#blueprint

402296 messages ยท Page 938 of 403

desert juniper
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Although I start fully in the BP child class and then transfer to c++ on the parent once im done prototyping
same. i do like to build these systems in seperate projects as much as I can.

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and then convert them to C++ in the main proj

tawdry surge
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Nah same project

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Make a c++ class, make a BP child, prototype in BP and then piece by piece move it to the parent

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Saves time too cuz not EVERYTHING needs moved to c++
For the most part BP runs as fast as c# with a few exceptions.
I only worry about moving math heavy or looping things for performance. Everything else I move is either for cleanliness or to hide it from designers

gentle urchin
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Make bp actor -> make c++actor of same base -> reparent bp actor = win

mental trellis
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Reparenting doesn't always work as intended, though.

gentle urchin
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Oh?

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I've never had an issue, but im no denying the possibility :p

lyric thicket
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ehhh, Java still has a use imo

spring jolt
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Just to circle back on this...I solved the problem by Forcing Root Lock in the movement animations.

mental trellis
true valve
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When I'm sprinting and moving left/right, how can I slow it down how fast it turns?

surreal peak
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Your root component should theoretically be a collision shape like a sphere collision. But that's beside the point. How are you restarting the projectile?

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This looks animation related. Like root motion anims that aren't locked when using it them as normal anims

surreal peak
lone arch
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Hi guys, any ideas why a video source gets stuck on a frame on runtime
i am using a URL to play the video

blissful widget
blissful widget
lone arch
mental trellis
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Are you sure it's playing?

surreal peak
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RotationRate does not affect velocity

icy dragon
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I'm not expecting video source to be reliable...

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If possible, either use image sequence or Bink Video (which is specialised for playing back video in game)

blissful widget
limber parcel
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any idea why this particle effect spawns over there instead of on my character?

marble tusk
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Is it spawning directly away from the world origin at the same distance you are from it? If so attaching might be relative and not need the location

limber parcel
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i have tried that too with same result

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it attaches and moves with me when i spawn it, its just in the wrong location

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ffs its just getting worse, its never spawning at the correct position

gentle urchin
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ugh, code easily becomes messy during iteration

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and way longer than expected ๐Ÿ˜›

surreal peak
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Is the particle emitter space local?

limber parcel
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no

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should it?

gentle urchin
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is the mesh valid

surreal peak
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Try it

limber parcel
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yes the mesh is valid

gentle urchin
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does it happen to spawn at 0,0,0 by any chance

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(seeing as it's in the corner there, not sure if thats absolute 0 loc)

limber parcel
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i tried both 000 and actor world location

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it always spawns with this shitty offset

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local space didnt help either

gentle urchin
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Snap to location _

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?

gentle urchin
limber parcel
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no

gentle urchin
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okok

limber parcel
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same thing happens with a different system so its probably not the issue

lavish tusk
limber parcel
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yeah no matter what location i give it, it always spawns at a huge offset...

surreal peak
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When you attach you don't need the world location

wheat aurora
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Isn't there a "Snap to Target"? I thought attachement nodes had these

gentle urchin
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It does

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It has*

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Or maybe thats just sockets ..

limber parcel
near wolf
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Why is it not letting me connect this

limber parcel
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because apparently a thirdperson character reference isnt compatible with a thirdperson character referenfce

gentle urchin
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So it was the ref ๐Ÿ˜…

near wolf
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I wanna check if the player has occupied the vehicle

junior hedge
# limber parcel

read the coordinates of where your character spawns and manually set just to make sure

limber parcel
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i got it to spawn on my character now but its still acting weird

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its only visible at certain camera angles

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and when i move it still spawns with a weird offset

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thats the settings im using now

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if i make the location type snap to target it spawns at an extreme offset

gentle urchin
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Tried adding a socket and typing its name ?

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Sorry, just spitballing now

limber parcel
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and the particles just always move away from my character, even with all forces disabled

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and its local space

limber parcel
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400x400 should be enough for this or not?

near wolf
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try increase or set fixed bounds

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not sure

limber parcel
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i disabled the fixed bounds and set to cpu rendering now it works a bit better

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at least its visible

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but its still inheriting my velocity

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magepox

pulsar kraken
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Hello, I am using this setup to move character on touch input like left and right just like character in pubg lobby. This works fine in windows but won't work in android platform maybe due to i'm taking values from get mouse x and Y. But i couldn't find what nodes to replace for touch input in place of get mouse x and y. Thanks for answers

limber parcel
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who even plays games on android? save urself the hassle

near wolf
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I created this new socket

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And im trying to attach my character to it

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but when I enter the name it get's attached to the root bone

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and not the socket

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what am I doing wrong?

limber parcel
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you didnt set the socket name

near wolf
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I mean, this happens after I set it up

limber parcel
near wolf
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just forgot to add it before the screenshot

limber parcel
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ohh

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did you actually set the sockets position?

near wolf
limber parcel
near wolf
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hm nah, tried this and still doesn't work

limber parcel
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try getting the skeleton then

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and not the actor

tight schooner
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Maybe #mobile has something @pulsar kraken

jagged stone
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Is it possible to set a struct member value based on a variable? I have a struct with float values like this; and I want to be able to set the value of any member based on index (for example the 5th member "UOOH")

limber parcel
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looks like you should use a float map instead of a struct

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you can give it an enum as index

jagged stone
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So the enum as the key?

limber parcel
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yes

jagged stone
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i see thanks

limber parcel
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i guess u could also use string keys or whatever u prefer

devout grove
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Does anyone know if widget blueprints should block OnClick events?

jagged stone
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Enum is nicer

limber parcel
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true

limber parcel
devout grove
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its basically blocking the whole screen

limber parcel
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well if u make it cover the whole screen it will block whole screen

devout grove
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right but is there a way to get it to ignore the widget?

limber parcel
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would be weird if not

devout grove
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i already tried not hit-testable but no dice

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as soon as i remove the widget the OnClicked events register

limber parcel
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i guess u have to return unhandled on the click event

jagged stone
# limber parcel this

I guess this will not work in my case actually as i need to pass the data to the control rig, and control rig does not appear to support maps

limber parcel
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the what?

jagged stone
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I cannot use map variables within the control rig (only single values or arrays)

limber parcel
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then make the map into an array idk

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or put the map into a struct lol

jagged stone
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I guess i'll just have to use it as an array which is not specifically bound to the enum

crude dew
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Hi, Wonder if someone can help please? I have a actor I am trying to attach to a component. As you can see the arrow is attached to the handr_Socket and is pointing up, but when I attach the weapon it seems to apply the same -89 from the Z transform from the Mesh which then places the weapon on the floor instead of in the socket, Can anyone explain why this is happening please? Hope I have explained the problem well enough.

limber parcel
crude dew
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I thought it would have attached it to the socket not attached to the socket and then applied the -89 to it. :S

limber parcel
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so just convert it to an array before u do that

jagged stone
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It's easier to see what your doing if you can always see the enum string value associated with a value, instead of just an index number

limber parcel
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control rig says no

devout grove
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@limber parcel if instead of trying to get the OnClicked to work could I just pivot to performing line traces from the camera?

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do widget blueprints block line traces?

limber parcel
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go to sleep lol

devout grove
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i just woke up lol

limber parcel
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then better grab some coffee xD

devout grove
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im getting that feeling haha. I will figure this out tho

limber parcel
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the widgets and camera arent related in any way

devout grove
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so odds are good?

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im gonna give it a try

gentle urchin
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They dont

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Unless world space widget component

dry condor
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@devout grove try changing the input mode to game and ui maybe that changes it to register your onclicked events

devout grove
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@dry condor that would save me a lot of time from trying to get these line traces to work

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ill give it a shot

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would i add that node inside of the player controller BP?

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unfortunately it doesnt work ๐Ÿ˜ฆ

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i even tried SetInputModeGameOnly

dry condor
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hmm thats strange, maybe someone in #umg has an idea why its doing that

pulsar kraken
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can you be more specific ? widgets don't call on clicked events or

devout grove
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i thought i saw a forum post that said default behavior is for Widget blueprints to block any sort of OnClicked events. Which i guess makes sense since you dont want to click on any actors in the world when the player brings up a menu or something

dry condor
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well in my test project i can open a menu widget and still fire the characters bow with left mouse

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but i guess thats because its an action mapping and not OnClicked so not 100% sure for your case

devout grove
dry condor
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ah no, im dumb, its because the widget doesnt take up the whole screen

devout grove
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yea would seem if a widget is in the way, OnClicked doesnt reach the target

tawdry surge
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I have an arcade style shooter that uses on clicked for killing enemies and spawning particles.
My hud widget take up the screen and I can still click fine

devout grove
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@tawdry surge any tips?

tawdry surge
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Its gotta be a setting somewhere in the widget

devout grove
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i already tried not hit testable but that didnt work

tawdry surge
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Are any of the children hit testable on there own?

devout grove
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nope

tawdry surge
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That's weird.. I even have clickable buttons on mine.
Try making a new blank widget and see if it works with that

dry condor
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try setting the game and ui mode after creating the widget and reference it as the widget to focus

tawdry surge
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Idk if that would help. The idea here is to look passed it not focus on it

devout grove
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tried both of those things and still nothing

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im gonna move this question over to UMG, sorry guys

dry condor
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can you make the widget smaller so it doesnt cover the whole screen ?

devout grove
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i suppose but was hoping to figure this out in case I need a full screen widget for future projects

ruby glade
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Hello, is there a way to get triggers or values from MetaSound to Blueprint?
Just like "Execute Trigger Parameter" or "Set Float Parameter" but reversed. Ex: "Get Trigger Parameter" or "Get Float Parameter".

lyric glade
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this only happens when the player dies even tho unposses works

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otherwise the ai would still be moving

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oh i removed destroy actor works fine now

obsidian arch
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What is the node called that I can drag off a bool variable to set it to not true?

rose gull
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Is there a way to run axis mappings only once? Im having my leaning system on axis mapping using a timeline and the timeline keeps playing, is there a way i can make it work such as only when the value of axis changes to smth it runs the timeline

rose gull
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waiiiit

gentle urchin
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or just set bool, false ?

rose gull
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i thought the same

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but not wont set it to false

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it will only be a condition

gentle urchin
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it wont

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for sure

rose gull
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you actually have to set it to false

gentle urchin
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it'll invert it

rose gull
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yes

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exactly

rose gull
gentle urchin
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the question is vague

rose gull
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i asked this yesterday

gentle urchin
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just gate it

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value != last value

rose gull
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i dont understand, sorry waht

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what*

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wouldnt that not run the timeline

gentle urchin
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You can also check if the timeline is already running

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depending on your need

rose gull
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i want to run the timeline when the axis mapping changes and not again

gentle urchin
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right

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so blocked by if timeline is already running?

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this will execute whenever axis value changes

rose gull
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OH OKAY

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i see

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i did

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something else

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but okay

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lemme try this

gentle urchin
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now it will only run on change, and start the timeline if its not already running

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if its running, ignore it

rose gull
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but its a leaning mechanic so i believe it shouldnt?

gentle urchin
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UP TO YOU

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sorry caps

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this would reverse it if its below lean treshold (0.1)

rose gull
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its acting weird now, hold on

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it doesnt play the timeline again, it only plays it the first time, then the other times it just teleports

rose gull
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@gentle urchin

gentle urchin
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assuming your timeline does something about the animation state of the character

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id block the timeline from executing more than once, if its still going in the same direction

tawdry surge
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I feel like an interp to would probably work better for this situation than a timeline

limber parcel
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how to remove all the useless things like mobile services from my actions?

gentle urchin
rose gull
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Im using interps inside the timelines

tawdry surge
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I think they are included because you have the ios, or Android platforms installed to the engine
If you're not gonna use them you can remove them from the options on the engine version in your epic games library

rose gull
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Also im only rotating the character and calc aim down sights on the timeline

tawdry surge
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Your using a curve to define interpolation. An interp to node would let you define a target and a transition time, but it's meant to be run on tick and will give a smoother transition especially for things like player or camera movements

rose gull
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Oh

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So youre saying not to use the timeline at all

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But to use an interp node instead of it to get the alpha

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Right??

tawdry surge
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Timelines are great for defining custom/complex interpolation curves. For linear stuff like leaning or zooming in and out, yes I'd skip the timeline and use an interp to

rose gull
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alright im gonna try that then, thanks

near wolf
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I have my character mesh attached to a box inside my vehicle blueprint. And the character stay there when moving, but when steering the vehicle, the character goes through the doors to the sides

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how can I avoid that ?

versed sun
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seatbelt

near wolf
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doesn't work

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seriously, how can I fix this. The box is attached to the mesh, but the character mesh still goes out

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I guess i'm missing something in the blueprint

tawdry surge
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Is the character mesh simulating physics?

near wolf
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no

hazy fulcrum
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Is there any way to get a timeline to take an external curve asset variable instead of having to create one as a track?

tawdry surge
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No, but you can make your own timeline function and use one with that

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Basically just need to use tick, save the start time and check the value each frame

gentle urchin
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Isnt there an option for external curve?

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Inside the timeline editor?

hazy fulcrum
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You're completely right of course, I am obviously just blind.

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Thank you!

gentle urchin
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Sweeet

hazy fulcrum
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My next question is, can you paramaterise that curve and make it instance editable?

gentle urchin
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Unlikely? Not sure

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What do you want to modify?

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Key points ?

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I think thats c++ teritory

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Otherwise you can always make an array and to the interpolation yourself

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Not very handy tho

hazy fulcrum
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Key points and track length. I'm using it for weapon recoil, my idea was to store the values on a curve and have a per-weapon variable.

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Maybe there's a better way of doing it.

gentle urchin
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Lemgth is adjustable (playrate)

hazy fulcrum
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Aye, but slowing that down stretches out the initial impulse, which isn't ideal.

gentle urchin
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Wouldnt the weapon just provide its recoil curve to the timeline?

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You dont need to slow down at the start :p

hazy fulcrum
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Unless I've misunderstood what you're saying?

gentle urchin
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Just make a function in the parent

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GetRecoilCurve

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And override in the child :p

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Or just a parameter variable ofc

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Does the same thing rly

hazy fulcrum
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So then how to I point the timeline to that curve? That's the bit I'm having trouble with.

gentle urchin
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Well how do you set the external curve to use?(never used external curve)

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Assumed it became an input on the timeline

tawdry surge
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You have to assign it like any other track. 99% sure there is no pin to set it dynamically

gentle urchin
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Assign to ..what?

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Gotta test this when i get a chance

tawdry surge
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I mean you need to go inside the timeline and add the external curve ahead of time like you would a float, vector, color, or event track.
I don't think you can set which external curve to use from a pin

gentle urchin
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But to use from a variable?

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Perhaps not

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Sad, if so

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Custom timeline it is

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Just reading it manually sounds simpler at this point^^

tawdry surge
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Its easy in c++

plain helm
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guys what database do you use for singleplayer game?

gentle urchin
feral parrot
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Can anyone tell me please how to create constantly moving forward platform not using event tick? The Timeline node always updates it and goes from the initial location ๐Ÿ™

gentle urchin
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Add location offset

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Its the way to do it

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Timeline is also tick

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Timer at 0.01 is also tick-like

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Embrace it

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If you dont do it per frame it'll look ugly.

thin panther
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If you want somethinf to happen each frame, ie movement, then you cannot escape tick

proud igloo
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is there any way to await these two asyncs?

gentle urchin
proud igloo
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?

gentle urchin
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A branch?

proud igloo
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i don't think you understand the question

gentle urchin
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Connect both completes to the branch

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I do

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Branch check "bIsLoaded"

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If false, set bIsLoaded to true

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Next time itll run through and you can continue your logic

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If that was not what you wanted then you are correct in me not understanding it.

crude dew
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Hi how do i use the teleport flag for a skeeltal mesh please?

Attempting to move a fully simulated skeletal mesh /Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BP_Equippable_C_UAID_309C23AA0A00BF1F01_1600769511.Mesh. Please use the Teleport flag

gentle urchin
tight schooner
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@crude dew idk much about your issue but I'm gonna take a wild guess. Somewhere in your BP with the skeletal mesh (or potentially in another BP calling a function on it), you're using some sort of set location/offset node. Those nodes should have a teleport parameter on them. If this error is appearing in your output log, you can try running the game with the output log window visible and see at what point that error occurs. Might help narrow it down.

Teleport is useful if you want to move something without having that movement contribute to physics sim

gentle urchin
junior hedge
gentle urchin
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They work on time, so they're framerate independent afaik

desert juniper
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if you're looking for an actual database

plain helm
desert juniper
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๐Ÿคทโ€โ™‚๏ธ you asked for a database.

thin panther
icy dragon
plain plaza
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Why cant i trigger the onClick events of the red and green Button? Do i have to set something in the Vertical Box to access the children?

gentle urchin
plain plaza
crude dew
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@tight schooner thanks! i,ll check it out.

plain helm
thin panther
plain plaza
junior hedge
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Oh nvm

digital bison
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I made a blueprint where a component is a parent of another component but when I press play the details panel says they have no relationship. Anyone know anything about this?

crude dew
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Anyone know why 2 object will collide with each other when they are set to "Overlap" ?? please?

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As you can see the ThirdPersonCharatcer is a Pawn and the FireArms is a Weapons type, The third personcharacter is set to "Overlap" on weapons and the Weapons Overlap with Pawns, But when the character runs into the Weapon it "pushes" it around when I only want to trigger an overlap to say "Walking on Weapon" or something.

tawdry surge
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Is the character mesh set to overlap too?

crude dew
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the character mesh is set to No Collision as i thought it might be causing the issue so the interaction is pyurely between the capsule component and the weapons object

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so it would be the capsule that is "pushing" the weapons object but im not sure why when set to overlap :S

candid idol
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Hi everyone, im having some problems when i try to package my android apk for quest 2, and everytime this happen... And i dont know how to solve the problem... ๐Ÿ˜•

UATHelper: Packaging (Android (ASTC)): ====04/07/2022 14:41:13====PERFORMING FINAL APK PACKAGE OPERATION=====-
UATHelper: Packaging (Android (ASTC)): To honour the JVM settings for this build a new JVM will be forked. Please consider using the daemon: https://docs.gradle.org/6.1.1/userguide/gradle_daemon.html.
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): Unable to start the daemon process.
UATHelper: Packaging (Android (ASTC)): This problem might be caused by incorrect configuration of the daemon.
UATHelper: Packaging (Android (ASTC)): For example, an unrecognized jvm option is used.
UATHelper: Packaging (Android (ASTC)): Please refer to the User Manual chapter on the daemon at https://docs.gradle.org/6.1.1/userguide/gradle_daemon.html
UATHelper: Packaging (Android (ASTC)): Process command line: C:\Program Files\Java\jdk1.8.0_77\bin\java.exe -XX:MaxHeapSize=4096m -Xmx9216m -Dfile.encoding=windows-1252 -Duser.country=BR -Duser.language=pt -Duser.variant -cp C:\Users\LucasBurns.gradle\wrapper\dists\gradle-6.1.1-all\cfmwm155h49vnt3hynmlrsdst\gradle-6.1.1\lib\gradle-launcher-6.1.1.jar org.gradle.launcher.daemon.bootstrap.GradleDaemon 6.1.1

gentle urchin
prime stump
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Hi, can anyone tell me why this scroll box is being weird? If I have it in the Horizontal box that its nested in, it just doesn't show in game at all for some reason so I have no settings, but if I have that Horizontal Box as a Vertical Box, it shows in game but the scroll box doesn't work at all.. why would it completely disappear in game with a horizontal box but I can see it in the editor just fine? i dont get it

gentle urchin
prime stump
gentle urchin
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Still better suited, and people chevking there might be better qualified

limber parcel
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why is my editor freezing for 3-5 seconds when i drag a slider like this?

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its literally just chosing an integer but its acting like its calculating pi or something

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is there any settings i missed or something?

crude dew
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after 1hr and 30 minutes of trawling the internet i found the answer to my problem, I,ll post here as well just in case it turns out that if you have a Character Movement COmponent it has it,s own checkbox for enabling Physics Interactions by Default, So if you want characters to walk through other physics actors you have to disable it in the Character Movement Component also.

limber parcel
crude dew
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The thing your charatcer is walking through does it have "Simulate Physics" enabled?

limber parcel
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it doesnt really matter i guess, it cant really interact with physics if there is no collision to trigger it

wicked magnet
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Does anyone work with EditorUtilityActors? Normally I have found a workaround where I can use nodes unique to EditorUtility Actors by copy/pasting them to regular blueprints - i.e. all Take Recorder nodes can get copy/pasted to a regular blueprint, despite being EditorUtilityActor specific.

However, I have noticed "Refresh Current Level Sequence" is not copy/pasting like other nodes.

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I get the message when i try to copy/paste

limber parcel
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is it from a macro library?

wicked magnet
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I'm not familiar with macro libraries, but my understanding based on googline is no. This is a regular function in the source -

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I Tried making a custom event I could call outside of the EditorUtilityActor blueprint, or an interface, but it seems that approach doesn't work.

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In other words, am trying to figure out how to call EditorUtilityActor blueprint functions from within a regular blueprint function. I don't know why it works to generally copy/paste the nodes, but it... normally does.

hard sigil
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how would i go about creating a random dungeon based generator?

grizzled goblet
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I have a silly noob question: How do I skip over indexes in a Blueprint for loop eg.

regular code
for(int i =0;i < 10; i+=3) {

do i use a modulo in blueprint with a switch?

mental trellis
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If you specifically wnat every 3rd index, you could do i < 3 and then do actualindex = i * 3

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Or i < 4 whatever

gentle urchin
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%3

grizzled goblet
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@mental trellis I'll give it a go. @gentle urchin i'll try modulo as well

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wasn't sure if I was missing an option in the node, thanks!

mental trellis
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I'm sure there was a step in the for node. Maybe I'm thinking of another one

dim tapir
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Any tips on how I can make my projectiles get destroyed after x hits? Preferably if I can set HP on them and have it scale with my damage. Can't find any guides on it online

grizzled goblet
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@mental trellis since the for loops are macros I could make one with a step

gentle urchin
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Thats also an option ^

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Perhaps the best one

mental trellis
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Indeed!

faint pasture
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Oh hit -> HP = HP - 1 -> if HP <1, destroy

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There's already a bounce count in ProjectileMovementComponent though that can do this for you

foggy escarp
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Trial and error is sometimes the fastest way to learn things like this. Then eventually simple things like this work first time.... Mostly anway.

dim tapir
faint pasture
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You said you want X hits

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You could do
Hit -> Apply Damage to self

Then elsewhere

OnAnyDamage -> HP subtraction stuff -> did I die?

#

to make projectiles "damagable" and damage themselves on hit

#

That would be a good idea if there's other ways projectiles could get damaged, like from explosions etc.

zealous moth
#

you can also make a "hit counter" int at 0 and when it hits something, set int++

#

don't need the whole damage thing

faint pasture
#

Yeah that was my first suggestion but then he asked about using damage "interface" (it's not really an interface but might as well be one)

zealous moth
#

oh didn't see

#

then do damage times -1

#

and add ๐Ÿ˜„

dim tapir
#

I tried something like this but it did not work

zealous moth
#

base damage = 0

foggy escarp
#

Did you get the problem filtered down to a single cause?

faint pasture
#

Forget damage for now, just count hits

foggy escarp
#

Adriel idk how you do it, but it seems like you pretty much single handedly answer 70% of the questions in here.

dim tapir
faint pasture
#

forget bounces, forget damage, just count hits

#

Event Hit -> Add 1 to hit or subtract 1 from hitsleft -> do we die? -> die

foggy escarp
#

๐Ÿ˜ฎ

#

25k

gentle urchin
#

25k

foggy escarp
#

That's obove and beyond

gentle urchin
#

Same

thin panther
#

Damnnn they doubled me

gentle urchin
#

Almost 26 ๐Ÿคฃ

thin panther
#

I need to type more

faint pasture
thin panther
#

Holy jeez

faint pasture
#

There's always a bigger fish

thin panther
#

And i was about to say squize has 25k too

gentle urchin
#

Its like 24k short answers

#

Not that many really helpfull ones

dim tapir
#

I haven't quite understood all the things on the "Event X". Do I need to apply them somehow because above is not working

faint pasture
dim tapir
#

It doesn't register a hit

short bramble
#

Linetracing question. I'm trying to comeup with a procedural spawner for our procgen levels.
What could be the best way of knowing if a hit location belongs to the walkable surface, and not to a overlapped mesh (most likely because a instanced mesh has spawned earlier on top).
I'm multiline tracing from the sky to the floor, and then tried to trace upwards, the problem is that I don't register a hit from the backside of the meshes so it counts as null, which is not what I want, since a null result could also mean that nothing is on top of it and could be a good spot to spawn AI, etc.

faint pasture
#

Well then now you've moved the problem to that. Are you using physics or projectile movement component to move the thing?

dim tapir
#

Projectile Movement

faint pasture
#

Unless Projectile Movement has hits own event for hits, not sure. I don't use it.

dim tapir
#

Could it have something to do with the master projectile BP? Because when I use overlap it registers (cast failed)

gentle urchin
short bramble
# faint pasture Do you have a navmesh?

Thought about it, but could be fragile due to other dependencies. Just found the solution with the double side geo checker. I can linetrace upwards and check the dot product when the hit is registered from the inside.

faint pasture
#

@short brambleYou can get reachable points on navmesh

dim tapir
short bramble
#

thou indeed, got that in my mind for other cases. I think the double side geo + dot product def tells me if I'm inside an object or not

faint pasture
#

Do you have verticality or are all walkable surfaces at Z=0 give or take?

short bramble
#

vertical, just a scatter rain

#

that multitrace, in different levels

#

different heights

#

I do different cheks, like the height in a second line trace

#
  • that little problem, of traces from inside objects.
faint pasture
#

If it's rain why not just start from way above everything?

short bramble
#

yeah, I do that

#

thou, I still need to register different heights

#

it is a natural environment, with some caves, etc

#

procgen, in modules

#

so I want be able not just to scatter from a vertical line straight to a visible floor with no intersection

#

but also inbetweens

#

when a hit is register I go upwards again and do more checks

#

if there is no hit back, is a valid point

#

and if there is a hit with x > distance and negative dot product of the normal is valid too

#

if the dot product is positive, is invalid

#

this second check is a second linetrace from the first multitrace

#

sorry, hard to explain without the proper screenshot of the leveldesign

#

but I believe the dotproduct will save me

faint pasture
#

If all your traces are vertical you can just check sign of normal.z

#

That'll be the same as dot product of normal and Z vector but less math

short bramble
#

ah, correct

#

talkwing in another chat a EQS could be a cool framwork to find AI spawning spots

true valve
#

In your default third person project, when you run and moving your mouse left/right moves the player, how do you prevent mouse left/right effecting the movements?

surreal peak
#

Eh, you mean that the Character should not run forward relative to the camera?

true valve
#

I did that before but I forgot now.

surreal peak
#

I think this is just a by product of how it's setup

#

Character uses ControlRotation for the Direction it should apply MovementInput to

#

And the Mouse adds to the ControlRotation

#

And then Camera or rather the SpringArm is mapped to the ControlRotation

#

So moving the Mouse will rotate the Camera and affect in which direction you are running

#

Do you just want to run into the same direction all the time?

#

Or do you want a temporary free cam if you hold a button?

jaunty stirrup
#

Hello , i can't unload level using blueprint node

tawdry surge
#

is it a sub-level?

short bramble
tawdry surge
#

won't work on the persistent level

jaunty stirrup
#

i think

tawdry surge
#

double check the names in the variables are spelled exactly the same as the level names

short bramble
#

ah yeah, don't mind my screenshot, assumed was a instanced level.

jaunty stirrup
#

no its the persistent

#

how i can change which is the persistent

#

?

tawdry surge
#

open level will open a new persistent level

#

oh if you mean switch a sub to the persistent, you cant

jaunty stirrup
#

my map is in the persistent , i wont loose it

tawdry surge
#

then you want to load and un load the streaming sublevels..
You're doing that right

#

just double check the names

versed sun
#

You can copy nodes and paste them in a text editor

#

oh, gotcha, IDK on that

tawdry surge
#

Idk how, but if you can write to a file, I'm sure you can save to the clipboard

limber parcel
#

other games solved this by showing a wall of text in a scrollable window that people can just copy

#

also what kind of game would that be? xD

#

sounds kinda whacky if the game isnt about coding lol

quaint geyser
#

Copy server codes

#

to join others

limber parcel
#

well that code shouldnt be too long so i guess u can just show text and let them copypaste on their own

#

messing with the clipboard is borderline malicious and can get ur game taken down

tawdry surge
#

Copy clipboard is a function in the engine api..

winter kettle
#

I have an animation of the player (ACharacter) laying on the floor, but the bounds volume of the mesh that is playing the animation doesn't seem to update with the animation, it's as if the mesh is still upright so it doesn't seem to update with the animation, is there a way to change that?

tawdry surge
#

Literally copies data to your os clipboard
Amazing what you can Google these days

#

@winter kettle if you mean they still can't crawl under stuff it's most likely because you didn't shrink your collision capsule down

winter kettle
#

Yeah, but I want to know how to interact with the mesh in an "odd" animation, like if I do a line trace, the line trace only detects the capsule, not the mesh laid down

tawdry surge
#

That depends on the trace and the collision settings of the mesh and capsule

quaint geyser
#

FPlatformApplicationsMisc::CopyClipboard

#

Unless the docs have their links messed up. Will try it anyways.

tawdry surge
mossy mist
#

best way to create a shockwave that grows and damages players?

tight schooner
#

Maybe a collision sphere that gradually expands and sends a damage interface message or something to whatever it overlaps, if that's what you mean by shockwave.

tawdry surge
#

Depends if it can be jumped over and how precise you want it.
Easy way is a series of sphere traces over time.
Most accurate would be to use collision with the particle system, but thats less simple to do

mossy mist
tawdry surge
#

Then sphere method will require some extra checks to see if the player is near the edge of the trace and isn't too high up before applying damage

quaint geyser
#

Never mind, the deprecated method works.

#

Not sure why they would mark it as deprecated if the new one doesn't work...

#

Never mind, it works if I change #include "Runtime/ApplicationCore/Public/HAL/PlatformApplicationMisc.h"to
#include "HAL/PlatformApplicationMisc.h"
Remind me to never use C++ again

raven pilot
faint pasture
#

Do you overlap or hit?

vast kindle
#

Heya all, got a stupid question - I am spawning in actors that have physics/etc enabled for them because I have a geometry collection component added to them as well for chaos physics. That being said, my trees literally just fall over when I start the game - I've tried tweaking a few things but I cannot prevent them from just falling over in what I assume is ragdoll for a tree mesh lol. I did roll one of the said trees off a ledge, it fell, broke apart like glass - so I know the chaos physic part is working fine - but I cannot seem to get the tree to stay upright so I can punch it.

quaint geyser
fast egret
#

Morning, I am trying to create to create an FOV slider in my settings menu so the player can adjust FOV as he/she sees fit. However, whenever I'm trying to access it from my widget in my char BP, it seems I cannot access it. Any advise please?

quaint geyser
#

Char ref is null

#

I would need to see where (and if) itโ€™s being set.

junior hedge
fast egret
junior hedge
fast egret
junior hedge
#

haha

cloud citrus
#

i have a print string linked to an event actorbegin overlap and when i collide with the static mesh, It doesnt register

flat raft
#

Is having a lot of Hard References to the player character.... troublesome in some way?

#

I assume having the fewest possible is best, but does it have any effect on performance?

gentle urchin
#

Unlikely

#

You probably should be a bit strict about what other actors can access in the player char tho

#

Like not let them edit variables directly , but have functions they can call instead

flat raft
#

Thx

bleak swift
#

Anyone have any idea on how I can replicate this code so people can see my sprites flipbook change on other clients

#

Only works for the client to see their animations switch. Doesn't work on other clients

gentle urchin
bleak swift
#

Well ow.

#

Can you help anyways

gentle urchin
#

It sounds like code that should run on the server, and replicated through the flipbook component (if it supports replication?)

#

Or multicast to the clients i guess (still from server)

#

Tbh not my area of knowledge

faint pasture
#

Inputs only exist on local client

#

Instead of get left right, get x velocity or whatever

bleak swift
#

So instead of using get moveup and get moveright. I should use X and Z Velocitys

gentle urchin
#

X and y, but yes

white obsidian
#

How to make a !=NULL ?

bleak swift
gentle urchin
#

Thats still odd , but fair enough ๐Ÿ˜…

#

Or perhaps im the odd one doing it with x and y :p

bleak swift
#

So there isn't anything additional required?

#

Just using velocity instead of inputs should fix my issue

gentle urchin
#

Based on only the screenshot you've sent its hard to say

#

Like

#

Does it move on clients ?

#

On other clients?

#

If so your replication might be setup and doing this would solve it

bleak swift
#

Yes movement works but not flipbooks

#

Work's now

gentle urchin
#

Perfecto

ancient stag
bleak swift
#

The only slight issue I have is when I hold down W and D or W and A. The character then after if you try to switch directions takes a while to update and on the client they start glitching out

#

I'll send a video

#

As you can see I start off walking diagonal and then I just walk to the right. It takes a while to update for others but for the client the character glitches out

junior hedge
#

I'd like to do some studying later with stuff like that

proud gulch
gentle urchin
#

Client tries to update it locally still? Nah prob not

white obsidian
#

Yes, converting Name to String worked

proud gulch
#

but why? check the name against the name "None" you can simply use the == operator, the fields on the node even default to "None"

white obsidian
#

if you mean this one, it does not work

proud gulch
#

no the == operator for names

white obsidian
#

And this one works too but

proud gulch
#

literally drag off of the Hit Bone Name and type "==" which should yield the == operator for names

white obsidian
proud gulch
#

you should check against "None" as mentioned already

mental trellis
#

"None" does not mean a string.

#

It means typing the word None into that empty box.

bleak swift
# gentle urchin Client tries to update it locally still? Nah prob not

Our game is against directional movement so we just used 2 variables during Event Tick which were declared true or false by setting them by checking if the keys A or D are pressed or if the keys W or S are pressed and then before the movement events we do a branch to see if they are moving in the opposite direction when you try to press that key and if they are the branch ends itself

mental trellis
#

"against directional movement"

#

what does that even mean

bleak swift
#

It's a game that uses only 4D Movement instead of 8D

mental trellis
#

8D?

bleak swift
#

8 Directions

mental trellis
#

up, down, left, right, forwards, backwards, spirally and?!

#

๐Ÿ˜›

gentle urchin
#

diagonal ๐Ÿ˜›

mental trellis
#

Ah

bleak swift
#

4 Keys (WASD) * 2 (Combination with other keys)

mental trellis
#

Yeah.

#

I still don't see why you wouldn't use a vector2d for movement

gentle urchin
#

Nor why an extra check on tick is required

#

but oh well, doesnt matter much

mental trellis
#

Yeah. If it works, it works.

bleak swift
mental trellis
#

In that first screenshot your OR nodes should be XOR

#

Also you shouldn't use direct key checks, but input bindings

bleak swift
#

Okay I've done both but my main issue still exists

bleak swift
gentle urchin
#

the last screenshot

#

im not sure what im looking at

#

you can simply check the length of the vector

#

if > 0, then update

#

the inputs would handle if one or the other is allowed

#

i'd probably just check if the current velocity direction is contradictory to my latest move direction, and ignore it if so

bleak swift
#

That's my bad btw

#

I accidentally connected the vector z to the b input of the first one

gentle urchin
#

checking lenght is less nodes ๐Ÿ˜›

bleak swift
#

You want me to replace the above with this?

gentle urchin
#

not necessary

#

just a suggestion

#

probably not the "last update velocity" node either, just the velocity you already got

bleak swift
#

So any idea on the cause of this issue though?

gentle urchin
#

Sorta feels like it would be related to the Event Tick updating the flipbook, but im not sure, sorry

bleak swift
#

Wdym by that exactly.

#

Is it updating to fast?

graceful holly
#

hello! I have a very stupid problem I can't solve: I am making a platformer in unreal and I want the camera (who's always looking at the character mesh) to update its position only when the character is moving on the ground. In short i don't wan the camera to go up when the character is jumping

#

the way I was going to do so was to add an invisible mesh, child it to the chara mesh, make so that the camera always looks at that and not at the chara mesh. I would then update the posistion of this mesh on landed

#

but i'm running into some problems

tawdry surge
#

Easier fix would be to simply separate the character and the camera into two BP's. Then you can choose when to move them together or separately

graceful holly
#

mh, yeah that makes sense but it doesn't sound ideal

#

seems like a very stupid problem

rain egret
#

i encountered a weird behaviour from ue4, i am using a set timer by function to run a airships engine, a simple rotation easing and add movement node. it runs every 0.02 seconds.
with one ship this is no issue, with 5 or more ships the player spring arm receives significant lag. its like a stuttering

tawdry surge
#

Its because physics requires a collision object be the root of the actor. You can replace the root and separate the camera and the character mesh or flipbook. Thats a little trickier the get looking good

#

@rain egret seems like alot of effort to not just run it on tick

#

Especially since. 02 is 50 times a second. Basically tick

rain egret
tawdry surge
#

Do not avoid tick

#

Lots of stuff ticks

rain egret
#

so you think id do better with tick?

tawdry surge
#

Yeah

#

Thats how input, movement, and animations work pretty much all the time

rain egret
#

isnt this too complex too run each tick?

tawdry surge
#

Not even close

rain egret
#

well alright i will give it a shot

#

huh indeed, set timer creates 33 ms at max

#

and tick only does 30 at max

tawdry surge
#

@graceful holly oh you know what, you could also use the spring arm to handle it..
When the player jumps, save their location and then every frame add the difference to the spring arm target offset. Should theoretically keep the camera in place during jumps

trim matrix
#

Guys how to get stat unit values in blueprint

#

Plz tag me while answering

rain egret
#

i already capped the fps at 45 but the ships are still too heavy, despite the components having all their tick turned off and the generate overlap and collision is false as well.

rain egret
graceful holly
trim matrix
#

Not a problem.I need to way to get them either in c++ or blueprints

tawdry surge
#

I'm not at my pc at the moment but target offset is a property of the springarm
You can find it in the details of the springarm component.
Just play with it a second in the BP viewport. You'll see what I mean

#

@rain egret in the left hand corner of the level viewport, the little arrow icon is where you access your stat overlays. You can use them to see what is killing you

tight schooner
#

@trim matrix don't think it's possible with pure BP. Maybe see if anyone's made a plugin (on the web and in the UE marketplace) that exposes that stuff or ask #cpp

trim matrix
#

I already did.I don't have any problem with solution being c++ as well

tight schooner
#

@rain egret the thing about timers is they're still quantized to the tick (the framerate), so if you're doing movement on timer events the results will be stuttery due to a mismatch between the timer rate and the framerate. Fundamentally UE processes game logic only before drawing a new frame.

#

And on that step, it checks if any timers are due, and then calls the events... So timer events are always quantized to that

#

To solve the perf issue you need to look into performance profiling

#

It's a deep area that involves multiple tools

#

But for starters you can type Stat Unit into the console to determine if the issue is game thread (logic, physics, component update), draw thread (draw calls), or GPU

#

Always measure in "play as standalone" mode (or a packaged export) cuz "play in editor" is always slower

keen hedge
#

Does polymorphism/dynamic dispatch work for blueprints inheriting a base class? I.e. if I cast an actor from the world/level into the base class and call functions on the base class, will it get dynamically dispatched to the actual child blueprint class's implementation of the function or will it be called on the base class?

dreamy yacht
#

hello, could someone help me ? I am making an arcade racer, where cars dodge the incoming obstacles. I am struggilng with crash-to-desktop error, but I cannot find the exact cause.

#

When a car hits some obstacle, or falls of the track it gets respawned

#

I have already changed all the nodes from "Teleport" to "SetActorLocationandRotation" but still CTD is occuring usually once a 2-3 minutes

#

saying

#

LogPhysics: Warning: UWorld::FindTeleportSpot called with an actor that is intersecting geometry. Failed to find new location likely due to movement component's 'UpdatedComponent' not being a collider component.

#

I have set a code, that disables all the collision response ( for the moment of respawn ) for all the cars, but crash still happens

tight schooner
#

That's a normal thing to do in UE

dreamy yacht
#

hello, could someone help me ? I am making an arcade racer, where cars dodge the incoming obstacles. I am struggilng with crash-to-desktop error, but I cannot find the exact cause.
When a car hits some obstacle, or falls of the track it gets respawned
I have already changed all the nodes from "Teleport" to "SetActorLocationandRotation" but still CTD is occuring usually once a 2-3 minutes
saying
LogPhysics: Warning: UWorld::FindTeleportSpot called with an actor that is intersecting geometry. Failed to find new location likely due to movement component's 'UpdatedComponent' not being a collider component.
I have set a code, that disables all the collision response ( for the moment of respawn ) for all the cars, but crash still happens

#

This is the error related warning message, I think this error is responsible for crash Warning: UWorld::FindTeleportSpot called with an actor that is intersecting geometry. Failed to find new location likely due to movement component's 'UpdatedComponent' not being a collider component

#

because it was one of the last in the log

tight schooner
#

Is there a way to make your game crash on demand? I don't know anything about your issue personally but it sounds like some tedious debugging is necessary

dreamy yacht
#

I am in real need, the game is prepared for early access in 2 weeks and I cannot offer game with such issues

tight schooner
#

You have to isolate the issue, figure out what's causing it

dreamy yacht
#

I've tried to remove all the "potentially error causing actors" from map

#

but after it it still crashes like freakin' Gothic3

tight schooner
#

Have you tried packaging the project? Just asking cuz sometimes the errors in packaging will reveal problems.

dreamy yacht
#

yeah

#

freshly packaged

#

no errors found!

#

damn

tight schooner
#

Damn. Sorry, all I can do is stab in the dark. I got nothin'

dreamy yacht
#

If I send you the log ?

#

anyone could investigate it ?

#

it looks like so, there is some problem with "teleport"

#

and colliding / collider / collision thingy

#

but none of the respawn points is blocked by a static mesh

tight schooner
#

What if you made a debug BP that gets all actors and disables collisions sweeney_activate

See if the game crashes from collisions or not

sonic crest
#

hello,
I am trying to make a prediction node, that draws debugs on the front of the character and then it makes an angle while it goes down to the right slowly, seem to be working on 1 direction only and the other directions it snaps or doesn't work at all.
any help?

tight schooner
#

@sonic crest dunno. You should show the channel your BP node graph and maybe a screenshot or video of the snapping behavior.

sonic crest
dreamy yacht
tawdry surge
#

He means if you set no collision on everything and the error stops, you know its from a collision issue @dreamy yacht

rain egret
#

i wonder tho, i am using attach to actor to attach modules to a frame, would it be better if i were to additionally make the attached things a child of the actor i am attaching them to to minmise draw calls? is what i am saying even making sense?

#

example, everything you see here is a actor attached to the ship. the ship in itself is essentially just the frame that governs the shape

#

every part can be damaged and shot off

tawdry surge
#

It would help if you packed it or made it into a single actor
You can still disconnect/destroy components

rain egret
#

how do i do this? they are created at runtime and i can simply pick up a wall piece and attach it

tawdry surge
#

You can add components at runtime just like actors

rain egret
#

so... instead of attach to i should use an alternative?

near fjord
#

hi, is there something extra i have to do get get the web browser plugin to work?

tawdry surge
#

@rain egret nah you would just create the component instead of an actor and attach the component to the ship actor wherever you like

rain egret
#

hmmm

#

now i thought long and hard about this and i dont think this will be a solution since all parts need to process being damaged, some have special functions and they need to run events like on click

#

to my understand it would work like this where the ship stores the attached actor in a map and uses the component as a key

#

this would work for one way but the player would have no way to access that data since the component has no events

tawdry surge
#

Static mesh components have all those capabilities

#

They do have events

rain egret
#

oh?

tawdry surge
#

Scroll to the bottom of details

rain egret
#

then thats worth looking into

#

i dont think i will do this for ever module since the majority of modules without any function are the wall/ floor elements

#

they simply receive mesh data

#

i will experiment with this later

rain egret
#

sorry man i dont know either

tight schooner
#

generally the drawing engine doesn't care about how stuff is structured in BP. Every mesh that is either unique or has its own unique material (or dynamic material instance) is a new draw call AFAIK. Otherwise the engine batches meshes that use the same mesh & material together into one call automatically.

#

but anyway you need to figure out if the bottleneck is game thread, draw thread or GPU

rain egret
#

there are two things that i noticed, if the ships dont move, no matter the size or the attached parts there is no performance drop.
if i enter unlit mode it runs way smoother, the current normal is 45fps and 22ms

#

45fps is capped

tight schooner
#

huh. Usually stuff moving = game thread... And lighting modes can be GPU or can be draw thread (cuz shadow casting = draw calls)

rain egret
#

my pc is utter shit so i wouldnt know if its the game or the pc fucking up

#

i will hold off of the component option for now

#

but its certainly interesting

tight schooner
#

@finite crown doesn't sound like a blueprint issue. Maybe try #cpp idk

finite crown
#

oh ye sorry - my bad!

rain egret
#

All the modules I have donโ€™t use any tick, no overlap and all the functions theyโ€™d have are called only when needed.

tight schooner
#

Moving actors that have a lot of components can be expensive to update, I've heard. I don't have a fine sense of how much is too much or how to work around it

rain egret
#

I guess thatโ€™s just how it is with those sort of building systems

tight schooner
rain egret
#

Given, I donโ€™t test with 1 or two ships but with 5-10 which would of course produce lag

#

3 ships work perfectly lagless

#

I will check that link later

tight schooner
#

yeah I could see how a crapton of moving components could potentially be heavy... idk if there's some UE system or maybe plugin that can dynamically bake out proxies or whatever of complex actors but it'd be something to look into

rain egret
#

For sure, but god knows I already googled every iteration of โ€œUE4 many attached components move performanceโ€

rich isle
#

Guys can you tell me how speed is measured in UE4?
For example if I want to simulate speed of sound what should I put in speed in projectile movement?

#

All speed is cm/s?

fast egret
#

To save FOV settings, I suppose I have to add this to me save game so the FOV settings stay persistent?

gentle urchin
#

Ism could be an option?

rich isle
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Sorry for ping I forgot to remove reply

limber parcel
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the question is if the engine can even handle that high speeds

gentle urchin
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100x speed at 0.01 time dilation ? Or wasnt that it ?

gentle urchin
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If that was it, you can just set custom time dilation on the actor itself instead of the speed increase

limber parcel
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in source 2 stuff just falls through the map at high speeds

rich isle
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let me send the blueprint

gentle urchin
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Theres global and custom time dialation

rich isle
rich isle
gentle urchin
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Set custom to 1

azure mason
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lmfao Jacob's Ladder hospital scene

gentle urchin
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Global to 0.01

rich isle
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So I wanted to know how I can fix it, may be remove blur or reduce it when I increase speed

gentle urchin
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Perhaps this is the camera blur messing up๐Ÿ˜ตโ€๐Ÿ’ซ

rich isle
gentle urchin
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How fast do the bullets go

rich isle
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34000

gentle urchin
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Lol

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340 at 0.01 then

rain egret
rich isle
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well at 100 he at least moves comparable to them

gentle urchin
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Im not really sure which parts is actors, and which is not

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And at low count, ism prob isnt worth it

rain egret
gentle urchin
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What does the profiler say is the culprit ?

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Whats taking so long

rain egret
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I am at the gym ๐Ÿ˜ฆ

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I suffer too

gentle urchin
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Ouf, enjoy the suffering

gentle urchin
rain egret
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Will do the profiling in an hour

raw karma
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Hi all, is there by chance any sort of BP alternative to sites like, leetcode, and codewars? To practice programming in BPs? Just curious. Trying to learn BPs and do one thing at a time as I'm really struggling with learning how to program.

tight schooner
digital bison
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Does anyone know why my skeletal mesh won't copy it's parents translation? It's parented to a default scene root and the default scene root moves but the mesh doesn't

mental trellis
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Is the mesh set to absolute positioning?

paper galleon
limber parcel
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what about collisions and physics?

paper galleon
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not doing any of that. Just projectile movement.

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I haven't tried it with physics but I assume the result will be newtonian. May not be pretty but mathematically accurate

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In real life hitting an object at such speeds would likely cause an explosion so... yeah,

limber parcel
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haha thats true lol

rich isle
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can I edit motion blur of a camera using keys? If yes then how? I can't find node to call it

limber parcel
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im just worried about projectiles just going straight through stuff at these speeds

limber parcel
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whats that?

still plume
#

Hello guys. I can make a media player playlist from BP? I have some wav on a folder and i wanna get from BP and put into a playlist to play with media player

rich isle
paper galleon
# limber parcel whats that?

Continuous Collision Detection. Solves this very problem your asking about. Rather than checking collision at intervals, it traces from the current position to the last position and checks if any object was passed through. Then it corrects for collision

limber parcel
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sounds legit, i wish source 2 had something like that lol

rain egret
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okay so it seems the draw is the main issue

paper galleon
paper galleon
still plume
rich isle
limber parcel
paper galleon
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Physics time dilation btw not Unreal engine

limber parcel
rich isle
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but it seems 0.000001 is a low limit for timescale

paper galleon
rich isle
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hmm

paper galleon
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doesn't it? I'm sure I must have set it to 0 before

rich isle
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I guess for objects in slow motion it would work

rain egret
paper galleon
digital bison
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It's strange the default scene root moves around with me while the skeletal mesh just stays where it is

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Also, it doesn't seem to be parented when in gametime but It's very clearly parented in the bp

rain egret
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and on hit it seems to get expensive, the hit event checks for a special tag that should trigger a bounce reaction

limber parcel
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well then make the mesh the new root?

gentle urchin
rich isle
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but I still need to edit motion blur somehow

digital bison
rain egret
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7 ships

limber parcel
digital bison
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Why?

still plume
limber parcel
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because.

limber parcel
rain egret
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if they dont move they arent a issue

limber parcel
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are that warcraft textures?

faint pasture
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Trace velocity*timestep distance per frame

gentle urchin
limber parcel
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i mean i doubt i will have issues with collisions in the game im making anyways

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just wanted to know if the engine can handle it

rain egret
gentle urchin
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7 ships add 10ms to drawtime then

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That sounds.. intetesting

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What gpu is this

rain egret
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nvidia geforce gtx 1660

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these are massive ships monsters that i just use for testing the performance in the most extreme case. no ship will ever be generated with so many parts

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that was 12

still plume
limber parcel
#

๐Ÿ˜ ๐Ÿ‘

tight schooner
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Type profilegpu in the console (play in editor mode) to get an analysis of that frame (for gpu perf only). Stat RHI will give you draw calls (play as standalone is better for that).

I saw your video... Not sure what to make of that other than everything is expensive ๐Ÿ˜…

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I was thinking about your issue earlier about moving the ships being expensive. You could do the console game thing of moving the ones in the distance at a fractional rate โ€” every other frame etc

gentle urchin
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That expensive tho?

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Sounds a bit extreme

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How many parts are each ship? 1000?

tight schooner
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If you're targeting 30fps then you want to stay under 33ms... Depends what you're targeting on which platform

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But if you're already getting into the mid 20s (ms) in an empty dev environment with nothing moving... Might not bode well

gentle urchin
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Thats what i was thinking as well

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This is the easiest scene you'll get with 7 ships

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So makes me wonder what makes a ship and a component

rain egret
gentle urchin
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Like.. perhaps its actually something to gain from using Ism๐Ÿ˜…

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42x7 =~300 moving things

rain egret
limber parcel
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5.1 has a bunch of bug fixes that might help with performance

gentle urchin
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Moving to c++ will also probably save you some

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But

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Its the gpu that struggles

limber parcel
rain egret
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i think its important to say that my pc crashes like a couple of times a day because of the gpu

limber parcel
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and its really not hard

mental trellis
rain egret
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i will look into that source, thanks

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also i would have changed to 5.1 but its slower for some reason. i did all the updates in my project. to drag and drop modules i have a physics handle thats bound to my mouses location that updates its location using a timer

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in ue4, its quick. in ue5 its like walking trough glue

gentle urchin
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5.5mill tri's isnt that quite much?

dark crow
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Depends on the scene, draw calls are not optimal at all either

gentle urchin
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300 objects, thats like 20k per object

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Maybe my phone is hiding details but it doesnt look like it should be that many

rain egret
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I wouldnโ€™t know whatโ€™s causing that many tbh, does it count invisible things as well?

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Each wall element has only 4 triangles

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Each structure beam, normal ship has 79 has just 20 vertices

gentle urchin
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Nested loop mistake?

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Making like thousands of objects? ๐Ÿ˜…

rain egret
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I will check after lunch. But I donโ€™t think thatโ€™s causing it. For debug purposes thereโ€™s a simple build up that shows all the parts of a normal ship. And if it would add many many objects youโ€™d see them

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Those nodes that are added in between the frames are made out of the meshโ€™s vertices, those vertices were first made unique to avoid doubles as well

lyric rapids
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anyone know a good tutorial for wall running bp

trim matrix
#

Hey I need some blueprint help. I have an elevator working within my level but I am having troubles finding and how to change how high up the elevator goes. Anyone who can help dm me!

lyric rapids
broken quiver
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do you need to detach actor to reattach actor to another?
or just use attach actor. detach to remove all parents?

rain egret
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also uhh. in a completely empty project. at standalone playmode, i get 22ms

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so maybe my ships arent that bad

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maybe my graphic card is just terrible

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i wouldnt be suprised

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what are yall normal ms in a empty map?

icy dragon
rain egret
icy dragon
rain egret
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45 is capped

icy dragon
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Uncap the framerate

rain egret
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holly shit what

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why is it better now

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shouldnt capping the fps be good?

young frost
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Hello! So I am grabbing an object similarly to the way the player in Portal grabs, as in if you are holding a cube and this cube collides with a wall it will not rotate and return to the Physics Handle's location facing the player. But in my game I am giving the player the ability to rotate the cube in the X and Y axis, What I want is to constraint the grabbed component's rotation while the player is not intentionally using the rotate mechanic. My physics handle has no node called Constrain Rotation or something similiar. I tried to set the physics handle component rotation to 0,0,0 in a custom tick event and nothing happened.

left carbon
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Is there an optimal way to find a value in a map and also check if it exist, without doing a search twice??

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I know I could make an impure find, but maybe there are some secrets ๐Ÿ™‚

rain egret
flat coral
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Is there a way to get objects that have a certain component? Kind like GetActorsByClass?

rain egret
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the same 7 ships in the scene, i cant believe capping the frame rate caused this level of issues

gentle urchin
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๐Ÿคฃ

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Well nice you solved it i guess

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Ohh

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Its the gpu that handles framecaps?

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Who'd guess.. i wouldnt

rain egret
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same. i am amazed

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so basically, the big evil is the draw

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think i will cap it to 60 maybe that will work better

icy dragon
raw karma
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Hi all, is anyone familiar with some how separating the first person (weapon, flashlight, etc) from the game. So collision doesn't overlap. I saw a video on how games render out the player and the game environment separately, so visually the gun or whatever the player holds doesn't clip through the level. Even with some collision settings tweaked, it still just doesn't feel consistent. Anyone tackle this or know a resource to educate me on this

rain egret
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well celebrated too early, 7 moving ships still eat performance

zealous moth
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Why do you have over 2 million triangles?

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Are your meshes needlessly complex?

tight schooner
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I didn't want to ask cuz idk jack about nanite

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Or dynamic meshes

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But if it's a ue4 style project then that's a lot of tris

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Meshes need LODs

ornate trail
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Anyway to nudge a weapon a bit when attaching static mesh component? I can rotate them with the relative transform but some of the handles are too thick and would look better if they could be moved a tiny bit inwards.. relative transform seems to have no effect on location even with 'manual attachment' turned on.

icy dragon
obsidian arch
#

Hey, whats the best way to smoothly cut from one camera to another?

zealous moth
icy dragon
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I guess UE4 procmeshes tanked the performance?

icy dragon
obsidian arch
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Hmm, well thinking about it jump cuts should also work

rain egret
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i can spawn in any amount and it would not cause a lag spike

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moving them tho

gentle urchin
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But the tri amount doesnt add up

rain egret
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its probaly the engine block i made

gentle urchin
#

7 ships
79 beams รก 20 tris
42 components รก 4 tris

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That looks like 2 mill alone lol

rain egret
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this seems to be of one ship

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i will make some lods maybe that fixes it

gentle urchin
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Feels like the ships should be super cheap to move

main lake
#

Is it possible to remove units added after numerical values for the character walk speed and other properties like that ? Please ping me if any answer ๐Ÿ™‚

zealous moth
gentle urchin
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I agree

zealous moth
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his CPU is doing something behind the scenes

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on a bare bones project, my game is at 4 ms

gentle urchin
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Well.. it says gpu but ๐Ÿคทโ€โ™‚๏ธ

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Hmm..

zealous moth
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i got 8 ms for GPU but draw is at 0.4

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so his Draw is high

rain egret
#

the 22ms we already found out was due to the 45fps cap

gentle urchin
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Gpu is total frame time?

rain egret
#

after removing the cap the ms returned to lower values

zealous moth
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@rain egret I am looking at your latest screenshot, why is game at 10 ms?

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stuff on tick?

rain egret
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lol nah, not even generate overlap events

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i spawned in 7 ships

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7 moving ships

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this is one ships impact,

daring vapor
#

Is there a way to get objects on a spline to simulate physics, like a set of dominos?

rain egret
daring vapor
gentle urchin
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Spawn Actor of class

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i would think dominos and physics is a bad match tho

rain egret
#

https://www.youtube.com/watch?v=-V6D5WtemMI check out this, pretty sure theres some code in there that you can use for what you are trying to do

Hey guys, in today's video, I'm going to be showing you how to make an object or blueprint actor follow a spline path that you have defined. This is great for cars driving along a road for example.

#Ue4 #UnrealEngine4 #Ue4Tutorial


00:00 - Intro
00:06 - Overview
01:06 - ...

โ–ถ Play video
gentle urchin
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No need to move them, just spawn them

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seems you're already spawning them along a spline really ?

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So all thats left is to activate physics on them ?

rain egret
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nah i think hes using a mesh to create those

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as in thats still the spline and not individuals

daring vapor
gentle urchin
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splinmesh ?

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looks like regular static mesh actors but..

ocean gate
#

Hey I need some help with blueprints, I want to rotate this arrow around a the ball by simply moving the mouse left/right. However, I can't seem to be able to figure out how to do it. Using this setup it doesn't really work and it can only rotation roughly halfway. Any help would be much appreciated!

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Basically, my problem is that I can't figure out how to properly distinguish between moving the mouse left and right

gentle urchin
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you want add relative rotation

ocean gate
#

AH!!

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That works perfectly, I can't believe I missed that ๐Ÿ˜…

ocean gate
gentle urchin
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No worries