#blueprint
402296 messages ยท Page 938 of 403
Nah same project
Make a c++ class, make a BP child, prototype in BP and then piece by piece move it to the parent
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
Make bp actor -> make c++actor of same base -> reparent bp actor = win
Reparenting doesn't always work as intended, though.
ehhh, Java still has a use imo
Just to circle back on this...I solved the problem by Forcing Root Lock in the movement animations.
To wake you up in the morning!
When I'm sprinting and moving left/right, how can I slow it down how fast it turns?
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?
This looks animation related. Like root motion anims that aren't locked when using it them as normal anims
Maybe the rotation rate on the character movement component?
Oh I didn't scroll down haha
Hi guys, any ideas why a video source gets stuck on a frame on runtime
i am using a URL to play the video
Same frame every time, or a random one?
It's weird, it seems to drive the model's rotation rate more than it does the movement's. If you snap back almost backwards, you start moving backwards while facing like ~100+ degrees away from your movement
Different frame
It's like a video getting stuck
Specially when I am using the texture in multiple places
You can think of it as for ad boards
Are you sure it's playing?
That's intended I guess
RotationRate does not affect velocity
I'm not expecting video source to be reliable...
If possible, either use image sequence or Bink Video (which is specialised for playing back video in game)
Yeah I suppose, but when I'm sprinting I generally sprint in the direction I'm facing ๐ Probably need a CMC setup eventually
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
i have tried that too with same result
it attaches and moves with me when i spawn it, its just in the wrong location
ffs its just getting worse, its never spawning at the correct position
Is the particle emitter space local?
is the mesh valid
Try it
yes the mesh is valid
does it happen to spawn at 0,0,0 by any chance
(seeing as it's in the corner there, not sure if thats absolute 0 loc)
i tried both 000 and actor world location
it always spawns with this shitty offset
local space didnt help either
So it does spawn at 0,0,0 ?
no
okok
same thing happens with a different system so its probably not the issue
pressing the "r" button respawns my player at the last save point and resets all the traps to their untriggered state, theoretically making them triggerable again.
When you attach you don't need the world location
Isn't there a "Snap to Target"? I thought attachement nodes had these
it doesnt work either way
because apparently a thirdperson character reference isnt compatible with a thirdperson character referenfce
So it was the ref ๐
I wanna check if the player has occupied the vehicle
read the coordinates of where your character spawns and manually set just to make sure
i got it to spawn on my character now but its still acting weird
its only visible at certain camera angles
and when i move it still spawns with a weird offset
thats the settings im using now
if i make the location type snap to target it spawns at an extreme offset
and the particles just always move away from my character, even with all forces disabled
and its local space
increase the bounds ?
i disabled the fixed bounds and set to cpu rendering now it works a bit better
at least its visible
but its still inheriting my velocity
magepox
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
who even plays games on android? save urself the hassle
I created this new socket
And im trying to attach my character to it
but when I enter the name it get's attached to the root bone
and not the socket
what am I doing wrong?
you didnt set the socket name
I mean, this happens after I set it up
just forgot to add it before the screenshot
hm nah, tried this and still doesn't work
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")
looks like you should use a float map instead of a struct
you can give it an enum as index
this
So the enum as the key?
yes
i see thanks
i guess u could also use string keys or whatever u prefer
Does anyone know if widget blueprints should block OnClick events?
Enum is nicer
true
that depends on your widget i guess?
well if u make it cover the whole screen it will block whole screen
right but is there a way to get it to ignore the widget?
would be weird if not
i already tried not hit-testable but no dice
as soon as i remove the widget the OnClicked events register
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
the what?
I cannot use map variables within the control rig (only single values or arrays)
I guess i'll just have to use it as an array which is not specifically bound to the enum
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.
i mean u wont need the enum anyways after u passed it to the control rig
I thought it would have attached it to the socket not attached to the socket and then applied the -89 to it. :S
so just convert it to an array before u do that
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 if instead of trying to get the OnClicked to work could I just pivot to performing line traces from the camera?
do widget blueprints block line traces?
go to sleep lol
i just woke up lol
then better grab some coffee xD
im getting that feeling haha. I will figure this out tho
the widgets and camera arent related in any way
@devout grove try changing the input mode to game and ui maybe that changes it to register your onclicked events
@dry condor that would save me a lot of time from trying to get these line traces to work
ill give it a shot
would i add that node inside of the player controller BP?
unfortunately it doesnt work ๐ฆ
i even tried SetInputModeGameOnly
can you be more specific ? widgets don't call on clicked events or
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
well in my test project i can open a menu widget and still fire the characters bow with left mouse
but i guess thats because its an action mapping and not OnClicked so not 100% sure for your case
ah no, im dumb, its because the widget doesnt take up the whole screen
yea would seem if a widget is in the way, OnClicked doesnt reach the target
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
@tawdry surge any tips?
Its gotta be a setting somewhere in the widget
Are any of the children hit testable on there own?
nope
That's weird.. I even have clickable buttons on mine.
Try making a new blank widget and see if it works with that
try setting the game and ui mode after creating the widget and reference it as the widget to focus
Idk if that would help. The idea here is to look passed it not focus on it
tried both of those things and still nothing
im gonna move this question over to UMG, sorry guys
can you make the widget smaller so it doesnt cover the whole screen ?
i suppose but was hoping to figure this out in case I need a full screen widget for future projects
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".
this only happens when the player dies even tho unposses works
otherwise the ai would still be moving
oh i removed destroy actor works fine now
What is the node called that I can drag off a bool variable to set it to not true?
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
"NOT"
waiiiit
or just set bool, false ?
you actually have to set it to false
it'll invert it
.
the question is vague
aight anyone know how to do this
i asked this yesterday
i want to run the timeline when the axis mapping changes and not again
right
so blocked by if timeline is already running?
this will execute whenever axis value changes
now it will only run on change, and start the timeline if its not already running
if its running, ignore it
but its a leaning mechanic so i believe it shouldnt?
its acting weird now, hold on
it doesnt play the timeline again, it only plays it the first time, then the other times it just teleports
assuming your timeline does something about the animation state of the character
id block the timeline from executing more than once, if its still going in the same direction
I feel like an interp to would probably work better for this situation than a timeline
how to remove all the useless things like mobile services from my actions?
not a bad suggestion for sure
How would i use that?
Im using interps inside the timelines
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
Also im only rotating the character and calc aim down sights on the timeline
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
Oh
So youre saying not to use the timeline at all
But to use an interp node instead of it to get the alpha
Right??
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
alright im gonna try that then, thanks
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
how can I avoid that ?
seatbelt
doesn't work
seriously, how can I fix this. The box is attached to the mesh, but the character mesh still goes out
I guess i'm missing something in the blueprint
Is the character mesh simulating physics?
no
Is there any way to get a timeline to take an external curve asset variable instead of having to create one as a track?
No, but you can make your own timeline function and use one with that
Basically just need to use tick, save the start time and check the value each frame
Sweeet
My next question is, can you paramaterise that curve and make it instance editable?
Unlikely? Not sure
What do you want to modify?
Key points ?
I think thats c++ teritory
Otherwise you can always make an array and to the interpolation yourself
Not very handy tho
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.
Maybe there's a better way of doing it.
Lemgth is adjustable (playrate)
Aye, but slowing that down stretches out the initial impulse, which isn't ideal.
Wouldnt the weapon just provide its recoil curve to the timeline?
You dont need to slow down at the start :p
That sounds like what I'm trying to do, but the timeline exists in my base weapon class and I would rather not have to set up a new timeline in every single child.
Unless I've misunderstood what you're saying?
You dont need to
Just make a function in the parent
GetRecoilCurve
And override in the child :p
Or just a parameter variable ofc
Does the same thing rly
So then how to I point the timeline to that curve? That's the bit I'm having trouble with.
Well how do you set the external curve to use?(never used external curve)
Assumed it became an input on the timeline
You have to assign it like any other track. 99% sure there is no pin to set it dynamically
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
But to use from a variable?
Perhaps not
Sad, if so
Custom timeline it is
Just reading it manually sounds simpler at this point^^
Its easy in c++
guys what database do you use for singleplayer game?
For sure
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 ๐
Use tick
Add location offset
Its the way to do it
Timeline is also tick
Timer at 0.01 is also tick-like
Embrace it
If you dont do it per frame it'll look ugly.
If you want somethinf to happen each frame, ie movement, then you cannot escape tick
is there any way to await these two asyncs?
Add a combining branch
?
A branch?
i don't think you understand the question
Connect both completes to the branch
I do
Branch check "bIsLoaded"
If false, set bIsLoaded to true
Next time itll run through and you can continue your logic
If that was not what you wanted then you are correct in me not understanding it.
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
If you're using this event several times, reseting the bool before the two async calls is recommended
@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
Did it work?
Do timelines differ from framerates?
They work on time, so they're framerate independent afaik
SQLite is a great option
if you're looking for an actual database
Unreals SaveGame is not good?
๐คทโโ๏ธ you asked for a database.
Unreals savegame is not a database solution
Database โ save file
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?
No, but make sure they are marked as variablees
Hmm, they are.
@tight schooner thanks! i,ll check it out.
Ok. How about MongoDB? Uses in Fortnite
Do you even know if you need a databasing solution, it seems you arent fully aware of what they do and are just throwing out names
Nevermind, visibility was on "not hit-testable"
It needs to be an actual button
Oh nvm
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?
Anyone know why 2 object will collide with each other when they are set to "Overlap" ?? please?
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.
Is the character mesh set to overlap too?
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
so it would be the capsule that is "pushing" the weapons object but im not sure why when set to overlap :S
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... ๐
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
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
not as active but posted there anyway
Still better suited, and people chevking there might be better qualified
why is my editor freezing for 3-5 seconds when i drag a slider like this?
its literally just chosing an integer but its acting like its calculating pi or something
is there any settings i missed or something?
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.
weird, my characters can walk through stuff even with this enabled
The thing your charatcer is walking through does it have "Simulate Physics" enabled?
it doesnt really matter i guess, it cant really interact with physics if there is no collision to trigger it
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.
I get the message when i try to copy/paste
is it from a macro library?
I'm not familiar with macro libraries, but my understanding based on googline is no. This is a regular function in the source -
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.
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.
how would i go about creating a random dungeon based generator?
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?
If you specifically wnat every 3rd index, you could do i < 3 and then do actualindex = i * 3
Or i < 4 whatever
%3
@mental trellis I'll give it a go. @gentle urchin i'll try modulo as well
wasn't sure if I was missing an option in the node, thanks!
I'm sure there was a step in the for node. Maybe I'm thinking of another one
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
@mental trellis since the for loops are macros I could make one with a step
Indeed!
Why do you need a guide?
Oh hit -> HP = HP - 1 -> if HP <1, destroy
There's already a bounce count in ProjectileMovementComponent though that can do this for you
Trial and error is sometimes the fastest way to learn things like this. Then eventually simple things like this work first time.... Mostly anway.
When I tried the event "On damage taken" it did not work, perhaps because it's an actor?
On damage taken only fires if something else applies damage to it.
You said you want X hits
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.
you can also make a "hit counter" int at 0 and when it hits something, set int++
don't need the whole damage thing
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)
I tried something like this but it did not work
base damage = 0
Did you get the problem filtered down to a single cause?
Well yeah because you're missing the point and also you're applying 0 dmg
Forget damage for now, just count hits
^
Adriel idk how you do it, but it seems like you pretty much single handedly answer 70% of the questions in here.
"Called when projectile impacts something and bounces are enabled. Is that just a name because I don't want my projectiles to bounce
Just pick one approach and do it. I suggest just counting hits.
forget bounces, forget damage, just count hits
Event Hit -> Add 1 to hit or subtract 1 from hitsleft -> do we die? -> die
25k
That's obove and beyond
Same
Damnnn they doubled me
Almost 26 ๐คฃ
I need to type more
Holy jeez
There's always a bigger fish
And i was about to say squize has 25k too
I haven't quite understood all the things on the "Event X". Do I need to apply them somehow because above is not working
That looks good, does it destroy itself after 5 hits?
It doesn't register a hit
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.
Well then now you've moved the problem to that. Are you using physics or projectile movement component to move the thing?
Projectile Movement
Do you have a navmesh?
Dig around, there'll be some setting somewhere to turn on hit events.
Unless Projectile Movement has hits own event for hits, not sure. I don't use it.
Could it have something to do with the master projectile BP? Because when I use overlap it registers (cast failed)
You can test the hit location for navigational i think
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.
@short brambleYou can get reachable points on navmesh
I solved it by using overlap instead of hit
yeah, I do that check later, thing is navmesh is dynamic and only updated in specific invokers, so in many cases a point will be virtually reachable while will spit false due two be part of 2 different islands.
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
Do you have verticality or are all walkable surfaces at Z=0 give or take?
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.
If it's rain why not just start from way above everything?
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
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
ah, correct
talkwing in another chat a EQS could be a cool framwork to find AI spawning spots
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?
Eh, you mean that the Character should not run forward relative to the camera?
The player shouldn't rotate as I move the mouse left/right while running.
I did that before but I forgot now.
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?
is it a sub-level?
it won't. Try this instead.
won't work on the persistent level
double check the names in the variables are spelled exactly the same as the level names
ah yeah, don't mind my screenshot, assumed was a instanced level.
open level will open a new persistent level
oh if you mean switch a sub to the persistent, you cant
my map is in the persistent , i wont loose it
then you want to load and un load the streaming sublevels..
You're doing that right
just double check the names
Idk how, but if you can write to a file, I'm sure you can save to the clipboard
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
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
Copy clipboard is a function in the engine api..
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?
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
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
That depends on the trace and the collision settings of the mesh and capsule
It's only for hololens afaik
FPlatformApplicationsMisc::CopyClipboard
Unless the docs have their links messed up. Will try it anyways.
This fixes my issue
Id check it. It used to be generic..
https://docs.unrealengine.com/5.0/en-US/API/Runtime/Core/GenericPlatform/FGenericPlatformMisc/ClipboardCopy/
best way to create a shockwave that grows and damages players?
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.
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
yeah, it needs to be jumped over
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
Nope, doesn't work.
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
i wanted to know if you knew a way to make it so when i get knocked down by the enemy, i can override the knockdown using certain abilities instead of staying knocked down for the full duration, i believe something with a boolean might help
Do you overlap or hit?
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.
You can start the game with physics disabled and then enable it once itโs punched. Better for performance too.
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?
what exactly are you trying to access?
The camera component of my base character to get the current field of view value, which would display in the fov slider like so :
use debugs to say if the cast failed and also to print the field of view in the function
Aha, I'm such a goof. The BP cannot be accessed since it isn't loaded in the menu haha
haha
i have a print string linked to an event actorbegin overlap and when i collide with the static mesh, It doesnt register
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?
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
Thx
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
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
Use actual velocity, not the inputs
Inputs only exist on local client
Instead of get left right, get x velocity or whatever
So instead of using get moveup and get moveright. I should use X and Z Velocitys
X and y, but yes
How to make a !=NULL ?
Z is my Up Axis since this is a 2d TopDown Game
Thats still odd , but fair enough ๐
Or perhaps im the odd one doing it with x and y :p
So there isn't anything additional required?
Just using velocity instead of inputs should fix my issue
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
Perfecto
Unsure if this is what you are looking for, but you could convert the Bone Name to Text and check if that is empty.
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
Under what section are booleans like that under
I'd like to do some studying later with stuff like that
names cannot be NULL, and converting them around defeats the purpose of names in the first place, check that name against "None"
Race condition?
Client tries to update it locally still? Nah prob not
Yes, converting Name to String worked
but why? check the name against the name "None" you can simply use the == operator, the fields on the node even default to "None"
if you mean this one, it does not work
no the == operator for names
And this one works too but
literally drag off of the Hit Bone Name and type "==" which should yield the == operator for names
Not this one
you should check against "None" as mentioned already
"None" does not mean a string.
It means typing the word None into that empty box.
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
It's a game that uses only 4D Movement instead of 8D
8D?
8 Directions
diagonal ๐
Ah
4 Keys (WASD) * 2 (Combination with other keys)
Yeah. If it works, it works.
Even though we disabled directional movement this issue still seems to happen. I don't know why, Here is my code
In that first screenshot your OR nodes should be XOR
Also you shouldn't use direct key checks, but input bindings
Okay I've done both but my main issue still exists
Which is this
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
That's my bad btw
I accidentally connected the vector z to the b input of the first one
You want me to replace the above with this?
not necessary
just a suggestion
probably not the "last update velocity" node either, just the velocity you already got
So any idea on the cause of this issue though?
Sorta feels like it would be related to the Event Tick updating the flipbook, but im not sure, sorry
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
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
mh, yeah that makes sense but it doesn't sound ideal
seems like a very stupid problem
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
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
i avoid tick like the plague. the ships run on a gear system meaning gear 3,2,1,0,-1,-2,-3 exist
that also means the airships have to run add movement constantly
so you think id do better with tick?
Not even close
well alright i will give it a shot
huh indeed, set timer creates 33 ms at max
and tick only does 30 at max
@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
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.
no idea, that seems like some debug stuff you might only be able to access trough code
I think i got what you said but i'm not sure about he offset part, if that doesn't bother you can you show me an example
Not a problem.I need to way to get them either in c++ or blueprints
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
@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
I already did.I don't have any problem with solution being c++ as well
@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
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?
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
If I'm reading you right, yeah, you can cast to the parent class and use it as a sort of interface to talk to child classes
That's a normal thing to do in UE
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
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
I am in real need, the game is prepared for early access in 2 weeks and I cannot offer game with such issues
You have to isolate the issue, figure out what's causing it
nope
I've tried to remove all the "potentially error causing actors" from map
but after it it still crashes like freakin' Gothic3
Have you tried packaging the project? Just asking cuz sometimes the errors in packaging will reveal problems.
Damn. Sorry, all I can do is stab in the dark. I got nothin'
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
What if you made a debug BP that gets all actors and disables collisions 
See if the game crashes from collisions or not
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?
I used a timeline
@sonic crest dunno. You should show the channel your BP node graph and maybe a screenshot or video of the snapping behavior.
Could you clarify your thought ?
any help?
He means if you set no collision on everything and the error stops, you know its from a collision issue @dreamy yacht
alright will do
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
It would help if you packed it or made it into a single actor
You can still disconnect/destroy components
how do i do this? they are created at runtime and i can simply pick up a wall piece and attach it
You can add components at runtime just like actors
so... instead of attach to i should use an alternative?
hi, is there something extra i have to do get get the web browser plugin to work?
@rain egret nah you would just create the component instead of an actor and attach the component to the ship actor wherever you like
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
oh?
Scroll to the bottom of details
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
please?
sorry man i dont know either
have you determined that your performance issues are caused by draw calls? I'd make sure before committing to any optimization.
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
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
huh. Usually stuff moving = game thread... And lighting modes can be GPU or can be draw thread (cuz shadow casting = draw calls)
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
oh ye sorry - my bad!
All the modules I have donโt use any tick, no overlap and all the functions theyโd have are called only when needed.
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
I guess thatโs just how it is with those sort of building systems
... I found where I heard that tidbit: https://youtu.be/2edoacF53F0?t=1740
Given, I donโt 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
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
For sure, but god knows I already googled every iteration of โUE4 many attached components move performanceโ
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?
To save FOV settings, I suppose I have to add this to me save game so the FOV settings stay persistent?
Do you need them all as components ?
Ism could be an option?
Sorry for ping I forgot to remove reply
the question is if the engine can even handle that high speeds
100x speed at 0.01 time dilation ? Or wasnt that it ?
If that was it, you can just set custom time dilation on the actor itself instead of the speed increase
in source 2 stuff just falls through the map at high speeds
let me send the blueprint
Theres global and custom time dialation
I guess it is that
It creates these artefacts on high values
Set custom to 1
lmfao Jacob's Ladder hospital scene
Global to 0.01
So I wanted to know how I can fix it, may be remove blur or reduce it when I increase speed
Perhaps this is the camera blur messing up๐ตโ๐ซ
now character just moves slow but artefacts still there. The idea was to make character fast enough to dodge bullets
How fast do the bullets go
34000
No, they are all actors, I put the component idea aside
well at 100 he at least moves comparable to them
Do they all need to be attatched actors?
Im not really sure which parts is actors, and which is not
And at low count, ism prob isnt worth it
Yes, they are all modules that can be shot off and damaged
Ouf, enjoy the suffering
Reduce global time even more
Will do the profiling in an hour
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.
@raw karma probably try learn.unrealengine.com if you need something structured
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
Is the mesh set to absolute positioning?
I'm doing stuff at mach5 - mach 10 without any issues
what about collisions and physics?
not doing any of that. Just projectile movement.
I haven't tried it with physics but I assume the result will be newtonian. May not be pretty but mathematically accurate
In real life hitting an object at such speeds would likely cause an explosion so... yeah,
haha thats true lol
can I edit motion blur of a camera using keys? If yes then how? I can't find node to call it
im just worried about projectiles just going straight through stuff at these speeds
You can turn on CCD
whats that?
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
i dont see why not
I actually thought about making light speeds at some point....
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
sounds legit, i wish source 2 had something like that lol
okay so it seems the draw is the main issue
That one might be too much. But who knows. Never tried
It probably does. Its pretty standard for a game engine
i try to make a playlist on the event graph but i don't know how create them
well on the bright side timescale 300000 works
but rubicon physics lol
Ohh nice. was about to suggest slowing every one else down. Time Dilation stuff
Physics time dilation btw not Unreal engine
what exactly is the issue? just make an array with ur sound paths and work with that
but it seems 0.000001 is a low limit for timescale
but time scale 0 works
hmm
doesn't it? I'm sure I must have set it to 0 before
I guess for objects in slow motion it would work
definetly a draw issue
right
Sorry I didn't see your message. It's a skeletal mesh so I'm not sure if there is a setting for aabsolute position but I can't seem to find it
It's strange the default scene root moves around with me while the skeletal mesh just stays where it is
Also, it doesn't seem to be parented when in gametime but It's very clearly parented in the bp
and on hit it seems to get expensive, the hit event checks for a special tag that should trigger a bounce reaction
well then make the mesh the new root?
5k drawcalls for how many ships ?
but I still need to edit motion blur somehow
7 ships
just drag ur mesh on the scene root
Why?
but how can take all file on a path? i don't see any bp that can find all file in a folder and return a array
because.
well you can always add them manually, but im pretty sure there are functions to get a folders content
if they dont move they arent a issue
are that warcraft textures?
Use line trace projectiles
Trace velocity*timestep distance per frame
12ms, whats the draw time without any ships?
its more about vehicles and the likes
i mean i doubt i will have issues with collisions in the game im making anyways
just wanted to know if the engine can handle it
without any ships in the scene its this
nvidia geforce gtx 1660
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
the ships also arent build in one go but rather step by step as to not cause massive lag spikes when spawned in
that was 12
ok i find a plugin internal to the unreal the return all file into folder. Thx you so much
๐ ๐
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 ๐
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
If you're targeting 30fps then you want to stay under 33ms... Depends what you're targeting on which platform
But if you're already getting into the mid 20s (ms) in an empty dev environment with nothing moving... Might not bode well
Thats what i was thinking as well
This is the easiest scene you'll get with 7 ships
So makes me wonder what makes a ship and a component
42
Like.. perhaps its actually something to gain from using Ism๐
42x7 =~300 moving things
some trickery i cant use because i plan for this to be a multiplayer at some point. far far in the future
5.1 has a bunch of bug fixes that might help with performance
you should make it multiplayer compatible already, your singleplayer will profit from it too as far as i understand it
i think its important to say that my pc crashes like a couple of times a day because of the gpu
and its really not hard
On the settings for the skeletal mesh component, in the transform, if you right click the word location, it should give you options for relative or absolute. You want relative.
i will look into that source, thanks
hm
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
in ue4, its quick. in ue5 its like walking trough glue
5.5mill tri's isnt that quite much?
Depends on the scene, draw calls are not optimal at all either
300 objects, thats like 20k per object
Maybe my phone is hiding details but it doesnt look like it should be that many
I wouldnโt know whatโs causing that many tbh, does it count invisible things as well?
Each wall element has only 4 triangles
Each structure beam, normal ship has 79 has just 20 vertices
I will check after lunch. But I donโt think thatโs causing it. For debug purposes thereโs a simple build up that shows all the parts of a normal ship. And if it would add many many objects youโd see them
Those nodes that are added in between the frames are made out of the meshโs vertices, those vertices were first made unique to avoid doubles as well
Got it, thank you
anyone know a good tutorial for wall running bp
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!
for UE5
do you need to detach actor to reattach actor to another?
or just use attach actor. detach to remove all parents?
also uhh. in a completely empty project. at standalone playmode, i get 22ms
so maybe my ships arent that bad
maybe my graphic card is just terrible
i wouldnt be suprised
what are yall normal ms in a empty map?
What stat unit says about it?
It stalls at 45 FPS 
45 is capped
Uncap the framerate
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.
Is there an optimal way to find a value in a map and also check if it exist, without doing a search twice??
I know I could make an impure find, but maybe there are some secrets ๐
the physics handle wont update the rotation if you only use the location option i think
Is there a way to get objects that have a certain component? Kind like GetActorsByClass?
the same 7 ships in the scene, i cant believe capping the frame rate caused this level of issues
๐คฃ
Well nice you solved it i guess
Ohh
Its the gpu that handles framecaps?
Who'd guess.. i wouldnt
same. i am amazed
so basically, the big evil is the draw
think i will cap it to 60 maybe that will work better
Or even better, have adjustable framerate cap
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
well celebrated too early, 7 moving ships still eat performance
I didn't want to ask cuz idk jack about nanite
Or dynamic meshes
But if it's a ue4 style project then that's a lot of tris
Meshes need LODs
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.
BRruuuuUUH
2 mil tris isn't that huge of deal even for PS4 slim kind of horse power 
Hey, whats the best way to smoothly cut from one camera to another?
I get that part but considering his tanking performance, I feel he runs it on a toaster. And I mean, look at the scene... it's so bare, where does the triangle count come from?
I do remember he's building the ships with procmesh
I guess UE4 procmeshes tanked the performance?
Jump cut always happens instantly.
You might be using the wrong term
Hmm, well thinking about it jump cuts should also work
actually the creating of the ships is smooth
i can spawn in any amount and it would not cause a lag spike
moving them tho
Gtx1660 toasters, where to buy? :p
But the tri amount doesnt add up
its probaly the engine block i made
7 ships
79 beams รก 20 tris
42 components รก 4 tris
That looks like 2 mill alone lol
Feels like the ships should be super cheap to move
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 ๐
there is something wrong with his game
I agree
his CPU is doing something behind the scenes
on a bare bones project, my game is at 4 ms
the 22ms we already found out was due to the 45fps cap
Gpu is total frame time?
after removing the cap the ms returned to lower values
@rain egret I am looking at your latest screenshot, why is game at 10 ms?
stuff on tick?
lol nah, not even generate overlap events
i spawned in 7 ships
7 moving ships
this is one ships impact,
Is there a way to get objects on a spline to simulate physics, like a set of dominos?
only way i could think of would be to use the spline for placing the dominos. at beginn play youd have domino actors be spawned along the spline
I was thinking of that, but I'm unable to figure out how to spawn them along the spline. Any hints?
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 - ...
No need to move them, just spawn them
seems you're already spawning them along a spline really ?
So all thats left is to activate physics on them ?
nah i think hes using a mesh to create those
as in thats still the spline and not individuals
facepalm Duh, thank you.
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!
Basically, my problem is that I can't figure out how to properly distinguish between moving the mouse left and right
you want add relative rotation
Thank you so much!
No worries