#blueprint

402296 messages · Page 924 of 403

pearl moth
jolly cairn
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lmao you just posted a pic with "not working", at least describe your issue

pearl moth
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On key pressed the widget doesn't show up

jolly cairn
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yup, i had a right laugh when it popped up. i used to work in IT support and seeing "printers not working" and no description was funny but also mildly frustrating XD

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you actually creating the widget?

pearl moth
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Yes

jolly cairn
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run with the BP and select your player for debug and see what fires

pearl moth
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No

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I mean

jolly cairn
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or whack a few print strings in for your branches, like a "hey i'm meant to create the widget" log or something. that way you can test if it's the logic for opening it or actually displaying it that's the issue

pearl moth
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I'm just thinking that is an issue with the blueprint

jolly cairn
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and im telling you a way to see what part of the blueprint is failing

pearl moth
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That's not what I meant

fast finch
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Why not making a function to create the widget

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always make a new widget when you press P

fast finch
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i mean you remove it anyways

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once its removed

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its gone

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so you HAVE to make a new one

pearl moth
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I made one.

fast finch
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it doesnt work that way.

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Widgets are recreated every time.

pearl moth
fast finch
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oh god

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dont code that way XD

pearl moth
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TS: 04:04

fast finch
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just recreate the widget every time

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make a proper function to create it

pearl moth
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no

fast finch
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and then a condition to check if its still there

pearl moth
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the problem is

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when i press the key, it doesn't do absolutely nothing

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so it's not a problem of the blueprint nodes

fast finch
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where is this code located

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on what actor

pearl moth
fast finch
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what

jolly cairn
fast finch
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the actor name

jolly cairn
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tried to say that earlier but they didn't want to know 😛

fast finch
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if it isnt an actor that has input

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then it wont work.

pearl moth
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ok

pearl moth
jolly cairn
fast finch
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you have to be nicer vetlix

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were trying to help you

jolly cairn
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^^

pearl moth
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No, it doesn't work

fast finch
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If the print doesnt work that leads me back to my question

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what is the actor

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does it have input

pearl moth
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no actors

fast finch
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where is this code

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in what class

pearl moth
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wdym

fast finch
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when you want to add nodes to that blueprint

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what do you click in the content browser

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show me

pearl moth
fast finch
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you said folders

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not the name of the thing

pearl moth
fast finch
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ah

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so its an actor

pearl moth
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yes

fast finch
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but not a player

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this blueprint doesnt have input

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thus

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it wont receive any

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the icon

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the location

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gives it away

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this definitly is a case

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whgere someone made a tutorial

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in the wrong way

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and now we pick up the pieces.

faint pasture
pearl moth
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dies of cringe

faint pasture
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Weird how that happens.

short reef
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Any suggestions on how one would go about creating an Overwatch-style health bar with multiple types of 'health'? (Health, armor, shields, etc)

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Well, yeah, a UMG widget, I know

faint pasture
faint pasture
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because those are 2 different things

faint pasture
fast finch
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where is this from 😮

short reef
faint pasture
faint pasture
fast finch
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yee

faint pasture
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Game I'm working on

fast finch
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"meteor"

faint pasture
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twin stick looter shooter roguelike

fast finch
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i see

faint pasture
fast finch
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ok

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i have to ask.

faint pasture
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And the whole thing collapses down for HUD and when not inspected

fast finch
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How did you code the property system

faint pasture
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Which part of it?

fast finch
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where are the properties stored

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what are they

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and how do you calculate it

faint pasture
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Items and character have base properties as structs, mods are just structs that get applied.
So Rusty might look like
(Reload, -0.1)
(Rate, -0.08)
(Damage, 0.2)
With Super and Super Duper indicating 2x and 3x mods

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Super Duper Rusty would be Rusty Rusty Rusty ITEMNAME

fast finch
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ok

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so your calculation system always works the same?

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just that some values are basicly default

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if no add is given

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and default values

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are weapon values

faint pasture
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Yeah. I don't recall the specifics but it's basically Final = ApplyMods(Default)

elfin wolf
fast finch
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very nice

faint pasture
fast finch
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can you show me the data table where these mods are stored?

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like damage 28+

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how is that made

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these properties

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can you show me a few structs too?

faint pasture
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Base is 20

fast finch
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how does this modification happen

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where is it defined that it is 8

mental trellis
# faint pasture Another one with actual mods

Can I suggest another colour for the flavour text? People love flavour text, so it should stand out! Maybe the same as the highlight colour at the top? (I guess that differs per item type?)

faint pasture
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There's a function that generates final values from base values + mods that touch those values.
Every time a mod is added or removed you recalculate like:

Stats.Clear()
ForeachMod -> Stats(Mod.Key) += Mod.Value

Then the final accumulation
Damage = BaseDamage(1+Stats(DamageMult))

Or something like that. I don't recall the specifics, it's still a WIP

faint pasture
fast finch
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thx

forest nimbus
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Worked yesterday, launched editor today, and it broke the pins and wont work now 🤔

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The "minion pool" class array contains the parent BP and the child BP so they have the same functions etc

flat coral
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Anyone have any idea why this collision event isn't firing, despite the other object impacting correctly recording a collision with that component AND recording that it has hit events=true?

timid thunder
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What’s inside the function

tepid tree
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why does my text boxes hint text look so weird? I get a's with borders somehow

flat coral
timid thunder
flat coral
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Also calling it on Hit. The confusing part I've left out is that after the first hit, the static mesh that you impact (correctly) gets deleted. This is for breakable glass, after the first hit it's replaced with a destructible skeletal mesh

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The first impact, on the static mesh, works correctly and all the "play on initial hit" stuff happens. The problem is that afterwards, when the static mesh is gone and the skeletal mesh is there, no more impacts get recorded even though the skeletal mesh should be just as collidable as the static mesh was

timid thunder
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to get more accurate results you could use a line trace and uses the same outputs you are currently using

flat coral
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That's what the initial implementation of this asset pack was, actually. Any object that could break the glass would need an ActorComponent applied to it which had the job of messaging that impact to the glass. And behind the scenes, it was constantly line tracing along its movement trajectory

hybrid ether
flat coral
timid thunder
# flat coral That's what the initial implementation of this asset pack was, actually. Any obj...

this video could help https://youtu.be/HfSf12rqMi0

Hey guys, in today's video, I'm going to be showing you how to use Event Hit or Begin and End Overlap Events for multiple actors. So they will only fire off if one or more of your actors/players is overlapping or colliding with the object.

#Ue4 #UnrealEngine4 #Ue4Tutorial
_________________________________________________________________________...

▶ Play video
flat coral
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Nah, I don't actually need to restrict the event hit at all. Any hit should break the glass, I don't care if it's a pawn or a bullet or a shard of metal from a crate that blew up. The problem is that Event Hit isn't firing whatsoever on this component

timid thunder
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Could you do a line trace on the player and then brake the glass

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And make a custom collision

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If it don’t collide with anything it’s not that performance heavy

flat coral
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I'm already getting the collision event on the player, I could just use that to break the glass.... from the player. The problem though is how do I handle everything ELSE breaking the glass?

timid thunder
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Glass shards make a lime trace collision is present you destroy the shard

flat coral
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No no I mean like I would need every bullet fired, every piece of broken metal, every shard of an exploded meteor to ALL handle hitting the glass themselves

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That's why I want to handle collision ON THE GLASS and not the impactor object. Because the impacting object could be anything

faint pasture
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@flat coralDo you have simulation generates hit events turned on?

flat coral
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Ignore the spaghetti, none of that is staying after I fix this shit

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That prints A on the first collision with the static mesh (that works correctly) and B on the second collision which is NOT generating hit events on the glass

plain pier
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hey! i'm currently makin a kill and respawn system and every time i destroy the actor i get a very large number of the same error
"Blueprint Runtime Error: "Attempted to access BP_ThirdPersonCharacter_C_0 via property character reference, but BP_ThirdPersonCharacter_C_0 is not valid (pending kill or garbage)". Node: Return Node Graph: GetPercent_0 Function: Get Percent 0 Blueprint: healt_widget"

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can someone help me solve this

drowsy pumice
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Quick question, for a Move To Location node in a controller, does the execution pin continue after starting or after finishing the move?

ripe zephyr
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I'm trying to follow this tutorial as it's the only one that discusses my current problem, however it's pretty old and I think it's obsolete as the blueprint the tutorial uses, is from a template on top down, which the UE5 top down template doesn't have. I can't seem to find any other alternative tutorial. Does anyone have any advice? https://www.youtube.com/watch?v=FvFEvxGQjug

Try Blueprint Now(Pastie): http://pastebin.com/E3eyDBsw

In Unreal Engine 4 we will cover how to shoot projectiles at the mouse locations using Blueprint Class PlayerController. Follow this tutorial and if you have any questions let me know. If you're looking for any other tips and tricks please visit my blog.

Visit: http://peterlnewton.com

A...

▶ Play video
dawn gazelle
burnt canyon
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Anyone got any examples of using Make Relative transform node? I think its a new bp mode

dawn gazelle
drowsy pumice
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I don't suppose there's a simple node to execute something once it completes the moveToLocation, eh?

dawn gazelle
burnt canyon
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Oh oki ty ty

dawn gazelle
drowsy pumice
plain pier
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i could privately send you screenshots of my blueprint if you want to help

candid geyser
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So, I have mantling k i n d a working, is just does a sphere trace from the players thighs to just above his head, with another trace to make sure we dont climb anything that's too tall

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Problem is, mantling only works in some of the area

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So if I wanna mantle something that's like, up to the players chest for example, i can do that and it works fine

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But if we're mantling up something that's just above the players head, the player will only mantle about halfway up the wall

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Any suggestions to make sure the player always ends up on top of whatever they're mantling?

untold fossil
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What happened to the "with editor" node in 4.27?

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Can't find it anywhere anymore. That was such an incredibly useful node

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Why remove that? :/

faint pasture
candid geyser
misty pendant
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can someone help me? i tried different methods but they wont work

faint badge
untold fossil
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Aaaaaah ok yeah I had Ext Library before in my previous project

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I found another default node though called "Is packaged for distribution" which does roughly the same thing so I ended up using that. 🙂

tight schooner
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Dunno. Maybe if the input is a variable and you want to "set by ref", which is the usual reason to pass by ref

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But as far as just getting the data is concerned for the purposes of reading it, there shouldn't be a difference

lucid ingot
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im having an issue with stopping an input from being pushed. ON the reload key pushed i have it set up to stop aim down sight from being active, but when I press ADS while reloading, it reloads and ads's. How can i stop an input while the reload is being played? In the video i am rapidly pressing the ADS key.

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I dont understand why this does this.

flat coral
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Is there a function to get a vector of the distance between two points (which are also vectors)?

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NM it's GetUnitDirection. That actually saves me normalizing it too

lucid ingot
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i was about to say vector + vector and normalize, but that makes more sense

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lol

rigid lodge
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Hi, I'm trying to make the sprite in my 2D top-down scene move with "simple move to location", I can see the nav mesh bounds volume as green in the area

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But it doesn't move at all even though the sprite spawns

lucid ingot
strong halo
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hi! sorry for the stupid question, but how do I move navmesh down?

livid ingot
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There's an offset setting for moving it down but i dont think you wanna do that

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you're just looking at the visualization

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is it not working or something

strong halo
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my bad, the character mesh local location was a bit off 😅

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the character appeared to be flying exactly on the navmesh, and I probably need some sleep

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thanks anyway!

balmy ledge
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Hi I'm working on a modular character set up using a package I bought off the market. For a non-clothed character there is a "top" mesh I would need to use which is upper torso, arms and head. I need to set up a "shirt" skeletal mesh on the character as well as "head" and "arms" and make so if "shirt" mesh is populated, "top" is cleared and "head" and "arms" gets populated.

Is there some way to automatically observe if the "shirt" skeletal mesh is a none or not and act if it changes or do I need to build all this logic? I have different ideas for how a shirt may be added/removed from the character so trying to figure out the best place to catch them all.

icy dragon
balmy ledge
icy dragon
earnest fog
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I’m trying to figure out how to force navmesh to rebuild at runtime. I see there’s an OnNavigationGenerationFinished but not one for when it starts. I need to be able to either know when it starts (maybe another event dispatcher?) or force it to start if it hasn’t (some other blueprint node).

I know it’s possible to intentionally move something around on navmesh and that will force an update, but I’d really like to find a programmatic solution without touching the world. I’m sure this is doable in C++ but I don’t know how to do that at multiple levels (how to program it, how to integrate that into BP, etc.)

Edit: in case anyone finds this at a later time, I finally found a solution which seems to work. Apparently there’s a console command “RebuildNavigation” which seems to work in 4.26 despite not showing up in autocomplete, commands lists, or hardly anywhere. The main thing I saw was someone saying it was no longer working in 4.20. But it does seem to work in 4.26 just fine

balmy ledge
sacred canyon
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does anyone know a way I could have some kind of a line that shows the path that a launched object will take? so like if I’m aiming a physics object, it’ll show a curve to where it’s gonna land

plucky plank
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Is there a way I can make traces collide with the back of geometry? To my knowledge, this doesn't trigger a contact event

tawdry surge
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@sacred canyon "predict projectile path" or there's a ballistics plug in

cyan bone
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Im looking for the cheapest in performance yet credible mannequin character. The original mannequin seems to be too complex, or am i wrong? I only need to see my character from the top at 20 meters altitude. Is there a cheaper more performant version of the mannequin ?

plucky plank
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I'm not too knowledgeable but I believe that the complexity of the skeleton will automatically change with different LODs

livid ingot
cyan bone
# livid ingot What type of performance improvements are you looking for? CPU? GPU. Do you want...

All if possible. I want it as simple as possible. for example:
https://rtw.heavengames.com/wp-content/uploads/sites/16/2021/11/units_peasant.jpg
This is a unit from Rome 1 (game from 2004). And it looks great, i dont want it to look that good. See?
I need it to be a cheap as possible. What should i do? Perhaps make it from scratch? I looked for low poly and still they look too good. I dont know much about characters, or skeletal mesh, and the whole animation thing of the character is very hard.

faint pasture
cyan bone
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so, should i make it from scratch? Or is there a place i can download more simplified cheaper 3d characters?

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the mixamo characters look too complex too.

cyan bone
tawdry surge
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Mixamo characters are way less high poly then meta humans

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Lod 0 isn't even really meant for games
More for cinematics and renders

cyan bone
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so if i go for LOD 5 will it be super cheap?

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sorry i dont think i asked my question properly. so the original mannequin is cheap and optimized if i just make it LOD5+? Or you think i can remake it better?

livid ingot
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how many characters on screen do you roughly expect to have?

cyan bone
livid ingot
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okay lol, are they expected to be animated?

cyan bone
livid ingot
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yeah that's a lot so you're gonna have to be clever on your approach, specially when setting up animation blueprints and enemy behavior

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I think you might want to look at MassEntity (i don't really know much about it myself)

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There's also some clever method for optimization animation blueprints so that you don't have 500 animation blueprints destroying your pc

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maybe someone else knows about that? i forgot what its called

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for the large number of agents maybe try asking in the #mass channel, there's this cool video to get you started https://www.youtube.com/watch?v=f9q8A-9DvPo

Watch our evangelism talk ‘Large Numbers of Entities with Mass in Unreal Engine 5’ from the State of Unreal 2022 livestream.

In this talk, Global Lead Evangelist Mario Palmero explores how the Mass Framework in UE5 represents a new paradigm in how we stage entities with behavior in Unreal Engine. This system is much more scalable than the Actor...

▶ Play video
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oh and if you're really worried about rendering cost. Grab the 3d model you want, throw it on blender, and decimate it to reduce the numbers of tris on the mesh

mental trellis
sullen needle
cyan bone
# livid ingot for the large number of agents maybe try asking in the <#966517152947527740> cha...

awesome. but this seems to be work arounds because of high quality characters, right? What i need is something very low poly.
But by the way, is these mass technique better than the niagara technique of simulating large crowds??
https://www.youtube.com/watch?v=CqXKSyAPWZY

Displaying thousands of characters on-screen in real-time has always been a challenge - until now. Unreal Engine's Niagara visual effects system opens up doors to go far beyond what was previously thought possible and this presentation by Epic's Joseph Azzam showcases how you can utilize the power and versatility of Niagara to create massive cro...

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livid ingot
cyan bone
cyan bone
livid ingot
livid ingot
sullen needle
cyan bone
sullen needle
livid ingot
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your computer will likely crawl, each of those systems are quite heavy

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having more than a few ai characters on screen won't be good

cyan bone
sullen needle
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@cyan bone the second reply is very helpful for what youre probably trying to accomplish https://forums.unrealengine.com/t/how-many-ai-characters-can-be-supported-on-screen-at-once-rts-possibilities/79919

livid ingot
spark steppe
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but that was 5years ago

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i think there have been some improvements made in UE since then

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like async physics, etc.

cyan bone
sullen needle
livid ingot
sullen needle
livid ingot
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Yeah a lot of posts I've read of people doing large amounts of agents at once, have just rolled our their own movement component

livid ingot
faint pasture
sullen needle
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Shouldve checked there to begin with! 😛

faint pasture
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You are way outside of CMC territory when talking about several thousand agents.

eternal flax
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Is there a way for a component to generate overlap event while stopped? as far as i know it generates that event only when it's in motion

cyan bone
# faint pasture It's not the graphics or the polys, its the raw CPU time to process it. Several...

and @livid ingot . Look at this game done with sprites vs models. It looks quite similar. Maybe i could do that and have loads of units. Or not so fast?
But honestly the model looks better. The sprite looks a bit bizarre, but this game is bizarre itself so
https://www.youtube.com/watch?v=Vb-hPYOIwMw

Models vs Sprites, I prefer the sprites.

▶ Play video
livid ingot
past comet
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How do I fix this spiral in my skybox?

faint pasture
faint pasture
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You're basically doing the Mercator projection

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Do you see the problem?

past comet
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so should i use a cube as my skybox instead of a sphere?

faint pasture
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You can use a sphere, just need to have a texture that expects that sort of projection

past comet
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So is there a easy way to modify my texture in Unreal?

faint pasture
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There's probably some node to do the UV conversion for you, ask in #graphics

tight schooner
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Yeah maybe there's some triplanar mapping node in the material graph, but fundamentally it's a graphics question

mellow folio
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I’m not by my computer

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But the website you got that skybox from should have a step that solves that

past comet
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@mellow folio I don't see anything

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I created a spherical uv projection

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but I can't figure out how to apply it in the material

cyan bone
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The mannequin uses a whole texture for the whole static mesh. I find that very confusing to replicate or alter. is there a tutorial that teaches how to do a new texture for the mannequin? all i found are tutorials that teach how to do one from scratch using blender and or mixamo.

lapis ridge
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  1. Player script 2. Rig
open wren
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Hey guys, how do i save the direction the camera is facing in an fps game? I can save the transform but it only saves the location not the direction you were facing. Any help on this?

livid ingot
open wren
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ohhh alright i’ll try that out thanks

spark steppe
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so a application that lets you draw on the 3D mesh

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you wont make a new texture with any 2D graphics program, thats for sure

cyan bone
lapis ridge
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Hey everyone, I'm attempting to get a blueprint interface working with a control rig, sending it transforms for a full body IK. However the rig doesn't seem to receive the variables. What am I doing wrong?

open wren
livid ingot
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just drag off of the output and save it the same way you're doing for your transform, which i assume is just setting it to a variable?

livid ingot
lapis ridge
open wren
livid ingot
livid ingot
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adding the interface to the receiving end should be all you need...

lapis ridge
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1st is Player, 2nd is Control rig

livid ingot
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yeah that looks all correct to me

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for sanity check, could you try and just implement that same interface in a different class and make sure that's working as well

lapis ridge
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Okay, 1 sec

livid ingot
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is this a first person, third person game?

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If it's third person you might need to also save the transform of the camera itself and then re-assign it? Give that a go

lapis ridge
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here's what I tried, still false so it's most likely the interface

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(New blank actor)

livid ingot
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this ue5 right?

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odd

lapis ridge
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Yeah

livid ingot
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let me try it

lapis ridge
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I'm trying to think of any setting I changed in the interface, don't think so

livid ingot
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yeah i don't think i usually change anything either unless something has changed which i very much doubt

open wren
lapis ridge
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Maybe check the variable's references to make sure

open wren
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should i be using get actor transform or get world transform?

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i’m using get actor transform

lapis ridge
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Not sure, I guess you can try using world instead and see if that works?

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World transform is offset from the center of the map, actor transform is offset from the actor

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Worth a try

livid ingot
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it's not working for me either confuseddog

open wren
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i tried world transformation and that didn’t seem to work

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same results as actor transform

fast tree
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Hello can I ask for help? I'm not sure which wildcard to link to the switchcharacter blueprint to bypass the error.

lapis ridge
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The cast checks if an actor is the same class as whatever actor it's casting, so it needs an actor to check

livid ingot
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that's the part i was missing

lapis ridge
livid ingot
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is ControlRig valid?

fast tree
lapis ridge
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I'm not sure what you mean by searchbar, but you need an Actor variable in the graph, plugged into the node

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Here's an example

fast tree
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Yeah I just don't know which to get theres so many to choose

lapis ridge
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Well, walk me through what the blueprint does

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It looks like when EndChat occurs, you swap characters

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So you're checking if X is a switchcharacter, and if it is and it's male, then etc.

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If there isn't anything to check it might be that casting isn't what you want to do?

lapis ridge
livid ingot
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i tried to replicate yoursetup but i haven't touched control rigs lol

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i see you have an animation blueprint and get control rig off of that. Do i have to create a control rig for my animation blueprint?

lapis ridge
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The control rig is passed after the state machines to add IK afterwards.

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It's a very basic animbp. The control rig just moves the skeleton in accordance with the transforms it SHOULD be getting from the interface

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I guess control rigs can't take interfaces for some reason

livid ingot
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so wait

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the control rig is that little node

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are you making a class for that control rig?

lapis ridge
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The control rig is the asset type, the Full Body IK is a node within the control rig

livid ingot
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okay got it

lapis ridge
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I tried implementing the interface in the animation blueprint and then the animation blueprint sends the values to the control rig in the animgraph but it was strangely still empty

livid ingot
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was the data empty at the animBP level or after it went to the controlRig

lapis ridge
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Empty at the animBP, similar to the control rig 😦

wild zodiac
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Heya! I have an annoying issue, I'm trying to make a door anim blueprint that opens and closes based off a bool value. In the anim blueprint it smoothly transitions depending on the current position of the anim (can open and close very quickly and will close based off wherever the open position was). But in the actual game it just snaps the the start of the animation when I swap the bool!

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Any ideas what might be causing it? 😦

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Got me stumped I've made plenty of anim trees for characters... could it perhaps be that this is an actor blueprint in the world not a pawn?

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Nothing fancy in the actor blueprint besides a skeletal mesh with a bool

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and this is my anim BP graph

livid ingot
lapis ridge
wild zodiac
rough warren
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Question, I have a function that I want some objects to call but they are of different classes. I'm wonderring how I might cast to said objects no matter what type they are

fast tree
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Hi I'm kinda stuck rn. I can't get the false branch to work

cyan bone
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I imported a character from Mixamo. How do i reduce its triangles like in the LOD of the original mannequin?

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oh i found it. Its in the max triangles in skeletal mesh.

trim matrix
fast tree
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Been staring at the blueprint for hours lmao

trim matrix
#

I am not sure why you need this boolean check for IsMale also

#

pretty sure that will work as well.

brittle wedge
#

hey, is there any reason the delta rotator node would start acting up if in tolerance of a certain world axis? (-x)

fast tree
#

wow

#

i'm dumb dumb

#

Dude

#

THANK YOU

trim matrix
maiden wadi
# open wren i tried world transformation and that didn’t seem to work

Your likely issue is that Control Rotation is overriding your set rotation. If you're using UseControlRotation on a camera or Pawn, setting it directly won't have any effect as control rotation overwrites it shortly after. So when loading, you'll need to also set the pawn's controller's control rotation.

rough warren
#

well, the thing is I'd like to call back to that specific item and call a method inside of it

trim matrix
rough warren
lapis ridge
# livid ingot I'm stumped here too

After hours, I've concluded the problem is that for some godforsaken reason the variables are just being read as 0 after going through the interface, even though they can afterwards be printed out and show something different.

rough warren
#

I'm just not sure how to incorporate a different items

brittle wedge
trim matrix
rough warren
trim matrix
#

You may need to look up how things like interfaces work and it will become apperent when you do.

rough warren
#

okay thanks

trim matrix
#

You might also want to look into the idea of Class Inhertence.

#

You can define functionality on a Parent class. Then each children automaticly get said functionality. The thing is tho that the children are allowed to modify the functionality given to them as well.

#

So the functionality defined on the ParentClass could be a function called UseItem. Then each child could modify what exactly UseItem does.

lapis ridge
#

Might anyone know why transform variables will read as 0 0 0 in blueprints but then when printed in blueprints read as their actual position?

#

I am about to uninstall windows and live a peaceful life in the mountains

livid ingot
#

Is it only transforms

lapis ridge
#

No actually, it's also floats

trim matrix
livid ingot
#

Or is it to do with using interfaces with the animation systems

rough warren
lapis ridge
#

Right now my player is sending its transform to its animation blueprint. At least that's the goal

#

Even in the player's blueprint alone it still reads as 000

trim matrix
rough warren
#

More like a setting a variable to the specific items blueprint (if that makes sense)

lapis ridge
trim matrix
#

Normaly you just get a reference to the blueprint and directly set the value.

rough warren
#

That's exactly what i mean

#

How could I get a reference to the specific items blueprint?

trim matrix
#

but each blueprint is a different type?

rough warren
#

yes

#

Ima go look up some stuff on blueprint interfaces because I feel like i'm over complicating this haha

trim matrix
#

Like i said, you must either get a reference to the parent class, or use an interface.

lapis ridge
#

Blueprint Interfaces are basically a group of functions that can be used on multiple blueprints.

#

They're very nifty

livid ingot
#

Dumb question

#

Nvm

lapis ridge
#

I'll still try it, anything at this point

#

Do you mean tick interval

livid ingot
#

Yeah

lapis ridge
#

Argh didn't work, thanks for the suggestion tho

rough warren
#

Ok, so I'm taking a look at blueprint interfaces and I'm not sure how I could do a click detection in the player that then gets info from a directed item

livid ingot
lapis ridge
livid ingot
#

Haha

brittle wedge
#

all i could think of

trim matrix
rough warren
#

All I have is a actor object of the item

#

this is in the player

trim matrix
#

When you click the item, the OnClick event should give you a reference to the Actor that was clicked. Take that reference and from it, call Retrieve{Whatever}Information.

trim matrix
rough warren
#

So this is my item, when there is a collision it then executes a function inside the player

#

This is the function, where it executes a method that attaches the item

#

Then this is where I attach the object

rough warren
trim matrix
#

Thank you, code is helpfull.

rough warren
#

No worries, I should've started off with that

trim matrix
#

I dont see any ClickingEvents happening in this code.

#

Are you talking about a OnClickEvent?

#

or litterly just clikcing the varialbe in the editor or something?

rough warren
#

Where should I have the on-click event?

#

In the player right?

trim matrix
#

None is needed.

#

I assumed you were talking about OnClickEvents

rough warren
trim matrix
#

Oh do you mean, like the LeftClickEvent???

#

The input action?

rough warren
#

Here I'll say what I plan to do
--Have multiple pick-upable items, such as tools or weapons
--When I left click it then executes what it needs too, so if it's a weapon it'll do damage and for tools I can decide what I want to do

Aboviously I'm far from this but I'm just trying to create a way to decide what to do with different items

cursive grove
#

I have a problem i need help with
On Component Begin Overlap will never trigger the BP_component that is attached on my mesh. How can I do this?
I want to have meshes that interact with the character, and I want this 'interaction' to be on a BP component, so I can add it to whatever actor I want

trim matrix
#

Ok yes so the input action for a left click.

#

Its actualy called LeftMouseButton.

rough warren
#

And currently, I have a way to figure out what actor the player is holding and attaching it to a bone.

#

I'm just not sure how to go from a Left click >> Interface >> item >> interface

#

I just don't know how to call the interface thing to a certain item

trim matrix
#

Litterly just get the varialbe item and drag off it. Then type the name of the interface function.

#

no casting or anything is required.

rough warren
#

don't mind the item_base stuff but I only see cast to

trim matrix
#

what is the name of the interface function?

#

In your interface?

#

what is its name?

rough warren
#

item_bp_interface

#

OH WAIT

#

nvm

#

i swear i'm stupid

trim matrix
#

did that do it for you?

rough warren
#

I think so atm, just gonna work on making it actually have info

trim matrix
#

This ItemBase actor will be the parent for every item????

rough warren
#

oh no, that's just the name

trim matrix
#

Why dont you make it the parent? That is litterly what you are supposed to do. Have a parent class called ItemBase, each children then modiftys the ItemBase to do differnet things.

#

Using interfaces in this situation isnt even the best option.

rough warren
#

because i'm not too sure how to work with the child

trim matrix
#

Right click ItemBase in the editor, and click CreateChildBlueprintClass

#

On the parent (ItemBase), add any varialbes and functions that need to exist on every item.

rough warren
#

hm k

trim matrix
#

This probably includes things like UseItem function, ItemID variable, etc

#

For now just add the UseItem function

#

The function can do litterly nothing.

#

You can leave it blank in the parent class (ItemBase)

#

This is because each child will override the UseItem function to change what it does.

rough warren
#

I'm just super confused on how I can execute the function inside of the item

trim matrix
#

Lets take this to DM, no reason to clog this chat.

rough warren
#

alright

timid thunder
#

Would anyone know how to rotate arrow component asked on the mouse y axis with some sort of speed variable?

neat stream
#

Guys how would calculate the number of byte in a string?

maiden wadi
prisma tree
#

Anyone knows why my landscape looks like this in the horizon? seems like the flatter the landscape is and the closer the camera is to the ground the worse it looks

#

This is when I zoom out really far

#

It´s similar if I just start a new clean large open world project and map as well.

trim matrix
#

How do i save the Volume slider change?

gentle urchin
#

Manually?

#

In a separate variable

#

Either directly in a savefile, or via temp in the owning widget

jagged stone
#

Is there a way to open level with all cameras completely disabled (so you just see a black screen until a view target is set)?

undone surge
#

does the image bind function on widgets work on tick ? like will it be checking for update every tick ? if i wana change it in real time

maiden wadi
# jagged stone Is there a way to open level with all cameras completely disabled (so you just s...

Not exactly. But you can set an immediate Fadeout on the player's CameraManager. It has a StartCameraFade. You can specify black with alpha1. From and To 1.0, and Durration 0.0. and HoldWhenFinished=True. Will lead to the screen displaying as black immediately. Called early enough, the player will never see anything but that. When you're done with it, you can just call the same, but with ToAlpha as 0.

trim matrix
jagged stone
#

What are all these "REINST SKEL" object types, how can I get rid of them?

icy dragon
jagged stone
#

I'm using Blueprints only. The BP Lobby Controller has an BP_GloballyController as it's parent

#

Then the BP_GlobalController is parented to the default controller class

undone surge
#

what would be the best way to change the thumbnail of an equipped weapon based on which weapon is equipped ? i made an array with the images and setting the output of the image bind to each element of the array according to some branched but its giving an error

trim matrix
#

This is the code for the volume slider

jagged stone
#

These "REINST SKEL" object types seem to come and go, sometimes there are like 100s in the list, then sometimes it's only a few

spark steppe
#

they are from the BP compiler and probably shouldn't show up at all?!

jagged stone
#

So it's a bug or something?

spark steppe
#

idk

#

all i know is, you shouldn't use them for anything

earnest tangle
#

Are you hotreloading

spark steppe
#

he doesn't use c++ at all

earnest tangle
#

Ah

jagged stone
#

But i'm just wondering if this going to be problem later (like if they keep accumulating)

earnest tangle
#

Yeah I've randomly seen those when weird shit happens :P

spark steppe
#

i'm pretty sure that the bp compiler generates those

#

so for some kind of internal "hotreload"

jagged stone
#

I'm not sure what hotreloading is, i'm just using PIE new window to preview player

spark steppe
#

the engine may purge them at some point

#

otherwise maybe delete your intermediate folder (if you don't mind compiling your projects shaders again)

#

that should get rid of them for sure

jagged stone
#

I can safely delete the "Intermediate" folder completely?

spark steppe
#

yes

#

it only contains generated data

jagged stone
#

Also i'm on linux so...seems like there's quite a lot of weird issues

spark steppe
#

which branch are you using? ue-5,0? (5.0.2 version)

#

or ue5-main?

jagged stone
#

5.0.2

#

Just compiled the latest version like 3 days ago

spark steppe
#

but i'm on linux too, i've never noticed sooo many SKEL references

jagged stone
#

After restart it's back down to 1, but every time i make a new variable it seems to add another REINST SKEL to the list...oh well i'll just ignore it

spark steppe
#

i guess it's a bug which eventually got fixed in 5.1

gritty plover
#

Is there a way to have a variable in a parent class BP and set a different value for it for each child BP?

spark steppe
#

yes

#

you can edit the variable in the class defaults of the childs

gritty plover
#

Oooh. Thank you!

spark steppe
#

but guess you have to set them as instance editable in the class where you define them (but don't take that for 100% granted)

tight schooner
#

I think instance editable is only for the level editor and not class inheritance

#

I don't have UE open but there might be some flag to protect variables from being changed in child classes

#

If you want that

patent ermine
#

I'm trying to rotate the camera to the normal of the face of an object that is clicked on. On mouse click, I cast a ray from mouse cursor into the world, I get the point of intersection. From here, I take my pawn actors location along with the hit location and try to find a look at rotation, which I use to rotate the pawn so that it faces the normal of the hit point. In other words, the camera should face the point of intersection dead on. Here is a snipped of blueprint. Any help is appreciated. https://blueprintue.com/blueprint/yvaufjb3/

tight schooner
#

@patent ermine I'm confused. You're setting the pawn's location to the hit location?

#

"find look at" seems pointless if you're also changing the location of the pawn (camera?)

#

I was expecting something where you just find look at rotation from camera location to target location, and then set camera rotation using the result

#

without changing the location of anything

patent ermine
#

I would like it so that the pawn rotates to the normal of the face that it intersects.

#

As well as move to that location with a given distance. The move seem to be fine, however rotation is clearly not.

tight schooner
#

Oic, is your camera on a spaced out springarm?

#

If you're talking about the surface normal, it'll be one of the other pins... Maybe "impact normal"

#

on the hit result

#

Try using that to find rotation

patent ermine
#

Hmm

#

Ive tried using impact normal as the target in finding look at rotation. Still not the correct result. Ideally, if i click on a face on this cube, the camera should be looking at that face dead on.

#

Updated blueprint

tight schooner
#

Use start location of 0,0,0

#

on the find look at node

#

Normals are vectors with a length of 1. They aren't in themselves locations

#

They just point in a direction

#

If it doesn't work, then switch the start/end pins lol

#

Cuz surface normals point away from the surface rather than toward iirc

patent ermine
naive stag
#

How can I move down all indexes of the array after I remove one index from array

maiden wadi
dreamy yacht
#

Hi

naive stag
dreamy yacht
#

I develop an arcade racing game

glass stump
#

Been trying to figure out what's wrong with it but no mature what I do it just doesn't seem to save. Or maybe the loading is the problem.

dreamy yacht
#

and I need to create a widget over every car, that adapts it's size

#

depending on the distance, that player camera has from that car actor

#

and the name widget has to be visible all the time - so it has to ignore the mist

#

etc

zealous moth
#

@glass stump

zealous moth
zealous moth
jolly cairn
#

hey sorry for the ping but thought i'd say it's all sorted now, turns out it was because it was toggled to build nanite when importing, thanks for your help yesterday 🙂

wanton galleon
#

Hi, does someone know if it is possible to listen to an input event from blueprint with the enhanced ?

glass stump
lethal briar
#

Does anyone know the best way to find a specific object in an array? I'm trying to get the transient skeletal mesh from the USD stage to set morph target

left fulcrum
#

Hi, so UE4's save game object saves everything as a SAV file, would there be any way of changing this so that its saved as a text file. Its not a huge deal but text files are editable where sav files are not and I would like the option of being able to edit them.

thin panther
#

No

#

The point of savs is that they cant be edited easily, y.k cheating and all that

mental trellis
#

You could save stuff via json or something.

#

I'm sure there are uobject to json converters out there.

left fulcrum
#

a JSON is actually what I meant, but I think I need to go about it differently anyway. I wanted the admins to be able to edit values using commands but that probably shouldnt be done in the file like that anyway now that im thinking about it

#

cause yeah, cheating

silk hinge
#

hello guys,
I would like to a open an asset during the game (a media player) with blueprint by pressing a button is there anyway to open an asset during the game to access it ?

To be more clear What I want to do is

Open this page while I'm playing the game to access the settings into it. https://prnt.sc/LQnuVrKz1jJ5

Lightshot

Captured with Lightshot

thorny rover
#

Hi! Is it possible to convert whole data table as .json and store it as a string value inside unreal?

prisma delta
#

does anyone know how to create this "real" variable type. i don't have it as an option.

#

it looks like a float. same colour coding.

marble tusk
#

Float

#

They renamed it

tight schooner
#

Real Engine coming soon

prisma delta
#

so real is just a label. thanks

marble tusk
#

They named it Real at one point to distinguish that it's higher precision than UE4's Float, but the rename was just confusing so they changed it back

prisma delta
#

ok . cool. thanks for that. was scratching my head for a bit.

naive stag
#

How can I optimise the spawn of multiple objects. When I spawn 100 of actors my game lags, is there a way to optimise that?

tight schooner
naive stag
tight schooner
#

It's the name for the technique of spawning them in advance and/or reusing actors instead of destroying and respawning

livid ingot
#

It's a design pattern widely used for handling the creation/manipulation of large amounts of objects

#

it's not too hard to implement, im sure there's some unreal tutorial about it

dawn gazelle
thorny rover
livid ingot
thorny rover
livid ingot
#

if it's in the editor, there might be some blutitilies that expose that export to json functionality through blueprints or python

#

ahh at runtime i don't know but i'd also be interested in knowing if that's expose

thorny rover
dawn gazelle
#

There's nothing built-in with blueprints that will convert anything to JSON for you. There is JSON conversion functions available within C++, or there are other plugins you can get that can assist that provide nodes that can be used to generate JSON.

livid ingot
#

I've heavily used those json plugins for unreal. I thought they now come in as part of the engine in the latest version though, no?

livid ingot
past comet
#

I have this super annoying issue I'm trying to solve. When I run in client mode I get the following log:

Server logged in
Play in editor total start time 0.028 seconds.
Client logged in
Play in editor total start time 0.07 seconds.
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue". Node:  Add to Viewport Graph:  EventGraph Function:  Execute Ubergraph Login Controller Blueprint:  LoginController

My blueprint looks like this.

#

The error occurs at the part where we Add to Viewport

#

But there's nothing in the subsequent viewport's BP that seems to address the issue.

hot lotus
past comet
#

But I set replicates to false already

#

This code is in PlayerController ^

hot lotus
#

I don't know what you want to do but I would add a branch with is not dedicated server

livid ingot
#

your Create Login Widget needs an owning player i think

past comet
#

is the change incase anyone was interested

thorn gazelle
#

Hello there, I'm having issues with my data assets getting reset every time I restart the editor (4.27). I've found what I think is similar in the bug tracker (UE-103849
), but this seems to be fixed in 5.x only.
I've had this issue in the beginning of my project after migrating a framework, but it went away after I made a new folder to store the Data Assets in. And now suddenly, it's back. It only applies to Data Assets of 1 parent, all the rest are unaffected.
In the screenshot you can see how it looks after a restart of the engine, while only 1 minute before it was filled with 5 finger requirements and a hand requirement

thorny rover
hot lotus
cursive grove
#

is there another way to pull objects towards the player? Add force/radial force is in a radius and does not work from a specific transform location.

thorn gazelle
cursive grove
#

If I set radial force's radius to something less than 500 it does not pull stuff

faint pasture
cursive grove
#

yes

faint pasture
#

Do you know what the units of force in Unreal are? They're tiny

hot lotus
faint pasture
#

@cursive grove What mechanic are you trying to make?

cursive grove
#

I want to pull stuff to my vacuum, when they collide with the transparent mesh

#

but instead the radial force applies the force around the point.

thorn gazelle
hot lotus
cursive grove
#

yea 😄

faint pasture
hot lotus
cursive grove
#

trying to refrain from ticks, I got interface

faint pasture
#

How you calculate the force is up to you. I'd start by just doing
SomeNumber x (ItemLocation - VacuumNozzleLocation)

faint pasture
thorn gazelle
cursive grove
faint pasture
#

There might be some fancy stuff you can do with fields in UE5 but a vacuum effect will be a force added on tick to the objects in the collider.

cursive grove
#

Checks if the weapon has slots, then if it can be sucked into the vacuum with the interface and then if it collides with the weapon collision mesh. I'm manually setting a boolean if the mouse is pressed

faint pasture
#

Show where you apply the force

gentle urchin
#

Vacuum is included in epics content examples

#

-ish atleast

#

With the UFO and the cows

cursive grove
#

My problem is that even if the stuff are not in the collision mesh, are getting pulled towards the player in RADIUS, I want a specific pyramid cone

faint pasture
#

Do like I said

#

On tick -> Get overlapping components (Stuff in the cone) -> Filter however you want -> apply force

high ocean
#

Provided I know that a widget will always include the exact same two child widgets , is there a way to have a function reference them even though they don't exist? Case:
I have a widget blueprint holding various helper/utility functions which set a bunch of variables. I have a set of widgets inheriting from that. Since I can't mess with the parent's widget hierarchy, the parent is empty. I know it will always contain at least the same two children: A & B. I want to make functions that would refer A and B (which don't exist on the parent) and tell them to do some stuff since all widgets inheriting from this one will always contain the two. Any ideas?

gentle urchin
#

Make a function

#

For fetching the child widget

#

Override in child class with the correct child widget ref ?

high ocean
#

@gentle urchinIt's what I did.

#

I want MOAR automated behavior 😂

#

was just wondering if there's any way of doing it

#

I'm sticking this in every child now 😐

#

But...wait... Have it ready and called in the parent and override it 🤔

#

wouldn't that be virtually the same (I need to repeat the operation and provide the proper refs)?

gentle urchin
#

This is not the same 😄

#

Atleast not what i ment

#

But perhaps its not that easy, sorta depends on the usecase

#

Youd need an array of child widgets I think, for making it truly automated(?)

high ocean
#

So chilld !could contain some other stuff, but these two are set in stone. But since it could contain other stuff, I can't nest the two in the parent & mess with the hierarchy in the children.

#

Damn, it's so functionally limiting that you can't at least add to the widget hierarchy in children 😐

high ocean
#

or wait...

#

an array of widgets would allow me to feed it the classes. I'll actually try that (won't probably work but yea). Actually they're different classes so nvm 🤦‍♂️

#

Anyway, it's "luxury" stuff, so I'll just manually do the 5 widgets 🤣

#

thanks tho @gentle urchin! 🙂

gentle urchin
#

Well you'd need to get them generalized i suppose , in one way or another

#

The parent would return nothing

dapper marsh
#

is there any way to know where my inputs are being consumed? I'm trying to do something with MouseWheelUp but I think the input is being consumed somewhere else...

cobalt gulch
#

How can I slow a players movement gradually over time if they are in an area of effect (collision) and make their movement go back to what it was after leaving over time

cobalt gulch
high ocean
#

@cobalt gulchBeginOverlap -> get overlapping actor, if player, call a function on the player that sets it's movement speed to desired speed. End overlap, call the function again with default values.

cobalt gulch
high ocean
#

@cobalt gulchyea, call an event that starts a timeline which reaches the desired speed over time 🤷‍♂️

#

so an event instead of a function (so it can contain a timeline)

cobalt gulch
#

Is there any way to check if a boolean is true false, but condense them all into a smaller function

high ocean
#

you implement it on the player. I recommend using a normalized value and do some math instead on the max movement speed on the player since maybe you'll want values to differ between volume types

high ocean
cobalt gulch
#

Any way to condense that ?

#

But still check a branch

high ocean
#

yes, by generalizing your code lol. Other than that, no, not really xD

cobalt gulch
#

Huh?

high ocean
#

if you use the same copies of code in many places, you are doing something wrong and not generalizing design enough

faint pasture
short reef
#

So I added a blueprint as a child of another blueprint, but I can't access any of its functions from the parent blueprint

high ocean
cobalt gulch
high ocean
#

but this depends on design and comes with experience both in developing overall and project-specific. There is no "way" of doing it.

cobalt gulch
#

Cus i tried a function which technically is working but it doesnt check through the branches

high ocean
#

From inheritance to function/macro libraries, exposing vars on spawn/as pins on functions/events/event dispatchers/interfaces, sky is the limit...

#

depends on specifics...

cobalt gulch
#

i need something which can check through branches

candid geyser
#

How would I go about finding the top something?

#

Like say I wanted to find out where the top of a wall is, so that the game can determine if it's too tall to mantle or not

zealous moth
candid geyser
zealous moth
#

but typically mantling uses the player character and a series of tracing

tawdry surge
#

You can do that but it's not guaranteed to be accurate

zealous moth
#

yeah scaling messes it up usually

tawdry surge
#

You might be better tracing up-ish and if the trace hits then the wall is too tall

zealous moth
#

lemme get you a drawin

candid geyser
#

Well right now I have a trace determining if the wall is too tall to mantle or not

zealous moth
candid geyser
#

I see what you mean, but I also want the player to be able to mantle things that are also just above their head

zealous moth
#

yeah, so trace there

candid geyser
#

Wait actually I m i g h t see what's happening here

zealous moth
#

what's up?

candid geyser
# zealous moth

The arrow pointing to the box, would that be a vertical trace, and then the hit would determine where the top is at?

#

Because that's what im seeing

zealous moth
#

well, let's break it down with what you want and what mantling is

#

you want to check:

  • there is an obstacle in front
  • there is space on top to mantle
  • there is a surface to mantle on
#

so you do 3 trace checks

candid geyser
#

Yeah

zealous moth
#

if you want to climb up, what should you check for?

#

and right now this is 2D, so if you ever want to do it 3D, you will need more checks depending on the logic

tawdry surge
#

@cobalt gulch you can use an AND operator to cut down on branches
You could put them in a function or macro and just pass anything else you need as an input
You could restructure your code with enums and rely on switches
Etc..
Lotta things you can do, just depends on your specific needs

candid geyser
#

Well its a 3D area im working in

#

I was just thinking that I could possibly only have to do ONE vertical line trace to determine that

  • The wall is climbable
  • The wall has a top the player can reach

And the a Capsule Trace which makes sure

  • The top has enough room to climb up
candid geyser
#

This is kind of my idea

raw orbit
#

having some weird issue with my anim montages turning to slow mo even though its not about the playrate. i put this code in and a print string always reports play rate is 0.8

#

any idea what could affect a montage's speed other than play rate? pepeeyerollaghhh

candid geyser
# candid geyser

One line trace that, if theres a hit, the hit will always be on top of the object, and then wherever the hit is, it draws a capsule trace just above it to make sure there's room to climb

candid geyser
raw orbit
#

yeah, it is. i made it play at 0.8 cause the default montage is too fast

#

thing is it goes into like super slo mo, like 0.2 speed randomly.

#

its not consistent

candid geyser
#

Hmmm

raw orbit
#

sometimes it plays at intended speed sometimes not

candid geyser
#

Hmmm..

raw orbit
#

dont have this strange issue with some other montages, like attack montages, just the dodge ones

#

a real mystery lols

candid geyser
#

Are you sure it isnt to do with the actual montage itself?

raw orbit
#

it might but im not sure what setting might be making it move at different speeds randomly. or maybe the animation

candid geyser
#

Okay so I forgot how to make something trace straight ahead

raw orbit
#

a line trace? a box trace?

candid geyser
#

Line or Sphere

#

Right now im doing a sphere but a line trace would be better

#

Problem is I tried a few methods and the line wont show up :'D

#

Wait I think I got it

#

Fuck man it just refuses to draw the line trace

#

I dont even know if it's doing it

#

GOT IT

#

ITS TRACING

#

Now I just need to figure out exactly to offset the start of the trace a little so it's a bit in front of the player

#

Anyone have any suggestions?

#

Actually I have an idea again

tawdry surge
#

Same way you offset the end
World location + (direction * offset distance)

raw orbit
candid geyser
raw orbit
#

oh okay well my interactor codes looks like this but maybe its not what youre looknig for

#

a bit messy maybe, im going to move it to cpp eventually once i understand how to odi t there

candid geyser
#

Im not sure what the multi sphere trace does

#

I assume it just tracks multiple hit locations

raw orbit
#

yeah

candid geyser
#

But I tried it once and I only tracked one at a time still

tawdry surge
#

It returns an array of all hits

candid geyser
#

Will it visually show all hits or just the most recent?

tawdry surge
#

You need to loop through to interact with all of them

candid geyser
#

Oh

raw orbit
#

i dont remember why i didi t like this anymore, maybe its not necessary.

candid geyser
#

That makes sense I suppose

#

Alright it's looking good so far B)

zealous moth
sleek kite
#

Hey, any idea on how I could query an API from URL to get the data?

Example - Would like to be able to get this to engine and convert each entry to string

https://tarkov-time.adam.id.au/api

candid geyser
frail meadow
#

is there a way to see the user's graphics card with blueprints?

zealous moth
#

you could do a capsule trace, I used a regular line trace

candid geyser
#

Ooooo okay

#

I just wanna do a capsule trace to make it easier to fit the dimensions

zealous moth
#

try to keep it to simple shapes 😉 box is another good alternative

candid geyser
#

Im gonna do a quick drawing of what the trace looks like so far

#

Does that make sense?

#

The first one making sure we're touching the wall and the second making sure it isnt too tall

#

Actually

#

The horizontal trace can probably go

#

Since the second one would confirm both that we're on a wall as well as that we're on top of it

faint pasture
#

Yeah just do a vertical one from MaxMantleHeight to MinMantleHeight

candid geyser
#

Would it be possible to put a capsule trace on the hit location?

#

To confirm that the player has enough space to actually be able to climb up without falling down

faint pasture
#

You just trace from an upper limit to a lower limit.
If the trace time is 0, it's too tall.
If it's 1, it's too short
if it's somewhere in between, the character will fit and you can mantle there

candid geyser
#

Is that what Out Hit Time is for?

faint pasture
#

It's for whatever you want but yes it tells you the percentage along the trace the hit was at

raw orbit
#

omg i think i found what has been randomly slowing my dodge anim montages

#

wow

zealous moth
candid geyser
#

Cause I wont lie, when splitting the struct for a trace, I dont know what 35% of them mean

raw orbit
#

apparently my partner ididnt tell me he was experimenting with some 'bullet time' feature and time dilation

#

communication is key

candid geyser
candid geyser
candid geyser
#

Because I wanna make sure the area above the trace is what has enough room for the player to fit

faint pasture
#

Sure it would, you're trying to detect when you're in a mantleable scenario

faint pasture
#

if the capsule fits at a time > 0, then by definition, they'll fit

candid geyser
#

Well the line trace doesn't go from the players feet to the top of his head

#

It starts just above his head and ends right below the waist

#

I was thinking about making it so that the capsule is made just above where the hit occurs

#

Wait wait wait wait wait

#

If the line trace is completely inside of a wall, it wont detect a trace anyways will it?

faint pasture
#

@candid geyserDo a capsule trace

candid geyser
#

Yeah I mean for getting the top of the object

faint pasture
#

A line trace won't detect if it starts inside of something I'm pretty sure.

#

Not 100% sure on that though, and it'll depend on what the thing is maybe

candid geyser
#

I guess ill find out when I get ready to test it all out

#

Hmmm

faint pasture
#

I would just start by doing a capsule trace on tick with debug on to see how it's behaving. Later you can only do the traces when needed.

candid geyser
#

Oh I have it so that it does a persistent trace whenever the action key is pressed

faint pasture
#

Yeah that can work.

candid geyser
#

I can see what's going on so far and I can thankfully confirm that so far, it's doing what I want it to do

#

So this is whats happening so far

#

No capsule trace yet

#

The blue line is simply because at that point, the player would have to fully extend their arms to climb up

mental trellis
#

I would have used a box trace myself, so you can check the width too

candid geyser
#

The width of what's being climbed isn't necessary in this case haha

desert juniper
# candid geyser The width of what's being climbed isn't necessary in this case haha

This might be an interesting watch if you have some time
https://www.youtube.com/watch?v=uikbLyi-cug

GDC

In this 2018 GDC session, Techland's Bartosz Kulon shares the colorful story of how movement, running, and climbing was implemented in Dying Light.

Register for GDC: https://ubm.io/341ZiaZ

Join the GDC mailing list: http://www.gdconf.com/subscribe

Follow GDC on Twitter: https://twitter.com/Official_GDC

GDC talks cover a range of development...

▶ Play video
mental trellis
#

Yes, but if you're mantling, you need a hole of a certain size.

desert juniper
#

they talk about their climbing mechanics, and the checks they did to test if the player has enough height above them, in front of them, etc

mental trellis
candid geyser
mental trellis
#

If anything is triggering inside that red box, you're not gonna mantle.

candid geyser
mental trellis
#

The green one can probably be a forwards line trace

#

To detect walls

candid geyser
#

That way you can not only mantle on TOP of stuff, but through them as well

mental trellis
#

No, you do a secondary check at the end to see if there's a floor.

#

If there is, you stand up, if not, you drop down

desert juniper
candid geyser
#

This game is third person by the way haha

desert juniper
#

i don't know actually, but doesn't matter

#

and doesn't matter that it's 3rd person. the mechanics should all still be the same

mental trellis
candid geyser
#

Oh that video is talking specifically about Dying Light

candid geyser
zealous moth
#

does checking for class type not take into account if it is a child of the same class?

desert juniper
mental trellis
#

Mantling up to a surface and then either dropping down afterwards (vaulting) or standing on top (ledge grab etc)

tight schooner
desert juniper
#

just cast to the parent class

candid geyser
desert juniper
candid geyser
candid geyser
#

That way you at least have an idea for how to go about it if you wanted to replicate it in Unreal

mental trellis
zealous moth
#

that worked

#

ty

mental trellis
#

To be honest, depending on your animation, the dark blue should be as long as the red one, so you head never goes through a potential ceiling.

#

And if dark blue and light blue are both triggered, you need to end in a crouch.

candid geyser
#

Im not good enough at animating to create anything decent looking

mental trellis
#

Then you don't need a long blue animation, just don't let somebody vault through a low gap.

quasi steppe
#

I'm trying to make a chunk system like in minecraft, but I don't know where to start, how can I do it. Is there a channel or documentation you can recommend?

mental trellis
#
  1. learn cpp 2) profit
#

If you want to create something like Minecraft, it's gonna be a challenge in BP.

candid geyser
mental trellis
#

What I meant is, low gaps when vaulting.

candid geyser
#

But you very much brought the issue to my attention where you wouldnt be able to crawl THROUGH a hole

mental trellis
#

E.g. a small space above a box that you could squeeze through if you did gym for 20 years.

candid geyser
#

Not crawl, mantle*

candid geyser
#

Thanks for showing me that issue haha

mental trellis
#

No worries.

candid geyser
#

I didn't even think about potentially having to go through a hole

flat coral
#

I've got a physics-based pawn that's supposed to enforce a max speed by gradually zeroing-out forward thrust as it approaches maximum speed, and applying a gentle backward force if it exceeds max speed.

The problem is, rather than gently slowing to maintain max speed, the moment it would apply backwards thrust it instead suddenly stops dead. Like the velocity becomes 0,0,0. I don't understand how it's even POSSIBLE to achieve full zeros by using AddForce, let alone by accident. Why is my pawn suddenly stopping?

Here's logs of the thrust and velocity, plus the length of both of those vectors (which is clearer I think). You can see how the thrust gradually decreases as we approach max speed, then SUDDENLY the velocity hits 0.

thrust=X=0.857 Y=-31.600 Z=0.462,    vel=X=-1.946 Y=-612.086 Z=43.451,     tlength=31.615,     vlength=613.629
thrust=X=0.779 Y=-28.701 Z=0.420,    vel=X=-1.917 Y=-613.139 Z=43.466,     tlength=28.715,     vlength=614.681
thrust=X=0.710 Y=-26.171 Z=0.383,    vel=X=-1.891 Y=-614.094 Z=43.480,     tlength=26.184,     vlength=615.635
thrust=X=0.643 Y=-23.709 Z=0.347,    vel=X=-1.868 Y=-614.967 Z=43.493,     tlength=23.72,         vlength=616.506
thrust=X=0.585 Y=-21.569 Z=0.316,    vel=X=-1.846 Y=-615.756 Z=43.504,     tlength=21.579,     vlength=617.294
thrust=X=0.532 Y=-19.596 Z=0.287,    vel=X=-1.827 Y=-616.475 Z=43.515,     tlength=19.606,     vlength=618.011
thrust=X=13.555 Y=-499.561 Z=7.310,    vel=X= 0.000 Y=0.000 Z=0.000,         tlength=499.798,     vlength=0
thrust=X=12.997 Y=-479.016 Z=7.010,    vel=X= 0.452 Y=-16.645 Z=0.244,     tlength=479.243,     vlength=16.653
thrust=X=12.525 Y=-461.597 Z=6.755,    vel=X= 0.885 Y=-32.611 Z=0.477,     tlength=461.816,     vlength=32.626
thrust=X=12.132 Y=-447.144 Z=6.543,    vel=X= 1.302 Y=-47.995 Z=0.702,     tlength=447.356,     vlength=48.018
thrust=X=11.794 Y=-434.679 Z=6.361,    vel=X= 1.707 Y=-62.900 Z=0.920,     tlength=434.886,     vlength=62.93
candid geyser
#

holy shit

#

thats a lot of words

flat coral
#

I know how to party.

candid geyser
#

with words?

flat coral
#

sure.

copper bison
#

felt like a glitterbomb went off :p

candid geyser
#

Im gonna be honest im too afraid of C++ to even try learning how to use it

flat coral
#

Also I like to think I'm generally pretty okay at unreal, especially blueprints, and what that means is by the time I gotta come here for help I have a whole fucking chain of debugging I've already done

mental trellis
candid geyser
#

Despite having plenty of knowledge in JavaScript and even some in Lua haha

flat coral
candid geyser
#

C++ still just looks scary to me, I would have no idea where to begin with it

mental trellis
#

Definitely not AddImpulse?

flat coral
#

You can see the AddForce in that BP screenshot

mental trellis
#

And just try reducing the force applied

#

Even make it zero, se what happens.

flat coral
#

Lol I legit just crashed unreal somehow. Be back in a minute!

desert juniper
#

CPP and any other oop language is going to my muuuuch different than JS
It's going to basically feel like learning to program all over again

#

I wouldn't personally recommend learning CPP as your first OOP/statically typed language right away

candid geyser
#

I mean I know that most coding languages have some similarities that you'll be familiar with quickly

#

Like opening and closing brackets and basic stuff

#

But C++ is just

#

S c a r y

mental trellis
#

c++ isn't scary.

desert juniper
#

that's like saying other languages are easy to learn because words in other language have capital letters too

#

lol

mental trellis
#

c++ isn't hard, if you pay attention!

candid geyser
mental trellis
#

Algorithms are hard, unreal is hard.

#

But that's true in any language.

#

c++ just has a few extra features that you mostly don't need to care about for the first 5 years you're using it.

candid geyser
#

Looking at C++ code for the first time, even if it's just a few lines of code to make one instruction, I usually just get slightly overwhelmed

mental trellis
#

(okay, it has a few features you need to learn about right away too, but still)

#

So start with the basics. Do some tutorials on learncpp.com and find out what it all means.

candid geyser
#

Probably because I've been learning programming for 3 years now, and I hate when I look at code and cant at least have a good idea as to what's going on

mental trellis
#

The difference between . and -> What a pointer is. What a class is. Etc.

candid geyser
#

Unreal is hard? As in like, Blueprints?

#

Cause that's how I've been using it so far

desert juniper
#

what do you need C++ for?
Are you working on a large game with a team?

#

or running into performance issues?

mental trellis
#

Making any game in UE is hard. It's hard in any engine. It takes a lot of work and perseverance.

candid geyser
#

Nope, not at all, I just like expanding my skills in things

#

Im working alone haha

desert juniper
#

C++ in unreal is best used if it's your game base, and your blueprints derive from it

desert juniper
#

not so much to just add in and randomly sprinkle here & there

mental trellis
#

At least you aren't making an MMO or trying to create landscapes in blueprint.

desert juniper
#

id you don't feel like restarting your entire project, I'd recommend just sticking with BP

candid geyser
desert juniper
#

'easier'

#

math sure is. algos can be as well

#

but everything else is easier in BP imho

candid geyser
mental trellis
#

Being able to use predicates/function pointer is fantastic.

desert juniper
#

oh and multiplayer is 'better' done in C++ than in BP imo

candid geyser
#

But so far Blueprints have come off as overall better to work with

#

To me, I dont see many reasons to write an Unreal Engine game all in C++

mental trellis
#

Shouldn't do it all in cpp.

candid geyser
#

Blueprints are just generally faster, and easier if you ask me

mental trellis
#

cpp should do the heavy lifting, bp should do the decoration.

candid geyser
#

Honestly my #1 concern is definitely performance

#

I wanna make sure the game is as nicely optimized as possible

mental trellis
#

If your game has any kind of graphics beyond a text adventure, it's highly unlikely that cpp will make things better for you.

desert juniper
# candid geyser To me, I dont see many reasons to write an Unreal Engine game all in C++

Reasons for CPP in my biased opinion:
Working on a game that requires performance highly performant code?
Working on a large game?
Working on a game that's gonna have a large focus on multiplayer?
Working on your second/third + game?
Working on a professional project?
Working on a game with a small+ sized team?
Working on a game with intricate game mechanics?

mental trellis
#

Unless you BPs are really bad or your levels/actor count is massive

candid geyser
#

But I know that optimization is more something to worry about much later in development

candid geyser
#

Cause im pretty confident mine is messy

mental trellis
#

@toxic jay got that division screenshot handy? 😛

candid geyser
#

Not like a total disaster, but im pretty sure it could be cleaned up