#blueprint
402296 messages · Page 929 of 403
Yeah so that what I did, but it takes the parent default value when I call it in my image above
You're calling 2 different variables.
"Health" belongs to whatever BP this is a screenshot of. "Health Value" belongs to the consumable that you cast to
wait, I realised I had to variables in soda BP, im surprised it let me do that
thank you for the help
Im dumb
Yeah np
So just remember that if you're inheriting a variable, you don't need to create it again
Has anything changed about line traces since UE4? I'm following this tutorial https://www.youtube.com/watch?v=kRW-xNArxlQ&list=PL4G2bSPE_8ul0VWqaxhv7gm2oXTVFC3as&index=7, and units always get the coordinate origin as target location. This is my current blueprint: https://blueprintue.com/blueprint/54e3fp5j/
Assets Available from here: https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/profile/PolygonBlacksmith?count=20&sortBy=effectiveDate&sortDir=DESC&start=0
In this series we are creating the common mechanics found in RTS games, everything from unit selection, AI combat, and base building.
In Part 6 we get our ...
Key part of the tutorial is arround minute 8
Yeah, so i understand, it like has that 'inherited variable' that cant be removed unless it removed from the parent, and that can be accessed by accessing the class
That's because it's the parent BP's variable, basically. If you intent to inherit a variable you shouldn't make another version of that same variable in the child BP
Yeah Im surprised it let me make a variable of the same name
Technically it's because the way variables work in C++ is that you can more or less say AParentCharacter::Health and AChildCharacter::Health and they're different variables. The child version can be shortened to just "Health" because the beginning part is implied. That variable node that has "Target" at the beginning of it is sort of the long version of the variable name because it's not the BP it belongs to
Question: I'm getting this error in editor and not sure when this started
but is there a way to track this down? I've done a project wide search for any vector/float divisions but couldn't locate the source of this issue.
I'm bad about it, but you should basically always use safe divide if the denominator could be zero
Np
I know it doesn't help you find your error, but for future reference it's basically the same thing
Will see if it works, just basically do a safe divide on all Vector/Float divides in the project?
there's like 10 so it's not that bad.
There isn't a reason not to use safe divide over regular, so I'd say so
AFAIK it's not even less efficient or anything. All it does is check for denominator = zero and outputs 0 in that case
Now that you mention it, that may be the case
I think divide by zero isn't an issue in UE? It's a yellow error, I've seen mean that it won't crash
Ideally you wouldn't have any warnings, but I come from modding minecraft a lot and most packs have like 85 errors every launch
it won't crash, but you should find where it's happening and skip the math if the divisor is 0
yeah having a difficult time locating it.
i went ahead and disconnected all my vector/float divides and it still kept giving the same error 💀
I'm curious if it is one of the C++ functions i have, but it doesn't even give me where the error is happening.
Is there a way to expand the output log to contain more information about error lines?
I'll try to run the engine on debug mode maybe that'll give a clue.
I am new to UE, and I was messing with Silent Hill-like camera placement. I was able to switch the view between static camera actors placed on the map, but how would I switch back to this camera (which is the third person camera ofc)?
@hidden stump Player Controller's Set View Target with Blend! https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/Game/Player/SetViewTargetwithBlend/
Nifty node, helps with that type of specific design really well.
Just make sure to plug your Pawn back to the "New View Target" when you want.
i did find a division where my character's Z is calculated and it's 0 most of the time when the character is on the floor level Relatively....
Thanks a lot !
Anyway I can help!
Ah yeah I was using that thing to switch between the static cameras
my problem was calling the player cam itself
Yeah it takes in Actors. So it will look at the first active camera it finds within the actor you've given it, and since you have one camera on the pawn, and it's the only active one, it should just blend to that once you plug your pawn in to the new view target.
Ah fair enough
Thanks, ill try to screw around with it a bit
Nice to see that the community is helpful, very appreciated!
You're very welcome!

So I want to get started with learning Blueprints... I understand the logic just fine, my issue is the syntaxis
How can I learn better?
When I flick my switches, which moves the highlighted bars down, it does move the bars but the collision seems to stay. Is there a way to move the collision too? Someone said it might be the BP hierarchy so I've included it
https://www.youtube.com/c/MathewWadsteinTutorials/videos for learning how to use most nodes
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
Keep this in mind, I know how logic works
I am just, completely and perfectly, unable to understand how the most basic things need to be done in Unreal
Like, I can't make a character controller to save my life
anyone able to help me fix an issue in this blueprint section? towards the end the material setup i did for blood splatter and wall splatter for some reason its only utilizing the wall hit material and the target being shot at doesnt get affected by damage anymore not sure what im doing wrong with it
better shot here this is the section im having an issue on
Anyone ever use brushify and get this error when using levels? I've added a menu to my persistent level via levels (window->levels) and it happens after accessing the menu when playing. Have any ideas how to fix this?
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue". Node: Set Vector Parameter Value Graph: EventGraph Function: Execute Ubergraph Natural Roads Blueprint: NaturalRoads
Blueprint Runtime Error: "Accessed None". Node: Set Vector Parameter Value Graph: EventGraph Function: Execute Ubergraph Natural Roads Blueprint: NaturalRoads
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue". Node: Branch Graph: EventGraph Function: Execute Ubergraph Natural Roads Blueprint: NaturalRoads
your natural roads starts ticking before the character is spawned and possessed
just pull the IsValid ? node from the Character pin and plug it in
still needing help on this
The neat thing about blueprint is that there kind of isn't syntax to speak of. If you haven't done the Matt Wadstein intro to UE tutorial, you should, as it starts from booting the editor for the first time, and covers a little bit of everything to get you started. I can't recommend enough that you should find a good learning project, like maybe you want to make an fps, so you follow a tutorial on that and just try new things with the concepts you're learning
What's a learning project for 3RD person? Any type, be it shooter or top down
A good* project sorry
just find something tbh. Most of the popular tutorials are good enough, and if they're not or it's not for you, just find something different ¯\_(ツ)_/¯
For 3rd person, try a TPS tutorial, or maybe one for an rpg. They're really open-ended
I would recommend not learning multiplayer at first though. Some of the concepts are a little counterintuitive, and it might be a little much if you're not confident with BP yet
Do whatever you want, of course, because ultimately I'm just someone who watched a bunch of tutorials, but imo you can get a good start with something like that
If you've never done anything in unreal b4 start super simple and work up. The templates have alot of work done for you already which is great, unless you don't understand it. Thats how people fall into tutorial hell.
Make rock paper scissors or tic tac toe or pong first
How can I rotate my actor so that it's local up vector points to a specific vector?
Use up vector and the location of the other actor to get the look at rotation
Find Look At Rotation - doesn't seem to work. I've tried it already and doesn't always guarantee the up vector points to the vector
I hear "it's in the player BP" on a daily basis because people get in over their head too soon
This is the result with using Find Look At Rotation in some angles. Trying to get the player's up to always point towards the cube (Attached to Actor in the BP screenshot). In the top screenshot, the coordinate system is showing the local coordinate system.
Ugh.. Im too tired for the math behind that. Are you good with algebra and geometry?
Algebra, generally fine. Geometry, not really.
This has the formula for calculating the look at in 3d
It's not too crazy, but pry be messy in BP so I'd make a function
Another way to do if statements besides branching and selecting?
can you use it for floats?
Select node
Using select nodes allows you to have a bit of branch less programming and is from what I here a bit better for performance if you plan on have a lot of them.
Switch on int is one of them, so yes
it depends on what you hook to the select nodes, if they are pure functions, all of them will get executed.
Branchless or functional programming is more performant generally because the compiler tries to guess which branch you'll take ahead of time to help speed things up. If it guesses wrong then it has to stop and go back. Idk how much benefit it has in BP
@junior hedge compare floats
Append
thx
Hi ! I have a HUB for my pawn but somehow the 'Event Possessed' node is launched on begin play. Is this normal ?
The blueprint is n a character i can posses by hitting E
But here the HUB appears straight away even though I posses another character that don't have this function
how the hell do behavior trees execute code without triggering a break point?
the FinishInvestigate has code that sets Is Investigating? to false, which it does, but it never activates the break point
this is confusing the shit out of me
like none of the breakpoints are triggered
added one inside the function now too
how can i make a double variable?
u mean a double precision float?
Should I create a custom BP function and set the scale for each gun?
any ideas? none of the breakpoints trigger but it obviously executes the code
Yes. The controller possesses the pawn on begin play
Okay, thank you !
UE doesn't have an integral function, right? need to calculate character stop distance with non-constant deceleration, so summing the distance under a curve / timeline given remaining time
I guess I can build one but I've gotta be overlooking something, right?
Depends where the collision is coming from and how it's moved. If it's part of the mesh, and you're moving the mesh directly with BP, then the collision should follow. Same if it's a collision component attached to the mesh component. If the door is animated via some material or otherwise GPU effect, then as far as the CPU is concerned, the door isn't actually moving.
Omg thank you!
It's using complex as simple collision and is just the bars, looking at complex/simple in asset editor doesn't show any other collisions around it, and I'm simply using a move component to on the bars to make them just go downwards. (part of the same blueprint)
@serene pike dunno. If you run out of ideas, maybe disable collision when it opens
But by description I don't see what's going wrong
There's a way to do that for an asset itself inside a blueprint?
Well, I have one blueprint, has switches and 'opens' the door. Flick the switches and it'll move the door, which is in the same blueprint, down. It does move it, but the collision stays
If the collidable mesh is the "move door" component, put that component on your event graph, and I think you can use an enable collision node
Not particularly technical so that'd be the best description I can give
(demonstration of whats going on)
Also a separate issue, I have a bunch of 'accessed none trying to read' for add to viewport nodes but as far as I know they should still be able to read them, so I'm assuming its because of previous compression and migration what sort of change do I need to make for all the errors to realise they still have it?
#1 don't make and remove widgets on tick. Just no..
#2 what does your components tab look like for the bars BP?
How do i use a procedural mesh as my instanced static mesh?
Not sure if it's the right place, but i'm trying to make some custom collision object channel so that my player projectile ignore my player, i managed and know how to set up the channel, but i'm not sure how to give my player the "player" object type i created?
@serene pike oh I didn't know it was some multiplayer thing. Can't help with those. Do the client and server agree about the door being there and collidable?
Ah I have no idea about the server/client thing, its a group project and it was one of the many bugs that appeared once I got the game back to me.
@hollow bronze you set it in the details panel of the capsule and/or mesh component in the collision section
Yeah thanks i think i just found it as you answer me, thanks for the confirmation tho
this script keeps event 3 times when I click mouse down and idk why
I have a copy paste of this script and it doesnt do that
(functions are also the same)
(I had 3 of them spawned on the map)
also is there a way to pause a sequence, or stop it?
Each spawned instance of that BP is listening for your left mouse button then executing your code. So yeah. Why are you processing inputs for your player pawn outside of the player pawn (or player controller)? Esp on a BP you're spawning multiple of, thus causing this issue?
I gotta zzz right now so that's a rhetorical question for you
I couldn't cast to the bp so I had to make a function in the character and just call to it so the variables can be shared but it's fine I already fixed it
in simple oop terms what does cast do. bcuz sometimes i see it being used when i feel its not imp but i feel i should know
only used when we want to convert variable type ?
Casting is a means of making a less specific object reference more specific so that you can access the functions and variables that are accessible to that specific class. Casting will only succeed if the input object is of, or inherits from, the defined casted class.
got it
Hello. unreal engine 4 where is save game folder location , after I build the project ?
can be 3 different places
Project/Save/Cooked
install folder/save
or where you told it to save manually
depending on if its installed and how you ran it
I have a DataTable filled with "Team" custom struct. When a player joins I pull a "Team" from the DataTable and pull it into a "Team" variable on the player. The problem is that it appears to Copy the Struct when setting the variable, as opposed to setting it as a reference. So if 2 players have the same Team set, updating one players team struct will not update the other, as both players have a separate copy. How should I handle this?
Would I have to store the Teams in a map on the gamestate instead; and then just store a key reference on the players instead?
When I am spawning a projectile the size is not of the Blueprint, and its of the actor size from which it was spawned from. I am unsure of how to modify the scale of the spawned actor, but this is what I have for the spawning. The Spawn Arrow variable is just an arrow component
If you right click the Spawn Transform pin and split it you can set the scale in there
I would recommend a replicated actor similar to a PlayerState, that is always relevant to only it's team members. That requires a C++ approach though.
Thank you! It worked
btw what's the shortcut for NOT since everytime I search for not it gives me the not equalwhich absolutely annoys me
@twilit heath ok . Thanks for the answer
some one help can't add Timeline to Gameplay Ability why
People in #gameplay-ability-system may know more about this
okok
if you check this favorite star the node you want should be default when searching
Hello guys is there any function which returns true when two actors are coming closer??
I need to make a device which will look light up if the receiver is coming closer
Get Distance To gives you the distance between two actors
Or you would make the device an AI pawn, and then add a pawn sensor (so that when it "sees" an actor in a certain range it does something
Or you could make a collision box and wait for overlap
I would start with something like this
and save New Distance as a Float and plug it into Old Distance every time you use function
You just need velocity and target location. If velocity is pointing towards target location. Actor is headed towards the other actor.
where should i control which pawn spawn when level opening? player controller?
thanks, ive been typing "not b" every single time lol
I would start with something like this
@versed sun
Thank you
Or you would make the device an AI pawn, and then add a pawn sensor (so that when it "sees" an actor in a certain range it does something
@jagged stone
No it has to strictly work when distance is getting closer
Its like a bomb detection thing or radiation detection as you get closer the deep and light on off gets intense and more frequent
So I noticed after messing around with navigating that there is no (Can navigate to location) function inside of unreal. Is there a way that I can choose that from scratch?
So I noticed after messing around with navigating that there is no (Can navigate to location) function inside of unreal. Is there a way that I can choose that from scratch?
@sullen horizon
Wat u want to do?
Ai move to has successful and failed pins
hi i have an actor that represents a tool and when the player selects the tool, i want it to spawn and attach to the camera. the player does not have a mesh and will never have a mesh so can't do this with sockets. Is this doable?
Same lol. Annoying how that changed in ue5
@jolly cairn scene component
like, this is a tool that the player uses
saying scene component isn't very helpful...
Use a scene component in the player BP to mark the relative transform where you would like the tool to attach to
found a way with sockets now
ye no not working now
ok so scene component, where i want it to spawn
spawn the actor on it and attach to camera component, right?
Nah attach it to the scene component.
As long as the component is parented to the camera it'll hold it's offset
ty got it now
is there a way I can make an empty attachment in ui? (For easy visibility settings)
If my print nodes suddenly have “client” or “server” before them when playing in editor, does that indicate it’s trying to do something online? Or has some box been ticked somewhere
It indicates you are probably playing as listen server with more then on player in the session.
Beside the play button there is a drop down menu.
Set players to 1 and net mode as standalone if you want single player
Is it possible to enable and disable nodes with an action? In this case I have a component with couple of different functionalities. Instead of going through multiple branches I though I could just disable or enable some of the nodes during begin event.
No, that's not a thing. If you don't want something to happen you'll have to branch around it.
Ok, though so too. I guess optimization is then looots of copypasta, if I ever feel like it 😂
hEy sweEtiEs
- is there a way to get the body volume of complex meshes ?
- aka not primitives because their volume can be calculated via actor bounds which is not the case with complex meshes
- this would need to work on dynamic or static meshes runtime
any thoughts ? merci in advance
Hey, I am working on a project in which I have some save game files which are perfectly working for pc but not for android. Can anyone help me with this issue.?
"Working" in what sense, Karan?
My first guess here is that you're saving/loading from a location that exists on PC but not on Android. Can you do a check first to make sure the file is valid and print out whatever data you need from it before trying to use it?
@chrome fractal
for sequence mode is there any way to make the movements not smooth? just instant transform switches?
Having placed 4 instances of the same actor in the level, how can I get a ref from a specific instance from "Get all actors of class"?
"Get all actors of class" should return an array right?
You can use the "get" function on that with an index value to get a specific instance.
Problem here is you need to know which instance you're wanting and, honestly, I don't know how it determines the order the array is populated.
4 instances shouldn't be that hard to go through and find differences (assuming this is like characters with names or something) but try to avoid it if you're doing say 100s of instances.
no way?
@junior hedgeif you mean in sequencer, you just key frame the location and then next frame mark the new location
Also depending on what exactly you're getting the instances for, it might be a good idea to store a reference to the individuals as variables instead.
the transitions are smooth though I want it to seem like it's blinking I guess you could say?
If it happens in one frame then it will be a blink
oh ic
so do I just need to copy the keys every frame?
or is there a less tedious way
Animations work by smoothing between each keyframe like a lerp.
I've not tried it but I imagine if you have a keyframe the frame before you want to blink that is equal to the last frame?
Any time you want an instant snap from one spot to another you'll have to mark the keys frames
However there is a record button that makes it pretty quick
Anyways question:
How can I stop a camera attached to a pawn from rotating with the pawn?
I want to be able to orbit around the squad but every time it turns a corner the entire camera shifts with it.
On the pawn turn off use control rotation yaw
It is turned off.
For context, camera is on the pawn, the controller is using Set View Target to it.
Is the spring arm using control rotation?
the reason I couldnt copy and paste was because you cant do it with 2 objects at once (even though they are in the same sequence)
No but it is inheriting yaw.
Ok.
And the pawn capsule/meshes aren't correct?
The pawn itself has no capsule/mesh. Its an invisible marker that the camera focuses on.
Think like an RTS camera?
Hi, can anyone help with this Lyra Project issue im having? I have so far managed to get the hit effect to play on my target and stops when the damage = 100f by adding the ability system component.
But i have a hard time finding a way to apply the death ability that this post mentions. So either removing the actor once shot or once the health is drained which would activate the death ability.
https://forums.unrealengine.com/t/trying-to-work-with-lyra-unable-to-do-simplest-thing-create-a-cube-that-can-be-damaged/572512/2
So i think essentially the crucial information i was missing was: it is a fools errand to try an implement gameplay ability system in blueprints. Doing basically what i did in blueprints, but instead doing it in a c++ class and i was able to create a LyraHealthSet in addition to my LyraHealthComponent and LyraAbilitySystemComponent and with all...
Ok, so are you attaching it to the units?
Right, think that but the camera "snaps" to the currently selected squad.
Way its handled in the controller is you have an array of your useable squads and a reference to the currently focused one.
Like I said, "set view target" to look at the current one.
And yes I know its jank and miles off what Unreal was intended for
How can I get the "Play from here" position in the GameMode?
Ok, so set view target is possessing a new camera on the currently focused unit?
Yes
Ok, so that camera/spring arm settings are the ones you need to be looking at
Yup
Though now I'm thinking about it, I might have a different solution.
Just possessing a pawn that moves to the squad itself instead? Decoupled from the actual units though.
Is that spring arm inheriting yaw as well?
It is
Yeah I think just having a separate pawn for the camera alone that follows the focused squad's position (but not rotation) might work better
I think hitting that check box might help you out here
But attaching the player pawn to the active unit works too
On the springarm, what's the different between the socket and target offsets?
They seem to be giving the same results to changes.
I think they refer to the origin and ending point of the line
I usually only mess with the target offset
Right, just didn't seem like there was a difference. I imagine changing the start would change the end too.
Thanks for the answer, you are right, I get the array, have tested the length and returns me the correct number of actors placed, and yeah... It would be 100s of instances. I've add a public int variable to the actor so I can change it in the editor, and it works if I "get actor of class" it returns me the highest number of all public ids, but at least changing that ID shows the correct row from the datatable. Visualize 100 different markets with their own goods to trade, different names, cultures ( this may be shared between markets), etc.
So from what I understand, each market will have an ID associated with it?
You might want to make your own array because, like I said, the "get all actors" might not populate it in the right order.
Correct
Well if you give each market an int as an ID either in the level or on spawn it'd be better to have them register themselves with the manager. This way they can populate a map using the store id as the key and a soft object reference as the value
Faster lookups and you don't have every market always loaded like you do for a hard object reference array, like the one from get all actors of class
Ive reached a point where im ready to ask for help. I am trying to make a fluent power grid. All the devices tell one blueprint how much power they are consuming and the blueprint updates them every second at what % speed that are allowed to operate at. So for example if the grid has 20W of power and it has two 20 watt lights connected. They would both run at 10W or 50% power and the brightness would be reflected in that. I cant figure out how to make the blueprints talk in a smart way
For that I'd probably do an event dispatcher or two
UE doesn't have an integral function, right? need to calculate character stop distance with non-constant deceleration, so summing the distance under a curve / timeline given remaining time
They problem i found with that is the light bulb need to inform the power manager how much power it is using. Event dispatchers dont send data with them
You 100% can add inputs to a dispatcher and pass them to the listener
@radiant silo FIntegralCurve?
you know, I saw that but honestly didn't understand how it worked - that's a curve itself
the docs are kind of sparse https://docs.unrealengine.com/5.0/en-US/API/Runtime/Engine/Curves/FIntegralCurve/
I'd have expected a function that took in a curve and a timestamp and returned the sum, I guess?
I mean thats a timeline essentially. You can assign an external curve asset and update returns the current value.
I think you'd have to get the time and the value at that time yourself otherwise
wouldn't the timeline just return the value at a point in time though, rather than the sum?
I guess that's the part that shocks me, haha
integrals feel pretty integral (lol) to doing any math with curves, shrug
I guess I'll homebrew an integral function
Vector has a calcIntegral function but thats all I can see
hm yeah, I saw that but the description said "over the surface of a sphere"
Yeah
I guess I could maybe drop / zero out the third axis
You could formulate your curves as distance instead of speed.
that hurts my brain
How do i make one event call all the listeners without having to tell the caller every instance that is listening?
will think a little more, thanks guys
Instead of plotting speed over time, plot distance.
yeah, I get what you meant haha
the implications are kind of complicated
@versed spruce shouldn't that happen implicitly if the listeners are subscribing to the event?
Dispatcher
When a dispatcher is called, it calls all things bound to it
All the event dispatchers ask me to select a target for what to call
Then the bind also asks for a target
if you're trying to make a bunch of objects on the floor react when a player jumps, for instance:
- objects that need to react need to bind to an "on jump" event on the pawn
- the controller calls the "jump" function on the pawn when you hit the spacebar
- the "jump" function on the pawn dispatches an "on jump" event (plus makes the actor jump etc)
- objects will automatically fire their bound handlers for "on jump"
so the pawn has an "on jump" event dispatcher, plus a "jump" function that runs your logic + dispatches the event
omg it worked
My brain is so fried. Ive been doing this for 12 hours straight
Thanks for the help, gonna take a break now
hi i want to convert byte array to string (utf-8) but that feature in low entry plugin doesn’t seem to work for me in ios but it works for other platforms'
how do i implement that without the use of that plugin
@versed spruce haha I know that feel, rest up
Look at the code, do something similar
Does anyone know why Line traces by channel don't work when the actor has physics simulation?
The only way I can pickup and drop the log is by not using physics at all.
I attach the log to a socket because I want to use animations in the future.
What makes you think the line trace doesn't work?
The fact that when simulating physics is enabled it simply doesn't work
Are you 100% sure it's blocking the Camera channel when simulating physics?
Is there another way I can check beside just activating and deactivating simulating physics?
Are you sure that's ALL you're doing. You aren't changing anything else about the collision profile?
Show your setup for the actor, maybe you're simulating physics on the mesh but tracing vs some other collider
Are you sure it's the trace that's the problem? How are you doing the pickup when it's simulating physic?
Hi all, quick little vector math challenge. I have the Z height and the angle of the projecting line, but I'm trying to find X length. Any help appreciated.
You are probably just attaching the actor which only attaches the defaultsceneroot and leaves the mesh to continue simulating along
Sin(angle) x Z
that's how I do it with simulation 🤣
@warm glacierI think this is your problem
That'll grab the root component
which is great and all, but does nothing
add another mesh with NO collision and not simulating physics just so you can see if it snaps to your hand
I bet it does
oo ok, let me try to play with that, might need clarification, but will try now
Check the last video; it snaps indeed. but what's the alternative then?
I replace the rootcomponent with the mesh?
Grab the mesh instead of the root component, or just lose the root scene component
alright I'll try right now.
I've used a tiny root cube for when I want a static or skeletal mesh on subclasses of the same thing
the base class had a cube collider as root
Yeah it works, thanks. Now, I imagine I disable physics when carrying it right?
Would Anyone Know How To Fix The Spinning Issue?
Like this?
Have you tried it?
yeah, it doesn't give me what I'm after
What are your input numbers?
and output number, is your angle in degrees?
ok
ok, I tried a few and figured if I set the angle to 45 degrees then the X value should be identical to to the Z value (as the angle is perfectly between them). Like this (values shown on variables).
except it's not, it returns 70, so no, it doesn't work
so at 45 the two distances should be equal, like this. Then as Z increases, X decreases and vice versa. Makes sense?
oh whoops yeah it should be tangent
tan
ah ok, will try
read up on your trig functions
it might be tan(90-angle) but just check
yeah tan(45) is 1, tan(0) is 0, so it should be it
I was, just struggling to find someone tackling this general issue, all examples seems to assume you knew two side's length
That's the vector approach. trig is all about angles
Yeah, I ultimately need a vector location
What exactly are you trying to do? There might be a simpler method.
where is this angle coming from
It was tan as you said, and I had to minus the angle from 90 as well. Thanks a bunch!
So I'm building a set of tools using geoscript in UE5. I'm working on a roof builder right now and I'm just tidying up some of the finer details. A bit hard to explain, but I need to make sure the inner walls of the loft stay at a consistent height though the angle of the roof will be adjusted
In a real house, the side walls of lofts don't just taper away into the angle of the roof, they're usually boxed off, to create a more square room, I hope that makes sense
Yeah these right?
That's it! a 'knee wall' didn't know they were called that
I'm building one at my house right now, finishing the attic
nice!
Do you know, is it possible to use Lumen with geoscript stuff?
Looks like this right now, bit hard to show the tool off in a picture, but it just let's me dynamically create roofs, it's part of a bigger set that does walls / floors etc then bakes out to nanite geo.
Yes, def, that's what I'm doing
Can Lumen/Nanite be used with stuff made at runtime?
Runtime is a challenge, you can't bake to nanite at runtime as far as I'm aware. You can only use dynamic meshes (which are not nanite). Also DMs do not use Lumen fully, though they might in the future
Everything I'm doing is in editor, then baked out to nanite static
anyway I can get good shadows without having to use raytracing?
was using Lumen and was getting 70 frames with like 2 light sources
I know we were just talking about Lumen, but you should really post your question over in #lumen
yeah yeah mb
I can answer it there
can you just tag me
yeah
How to I get angle between 3 vectors? I have location of sun/player/center of earth
Thanks ever so much friend, I definitely wasn't going to find the answer alone any time soon with what I was searching for. Also sorted a few other problems
That's the angle between TWO vectors, A-B and A-C
This should get you started
Okay thanks!
Angle = acos(dot(A, B)/(Length(A)*Length(B)))
It might also work by converting both vectors to rotators, then doing the subtraction, then using the "Euler" node to get the angle
Where is the best place to run events for a widget switcher.
For example I have 3 different types of units, with sub units. I wish to change the UI when each type of unit is selected. This info is stored in an array in an interface in the game mode, Any ideas would be appreciated?
I'm not sure to understand but you can have a button in your widget that switch the unit, meaning, "OnClicked" you change the var and update the UI
Yeah, I looked down that route which is clearly the easiest but I do not wish to do it that way as it involves the player clicking a button. I'd like to have the player select a type of unit and the UI automatically change.
How does he select a type of unit ?
Mouse button and Marquee that pushes through to a custom event on the interface labelled Unit selected
ew no
don't
can't you just update the UI on this custom event?
You can then call "update" functions on the widgets that needs it.
Or if all widgets are childs of a main widget, call an event on that main widget which then calls update events on child widgets.
You can also use an event dispatcher, and bind in the widgets that needs to be updated and perform your update here
Hey so I am trying to bind text in the widget blueprint it doesn't appear in game. the text isn't disabled either and appears when not binded
Because it might not be the same rotator if doing R1 - R2 or R2 - R1 ? That's right lol
If it appear when not binded it probably means that your text variable is empty, try to print it
Basically i want to make it that if i have a follower and they can't navigate to the player then they will teleport to their location
I will try that let you know
Yo! I was experimenting with metahumans
UE5 TUTORIAL
Use a MetaHuman in the ThirdPerson Template.
[Contains a fix for feet sticking to the ground]
Fix foot IK:-
https://youtu.be/6-Adk6JPQ8Y
Chapters:-
00:00 Intro
01:22 Obtain a MetaHuman
03:00 MetaHuman IK Bones
04:55 Assign a Skeleton to parts of your MetaHuman
08:08 Setup ThirdPersonBP
11:55 Master Pose setup
14:22 Node setup i...
followed that tutorial exactly till 10:10 about
and like
it doesnt look right
the body parts should kinda like snap there
tf
I fixed it a bit but the hands are still looking really wrong
ok bro wtf
Any idea what an object a parent actor would use when being casted to from a HUD Class?
fixed my stuff nvm
Im trying to make a snake movement like this https://youtu.be/D9lunzyn5yo and there's no tutorials for it. Anyone know how to make bones follow eachother like that?
Tried to do snake physics in UE4. Similar to the one I did in Unity a few years ago. The theory is the same, then a whole lot of tweaking and fiddling with different parameters, etc.
After some calculations :
R1 = (20, -50, 70)
R2 = (-30, -90, 50)
R3 = R1-R2 = (50, 40, 20)
R4 = R2-R1 = (-50, -40, -20)
Didn't tested with the Euler node but the Angle of R3 and R4 should be the same right? And this should be the angle between R1 and R2
I might be missing something
You might want to store all bones locations in an array, then on every movement of the head, move all the bones in the direction of it's predecessor in a for loop (didn't tested but this is how I would try it)
But in the video you linked, it says it is using physics so the method i told you is different I think
And it might be weird if the snake is falling like at 1:15, the tail will stay in the air if the snake stops
Im trying to make a Chinese Dragon game so my dragon wont have gravity and it has legs so its not that important
You have 3 points, and 2 direction vectors (they share the middle point, that's the one you want the angle at).
R1 and R2 are the vectors from the middle point to the two others points, converted to rotators
Yeah just don't do that, it's gross. You can get the delta, but now you need the angle between them from that rotator. Unless you get super lucky and the rotator is only in yaw or whatever, you're back to where you started.
Can hierarchical instanced static meshes perform worse than instanced static meshes?
I set HISM up with LODs and im getting less 40 fps when compared to the same static mesh that uses only one LOD 0 of the former.
Is this because a HISM has to check for distance constantly? I thought an HISM was just an ISM with extra LODs?
Unless we have a magnitude of rotator node, dunno if we do
There is that : https://docs.unrealengine.com/4.27/en-US/API/Runtime/Core/Math/FRotator/Euler/ But I don't know if it's exposed to blueprint
You'll end up with a delta like (30,-22.4,0), and then now what? You still don't know the angle between them in the plane they're in.
converting stuff to euler just makes a rat's nest out of it.
Oh you're right, it doesn't return a float
i got it to show up now but the integer that I have it binded to isnt updating
GENERAL Question 🙋🏻 Is it affecting the speed of response in Game if the code is long? Should it be chunked in parts or does it not matter? Like a on overlap Scenario do this and that…
No, not really.
I mean, more code can cost more than less code, but if you need the same amount of code, just broken up, there's not much of a difference. Don't worry about it.
Ok, i was thinking about to speed things up. I make a game where a ggostwomen runs at you and the player needs to press a key to prevent the attack. So works mostly but unfortunately not always @faint pasture
it's more about what you're doing than the length of the code
here is what I want it to do btw but it just wont update
I check if the player has a weapon equipped- branch true - cast to anim bp of the ai
And much more but sometimes it doesn’t even cast to the anim bp
doesn't sound like a performance issue, you probably just need to check validity of the player / weapon / etc
try the "is valid" node
Your nodes looks right, maybe "AddCoinScores" is not called ?
So is valid is faster than boolean/branch/true? @radiant silo
you don't have to worry about performance of either of those nodes
Its just 0.5 seconds time frame. 😅
boolean checks are essentially free
if casting is failing, you're probably calling it on an invalid reference
and if you're trying to troubleshoot performance, it's probably related to the actual logic on the branch nodes, not the branch itself
Yes, mh i wonder what could cause the unreliability
Its literally…. On overlap
Probably overlap is the bottle neck?
i called it but it wont update which i don't understand
Post a screen of your nodes, it will be easier to help
If you place "PrintString" in "AddCoinScores", does it get printed when it needs to ?
It literally doesn't matter.
What makes you think you have a bottleneck? Have you profiled it?
Your bottleneck is probably VSync lol
no string prints. also here is where I called it
No, unfortunately i has a similar problem where i tried to catch projectils on overlap. After a certain speed it was not responding
That's from the collision being missed, turn on CCD
I know the player is hitting the coin to because I have a sound play when the player collects it and the actor disappears. the score just doesnt change
Or do i need ccd on the ai and the player?
Probably not , the ai should get it with ccd
Give a video of your problem if you can
Ok its late here, may i send you tomorrow the code and a 5 sec example video?
sure
here we go again. This worked PERFECTLY one hour ago, I'm starting to hate this sled. Anyone with ideas?
WAIT nvm i figured it out 😅
wrong character reference ? ^^
That happens ^^
only took me a day to figure it out
Say I want to use the same eventgraph initialize animation in multiple animinstances and dont want to copy past, I tried makeing child ABP's but then the parent ABP initialize animation dont run and I cant find a way to call partent eventgraph functions, does anyone know how to do this ?
the isvalid bool is inside of the isvalid macro... lol
To call a parent event, you can right click the event and click on "add call to parent function"
Omg thanks 😄
how can i detect the edges of a mesh in blueprint?
You can't really, but you can get its bounding box
Unless there's some new stuff with UE5
Hey, I'm having a strange issue with the Get Velocity node. When I read the velocity of my pawn, The X and Y component of the velocity seem to always be zero no matter what I do. Any idea why this could be occuring?
I feel stupid, I've used this node before several times and never once had an issue
What would the "edges of a mesh" even be?
You mean the literal edges, the thousands of them?
im trying to get something like this
where some sphere are placed in the mesh corners
in 4 corners or in all 9 ?
I guess you dont use a spline ?
this is different it's from unity
That's gonna be kinda tough, what are you trying to accomplish?
a 2d to 3d mechanic like mario odyssey
You'd probably want to author those points in there in winding order, with sockets.
so you use a spline ?
Still need the points, just calculating them from the raw geometry of the mesh will be hard.
and probably impossible in BP
I'd use sockets
im sorry ain't using splines
Yeah that's gonna be damn hard, bad enough just getting the perimeter, but mapping a 2d area to it? good luck.
Doable tho
ye looks like im gonna use c++
how do you make the 2d ?
@trim matrixHow many distinct meshes are you expecting this to be used on?
i think of making another character 'sprite' and switching it with a trigger
i think square or circular meshes would be enough
You might not need the corners at all, use UV mapping to do it.
or maybe a decal seems better
yikes the thing i always don't want to deal with
You are severely underestimating how hard this mechanic is.
You're talking like this right?
https://youtu.be/bGwAtbQIC_8?t=56
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Start with being able to move a dot on a cylinder. You'll want to be comfy with UVs, and probably have to have a seperate scene that is then rendered to a render target and applied to the cylinder
The 3d surface is basically the "display" that you are playing a seperate scene on.
You don't need to get the corners of anything for this.
sorry for not replying soon there was a connection problem
anyways doesn't that just apply to circular meshes only?
You set up your UVs right and it'll apply to any shape mesh
the problem is
I NEVER TOUCHED OR LEANRED UVS
UVS are pretty simple. Top-Left is 0,0. Bottom right is 1,1. Each triangle on your mesh sits in that space somewhere
idk maybe
Then you need to learn.
and how will be i able to set like sprites on a cube
A very bad box uv wrap.
That's the least difficult part of doing this
Fixed*
any channel that can teach me uvs?
Yeah you'll need to learn how to make custom UVs cuz that determines how the 2D world maps onto the 3D surface. As far as learning goes that's more specific to the 3D modeling software you use and not UE?
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...
Learn about it, then you'll get a better picture of how hard this is.
thank you for the help
In my BP, I am messing with different ways of setting the location of things. Lots of contingencies etc... Im working through options. But there does not seem to be a resource, in the online documentation, to know all the ways. Set world location, add local offset , add world offset.
[2:37 PM]
so my question is, is there an online list of ALL the nodes. The Bluprint API ref is hard to navigate.
SO Alternately..., if I just R-Click in the middle of a graph and make sure "Context Sensitive" is off. Will I find ALL the nodes under the "Transform" group? I believe i see most I have encountered so far there. I don't see a "Location" group.
Is that actually my best reference? seems like it is but I just want to make sure. Thanks!
@warm summit in the BP editor node graph, there might be a sidebar called something like Library or Palette (going from memory here)
If not, see if you can reveal it with the menu — "window" category
@tight schoonerAwesome found it, THANK YOU!!!
hello, I'm building some level design blueprint classes. Every time after editor restart, the array variables lose all stored values. Is there a solution for that?
For example this contains 4 object references to other objects in the world before I closed the editor
trying to make minecraft like world gen, how come when i try to generate chunks automatically upon runtime the engine says infinite loop detected, but if i drag a chunk actor into the editior window the chunk will generate just fine? i dont see what different this makes as the actor is being spawned in regardless
is this custom blueprint?
yes
is it a soft ref? also make sure it's not transient by accident
I have my player camera at the end of a SpringArm and I have it offset (TPS perspective) to the right of the character. We'll be adding a toggle to swap the camera from left to right offset (sort of over-the-shoulder). However, when you rotate the character (like strafing side to side), the camera does a weird bob of kinda coming in then going out. I moved the camera with the SocketOffset parameter. Should I be handling it differently?
go in the blueprint and make sure Roads is not marked as transient
I'm not sure. The array is defined like this
thats weird
An update. The array elements are added by blueprint call in editor functions. I tried to manually add the values in editor by actor picker, and the values seem to be kept.
but my objective of creating this blueprint classes is to automatically create objects link information.
What does it do if you do it nowhere near the shore? Is it falling to the seabed?
idk if this fits into #animation since i'm using it for blueprint-
Is there a way to "get" what point an animation is at right now?
like from 0-1
there's a start-position
but is there a current-position?
it depends, like it will just fall a bit and stop falling, when it moves again, it falls a bit more and stops
it's like there isn't gravity
or maybe thats just me
Oh I think I know how to fix your problem
sorry for late reply, you there?
trying to make minecraft world generation, i have chunk actors that generates blocks then builds meshes (only visible faces).
When i drag it into the editor normally, the chunk generates fine and everything works. When i try to generate this same chunk during runtime (spawn it in after my character spawns in) i get infinite loop detected.
how to fix and what difference do the 2 make?
ye, I'm here
Think it's not a problem with array, but variables modified by call in editor BP functions. Tried to change a single integer property. not saved at all
I didn't touch them in construction script.
yeah make sure it's not being emptied in construction script
let me check this
@smoky rivet if are you spawning more then 1000 or so at a time, it will trip the infinite loop error. To get around this do it in batches of 1000 or less, or use a loop with a delay
ive tried only spawning in one, same error always
loop with delay shoots same error as well
woops, missed this part
Show your code
Worked like a charm! Thank you so much!
It works without the transact object node.
yeah, this is what you should do for every editor button. it also gives ability to Undo/Redo these actions.
probably, I haven't tested it like that
but if i remember correctly, without Transact Object it wouldn't be able to undo some changes.
editor keeps telling me that the branch nodes after the for loops are what caused it
but that confuses me because thats the easiest instruction
Thanks a lot. I wouldn't be able to continue building those BP without being able to save changes in editor functions.
you're welcome. glad it helped 😉
one more thing, make sure to do Transact Object for other objects that you change as well. for example if you change a property of a component, then you gotta pass that component into Transact Object as well.
ok
That's the one that's called the most but if it works when placed but not at runtime it might be a timeout issue maybe.. BP loops are terribly slow and you're nesting a few
should i rewrite the entire bp in c++?
I mean you should eventually anyway simply for performance
why not if you can
i was going to, but new to conversion so it will take abit before i get the hang of what i need to do to transfer everything over
from what it seems like everything has an extra step because the header file
I dont mean to be rude, but these nodes you've shown in first image, It's just very confusing.
There is a great bp to c++ conversion course on unrealengine.com
Its my preferred workflow
will do thanks boys
Then you're goofy
i cant think of another way to do it tbh
Thats what its for
bRUH
that's unreadable
ballpark, what's your total loop count?
Make some functions with local variables and it'll cut down on the spaghet
lmao 5
I mean total
in the entire script
5 layers?
What i'm getting at is there's a max loop count where it shits the bed and says "infinite loop"
do you guys have a better way of generating voxel worlds?
That's absolutely unreadable, break it up into functions
Don't try to do it in one tick in BP lol
its up to you but it will take you more time to refactor and debug the mess it's going to generate. I would say you will save your self a lot of time by doing it from scratch. you can look at blueprints while writing the code of course.
That's like asking a gameboy to compile Unreal Engine in one frame.
Doing it in BP is fine but typically procgen has HUGE loop counts so that's what's killing you, assuming you have no bugs.
Break it up
What algorithm are you using?
simplex noise
do you really trust there is no bug in this mess 😄
well
it works fine before runtime
but i get the point
il try rewriting it tonight
What do you mean before runtime
I mean if that is unreadable you don't wanna see the bps in my test projects
How big a stutter?
Sometimes I wonder myself what I was smoking when I coded them
Try just turn up the max BP loops
Somewhere in project settings
but this is C++ territory for sure.
Prototyping in BP is fine tho
i tried spawning in 16 of them at once (4 render distance) and it took 140 seconds for the engine to realize it was infinite loop
I prototyped wavefunction collapse in BP, don't ask how slow that was
so i think im going to c++
holy fuck
yeah nah bruh you need threading or some sort of way to break the work up
It's not the render, it's the cpu time
I recreated the pong angle calculation logic in bp... that was beyond spaghetti
the game can't do shit until it's done making your minecraft universe
if unreal even suited for voxel style worlds?
Sure
Isn't that like 3 nodes tho
or should i just use opengl and try to make my own complete rendering engine
Yeah go ahead and do that, see you in 10 years lmao
good point
You wish
The engine can do anything you want
You're asking it to do all that procgen in ONE TICK
What's the general algorithm?
One tick is all it takes
minecraft does it in one tick
yeah thats what im doing
Minecraft has 16x16 textures and a custom 3d engine designed for that
The rendering has nothing to do with it
As well as a height limit and falloff distance
Wouldn't it be something like
BallVelocity = Reflect(BallVelocity, PaddleNormal) + PaddleVelocity x Friction
are there any extra things that might be eating performance that i may never use in ue?
using vectors instead of gross trig
Nope, in pong the ball gains a custom angle relative to where it has hit the paddle
- velocity as well
Also my paddle was procedural (don't even ask) and could change on the spot so the calculation had to be done relative to a dozen different things
So then that's 1 more function. No reason to be spaghet tho.
I made an entire drivetrain simulation and Pacejka tire model in BP, it's still in BP actually, and it runs just fine and doesn't look that spaghet.
ew functions
BP can be very organized if you don't drag pins all over the goddamn place.
I like having the bigger picture on one blueprint panel 
That's an entire static friction tire model
Minecraft I'm fairly sure doesn't and was highly flawed early on. It loads x chunks around you and has huge loading screens first.
That's time to build a world.
Oh yeah also fuck referencing variables, I just drag them from the same one because lazy
That makes it look ugly and unreadable. The only pins i like going any sort of distance is execution
are chunks considered actors in minecraft or just raw data
It makes it look hackerman though
Also it's way more fun to debug later
(I'm trolling in case you didn't realize)
IDK, read up on its implementation. I guarantee they don't just crank the entire map out in one update though.
cant find good documentation on minecraft worldgen, if you have any sources id appreciate it
You can break your work up and process X iterations per tick or whatever.
tried searching up 50 different things and got a bunch of stupid minecraft videos and some wiki info
It’s probablt a procedural mesh component
or just do it in C++ and fire off a task to do it and report back when it's done.
Chunks are data in a way, only visible faces (aka exposed to air) are rendered
yep my chunk actor renders the same way, only visible faces
There is a dude with an old tutorial for minecraft in blueprints
As far as I know it's some sort of complex noise function and diffs from it. So an untouched chunk costs no memory other than the visible parts.
Might I ask why you're making yet another mc-like clone? @smoky rivet
i saw those videos
i just need to learn how to program the worldgen
trying to make different game
not really minecraft related
okay
just same world and artstyle
It's like sampling noise. THe noise isn't taking up memory, it's just algorithmically "there", you sample it to make stuff visible.
1/4 size of minecraft voxels, adventure based and procedural
been stuck for a few days on tackling very basic worldgen xD
Good luck, you're gonna need it.
yeah ik
procedural is fascinating
I'm doing map generation by wavefunction collapse on a 1k grid and it's heavy AF
Lol done a bit, if you're good enough you can translate udemy courses by penny de byl from unity over
Not a simple challenge for sure
Just learn enough to know what you're doing and implement the algorithm yourself, you learn much faster by just struggling and doing vs copying
And I certainly wouldn't want blueprint for it, too many loops
yeah i wasnt planning on sticking with blueprints
do i need to include all the uproperty bs in my c++ files or can i just write a normal class file then have ue run that? from what ive learned all the stuff in the header file is for blueprint to show it
You need to start by making a BP function library and making one function in it
get that working
I'd use Unreal for memory management
then work your way up
Unless you like handling memory
Everyone has 32gb ram anyways
16gb gang
12 gb ddr3 gang
64gb with a Ryzen 5 1600, like a fiat with a huge gas tank
Pfft, I'm 16 and crying as the rest of my pc is beef, gotta do up the motherboard so I can get to 64g
I've been meaning to ask, aside from timers and tick and loops what are other ways to handle time in bp? Like, having a variable change over time and do something with it
im a little confused though, does the "generating world building terrain" in minecraft actually do all the math for the procgen and then while actually in the game it just reads a datafile on what to render?
@smoky rivethttps://github.com/devdad/SimplexNoise
btw
i use fastnoise
Not all of it, but pregens around you
alright will take all of this and come back in 5 years, hopefully id have been able to render 1 chunk by then
enjoy boys
You can probably just make a function library to expose Fastnoise
one more question, header file does what exactly?
i understand i need to include all my properties and stuff for ue to recognize in blueprints, but is that required?
can you guys explain me what is "world context" for? I created my function library and if I use this function inside of other library function then it has this pin (I didnt add it myself ofc)
You can do event dispatching, things like that instead of tick for sure.
are you talking to me?
Yeah minecraft generates chunks around the player ahead of time.
Nah that was at soldier earlier
I have one
like multicast stuff?
Um, that's more for replication offhand afaik, but basically anything you can call and listen for allows handling stuff when finished, async stuff might be worth a look too, but in world generation in cpp, leaving the blueprint side to handle rendering I haven't had much trouble.
You can ignore that. WorldContext is automatically assigned with self node. for function libraries this is used to access the world. (used for functions like line trace)
thanks but... why the hell do I need world context for function like this?
(same function from above)
yeah, i think it does that with all function libraries that are placed inside another function library.
weird
thanks again
2/3 AND is a function of a function library right?
yep
right, no worries
👌
gonna do my weird stuff again
is there a way to detect for trackpad gestures and movement on a laptop the way you can detect mouse wheel down?
I have a parent class for all of my weapons with child classes for various types of guns. Should I change the scale and rotation for each gun in the parent class or each child class?
its easier to do it on parent so it applies to every child. but if scale is different for each child. then you have to adjust for each child.
Ok. How do I set the scale? I tried "World Scale 3D" and "World Scale" when using attach to actor but the scales don't change.
weird, Set World Scale 3D should work.
I tried it on my AK47 but it didn't work. The gun's at a normal scale before I pick it up. Then, it's massive when I pick it up. I'm following this tutorial series: https://www.youtube.com/watch?v=ajUN9Qe1XKU&list=PLl5i300DoPxeHtoK45l1MxEy-15ZseSyT&index=4
In this tutorial we will continue where we left. We will discuss the algorithm of the weapon equipment, And then we will create the holsters and attach one weapon in the holster. We will finish the whole system in the next tutorial.
Thank you so much for watching
Like and Subscribe
Then some of my other guns shrink when I pick them up.
I'm currently using a on component overlap to get the physics material of the object my sword hit but it always returns empty and says theres no physics mat even though i've added one. this doesnt work for blueprints or just static meshes
not all collisions return physical materials
you might have to manually trace
I avoid overlaps like the plague though so I have no great ideas here
Is there a node for replacing an in-blueprint static mesh with another? Got a switch that I can't just rotate, hoping there's a magic node to solve it
@serene pike get static mesh and pull out of it and then set static mesh
@serene pike why can you not rotate?
texture
Uh.... wut?
Where'd you get the weapons from? I got a pack off the market and the skeletons on the mesh's had way oversized bones that did to me what you're experiencing. I fixed it by exporting them to blender and re-rigging them to another weapon skeleton we already had that had proper size bones
Unfortunately I didn't contribute in the making of the switch, but its this sort
Oh I see. It is 1 compone t not 2
So my groupmates ended up doing it wrong, but the texture and all is already set
Yes, sorry
You can fix that in blender or maya
Luckily the lever was a separate object so I've just rotated it down, so is there a way to replace this switch with the flipped one in a blueprint?
Just rotate the lever in the bp
Lol
That would visibly show the texture flipping too
But yeah, you can swap the meshes with an event
Like I said get the mesh component and just set static mesh
Why would the texture "flip"?
If it didn't "flip" when you "rotated" it down, there's not reason it would if you rotate in bp
Unless your material is using a world position, it should stay the same no matter how it's rotated
Its all one object
You said the "Luckily the lever was a different object so I just rotated it down" which led me to think you meant the actual lever and the backplate were separate pieces but now see that you meant the lever and backplate is separate from another mesh. MB
I'll have to reflect on what I just said 🤨
Isnt the flipped mesh your going to swap out also going to have the texture upside down also?
Oh, I meant in the modelling software, sorry
If you're in blender or whatever, just export it as 2 differnt parts and make sure the origin of the moving part is on the hinge and then you can rotate just the actual handle
Meant I'd flipped it like this and other than the rotation no changes were needed, so I dont have to worry about the texture
I'll do this, thanks. I never considered separating and using the same texture
Yeah the material will work fine as long as you don't edit any vertices or anything. Detaching parts of a mesh won't affect the texturing
I was hesitant to step on any work the others had done as I'd landed in trouble before for backtracking their work, should be fine if its just a reexport
Totally understandable
But yeah, that's your best bet. Then if you want, you can use a timeline or similar to rotate over a short time so it's not instantaneously flipped
Hey @astral epoch , it's the issue with api levels. Save game is not working in 29+ api. That means Android 10+ having issues in saving and loading file.
what
???
My fps arms montages are not playing i have used the slot default slot then also no animation is playing evrything is fine animation are also correct but not playing any solution
Can we use anim montages for first person arms
You probably just want a new state in your locomotion
Or perhaps layered locomotion
Pls help a math challanged person: I want to find out the difference from one number to another, ie
5->6 = +1
6->5 = -1
5->15 = +10
5->-5 = -10
Any ideas?
Omg so simple thanks so much! 🙂
If you dont care if its positive or negative you can simply do abs on it
Oh but I wanted the negative so this is perfect 🙂
Cool :)
Hey I have a question
I want to play anim montage, but it won't play
I set slot and correct montage, and even though it is actually active when I use "Print String" for "Get Current Active Montage"
but Animation won't play, strange
Any idea?
Has the IOS IAP flow changed in UE4 to UE5?
so you have default slot set in your anim bp directly before your output node in anim graph? @burnt citrus
and if so, i think from a tutorial i saw a while back that theres 2 play montage nodes in character's bp may want to try the one you are not currently using
I don't play animmontage twice at the same time
no im saying that theres 2 different play montage nodes
I use "Play Montage" of the actor BP
As you can see, montage is actually active, but animation won't play
I use Play Montage
Because it's not character, but Gun
Anyone any idea?
Solved! I set back "Optimization setting" of Skeletal mesh to default and correctly play montages!
Hi guys , anyone have any luck getting values from get control rotation ? I’m using both the pawn and controller types and getting zeros across the board.
So is there a way to partially load save game files to read minimal variable from them, without loading them all wholesale? Is having separate save game file containing the slot index and stats the way to go?
As far as I'm aware, there's no way to pull only specific data from a SaveGame.
Not in blueprint definitely. Might be possible in C++, if everything else fails at least using a custom file format
My via Blueprint constructed Object (Outer is AIController) seems to be garbage collected. Here is my setup.
How does Blueprint handle constructed Object not being garbage collected?
Hi there, as many of you guys I looked in the Lyra example and see that the naming convention has changed. What can be seen is that the blueprint classes are now called B_ instead of BP_. Is this the new epic convention and how do you find it?
Idk but your convention should be different from there's so it's easily identifiable what you made and what is from epic
Identification is not the problem but if everyone is now changing to this new convention which I thought of as a standart to stick to epics conventions as much as possible
@limber inlet there should be a comment about how to calculate direction in newer versions
sorry my bad
I watched the video in the comments but it is also outdated, but i didnt look at the comments on that video
Identification is not the problem today. Anything you did more then 6 weeks ago might as well have been done by someone else, and if you ever work on it in a team setting it's important to make sure everyone is clear about what was made for the project and what wasn't.
Personally I put my convention at the end so that it organizes by the object name not the type, and it's enough to differentiate
I'll dig into that! I've literally spent hours searching!
Thanks!
I wrote a blueprint code that is suppose to reduce my character health by 1 when it's attacked by the chicken but i'm getting this error any idea why?
The ref to your 3rd person character is null
@wraith cave It is because once the chicken is dead maybe the function is still trying to access it but already being destroyed (null) and you still want to reduce health from it
what does it mean
@wraith cave try branching or casting if he has more than 0 health and is not null
aah but i tried the same for my other game and it worked but there i had my own player pawn and here i used the ue5 thirdperson character
Where is the reference to the 3rd person character being set?
It's telling you it's empty
im casting it when the chicken collision overlaps my player
Is that the same line as the first screen shot?
@tawdry surge maybe I wasnt clear enough before, what I mean with the naming conventions is in tutorials and and even in epics example projects everyone called Blueprint classes a BP and wrote it like this BP_MyClass. Now we see in Lyra that the blueprint classes are called just B_MyClass. And my question is if all developers switch to the new convention now.
like this?
yep
if this is visible
Hmm.. that should be fine
@wraith cave but you dont destroy the player but the triggeractor itself dont you?
Yep i destroy the actor (chicken) and -1 health of the player
lemme try
Are there multiple chickens?
Any chance the player is dying between the overlap and the end of the .2 second delay?
Nopee it's not
@white goblet I'm not dropping the p on my bp unless they made a new asset that fits it better, but I doubt it
just realised it doesn't even reduce my character health
Well no it's saying it doesn't know what character
Can't hurt you if it doesn't know who you are
Aah but why doesn't it know why is it so dumb xD
Lemme try casting it again
ok what the hell dude just adding a new cast near the new event works
Moral : don't be lazy and use the same character cast
thank you @tawdry surge @white goblet
Just promote the return from the first one to a variable if it was timing out some how
Casting is more expensive then saving the variable, plus it's easier to re-use later
Hello, I have split my level into multiple streaming levels but I have problem where NPCs reset their variables etc when the level they are in gets loaded in and out. Is there a way to save the NPCs states or do they have to be in the persistent level?
You can save the npc states to the game state and have the npc grab its data on spawn. Game instance also works, or save game object if you want it to persist between play sessions
guys how to tell the transition to go to the next state when animation end
Time remaining(ratio) <0.1
From here how can I select a specific array element from a public var int ( ID ) inside all actors of class in the level?
Thank you 🙂
Pull off the array element pin -> get "ID"-> == ID you want-> branch
how can i control depth of field for my character BP camera in BP, similar effect as the middle image
what parameter should be needed for foreground and background blur in-camera post process ? i found it cine camera easly by epic tutorial on DOF but not for normal player camera.
Hoping someone is able to help solve this, probably something simple. I'm trying to attach a stationary actor to a another actor that moves via interaction. I've tried the below code but with no luck, any ideas where I'm going wrong?
guys
I have some small problem - making an arcade racer
but on the top left corner I have total race timer feature
and when there is less than 2 digits after coma
the blank space is visible
so for example: when the race lasts less than 1 minute, the engine displays 0 :26:13 instead of 00:26:13
when race duration breaks the 1 minute, then everything displays fine like: 01:26:13 or so
I think there is some option in widget settings, but I cannot find it
On the node where you convert the values to text
There is an arrow for advanced options
Set minimum places to 2
@quaint dagger In a vacuum that should work. Are the two objects blocking each other or simulating physics?
Neither are simulating physics, stationary objects are the elevator keys and the moving (interactable) is the elevator
Oh, are the keys set to movable?
Yeah they are all set to movable
And the collision between their object types isn't set to blocking?
Last thing I can think is, are you sure the elevator up event is firing?
Both events work, I have another elevator which does the same thing but with stationary buttons on either end.
Hi. During EventAnyDamage I'm trying to cast Instigated By to PlayerController Blueprint and execute PC event. Issue arise during cast to PC_BP, it just fails. What could be the reason why the cast fails?
The controller didn't instigate the damage. The pawn, character, or weapon most likely did
I use integer direclty
directly
I think you mean integer to float ( int -> float )
?
@quaint dagger that's weird.. I'm not sure why else it wouldn't attach
Ok no worries, thanks for trying anyway 👍
@dreamy yacht nah where you put it on the screen
you mean widget ?
Yeah
Event graph
Why does it shows Controller Object Reference?
Or did you bind it?
yeah, I did
Ok is there a binding function
@ornate dragon ah, then are you sure it's controlled by that controller class? And are you passing an input to the instigator pin on the apply damage event?
Yeah the second part, I'm not passing it to ApplyDamage. Missed it completely. Thanks a lot.
@dreamy yacht basically you need to find the code where you are setting the text on the count down text box so we can define the format
Idk if you can do it in the details of the box itself. Never tried
each value has it's own function as miliseconds / seconds / and minutes
but I don't know which node in settings is corresponding for visible number amount
Just set this selected text's justification to right.
Unless you actually want the 00.
How do I get the move component to blueprint to move an actor backwards relative to the actors rotation ?
not totally sure what you mean, but if you're trying to move an actor backwards, you can get its forward vector, multiply that by (-1), and that's its back vector
or maybe you're asking how to get the character movement component? if it's a character, you can just "get" it in the event graph
setting the justification for all three didn't solve the problem
you should look at a horizontal box, or alternatively use a date time struct as input into one text box, rather than having multiple boxes
with the right settings, a horizontal box will remove excess space and move everything to whichever side you'd want it at
Hello, sorry to cut into the conversation but I have this issue that I was hoping somebody here could help me with. Currently my 'Was Input Key Just Pressed' node keeps returning false no matter what I do. Does somebody here know why this is happening?
@dreamy yacht the "text to(integer)" in the above screen shot
Click the arrow at the bottom of the node and open the advanced settings
Set minimum places to 2
im having a little issue here, i got this tree but the generated collision mesh isnt useful for what im trying to do, so i added a cylinder attached to the mesh for collision purposes
problem is that the tree mesh and cylinder move independently
i tried adding a socket to the tree and attaching the cylinder but that changed nothing
First I'd ask why not generate collision data for the tree mesh, and then modify that however you'd like
because i dont know how to do that and i basically only want to simulate the stem so it can fall over
but i dont want the branches to have collision
right click on mesh -> generate collision. Pretty self-explanatory after that
so i just added a cylinder
you can form it exactly how you'd want in collision data
how would i go about that?
do i just delete the shapes i dont want?
Great! That helped ! 🙂
once you generate it's pretty self-evident. You just form the collision volumes in the editor
Thanks so much!
yeah, pretty much
ok thx ill play around with that
So question on performance
How bad will it be to use "On See Pawn" and casting from it?
The thing I want to "see" is a squad pawn but will have a large number of characters attached to it that would also trigger the event.
blueprint interface?
