#blueprint
402296 messages ¡ Page 927 of 403
in the physics asset or on the mesh component settings
The root of it is that your input adds a torque or force to the ball. There's nothing TRYING to stop it from spinning when you're not adding input
or in the material
this is the logic
So do this instead.
Input drives Desired rotation velocity
The delta between DesiredRotationVelocity and CurrentRitationVelocity drives your applied torque
No input = I don't want to rotate. Rolling is rotating, so it'll apply a torque to counter it (holding on a slope)
but you need to know the force on it, to apply the torque in the right direction!?
hm, wouldn't there be a more physics based solution such as increasing the resting friction or decel?
that dispatcher is referencing to this inside the umg @faint pasture
yeah that's the other issue, math-wise this seems overly complex to get an at-rest stability
you could maybe check the velocity when you release any input key, and if it's below a threshold you put the body manually to sleep until a key is pressed again
that actually sounds better. Could do either a lerp or delay for that
Depends on what you're after. At-Rest stability is impossible unless you're using constraints or some fancy spring/damper stuff. I've done a lot of this making my vehicle tire model
Here's what I'd do to keep it dynamic but have at-rest stability
Inputs add forces
no input locks rotation
so the ball will still be simulating, but it can't rotate (it'll slide if it's steep enough)
Lock Rotation = just enable the rotation constraints on the body (it's a setting on the collider
You think this is fun, try to make a well-behaved tire that doesn't use hacks like locking position or sleeping.
wouldn't raising the friction when releasing input also archive something similar?
@upper coveGo even more general.
"I want to change an actors color when I press a button"
or whatever
what is that called in BP?
Friction is between the ball and the ground. It'll still roll, just with a lot of grip. Rubber ball vs shiny plastic ball
yeah friction is not absolute
yep i want to change the opacity of a mesh when i press a button @faint pasture
hm
Cranking angular damping up could stop it
lemme try
So why not have the actor you're trying to modify show the widget?
hm.... how to determine if at rest, it has no movement component
i can get velocity...
Get physics velocity or maybe even get velocity
couse then i'll need to add more of those actor on the scene and each of those needs to reference to different buttons of the same interface
e.g. button 1 make the opacity change on bp_Actor1, button 2 make the opacity change on bp_Actor2, button 3 make the opacity change on bp_Actor3
they are 3 in total @faint pasture
so i would need to create the widget 3 times one on top of each other
and thats not clean
The actor should, on begin play, notify the HUD
or playercontroller
whatever is owning the widgets.
Then the hud takes it from there, and later when buttons are pressed etc, tells the actor
no level BP BS, level BP is a trap
do you mean whatever is creating the widget?
the linear damping did the trick
Yes and that should NOT be level bp
HUD is the best place
Whichever one you want. Do you want it to not ROLL or not MOVE?
do you mean the widget bp itself?
I want it to NOT
yea, i'm surprised that he succeeded with increased linear damping
no, Playercontroller owns HUD which can own and reference Widgets
He stopped translation, not rotation, which accomplished the same thing (not moving)
where i find this HUD?
so i can open it and create the widget inside it
GameMode is where you choose your hud class, but any actor can get the hud from anywhere
You prolly don't have a custom one right now
You can do the same thing from PlayerController, just HUD is the "correct" place.
would game mode do the job also?
Moral of the story.
Actor tells HUD "Hey I'm here", Hud does a thing
When actor dies, it tells Hud "Hey i'm about to die", hud does its thing
When button is pressed, widget or hud tells actor "Hey, change your color"
I mean maybe technically but that's gross
Hi, i have question about changing level, i have scenario where i enter in one point then change level, then back to same level in diffrent place, how i can change player spawn location ?
ok, but i would just do it in the pressed/released events
rather than updating it every tick
@zealous mothI would personally do rotational only AND lerp torwards it. That way you don't stop in midair, just stop ROTATING and slide when you land.
Save it in GameInstance
working on it
i wouldn't mess with linear damping if its not necessary
finally the ball movement makes sense
that feels like you would get slow fall if you stop input midair (but that's just a guess)
that would work for 1 location, but what if i enter one location, and let say i can exit level using 3 diffrent locations?
When you are about to exit, write to GameInstance.PlayerCharacterLocation
When the pawn is getting spawned in the new level, read from GameInstance.PlayerCharacterLocation and spawn them there or at the closest PlayerSTart to that or whatever.
Or use a savegame, you'll want that anyways presumably.
yeah but those are 2 diffrent levels so locations wont fit at all
Personally I would set a float variable TargetDamping on tick based on input.
Then later in tick, finterp towards TargetDamping and set it.
That way it's not instant, but has some application time.
I would also do rotation only but it's up to you.
In that case, use an int or an enum or whatever
some way to say what exit you're going through
i would do it in player controller but i have no idea how to open it
Do you have a custom PlayerController yet? show your gamemode classes, where you choose the pawn and all that
enum or int for what? selecting player start ?
If you made an enum with Main and Secret as values
On exit
PlayerLocation = Main
On entry, when you choose the playerstart
ChoosePlayerStart(PlayerLocation)
then select whichever one applies
You just need to save some info that can be used to choose the player start on the next level.
They can be ints (1,2,3,4), enums (Main, Secret, megasecret, gigasecret), vectors, whatever you want
@upper coveYeah so you have a custom PlayerController. Set it up in there
It'll be dirty but it'll work
ok
like so
now what am i suppose to do?
inside my actor bp--> get player controller?
Yup
Get it, cast it to your custom PC class -> call event on it
Don't create the widget at begin play unless you really need it.
Do you want 1 widget per actor or a single widget with multiple rows in it or something
single widget with 3 buttons basically, each button of the same widget controls a different actor
what here so?
Oh shit, this exists
Just use that
Actor Begin Play -> Get widget of class -> tell the widget the actor is here
Then you can do all the logic in the widget and not touch the PC
Are you understanding this or just following along? This will be very long and drawn out if you're not getting it.
im understanding like 50%, like i donnow whats the event "actor begin play" never heard about
Also im not understanding where should i put the logic you are telling me to
this
Honestly if you've never messed with Begin Play before you really oughta back up a bit and learn the basics.
so event begin play you mean?
you wrote "actor begin play"
oh you meant the event begin play inside the actor bp
thats it?
Anyway, this is the shape of what you want to do. Start with only doing 1 actor, it gets more complicated to handle multiple.
In your actor
Begin Play -> create the widget, add to viewport, tell the widget about the actor (either setting a reference or calling an event)
In the widget
Actor tells the widget it is here -> widget sets some reference (if you did the event style)
On Button Press -> tell the actor to do something (change color or whatever)
Get that working before worrying about handling 3 of them
so... my brain fog this morning doesn't want to cooperate....
landscape size it the combine resolution scale of the landscapes on the level
landscape scale is the scale of the landscape(s)
landscape position is the corner most position of the landscape(s).
Anyone see a way to simplfy the math here?
for 3 of them, you'll want a widget with 3 widgets inside of it etc.
Ya, do it all in vectors
What's the general idea, convert world position into some scaled position relative to the landscape?
0 to 100 value based on actor position to the overall world size in the level yes
OK so one corner is 0,0 and the other is 100,100?
well 0.00 to 100 value đ
But the final output is a float 2 vector right?
no world scale can be anywhere from 0 to 126500 etc.
If i'm standing on the furthest corner in the landscape, what is my GPS position?
er size not scale
wouldnt be easier to do it with thw player controller workflow as you were talking first?
I'd just need to know how to call the reference of that widget i spawned in the PC logic inside my actor i guess, thats where im stuck rn
yep exactly 'whats my gps location'. that example works fine, was just looking to see if i could simplfy it.
None of this will be easy if you don't have the basics down. Implement what I last posted and then worry about making it more robust and complicated.
I mean what would the value be? 100,100 as an int or float vector or what?
0.00, 0.00 to 100,100
so floats
im not a programmer im a 3d artist trying to do my best, i have no programming foundation
yep floats, gps is float based.
@orchid gardenRemapRange is your friend
thanks for the info anyway, i'll try..
k i'll take a gander @faint pasture, ty.
For X and Y
RemapRange(PlayerX, LandscapeMinX, LandscapeMaxX, 0, 100)
Are all your landscapes different sizes?
its primarily if its world comp map or just a regular map with a single landscape.
maprange clamped seems to do the trick to simplfy the routine đ
ty again @faint pasture
I want to make a mobile game, how do I test it on my phone? Do I need to use USB or can I use Wifi?
umm im having problem with my AI, they can see through actors that i spawned after launching the game, how to fix?
I have a question. There are tutorials about how to make a base building system in UE5. But there are apparently no tutorials about how to make a spaceship building system in UE5.
Is space ship building system works similar to base building?
I dont know hot to make an array of blocks fly
it works however you want it to work
lul...
yup the thing is they are fake armies. so it works. everything has limits. so i will have to draw limits on what will be possible.
I cannot have my armies of instances also be behave like an npc character that changes all body parts, armor etc... But i will test it. If it doesnt work, i can always just allow that to the elite batallions.
And leave the average militia, pikemen, archer, swordsman as static batallions.
The idea is to have something like an RTS, but where you can also change the weapons and the armour of certain units. And thats not that hard if they had skeletal meshes, but they are instance static meshes, so gg...
Anybody got a second to help me figure out why my animations for character movement are being weird(Replicated)
My falling State isn't going back to regular locomotion state on Replicated Testing. In standalone everything works perfectly other than falling state animation doesn't loop when falling from greater heights.

Look into programming with ECS.
If you're in UE5 you can also use Mass, which is a built in ECS.
Goes without saying that you need to know C++ to incorporate your own ECS.
Is it possible to use a properly typed blueprint function as a delegate? I can't seem to pass the function to a node that accepts a delegate of its type (the function was originally a custom event made by dragging out said delegate pin which was then converted to a function)
pls, i have a boolean get by my other bp, i can't do it, i just want checking my boolean, true or false and i have true or false, if true = make that, if false = make that, its so hard
Hey everyone, I'm having what appears to be a very regular problem, but one I haven't found a solution to yet.
I'm trying to make a lever mechanism using lookat, but using only one axis, so when the lever passes the vertical mark, the lookat function assumes it has been rotated 180 degrees in the x so it starts decreasing y instead of increasing it. I have spent days now trying different solutions. I've been told quaternions are the solution, but as far as i can tell that involves c++, so I'm really hoping someone here has a workaround I could use
Does UE5 have voxels by default? Like if I want to make a block or world voxel destructable
Can i do it inside stock UE5 or I will neet to buy a plugin
Plugin. There's the Voxel plugin on the marketplace with a free and paid version.
The paid version is about $200 (I think) but it has a lot of convenient features
How does one access parent events? I'm trying to create a component for handling generic physics collision sounds, which I could just add and configure case by case, but how do I get access to Event Hit of a parent? I'm kind of expecting there would be some "Add dependency" button somewhere, where I could add parent collision as dependency and then have access to collision events of a parent. (and get warning or error, if I try to add this component to something which doesn't have collision)
No idea if stuff like this is even possible without also manipulating parent blueprint. I know UE isn't always the most component friendly system, but this seems pretty basic thing
Hi guys, I want to add crouching animations to the 3rd person Template. I already got the State machine set up but I dont know how I can set the Boean Variable of is crouching to true in the event graph. can anyone please help me with that?
Hum, simple ask : why i've got this added in my combobox ?
Create the same event in the child. Right click the node and then click âadd parent eventâ or something like that.
Canât you just use the character movement component to see if theyâre crouching?
@faint pasture @spark steppe
That's still gonna be instant
FinterpTo is what i was talking about
@quaint geyser Ok, seems I need to rephrase that one. I don't mean parent component as in "component inherited from", but "component to which actor component has been added to", so I guess in Unreal terms it's Owner
hm not sure how i'd do that...
Manually call it in the parent
Create a new event in the component
And on the parent event call it
I was hoping I don't need to call anything in parent, that kind of defies the "slap the component to anything" approach
Or just bind the event
As in get the actor itâs attached to
Cast it to whatever you need it to be
And bind to that event
how do i make the player go with the magnet, like its a moving platform
https://media.discordapp.net/attachments/225448446956404738/987451552774115338/unknown.png
Move it
the magnet has projectile movement and physics
https://media.discordapp.net/attachments/225448446956404738/987451807833935892/unknown.png
Why do you have both projectile movement component AND physic?
i meant by physics this
Yes. Don't do that. Either simulate physics OR use a projectile movement component.
You have 2 things moving the magnet
but how do i do this
@quaint geyser ah yes, this is it. I already tried this once, but decided to give it another go and figured out UE was trying to be too smart with it's context sensitive list of actions, so I didn't realize this is possible :P
that's interesting however very finicky.
If the speed is set to 1, the rev is SUPER slow. and I mean super slow.
However, the damping increase is almost instantaneous
Is there a way to get a contains any in a blueprint?
For example this only ones when orginal is selected not any
Switch the forloop to a for loop with break and break out of it once it is found.
Also probably not the best idea to do that on tick
Will try that thank you
Do you have a better recommendation?
A timer or eventbased would be preferable
What do I multiply a value per frame by to get it for a second? I need a velocity, but I only have distance traveled since last frame.
why is my behavior tree not going past ROOT ?
But I need velocity, deltatime would only make the value smaller
This is already the distance traveled in 1 frame. I want to convert that to a velocity
multiply by deltatime
er
divide by deltatime
velocity = distance / time
you have distance, and you have time
its literally just never getting past the first selector, even though its just a normal selector
Thaaaat's the one, thank you! â¤ď¸
I have done that on a parent controller but none of the button are functional, Do I need to add them to view port?
just added a breakpoint and it never reaches it, wtf is this?
i guess unreal engine 5 just isnt in a usable state?
Some mechanics using timers (All shown are using event tick) seem to show 'client' and 'server' when printing the numbers, despite none of the code (Shown below) having it at all. This only happens when playing in editor without switching to the main menu level first. This is just a group's single player game, is this a symptom of a larger problem or is it just a print issue?
I don't understand
You mean that the printed string includes the text "client" and "server"?
Every time the timer is printed it'll say server or client, which hasn't happened until this code had been added
Assuming breakpoints are a thing in behavior trees, are you sure the tree is being ran?
well i have an npc that should use it
Double check that it is
it worked until i added this sequence
ask in #gameplay-ai
i have but i guess the guys there are as puzzled as i am
Yes, I'm not sure what on earth my friend did, but there have been various new issues like this and a cmd prompt looking window displaying the ue logs whenever I run it in standalone
when i move my service into the selector it works
but when i move it in my initialize node, it just never gets past root
which makes no fkin sense at all
is it the condition?
or is it my service?
You're asking in the wrong channel my man
I'm doing a line trace and then in the results doing a "Actor Has Tag" and using that in a branch. I'm getting an error that it's accessing none on an actor that does not have that tag. Shouldn't that just be a false?
show
apparently the issue was running a service without any tasks behind it, adding a wait fixed it...
is there an easy way to test an invalid delegate via blueprint?
(ie something where !IsBound but also not equal to the value from the default-constructor for a delegate of that type) - I want to check that some C++ code is actually valid
I have a blueprint that suddenly started making unreal crash when I would edit it, so I decided to remake it from scratch to see where the issue was. For some reason, when I connect that Get Class to the Spawn Actor node and hit compile, Unreal locks up and I have to force stop the process. Does anyone have an idea why that might be? the blueprint is very simple.
<@&213101288538374145>
:no_entry_sign: Ares9323#5595 was banned.
scam
oh thx
NEVER EVER CLICK ON THESE LINKS
they are ALWAYS FAKE and YOU WILL LOSE YOUR DISCORD ACCOUNT
Maybe try assigning the Class on begin play. it might be trying to get the class of something being deleted
Also 80% of these scams are hacked account, they are just guys who clicked on THAT link a moment ago
That works great, thanks for your help!
wow, I pulled that out of my ass, glad it worked
ui canvas goes back to 720p after switching to 1080p
Hi guys!
Im new to blueprints and Im trying to make an elevator... it only goes up, then it stays and I cant figure out how to make it go down again..
lol nvm, I made it event tick and it worked, dont know why tho
goes back to 720p when I leave
nvm I fixed it I just had to do it a very stupid way (extend black background beyond the canvas)
im trying to setup my player controller but i keep getting an error
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue". Node: Stop Jumping Graph: EventGraph Function: Execute Ubergraph Default Player Controller Blueprint: DefaultPlayerController
and my blueprint is the screenshot
@slim grove If the target is character you don't need the get player character node, try deleting the node and trying again ^_^
that gives a BP compile error
You should do that in the player character blueprint
As it can be invalid from the controller
ye nvm with the controler
ah well the tutorial i used told me to use the controller i guess it isnt a good one
I made an ai that starts when battery reaches 100% and stops when the battery runs out, so proud of this little guy đ
are you intending it to be relative to the direction* they are facing before this runs?
I believe it might be a control rotation issue
Try disabling control rotation then doing that
good call
I'm trying to get this enemy AI character's health into a widget healthbar, but I can't figure out what to put in the object path of the Cast To node
as in like the mouse controlling the mouse input?
tried disabling it still didnt work
for my player character I just used Get Player Character there but I don't think thats gonna work here
the X and Y don't matter so I keep them to what they were before but I want the Z to be reset to 180
180 world rotation on Z. Do check the CMC "Use Controller Rotation" setting
I dont get what you mean by that
Sorry I didn't see, you're in a widget and not an anim instance like I assumed from you using animation nodes.
For widgets you'd either need what ever makes your widget to pass you a reference to the actor to care about or you'd need to find the actor you care about some other way
Those nodes are for animation blueprints which have an actor that owns them, widgets do not
its two things.
- That will be 180 degrees in world rotation. If you are trying to turn your character from its present rotation* to be facing 180 degrees from that present rotation*, then you should take the current Z rotation and add 180 degrees to it.
- But that might not be your problem-- if you have the "Use Controller Rotation" setting on the Character Movement Component (CMC) set to enabled, then the controller that has possessed the pawn will override any Z changes you make
thanks, I'll try something like that
discord this is why we cant have nice things lol
Is it not changing it at all or not changing it to the rotation you want
oh oops
theres an actor one, but thats only used if CMC isnt in command
these are on Character Movement component
that has its own settings
Anyone know how to make it so I can press E and my widget code will work? Just switching from Overlap Trigger Box to E on the trigger box so I can access my widget.
are you already facing 180 on Z
only when the game starts but I use my mouse to move the rotation
Can I create a variable that doesnt show up in the "My blueprint" panel? I simply need to keep track of an index thats only relevant in a very small section of the code
you can make a Local Variable that is scoped to the current Function
Can I do that in the event graph too? :3
im not really up for that level of 1-on-1 at the moment
allg
Are you asking about changing the event from an overlap to an input event?
Add a float as a coefficient on your set rotation event and modify the float
Multiply base turn rate by sensitivity
Or just hardcode the turn rate
Yes!!
you can add an input binding in project settings, or you can just search for the name of the key/modify an existing input event. The first one is best practice, the second one is hard coded, either one works fine for testing. You should probably do any long-term input in the controller or the pawn
"Get Owning Player Pawn" is an available node in widgets
Hello, I have a placement system that is third person where on tick, an actor will use SetActorLocation (Using SnapToGrid) to show the player where it will be placed. When the player wants to place the actor, I want to call the function GetAllOverlappingActors, to see if the array has any overlapping actors, if so, the actor can't be placed.
However, whenever I go to place an actor that is "inside" another actor, it still can be placed. Here is the code for when the player is moving the cursor around trying to find a location.
I have checked the classes to also make sure that generate overlap events is turned on.
If you mean a child actor component, don't use those.
They randomly fail, lose references, and generally suck
No, this is just checking for another actor of the same class. You are placing shelves (Store Manager) and I want to make sure the shelves aren't overlapping.
Oh tick sweep and use the sweep hit result
anyone have any ideas why I could be running into this issue
wait nvm
found the issue
I am using the C++ class and not the BP for the cast
I tried this however the print string never runs.
Do they have collision?
Yep
Do the shelf meshes have a collision, or is there a collision volume on the bp?
The shelf mesh does have a collision and the complexity is just set to simple collision as complex.
Ok. Run the print string off a branch instead of the cast, and use the blocking hit pin as the condition
hm. Nothing
Hey guys, I'm making a pawn player and I'm not sure how to get movement working.
I'd use a character but it doesn't work well with VR
you might wanna use a pre built template?
Maybe
The problem is that I'm not sure how well it'd work with full body VR IK, which is what my current pawn is built for
What sort of template are you thinking?
How would you apply a gyroscope effect to the physics ball rolling?
So that eventually it always ends up rotated back to normal
Always apply a small force when it's not the right way up?
No
In UE, things roll physically when forces are applied to physics bodies
Weebles wobble but they don't fall down
Hey everyone, what would be a basic way to have a characters material change once killed
@unkempt valley make an instance and apply it
So far I have this off the top of my head. Not very good with these things
Alternatively use a lerp or if statement and change a parameter value
@mental trellis lemme find a vid
You want it to be self righting, right?
I made this little challenge up when I was a kid first playing(/obsessing over) this game. It involves going from the place where you get the Boost Ball, all the way over to where you get the next item, the Space Jump, which is near your ship, without ever leaving Morph Ball mode. The only exception is the elevators, which cannot be activated by...
Ignore commentary
Yeah like a gyro
Do you know why those balls self-right? It's because the centre of mass is not in the centre of the ball. Well, I'm not sure about gyroscopic effects, but that's how a regular ball would achieve that.
You can apply a small force to simulate that.
could you explain a bit more please im a bit slow honestly @zealous moth
Hey guys, my animBP works with a pawn but not a character. Is there any reason that might be?
I think for gyros it's about being in a lower energy and more stable state if the spinning is aligned with the direction of movement
Slightly harder to simulate.
@mental trellis that is interesting concept.
Yeah but the enter of mass....
Hmm...
You don't need an actual offset centre of mass, you can just fake it by applying a force
The more it is rotated from vertical, the bigger the force
@unkempt valley it's a material thing. You might wanna practice making a material that flashes and then making your material. I gave you all the keywords
(the peak being at 90 degree rotation)
@mental trellis by force you mean torque?
Torque is a force?! đ
Or centripetal?
Well, a force multiplied by a distance
Yeah isn't it?
In physics and mechanics, torque is the rotational equivalent of linear force. It is also referred to as the moment, moment of force, rotational force or turning effect, depending on the field of study. It represents the capability of a force to produce change in the rotational motion of the body. Wikipedia
I knew I wasn't nuts
Yeah.
Hmm but I am using a physics object for movement using torque
So you could apply a torque, yes.
Wouldn't that interfere
Only if the torque you apply is big
It depends how drastic you want the effect to be
Normally gravity far outweighs any kind of self-correcting torque you'd apply.
Which would make the center of mass a better solution
But...
Hm
Maybe a weight that is on the diameter of the sphere?
is there a way I can set an animation for my player character bp?
That would force it to self-right, correct
i tried doing it on playerstart but it didnt work
Sequence animation*
Maybe?!
no im saying I want sequence animation
You want to play an animation via sequencer?
yes
I see.
No way?
Have you tried using the actor sequence plugin ?
Enable it and off you go!
how
says its enabled?
dont know how to use it though
do I need to drag the actor onto the world? because idk if that will work
because I think the player character spawns another in the world
Add an actor sequence component to your character
Other than that, I haven't really used it.
I may be sending you down the wrong path, tbh.
yeah ik now
You need something in the level.
I could drag a player in but idk if it will work
maybe ^_^
bc how player start works
idk
alright
there an easier way I can just animate the camera?
i just want it to do a 90 degree turn
I was trying to do earlier but wasnt working
You can use timeline @junior hedge i think if that's what you are looking for
I'm trying to make a physics-based VR character, the template is teleport-based sorry
oh ok
set?
Yeah set relative location
rotation***
and btw you might wanna check out timelines, with timelines you can achieve simple animation with the least effort possible: https://www.youtube.com/watch?v=rTCLEg697z0
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I accidently did location which worked (not how I wanted it ofc) but when I did rotation it didn't
so rest of script is right i think
imma try something for a sec
still the same in ue5?
how to reduce the snapping effect during character animation rotations in blend space, the interp time manipulation doesnt help
it happens when i press left and right arrow keys while moving
did that work?
Working fine for me @junior hedge
You cast to the parent of the camera
if that's the player's
from there you get the camera object, promote it to a variable if necessary
then you can do what ever you desire to with that object
can you try doing the script i did
(without the casting)
just in the main player script
is there a keybind to create a custom event?
You can make an event by a keyboard bind by right clicking on the blueprint and typing and key you wish to use
just spent 2 mins trying to figure out why i cant make an event because I accidently clicked onto a function đ
and you can also make a custom event that will be called after you press a specific key bind
I did this in my player controller
but I cannot call to it from my ui (because idk how)
^Ui script
@devout geyser
you want in the cast to call get player character not controller
that's 1 thing
second thing is
In your custom event you wanna make sure to do that:
the custom event works now but still wont turn
i dont really want to copy what you wrote down though because then it will do 90 degree turns
but i dont want to face wall
i just want to do 1 turn
you don't wanna do a 90 degree turn just 1 turn? what do you mean by than
that*
listen just fix the custom event call
I will just show you how to write it properly if you didn't understand what's written feel free to ask
i will explain in the image the details
in this vid you did multiple 90 degree turns
i just want it to be a one time thing
because i pressed
multiply time
times*
I spammed press 1 so you could see the rotation in action
Fix this image
alr
Hey guys does anyone know how to implement coldstorage for custom dynamic mesh blueprints? been trying to get this to work for a custom class I expanded upon, which I originally got by following a tutorial by buildGamesWithJon. I created a forum post with more detail here https://forums.unrealengine.com/t/implementing-coldstorage-for-custom-dynamic-mesh-blueprints/584049
Hi All, so i recently followed along with a tutorial by buildgameswithjon for setting up Lyra Style Geometry Script Procedural Mesh Tools After following along and completing the blueprint, I decided to extend it further by adding the ability to add multiple cutouts to the mesh and even do different operations aswell (as opposed to just subtract...
Get relative location
Its relative cause its not an object on its own its part of the character
rotation?
I did my best to try and explain my code as visually as possible
Yes damn me getting confused again
rotation location sounds the damn same
From where do you call the event?
from the ui but I just replaced with an input bind and it still doesnt work
can you share the blueprint of the ui
Instead of on hovered change is to on clicked
?
intentional
because
it is printing the turnleft thing but thats it
you can't control from the ui
ill brb
Ok
I didn't see you were using first person camera
So the deal is you can't control the rotation of the camera because its using this:
Unless you disable it but I wouldn't recommend it cause you can't really look up and down with that
for my camera or what
thats fine
I will try make a code that will try somethign
you want me to?
Its in the camera options
its also in character options
k that worked
nice
Sorry if i confused you with me over explaining stuff just didn't see its first person camera
i think i should just do animations though beacuse the way it just instantly changes is not very "polished"
are you able to control camera rotations with animations?
Yes!
what type should I look into learning
Maybe i said it like 200 times but look what i did when I used a simple normal timeline
yeah thats exactly what i need
multiply great tutorials
just timelines in youtube you should be fine
Good luck ^^
thx
hopefully not everyone is asleep
I added the UE4 ball to my pawn and when i enter morphball mode, i get the torque controls to work
however, the ball kinda just wanders off...
is my hierarchy at fault?
Hey im trying to make a team system where someone can create their own team and invite other players to their team but im not sure how i would go about it, anyone have any advice?
i suppose i just need a way to store infomation in a spreadsheet and change it ingame
@trim matrix check multiplayer tutorials maybe? not sure
@devout geyser actually there is one problem
i cannot rotate to the right side
only the left
iv been looking and only thing i can find it examples of like
teams which are preset before the game starts
like team deathmatch sort of thing
which isnt what im trying to do
it would be hard to show you the code screenshotting cus its alot can I just screenshare?
Try doing a - instead of a + on a new event
for value?
ye
now its completely broken
E pressed -> Z(YAW) -90
instead of doing 90 degree turn it does spazzes now
share a screenshot if you mind
an alpha in a lerp should only go form 0 to 1
think of it like a percentage
where 0 is all value A, 1 is all value B, and 0.5 is halfway between them @junior hedge
@junior hedge You again didn't do the +90 on the Z
you just set the rotation to 90
I would also suggest you making like a 2 different rotations
and a lerp between the 2
yes
it worked on the turn left tho
you need to store them in a variable
otherwise it will just, get, lerp a frame, get, lerp a frame
exponentially
Ohh i thought you meant something like that with out the timeline
but yeah
just store the rotations
into varibales
variables
And you should be fine
I think you need a seperate timeline to right side not sure about that
You see the track is called
Turn left
maybe because of that?
maybe you need to create a new track
for the right side
And you don't set world rotation its relative rotation, try to remember its important
unless it works then w\e đ
wait
lemme try somethign
dumb question
did you try changing to relative rotation?
i did not
i can try
but dont see how that would change anything
it does the same thing
k
Hi all, hopefully a straightforward question but how do you cast to a blueprint that isnt the player or something like that?
Basically i have a blueprint with a collision box in it that checks to see if a specific enemy is on the map (Boss) and to set a boolean accordingly. If true the timer text turns red and if false the timer turns white.
Everywhere i look they are always talking about casting to the player and i know how to do that but not for just basic blueprints
@last pond Yes!
I was about to upload screenshots that explains casting
I knew it was a good topic to go through
there you go
u need to plug in reference to what ur casting too here
@last pond In the screenshots there is explaining how to get that reference @trim matrix was talking about if you have any issue @ me anytime
@devout geyserdo you know anything about sqlite?
@devout geyser
That's gonna be a no sorry đŚ
what about the timeline
@junior hedge still working on it
alr
You're a legend thanks đ
made sure to save the image so i dont forget XD
@last pond Your warmest welcome
my ball needs to have different angles come off of different actors hit but there is only one "event hit". Is there any way I can make this happen? I've tried a lot but kinda stumped. I got the angles just need to figure this part out.
I know very basic sqlite3
im trying to make a clan system like what ark or minecraft factions has and i think sqlite is probably the best way to go about it
do have any idea of how i would do this with blueprints?
There's SQLite plugins in the marketplace.
If you want an easier start, maybe you can just look into flatfile storage like CSV or JSON
In this three part series, we will cover how to use the USQLite plugin to maintain persistent objects across level loads, and as a bonus, get a free save game system in place as well.
https://www.unrealengine.com/marketplace/en-US/product/usqlite-database
https://forums.unrealengine.com/unreal-engine/marketplace/1466416-plugin-usqlite
In Part ...
maybe that's what you are looking for?
maybe let me peak it
its 1 hour a peak would not be enough ^_^
lul true
that is part 1
thats rough
if it lets me work with sqlite easily tho its probably worthwhile
ill look into it
just have a DT that is loaded/saved periodically
id much prefer not to work with database shit yet if i dont need to cuz i kinda thought it would be down the line
well, it kinda depends on where you want to store the data
do you want to store the data on the host's local machine?
or on a server somewhere online that you control?
@trim matrix If you are planning on multiplayer steam services will make your life easy i think
But i don't know how it works with blueprint tho
never messed with multiplayer
the game is multiplayer on dedicated server so it either needs to be on the server or on a database that interfaces with it
right now i think having it on the server would be easier than database and i can always change it later
just need something workable to build off
then store the data on the server that's running it. you can do it any way you want, and all have pros/cons
i thought data tables can only be edited in editor?
or am i thinking of something else
Flatfile: easypz but can get corrupted (if you're not careful about writing); not robust
database: robust, but has a learning curve
it might be worth just putting in time to learn USQLite Database plugin
cuz it will make it easier in longterm
I'd see if there are options to use any databases
my personal preference is something like PostgresQL
and there may be libraries that allow you to talk to all datbases with their query specific language
this will also help against SQL injection attacks
@junior hedge Umm I can't figure out how to make it keep animating towards the rotation
so i will try something hold on 2 min
it will go to the rotation
it will just go the wrong way
like it will go to the right side but it will go from it from the left turn
I don't know if there is one after a few mins on google
there is a plugin for PostgresQL blueprints
i think
its cheap aswell
I would recommend having a proper web server and doing POST/GET requests for data.
Assuming the data isnât super time sensitive
things might change quickly
yeah, but if they don't need a centralized database then flat files & local databases would work just fine
actually that's a really good question
But how often does it need to be updated in the database?
@junior hedge let me show you want i mean
it is time sensitive for my applications i think
@trim matrix Do you need to control the database?
What are you saving?
vc?
or is it fine if players control it via their own servers?
im trying to make faction/clan system
(is this like minecraft where people have their own dedicated servers, or like COD where you want to track player information and have full control of it)
both i suppose
brb
Use local database then
in that case, dont use SQLIte for a centalized database
like CSGO where u got the main valve servers and server browser
JSON or SQLite
JSON is not a good solution for this
Is there leveling up or other features that you want to prevent community servers from having?
it can lead to data corruption
Why not? Minecraft uses it.
because writing/reading can cause file corruption if not handled correctly. you can't write to a file while it's being streamed, or while another process is writing to it
it's perfectly fine for certain applications, and for retrieval, but flat file storage is super prone to corruption if treated like a database
Thatâs why you save to memory then periodically save
Basically there will be an official server cluster made of of numerous servers which all need to have access to data related to official cluster, and if people want to host their own servers that would be something seperate
SQLite is a better solution for a local database
Yeah, so you something like MongoDB for official servers
I am in Feedback & Support
please don't use MongoDB. such a terrible idea
How?
I used mongodb in my game
it has like 3 real world use cases. a proper relatiomal db is better in every other case
0 issues doesn't mean it's the right solution
A lot easier to just use Nosql than have to worry about migrating and using proper keys, especially for a game where features can change
Also most mobile games use firebase
Which is essentially the same thing
@junior hedge What did you do?

I might be persuaded to change my mind on this
but NoSQL has issues with relating data. at some point you're either trying to relate documents to another (something that it wasn't designed to do), or you're duplicating data, and having to make sure it's updated in multiple places at once
@junior hedge hmm ok
Yeah, but for a game it wonât be that complex
glad to hear that
Obviously for social media or a complex website itâs easier to use SQL for relational data
can you not do an integer branch?
i guess it depends on how much data you're actually storing.
I don't see it being easier, but I'd love to see some use cases where it makes sense
thx
Well almost every mobile game Iâve seen uses firebase, which is nosql
And the âMMOâ project I worked on used mongodb and only needed to reference 1 other document (their faction)
yeah I can see that. makes it easier if you don't need to make your own backend server
I would think an MMO would need to store a ton of data in different tables, and be able to retrieve them quickly without copious amount of unecesary data
True, but in my use case we just loaded the entire player entry on join
And stored it in memory
And saved it periodically as well as on important events
ah okay, yeah that makes sense
I will probably need to store data in different tables and retrieve them fast without retrieving all irrelevant data at once
So we just had inventory, team uuid, health, points, level, and a few other things.
storing even large amount of data is relatively cheap in memory
yeah and those all just need to be loaded once
And itâs all relevant so was just loaded into Unreal on join
it dosnt make sense to retrieve data relating to your kills and deaths when your trying to kick someone out of your clan
Actually maybe not
okay that makes sense.
You wouldnât need to
thanks for the examples
quick side note, you can store JSON (NoSQL) data in PostgreSQL if you'd like to go that way. It's insanely fast
Yeah but that defeats the purpose of using relational databases(unless itâs only for certain values)
so mongoDB is best for mmo type game?
If I had to rewrite it today I would use Prisma on a web server
Yeah, though you can relate.
for instance something like ecommerce
I might opt to store the customer info in a traditional relational table, and store the actual transaction information in a JSON table
Depends how many references to other object types you need
Of course
So dumping json into something that way you donât have to worry about formatting certain values
And having proper setup for more important keys
yup yup
I simply need a way to have clan data be saved/recalled and be consistent over all servers
things like stats also would be on database but only need to be updated every 15 minutes or so
Well you can use anything for that
Could just send GET/POST requests to a web server
And use redis/memcache for frequently accessed data across servers where you wouldnât have persistent memory.
The mmo I worked for has had 60k concurrent players
And uses mongodb and redis
does mongodb have a plugin for blueprint integration or would it all be in c++?
oh it does
If yiu are building an mmo you should already uave advanced c++ knowledge
under normal circumstances ye
I would recommend using a web server
What are these extraordinary circumstances
And not making calls to the database directly from the engine
Cuz if you dont have a team or even funding then an mmo is not a project you want to undertake
Can someone help me? it seems the custom event is loosing the reference or smth...
if i can get a semi substantial proof of concept then ill have the means to acquire funding and a team
@thin panther Don't underestimate him bro, as long as he is confident that's the key
which is what im workin on right now
real
Thats all well and good but hopes and dreams dont get ya the near millions mecessary to build an mmo
one of most successful MMOs was built by 6 people in 6 months
Thats like saying a game is gonna earn millions because phasmaphobia did
Im not just hear to piss in your cheerios
But if you dont have c++ knowledge even then stay far away from projects like that
be a magician
damn you going too hardcode, i am here washing cars
I know my situation and i know how big the undertaking what im trying to do is
Well investors you typucally approach a publisher with a pitch, if they like it they help dictate your games development
@thin panther If they can't make something they wont, if they can the WILL.
and they will succeed
@quaint geyserwhat game are u making?
@quaint geyser 100k wishlists you got my intrest i wonder what is it actually
Coop horror game
Again not strictly true people can make products all the time and fail, and the point is they CANT at their current skill level
I donât want to say what it is yet
can you just tell me the name so i can go look at it on steam 
@quaint geyser you already have a customer just saying â¤ď¸
Massive multiplayer online is the most complex thing you can possibly make
Since then people wonât help me here with my stupid questions đ
ah
i see

Yeah lol
To even ship the mmo youre looking at millions in backend, server hosting, staff wages
looking for it now @quaint geyser
@quaint geyser I mean EA, and ubisoft got no clue what to do with their games now and they are still rich so yeah win win
But for a small mmo you can do a budget version with self hosted servers or something like firebase
Its hard
Small mmo is kind of a contradiction
Then it's a mo
Lmaooo
@thin panther Just be supportive in our community developers it wont hurt you being supportive. Even if they are not BLIZZARD its ok showing kindness around here
Im being kind by directing them away from all of the downsides
No need for that
Yeah but 1k concurrent players is a lot
Theres no point being a yes man
There is a point being a YES man
Obviously not in comparison to AAA
supporting
No there isnt
btw bump
Yes men are harmful
bro you just being a brat rn so yeah, not worth my time
Theres a reason very few of the big players touch mmos
Lmao a brat
Ok
Cause i wont be a yes man to a beginner mmo project
Who says he is a begginer?
Is the event sent to run on owning client?
Also if the object isnât owned by the player
Nothing the like standard event
why?
Why not?
I'm not doing something multiplayer related :o
The fact that theyre trying to make a complex mmo system without the use of c++
Because its cruel
Depends how complex
Just load data from a web server on login
oh alright
Cache it in redis
i guess ill just make solitaire clone then
Ignore this guy, just believe in your self, even if it wasn't a success which is hard to believe its still a progress you made as a game dev
And then load it when joining other servers
Until you have millions of players and need to use sharding and it he r optimizations
Then ur fine
Ignoring him would be braindead cuz hes right if your thinking in terms of something like world of warcraft or runescape
No one said you had to clone an idea, but its always good to scale your ideas in
so hes right to a degree
Youâre right
If you dont mean an mmo in the traditional sense
I never finished games
but im not trying to clone world of warcraft
Then go for it
Until I made smaller ones
I get what he is saying, i watch like failure pre alpha builds of games
If you think a game will take 3 months, in reality itâll take a year.
Defo
have any of you played ark on official servers?
Even the simple stuff aint simple lol
Tried it once, never again
then u know what kind of "MMO" im talkin about
definitely not traditional
Definitely more doable for a prototype for investors for sure
Still extremely difficult
But not give up on your dreams hard ig
the only complex database server shit ark has is that u can move items and characters from server to server
the rest of it basic blueprint mechanics
Thatâs not an mmo
Just load inventory on join
Yeah that aint an mmo
And âthatâs itâ
(even though the edge cases for that will take a while to figure out)
ark is definitely an MMO atleast in terms of how people play it on official
on a technical level they just allow u to put data into the cloud and download it on other servers
this is essentially what i want to replicate
Yeah, so setup a normal inventory system
Oh yeah for sure defo a several year project