#blueprint

402296 messages ¡ Page 927 of 403

zealous moth
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yeah

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sleep?

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where is that? phys mat?

spark steppe
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in the physics asset or on the mesh component settings

zealous moth
faint pasture
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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

spark steppe
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or in the material

upper cove
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this is the logic

faint pasture
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So do this instead.
Input drives Desired rotation velocity
The delta between DesiredRotationVelocity and CurrentRitationVelocity drives your applied torque

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No input = I don't want to rotate. Rolling is rotating, so it'll apply a torque to counter it (holding on a slope)

spark steppe
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but you need to know the force on it, to apply the torque in the right direction!?

zealous moth
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hm, wouldn't there be a more physics based solution such as increasing the resting friction or decel?

upper cove
zealous moth
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yeah that's the other issue, math-wise this seems overly complex to get an at-rest stability

spark steppe
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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

zealous moth
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that actually sounds better. Could do either a lerp or delay for that

faint pasture
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Here's what I'd do to keep it dynamic but have at-rest stability

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Inputs add forces

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no input locks rotation

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so the ball will still be simulating, but it can't rotate (it'll slide if it's steep enough)

zealous moth
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ohh nice one

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lemme try

faint pasture
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Lock Rotation = just enable the rotation constraints on the body (it's a setting on the collider

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You think this is fun, try to make a well-behaved tire that doesn't use hacks like locking position or sleeping.

spark steppe
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wouldn't raising the friction when releasing input also archive something similar?

faint pasture
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@upper coveGo even more general.
"I want to change an actors color when I press a button"
or whatever

zealous moth
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what is that called in BP?

faint pasture
spark steppe
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i see

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how about angular damping?

zealous moth
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yeah friction is not absolute

upper cove
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yep i want to change the opacity of a mesh when i press a button @faint pasture

zealous moth
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hm

faint pasture
zealous moth
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lemme try

faint pasture
zealous moth
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hm.... how to determine if at rest, it has no movement component

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i can get velocity...

faint pasture
upper cove
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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

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they are 3 in total @faint pasture

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so i would need to create the widget 3 times one on top of each other

static timber
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an idea ?

faint pasture
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or playercontroller

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whatever is owning the widgets.

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Then the hud takes it from there, and later when buttons are pressed etc, tells the actor

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no level BP BS, level BP is a trap

upper cove
zealous moth
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the linear damping did the trick

faint pasture
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HUD is the best place

spark steppe
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linear or angular damping?

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linear would reduce sliding?!

faint pasture
upper cove
zealous moth
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I want it to NOT

spark steppe
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yea, i'm surprised that he succeeded with increased linear damping

faint pasture
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no, Playercontroller owns HUD which can own and reference Widgets

faint pasture
upper cove
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so i can open it and create the widget inside it

faint pasture
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You prolly don't have a custom one right now

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You can do the same thing from PlayerController, just HUD is the "correct" place.

upper cove
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would game mode do the job also?

faint pasture
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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"

zealous moth
faint pasture
silk roost
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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 ?

spark steppe
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ok, but i would just do it in the pressed/released events

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rather than updating it every tick

faint pasture
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@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.

zealous moth
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working on it

spark steppe
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i wouldn't mess with linear damping if its not necessary

zealous moth
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finally the ball movement makes sense

spark steppe
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that feels like you would get slow fall if you stop input midair (but that's just a guess)

silk roost
faint pasture
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Or use a savegame, you'll want that anyways presumably.

silk roost
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yeah but those are 2 diffrent levels so locations wont fit at all

faint pasture
# zealous moth

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.

faint pasture
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some way to say what exit you're going through

upper cove
faint pasture
silk roost
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enum or int for what? selecting player start ?

faint pasture
faint pasture
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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

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@upper coveYeah so you have a custom PlayerController. Set it up in there

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It'll be dirty but it'll work

upper cove
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ok

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like so

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now what am i suppose to do?

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inside my actor bp--> get player controller?

faint pasture
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Yup

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Get it, cast it to your custom PC class -> call event on it

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Don't create the widget at begin play unless you really need it.

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Do you want 1 widget per actor or a single widget with multiple rows in it or something

upper cove
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single widget with 3 buttons basically, each button of the same widget controls a different actor

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what here so?

faint pasture
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Oh shit, this exists

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Just use that

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Actor Begin Play -> Get widget of class -> tell the widget the actor is here

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Then you can do all the logic in the widget and not touch the PC

upper cove
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the logic inside PC?

faint pasture
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Are you understanding this or just following along? This will be very long and drawn out if you're not getting it.

upper cove
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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

faint pasture
upper cove
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so event begin play you mean?

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you wrote "actor begin play"

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oh you meant the event begin play inside the actor bp

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thats it?

faint pasture
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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)

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Get that working before worrying about handling 3 of them

orchid garden
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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?

faint pasture
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for 3 of them, you'll want a widget with 3 widgets inside of it etc.

faint pasture
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What's the general idea, convert world position into some scaled position relative to the landscape?

orchid garden
faint pasture
orchid garden
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well 0.00 to 100 value 😉

faint pasture
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But the final output is a float 2 vector right?

orchid garden
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no world scale can be anywhere from 0 to 126500 etc.

faint pasture
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If i'm standing on the furthest corner in the landscape, what is my GPS position?

orchid garden
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er size not scale

upper cove
orchid garden
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yep exactly 'whats my gps location'. that example works fine, was just looking to see if i could simplfy it.

faint pasture
faint pasture
orchid garden
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0.00, 0.00 to 100,100

faint pasture
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so floats

upper cove
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im not a programmer im a 3d artist trying to do my best, i have no programming foundation

orchid garden
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yep floats, gps is float based.

faint pasture
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@orchid gardenRemapRange is your friend

upper cove
orchid garden
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k i'll take a gander @faint pasture, ty.

faint pasture
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For X and Y
RemapRange(PlayerX, LandscapeMinX, LandscapeMaxX, 0, 100)

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Are all your landscapes different sizes?

orchid garden
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ty again @faint pasture

devout dove
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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?

limber parcel
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umm im having problem with my AI, they can see through actors that i spawned after launching the game, how to fix?

manic geode
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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.

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Is space ship building system works similar to base building?

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I dont know hot to make an array of blocks fly

limber parcel
manic geode
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lul...

limber parcel
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make new object, that contains an array of blocks

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and then move that

cyan bone
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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...

frozen stratus
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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.

icy dragon
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Goes without saying that you need to know C++ to incorporate your own ECS.

lost heart
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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)

static timber
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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

kindred chasm
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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

manic geode
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Does UE5 have voxels by default? Like if I want to make a block or world voxel destructable

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Can i do it inside stock UE5 or I will neet to buy a plugin

paper galleon
plucky yoke
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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)

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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

drifting steeple
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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?

zealous sundial
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Hum, simple ask : why i've got this added in my combobox ?

quaint geyser
quaint geyser
zealous moth
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@faint pasture @spark steppe

faint pasture
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FinterpTo is what i was talking about

plucky yoke
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@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

zealous moth
quaint geyser
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Create a new event in the component

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And on the parent event call it

plucky yoke
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I was hoping I don't need to call anything in parent, that kind of defies the "slap the component to anything" approach

quaint geyser
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Or just bind the event

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As in get the actor it’s attached to

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Cast it to whatever you need it to be

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And bind to that event

faint pasture
winged thicket
winged thicket
faint pasture
winged thicket
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i meant by physics this

faint pasture
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You have 2 things moving the magnet

winged thicket
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ok

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removed projectile movement

plucky yoke
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@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

zealous moth
# faint pasture

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

faint pasture
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Tune it

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tune the speed and damping value

amber hill
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Is there a way to get a contains any in a blueprint?

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For example this only ones when orginal is selected not any

quaint geyser
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Also probably not the best idea to do that on tick

amber hill
quaint geyser
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A timer or eventbased would be preferable

amber hill
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I can move it to when a unit is selected

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Sweet event based it is

real notch
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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.

quaint geyser
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Use delta time

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As fps can vary

limber parcel
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why is my behavior tree not going past ROOT ?

real notch
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But I need velocity, deltatime would only make the value smaller

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This is already the distance traveled in 1 frame. I want to convert that to a velocity

faint pasture
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er

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divide by deltatime

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velocity = distance / time

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you have distance, and you have time

limber parcel
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its literally just never getting past the first selector, even though its just a normal selector

real notch
amber hill
limber parcel
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just added a breakpoint and it never reaches it, wtf is this?

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i guess unreal engine 5 just isnt in a usable state?

serene pike
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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?

real notch
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You mean that the printed string includes the text "client" and "server"?

serene pike
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Every time the timer is printed it'll say server or client, which hasn't happened until this code had been added

faint pasture
limber parcel
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well i have an npc that should use it

faint pasture
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Double check that it is

limber parcel
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it worked until i added this sequence

faint pasture
limber parcel
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i have but i guess the guys there are as puzzled as i am

serene pike
limber parcel
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when i move my service into the selector it works

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but when i move it in my initialize node, it just never gets past root

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which makes no fkin sense at all

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is it the condition?

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or is it my service?

faint pasture
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You're asking in the wrong channel my man

south merlin
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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?

limber parcel
lost heart
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is there an easy way to test an invalid delegate via blueprint?

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(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

young carbon
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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.

manic geode
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wtf

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ban

tawdry surge
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<@&213101288538374145>

torn kettleBOT
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:no_entry_sign: Ares9323#5595 was banned.

manic geode
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oh thx

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NEVER EVER CLICK ON THESE LINKS

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they are ALWAYS FAKE and YOU WILL LOSE YOUR DISCORD ACCOUNT

versed sun
manic geode
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Also 80% of these scams are hacked account, they are just guys who clicked on THAT link a moment ago

young carbon
versed sun
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wow, I pulled that out of my ass, glad it worked

junior hedge
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ui canvas goes back to 720p after switching to 1080p

wraith eagle
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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..

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lol nvm, I made it event tick and it worked, dont know why tho

junior hedge
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goes back to 720p when I leave

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nvm I fixed it I just had to do it a very stupid way (extend black background beyond the canvas)

slim grove
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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

devout geyser
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@slim grove If the target is character you don't need the get player character node, try deleting the node and trying again ^_^

slim grove
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that gives a BP compile error

devout geyser
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try putting the node

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get player controller maybe?

quaint geyser
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You should do that in the player character blueprint

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As it can be invalid from the controller

devout geyser
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ye nvm with the controler

slim grove
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ah well the tutorial i used told me to use the controller i guess it isnt a good one

devout geyser
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I made an ai that starts when battery reaches 100% and stops when the battery runs out, so proud of this little guy 😊

junior hedge
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this should make it so my character goes to the Z(180) but it doesnt

sudden nimbus
# junior hedge

are you intending it to be relative to the direction* they are facing before this runs?

quaint geyser
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Try disabling control rotation then doing that

sudden nimbus
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good call

gentle shoal
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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

junior hedge
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tried disabling it still didnt work

gentle shoal
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for my player character I just used Get Player Character there but I don't think thats gonna work here

junior hedge
sudden nimbus
gentle shoal
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ah, it's still giving me an error though

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oh wait

junior hedge
faint badge
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Those nodes are for animation blueprints which have an actor that owns them, widgets do not

junior hedge
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wait

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i will set as world rotation

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that might be it

sudden nimbus
# junior hedge I dont get what you mean by that

its two things.

  1. 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.
  2. 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
gentle shoal
sudden nimbus
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discord this is why we cant have nice things lol

junior hedge
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i dont think so

sudden nimbus
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its not a node its a setting

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just make sure the Yaw is unticked at least

junior hedge
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it was on for yaw

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but I unchecked and still didnt work

sudden nimbus
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Is it not changing it at all or not changing it to the rotation you want

junior hedge
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not changing the rotation at all when executing the script

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new script I am using

sudden nimbus
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oh oops

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theres an actor one, but thats only used if CMC isnt in command

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these are on Character Movement component

junior hedge
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i dont see those details

sudden nimbus
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ignore all the other crap i have on this one

junior hedge
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oh i see it

sudden nimbus
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that has its own settings

fickle dune
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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.

junior hedge
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they were both disabled

sudden nimbus
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are you already facing 180 on Z

junior hedge
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only when the game starts but I use my mouse to move the rotation

spark robin
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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

sudden nimbus
spark robin
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Can I do that in the event graph too? :3

sudden nimbus
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nope 😕

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if you dont need latent actions (ie delays etc) then make it a function

junior hedge
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@sudden nimbus

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do you think I can screenshare

sudden nimbus
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im not really up for that level of 1-on-1 at the moment

junior hedge
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allg

solar sequoia
junior hedge
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how can I reduce the "sensitivity" on my first person character

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aka slower turning

solar sequoia
quaint geyser
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Or just hardcode the turn rate

solar sequoia
# fickle dune 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

hybrid horizon
prisma stag
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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.

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I have checked the classes to also make sure that generate overlap events is turned on.

tawdry surge
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If you mean a child actor component, don't use those.
They randomly fail, lose references, and generally suck

prisma stag
tawdry surge
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Oh tick sweep and use the sweep hit result

silver acorn
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anyone have any ideas why I could be running into this issue

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wait nvm

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found the issue

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I am using the C++ class and not the BP for the cast

prisma stag
tawdry surge
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Do they have collision?

prisma stag
tawdry surge
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Do the shelf meshes have a collision, or is there a collision volume on the bp?

prisma stag
tawdry surge
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Ok. Run the print string off a branch instead of the cast, and use the blocking hit pin as the condition

junior hedge
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anyway I can make the light not bleed like this?

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(epic settings)

lapis ridge
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Hey guys, I'm making a pawn player and I'm not sure how to get movement working.

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I'd use a character but it doesn't work well with VR

devout geyser
lapis ridge
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Maybe

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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

lapis ridge
zealous moth
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How would you apply a gyroscope effect to the physics ball rolling?

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So that eventually it always ends up rotated back to normal

mental trellis
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Always apply a small force when it's not the right way up?

zealous moth
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Force?

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I mean you know the morph ball from metroid prime?

mental trellis
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No

zealous moth
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It rolls physically....

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Oh

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I am so sorry

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pats

mental trellis
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In UE, things roll physically when forces are applied to physics bodies

tawdry surge
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Weebles wobble but they don't fall down

unkempt valley
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Hey everyone, what would be a basic way to have a characters material change once killed

zealous moth
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@unkempt valley make an instance and apply it

unkempt valley
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So far I have this off the top of my head. Not very good with these things

zealous moth
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Alternatively use a lerp or if statement and change a parameter value

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@mental trellis lemme find a vid

mental trellis
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You want it to be self righting, right?

zealous moth
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Ignore commentary

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Yeah like a gyro

mental trellis
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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.

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You can apply a small force to simulate that.

unkempt valley
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could you explain a bit more please im a bit slow honestly @zealous moth

lapis ridge
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Hey guys, my animBP works with a pawn but not a character. Is there any reason that might be?

mental trellis
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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

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Slightly harder to simulate.

zealous moth
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@mental trellis that is interesting concept.

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Yeah but the enter of mass....

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Hmm...

mental trellis
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You don't need an actual offset centre of mass, you can just fake it by applying a force

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The more it is rotated from vertical, the bigger the force

zealous moth
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@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

mental trellis
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(the peak being at 90 degree rotation)

zealous moth
#

@mental trellis by force you mean torque?

mental trellis
#

Torque is a force?! 😛

zealous moth
#

Or centripetal?

mental trellis
#

Well, a force multiplied by a distance

zealous moth
#

Yeah isn't it?

mental trellis
#

It's not strictly a force, but force is a component of torque

#

Physics

zealous moth
#

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

mental trellis
#

Yeah.

zealous moth
#

Hmm but I am using a physics object for movement using torque

mental trellis
#

So you could apply a torque, yes.

zealous moth
#

Wouldn't that interfere

mental trellis
#

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.

zealous moth
#

Which would make the center of mass a better solution

#

But...

#

Hm

#

Maybe a weight that is on the diameter of the sphere?

junior hedge
#

is there a way I can set an animation for my player character bp?

mental trellis
#

That would force it to self-right, correct

junior hedge
#

i tried doing it on playerstart but it didnt work

mental trellis
#

Set the animation class

#

or anim instance class

#

I forget the exact var name

junior hedge
mental trellis
#

Maybe?!

junior hedge
#

no im saying I want sequence animation

mental trellis
#

You want to play an animation via sequencer?

junior hedge
#

yes

mental trellis
#

I see.

junior hedge
#

No way?

mental trellis
#

Have you tried using the actor sequence plugin ?

junior hedge
#

Nope

#

Could you send please

mental trellis
#

Enable it and off you go!

junior hedge
#

how

mental trellis
#

It comes with unreal

#

Go to your plugin settings.

junior hedge
#

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

mental trellis
#

Add an actor sequence component to your character

#

Other than that, I haven't really used it.

junior hedge
#

idk how

#

ive just been opening sequence and pressing track

mental trellis
#

I may be sending you down the wrong path, tbh.

junior hedge
#

and then I would track transform

#

its fine

#

im just trying to learn

mental trellis
#

You're changing the transform of the player start?

#

That won't effect the player.

junior hedge
#

yeah ik now

mental trellis
#

You need something in the level.

junior hedge
#

I could drag a player in but idk if it will work

devout geyser
junior hedge
#

bc how player start works

mental trellis
#

idk

junior hedge
#

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

devout geyser
#

You can use timeline @junior hedge i think if that's what you are looking for

lapis ridge
devout geyser
#

oh ok

junior hedge
#

tried this didnt work

devout geyser
#

Instead of setting world rotation

#

try doing relative rotation

junior hedge
#

set?

devout geyser
#

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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▶ Play video
junior hedge
#

so rest of script is right i think

devout geyser
#

imma try something for a sec

devout geyser
#

hmm

#

not quite sure about that

fierce birch
#

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

junior hedge
devout geyser
junior hedge
#

maybe I need to cast camera only?

#

im doing it from diff script

devout geyser
#

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

junior hedge
#

can you try doing the script i did

#

(without the casting)

#

just in the main player script

devout geyser
#

is is the player's blueprint

#

it is*

junior hedge
#

is there a keybind to create a custom event?

devout geyser
#

You can make an event by a keyboard bind by right clicking on the blueprint and typing and key you wish to use

junior hedge
#

just spent 2 mins trying to figure out why i cant make an event because I accidently clicked onto a function 😭

devout geyser
#

and you can also make a custom event that will be called after you press a specific key bind

junior hedge
#

I did this in my player controller

#

but I cannot call to it from my ui (because idk how)

#

^Ui script

#

@devout geyser

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:

junior hedge
#

the custom event works now but still wont turn

devout geyser
#

just make sure the cast is fine

#

you need to cast to the player

junior hedge
#

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

devout geyser
#

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

junior hedge
#

i just want it to be a one time thing

devout geyser
#

because i pressed

#

multiply time

#

times*

#

I spammed press 1 so you could see the rotation in action

devout geyser
junior hedge
#

alr

devout geyser
#

you are getting the relative rotation of the actor

#

not the camera

junior hedge
#

doesnt work

carmine sail
#

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

junior hedge
#

@devout geyser

#

oh ic now

#

this doesnt work but it prints this

devout geyser
#

Get relative location

#

Its relative cause its not an object on its own its part of the character

junior hedge
#

rotation?

devout geyser
#

I did my best to try and explain my code as visually as possible

devout geyser
#

rotation location sounds the damn same

junior hedge
#

right

#

still doesnt work

#

maybe I can screenshare?

devout geyser
#

From where do you call the event?

junior hedge
#

from the ui but I just replaced with an input bind and it still doesnt work

devout geyser
#

can you share the blueprint of the ui

junior hedge
devout geyser
#

Instead of on hovered change is to on clicked

junior hedge
#

?

devout geyser
#

You see the event you are calling

#

you have on hovered

junior hedge
#

intentional

devout geyser
#

change it to on clicked

#

oh ok

junior hedge
#

i changed it to input bind

#

still doesnt work

devout geyser
#

because

junior hedge
#

it is printing the turnleft thing but thats it

devout geyser
#

you can't control from the ui

junior hedge
#

thats the player

devout geyser
#

oh ok

#

so wait

junior hedge
#

ill brb

devout geyser
#

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

junior hedge
#

for my camera or what

devout geyser
#

I will try make a code that will try somethign

junior hedge
#

you want me to?

devout geyser
#

So basically

#

if you disable the option you should be fine

junior hedge
#

for camera?

#

or entire character

devout geyser
#

Its in the camera options

devout geyser
#

it should work

junior hedge
#

k that worked

devout geyser
#

nice

#

Sorry if i confused you with me over explaining stuff just didn't see its first person camera

junior hedge
#

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?

devout geyser
#

Yes!

junior hedge
#

what type should I look into learning

devout geyser
#

Maybe i said it like 200 times but look what i did when I used a simple normal timeline

junior hedge
#

?

#

the video you went earlier?

devout geyser
#

This ^

#

Animated movemtn

#

movement

#

quite easy

junior hedge
#

yeah thats exactly what i need

devout geyser
#

multiply great tutorials

#

just timelines in youtube you should be fine

#

Good luck ^^

junior hedge
#

thx

zealous moth
#

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?

junior hedge
#

@devout geyser

#

thanks man

#

works perfectly

trim matrix
#

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

devout geyser
#

@trim matrix check multiplayer tutorials maybe? not sure

junior hedge
#

@devout geyser actually there is one problem

#

i cannot rotate to the right side

#

only the left

trim matrix
#

teams which are preset before the game starts

#

like team deathmatch sort of thing

#

which isnt what im trying to do

junior hedge
#

it would be hard to show you the code screenshotting cus its alot can I just screenshare?

devout geyser
junior hedge
#

for value?

devout geyser
#

ye

junior hedge
#

now its completely broken

devout geyser
#

E pressed -> Z(YAW) -90

junior hedge
#

instead of doing 90 degree turn it does spazzes now

devout geyser
#

share a screenshot if you mind

junior hedge
#

it just spazzes

#

timeline is (0,0) (3,-1)

thin panther
#

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

devout geyser
#

@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

thin panther
#

yes

junior hedge
#

it worked on the turn left tho

thin panther
#

you need to store them in a variable

#

otherwise it will just, get, lerp a frame, get, lerp a frame

#

exponentially

junior hedge
#

this one works

#

it goes to left side

devout geyser
#

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

junior hedge
#

this is turn right

#

doesnt work still

#

0,0 3,-1 are still the timeline stamps

devout geyser
#

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 😄

junior hedge
#

oh

devout geyser
#

The track it self

#

ye

junior hedge
#

where did you see that

#

nvm

#

it still doesnt work tho

devout geyser
#

wait

#

lemme try somethign

#

dumb question

#

did you try changing to relative rotation?

junior hedge
#

i did not

#

i can try

#

but dont see how that would change anything

#

it does the same thing

devout geyser
#

lemme try something

#

wait couple of minutes

junior hedge
#

k

last pond
#

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

devout geyser
#

@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

trim matrix
#

u need to plug in reference to what ur casting too here

devout geyser
#

@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

trim matrix
#

@devout geyserdo you know anything about sqlite?

junior hedge
#

@devout geyser

devout geyser
#

That's gonna be a no sorry 😦

junior hedge
#

what about the timeline

devout geyser
#

@junior hedge still working on it

junior hedge
#

alr

last pond
#

made sure to save the image so i dont forget XD

devout geyser
#

@last pond Your warmest welcome

trim matrix
#

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.

thin panther
trim matrix
#

do have any idea of how i would do this with blueprints?

desert juniper
#

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

devout geyser
#

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 ...

▶ Play video
#

maybe that's what you are looking for?

devout geyser
#

its 1 hour a peak would not be enough ^_^

trim matrix
#

lul true

desert juniper
#

that is part 1

trim matrix
#

thats rough

desert juniper
trim matrix
#

if it lets me work with sqlite easily tho its probably worthwhile

desert juniper
#

just have a DT that is loaded/saved periodically

trim matrix
#

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

desert juniper
#

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?

devout geyser
#

@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

trim matrix
#

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

desert juniper
#

then store the data on the server that's running it. you can do it any way you want, and all have pros/cons

trim matrix
#

i thought data tables can only be edited in editor?

#

or am i thinking of something else

desert juniper
#

Flatfile: easypz but can get corrupted (if you're not careful about writing); not robust

#

database: robust, but has a learning curve

trim matrix
#

it might be worth just putting in time to learn USQLite Database plugin

#

cuz it will make it easier in longterm

desert juniper
#

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

devout geyser
#

@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

junior hedge
#

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

desert juniper
#

rooThink1 I don't know if there is one after a few mins on google

trim matrix
#

there is a plugin for PostgresQL blueprints

#

i think

#

its cheap aswell

quaint geyser
#

I would recommend having a proper web server and doing POST/GET requests for data.

#

Assuming the data isn’t super time sensitive

trim matrix
desert juniper
#

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

quaint geyser
#

But how often does it need to be updated in the database?

devout geyser
#

@junior hedge let me show you want i mean

trim matrix
#

it is time sensitive for my applications i think

desert juniper
#

@trim matrix Do you need to control the database?

quaint geyser
junior hedge
#

vc?

desert juniper
#

or is it fine if players control it via their own servers?

trim matrix
desert juniper
#

(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)

quaint geyser
#

Yeah, so store it locally in memory

#

And save it periodically on the server

junior hedge
#

brb

trim matrix
#

have an official server cluster

#

and unofficial for people hosting their own things

quaint geyser
#

Use local database then

desert juniper
#

in that case, dont use SQLIte for a centalized database

trim matrix
#

like CSGO where u got the main valve servers and server browser

quaint geyser
#

JSON or SQLite

desert juniper
#

JSON is not a good solution for this

quaint geyser
desert juniper
#

it can lead to data corruption

quaint geyser
desert juniper
#

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

quaint geyser
#

That’s why you save to memory then periodically save

trim matrix
desert juniper
#

SQLite is a better solution for a local database

quaint geyser
junior hedge
quaint geyser
#

Or even better use a web server

#

And for local use SQLite/JSON

desert juniper
#

please don't use MongoDB. such a terrible idea

quaint geyser
#

I used mongodb in my game

desert juniper
#

it has like 3 real world use cases. a proper relatiomal db is better in every other case

quaint geyser
#

I had 0 issue with it in my game

#

And had a few million total players

desert juniper
#

0 issues doesn't mean it's the right solution

quaint geyser
#

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
#

@devout geyser

#

I figured it out

#

forget it

devout geyser
#

@junior hedge What did you do?

junior hedge
desert juniper
#

rooThink1
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

devout geyser
#

@junior hedge hmm ok

quaint geyser
#

Yeah, but for a game it won’t be that complex

devout geyser
#

glad to hear that

quaint geyser
#

Obviously for social media or a complex website it’s easier to use SQL for relational data

junior hedge
#

can you not do an integer branch?

devout geyser
#

you can

#

by making an interger statement

#

Equal \ greater than \ less than

desert juniper
#

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

junior hedge
quaint geyser
#

Well almost every mobile game I’ve seen uses firebase, which is nosql

#

And the “MMO” project I worked on used mongodb and only needed to reference 1 other document (their faction)

desert juniper
quaint geyser
#

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

desert juniper
#

ah okay, yeah that makes sense

trim matrix
#

I will probably need to store data in different tables and retrieve them fast without retrieving all irrelevant data at once

quaint geyser
#

So we just had inventory, team uuid, health, points, level, and a few other things.

desert juniper
#

storing even large amount of data is relatively cheap in memory

#

yeah and those all just need to be loaded once

quaint geyser
#

And it’s all relevant so was just loaded into Unreal on join

trim matrix
#

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

desert juniper
#

okay that makes sense.

desert juniper
#

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

quaint geyser
#

Yeah but that defeats the purpose of using relational databases(unless it’s only for certain values)

trim matrix
quaint geyser
#

If I had to rewrite it today I would use Prisma on a web server

desert juniper
quaint geyser
quaint geyser
#

So dumping json into something that way you don’t have to worry about formatting certain values

#

And having proper setup for more important keys

desert juniper
#

yup yup

trim matrix
#

things like stats also would be on database but only need to be updated every 15 minutes or so

quaint geyser
#

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 wouldn’t have persistent memory.

#

The mmo I worked for has had 60k concurrent players

#

And uses mongodb and redis

trim matrix
#

does mongodb have a plugin for blueprint integration or would it all be in c++?

#

oh it does

thin panther
#

If yiu are building an mmo you should already uave advanced c++ knowledge

trim matrix
quaint geyser
thin panther
#

What are these extraordinary circumstances

quaint geyser
#

And not making calls to the database directly from the engine

thin panther
#

Cuz if you dont have a team or even funding then an mmo is not a project you want to undertake

fair magnet
#

Can someone help me? it seems the custom event is loosing the reference or smth...

trim matrix
#

if i can get a semi substantial proof of concept then ill have the means to acquire funding and a team

devout geyser
#

@thin panther Don't underestimate him bro, as long as he is confident that's the key

trim matrix
#

which is what im workin on right now

thin panther
devout geyser
#

I mean there were an amazing indie mmo's

#

back in the day

trim matrix
#

one of most successful MMOs was built by 6 people in 6 months

thin panther
#

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

trim matrix
#

be a magician

devout geyser
trim matrix
thin panther
#

Well investors you typucally approach a publisher with a pitch, if they like it they help dictate your games development

devout geyser
#

@thin panther If they can't make something they wont, if they can the WILL.

#

and they will succeed

trim matrix
#

@quaint geyserwhat game are u making?

devout geyser
#

@quaint geyser 100k wishlists you got my intrest i wonder what is it actually

quaint geyser
thin panther
quaint geyser
trim matrix
#

can you just tell me the name so i can go look at it on steam droidsob

devout geyser
#

@quaint geyser you already have a customer just saying ❤️

thin panther
#

Massive multiplayer online is the most complex thing you can possibly make

quaint geyser
#

Since then people won’t help me here with my stupid questions 😄

quaint geyser
#

Yeah lol

thin panther
#

To even ship the mmo youre looking at millions in backend, server hosting, staff wages

devout geyser
#

looking for it now @quaint geyser

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@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

thin panther
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Its still expensive af

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No matter which way you spin it

quaint geyser
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But for a small mmo you can do a budget version with self hosted servers or something like firebase

thin panther
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Its hard

quaint geyser
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Up to like 1k concurrent players

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Maybe a bit less

thin panther
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Small mmo is kind of a contradiction

fair magnet
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Then it's a mo

thin panther
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Lmaooo

devout geyser
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@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

thin panther
devout geyser
quaint geyser
thin panther
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Theres no point being a yes man

devout geyser
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There is a point being a YES man

quaint geyser
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Obviously not in comparison to AAA

devout geyser
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supporting

thin panther
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No there isnt

thin panther
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Yes men are harmful

devout geyser
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bro you just being a brat rn so yeah, not worth my time

thin panther
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Theres a reason very few of the big players touch mmos

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Lmao a brat

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Ok

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Cause i wont be a yes man to a beginner mmo project

devout geyser
quaint geyser
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Also if the object isn’t owned by the player

fair magnet
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Nothing the like standard event

quaint geyser
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That event won’t work

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And you need to use a multicast from the server

fair magnet
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why?

quaint geyser
fair magnet
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I'm not doing something multiplayer related :o

thin panther
thin panther
quaint geyser
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Just load data from a web server on login

quaint geyser
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Cache it in redis

trim matrix
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i guess ill just make solitaire clone then

devout geyser
# quaint geyser Why not?

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

quaint geyser
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And then load it when joining other servers

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Until you have millions of players and need to use sharding and it he r optimizations

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Then ur fine

trim matrix
thin panther
trim matrix
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so hes right to a degree

thin panther
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If you dont mean an mmo in the traditional sense

quaint geyser
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I never finished games

trim matrix
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but im not trying to clone world of warcraft

thin panther
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Then go for it

quaint geyser
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Until I made smaller ones

devout geyser
quaint geyser
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If you think a game will take 3 months, in reality it’ll take a year.

devout geyser
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where the devs were too ambitious with their projects

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i get it

trim matrix
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have any of you played ark on official servers?

thin panther
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Even the simple stuff aint simple lol

thin panther
trim matrix
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definitely not traditional

thin panther
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Definitely more doable for a prototype for investors for sure

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Still extremely difficult

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But not give up on your dreams hard ig

trim matrix
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the only complex database server shit ark has is that u can move items and characters from server to server

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the rest of it basic blueprint mechanics

quaint geyser
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Just load inventory on join

thin panther
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Yeah that aint an mmo

quaint geyser
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And “that’s it”

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(even though the edge cases for that will take a while to figure out)

trim matrix
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ark is definitely an MMO atleast in terms of how people play it on official

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on a technical level they just allow u to put data into the cloud and download it on other servers

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this is essentially what i want to replicate

quaint geyser
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Yeah, so setup a normal inventory system

thin panther
quaint geyser
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And save it on player leave and periodically

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And then load it into memory on join

trim matrix
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yeah

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the only substantial difference is that i want to make groups uniform and update live across all servers in the cluster

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which is what im trying to do now

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cuz if i work that out everything else should be doable

quaint geyser
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Real-time updates are tricky

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You could just use polling

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But if you have a lot of clans

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You’d be loading then all into memory

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Which would be expensive on memory

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You could fire a GET request from the client

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In the same way that websites do for auto completion