciated!
😄 Happens
I have a BP of a room that the player enters to progress to the next level. Do I have to create a separate BP for each level, or is there a way to get it to be like 'get current level -> if level = [this] -> open [that] level'.
set actor location is not working in oculus vr
set actor location works fine when i don't move(physically). but when i move forward in my room and then again set actor location, it works but it add offset to my walked distance.
also my pawn location still same when i walk in my room in oculus vr
looks like camera hmd position is not relative to unreal character position?
I accidently closed my EventGraph in a Blueprint. How to open it again?
There is no such thing as EventGraph under the Window tab
are you parented to the item? if so its treating it as a relative location
i am just setting player pawn actor location to any target location.
it works fine when i don't move in vr mode ( move means physical movement )
i understand my physical movement in roomscale is not relative to player character movement
hmmm, in my beat sabre-like prototype I haven't seen this, but its in pre-release V5.. I'll check it again
Did you find it? You should see it under Graphs on the left
@brazen leaf thanks 🙂
I solved the problem lol
I'm firing 100 linetraces in a 120 degree cone. How can I force them to fire in the outermost 30 degrees of this cone, excluding the central 90 degrees? I just want to redistribute them to fire more horizontally than vertically.
Tag me if anyone knows a solution, thank you. :)
Random or in a patterm?
I'm using a random unit vector in elliptical cone in degrees node, with the cone direction being the spawnpoints forward vector and the max yaw/pitch being a float (120 in this case)
What i mean is do you want a random distribution or a constant pattern?
I'm fine with random, this is for an explosive throwable
I would just have 1 line trace per 3 degrees in yaw, with a random pitch from -45 to 45
so you'll get a nice distribution horizontally, but each piece of the pie would trace off in a different angle
Sounds like a basic level name thing most likely. Unless you save state for what level you're on somewhere. the BP doesn't really need to do much other than be an overlap with a delegate or game end function call.
For (i = 0, i < 120, i++)
{
TraceDirection = (random(-45,45), 0, i * 3)
}
thanks! i'm gonna play around with this quick and check out the results.
Should work alright. I think it might be too random, I'd probably just do a static pattern. Wouldn't really be noticable.
I'm thinking that might be better for performance. could probably get more predictable results with less linetraces.
I'm just looking to move my explosives away from radial damage. feels gross.
Hey guys.. this may sound like a noob question but I had to ask.. can one gamemode have multiple player controllers??
If you mean classes, then technically yes. But not from Blueprint. Though why you would do that is another question entirely.
I would do
For (i = 0, i < 120, i++)
{
TraceDirection = (-30 + 30 * i%3, 0, i * 3)
TraceDirection = CombineRotators(TraceDirection, MakeRotator(Rand(-10,10), Rand(-10,10), Rand(-10,10))
TraceVector = TraceDirection.Forward
}
I have one C++ class n one blueprint player controller can I use both??
You presumably want some sort of random deviation for projectiles, use that same system. An explosive is just a bunch of projectiles all spawned at once. Don't forget the overpressure effect though, there's a deadly radius where it doesn't depend on shrapnel.
Not sure why you need both though? Why not just make the BP inherit from the C++ one and only use the BP one?
I'll keep that in mind. probably best to either apply radial damage within a small radius, or fire a preliminary set of linetraces with a shorter life and a higher damage.
Okay that seems doable.. i can try that. I came to that point bcz I'm still learning.. n i made a BP player controller n while learning GAS i ended up with C++ player controller.. so now I want to mix both
Might be unnecessary, depending on your lethality. I can't think of a way to be close to the thing and not eat like 20 traces.
You doing projectiles? I have a very high performance projectile system I'm working on.
Radial damage works pretty well for explosives. Kinda depends on specifics though
I'm using the smart linetrace projectile system currently, yeah
bullet penetration and solid impact fx and replication were important to me
It's really simple. A projectile is just a struct inside a Subsystem. "Spawning" a projectile is just a function call into that subsystem. Projectile flight is just a line trace from Location to NextLocation like most line trace projectile systems. Pretty similar to what you're doing probably, just without actors.
Just a bigass array of AllProjectilesInTheWorld that gets updated at once.
That's pretty neat, actually. good for keeping track of them all
The hard part is visualization, I haven't sorted out how I wanna do that yet. Maybe some sort of global Niagara system is the ticket I'd guess.
I've watched too many videos on ECS, it's infecting my Unreal style.
I like the idea of the persistent "pool" setup
Works crazy well though. 2-3k in flight at the same time is no problem as the traces are so short and it's all in one tight loop.
A pool of 1k should be plenty for even using it for shrapnel.
Does your BP Controller inherit from Player Controller? If yes, just open the BP. Go to the top left an click File->Reparent Blueprint. From there you can parent the BP one to the C++ one.
Yes it's player controller.. n thanks man i dint know we can reparent.. that solves my prob without any effort :)
What do I have to do before/after an Add Component node to get it to appear on the parent?
In a simple test throwing Add Static Mesh Component to the constructor of an actor and also trying it on Begin Play, the component is nowhere to be found
hey its me again;, i need a bit of help please:
I have this function in my AIC blueprint. How do I call it from my behavior tree?
im trying to get the AI to face the player
I was thinking of doing task and call this in my tree, but unsure how to reference my AI there lol
This blueprint (self) is not a AI_MerchantCharacter_C, therefore ' Target ' must have a connection.
Be specific. You're trying to reference your PAWN
then I was thinking maybe to hack it with a reference within the task but cant do that
Get the pawn the AI is driving, cast it to your merchant class, then you can do merchant things with it.
ohhhhhh
like this ?
Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsAI_Merchant_Character". Node: Rotate Towards Graph: EventGraph Function: Execute Ubergraph BTT Find Location to Rotate To Blueprint: BTT_FindLocationToRotateTo
guys, if i switch to another cine camera actor in the level using the set view target with blend node, how do i then go back to the original camera? (its just the default 2d character blueprint)
fixed by doing direct connection from receiver event
thanks!!!
Ah thank you i'll try it out. :)
Save it as a variable
You need a set of functions to give it a new mesh if desired. Regular component config is done in the details panel of the add static mesh component node (any add x component node really)
Thanks I was doing that as a test for a custom actor component I made. Turns out you cant see these in the hierarchy and that was really throwing me off. Do you know if there's any way to make it show up in the component list?
When i have paused the game by pressing ESC, i cant remove the pause menu again by pressing ESC again, how can this be done ?
Set the input to execute while paused
how is this done ?
I think you can just select the input node, and do it in the details panel
lol... didnt see that option haha.. thanks man
is there a way to do multi threading in BP
like call a function or something on a separate thread
Is there a way to set these bounds inside blueprints? I know I can get them from any mesh but there's no node for setting them. Creating a new parameter for setting them only sets them as they already are.
Hey does someone know how to block the movement input while im in the settings widget?
You can use "Set Input Mode UI Only" and "Set Input Mode Game Only" nodes. What you are having now is like having "Set Input Mode Game and UI" which is also a node that exists. You could also do it the hard way by asking if the character is in main menu (bool) and then hooking that up with the controls that bother you. Make a branch and ask if the character is in main menu and if that is true the controls would stop it right there.
ahh i needed a little bit of start. thanks
i have one question. Do u know why the isvalid thing doesnt do anything if i want to check if a widget is there or not?
Theres also a disable movement input
By there you mean in viewport? Is valid just checks if the widget variable is set to something. Try is in viewport
When you create your widget set a reference to it and plug that into input object. That will tell you if the widget is valid.
i dont have any movement in the lobby i only want to turn the character
aaaah okay
Guess i was confused by the phrasing then^^
now im confused too
I know that my English is expandable its not that good when it comes to makeing understandable sentences
The problem with doing set input ui mode only is that key inputs are taken up by the ui. So if you want to use keybinds such as esc to exit a menu, you can't. So disabling input to the controlled pawn using the player controller allows for that functionality. That includes mouse input
This is what led me off ^^ anyways, seem you got a valid solution 👌
i noticed it now bc i had escape to exit the window i will do that too then
ahh i ment the movement with the mouse never mind 
so...
Is there a way to set these bounds inside blueprints? I know I can get them from any mesh but there's no node for setting them. Creating a new parameter for setting them only sets them as they already are.
thats now my settings button
thats my escape button and key
Also on top of this. There is a problem with setting input mode to UIOnly. If you are holding movement inputs and call SetInputUIOnly, it will stop all input, but cause the axis to keep moving. You can fix this in a couple of ways, but the easiest requires C++ access to flush input keys.
Quick thing here. Use set input mode ui and game. You also need to give it your settings widget to focus onto. Then on esc pressed set to game.
hmm i never did something with c++ xd
hmm i can disable the input but not enable it?
You have to set focus to your widget and use OnKeyDown. Player Controller has zero controlls in UIOnly mode.
I could give you an example, but it's largely in C++. 😄 Unreal is an absolute pain to do real UI and control work in without C++. Blueprints mostly just get you designer level stuff like changing textures or colors.
What can I use instead of jump node for character jumping? Ive got this double jump and want to make second jump higher but as far as I see u can only set max jump height in blueprint details and addforce/velocity asks to simulate physics and then my whole movement is broken 😦
Launch character
nice thanks
i can try it in c++
I'm trying to press a key to show inventory but it says that
Will tag you in UMG in a few.
okay
how to reparent Actor to Object?
are you saying it will work without connecting those?
yes
ok thanks
you dont need to connect the key
bc its already triggered by the event
Guys, am i doing it right? but when i play, it keeps saying 'false'
Cube and Sphere are overlapping, but the Return value is false..
maybe try using create widget
not getting it
try to add and remove from viewport
How can I get a position from screen and convert it into position in world on line trace impact?
I was following a tutorial that uses ue4 as an example, so that is why I was confused, but thanks for the suggestion
np
how can i check if a collision box is overlapping with any geometric except for the third person player
because i test for overlaping but it only prints the test string for the player
Player Controller class has a function named DeprojectScreenToWorld. It gives you a start and direction that you can use to create a trace with.
same for 2 static mesh component.. how to check if they are overlaping?
Just invert the check you already have.
Have the collision box overlap the other stuff and ignore pawn channel
where do i iggnore the pawn channel again?
The bit that looks like that
There might be a preset that works for you
Ignore only pawn maybe
Am I being stupid, or is there a way to change the precision of a float variable in Blueprint?
I've got a bunch of widget bindings that for some reason have defaulted to double-precision return values
(yes I know, bindings evil etc.)
yeah but somehow it only prints the string with pawn how do i get the other obejects recognized?
i have a grid around the player will be a furniture system like in animal crossing it should test if a object is in a specific grid field
Show your collision settings for the pawn and the overlapper
no now its shows no string because pawn is blocked
i use a box colider wich should test if there is wall or a actor in the way
The only time that I've seen it be changeable is when you pull the pin off and connect to one of the mathy nodes (like the multiply/add, etc..). Otherwise, I haven't seen a way as of yet.
Urgh.
All my widget Blueprints that have bindings have changed the return values to "double precision float"
so you mean box collider and third person character?
I can't fix it unless I drag another float value over the function and rename it to "Return Value". Bit silly
For reference, this is what I mean. It doesn't seem to let you do it if what you're dragging off is a float though. So...yay?
Yeah that's exactly what I wanted/expected
Looking for feedback on a better way to do this. It works great, but has to be manually expanded. Would preferably like it to be expandable based solely on the Section integer?
select node
I'll have to play around with that.
Can anyone tell me why UE4 does not let me promote this Game User Settings Object Reference to a variable (or local variable)?
I would like to manually save it within a SaveGame object to be able to save and load different settings for different saving slots.
probably not a blueprint type or something
anyways, you won't have luck storing objects in save games either
So, would I have to save each of the options one by one in a the SaveGame? or is it any other cleaner way to do it?
But no other way in Blueprint right? 😦
Unlucky me, thanks anyway!
depending on your game you may want to look at those plugins anyways
considering that we have nanite and lumen now, but still can only store basic data types in save games with BP...
Im using material World Position Offset, with time and sine to make my texture jump up and down. To make my soldiers look like they are walking. So they hop up a little.
But the thing is they all are doing it at the same time. Is there a way to make this happen randomly, like unsynchronized? So that they dont look like unnatural clones all walking exactly in the same way at the same time?
Per instance random
also #graphics
You just need to add a random initial phase added to the time
Could I suggest you to try to apply ABS to the output of the sine? It would look more like hopping if that's what you want...
@median monolith yes looks amazing. Thank you @faint pasture
is there a way to control/stop this in the blueprint? Or do i have to create 2 different instances one for hopping and one that doesnt hop?
This destroy node giving error how to fix this error...
Don't mix execution lines. Save the variable in one and use it in the other. If it's still invalid, you are trying to destroy a null object.
which node should i use to check null or not...
IsValid
Dynamic material instances. What's the use case? Why are you animating in hte material instead of moving the mesh or widget?
I was told that it was cheaper to animate it using World Position Offset. Rather than vinterp/rinterp to. Isnt it?
I could create 2 instances. 1 when the unit is stopped and another when it is moving/hopping
Why dynamic? Why not 2 instances? Create Dynamic Material?
Depends. If it's dynamic you'd have a float representing how fast it's moving or whatever.
thanks
So with the scalar parameter i could have a float that is how fast it moves. And a bool that makes it stop?
Just the float IMO
Thanks! @maiden wadi it's working and no errors now...
Other query when clicking on multiple time on button it's spawning multiple actor. but i want only one...
Thanks. Will get to work 🙂
Don't spawn the actor if it exists
guys, is it possible to trace collision of a staticMeshComponent using Complex collision?
Worked Everything Fine Now Thanks! @faint pasture
I have an array of structs.
If I get the struct directly, and then modify something inside them, that works like you'd expect.
However if I get the struct through a function and return the struct, I'm getting a copy of the struct instead.
Am I missing something? That seems kinda nutty
I'm certain the function is passing back a struct reference, not a copyu
I ran into this before when the struct was a CPP struct, and I was trying to modify it in blueprints
this is a blueprint struct at least
or when the actor was a cpp actor
100% blueprint project
cause lazy
that's the only scenario you ran into it?
any workaround?
for me, yes
I know you can take the copies values, split it, and reassign the struct to be equal to a new struct that contains all those values
it's messy, but works. Basically, rewriting the value of a struct, with a new one that's mostly a copy of the old one with a few tweaks.
gross
thanks, it works
but I'm not happy I have to use it lol
either way, <3 @desert juniper
if you find a better solution, ping me 😄
I've moved away from that workflow due to that
@rich jungle Found the convo
#cpp message
Am confused. What is it you're trying to do? You can pass structs by reference into a function.
You can't return it of course. But if you're returning it, you'd already still have access to the struct where you'd be calling the pass by ref function anyhow, so not really an issue.
I need to modify that structure after finding it through my function
so having the function poop out a copy is a problem
Make a find index function. Get as a ref
Yes it does.
You don't return the ref. You can't return a reference. You return the index and use the index to get the ref.
this does
yeah, the "you can't return a reference to a struct" was the crux of the issue
I'm not sure I understand the issue. It's just as easy to create a function that gets the index to manipulate.
Does anybody know, what this error might mean? Game crashes right after launch.
Error: Missing import of (/Game/UI/Lobby/TrophyRoad/W_TrophyRoad_Progress): MetaRewardBuilderRawInfo_0 in Package /Game/Blueprints/Meta/BP_MetaController_Progression was not found, but the package exists.
It also happens with some other blueprints
I don't have access to the array itself because I'm doing RPCs
How are you finding the copy you're returning?
How can I enter gate node periodically while button is held down?
create a timer, clear it when button released?
2d array coords
But aren't you doing something in the two functions that retrieves a copy of a struct, and then using that manipulated copy to overwrite the other?
nice works thx
wasn't it impossible to get struct refs from arrays?
you may return a ref to a copy of the struct?
You can get a ref from an array of structs just fine.