#blueprint

402296 messages Β· Page 915 of 403

candid geyser
#

Where

#

I

#

I just tried that and

icy dragon
#

Not as worse as UMG/Slate when it comes to the most lacklustre part of the docs

candid geyser
#

Listen stop being smart okay

icy dragon
candid geyser
#

Im pretty sure you're smart bro

#

yes

#

I don't THINK

#

I K N O W

icy dragon
candid geyser
icy dragon
#

Anyway I gotta sleep kthxbye

candid geyser
#

NO WAIT

candid geyser
#

i beg

#

the "final color" node is not there

icy dragon
#

It's already midnight on the far east

icy dragon
candid geyser
#

My material what

#

omg i did this to myself nvm you can go sleep now

icy dragon
#

nice

candid geyser
#

Hang on hang on I think I got it

#

Damn ADHD

#

I can't help but overlook things :')

candid geyser
#

Looking forward to the day where I can be the one who helps instead of the one who asks for it feels_bananaman

vapid ibex
#

The problem of returning to the project after some time not working on it... >_<
I somehow made player push NPC Character actors out of the way when walking instead of them blocking the way, and now I need to change that either back or tone down the effect, and I don't remember how I enabled it in the first place. Any advice?

candid geyser
#

Im just brand new to C++ and UE4, im coming from a background of Lua, and JavaScript

#

C++ is fairly different in comparison

#

It's weird being part of a community that all collectively works as a team

#

A really good kind of weird, but definitely not what im accustomed to

#

I guess we are all in the same boat, after all

#

This came to mind because I just realized Makoto made that entire snippet literally just for me

#

It was uploaded only like 3 hours ago

#

Aka around when I needed help originally

gentle urchin
#

Its a nice platform, hopefully i can provide some basic stuff to it aswell

#

Even if its just for my own library/sanity

candid geyser
#

H u h ?

gentle urchin
#

Its strange for me aswell, never been part of anything like this discord server before

gentle urchin
candid geyser
#

Oh yeah!!

#

It reminds me on how things like speedrunning communities also band together, sharing new tricks and secrets and what not

#

It's wholesome

last walrus
#

Hello there!
I'm not sure if this chat is the correct one but are there any means to render mesh above everything including UI? (and no, making my mesh a picture is not a solution because I need to rotate and modify that mesh)

gentle urchin
#

You could have a material with a mask

#

Sounds like an odd setup but oh well

last walrus
#

(and if it will help, "weirdness" doesnt matter, any working solution will be fine)

gentle urchin
#

Not 'above' but through, yes

#

Or you could make your ui world spaced, but that could get tricky

last walrus
last walrus
hearty barn
#

does anyone know why when I launch 8 missiles some return with the delta as 0,0,0 but some have numbers like 24,180,180? they should all have 0,0,0 since the look at rotation and relative should align after rotating the actor right?

cyan bone
#

Im using WPO in material to animate my spear up and down when im walking.
Then when i face the enemy i lerp it into the horizontal position.
So what can i do for the WPO to still understand that the Z is still the spear direction?
Or this is not possible?

#

No. Its an instanced static mesh of a plane with the material, the spear

sudden zephyr
cyan bone
#

in my current batallion i have 80 spears. Each batallion has 80 spears. And i intend to have many batallions.

hearty barn
sudden zephyr
hearty barn
cyan bone
#

So if i rotate the instance to become horizontal. And i do what you are saying it will now animate in the horizontal. But what if my enemy is a bit to the left or to the right? I could also control that angle?

hearty barn
#

they should align yes

sudden zephyr
#

Again, we don't know, all we see is that you apply the action, not what that action actually is.
In this case, yes, you are setting a capsule's rot to whatever it is stored in lookat var but you are printing relative rot which they are not directly related and we don't know what you are doing with that look at var so all I can say now that you are checking 2 different things and that yes, you are applying world rotation to an object. πŸ™‚

hearty barn
#

I printed with world rotation and got the same values as relative

#

the look at var just contains the lookAtRotation values and so this works but what I don't understand is why the difference between lookat and the roations are not all 0 as they are looking at the rotation if that makes sense

sudden zephyr
#

Huh.... Right.

#

Not sure, sorry. 😐

#

Gah, this boggle my mind too now. xD

hearty barn
#

same it makes no sense as to why these don't equal 0 but some do like ?

sudden zephyr
#

Wait, is the rot instant? Cuz in previous print, you can see 0,0,0's too. If you interp, you might getting confused with that? Also, try on a missile to missile basis and see if one by one turns to 0,0,0.

#

Oh, wait, is the lookat only on 1 axis/based on 1 or 2 axis?

hearty barn
#

the rot is instant rinterp just flat out wouldn't work some would flip flop between facing the target or facing opposite of it

#

3 axis

sudden zephyr
#

Ah, ok then.

#

Β―_(ツ)_/Β―

candid geyser
#

Okay so I ran back into the same issue I had earlier

#

The Snippit Lerp plugs into "Final Color" which I do not have.

#

Aha! Solved it!

gentle urchin
#

All this for a simple flashy widget 😁

candid geyser
#

yeah :')

gentle urchin
#

I should study those materials one day....

candid geyser
#

Im very stubborn, so im dedicated to making it work!

#

Im pretty sure at least-

gentle urchin
#

🀣

#

You got this!

sudden zephyr
candid geyser
gentle urchin
#

I wanna see the result first

sudden zephyr
gentle urchin
#

Then I'll give you credit

candid geyser
#

Well first I have to bring the result into this world

sudden zephyr
#

GL and do show!

#

Man... Now I wanna make my blender pink. Someone stop me, cuz I'm pretty sure it ain't gonna help in actual modeling. LMAO

gentle urchin
#

Rip blender

#

Pink of all things

#

Electric blue lets go

sudden zephyr
#

I mean, combo green/magenta but... yeh

gentle urchin
#

I should just turn to modeling at some point

#

Stop pretending to programπŸ˜…

#

But then id need to learn that...

#

I made this bulky chest many moons ago

#

Blender uninstalled me as a user

candid geyser
#

Okay so

#

I can't tell what's going on

#

But I can tell you it's not doing it

gentle urchin
#

I wonder if my delegate and function would've solved this an hour ago

candid geyser
#

SHHHHHH

gentle urchin
#

πŸ€ͺ its ok

#

Gpu powers are the best

candid geyser
#

Okay actually im gonna try your method

gentle urchin
#

I did a blink effect on my nuke reactors a while ago

candid geyser
#

Actually hang on imma paste it down here

#

During stamina use, check for the condition
Launch an event dispatcher when stamina goes below your treshold
On stamina regen
Do the opposit
A single delegate with a bool should be enough
Below treshold, true or false :)

#

There

#

instructions ready to do

candid geyser
gentle urchin
#

Stamina use

#

Is a function

#

Or should be a function

#

DepleteStamina or whatever

candid geyser
#

Uhhh I kinda made it all on my own

#

So n o

gentle urchin
#

Well, good? πŸ˜…

candid geyser
#

Stamina for me is a float variable

#

Hmm I think we can still make it work

gentle urchin
#

Yes, it is

#

But to deplete it youd have a function ?

#

Atleast i would

#

Keeps it clean

candid geyser
#

Nope :')

gentle urchin
#

anyways

candid geyser
#

But I can collapse them into a function B)

#

Okay so for a start, how can I set the treshold?

gentle urchin
#

When depleting stamina, check after subtraction if you are below treshold

#

Well you can hardcode the value

#

Or make another float for it

candid geyser
#

Already part of the Stamina system, I think we're good there

gentle urchin
#

Right

candid geyser
#

Stamina values coming up and down are all handled

gentle urchin
#

So if newly below treshold, call the delegate

candid geyser
#

Oooh okay hang on

gentle urchin
#

Yes you need an extra bool for it ^^

candid geyser
#

Delegate is the pink box right?

gentle urchin
#

Erh, event dispatcher *

#

You need to create one for the stamina trigger

#

Name it usefully πŸ˜…

#

It should have a bool input

candid geyser
#

Yup yup working on it right now B)

#

Okay I have an event dispatcher out

short reef
#

So how do I properly replicate an attack collision/switching collisions on and off?

#

Because obviously I want my weapons/actor hitboxes to only be active when an attack is going on, but clearly the method I'm using to go about it (using an anim notify state to turn on collisions for actor/weapon hitboxes) isn't working so well

naive stag
#

How can I trace multiple lines around the character to find any collision object?

spark steppe
#

just use a collision sphere?!

hearty barn
#

@sudden zephyr I think I maybe figured something out there's never a negative yaw returned from this but there is in relative rotation

trim matrix
#

Hi so i dont know how to castthe password and the username content to an actor that i need to connect to my tcp server?

earnest tangle
#

This looks so much like a random shitpost

#

lol

trim matrix
#

xd

flat coral
#

Why can't I validate a HitResult? This thing is empty sometimes and it's breaking my code

earnest tangle
#

It's pretty good

trim matrix
earnest tangle
#

I would assume that would be Hit Actor

flat coral
earnest tangle
#

pay attention to what it says, accessed none trying to access HitActor

flat coral
#

Ah wait I know the fuckin problem

earnest tangle
#

tbh this one is a bit confusingly worded as far as it goes with these

flat coral
#

I wanna stand on a huge rock and scream to the whole world that every coding language needs to have null-safe dereference operations.

#

Gimme my elvis operator, blueprints!

sudden zephyr
#

they should have replaced the accessed none with Accessed NULL. So much more obvious. Bugged me forever. -.-

earnest tangle
#

That operator is not much different from Is Valid or Validated Get in context like BP's I think

flat coral
#

The difference is when you chain dereference. With validated get, you need to validate each step of the dereference. But an elvis operator just returns null if any step is null, without throwing error on the next step

earnest tangle
#

I suppose so yeah

candid geyser
#

Hey, does anyone know what the object can be when casting to something?

hearty barn
#

I'm so confused why does this return true but not this

candid geyser
#

Holy shit can it be anything??

earnest tangle
#

it needs to be the specific object you want to cast

candid geyser
#

Oh yes I know

flat coral
earnest tangle
trim matrix
#

How can I teleport my player to the cine camera using the sequencer? I tried to get the cine camera transform and plug that into setactortransform and my player just kinda... stayed where he started at

candid geyser
#

When casting to HUD, what do you think I should use as the object?

hearty barn
trim matrix
#

My player doesn't teleport, can someone help plz?

earnest tangle
sudden zephyr
hearty barn
trim matrix
#

Ping me if someone answers me please

earnest tangle
#

You're comparing floating point values, and they are inaccurate sometimes, so you need to use a delta value like 0.01 to allow that amount of inaccuracy in the comparison

#

if you're comparing 0 == 0 then that tends to work without issues, but if you have values like 1.123123123 == 1.123123123 this can have problems because of how floating point numbers work

hearty barn
#

the values are so far off tho? only the pitch is dead on

earnest tangle
#

I'm not sure what the values you're printing are

hearty barn
#

I'm printing the relative rotation after setting it to that previous screenshot values

#

p=y

earnest tangle
#

No idea, either something changes the value or it's actually the same value but just represented in different range (instead of negative it shows it as positive or something)

naive stag
#

How can I make it so that I will find the nearest point of trace to my mesh in Multi Sphere Trace By Channel

sudden zephyr
#

What zomg said and to add, that's why you use delta so you can define threshold/precision easier. Like, if delta < 0.1 etc, xD

hearty barn
#

delta didn't work for me and nothing else is changing the rotation so I'm lost but oh well I'll just come back to this another day

sudden zephyr
#

Yeh, take breaks, they do help with stuff like this too.

trim matrix
#

Does anyone know how to get a variable from a widget into an actor??

earnest tangle
#

same way as getting a variable from any other object, you get the widget and read the variable

#

you can also do it the other way around if it makes sense, assign the actor into the widget and have the widget call a function on the actor to assign it

naive stag
trim matrix
#

Ok guys I got my player teleported to the end of the sequence cine camera. How do I "ease" the cine camera to the player camera?

#

I tried Set View Target With Blend and set the blend time to 5 but it still cuts to the player camera

trim matrix
#

How do I do that?

candid geyser
#

Are you using FollowCamera?

trim matrix
#

no

#

I'm using the level sequencer with a cine camera actor

#

and an end event to teleport and ease the player

trim matrix
candid geyser
#

Hecc

trim matrix
#

?

candid geyser
#

I know that adding camera lag will fix it, but I dont know how to find it for your cam

#

Hang on ill look around

#

@trim matrix Found it!

#

Is your camera attached to a Camera Boom component?

trim matrix
#

no

candid geyser
#

O h

#

Well the camera boom is how you add camera lag

#

There might be another way though

trim matrix
#

Oh wait

#

I just need to know the player's looking height

#

is there a way to figure that out?

candid geyser
#

Looking height?

#

What do you mean?

trim matrix
#

like the player's camera height from 0

#

the distance from the ground to the player's camera

candid geyser
#

You could always try to linetracebychannel from the camera to the floor

#

Maybe

#

Idk about that but that's my best guess :')

trim matrix
#

I might just go back to Unity

#

this cinematics thing is hard as hell

sudden zephyr
trim matrix
#

Ok let me rephrase what I initially wanted to do

#

In cinematic sequencer, I want to move a camera with keyframes (I know how to do this) and then at the end, when its moved, I want to get the location and rotation, then set the player location and rotation to the camera's

#

but its not working right

sudden zephyr
#

And are you sure the cinematic camera is actually at a location where there's enough room for the character? As in, the camera is high enough so that the character actually spawns on the ground and not in it?

trim matrix
#

it keeps teleporting to the wrong place, normally inches near AND doesn't rotate the right way

#

I don't know how to tell how high the camera should be

sudden zephyr
#

Hm...

#

Oh, btw, why are you casting transforms to the actor itself rather then moving the reference?

trim matrix
#

?

sudden zephyr
#

There's a pawn on the level already, right?

trim matrix
#

There's a player start

elder nexus
#

Hello, when doing a line trace, I'm getting only 1 hit for one box, if i duplicate the box in the world i don't a hit on the second one, why is that ?
https://prnt.sc/uJfeq4bVu2l2

Lightshot

Captured with Lightshot

sudden zephyr
elder nexus
#

Yes, i get the reference of the first box, but not the second one in the level

sudden zephyr
#

If you duplicate a box, it's a new reference, that variable up there with name Box that goes in target I think.

#

Yes, you get the ref for first box, but what about the second? xD

elder nexus
#

On the second one i don't get anything

sudden zephyr
#

How do you get the box ref?

elder nexus
sudden zephyr
#

Wait, wheres the code located btw?

elder nexus
#

inside an Actor BP

sudden zephyr
#

Ah, ok then. Thought you are tracking a box with the player, but it's like a wall lazer. Huh... Should work. o.O

elder nexus
#

I spend 2 days trying to figure it out, I tried all the lines traces, nothing works

trim matrix
#

Ok I figured out my problem πŸ˜„ All I have to do is place the player start where my camera ends, is that the best way, or would you guys do it in blueprints?

elder nexus
#

I tried by tag, doesn't work, it's like it changes the name inside the level and only gets the first actor inside the level

sudden zephyr
#

Wait, how you know if and which one works?

elder nexus
#

It's the first actor placed in the world, that one works only, not the rest

sudden zephyr
#

Hm.. Asking all that because it's confusing as we don't know what, how or why you're tracking. Like, I see you're getting the actor but then track infront so we only at wild guess here of what it's meant to hit, if you know what I mean.

elder nexus
#

So I'm doing a trace to see if I hit the collision Box, but if i duplicate that in the level then it won't hit the second box https://prnt.sc/EC6FtpQnBhvE

Lightshot

Captured with Lightshot

sudden zephyr
#

So confused. xD
So you have a wall and you are tracing that wall from the player instead?
It's so weird as depicted here, sorry. xD
You sure trigger box wouldn't work here instead?

elder nexus
#

I can maybe show you if you join the voice channel πŸ˜„

#

I'm tracing the wall from inside the actor

#

I mean the collision box

gentle urchin
candid geyser
gentle urchin
#

Damn. Betrayed at the finish line

#

Well good its working atleast!

candid geyser
#

Oh no I only changed a little bit :')

#

There were a couple of bugs I had to smooth out, but its all good now!

gentle urchin
#

Aaand the result can be seen... where? πŸ˜„

ivory drift
#

I'm following this tutorial for a inventory and I'm following everything correctly but I cant connect these. How do I fix this?

#

Im doing this in the Third Person BP

paper galleon
#

You're trying to connect an array to a single struct break. Wouldn't work.

#

You have to pass the array to a foreach loop

#

Then break each item in the array.

modest monolith
#

HELLO GUYS! Do you know if using Set Hidden In Game I can propagate to only one children and not all of them ? cause I have some stuff that I don't want to affect! Please thank you !!

maiden wadi
#

It's likely easier just to make a function that will set what you need hidden.

candid geyser
#

Uhhhh how can I record a video to show?

gentle urchin
#

OBS ?

candid geyser
#

I surprisingly have that

#

Okay hang on

candid geyser
#

75% of the animations are not permanent

modest monolith
candid geyser
#

Voila?- I guess :')

#

It's on its way

#

Very rough right now

#

But oh

gentle urchin
#

mkv ugh

candid geyser
#

Why did it

gentle urchin
#

mp4 ty

maiden wadi
candid geyser
#

Hang on how do I fix that lmao

gentle urchin
#

under settings -> Output

#

Recording format

modest monolith
candid geyser
#

Should I re-record it or did you already see it

gentle urchin
#

re-record πŸ˜„

candid geyser
#

Gotcha

#

Deleting the old one lmao

maiden wadi
#

Well. You would if you want to modify the macro. Your only other alternative is to make a new execution output on the macro and handle the hiding in the character there, call that when you want it hidden.

candid geyser
#

New one on the way!

modest monolith
gentle urchin
#

looks like something could be looping with a 10th of the length, but gj!

modest monolith
gentle urchin
#

Nitro

modest monolith
#

oh okay

gentle urchin
#

50mB

candid geyser
#

Which expires tomorrow

#

But

gentle urchin
candid geyser
gentle urchin
#

the staminabar?

candid geyser
#

Oh yeah it's kiiinda looping

#

A small portion of it is looping I think

modest monolith
#

Ok then

#

here's my video

gentle urchin
#

0 = infinity

#

Change My Mind

paper galleon
#

And beyond

candid geyser
#

Oh no it's not looping!

#

I always set them to 1 or more loops

#

What I did was I just made the Low Stamina effects go on for about 20 seconds

#

So that the animation doesn't end prematurely

modest monolith
gentle urchin
#

when the player stops depleting stamina ?

modest monolith
#

here's my video then haha

candid geyser
candid geyser
candid geyser
modest monolith
gentle urchin
#

Well its up to you how you want it ^^

modest monolith
#

my game looks garbage

candid geyser
#

So I made it so that the animation would end when the players stamina went above 50 total

modest monolith
#

focusing 99% on the gameplay

candid geyser
modest monolith
#

Yeah I need to find out how to fix this rifles visibility 😦

candid geyser
#

Right now what im doing is im getting the mechanics working, and then immediately polishing them and making them look nicer

gentle urchin
#

quick mockup

modest monolith
modest monolith
candid geyser
#

Ohhh

modest monolith
#

Amazing map but he did only that

#

Instead of focusing on the game

candid geyser
#

I care about getting the base mechanic working and THEN polishing it

candid geyser
modest monolith
#

Yeah that's the proper way to do it

#

an MVP

candid geyser
#

I worry about polishing as soon as I can because I have ADHD and I know ill forget xD

gentle urchin
#

ok mine was inaccurate

#

final

candid geyser
#

What's that MAX program?

gentle urchin
#

its a single ended clamp

candid geyser
#

brain hurt

gentle urchin
#

same with min

candid geyser
#

Okay I think mine needs some cleanup

#

Because it's looking pretty messy

candid geyser
#

@tight schooner ugly

#

If you cast to your actor, you can drag off and use the variables from there, in the widget

#

im sorry

tight schooner
#

lol

gentle urchin
candid geyser
#

Yeahhhh mine is...

#

messy-

modest monolith
#

Ok I did it .. I cast to the character in the bp and fuck it

candid geyser
#

What kinds of programs will cause performance drops?

#

Because I wanna make 100% sure that my game is well optimized

gentle urchin
#

loops

paper galleon
#

Don't worry about optimizations until you need to.

#

You'll waste time that way.

gentle urchin
#

Dont we love wasting time

#

Nah you're right

#

dont preoptimize

#

profile,

#

then optimize

#

if profiler showed anything

paper galleon
gentle urchin
#

we're both here, so yeah πŸ˜›

paper galleon
#

Right?

candid geyser
#

Okay so im going to temporarily break the animation so I can clean it up

maiden wadi
#

See you in a week.

candid geyser
#

Aye no

gentle urchin
#

Full speed ahead captain

candid geyser
#

I got this dont worry, I know what im doing now B)

gentle urchin
#

I didnt show you the binding,

#

but you got that one covered, right

candid geyser
#

Binding for what?

gentle urchin
#

the dispatcher

candid geyser
#

Eheh

#

That's why I had to change things up

#

But I think I know a way

gentle urchin
candid geyser
#

TRUST ME BRO OKAY

#

i got it

#

probably

gentle urchin
#

||erh, i keep forgetting marking them spoilers ||

maiden wadi
#

Last time I said that at work, it took me a week to fix a five minute bug. :/

candid geyser
#

sh

gentle urchin
#

Thats all in the past

candid geyser
#

im cool

gentle urchin
#

i wasted a day on the UMG input

#

untill i just dumped it down to the relevant actor anyways

#

re-added the interface and it worked in 5 minutes

#

Now im wasting time thinking about my datatables

candid geyser
#

(Also, while im doing this, if anyone knows how to make a UI Material for water droplets, let me know)

maiden wadi
#

Would personally do that in the Niagara UI plugin. Probably just as easy with a basic material though.

#

People love raindrop material textures. I don't think they're any different when for UI, just less vertex manipulation.

candid geyser
#

Actually nvm

hardy hare
#

Hey. i am trying to create a widget blueprint which displays a progress bar that is bound to my BP_ThirdPersonCharacter's health variable. It is bound to it and it follows it, but the progress bar inside of the widget blueprint only goes to 100% (if the health variable is above 0.0) or 0% (if the health variable is 0.0 or below). Any idea of what might be causing this?

wise tide
#

I am using this event in the gamemode to handle starting behaviour for players (setting them to the intro camera, etc). However it seems to completely overwrite the normal starting behaviour as my players no longer spawn in.

What am I supposed to do so it continues as normal after finishing my custom BP?

desert juniper
#

what you're doing now is dividing their health by 10
100 / 10 = 10

#

try health / max health
that will get you the progress bar percentage you're looking for

maiden wadi
hardy hare
#

thanks

dusk cave
#

I still need help solving this issue. After possessing a pawn then repossessing my character, my walk, run, etc. animations don't play anymore but my character can still move. How can I fix this?

umbral ginkgo
#

messing around with level switching and I cant figure out why this wont work.

#

When I'm in level 1, I want pressing e to switch you to level 2 and vice versa if that makes sense

maiden wadi
maiden wadi
#

For more clarity. OpenLevel tells the current world to tear down and rebuild a new one. This destroys nearly everything except for GameInstance. This means that the blueprint you have these controls in is also destroyed and recreated.

Two options to fix. One, save state in the GameInstance. I don't advise this long term, but it's easy for beginners.

Other is to call GetCurrentLevelName and compare the string with your level's names to load the other level. Potentially better extensibility depending on your end goals.

wise tide
maiden wadi
#

Right click on the red node. There should be...

wise tide
#

ah, thank you

maiden wadi
#

That should make it run old functionality before the override, and then your set view target code.

wise tide
#

Yep, my issue is gone. There are other issues but they are multiplayer specific. Thanks for the help

neon spear
#

So im watching a blueprint video and when he opens a widget blueprint the border of 1920x1080 or 180x720 is automatically outlined in blue for him but when I open a widget blueprint there is no outline and I cannot figure out how to add one

#

his looks like this

maiden wadi
#

Add any widget to the hierarchy.

#

No widget.

#

Any widget but nothing hovered.

#

Hovered widget.

neon spear
#

Thanks

#

Also a weird thing that happened

#

I added a progress bar and It was massive and locked in place

#

but I added a canvas panel first and then the progress bar

#

and it let me move it around

maiden wadi
#

Widgets will try to take as much space as their containers allow them usually.

neon spear
#

so the canvas panel first is kind of necessary?

sly forge
#

How do you check on which "Text Box lets say" you dropped an item on?, like i want the OnDrop only take actions if the item is dropped on a text box inside my widget

maiden wadi
#

When you add things to a Canvas, they're slotted as a CanvasPanelSlot. CanvasPanelSlots have sizes, and positions. Other slots like VerticalBox or HorizontalBox will only take up as much space as the child requests. SimpleSlots like a userwidget's base will stretch the contents.

#

Some slots have settings to stretch or not.

maiden wadi
sly forge
dusk cave
#

Why does everything in here work except playing the animations after repossessing the player?

trim matrix
#

I have an NPC that randomly roams around. I have a dialog system set up and I want the NPC to stop moving completley when Im in dialog mode with them. I used Set Movement Mode and set it to None, he doesnt move location but he still keeps rotating to where he wants to move, how do I stop him from rotation as well?

neon spear
#

im only just learning so that might sound dumb but from what ive looked through and messed around with it seems like there are movement /rotation variations of alot of stuff

trim matrix
umbral ginkgo
neon spear
trim matrix
#

Does anyone have any idea or resource where I could learn to make a procedural rope object of some sort, where I can modify it's length or on the fly? I've been using the cable component for a minute, but it doesn't have physics collisions

earnest tangle
#

You can enable physics on cables but they can be janky so YMMV

#

I think another method is to have some kind of skeletal mesh for the rope, but I'm not really sure if/how you'd go about having a dynamic length for something like that (eg. you'd probably need to add new bones)

trim matrix
#

my unreal is being a piece of shit. I have a roaming npc and i set only roam if DontMOve is set to false, if DontMove is set to true from class default he doesnt move, if i set it to true through a cast node when i initate dialog itll print to say its set to true but he still keeps moving

#

Cable physics doesn't seem to work, it goes through stuff.

trim matrix
earnest tangle
#

I think there's some paid cable plugins on the marketplace. I would hope they work better than the builtin cable comp lol

maiden wadi
earnest tangle
#

What is === ? This isn't javascript, how does that differ from ==

#

lol

maiden wadi
#

Haha. I think that is the Equal Exactly, including case.

earnest tangle
#

Ahh right it's a Name and those are case-insensitive by default

cyan bone
#

Im confused. I have been doing my whole game using 3 ISM per soldier. One for the soldier itself, and another 2 for shield and weapon.
So i can animate each one separately.
And i LERP them all when i need to move the whole soldier.
But recently i discovered how to animate materials with WPO. So now im considering doing just 1 ISM with 3 Materials and animate the materials.
So should i redo everything?
Whats best for performance?

maiden wadi
#

I feel like if you're trying to go with the TotalWar style soldiers, the new Niagara skeletal meshes thing might be a real way to go if you're worried about performance. I have yet to test it personally, but supposedly it can support several thousands of "soldiers" in a view at a time

cyan bone
# maiden wadi I feel like if you're trying to go with the TotalWar style soldiers, the new Nia...

I have seen it. Its a bit hard to implement. However i didnt go for it, because i want to maximize performance and downplay graphics and animations. So im not even doing the soldiers 3d, they are just planes, and they look alright. So that was my option.

Should i reconsider that? If i make them 3D, then i will also have to make them with fancy animations. As it is right now, i only move them around and move the weapon back and forth. I tested it today and it can handle many batallions.

maiden wadi
#

Fair enough. Out of curiosity though. How do you animate individual soldiers in an ISM? I deal too much with widgets. πŸ˜„ Less familiar with gameplay graphics implementations.

surreal peak
#

There are multiple ways to do that

#

You can animate hismc actually through vertex shaders iirc

#

With ue5 and CPP it would probably be a good candidate for #mass

sly forge
#

How do you get the parent widget? i have a widget inside another widgets canvas panel but GetParent returns the canvas panel not the widget

surreal peak
#

Easiest way is to pass the parent as self to the child on construct

cyan bone
sly forge
surreal peak
#

I do not know how to get the parent you desire as the parent is not just the userwidget hierarchy

#

You could ask the parent for the parent etc until you reach your wanted widget

sly forge
#

You mean multiple GetParent nodes until i reach the parent i want?

surreal peak
#

Theoretically only one

sly forge
surreal peak
#

No

#

Make a current Widget variable

#

Get the parent of it

#

Save it to current widget

#

Check if it's the one you want

maiden wadi
#

You 'can' bubble until you find the parent you're after, but generally with eXi on this one. Passing the parent you might need to the child widget is much easier and cleaner. That or store the parent somewhere globally that the children can get from World like a HUD class if it's that important.

surreal peak
#

If not, get the parent of current widget and set it again

#

That way you move up the ladder

sly forge
surreal peak
#

Multiple get parent nodes is def the worst solution

maiden wadi
#

I wouldn't rely on that. It makes me cringe not knowing what the pointers I'm using might be. Correct framework is too important in UI for several reasons and the forefront of that is simplicity of use.

#

I'd be too sure someone would come along and add another canvas or other widget somewhere and break the whole thing.

surreal peak
#

The proper solution is the pointer to the parent being set by it

maiden wadi
#

Namely me in 6 months when I forget.

surreal peak
#

I have not walked upwards in the widget hierarchy to find a parent in very long time

sly forge
#

I think i'll just scrap that for now, my main goal was to get the widget under the mouse when dragging an item because IsHovered doesnt work when btn is down

surreal peak
#

But if you want to search anyway it something like this:

  1. CurrentWidget = self
  2. if (IsWantedWidget (CurrentWidget))
    2.1. true -> done
    2.2. false -> CurrentWidget = CurrentWidget->GetParent()
  3. Go Back to 2.
#

That's why you only need one GetParent node

#

You just update some pointer to the current parent you are looking at

maiden wadi
#

I have a memory that I did something with that using DragOperations. I know I did something similar to that with them for magicky ui particle visuals when dragging a widget from one inventory to another.

surreal peak
#

And replace it every iteration

maiden wadi
#

Maybe I was relying on MouseEntered. Can't remember. Will run a couple tests.

sly forge
#

MouseEntered is for the whole widget and doesnt work when dragged as i remember

maiden wadi
#

Maybe. Though yeah, I was using it for inventory buttons. Which were their own widget class.

surreal peak
#

That algorithm is basically the one you use to walk a linked list where you only know next or previous element.
It's a good idea to get to know some basic algos from time to time :P

sly forge
maiden wadi
#

Don't avoid it. Seriously. In UMG and Slate, embrace it.

#

The simpler and more reusable you make your widgets. The easier life gets.

surreal peak
#

Preferably you create yourself a reusable library of widgets:P

maiden wadi
#

I have a bunch of parent UserWidget classes in C++ that I make BP classes out of to add UI elements to. BP is for little more than the widget hierarchy changes. Functionality mostly lives in the parents, and all I have to to to make a new window is inherit, throw some new UI in, style, do specific window functionality, and done.

sly forge
#

But if you have a widget with alot of features and buttons inside you'll have to break it into alot of separate widgets, is it really the good way?

surreal peak
#

Can't count how often I have coded a button with text, a horizontal combo box, a tab manager etc

silver bolt
#

Hey folks, I'm trying to create a procedural mesh where I place cylinders in a circle. Do you see a way to make this distribute the cylinders evenly in the circle? It seems that I'm doing the calculations wrong because they're clumping up in an interesting way.

surreal peak
surreal peak
#

That way you learn the best what is going wrong

#

Your first iteration gives you 360 for the angle

#

The second 180, then 120, then 90 etc

#

Not what you want

umbral ginkgo
surreal peak
#

You want to divide 360 by your count and save that value before the loop

#

And then multiply it by the index and use it as the angle

#

So if your count is 6, it will be a step size of 60, so first is 0, then 60 then 120, then 180 etc.

#

Which should be what you want

#

@silver bolt

#

My phone seems to dislike "your"..

maiden wadi
# sly forge But if you have a widget with alot of features and buttons inside you'll have to...

Consider one simple point for this question. Someone created both a Vertical and a Horizontal box. These literally are the same thing with some basic math differing. But in the interest of keeping ideology basic, they are two separate, very reusable container widgets. The same idea applies to Grid and UniformGrid. UniformGrid could easily just be grid, except with differing sizing math from a checkbox. Make small simplicities are a good way to keep stuff much cleaner. The more you stack onto singular classes, the more likely you're going to end up in places where you want to split them apart anyhow because one needs to do something in one place and one doesn't. And the branching just gets too much.

mental trellis
silver bolt
#

Yaaas, thanks @surreal peak

#

I wonder if we can make a houdini-like reusable operations thing for procedural meshes in UE. Imagine you publish an operation and other people can use it in their procedural meshes.

#

I'm not sure how Houdini reuses behavior in their node graphs though

wise tide
#

I have a base character which has 3 children. I think built into UE4 when a character is possessed it automatically changes the view target to it.

I don't want that to happen on a specific child. Is it possible to overwrite this within BP?

If it matters I am trying to make an intro cinematic in multiplayer, but when the character spawns in then it forces the view target to them and away from the cinematic. It is ugly to just wait for them to spawn before setting the camera because it jerks from the spawn point into the cinematic.

wise tide
#

oo, that screenshot is interesting. let me try it

sudden nimbus
#

It means you might have to set the view target yourself in some cases

#

But its how you turn off what you want to turn off

wise tide
#

yeah I use set view target with blend, but the issue is I set it and then the character spawns and re-sets it

sudden nimbus
#

yeah

wise tide
#

this option should fix it tho

sudden nimbus
#

Yes, but again, pretty sure it will just not set the view target on first spawn too, if thats fine, then cool

#

If it's not, you'd need to add some code to make that happen when its appropriate

#

using set view target wtih blend

wise tide
#

Yeah I manually set it anyways. It works perfectly now, I am glad it was just a checkbox and I didn't need to mess with C++. Thanks for the help

sudden nimbus
#

np, i just read the code

#

didnt know about this flag until now

serene bramble
#

How do I import a megascan texture?

teal talon
#

Advice: I'm making an arpg game and would like to dedicate host it like ark does. Where should I store the data for stuff thats unlocked to read it between maps and game loads? I setup easy multisave but I can't get my brain around where to put the data. I wish I could just use a simple ini file with all the collectables listed and if they are unlocked. I tried putting it in a save bp but struggling to cast to it to write/read the data. I just need a simple place to store basic info

pulsar kraken
#

hi, set render custom depth works perfectly fine on PC but on mobile, it won't work. Should i have to enable any other options or any other issues ? thanks for answers

summer crest
#

noob question, anyone know what the blue green node is called ? is the blue node LinearColor ? (from a screenshot on the internet)

ember basin
sly forge
summer crest
marble tusk
#

Looks like a node which converts a vector 2d to a vector. They're using it to set the z of the vector to 0

summer crest
#

yes that's it! thank u very much πŸ™

gentle urchin
#

Thats one conversion alright

#

I usually just multiply vector by vector

#

VectorA*(1.0,1.0,0.0)

solar bison
#

if I reparent my BP to a C++ class with same function names, will my blueprints get corrupted/crash?

gentle urchin
#

Yes

#

Personally i added prefix for them

#

To separate it

#

But it can become quite messy

#

So AddToInventory became cAddToInventory

#

But it also ment Inventory became cInventory...

#

Never bothered cleaning it up after my conversion was done. Lazy me i guess

tawdry surge
#

It usually renames the BP functions for me, but I delete them anyway once the c++ functions are implemented

#

Id be more worried about the actual reparenting of the BP class having an issue

solar bison
#

yikes

short reef
#

Is there any way to set up an array filled with a blueprint's components in the editor that can be iterated through for various purposes?

#

Trying to set up a weapon with multiple points for sphere tracing

gentle urchin
#

If you straight up use the same fn name it complains about it already being used iirc

#

Renames it aswell perhaps

solar bison
#

this is good to hear. I might just try this now

#

if my blueprints crash/get corrupted I will cry

gentle urchin
#

Its always fixable πŸ˜„

#

Thats why i went for the safest approach tho

#

Prefixing πŸ˜…

#

Structs etc has to be remade in cpp aswell if you intend to use them(and didnt already make then in cpp)

solid zenith
#

Any way to add float only to one axis in vector3?

elfin wolf
solid zenith
#

aa ty

short reef
#

So I tried using sockets for spherecast positions on a weapon and it works so much better than manually creating the actual points in the blueprint, since it makes it easy for the weapon to be inherited

#

It also results in much more accurate collisions on fast-moving animations

gentle urchin
#

Sweet.

hallow compass
#

Hi all, I’m having trouble restarting a level when the player dies in a packaged version of my game. The restart code works perfectly in the editor, but if I package, it just doesn’t fire. Anyone know how to fix this?

shadow holly
#

So I've got an item pool with each item having a rarity enum and it picks one based on chance on each level up. Just wondering if anyone knows the best place to store this, on the game mode or game instance or something else entirely? Cheers

#

It currently gets all the items from the data table and sorts them into arrays, just wondering where to store the arrays so they only need to be fetched once

calm cargo
#

How can I find out the type of structures defined in the editor? e.g the padding structure? I want to define my own. I realize that may just be a vector 4, but there are others, and I need a general way to figure the types out

coarse orbit
#

Is there a way to get complex Hit or Overlap events through Blueprints or is it C++ only?

winged sentinel
#

Is there anyway I can change a variable on an instance editable and expose on spawn variable? Basically everytime i change the variable, I want it to run an in editor custom event.

#

For example if I change the weapon class var in the details panel while selected in world outliner, I want it to trigger this custom event.

versed sun
#

Read your variable in the construction script, every time the variable is changes , the construction script runs

maiden wadi
# shadow holly So I've got an item pool with each item having a rarity enum and it picks one ba...

Generally speaking, I wouldn't worry about the fetching it multiple times in most cases unless you're doing this nearly every frame. Datatable lookup is fast. If you really want to store it somewhere though, I would probably advise GameState. GameMode usually shouldn't have a lot of actual data in it, it should largely be for safe server side processing. If you go multiplayer, this makes it so that players can still see the state when it's replicated.

maiden wadi
shadow holly
maiden wadi
#

Yeah. I wouldn't bother unless you're doing some Diablo level stuff where you kill 100s of things on screen and they drop stuff based on those tables a lot. πŸ˜„

shadow holly
#

Yea definitely wont be using it that much haha. Although I'm thinking of adding an item shop into the game as well which would work similarly, would I be better off storing it in the gamestate then just so I don't have to code the fetching and sorting on multiple menus?

maiden wadi
#

Maybe. At that point I feel like you should consider looking into DataAssets. Datatables are nice, but they're static and have no functionality besides just holding data. DataAssets can both hold your datatables as properties, and also have functions in them that can pull sorted data, or whatnot. And you can get them globally from anywhere since they're static data.

#

I love Datatables for data entry. Their ui makes it much easier to do. But DataAssets make sane UI data handling possible. πŸ˜„

shadow holly
#

Oh that does sound much better actually, I thought it was weird that there wasn't really any functions to work with data tables and that must be why haha thanks for the help

trim matrix
#

Hey guyz, what's the node to draw the complexe collision on runtime?

winged sentinel
icy dragon
gentle urchin
#

You can spawn with editor functions tho

#

And probably loop around the construction script limitation by stuffing the spawn in a function aswell

#

The usual loophole

earnest tangle
#

It sounds like a recipe for a disaster tbh lol

maiden wadi
winged sentinel
quaint fog
#

Say I have an open world survival game. What would be the better implementation of the world's subsystems? A separate actor placed in the world for each system? (audio, weather, Day&Night, etc) or should I make a single actor world manager that has all of the things listed above as components? Or maybe it shouldn't be an actor at all? and should be managed in the game mode?

maiden wadi
#

Nothing really wrong with dropping an actor into map too if you want, but it's tedious to have to remember if you have multiple maps.

quaint fog
#

I am blueprint only, c++ is too much as of now hahah

#

Got it, thanks, i'll lkely do components on the game mode

maiden wadi
#

Maybe the component. If you ever go C++, it'll be an easy translate to a real subsystem.

quaint fog
#

aye, thank you πŸ™‚

mortal cradle
#

Do I understand it right that if I have a custom event with let's say 15 nodes in it and I call this custom event from a different BP then it fires the event and moves on immediately without waiting for those 15 nodes from event to finish?

maiden wadi
#

Case one for non latent.

#

And with latent.

turbid fractal
#

Why i cant insert blueprint into that type?

glass stump
#

I've made a simple proximity door, however the player frequently leaves the box collision area before the door has finished opening, meaning it doesn't trigger the 'door closing' event went the player leaves the collision area. Any ideas how to fix this?

worthy tendon
mortal cradle
#

@maiden wadi Hmm... that's interesting, I was reading how we can't know when custom events finish, that we only know when they start, but from what you are saying it seems like non latent functions will always follow the order. That's a bit less headaches, thanks for helping out

turbid fractal
worthy tendon
#

hmm, you cant use interface it seems. but you can use class.

maiden wadi
#

As functions cannot take latent nodes.

maiden wadi
glass stump
#

Oh wait I found it, thank you! :D

trim matrix
#

Hi everyone, do you know how to plug in 'ignore' input an array of StaticMeshComponent?

gentle urchin
#

Its actors to ignore

#

Not components

#

Component != Actor

#

You'd need to filter that yourself

neon spear
#

The issue is it is doing true regardless of that boolean being true or false

broken wadi
last walrus
#

hello guys
can you help me with vector maths? everything I want is some ray from X point that goes by red pointer then greent pointer and stops at blue dot

trim matrix
bronze hill
#

When i switch Gamefeatures into active, it just activate dosen't it? but it doesnt πŸ₯²

#

and "ChangeBundleStateForPrimaryAssets failed to find NameData" what this means?

mental trellis
last walrus
mental trellis
#

So how do you know where it should stop?

#

What is the logic for saying, "yup, this is where the blue dot should be" ?

neon spear
last walrus
gentle urchin
icy dragon
mental trellis
broken wadi
neon spear
bronze hill
broken wadi
#

UE doesn't just randomly think bools are true when they are false and vice versa. The problem has to be that you expect it to be one value but its actually another.

#

Set the breakpoint on the start of the event, just anywhere before you are checking it on the branch.

last walrus
icy dragon
mental trellis
#

RedVector (normalised) * distance to corner + Rotate(RedVector (normalised), Rotator(0, 0, 90)) * distance left to travel

#

That would rotate it right 90 degrees

#

-90 for left

#

Your red vector might be ActorRightVector or whatever the name is

#

(for right) ActorRightVector * -1 for left

gentle urchin
#

If you know the vector points (like from navigation) it is quite easy to trace along the path

last walrus
mental trellis
#

You rotator should be on Z, not Y

#

Other than that, no idea!

last walrus
sacred canyon
#

why am I still getting an accessed none error, even when using an IsValid check? how can it physically be wrong? and nothings even wrong in gameplay, I just want this error to shut up

split crescent
#

I'm making a character creation screen and want to store relevant info such as an array of character classes to choose from.

Should I store this in the level blueprint or in the game mode?

gentle urchin
#

Single or multiplayer?

split crescent
#

Single player atm but curious how it would differ in multiplayer

desert juniper
#

you could add all associated trait modifiers
such as humans have 1.2x speed, humans have 0.8 charisma, etc

#

then when giving the user a selection, just load up all available the data table/data asset, and automatically apply all character trait modifiers

icy dragon
bronze hill
#

i found out something weird bug, when i start lyra game it dosen't proto feature on despite of activation

#

but i press save actionsets , it suddenly features turn on

#

i just press save, then it working now on. but after restart editor i should do it again.

#

maybe it conflict with EnhancedkeyMapping, but i don't know.

#

LogAssetManager: Warning: Invalid Primary Asset Id LyraExperienceActionSet:LAS_InventoryTest: ChangeBundleStateForPrimaryAssets failed to find NameData

#

and this one is also i can't figure it out

split crescent
icy dragon
split crescent
mental trellis
#

Converting from SP to MP can involve rewriting your entire game and all your animation assets if you do SP badly.

#

Just a heads up!

quartz parrot
#

havent found a solution on the forums ;/

mental trellis
#

Looks like temporal AA

quartz parrot
#

tried it, and TSR as well

#

TSR gives me good results overall, but this kind of emmisive rotating and moving stuff gets glitched

vapid ibex
#

How can I run multiple copies of an event with a delay node in it? I can't turn it into a function (cuz of the delay), and I can't simply retrigger it since it might not finish by the time it is triggered a second time.

Context: It is a function that triggers a list of other actors in a scene with delays. In this particular actor, there's two lists: one it starts at the beginning of it's function and another that it triggers at the end of it.

teal talon
dawn gazelle
vapid ibex
gentle urchin
#

You could sequentialize them in an array, and only start unique countdowns

limpid bronze
#

hey

#

for the character controller

#

why does it teleport anytime I change a parameter?

maiden wadi
#

Character Controller? Sounds a bit like you did some movement setup on the Construction script and it's running on property change.

limpid bronze
#

Like when the game is running in editor

#

and I change a variable in the character movement

#

they just teleport

undone surge
#

is there a way to stop a delay while its playing

maiden wadi
undone surge
#

aah'

#

is there a workaround in bp ?

maiden wadi
#

Using timers instead.

#

You can use a timer's handle to stop it.

undone surge
#

ok thankyou

limpid bronze
blazing kite
#

Hey, is it possible to import a material inside another material? Or do I have to convert the 1st material into a material function?

maiden wadi
limpid bronze
tight schooner
limpid bronze
#

Does anyone know what I should be editing for the character movement variables; I want my player to be harder to turn but still stop normally.

#

because currently all I can do is lower the friction, which does make him harder to turn, but also makes him act like he's on ice whenever he tries to stop.

tight schooner
blazing kite
tight schooner
#

Idk the process in detail but you can make render target assets, and use Capture components to render perspectives into it. Idk offhand if there's a version that renders materials into textures alone.

tight schooner
#

You can add parameters to master materials in the material graph, and then create material instances of that where you can adjust the parameters

#

(in addition, in blueprint you can make dynamic instances if you want to set or animate the parameters during gameplay)

blazing kite
#

Thanks, I think I'll convert the material into a material function because I would like to keep the base simple

tight schooner
blazing kite
#

Yep I know this stuff thanks ^^

vagrant oracle
#

Dose anyone know how to do a lock on system like zelda?

tight schooner
# vagrant oracle Dose anyone know how to do a lock on system like zelda?

Not entirely. I imagine you have to do some [shape] overlap actors thing to produce a list of targetable enemies in view, sort the targets in some fashion to select the most likely one the player wishes to target, and then use the Find Look At Rotation node to make the player face the target. I'm sure there are a lot of game-feel subtleties involved too in making that system feel nice. Override turning with strafing. Highlight the targeted enemy. Switching targets. Etc

vagrant oracle
undone surge
#

is there a way to remove an actor from an array without providing index ?

blazing kite
undone surge
#

yes i found it thank you

crude isle
#

yo

#

for some reason

#

my line trace doesnt end directly in front of the camera

#

How can I fix

gentle urchin
#

how do you expect it to ?

crude isle
#

wdym

gentle urchin
#

how do you expect it to end in front of the camera?

#

you're not providing the camera location

crude isle
#

but it got its forward vector

gentle urchin
#

yes?

#

added to the actors location

#

so its directly away from the camera

crude isle
#

tf

#

well I want it to start at the actors location

#

and end directly in front of the camera

gentle urchin
#

in front of, or "on" ?

#

for the latter, just provide the camera location

crude isle
#

in front

gentle urchin
#

if you want it in front of you can invert the camera forward vector, multiply it by some number fractionally smaller than whatever cameraBoom length you got

crude isle
#

my brain hurts

gentle urchin
#

just do *-1

#

on the forward vector of the camera

#

and multiply by camera boom length

#

add that to the actors location

#

= Profit

undone surge
#

how do i make an actor not be able to go into the array again of get all overlapping actors after removing it.

gentle urchin
#

add it to some ignored list

undone surge
#

is that a function or node in game or will i have to make one

gentle urchin
#

you need to make it

#

and remove them from the list of overlapping actors if the actor also exist in the ignored list

undone surge
#

i c

#

thnx

tranquil gorge
#

Hello everyone πŸ‘‹ does anyone know how I would get my character to move around an object while moving left and right.

fathom stump
#

how can i use a variable that i have decleard in a blueprint in an other blueprint?

gentle urchin
#

Gotta admit i was a bit disappointed by the content examples

#

But it shows some principles atleast

#

Hardcoding is seldom desired

static marsh
mellow folio
#

looks like you detached where the ANIMBP sets its variable for the character

loud parrot
#

and you have to check variable for validity

trim matrix
#

Does anyone have an Idea how to cast an String from a Widget to an Actor?

#

I dont know really how i can explain this. But basically i need to get a Variable from an Widget to the Actor because in the Actor theres my tcp client

ember basin
cyan bone
#

Blueprint Runtime Error: "Accessed None trying to read property K2Node_CustomEvent_Instance_2". Blueprint: ArmyPlanesAdjustable Function: Execute Ubergraph Army Planes Adjustable Graph: ForLoop Node: Branch

Im getting this error. And i cant locate where its coming from. When i click it, it brings me to a the macro for loop. How do i locate what's causing this?

trim matrix
#

Thanks btw i learned about casting and it worked first try

teal talon
trim matrix
#

ah iknow why

#

you mean when i receive it put it in a variable first and then make stuff with it?

#

yeah it does it when the actor spawns

fresh charm
#

hi

#

somebody can help me, when i move my spline, It has no effect, it keeps the basic spline as if it were in 0.0.0

limpid bronze
#

How would I make an object shake up and down using blueprints?

celest tangle
#

hello, in this tutorial he uses a function called vector * float that i don't seem to have. its tooltip in the vid is Scales Vector A by B and Target is Kismet Math Library. I found it listed online but idk why i can't use it

trim matrix
#

I got a plugin from the marketplace called tcp client and server. Thr problem on the String to Byte thing is that i cannot connect the string pin to anything bc its put there as an output lmao

mental trellis
#

If you put UPARAM(Ref) before the FString parameter, it will fix it

#

(in the c++ source)

trim matrix
#

the problem is i cannot open it. Its saying reading c++ symbols but nothing more

mental trellis
#

Shrug

trim matrix
#

is there a selector in the options where i can select visual studio version?

mental trellis
#

Or, tbh, just make it a const FString&

#

Just edit it with notepad

#

It's a quick edit right?

trim matrix
#

wdjm

#

in the plugin folder?

trim matrix
mental trellis
#

... the engine?

#

😦

trim matrix
#

yeah

#

its not in the plugin folder..

mental trellis
#

Your project/Plugins?

trim matrix
#

oooh

#

nah its not there hmmHD

trim matrix
mental trellis
#

Find the function signature and change it... assuming it's meant to be an input parameter.

trim matrix
#

i got 2 folders

mental trellis
#

Change FString& to const FString& (both there and in the header)

trim matrix
#

okay

#

nah its still there

trim matrix
mental trellis
#

Did it recompile?

#

You migthj need an IDE for that.

trim matrix
#

ugh eh

#

can i simply put it into visual studio?

mental trellis
#

You should be able to generate the solution files from your project file

#

And then open that with VS.

tight schooner
# fresh charm

Not sure, but experiment with world and local space. Usually issues with things not tracking or being unexpectedly offset arise from that. Your "get transform" node has a world/local toggle, and you can set world space transform instead of relative (local). Play around with that.

mental trellis
#

In explorer

trim matrix
trim matrix
mental trellis
trim matrix
#

still not working

mental trellis
#

Shrug

midnight ravine
#

is there a blueprint node (or other way) that allows you to check if the currently running game instance is a packaged game?

#

alternatively, any way to check which build configuration the current instance is using?

#

background: I've got some logic I'd like to run based on if it's being played inside the editor or in a packaged game/standalone version.

queen sequoia
#

Hello, I have a problem/question, im trying to implement a system similar to Mortal Kombats Fatality system, if you press certain buttons in a certain order, something will happen, Im sure this is something easy but I just cant figure it out, so I was wondering if anyone could give me an idea of how to do this, Thank you!

tight schooner
#

Try searching the node library

obsidian dirge
#

Hi guys! Iβ€˜m new to the discord and to unreal engine and iβ€˜m having a hard time fixing an issue on my first game: iβ€˜m working on an endless runner but i want the player to be able to fall from the plattform but i canβ€˜t make an β€œinfinite” kill volume so i iconsidered making the kill volume follow my player on a single axis so as the player moves forward the volume will always be bellow them and make sure they die if the fall… any sugestions as to how i can acomplish this? Thank you very much in advance guys

#

I’m also having the exact same problem with the player start so when they die they can respawn where they left off so if there’s a way to also get that to follow the character or having some sort of checkpoint on every tile that would be a huge help. I haventbeen able to find anything online that helps 😭

fiery glen
#

(of course, that would require a C++ UBlueprintFunctionLibrary)

fiery glen
ember basin
obsidian dirge
fiery glen
#

In this case it's more about not having them move forward towards the uh, direction the runner goes in

#

in case it is just one way

obsidian dirge
obsidian dirge
ember basin
fiery glen
#

just hope you don't go more than a few kilometers or so out max to avoid floating precision issues

#

should be fine though

obsidian dirge
fiery glen
#

you could also track the last position the ball was in

ember basin
#

Yeah, just check the ball world location on tick, if the z value is below the track significantly you need to spawn it back on the track, or just move it to that location would probably work.

ember basin
obsidian dirge
#

Thank you so much guys! I’ll look into all of these suggestions

obsidian dirge
#

Probably because i’m not familiar at all with coding so i must be doing something wrong

#

This is my set up to get the x location of my character

#

And the spawning set up

keen anchor
#

Performance wise, is there any good place to store a player BP reference that can be accessed globally?
Like casting to player in game instance once and getting the reference when needed instead of casting to player in specific BP's.
Would that reduce memory usage/increase performance or would it just be as bad/worse?

dawn gazelle
# keen anchor Performance wise, is there any good place to store a player BP reference that ca...

If it's single player, then just create a blueprint function library and create a pure function that gets player pawn and casts it and then returns the appropriate player BP you want to use. Then you can just call that function globally and get a reference to your player's character.

There's nothing specifically wrong with casting when you need to. Casting only starts causing problems once you start casting like 100000 times a second (eg. On tick, looping through a large loop where you're casting to get the player character on each loop, but why would you do that when you could do it before the loop and then you're only casting 60-240 times per second depending on frame rate).

keen anchor
#

Alright, excellent answer, thank you!
Will look into blueprint function libraries more, haven't worked much with them.

Not sure if i overuse casting, i try to use it on begin play everywhere i need it and store a reference, i just feel i used it in a lot of places and worry it might slow things down/use a lot of memory.
Some people seem to avoid it like the plague and say it's terrible for performance, hard to know what is what πŸ™‚

#

Now that i think about it, is it bad to create the ref on begin play? Maybe it bloats memory with everything storing a ref to player (as that is a big class in my case)

gentle urchin
#

You should think a bit about which classes you tie together tho

dawn gazelle
#

Nothing wrong really with storing a reference to it, but then you have to make sure the value gets updated if it ever changes eg. if the player's character gets respawned.
A reference is merely a pointer to the data, not a full copy of the object itself in memory, so it's relatively small.

gentle urchin
#

Its also good practice to keep variables private, and have functions for modifying them instead, to give you easy troubleshooting/refactoring/adjustments later on without having to check a ton of other classes

keen anchor
gentle urchin
#

It could break*. Depends on how you restart the level really. Other actors can bind to an actors on destroyed tho, so you can react accordingly

orchid garden
#

i have a bpi call to get a player reference, don't need it too often so it works well for me. only other place i store a reference to the player is in the manager component on the player, and for respawning I just pass a reference to the game mode from the character.

gentle urchin
#

Many ways to handle this^

#

Sounds reasonable

orchid garden
#

( i is tired, late night had to fix my repetitive typo lol)

gentle urchin
keen anchor
#

lots of great stuff, thank you everyone! πŸ™‚

ember basin
orchid garden
gentle urchin
#

Cant you just fetch loc on death?

ember basin
#

Yes, at the death spot x value, but aligned to the center of the track. Preferably gate the tick with a check for the z value prior to storing the position

pulsar meteor
#

Hey everybody. Has anyone had an issue with aim offsets in UE5 jumping all over the place as if the offset is being reset and reapplied every tick?

ember basin
orchid garden
gentle urchin
#

OnDeath-> GetCurrentTrackPosition -> save as respawn position

#

Is this mario kart like? πŸ˜…

#

Oh nvm ball rolling

#

Well i guess it could be a tick check. Id prob just use collision volumes

orchid garden
#

ticks going to give same result as a on death though.

#

best to avoid using ticks when its not really necessary.

ember basin
#

its just a quick way of doing it volumes work fine, but its their first game.

gentle urchin
#

Makes the tick approach even worse then, imho

orchid garden
#

thinks back to when i first started
If people would of told me the correct way, rather then the 'quick' way on things, I probably wouldn't of had to recode, recode, recode.

#

no offense... just saying πŸ˜‰

ember basin
#

I agree you shouldn't use it needlessly, but in this instance its probably more useful than trying to explain setting up a moving volume for a small endlesss runner

gentle urchin
#

Not just that, but the programmer may not be aware of the potential cost of using tick, how often its executed, or why its bad to do getallactors on tick with a looping distance check and whatnot

#

Anyhow :)

undone surge
#

if i have a collision sphere on a character how can i see it in the game ? it there a way to make it visbible like sphere trace etc ?

gentle urchin
#

^ theres a setting, hidden in game

orchid garden
#

select the sphere - uncheck hidden in game, and you might want to change the 'draw size' from 1 to like 5 so you can see it easier in game.

undone surge
#

thank you

ivory adder
#

I have this connected to a event tick but it is being run multiple times instead of once, have can I make sure it only runs the code after the set delay to 5 once

gentle urchin
#

show more code

#

I would suggest using a Timer instead tho ^^

ivory adder
#

timer?

gentle urchin
#

yes

#

A timer can run every X seconds

ivory adder
#

im lost

gentle urchin
ivory adder
#

what would that do tho

gentle urchin
#

run every 5 second

ivory adder
#

I want it to check weather a value is == 0 and when it is to send a message 1 time

#

but it runs it 2 times instead

gentle urchin
#

well show more code then

#

floats are inaccurate

#

so checking for 0.0 is usually not a good idea

#

why it runs twice, nobody can tell you based on what you've shown

ivory adder
gentle urchin
#

check if the delay is <= 0

ivory adder
#

i did that first

#

nothing

gentle urchin
#

thats the correct way of doing it , if anything

#

anything else modifying "Delay" ?

ivory adder
#

only making it smaller

gentle urchin
#

well based on whats shown, nothing can make that run twice

#

in one frame

ivory adder
#

yeah well idk either, when i put a print string after the set to 5 it prints it twice

gentle urchin
#

in two frames i bet

ivory adder
#

?

gentle urchin
#

need to see more of the logic

#

something is messing with your delay

#

resetting it at some point

#

if it fires twice

ivory adder
#

that is all the logic

gentle urchin
#

Well ok then

#

doing this on tick, removing 0.5 from a 5.0 delay on tick,

#

its gone in 10 frames

#

at 60 fps thats 16ms

dawn gazelle
#

Unless he's set the tick rate to 0.5

gentle urchin
#

Doubt it πŸ˜› but could be, i guess

ivory adder
#

?

gentle urchin
#

Have you set the tick rate to 0.5 ?

ivory adder
#

tick rate for what

gentle urchin
#

the actor running this code

ivory adder
#

don't think so

gentle urchin
#

16ms @ 60 fps it is then

ivory adder
gentle urchin
#

yeah

#

I'd suggest moving this away from tick in the first place

#

for two reasons

#
  1. It doesnt seem to really belong to a "per frame execution"
#
  1. It can become very costly to use tick if you're not sure exactly why or how often it executes, and deciding if your code is fit for such rapid execution
#

Hint: Most things are not fit for tick