#blueprint
402296 messages Β· Page 917 of 403
If you want it in only a specific level and aren't repeating logic, you could do it in level blueprint
Otherwise best to create an actor and apply variables
i made a level for the clip
hello guys!
I was wondering if you guys could help me out.
I found this tutorial regarding a moving space-like material. i would need to recreate this material for a project of mine but from the video tutorial unfortunately i can't really understand the process.
could someone kindly help me or maybe suggest me a better process
thanks for the help .https://youtu.be/yh8BioH9030 this is the video
but it doesnt work for some reason
Assuming that no one here knows, I would ask in #graphics. Not as much of a programming question as a design one.
thank you so much. sorry to bother
No problem. π Just trying to help.
@trim matrix Any more context for what you're trying to do?
im trying to tell UE that when the player presses play on the main menu the go to the Intro level and the intro level plays the clip when the player enters it
Is clip referring to sequencer or something? I'm not familiar if so
You can just use Beginplay like you asked. It should work. Test it out and see.
But regardless of if this is video or sequencer or whatever, this does sound like something that you could tie to beginplay easily. Sometimes it's just a matter of finding the link between multiple interfaces
I see media player which I have not messed with, but I feel like you should be able to drag and drop that into the graph and just go from there
Assuming the clip is tied to that, I'd imagine that dragging off of a reference to that variable would put you on the right path
Are you trying to play a video clip?
ye
You need a widget with an image, with a media player set in it's brush. That needs created and added to screen in beginplay here.
I think that's correct. In the level's Beginplay, you need to create that widget, and add to viewport.
Mediaplayer should have a binding for media ended or failed though. I would use that to remove from parent instead of a delay.
Users get agitated even if it's their own fault with bad codecs if they have to stare at a 12 second black screen.
can u show me how u would do it?
it still doesnt work
What are you doing in the level beginplay?
Is this an empty level?
this is the only thing thats in it
I meant more if it's pitch black. If it is, add some debug text on top of the image in the widget to make sure the widget is being added to screen correctly.
There is a small chance that you might be doing this before player is ready. Been a while since I've used the LevelBP
maybe i should change from standalone game to viewport to test it?
Shouldn't be much difference. Will break in multiplayer, but will be fine for Single.
yeah but if i use standalone i get the startup movies too and it still doesnt work
On this here. Add a preset display like text or another image. Make sure the widget is on screen at all. If the widget is on screen, then we can debug the media player.
ok
I think the socket rotations are bugged. It has a set limit of 90 degrees. I'm trying to find the rotation for the pelvis to detect if the player is leaned backwards or forwards.
If anyone has a fix or can turn me in the right direction, that would be helpful
i uhm think i know what i forgot
Nvm that is the same
i found out what is the problem
OMG IM DUMB
Can someone please help me out, im making a third person game and i wanna add crouching, but can't figure out how to do it
How can I "fuse" two static mesh components in one BP? I want this capsule to be two different objects since I want to be able to separate them but the carrying logic is attached to the bottom part (which is the scene root). How can I attach and detach them to each other? (I am thinking that spawning the top as a separate actor and attaching it at event being play might be an option but I want to know if there is a easier way).
Programmatically, the crouching is already done. CMC has a crouch function and state you can use. All you have to do is program the animBP to use that state to display correctly using crouch anims.
Im new to unreal and don't really understand what you just said π
Do you know how to use input events?
I know how to make inputs so i think so
For simple example.
I have a wired "bug" I guess. it's 4.26...but it's general question maybe not related to this version.
So my setup is an actor which has a exposed bool (default false). On BeginPlay I create and dynamic material instance and save it to a variable. On tick I check if this bool is true, then I export this material to disk and set the bool to false again (similar to the capture button on the old skybox). I change this bool by clicking on the exposed variable in the editor/actor/settings part. This works fine as long as I don't eject from PIE and do it then. If I do the DMI Variable is None! Even if I possess again it stays none!
If I eject, and possess again (without changing the bool) everything works like expected.
Any Ideas?
Check on tick sounds excessive
Theres a function setting the book true, is it not?
Ok I missed some information π I eject from PIE, select my actor, and set the exposed bool by clicking on it to true. This "enables" the branch inTick and does its DMI Export and sets the bool to false again
Sounds like something that fit nicely as a call in editor function
Hi! I have some weird anomaly with blueprints. When i only have 1 blueprint spawning an actor from event dispatcher and setting it as a variable inside blueprint and accessing / destroying that blueprint works. When i have multiple instances of a blueprint that spawn actor and set them as spawned actor variable i fail to destroy those actors, they keep "pending kill" but not destroyed.
as if setting a reference gets lost when you have several instances of actors who spawn and set actors inside of them. Weird
maybe but thats not the point that the actor looses a reference stored in a property. the hole thing is not supposed to be a editor tool in the end, I use it just for developing to manually tick the bool
Fair enough. Perhaps show some code :)
Theres no obvious reason for eject to invalidate a dmi
Also, make a getter function for the dmi
Which checks if its valid, and if notz create and assign it
I have a problem with this widget, Normally what it should do is when it collisions with a door a message to open with F appears but when you exit the collision it disappears, yet sometimes it doesn't idk why
I did it with a remove from parent btwe
Here's the BP
Makes more sense to show/hide it than remove/add it all the time, no?
How could i hide it?
End overlap isn't the most reliable in my experience.
I usually just check if the player is still overlapping manually at a given interval. Usually every .5 - 1 sec
Widgets have a Set Visibility node. Set it to Visible/Hidden to show/hide.
How can i access it from the code?
how can i make it that it runs it a loop while the key is pressed instead of running once every time i press it
Timer by event or function
Start it on pressed, clear on release
thanks
Do you mean from C++? Or Blueprint? In Blueprint, just drag off the widget and search for Set Visibility.
I have an exploding barrel which turns invisible but right before destroy it turns visible again
fixed it
Hello, I'm having an issue with my combat code. Basically when I spam the attack button it sometimes tries to replay and cut off the current anim montage that is playing with the same anim montage and I'm not sure why it happens, you shouldn't be able to play an animation and attack again while you area still attacking because of the "Can attack" variable but for some reason it sometimes randomly just replays and cuts off. Any help is appreciated!
could you elaborate on this ive been trying to do it and i cant really figure it out
I've heard that a setup like this can smoothly interprelate any value, yet my light here turns off very suddenly. Any ideas what I'm doing wrong?
I assume it's something to do with the Target but not sure what to put there.
I assume the Light Off is a discrete event?
well currently I just have an event begin play > delay 4 seconds > LightOff just to test it to see if it works, but yeah.
Okay. So interpolation is a step-wise process.
If you have a discrete event like here, you need to drive the interpolation from a timeline.
OOOH, I see! So this code is generally no good I assume? I have to go with the timeline route! Thank you! :)
Uuerrr - help?
@dire shadow on pressed -> timer by event or function -> promote the return to a variable
Run your boost logic off the delegate event (for by event) or put it in a function (for by function)
On release -> get the timer handle variable you made -> clear and invalidate timer by handle
ok thank you
That was A LOT easier, thank you! :D
Hi guys, I have done the teleport function for my arcade racer, BUT LOOKS LIKE my actor inherits it's previous velocity from before teleport action took place. Maybe do you know how to limit actor's velocity to 0 after teleport is finished ( looks like that actor inherits it's previous speed before teleport action and moves with that speed after the teleport ) ?
I want to limit actor's speed, because teleported actor ( car ) is thrown around the track a lot
You can set it to 0 right before or after
But if you check the teleport box on the set actor location node the teleporting shouldn't add to the original velocity
Hey any idea how to check if a physic object hit a ground or anything else to play a matching hit sound? On Component Hit does only register if the actor is hit by something else and not if it hits something
On hit should be spamming if your object is just sitting on top of something.
But you could do a small trace in the direction of movement and get the surface type that way
Which function do you recommend ?
If I use simpy "Teleport" then, there is no box to uncheck or uncheck in
If I use "Set Actor Location", then I must tick the "Teleport" box to make the teleport action ( change of location ) to even happen
and which function to stop movement after respawn ?
Set velocity to 0
no such function
I can only cast to car actor and use "get component velocity"
and the multiply by 0,01
*then
but it will not give almost any effect
is it normal that i need to input 1million into the add force function for it to actually move at any speed or am i doing something wrong
That's normal
what the function to make car stop immediately ?
Stop Movement Immediately does'nt work or I am using it wrongly
So with my weapons, I want them to potentially be either static meshes or skeletal meshes. Problem is, that makes it harder to just have them inherit from a single class, since you can't replace an existing component. Any suggestions on what I could do aside from, well, having to create and maintain two sets of base classes?
Probably deepen the hierarchy if you think the complexity is worth it. Base class with no mesh components but with most of the functions that matter, then two child classes with either type of component, then the real weapons are derived from that.
Or another approach is to have, again, a base class with no mesh components, and build your real weapons off that. Whichever in your mind entails the least complexity while preventing duplicating code. Having code that can be updated in one place is kind of the goal. BP components can help in that too, but it's situational.
IMHO
how to fix?
Well, the main trick is that I need to use sockets for placements for tracing when it comes to melee weapons. If I could just replace the root scene component on a child with a mesh that would work well enough, since the blueprint grabs all the sockets when it is first created, that would work well enough, but that doesn't seem to be an option.
If the crux of the issue is getting a component that may or may not exist, you can do something like get components of class, or get component with tag
Have the base class find the sockets automatically and save them to variables or w/e
Or save the component with the socket into a variable. I assume a mesh and a skeletal mesh have a parent class you can use to stuff them into the same variable while still being able to get the sockets
A scene component would work, I suppose, though you'd have to basically assign the variable in a sorta roundabout way by assigning it on construction or begin before the parent begin is called
Assuming that would work, of course
My idea was putting that code on the parent, where it finds the relevant component(s) on its own, but whatever works.
I find patterns like, the child class does some override stuff and then calls the parent function/event easy to mess up cuz then you have to remember to do it that way on every new child class
Okay, it seems to work for now
Can I call a BP Node Async?
not without C++ or plugins AFAIK
Hey guys I need to ease in / ease out between to random floats over the span of 10 seconds . I imagine I can use flerp but how can I set the alpha from 0 to 1 in the span of 10 secs? I donβt really get use of timeline
I think if you double click on the timeline node, that'll take you to its curve editor, and there you simply make a custom curve. Add a float track to the timeline. Add a key at 0s of 0, and another key at 10s of 1. Set your total timeline length to 10s. Then back in the node graph, you'll see a float output on the timeline node
and when you play the timeline from start, it'll fire the "update" exec pin until the timeline completes
I have a strange issue, all of a sudden my search in blueprint doesn't work anymore. When I search on a function or anything it just seems to hang. Not like a freeze but I can see the orange search bar somewhere half way and it just stays there forever. Anyone know the f is going on? o_O
just stays like this endlessly
Try not to search until the bar finishes.
ive been using empty static meshes as emptys and i was wondering if it was ok or could it cause problems in the future
Also. What UE version?
4.27 and I didn't I let it search for minutes without any change
Hmm. Odd. I've seen it hang in 4.26 when closing or searching before the index was complete. 4.27 and UE5 seemed to fix that. I haven't had it do that in 4.27 at work yet. Might be some sort of corrupted generated files?
Depends. Might not in your project. But do consider that every single scene component on an actor causes a tiny performance hit for movement updates. Not so bad with a dozen actors. Once you hit the hundred or above mark, component count will start mattering for actors that move often.
what should i use as empties then, unreal doesnt seem to have some at least not in the components menu
Depends on your use case for them. You can programmatically spawn them at run time based on preset points. Or if they're for editor only use, there is an editor billboard component.
im just using those instead of a vector array since they're easier to setup
is it possible to make spline with physics with user input for trains with blueprints?
there shouldnt be more than one of these blueprints at a time at runtime so i dont think it should be an issue
That question doesn't make much sense but yes, a physics driven train that follows a spline is doable. You'll want to know your way around the physics engine first. Know what an impulse and force are, what a constraint is, etc.
Yeah. I wouldn't bother with it then. Like I said, it's only really a problem when you have a bunch of them, and even then it's only an issue if they're constantly moving at the same time.
i would like to try first without physics just spline but dont know where to start
Scene component is the emptiest
that cant be it
Not trivial. Start with trying to get a sphere to move along a spline.
Just a plain scene component. Try just type scene
okay thanks
@maiden wadi I restarted my editor and it seems to be fixed now
unreal shenanigans I guess π€·ββοΈ
I don't know if this is the place to ask but
How could i create a black blurry outline like in the image
Set View Target isn't working. Calling from PC.
Is there a way how to override Animation Blueprint Child Random Sequence Player? It's not exposed in Asset Override
π Yeah. Par for course.
Not 100% but this feels like post process materials.
hi ! Any idea what that's mean ? It appears when i launch the project after packaging
thanks a lot
Assertion failed: SchemaIt != SchemaEnd [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\UnversionedPropertySerialization.cpp] [Line: 669]
0x00007ff6af42cf53 TEST3DS.exe!SerializeUnversionedProperties() []
0x00007ff6af42c603 TEST3DS.exe!UScriptStruct::SerializeItem() []
0x00007ff6af5a1186 TEST3DS.exe!FStructProperty::SerializeItem() []
0x00007ff6af42cfb8 TEST3DS.exe!SerializeUnversionedProperties() []
0x00007ff6af426be8 TEST3DS.exe!UClass::SerializeDefaultObject() []
0x00007ff6b3957103 TEST3DS.exe!UBlueprintGeneratedClass::SerializeDefaultObject() []
0x00007ff6ad6c94a2 TEST3DS.exe!UClass::SerializeDefaultObject() []
0x00007ff6af32d6d3 TEST3DS.exe!FAsyncPackage2::EventDrivenSerializeExport() []
0x00007ff6af334b00 TEST3DS.exe!FAsyncPackage2::Event_ProcessExportBundle() []
0x00007ff6af338733 TEST3DS.exe!FEventLoadNode2::Execute() []
0x00007ff6af352436 TEST3DS.exe!FAsyncLoadEventQueue2::PopAndExecute() []
0x00007ff6af3716f4 TEST3DS.exe!FAsyncLoadingThread2::Run() []
0x00007ff6af24e4eb TEST3DS.exe!FRunnableThreadWin::Run() []
0x00007ff6af247160 TEST3DS.exe!FRunnableThreadWin::GuardedRun() []
0x00007ff9a26f7034 KERNEL32.DLL!UnknownFunction []
0x00007ff9a32e2651 ntdll.dll!UnknownFunction []
Crash in runnable thread FAsyncLoadingThread
Make sure your actors passed in are valid. And make sure you're not calling this too early. Several SetViewTarget calls are made at initialiation for player.
what does serialize errors mean ?
UE5?
yes π
anyone know what to do about this: MapCheck: Warning: Default__IWBE_Blutility_C /Engine/Tutorial/InWorldBlueprintEditing/TutorialAssets/IWBE_Blutility.Default__IWBE_Blutility_C : Obsolete and must be removed! (Class is deprecated)
LogBlueprint: Error: [AssetLog] C:\UE_4.27\Engine\Content\Tutorial\InWorldBlueprintEditing\TutorialAssets\IWBE_Blutility.uasset: [Compiler] Default__IWBE_Blutility_C is not valid. See the MapCheck log messages for details.
Can i use bogie with physics constraint on splines?
https://forums.unrealengine.com/t/crash-of-packaged-game-assertion-failed-schemait-schemaend/502321/14
Check out this thread. And search BugOfDoom1's replies. He seems to have fixed it. May help you.
thanks a lot you are a savior
Looks like a plugin dependency issue, not sure. Nothing shocks me after seeing Epic let CommonUI into the world.
it only fires when a player clicks something
what mean by this function.
anyone got any ideas?
Calculates the intersection between a line and a plane
yes it make sense. but can you provide an practical example?
for example, in gameplay
where it can be useful
i am still trying to understand it. it always print zero vector
Converting mouse location to 2d for a RTS or something.
The line probably doesn't cross the plane
The plane is probably behind where the line starts. Depends on where the player pawn is in relation to the camera
if it start from black arrow and end with red arrow, does it intersect at dot?
Where's the plane?
so plane is another object location between this vector(start, end)?
i can try to place cube in middle of these points, and this will be plane?
You define the plane with the origin and normal
origin will be world location or direction
Set View Target isn't working. Calling from PC.
is your actor from tag valid? @quartz pawn
@faint pasture I will try to research more on it. Thanks for help.
I created a drone but it can only move left right up down and the mouse wont move on it
Is there way to add mouse input
yes, I printed ints display name
Hey guys, so Ive been running into this issue with my space station ring stopping rotation at a 90 degree angle. Ive tried so many ways to try and fix this but I cant seem to get it working. other solutions just ended up rotating the ring on a different Axis. Does anyone know how I would be able to fix this?
For a better understanding of how I have the BP setup; I have the rings attached to the main Station in the BP as seperate static meshes. I cant do a rotating Movement because it just makes the whole BP rotate and thats not what I want. Which is what the Event tick is for. the Event tick is to make the rings themselves rotate. There should be no reason for the Ring to stop rotating.
@severe tendon what black outline
I believe you are talking about a post processing effect Vignette. you can add a Post Processing Volume to your level and play around with settings that way.
Plug your rotation variable into roll or yaw instead of pitch and see if it continuously rotates. Yeah, I know it's the wrong axis but just do it
If it continuously rotates without stopping, then the issue you have is called gimbal lock
yea turns out it is gimbal lock
Gimbal lock occurs when pitch goes +/- 90 deg
Open your space station BP and add a dummy "scene component" and attach your ring to that
Where can i find the vignette?
And figure out some way to rotate the scene component on yaw or roll and have the ring oriented correctly
you can find it in a PostProcessingVolume
ok i will try this out
Where can i find it?
I mean how can i add it to the scene
Because all the tutorials i watch already have it added
I am struggling with something that is probably very easy, I am just quite new at unreal, can anyone help?
That's what this channel is about
okay cool thanks
Try add local instead of relative
so I am trying to disable mouse input when I run an event, but I cant figure out how to do so
Basically it breaks because you can't add pitch once you're at 90 degrees. That like looking up and going past the zenith.
Ok sorry already got it
if you open your place actors window you can search for it there
Thanks anyways π
your solution worked thank you so much β€οΈ
But btw, how can this affect the first person view?
Adriel's might be simpler lol
Is there a node for it?
ive tried local, it still did the same thing
but thank you guys
its working now
this thing got me annoyed the past couple days hahah
Set Input Mode UI... or Set Input Mode Game And UI
okay thanks!
I think? I'm not an expert at it but that's what I have in my playercontroller BP
for showing/hiding the cursor when the pause/options menu is toggled
@lone bison or no I might be wrong. In the playercontroller class, there's a boolean variable, bShowMouseCursor
so maybe try setting/unsetting that
sorry for the vagueness
I'm looking at some BP I made over a year ago lol
It's not your fault lol, my question was not worded well at all!
I basically want to keep all inputs apart from the mouse, but setting it to UI mode and Game & UI mode didn't seem to work for me
here's the relevant snippet from my playercontroller BP for showing the pause menu, and removing the pause menu respectively. (Ignore that node at the end. "Craft" is the name of my player pawn.)
Brilliant! I will look at that thank you!
Can someone tell me whey is my score not updating ?
what i want is everytime my player overlaps the trigger , the score should add by 10
but when i play it stays 10 and keeps showing 10 everytime i overlap
You're using end overlap
It only fires once the overlap has finished
I.e. when the player walks off the trigger
even if i put begin overlap it stays the same
Are you casting to the correct actor? Is the overlap actually firing? Is the cast passing through valid? I need more
yeah ik but souldn't it update everytime i overlap with +10 value
yeah
wait lemme send a screen recording
So they're different volumes you're triggering then?,
Not one volume?
Store score in your player. Then off cast, drag off get score add 10 and set that score in the player
It's one single volume but that same thing spawns multiple time
Is it because of that?
Cause i am making an endless game so it spawns with every chunk
lemme do that
Yeah so you're spawning it in over and over at the score of 10. It's a different actor with the same class over and over
But how will i cast my floor trigger in the player blueprint?
what am i suppose to put here?
You can still use your trigger volume. You'd just had to cast to your player on overlap and get the players score.
The score shouldn't be stored in your trigger volumes. That just doesn't make much sense. The player should store that. So, do what you've been doing, but instead of setting the score in the trigger volume. Cast to the player and set the players score
i have no idea what should i put here?
im in the player blueprint
Also, make a public function for modifying the score
And keep the variables private :)
You don't need to be in your player blueprint. Do what you've been doing. Go to your actor with the trigger volume. On overlap, cast to your player and update the score
but it won't update cause it's an endless game and the actor with trigger volume keeps spawning makin' it reset
I have to search about it. still new to blueprint π
How about i don't use that trigger thing and come up with something like distance travel or something to have a score
I basically want to make a score system for my endless game (endless runner type thing but with bikes and zombies)
Idk how else to explain this. So where ever you're handling the spawning of your trigger volumes. Look for an overlap of that trigger volume and on event overlap cast to player, update players score
yep that's what i have been doing but idk why unreal keeps reseting
will come up with better idea for this rather than that overlap thing
It's resetting cause you're storing yhe score in the trigger volumes. That's why I said store it in the player
Ooh
Cast -> drag off -> get score add 10 -> off the cast -> drag off set score -> plug in add 10
But again what am i suppose to put in "object" for my second cast
@wraith cave I haven't reviewed the whole coversation above, but I think you're misunderstanding what a cast does
A cast is just a class check. You give it something, like an actor reference, and the cast asks "Is this object a BP_PlayerPawn?"
which is either yes or no (Cast Failed exec pin)
and it provides you a new reference on the output of the node that's "as BP Player Pawn"
I seeπ my bad
then how am i suppose to store value in an actor from another blueprint
and you can use that output to do stuff
so if you drag the As BP Player Pawn output pin out, you can access all the class-specific things
so if you have a variable in that class, you can then get/set it
or you can call functions on it, and etc.
YES. I didn't know how to explain it my bad
Thank you π for not getting annoyed by my stupid questions
I am kinda new to blueprint so sorry still learning
anyone know how to spawn a camera? Like could i attatch it to an actor then spawn it?
Friends who knows please tell me how to use PhysicsConstraint in blueprint? The idea is that when the box opens, the hinges dangle freely. In fact, nothing happens. How can I implement what I want?
yeah, you can spawn actors dynamically and attach one actor to another. Or spawn a camera component on an actor. There should be nodes for all that if you dig around. @lone bison
IDK much about it. It has to be a component that has "simulate physics" enabled, and then you can use nodes that apply force AFAIK
Amazing thanks!
not sure if you want to do that to a camera lol. There are various ways to animate cameras directly
which I'm not that familiar with (maybe look into tutorials or otherwise documentation on how to do cutscenes)
cool, thanks for the help π
How do i ignore all of the collideable objects etc apart from world static
Line Trace for Objects node
has an Object Types array input
I want to make a wake up animation for my First Person character, i kinda know how to do it with a vignette and animation but how could i make the camera move down to up to make the effect that the player is waking up?
if i wana change my mesh randomly of a character on spawn is it better to set that code in the construction script or on event begin play ?
Begin play
ok thnx
Otherwise the mesh will change when you make any changes to the BP, even in the level
like if you move it. fun to watch honestly
It also depends whether you want it randomized on every play. If it's on construction and it's placed into the level, the state will be baked into the level when packaged
TIL!
I have a collider which, if you spawn inside of it, never gets triggered. I'm attempting to check if the player is inside the collider during initialization, but I'm definitely donking something up (I'm quite new to blueprints and am an artist by trade, so bear with me!). Any thoughts on how better to do this?
If the collider was a Trigger Volume, I would be able to turn on "Generate Overlap Events During Level Streaming" under the trigger's Collision properties to solve this issue. However, I need to use a traditional collision shape for this and their Collision properties lack such an option. So the best I could figure is to check on start if the player is currently overlapping the collider, but I'm clearly doing so in the wrong way.
Is it the collider spawning into a preexisting pawn?
Looks like you're doing it backwards
The collider is preexistingly attached to an object in the level to which I've attached this blueprint. Elsewhere in the blueprint, checking against the Owner's collisions works appropriately, so I'm able to drop this blueprint onto any object with a collider and have it execute its behavior while the player is within the collision bounds.
https://drive.google.com/file/d/1i-BFYiFHvEVJXhsHqxZZ2wrqbNYtp5QH/view?usp=sharing
I have the project stripped down to its bare essentials exported here if anyone's interested to see in more detail what I'm up to
The BP is currently attached to two cubes in the level. One big one whose collisions you spawn inside of on start (and thus have to walk outside of and back into to trigger the effect) and a smaller one with a small sphere collider that you can just walk up to. The test behavior I have for colliding with them is to constantly rotate the BP's owner to new random rotation values.
What happens if you slightly delay this check? I wonder if it's executing before the player pawn exists
Hah! Sure enough, adding a delay immediately solved it. What a facepalm moment.
I'll certainly be more conscious of these subtle order-of-operations initialization considerations in the future!
Thanks so much for taking the time to set me on the right path
hello is there way to remove texture from memory by blueprint?
@magic summit if there's nothing in your game world that references that texture; i.e. the actors & objects in your level that use the texture all had Destroy called on them
You can then use the Collect Garbage node
which will ostensibly clear unreferenced things from memory
Most UE projects also collect garbage automatically on some interval set in Project Settings, iirc
Epic has some official documentation on its garbage collection system
thanks I will try to check it. what happens in my case, I load huge textures 20 8k ones, then draw them on target and not use anymore so they should be also unloaded
statistics window say they are used (1) on any random object (area trigger in my case)
after I destroyed that area trigger they just jumped to trigger box 2
All I can say is when a BP directly references an asset, it automatically loads that asset into memory whenever that BP object is spawned into the world
The only way around this is through soft object references
Epic has an explainer on YT on soft object references
or rather I would like if that shown in statistics is real and it really does take up memory
But yeah if any node or variable in your BP code references an asset (or casts to a class that references that asset) it'll get loaded
what I also tried, I removed completely that blueprint actor (one that gets material gets texture and draws on render target)
but it still kept existing in stats window
Did you try the Collect Garbage node?
If there's nothing in the level referencing (or casting to a class that references) that asset, and you run GC, theoretically it'll get unloaded
That's all I can say
yes right now
There's otherwise no direct way to manage memory via BP that I know of offhand...
and nothing really changed in stats window
also I found nonstreaming texture list, do you have any ideas what those numbers mean?
I cant find documentation that would explain it
these ones
Hey, does anyone know a quick fix to breakpoints causing blueprint tabs to duplicate?
I'm getting some jitter between my jumpstart and jumploop states in my state machine. is there any way to blend between them, similar to blend by bool nodes?
There should be a blend time parameter somewhere
That shouldn't be necessary. You probably have duplicate frames at the end of jump start and the beginning of jump loop.
Where did you get the animations from?
How would I activate physics while disabling collisions?
Like I have a falling platform that I want to fall through the floor.
For physics you need collision
You can however "fake" the physics simply by moving it down manually with collision off
Just have the platform not hit whatever the floor is
you need collision enabled
but you don't need to have anything on the map that you'd actually hit
I just ended up setting the Collision response to ignore
That's exactly what I'm saying
Originally I was just setting collision enabled to physics only.
I am trying to use camera lookat tracking. I have attached a cube to a a mesh that follows an animation inside a blueprint but the lookat tracking tracking cant see the cube inside the blueprint. What do i do?
i cant track the blueprint directly because its origin is not correct
so I made progress with figuring out why are textures loaded, I added reference to texture in array inside of game instance. I had no cule that when I add that into array that it will be automatically loaded, I wanted to learn a bit more about soft object referencing, and I found "import file as Texture 2d" however I can't get link to file as string, anything I'm doing wrong?
that's not for soft objects, that's for direct file import
you just change the variable type of your texture array to soft object instead of object, then before assigning the texture to anything you load the asset (with the soft object reference)
and you might have to cast it to texture after it was loaded
doing more research, found about soft object reference where I just switch it for object reference for textures
yes if you haven't watched this it's a must watch https://youtu.be/K0ENnLV19Cw
This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.
Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET
DISCUSSION THREAD
https://forum...
already have been watching it
Hi guys, super basic question - for the "Select Class" block, is there a way to make it choose from 3? (by default it chooses from 2)
I'm not sure if this is the correct channel, but I have a question about character movement and I'm using blueprints to implement it.
I'm trying to create a character in the sidescroller template who can walk on any walks and ceilings as well as the floor.
I've got a buggy system up and running using line traces and swapping between "flying" and "walking" movement. But it's got some problems, like my character briefly disappearing in the corners and losing the ability to jump when I switch back to "walking" when the character is back on the ground.
Does anyone have any insights as to a better way to do this? Improvements I could make? Or links to tutorials specific to side-scrolling? (I found some 3d ones, but they assume controls that this project doesn't use).
Thank you!
Use something other than a Boolean. A bool only has 2 choices.
We could really use a whole channel just dedicated to character and the character movement component.
I swear half the engine code is in those 2 classes.
I did watch it, they mention editor keeps stuff loaded, is there any way to test if it gets unloaded in game build?
@faint pasture thanks, so how do i change the type of the input?
looking to figure out how to change a static mesh when a (niagara) particle collides with it. Anyone know where to start with this?
Documentation and content examples
https://www.youtube.com/watch?v=kN3A48SheKY might be helpful in setting up the collisions then you can have it all within an actor blueprint and use the collision event to change the static mesh.
thanks @broken wadi !
sorry for the late reply, just got home from work. I'm using mocap basics from Mocap Online. it appears that they're both starting and ending in their proper position, but in the middle of the anim switching, it's going to a different pose for a frame, and then switching to the jump loop.
this is my state machine, along with the transition rule between JumpStart and JumpLoop, and the way the JumpStart blendspace is plugged in.
tinkered around with the time remaining fraction actually solved the issue. The jumpstart anim was resetting before the jump loop animation was kicking in.
Hey
has anyone had a build crash when going full screen?
I keep getting a with error DXGI_ERROR_INVALID_CALL.
Is there a way to walk a group of characters to the same place at the same time from a separate character?
Hey guys, I'm new when it comes to blueprints. I am following this tutorial: https://www.artstation.com/artwork/zO61md
I don't exactly understand what's happening with the "Proportional Liquid" node here:
Some help would be great, thanks!
is it just a group node of the maths bellow?
Also, any idea as to what these blue nodes are?
how does the actor rotation work when u set focus? does it rotate on its axis? i hav an actor that when i add rotation to rotates perfectly on its axis but when i set focus rotates in like a loop with an offset around the center
Howdy! Anyone have a good idea how to disable multi-touch gestures from entire project? Or is there an easy way to force this vis the player controller? For context multi-touch as in only allow a single fingers input
good morning all! Say, I have a circular spline in the world. Is there a (simple) way to determine if a mesh/actor is inside that spline area?
(cpp is also fine, but I'm asking about bp because it would be easier and fit my use case better)
I made a blueprint tool for making roadlines, but it can only spawn one line, is there anyway i can make it spawn multi-lanes?
from fig 1 to fig 2
Solve it in the material?
Or, how are you creating the road lines in the first place
Hi all, I've got a plugin in code that creates a new window on my monitor, its for a widget with a minimap. That same window is now also visable in VR. I cant find a way to disable this. Any one ideas how to diable this? I cant create a screenshot of it since its in vr. the plugin is https://www.unrealengine.com/marketplace/en-US/product/multi-window
i guess you meant to qoute richard π
So its basically just a different decal for other road types / more lanes
Theres another plugin that handles a vr spectator control window, apparently unseen by the vr headset,
Perhaps reaching out to the creator can give you some pointers
Seem to overlap a bit with yours in a sense
Otherwise asking in #cpp will likely give you more usefull info
Yes it does overlap, thanks :). Guess it kind of works on how i want to do. But that plugin is not resizeable to fullscreen and it is currently not available for ue5
will ask here
Ohh sorry, i think i misunderstood you from the start π I thought it was you who created the plugin, and was looking to add functionality to it π
nope i wish haha.
How would a separate screen work with vr tho?
Like, you'd need to take of the headset?
Hi, it is normal that LineTraceByChannel returns no collision with FoliageStaticMesh when "TraceComplexe" is ticked ?
Posting Here as well, just in case:
Anyone has ever seen UMG events just not wanna do shaite?
I have a Character that has a Dispacther (OnCharacterChanged)
When the character changes, an Icon is changed in UMG, the Widget should be Hidden/Collapsed, then create a new widget.
Icon Changed β
Print "Start HIDE" β
Set Visibility - Wont do anyting.
Print "HIDE DONE" β
Create Widget β
Add to Viewport β
If I run the event chain twice, it magically works....
This is all running inside the widget that should be collapsed
No errors no warnings no nothing.
We use a plugin for a separate spectator screen that hosts UMG widgets to let someone else control various aspects of the experience while someone is in VR. Can also be used for local multiplayer as well
hey, I'm making a building game and I have made a customization menu so that I can change my objet's color, the way I did it is that in the object bp (the placeable object is a child of this bp) i've created a dynamic material instance in the construction script so now i can set the color of the material and place the object, but if I place multiple objects, when I change the color it changes it for every object
is there a way to not change the color on all the objects but just one?
That sounds very cool actually. Didnt even consider that π
Anyone knows why this is happening?
That's... well, not necessarily the worst way, but not a good way either
#rules prohibits crossposting for "just in case"
I guess people need to understand that crossposting (without prior redirect by someone) can confuse people looking on multiple channels
Wait, the BP player controller menu in ver 4.27 and 5.02 are completely different from one another
I can't even make a function isnide the player controller in 5.02
Hi, anyone have a blueprint example for a top down space shooter? (Or something similar)π€
Edit: for the space ship movement
is there a better way to do this? I need to check if the value is => 10, between 9 and 5, between 5 and 1, or <=0
use AND logic gates :)
could you elaborate on this please? π
theres a node called AND basically makes sure if both bool are true then return true
hello someone can help me with this? im trying to make a draggable ui. I'm searching the relation between this tho values, any idea?
im going off from this, so ive no clue if it has another name
yh thats theone
I was slow :D
But I had some brainfart and as you need 4 outputs ,actually I am not sure now if it makes it cleaner
it sadly doesnt im afraid ):
i require it to basically clamp between 4 values, if that makes sense
what would be your desired output?
isn't this function supposed to return world space location?
so branches would be the best way then?
pulling my hairs over this, a projectile is colliding on my player and triggering the OnOverlap twice, how can I make it trigger just once? all the collisions are set correctly as well, everything I found online is outdated or doesn't work
I think branches are a fine way, but I am getting my coffee and it could be done remapping with math
(won't be a much better solution, but it is an interesting stuff)
Is there multiple components on your player BP that could overlap with your projectile? Check each components colisiΓ³n settings.
Yup I've checked that, the only things with Collision are the Capsule Component and the SkeletalMesh (and this one has Generate Overlapping Events turned off)
all other collisions are off
this is Capsule Component's collision
this is the Mesh's
I'm having a bit of a tough time figuring out how to structure my equipment system. Most of it would be pretty straight forward, boots go in boots slot, etc, but weapons and accessories are the tough part.
Weapons include One-handed, Two-handed, Main Hand and Off-Hand. Main Hand and Off Hand can only be equipped in their specific slots, One-handed can only be equipped in the main hand slot unless you can dual wield, then you can equip them in both, and Two-handed weapons fill up both weapon slots.
My first approach to this was to have an enum for weapon type, and an enum for equipment slot, and it would match the weapon type to the equipment slot depending on what weapon type it was. But I've been looking into Gameplay Tags and was considering swapping over to using those, but I can't quite figure out how the logic for this system would look using them, any thoughts or pointers?
not sure if right channel, but anyone here has had issues upgrading their projects to ue5 with the rama victory plugin? i upgraded both the plugin and project to ue5 and was able to build, but when opening it reaches a breakpoint when verifying the TKMathFunctionLibrary which is a file that no longer exist in the current rama plugin for ue5
actually I just found something interesting lol
if I turn the character backwards when getting hit, it triggers correctly
Print string the display name of the overlapped componet. Make sure it really is overlaping with the same componet twice.
4-ceil(clamp(input,0,10)/5)
If that fails, when your projectile overlaps with the player, you can save it to a array of already damaged players. Before you apply damage to any player, check to see if the player is already within that array.
it's inconsistent but yh
oh i see, the player hitbox is the one with the overlap event.
is that correct?
GameplayTags work identical to Enums. They're just a number that gets compared with another number. The only difference is that GameplayTags are wrapped in a manager that allows tiering. So for example a straight forward transfer would look like below.
Enum names
OneHanded
Shield
TwoHanded
Amulet
Ring
GameplayTags
EquipmentType.OneHanded
EquipmentType.Shield
EquipmentType.TwoHanded
EquipmentType.Amulet
EquipmentType.Ring
However, that is useless unless you just need more than 255 entries. But what this allows is tiering for better classification. For example.
EquipmentType.Weapon.OneHanded
EquipmentType.Weapon.Shield
EquipmentType.Weapon.TwoHanded
EquipmentType.Accessory.Amulet
EquipmentType.Accessory.Ring
yes, basically what I do is when something collides with the player's capsule, I check its tag, if it's a certain tag (like this projectile has one associated with its collision box), then it deals damage to the player inside the player's BP
I don't do the damage logic through the projectile's BP
sorry to ask again, this function gives me the world location of the spline point based on the actor transform, not the component transform. I tried to "transform location" with the relative component transform, but without success
what can I do?
hmm, for some reason an input of 10 returns a 2 and not a 1
CoordinateSpace setting.
Yeah, something in the world is hating me right now. The outputs looks right in graphtoy, but not in unreal, just a moment.
(still, branches are totally fine for that :D )
obviously, but doesn't work
as you can see, I already use World coordinate space
Then i am not to sure.
I also tried using local space and transform it with the component world transform
Local should already be in the spline component's local space
as you can see, I tried several things
thing is, I want world space, but it isn't world space
it's almost as if the Spline components' world transform is zero
How could i make a wake up animation? Like the player starts the level opening the eyes and standing up
It could be, depending on what it's supposed to be on and what initialized it.
I checked, and it is zero
although the component is not at the same location as the parent component
Barring that, you could get the local space, get the spline component's transform, and Transform the local space from that.
spline component's transform is zero, that's the issue
np thanks still
But yeah. Sounds like an attachment issue maybe?
maybe it's because it's run from the construction script? but that would be weird
Is the spline component created in the CS or just altered there?
There are some setting related to allowing you to get coordinates in the CS
no, just used there
Might be your issue, I don't remember the setting names, one sec.
yeah ive realized that now, i just set it up like this and it should be fine for now ignore that one enum is set twice
Maybe this?
that's exactly the same settings I have (except for the Closed Loop)
Odd. Not sure then. I can't see why it would be 0,0,0 unless there's some form of attachment problem.
it's attached to default scene root
And you're testing with an instance placed in a map?
yepo
You tried sacrifices or black magic?
hahaha nope, I don't do that kinda stuff. Only pray
the red lines are the reported shape
What logic do you have at the moment?
What about the reading part that is drawing that triangle?
(the get spline point location in the other screenshot)
I only convert the 3d points to 2d (for my use case 2d is enough), then back to 3d. but it's not only the drawing, the other functionality also takes the "untransformed" shape
so it's not the drawing that's wrong, the whole functionality
also, the relative transform of the spline component is zero (verified using a print)
(although it can't be zero)
Nice!
Anyway the problem was with the clamp. It had to be clamped just slightly above 10, so like 10.00001, and it works.
Try this.
I did try this, and it didn't work
yeah i could do that, technically health should always be a rounded number, but GAS' attributes are always floats so
I assume GetWorldTransform combines the parent world transform with the relative transform (which is empty)
and floats can be funny
GetWorldTransform calls the ComponentToWorld function
any other ideas?
Not really sure. The above should work in normal circumstances. If the Spline's World Location is 0,0,0, but it is supposed to be elsewhere then nothing will work correctly until the attachment issue is solved.
@maiden wadi can u help me a sec? i have a very stupid problem, i started yesterday with UE
where would the attachment issue be?
Possibly. Generally just post a question in channel. If someone knows, they'll usually answer.
can i make a connection like the one drawn in red?
Normally, if this is a BP only thing, I'd say there has to be a detach call somewhere. If it was C++, I'd say someone forgot to call the correct functions after creating a component.
Sequence I think is what you're after.
I don't have a detach call anywhere
I made another test blueprint actor (nothing fancy, only Actor), added a spline component, and print the transform in the construction script. It's also zero (even though I moved the component)
looks like it's an engine bug
So essentially it would be the same as the enum solution, but with the potential of extending the amount of entries? In that case I think I'll just stick with Enums 
wait. it takes the relative transform of the actor blueprint, not the instance in the level
btw same with other scene components
(also in 4.27)
It really depends on the end goals. Personally, I hate Enums. I avoid them at pretty much all costs. They cause too many problems, specially when it comes to things that require savegame state and expansion. Specially for something like equipment, I'd use tags just for UI purposes. Slots can be given a tag container, and display a list of any equipment that has a tag matching anything in the container. You could do the same thing with an array of Enums too I guess. I dunno. Just had some bad experiences with enums when it comes to developing. Outside of extremely small switch cases, like say a widget's visibility, I avoid enums.
Hmm... I assume then Weapon Slot 1 would have a tag container containing Main Hand, One-handed and Two-handed, whereas Weapon slot 2 would have Off-Hand, One-handed (with the condition of being able to dual wield) and two-handed?
Might actually be worth trying out
interesting. When moving the spline inside the blueprint asset and using the Reset Transform function, it really resets
Hi, I have a question about vector arrays, if I use 'array: contains' node, will it do a 'nearly equal' comparison of the elements, or an exact comparison?
Should be exact
Hello /unreal/ bros can someone point me in the right direction to have a global float variable , so I can have blueprint communication between two blueprints ?
Hey! Sorry for the late response. Im rebuilding the dialogue so that the player can actually have dialogue inputs and so on, but ill keep this in mind when it's done!!
give me $5000
does anyone have tips for using the cull volume when the camera is in orthographic view?
seems like it doesn't work that well
compared to perspective
Okay so jokes aside, this is gonna be a very basic question but im very lazy okay? So, how should I go about just making a simple circle material?
I wanna make a circle and apply it to a widget, but obviously widgets on their own don't just have a circle, so I need to make my own haha
So I created a material but im not sure how to make one
Think about the math and properties of a circle
And the UV space
Math to me is like
alien language
Well, you better learn
help me rn or ill eat you
Im struggling with materials in particular because there's so much in here that im just simply yet to understand
Kind of learning as I go so to speak
Given a pixels UV coordinates and the circle radius, how would you check if the pixel is in the circle or not?
When I see UV im gonna be honest I just think of UltraViolet
But I think I have an idea of how to do this thanks to the nudge you gave me
I'll let ya know if I succeed B)
I get poor grade at math.
Math was always my worst subject
TBH most of the math when it comes to higher level shader work is pretty tame
8th grade I had all A's except for Math which was a C
Well you are not American but I think you get what I mean here
Im dogshit at math because it wrecks my brain
If my brain was a GPU it would be integrated
And as far as this goes, I honestly dont know
All the material actions are so different from the blueprints that
I look at 95% of them and c r y
There is Radial Exponential Gradient function built in that'll generate a circle gradient.
You can smooth step it with small difference to have a solid anti-aliased circle.
Very easy when you know how.
You must have been using UE for a long time
Im assuming around the 6 year mark haha
Well, 5 years.
Close enough
Though back then learning resources were sparse
Self-taught?
Yeah
Nice!
Where should I plug the SmoothStep in at?
Overall I just don't know how to use this smoothstep..
Value is where you put your gradient.
Min and Max would be the values where the shade of the greyscale will be put down to 0 or cranked up to 1.
Think of it like functions such as round, floor, ceil, but with some smoothing in between
This was the aha moment right here
So, what im getting is like, the min and max value should never really go above 1 should it?
Well it CAN
You can.
But if I for example have the Min set to 0 and the max set to like 5
It'll appear as like
Really blurry
The bigger the difference the less "aliasing"
Okay just did some finnicking with it and yeah it would seem that way
Okay so next, I just need to make it so that the background is invisible, that way only the circle itself is visible
Okay done that
We're doing good B)
Ahhhh hecc okay im stuck again
How can I combine two of these into one material?
Or will I HAVE to make another?
blueprint interfaces
Hi guys, GetComponentBounds doesn't works with ISM?
trying for testing with "draw debug box" and i get nothing..
Spell out more of what you're trying to do
Okay soooooooo
How can I remove the black background?
I've been fiddling for about 20 minutes and haven't made it far
Well I was able to remove the background at one point, put the main image itself would just slowly fade away the more I changed the tint
I know theres probably a very simple solution
But I dont know enough about materials to know about it :')
Nevermind, the tint just straight up acts as the opacity entirely
So I literally cannot make it darker
What does this mean? https://gyazo.com/78381f626d2ce1f4ac760c3e990006e0
I have another blueprint where I do exactly the same thing where there is no blue warning.
https://gyazo.com/4449d9de1a5930f8c5f2196ba8bedf34
Why does it give me the blue warning in the first blueprint? π€
It's not a reference btw https://gyazo.com/1158325efd8b43908dcf2804e88275bb
So why is it saying it's a pass by reference when it's not?
Unreal just having a stroke?
I've ran into this as well, never quite figured it out. Try checking the pass by ref box, recompile, and uncheck again, and recompile
If it's a handler for a C++-defined delegate, make sure the array is a const ref and not a plain ref on the delegate declaration as well
Hey guys!
So I created a base animation blueprint which I would inherit for the rest of my animation blueprints. But the tick is not running meaning there's no animation in the child only from the parent.
Anyone knows what's the problem?
The struct doesn't include any references either, but it does include another struct. Maybe that's why?
Hi, anyone have a blueprint example for a top down space shooter?(space ship movement) π
I don't think it should and the parameter is an array, so it wouldn't really be about the contents of it as much
Hey, would something like this be what you're looking for? This should give you a result like the second image. (Note also I've changed the blend mode to be translucent so that the opacity mask field isn't as aliased)
you
are
a
genius
Wait so what did you do to get that result?
Asking for later in case I need to do something like it again
I used the RadialGradientExponential to drive the Opacity instead of the color, then just used a basic color for the Final Color
The Opacity will treat the 0-1 range of the input as the alpha, as long as you have it set to Translucent. Having it set to "Masked" will treat it as a 0 or 1 input, so anything other than 1 will count as transparent. This might be more performant but will also mean you can't have a gradient alpha.
I'm not an expert though, but the above is my understanding of what's happening
Hi, I have a blueprint with a door and a button. I want the player to interact with the button to open the door. I'm using a blueprint interface and the problem I have is that it doesn't matter which component I interact with, it still opens the door
I only want to interact with the button
Check this tutorial, it will help you out - https://www.youtube.com/watch?v=exs1uMuqQSE
Hey guys, in today's video, I'm going to be showing you how to set up a system in which you can open a door with a button in the level. This door is going to also be shown opening with another camera in the level. This is very easy to change and build upon. For example, no camera, something other then a door, etc.
#Ue4 #UnrealEngine4 #Ue4Tutori...
Yeah I just watched that
But he made the interacting a bit different
I guess I will check it out again xd
Okay, if you can't resolve then msg me personally, I will help you out
Does anyone knows how I can create swinging on Poles feature like this in Unreal Engine 5 https://www.youtube.com/watch?v=YPsOlVQkzP8
Animation from mixamo.
https://www.unrealengine.com/marketplace/en-US/product/parkour-motion-warping-system
Using only montage.
Donate if you want help me:
https://www.donationalerts.com/r/ghostfuture
Thank yoy
My guess is the character has a collision object that's activated upon jump, and when it overlaps something swingable it probably does some more checks (is the angle of approach perpendicular enough? Does the character have an unbroken line of sight to it?) and then does the animation
You can also see the green debug spheres it's able to select a landing zone
I'm not sure how you'd normally do that. Maybe a series of line traces downward to find a flat, unobstructed surface
Its probably using eqs based on the debug spheres
I moved around some folders in my project and some of my UI elements became unbound. Is there a way to rebind them back to the original function instead of rebuilding the function for each delegate whose binding was broken? I only see the options to remove/create bindings, and no way to reassign them to an existing binding
worst case you can copy paste everything over atleast idk the actual answer to ur question tho
that's the route im looking at rn, which isnt a huge pain in the ass, just tedious
Hello, so i made a widget that appears and disappears everytime the player collides with an object, yet for some reason sometimes it doesn't disappear, why could this happen?
Show your code
You want to save a ref to the created widget and use that.
How?
You don't know how to make a variable? Just create a variable of the type or drag off the pin and click promote to variable.
Also what happens if you're overlapping 2 things at once? End overlap with one, and you remove the widget. What happens when you then end overlap with the other one? That's what's happening there.
Ah ok sorry
But exactly what type of variable are we talking about?
A Widget one?
What exactly should i promote to variable?
What's the best way to find out what is causing this error? Multiplayer dedicated server using Steam.
LogNetPartialBunch: Error: Attempted to send bunch exceeding max allowed size. BunchSize=77104, MaximumSize=65536
"Accesed none trying to read HUD Widget"
You aren't checking if it exists first. You're trying to delete something that hasn't been created yet.
It's created everytime it collides with an object
Yes, and if you overlap two objects, and then remove overlap with those two objects, the first end overlap will remove it, and then the second one will try to remove it again, but it won't exist anymore
How could i check if its created then π€
Is valid. But your whole setup is fucked up. Don't just blindly create and remove the widget on overlap and end overlap.
Think about it, when should the widget be visible and not visible? Remember that you can overlap MULTIPLE things at once.
How could i hide it instead of removing it?
You can set visibility on it. I don't have a problem with ppl removing it from the viewport, but you can just re-add it to the viewport later. No need to keep creating it
So, should i add a do once or something?
Do an is valid check
If it's not valid you haven't made it yet. If it is then it just needs added to viewport, not created
What is your rule. WHEN should the widget be visible?
When it collides with the trigger
The door trigger, and then a message should show up saying "Press F to open"
Where should i put it?
Hey people I am trying to make path waypoint system but i am really struggling with the logic and no tutorial i can find is right for me because im trying to link an Enum to the waypoint for different actions when the pawn gets to the waypoint.
the way i thought about doing it was gettign all the apths in the scene and per instance of actor be able to set up an array of paths and loop through
but i have 3 seperate functionality that the guards can do, Wait(for seconds), Sleep (for seconds), Play anim I also want to be able to set it so i can either stop the guard patrolling if either a bool is set called stop at end of path or if the guard sports something like the player or a dead huard(not implemented yet)
Should i just create the widget in BeginPlay?
You can
And where exactly should i put the is valid check?
after you create it
If you're making it on begin play you don't need one
It's guaranteed to be made if the actor exists, so checking is pointless
Ok, so i already solved the not disappearing thing, but now i get a lot of "was already added to screen" warnings
"HUD was already added"
You're trying to add it multiple times for some reason
More specifically the add to viewport node is called while the hud is already on the screen
Ah yeah i got it now
Its probably because of this
It adds to viewport everytime it collides
How can i check if it is already added or just do it one time?
Depends..
Are you hiding it or removing it?
Hiding just once.
Removing and you'll have to add it back every time
Hidding it
or you could create the widget on begin play and hide it and only show it when you are coliding with whatever it is
That's what it sounds like you're aiming at
coiuld anyone help me here?
Sounds like you want smart objects
never used them before
are they like magical things that are gunna make things alot easier on me
Me either but they look nice and your use case sounds ideal for them
il ahve a look at them
Hey, I currently have a Line Trace By Channel going out of Motion Controller Right (VR Controller) world location and ending at a forward vector * 10. This creates a Line Trace to identify what is forward of the controller but I want the line to also rotate with the controller, meaning if I aim the controller upwards I want the line to change it's end value to be matching the rotation and location the controller is pointing at. I know I have to change the forward vector to something else but I can't identify what I need to change it to rn
is the controller ingame its own actor or the hands?
because you probably wanna get the forward vector of that no?
It's not, it's a component of the VRPawn
can you use the forward vector of the Motion controller?
Well that's what I am doing. There is a motion controller for the right hand and one for the left hand
I am currently using the right one as the image shows
shouldnt it be actor location instead of world?
But it's not an actor
No that would return the pawns location
Have you tried printing the world transform of the motion controller and make sure it's reading the real world movement correctly
The tracing line is working so it is reading
Lemme capture the issue real quick
See? It's getting the forward vector at all times which is fair, it is what I'm telling it to do but I want the line end point to change with the rotation of the controller. I tried multiple rotation nodes but no luck
So I don't know what the trick is or what the correct node would be
I don't have a vr controller to check it against but I'd check the rotation values of the controller transform or see if you can get the real world orientation (I know you can for the hmd)
Your trace end vector isn't changing so it's got to do with those values.
It's weird forward vector isn't working for this tho
So use that to get you end position and see if it works
I tried before asking here
It doesn't :)
It's weird
Assuming this is the right node to convert too
Oh you're not adding your starting location to the end
So it's assuming 0,0,0 as the reference point
guys how to Line Trace distance between character and mouse in 2d space (3d platformer). I did something that doesn't work..
I think you will need this node
Conceptual question: short context: My game is based on the top-down template. Characters move only in an invisible grid each zell 100 units. Players give instructions like move 1 or 2 or3 fields forward, turn left, etc
When that move would bump into another character, it should simply push it in front so it ends up in the cell in front of it at the end
What is the best way to solve this, blueprint/archcitecture wise?
I mean, I Can implement this just with blueprints and such. But should I use the AI behaviore tree for that?
Or use any other existing features?
What if there's 2 characters in a row
do you push a whole stack of characters?
or this
ok so you have the concept of movable and static entities on a grid then right?
a movable entity can push a whole stack of movable entities until it hits a static entity
I already google about these nodes. Thanks)
@cobalt roseAre you thinking of doing this in an object-oriented or procedural style?
Do you want some code somewhere that handles a move for everything at once, or for each actor to sort of behave on its own?
I haven't made up my mind, I am basing it on what makes most sense with the existing UE features
Intuitively, everyone could manage their own move
Still seeking assistance here :)
Recap: I want my Line Trace to rotate with my VR controller
and I still haven't figured out if behavior trees are something I should use or not for all this
nah
BT is for the brains behind what to do
not for the actual mechanics of moving.
Hmm okay, good to know
I like to prototype stuff by sketching out the framework. Your actors will have some functions like Move, CanMove, etc
sketch those out
I would do it like this
CanMove? -> Move
with CanMove asking the next thing if it CanMove
So a dude shoving a column of dudes would be a bunch of dudes asking the next dude if he can move until someone returns a true or false, which propegates back up the chain.
You'll want some sort of mapping of grid coordinates to occupying actor, I'd use a Map of 2d int vectors to actor references for that. So getting the neighbor is just a lookup into that map.
Why are my variable groups so inconsistent and separated in the editor window when they're well-grouped in the blueprint?
UsableSettings took a group of 3, and made a group of 2 and a group of 1. Why?
Click on each variable and check to make sure all have spaces in the category name. FocusPromt and Focus Promt show under the same category in the variable list but end up showing under two groups in the details panel.
Check the details of each individual variable I mean.
The reason I suggest having spaces is because unreal likes to automatically add spaces under certain conditions.
Oh son of a bitch, the editor auto-adds spaces when you drag and drop EVEN IF THE GROUP DOESNT HAVE SPACES
is there a way to get a list/array of all the widget components/panels underneath the mouse cursor?
So much betttttter thank you!
Don't you think a normal hit-check is enough? it's not like this is done all the time, but just once every few seconds
Hit check? Are you talking about a line trace to figure out what is in front of each moveable unit?
Are you talking about relying on collision capsules that trigger OnHit events when they run into another unit?
You made it sound like you're making a grid based game
A top down grid based yea? With a bunch of square grid spaces?
Each space has a grid coordinate?
how does one create a unique id for each item thats in a structure array
Not sure. Is the capture component attached to the gun or sight with all its transforms set to "relative"?
Is it the only active capture component in the game world drawing to that texture target?
When I use capture components they tend to just work so idk what to suggest
Well, at first I was talking about the former, but now your idea is also nice. I could make the capsule just a tiny bit bigger than one field so that it would touch all neighbours
Give some more about what you're trying to do
There should be some functions for making GUIDs if that's what you're after
an inventory system (similar to destiny) where you move items from a array(inventory) to map(equipped on player) and vice versa, however I set the map as a enum/struct. so I can't really find the index of the item efficiently. i was thinking of setting up a unique id on the struct so i could compare those int(not sure if it makes sense or not lmk)
So your map is a map of Enum(slot) to struct (item)?
correct
Just use Find, it's not like that map is gonna be very big
like what, 20 slots max?
maybe 10
Maps don't have indices, the key is basically the index
i see
Key = waist, value = belt of strength +1 or whatever
so if i wanted to remove the item from the inventory array and add it to the map i would run a "if" to check if the item is found in the map then add?
because I've been doing that in a for each loop and it just keeps duplicating
You're talking about equipping something right? Remove from array, add to map?
yes
Disregarding what would happen when you try to equip to a slot that's already full, equipping SelectedItem would be like
InventoryArray.Remove(Item1)
EquipmentMap.Add(Item1.SlotEnum, Item1)
Although you'd probbaly want to talk to the inventory with the index in the case of duplicates so it'd be more like
Item = InventoryArray.Get(SelectedItemIndex)
InventoryArray.RemoveAt(SelectedItemIndex)
EquipmentMap.Add(Item.SlotEnum, Item)
Nono my idea is not nice
I was just asking if that is what you are doing.
I would strongly recommend against using by any sort oh Hit detection for this game in any way.
i see
You'd of course want some checks and such and to break it up into other functions but that's the gist of it.
yeah, thanks for the input, i was over complicating myself.
If you're doing a grid game, do it abstractly. Don't rely on collisions etc.
@viscid arrowI'm doing an inventory system that uses GUIDs but it's a bit different. Basically, other than when dropped into the world, every item is always inside an inventory, and there's a global inventory map that can be used to lookup a lot of stuff about the item by GUID, and every single item has a GUID
If you are down to call, I can explain why I would recommend against hit detection as well as the solution.
Just donβt feel like typing it out
. Easy to explain on voice
hehe
I would do a grid game just by using a map.
bool IsCellOccupied(Coordinates)
return GridMap.Contains(Coordinates)
AActor* GetActorInCell(Coordinates)
return GridMap.Value(Coordinates)
etc etc
Yes
I have some ideas why, I mean why make it more complex than it needs to be
that sounds way more organized
on the other hand it also limits in what ways the game can grow or make use of more complex environment
The GUIDs are for some specific game mechanics. Basically, it lets you talk about a SPECIFIC item, not just the class of item.
For example, a gun could imprint its GUID on the victim, allowing an investigator to link a specific gun to a crime. Or a character leaves their GUID (fingerprints) on a doorknob, or a boot leaves its GUID (footprints) on the ground, etc etc.
example: on your map, where ever you have walls/structures or even ramps, you need to put that info also into the "is occupied" logic
Well yeah, you said it's a grid based game. You'd have a grid as the fundamental source of truth. Whether or not that's what you're after is all up to you.
You'd do a tactics or board game like that for sure. Something a bit more analog, probably not.
fair point
Relying on hit detections will most likely create a buggy game that is not very robust.
I'd make Civ like that, but not Age of Empires
Well, that's a dark prediction
@faint pasture yeah, but how would you make civ5
you know, still cells and all, but with lots of interactive elements cross-cell
i see, very interesting
Grid as well.
Either way you can choose to take the advice or not, I would just strongly recommend against hit detections.
Alright, you seem to have a strong opinion on that, let's hear it. Programmer parlor?
Tbh using hit detections in a game like this is making it more complicated then it needs to be oof
Not convinced of that
It all depends on what the fundamental interactions are. If they're forces and spheres and line traces etc then yeah, just have movement on a grid
in an engine where everything works based on hit detection and collision, enforcing a "simpler" system on top is creating all kinds of problems
if it's grid based attacks and grid based movements and everything's a grid, make the game work on the grid and just use the 3d as a view of the abstract game.
I didn't wanna argue, I wanted to hear the explanation.. I thought you offered? π
but fair if you don't want anymore
Nevermind then oof
thanks for the advice so far
I'm working on a twin stick shooter with smooth realtime movement, but we have a grid in the background purely for map generation. It gets post-processed into non-gridlike shapes but the raw source data for the level is a grid.
I had to change a bit how I thought about things but I start liking the grid-truth idea
it worked, thank you!
Is there a way to play an audio source but wait until it's finished to continue further blueprint code in succession?
How would I go and debug why my AI Move To no longer works? The current state is that it returns success on the enum but never calls On Success or On Fail.. it's really confusing
Print strings and break points are the answer for most BP debugging situations
And I've been doing that plenty, but the art is of course knowing where
If I knew the conditions for Ai Move To to work, I could check them, but unfortunately I don't
I mean, of course I have my waypoint mesh generated etc
Nav mesh, ai controller using the behavior tree, ai pawn using control rotation, valid destination
Pretty much it
ai controller using the behavior tree? Are you sure about that one?
I was looking for example at https://couchlearn.com/easy-ai-movement-in-unreal-engine-4/ and it doesn't mention that
Unreal Engine 4 has robust pathfinding and AI movement built in. Using the navmesh (Navigation Mesh) and a pawn or character, simple and advanced AI can be created that interact with the world and the player. Even in a multiplayer session! With very little setup you can implement Simple AI Movement in Unreal Engine 4....Read More
There is no behavior tree π
You're not running a bt
Yeah I forgot it was a node too
That one looks to just need the nav mesh.
Did you set your radius above 0
Mathew Wadstein has videos on how those nodes work but it looks like it should be pretty straight forward
I have 2 enemies and I want one to spawn 4 instances of the other and have them rotate around it. I know the spawning part but the orbit I don't know how to do.
Maybe it would be better to spawn the second actor as a component and just have the main actor rotate?
How do things normally move in your game?
what do you mean
I mean are they physics driven, movement components, what?
movement components mostly
Like what happens if the orbiting enemies hit something, are they blocked or path around it or just go right through?
they should be blocked but keep rotating
That makes no sense. They are blocked but keep going?
i mean blocked as in they wont clip through the wall
You can try a spinning spring arm component.
That'll reel them in when there's something in the way
I will try that and let you know how it goes
How do i change gamemode of all players in the current lobby?
I'm trying to run an event from an actor BP in the FirstPersonCharacterBP but for the life of me I can't figure out what the object wild card should be I've tried getting all the actor Get's but i don't know what it should be
it works, now I just need to add behaviour
I'm trying to run this
you just want to open and close a door right
and it'll work with a separate input (ex. if i run it using input action E) my end goal is for the release on the secondary action
I want the door to close when it's at a certain angle
physics based door opening?
what happens when you try to close it
nothing it will not run that event
but when i make the event happen with input event E it close how i want it
so you want it to close automatically at a certain angle
yes, but only when the secondary input it released
and this doesn't run it either
it'll only run the first event in the firstpersoncharacter_BP
try the X instead of the Z for the angle input
something is making that bool return false
it's returning true because if i use any other event to trigger like this picture it'll work exactly how i want
something with the secondary action then, let me check something
have you hooked up the secondary release and added a breakpoint to the bool?
oh wait
it's because this is happening in the door bp
did the same thing happen in the character's bp?
Actors don't accept input by default
i set it up for input
I see in your previous picture you had a cast to this event on your character
yes
i want to know what the object should be for this actor, but i tried get actor of class (2nd picture) and it gave me that error (3rd picture) whenever i used the input
try to change the class from the get actor node instead of using the variable
Np, I would have got it earlier but I was too focused on the actual door bp
lol
I have been stumped by simpler things, dw about it
Hmm, wondering how to attach 3d object to bottom left corner of the camera, making sure it's not occluded by anything else?
If I simply attach it to camera and change offsets, it can get occluded by other meshes that get between the camera and my 3d object.
E.g. like the tablet in AC
Just make it fit inside the player collision.
Thanks, will give it a go.
Or put it at exactly the near clip distance (if it's flat)
Or put it slightly further than the near clip distance but fit the scale to the view. It doesn't even have to be accurate to real life measurements.
Thanks. Hmm, haven't tested yet, but I am thinking, that if I put it close to near clip distance, I might have a problem with another part. Mainly playing a particle effect (let's say beam) from the exact corner of that 3d object to some location in world. I am thinking it may seem too big if played right near the clip distance, unless I am thinking wrong?
for now it can be behind it, as long as it seems like it's coming out of the object (or it's general vicinity)
ah, you are right. Thanks, will check it out soon
out of curiosity, does anyone know what this middle node is?
input two vectors, output a float
I don't recognize the symbol
Dot node
It returns a value relative to the angle bteween the 2 supplied vectors.
+1 = they go in exactly the same direction, -1 = they are opposite, 0 = they are perpendicular/right angles
dot product?
That's the one.
gotcha, thanks a bunch
If you do Acos you'll get the angle
I'm doing a lot of that right now. Dot and cross products, working with dynamic geometry. π¦
ahhh might have to bust out the notebook again to figure this out
I have this 10" lcd pad thing I can write on. Β£8. Best thing I ever bought for under a tenner.
oh that's cheap, may have to invest in that instead of a whiteboard
one note is free right
save me the trouble of nailing crap into my wall
or no
Hello guys emergency problem
in blueprint I use construct object from class node to instantiate an object
in the editor mode, it works however, in the gamemode, the node create a null pointer
anyone help me?
Hello guys, how can I prevent or constraint the rotation or translation of a component or actor in viewport ?
how do i change the order of variables in a struct in unreal 5? i cant seem to find the option im 100% sure it was possible in previous versions
How can I spawn a flashbang infront of me without it clipping into the character and spinning out to the out of bounds area?
Is there way to disable all collisions for the character in the flashbang
Cus if I turn all the collisions off it works but goes thru the ground
@cobalt gulch either actors or primitive components have a function call IgnoreActorWhileMoving
Something along the lines of that at least
Will that make it so it goes through walls etc if it's moving?
Yeah ,no, you specify the actor it should ignore
How
I have tested moving it close to near clip distance, works pretty well until fov/aspect ratio of the camera changes. It resizes and moves around since the view frustum changes, I guess I will have to somehow calculate scale and position based on that. So far without success π¦