#blueprint

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gentle urchin
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Yeah i'd say there's a clear benefit for having it parented in this case

mental trellis
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You don't need to do that with widgets, though.

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You can have a regular old blueprint do it and arrange the actual widgets.

high ocean
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I don't follow @mental trellis, sorry. What do you mean a blueprint that would arrange the actual widgets?

mental trellis
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Have all the links set up in a base class of your choice and either have 2 methods or 2 sublcasses which implement layout

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Yeah, ignore that bit about a generic blueprint arrnging the widgets, you probably want a base widget container.

high ocean
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So, basically the initial idea I had about parenting + modular components (custom buttons/textboxes/everything else with exposed params so they can be referenced by parent and react to the same functions) sounds decent to u guys?

limber parcel
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my brain every time i see the cpp channel:

mental trellis
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Pretty much

high ocean
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Yup, makes sense. Just thought I'd ask, maybe I was missing something obvious/cleaner/easier - thank you @mental trellis @gentle urchin! ๐Ÿ™‚

gentle urchin
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Feel like i didnt help much but confuse, but no worries ๐Ÿคฃ

high ocean
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what was that thing called? When you speak the problem out loud, explain it to others so it starts making more sense to you? that had a name...

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so... talking about it helps - lol this sounds too much like what a therapist would say ๐Ÿ˜†

prime torrent
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HI๏ผŒHow to merge proceduralmesh at runtime please๏ผŸ

wicked osprey
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guys, how can you restart ector after she hit the wall and hit event? It flies thanks to Projectile Movement and when the Hit Event happens I move it to another location so it keeps flying, but it just hangs in the air. Is there any way to restart the ector without recreating it?

tame pecan
limber parcel
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lol

graceful holly
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Helloo! does someone has insight to share on how to do a 8 way dash for a 2.5D platformer?

prime torrent
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@limber parcelThanks

gentle urchin
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This looks... a bit odd

limber parcel
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i have the feeling that im doing this in a very stupid way lol

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or am i actually albert einstein of blueprint lol

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i guess its less confusing when i rename the input

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basically what it does is to transfer mana from a source to a target

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and reflect the change

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so i can easiely deduct it from the source

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like this

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but i have the feeling that im overcomplicating stuff

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i mean its just a transfer of some value xD

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@faint pasture

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(ignore the wrong link for Set Mana input in first screenshot, i fixed it)

bleak swift
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Anyone have any idea why?

gentle urchin
bleak swift
gentle urchin
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How much mana is my target missing -> transfer min of that amount and what i have stored

limber parcel
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thats basically what im doing already

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it first calculates the ammount that can actually be transfered from reserve

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and then in the Set Mana it calculates how much mana can actually be received

gentle urchin
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Just a weird way of doing it

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I wouldnt combine checking and setting :p

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Same with the mana reserve actor

bleak swift
gentle urchin
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Seem you combine several things in a single function

limber parcel
gentle urchin
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I'd advice against that

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You cant have to many helper functions :p

limber parcel
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yes i can

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basically ive put this in a component that handles all the actor vitals

gentle urchin
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Set , get , not just sets

bleak swift
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@gentle urchin Could you help me? I think instead of it being because of the event tick like you said it could've it's something actually in the function because after changing it around the Bug only happens when switching from the Down flipbook to the Left Flipbook

limber parcel
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i dont really need a get

gentle urchin
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GetMissingMana

limber parcel
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since the get would always return the value of Mana

gentle urchin
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Sure you do

limber parcel
gentle urchin
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Exactly my point

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Anyway

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You do you

limber parcel
bleak swift
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This is my new function. A lot cleaner

limber parcel
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function for?

bleak swift
gentle urchin
limber parcel
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lol

gentle urchin
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Like getting the direction

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Could easily be a function

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Surely that will be helpfull later on

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IsMoving could also be one

gentle urchin
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New direction != current direction before setting new flipbook

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I got a working 8d flipbook setup somewhere

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Could prob share that later

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Made before i embraced functions, mind you

bleak swift
gentle urchin
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Well it doesnt fix your issue

bleak swift
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I don't know why my issue even exists

gentle urchin
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Hard to say really

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I gate it a bit more

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And update flipbook during move change

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Not on tick (altho axis is also tick-like)

bleak swift
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So try to only call it when input is pressed

gentle urchin
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And changed

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Since last press /check

bleak swift
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Still no change

gentle urchin
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I expected as much

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Its not gated on change still tho

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Not that it should matter but

bleak swift
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What do you want me to do with the gate

gentle urchin
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Gating is just a concept of control

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Not the actual gate node

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Just a branch that checks if the current input would result in a new flipbook update

bleak swift
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Yeah I don't know how to fix my issue

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If you could share your 8D one that'd be cool

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I'd have to modify it a bit

bleak swift
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lol

deep geyser
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noice ๐Ÿ‘Œ

spice smelt
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is there a way to have persistent floats in a macro? I can only find persistent bools and ints. (also is it correct to assume that persistent values are equivalent to storing the value in an hidden variable of the calling class?)

tiny meteor
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anyone know why I wont get sweep block events on dynamic objects

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collision settings have it set to block

spice smelt
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I tried both as actor component and actor component macros, still can't manage to have this showing up in any blueprint actor component, what am I doing wrong?
edit: solved, can't call outside of event graphs cause of the internal delay

gentle urchin
jagged night
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how to i possess something on the client?

zealous moth
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@jagged night ask the server

jagged night
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but how

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im coming from #cpp land all of this bp stuff is not really my thing

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i gotta do it for a very specific part of my game tho so tough luck

mental trellis
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It's exactly the same as cpp

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You mark a node as "executes on server" and then call it

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Same actor restrictions apply.

jagged night
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amazing thanks

limber parcel
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i ended up putting all my macro stuff back into components etc

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why make macro if its usually more convenient to call a function from a component or whatever

tawdry surge
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Latency and privacy

limber parcel
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latent privacy

gentle urchin
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Macros have their good uses

dapper kiln
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Hi all,

Is anyone aware if it is possible to launch a document directly from unreal blueprint given a file path. I.e. opening a powerpoint document

gentle urchin
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Property management of a specific piece of code is not one of them

limber parcel
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lol

limber parcel
dapper kiln
limber parcel
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guess there is no other way lol

dapper kiln
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Yeah that could work, was pretty sure there was a way of launching as a completely separate app. then powerpoints saved with the ".ppsx" extension automatically start in presentation

limber parcel
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just converting it to images seems the easier solution

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then u also have full control over it in unreal

pine ledge
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I wonder is there any other ways to set binding actor in sequence, like in this BP will bind by tag. But is it possible bind by index ?

dapper kiln
junior hedge
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im kinda new to collisions, is there any way I can detect something that didn't necessary colliding but is touching (spawning onto that actor) and how

gentle urchin
crude dew
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Hi, I have a question, Example If i have 1 Parent Class named Fruit who then has 2 Children (Apple and Orange) I have 1 Orange spawned in the Game World, But no Apples , How can I get all of the Children classes associated with Fruit?
Get All Actors of Fruit Class will only return me Orange in the Array and no apples (I,m assuming this is because there is 0 Apples in the game world). Is there a way to do this?

orchid sierra
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hello i have question, is there any way to remove any active input . i have tried disable input but if i was pressing an input and then disable it and enable it, it still thinks the input is active although i dont press anything

crude dew
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I think im asking for a "Get All Children of Fruit Class" regardless of if they exist in the game world or not.

gentle urchin
junior hedge
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assign the fruits that spawn in into the array

crude dew
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Within the Parent create a BP_Fruits Array of BP_Orange, and BP_Apple?

junior hedge
crude dew
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Ok i,ll try i tthank you !

junior hedge
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np

orchid sierra
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pf i found my mistake

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when i was disabling input i was setting the game in ui only

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and thats why my values of moving were stuck

junior hedge
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caps

orchid sierra
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yep i actually dont know why i was doing ui only

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although problem solved

prime stump
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Hey, whats the best way to make a brightness setting that isn't effected by the post processing quality? im pretty sure if the brightness is set through PP but someone changes their PP quality to low it pretty much removes the brightness setting they set before?

junior hedge
orchid sierra
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yep

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it was a mistake

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i know

wide quiver
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I need to have access to a variable that is in my gamemode bp in another bp (this other bp is an actor that is spawned into the level on begin play by the gamemode). I'm vaguely aware of "pass by reference" but I don't know if that is the right thing or how to do it. How can i pass a reference to this variable into the other bp? I will need access to this variable rather frequently and i read that casting is very resource heavy so I'm trying to avoid casting. Thanks
(UE5 btw, not sure if that matters)

thorn ermine
# wide quiver I need to have access to a variable that is in my gamemode bp in another bp (thi...

Stick a tag on your actor, FindActorByTag until you get it ( can do it on a timer for example set to a few milliseconds ), Cast once and keep the actor in a variable in the blueprint. use as required.
If you want to get hold of your game mode, you can simply get the game mode, and cast it once, set it to a variable and reference it as needed
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Game/GetGameMode/

junior hedge
# orchid sierra yep

that doesn't necessarily make the entire game run on ui only just that it will not check for inputs in that blueprint

orchid sierra
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okkkk

tight schooner
tight schooner
tight schooner
# wide quiver I need to have access to a variable that is in my gamemode bp in another bp (thi...

If you mark a variable as "expose on spawn", it will appear as an input pin when you spawn actor of class. This way the spawner can stuff the... spawnee.. with data. In your case, you want to store an object reference of your game mode. If not, the spawned actor can just Get Game Mode --> cast to your GM class --> save into a variable.

Then with your game mode object reference variable on the node graph, you can access your game mode's data and call its functions etc.

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in general getting actors and casting isn't expensive unless you're doing it thousands of times per frame

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so I would go with whatever makes the most sense / makes the least clutter from a human POV

junior hedge
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im kinda new to collisions, is there any way I can detect something that didn't necessary colliding but is touching (spawning onto that actor) and how

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(please tag)

drifting cipher
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Hey guys, tryina understand how this node functions

What space does it operate in? I thought it might be 0/0 to 1/1 for screenspace but it seems to be something entirely different. I'd appreciate some help understanding

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the code suggests that it works in a normalized screen space but that isn't the case in my experience

faint pasture
limber parcel
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stamina

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just the 3 for this component

faint pasture
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@limber parcel I would just make an interface or use the damage function.

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There are damaged types. Your damage types can be health, mana, stamina.

limber parcel
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hmmm

faint pasture
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For your mana transfer
Self.ApplyDamage(mana, -5)
Target.ApplyDamage(mana, +5)

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Damage might be weird wording

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You can easily make an interface with a function AffectStat with parameters for caller, stat name or enum, and value

rich sparrow
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Hi all, Iโ€™m developing a Meta Quest2 project and Iโ€™m trying to figure out how to handle the orientation of the pawnโ€ฆlet me explain: I would like to match a real life environment with a virtual environment, so that the user can walk into the room and be safe while walking around.
For the initial position I just placed the pawn in front of the entrance of the room, so the pawn and the person wearing the Quest2 starting point is the same.

faint pasture
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I would actually just wrap it up in a component and make an AffectStat function

rich sparrow
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But regarding the orientation, since Iโ€™m possessing a pawn, it has a predefined orientation that is the same every time you start the app

limber parcel
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thats what i did basically

rich sparrow
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So even if you turn 90 degrees to the right and start the app, the orientation is still the same

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So is there a way to also match the orientation between a real life location and the virtual one?

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The solution that Iโ€™m using right now is to place the Quest2 on a stand pointing toward the entrance, and in the quest itself in visually debugging the room scale tracker area, so that a matching of the orientation can be made ( more or less )

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But is there a way for a pawn to not have a predefined orientation, but just gets the Quest2 device orientation?

faint pasture
# limber parcel thats what i did basically

Looks kinda goofy but I guess it's like that. For your mana transfer do it in 3 stages.
1 calculate max mana you can lose
2 calculate max mana target can receive
3. Transfer the lower of those 2 numbers.

tight schooner
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Fortunately you got a Mathew Wadstein vid

tight schooner
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Seems like worldspace location of player view and then orientation vector (normal) of that view

faint pasture
limber parcel
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just wanted to know if i made retarded code or not

unkempt hound
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Think just ran into a bug - if you name a struct variable "CharacterData" inside a Character class blueprint, shit causes fatal crashes at startup. 5.0.2

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Not sure exactly why.

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But I've been able to recreate it a few times.

drifting cipher
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thank you

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@tight schooner fun fact: if you speed his vids up 1.5x you will get Ben Shapiro UE tutorials

faint pasture
feral cairn
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damn i think i might have to remove the pickup blue prints and start again.... this is causing so much issues

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xD

gentle urchin
gentle urchin
feral cairn
gentle urchin
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Sounds like youd want a collision sphere around the object

feral cairn
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collision sphere?

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sorry im kinda new to ue xD

normal raft
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Not really sure if this belongs in #graphics or here but I've been trying to implement a pre skinned local position based hitmask and I've been struggling to convert my hit result from world space to "reference bone space", read Tom Loomens guide and also watched the Fortnite GDC talk.
Could anyone help me out?

sonic crest
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why can't I connect this ?

gentle urchin
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wrong signature ?

fallen glade
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Trying to insert a child widget in a panel, is this way ok?

gentle urchin
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Seems ok

fallen glade
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Thanks!

hearty lintel
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Hey guys, i've got a certain amount of static meshes in my level (number may vary for each level) that have physics applied.
What would be the best way of resetting their position each time i knock em down whenever i press a button? Thanks ๐Ÿ™‚

fallen glade
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Could have a pre-collected array of them and they original posiiton, go through them and reset?

hearty lintel
gentle urchin
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No other way

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Reset map, perhaps

hearty lintel
deep geyser
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Does it have to do all at once or selected objects?

hearty lintel
deep geyser
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well I'd assume you'd need the loc and rot from the transform, while the scale is useless

crimson ravine
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How did this go for you? I tried utilizing the techniques in an empty project and couldn't get the inputs to work.

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I'm running into this same problem. Were you able to solve it?

grizzled goblet
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Anyone know of a way of accessing a Landscape Spline (road spline)? I have a Camera Rail Rig and I'm trying to match the landscape spline's point location and tangents.

faint pasture
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You could do it a million ways but that'd be nice and clean.

hearty lintel
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ahah alright then! thank you!!!

jade oar
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Is the convert pin feature buggy or am I just doing it wrong? All Iโ€™m doing is creating a multiply node with a vector input and a float (double precision) input but as soon as i try and connect anything to it, it reverts to vector multiply node.

wide quiver
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When i print to log while play testing in editor where does the log file get saved or does it? If not how would i get it to be saved somewhere

jade oar
high kettle
jade oar
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#work-in-progress might be a better place unless you got a question related to blueprints?

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Hacky workaround..

heady jay
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How can I change the parent of a child component on runtime. For example, in the image, I want to change the EndCable's parent from root_end to Scene. Thank you!

gentle urchin
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Attatch component to component

heady jay
prime stump
dapper nimbus
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How would I create a randomized map of modular hallways and rooms?

gentle urchin
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use som algorithm to randomly spawn them in some connected fashion

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plenty of algo's avaliable on the great web

dapper nimbus
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Do you know if this type of algorithm has a specific name?

warm ermine
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Hello everyone - I have this Crowd Control (CC) system. The picture shown is the Stun CC branch.

The problem, when stunning two times within a short period - the second stun animation will abruptly end due to the ''Set Animation Node'' from the first stun.

Does anyone know how I can fix this problem?

trim matrix
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If a Retriggerable delay gets executed again, while itโ€™s already delaying, it will restart itself.

mossy mist
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How can assign blueprint components here?

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they can be assigned in the construction script but I would rather not.

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they are references to components inside an actor.

gaunt viper
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I'll open up the project real quick and get a screenshot, one sec

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Make sure those are both on those settings

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Once I did that everything started working again ๐Ÿ™‚

worthy jasper
junior hedge
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im kinda new to collisions, is there any way I can detect something that didn't necessary colliding but is touching (spawning onto that actor) and how
(please tag)

crimson ravine
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It was driving me crazy

gaunt viper
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All good, that drove me mad for hours. Such a small thing, too

vivid inlet
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What do I put here if I'm casting to a widget?

faint pasture
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OR rather, whatever you want, but only a PauseMenuWidget will succeed

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What are you trying to do?

vivid inlet
# faint pasture What are you trying to do?

Well, I learnt about the widget switcher, but I need to be able to change the index with the buttons from within the child widgets, so I figured I had to cast to the main widget that the switcher is in in order to change the index using the buttons within the child widgets.

faint pasture
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You need to GET the main widget

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Cast checks if the thing you have is of class X

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you don't have the thing yet

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The child widget needs to know about the parent. I think widgets can get at their parent

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Ye, get parent, cast it to PauseMenuWidget

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Casting is not Getting

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Me giving you an Item is not the same thing as you checking if that item is a football (cast item to football)

vivid inlet
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Oooh I see, that's a really good way of putting it! :)

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Is that the right node?

faint pasture
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Yup that should work

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assuming the widget has a parent and that parent is a pausemenuwidget, that'll work.

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The immediate parent MIGHT not be a pausemenuwidget tho

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it might be the widget switcher

vivid inlet
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Yeah, I think you're right, how would I set the parent of the widget?

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Currently it's only letting me cast for the Target.

faint pasture
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You might have better luck setting a variable MyPauseMenu on the button widget when it's created

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then your buttons automagically know who to tell when they're clicked

vivid inlet
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OH yeah that makes sense.

faint pasture
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But also, I'm pretty sure you can implement that OnClicked inside the PauseMenu anyway.

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Although if you're spawning the buttons at runtime that's a different story

vivid inlet
junior hedge
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how can I call onto a collision that is already collided

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like every tick it checks if they are touching and if they are then -1hp (ik dumb idea but an example)_

faint pasture
junior hedge
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think about like im stepping on lava and i want to deduct hp

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and every second if you are touching lava it takes 20hp

faint pasture
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But you can do it with hit, just gotta be more careful

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with physics, there's a hit every frame

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but with movement components there might not be, even when you're still touching

junior hedge
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Ic

junior hedge
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this is what I did but it doesnt detect if they are already touching

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so that means I cannot do repeated damage either

versed sun
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use a timer

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On Overlap, start a timer 1sec to fire a function that removes 20HP

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On EndOverlap, stop timer

junior hedge
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ok I will try it

junior hedge
faint pasture
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@junior hedgeStart out smaller. Start by detecting the overlap/endoverlap and printing the display name of the thing that overlapped.

junior hedge
faint pasture
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OK so are you doing this in the lava actor or in the player character?

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I'd recommend doing it in the lava actor

junior hedge
faint pasture
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Or in whatever is doing the damage

junior hedge
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there will be multiple actors hitting my actor (not a player character) so it would probably just be better to put it in the actor taking the damage right

faint pasture
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no

junior hedge
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why not

faint pasture
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because then the character has to check if its in lava and check if its on a spike and check this and check that

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you want the hazards to just detect the character and damage them

junior hedge
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alright

faint pasture
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Start with this.
Begin Play -> Start Timer

Timer -> Get Overlapping Actors -> Apply Damage to them

junior hedge
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what timer

faint pasture
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make one

junior hedge
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set timer by event?

faint pasture
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sure

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then make an event DamageOverlappingActors

junior hedge
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done

faint pasture
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So that thing should just sit there calling Damage on everything it's overlapping

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usually that won't be anything

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Damage is a function at the actor level so you can call Damage on anything. Just implement it in things that you want to actually do something when damaged.

junior hedge
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ok ic now

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how exactly would I stop the timer though?

versed sun
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after the Set Timer, Promote to Variable the return of timer

lyric rapids
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ok so i followed a blueprint wallrun tutorial on yt and it works perfectly only thing is it doesnt factor in momentum and so when i go onto wall it sets my velocity to max walking speed how do i factor in my characters current speed as they start wallrun

versed sun
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useing that variable, do Pause Timer

junior hedge
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thank you

faint pasture
lyric rapids
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wdym

faint pasture
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acceleration is how fast you can change your speed

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make it smaller

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if your setup just yeets you into max speed no matter your speed before hitting the wall, that's another problem entirely. Most tutorials are ass.

junior hedge
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also you can cast your level bp right?

ornate trail
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Is there anyway to delay execution of a function until a montage is done playing?

lyric rapids
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no i mean im moving faster than my walking max speed in the air yet when i start a wall run it slows me down

faint pasture
junior hedge
faint pasture
faint pasture
lyric rapids
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yeah idk how to do that

faint pasture
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that smells gross

faint pasture
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That's the problem with tutorials, you stopped understanding exactly what you were doing a while ago. You need to backtrack and make sure you understand everything it's doing.

faint pasture
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That's not a mechanic. You're trying to get a reference to a heart, whatever that is, in some actor?

junior hedge
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its a 2d game

faint pasture
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So just get ACTOR of class and save it to that variable

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what's the problem?

junior hedge
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where would I put this, should I put it in every bp where collision is happening? Or just store in one and then cast to that one where it's being stored

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and if I should store it in one bp where would it go? My gamemode bp?

grizzled goblet
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Any idea why the SetLocationAtSplinePoint node wouldn't work in the Constructor Script?

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I'm tracing to a landscape below and trying to set the spline points to the impact position

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I'm placing debug spheres at the location, but the points of the spline don't move.

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SplineComponents seem to be read-only in the Constructor Script.

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Not a big deal, I'm guessing only the functions under Editor actually affect the component in Editor ๐Ÿ˜œ

bold spoke
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Hello, Im trying to dynamically store actors in groups but im struggling to pull it off. Does anyone know how I could get a map that holds lists of actors in them or something similar?

versed sun
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Get All Actors of Class

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if you need to filter more you can run the returning array in a ForEachLoop and do checks

restive token
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What's a good way to do "soft cover"? Where the character enters cover when you push against a wall (not just look at it closely, but push) and you are not stuck to the normal plane. You can leave cover at any time when walking away from it.

grizzled goblet
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For future reference. This flag needs to be true in order to edit a spline in the constructor script

versed sun
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ahh, good to know

bold spoke
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For more detail its a path system with nodes, and i want to make a list of actor for each path but i dont know a good way to dynamically make these list with my Editor Utility Widget

tight schooner
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Is this path system its own actor?

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If each path is an actor placed in the level, it can hold an array of actor references or something.

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Or vice versa โ€” each actor can hold a reference to the path it's associated with

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An editor widget can get the selected actors and do something with them... I think Get Selected Actors is a node available to editor widgets

bold spoke
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It is, everything so far has gave me an idea of something to try, thank you guys!

junior hedge
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I moved a blueprint file and it stopped functioning, I restarted and moved the blueprint to it's original spot and it made me put it back into the scene but now when I try to do timelines to move it doesnt work

tight schooner
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Try right clicking on folder and resolve redirects

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Otherwise dunno

junior hedge
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i dont see it

cyan bone
#

Im using Impostor Baker plugin. I tried to make an impostor from a character that has metal armour. The armour came out looking like white paint. So i tried it again with a cube, and it happens the same.
Is this an issue of impostor plugin? How can i make the impostor work look like the original cube (metalic)?

tight schooner
#

@junior hedge fix up redirectors in folder

junior hedge
#

that worked man

#

thank you

#

why exactly did that happen?

tight schooner
#

I don't know. All I know is Unreal can get weird with moving assets around. I always use "fix up redirects" after any move

junior hedge
#

alright thx

slender harness
#

Would anyone have time to help out with a blue print issue i am having with my team. We have not been able to get our widget to show a server that we set up.

long whale
#

hello, I came into an issue of actor components disappearing in editor after changing any member property in details panel.

#

They re-appear after a compile.
Got a temporary fix by calling RerunConstructionScripts(). Still not sure what's causing the problem.

tawdry surge
#

@cyan bone you could always just take an orthographic high res screen shot, take it to an image editor and make the imposter yourself
Could also take the mesh to blender and do it all in there too

cyan bone
tight schooner
#

@cyan bone does the impostor plugin have some setting for the environment it's placed in while baking? I suspect the issue is the metal is reflecting a flat white world. I mean that's the thing about shiny objects โ€” they reflect the world around them

fervent bramble
#

I need help checking if an actor is moving along an axis, specifically the x-axis

gentle urchin
#

Check velocity.X

flat coral
#

ooooo I've got a fuckin weird one for y'all this fine evening!

#

Okay so I've got this pawn that moves by physics input, AddForce. It's the player pawn, so it's bloated as hell with other stuff too, so I'm trying to break it into components

#

When I move THIS function to a separate movement component, AddForce stops moving the pawn.

#

...I wonder what happens if I have it in BOTH the base actor and the component? one sec

#

Still breaks. So it's the PRESENCE of this in the component that breaks things, not the ABSENCE of it in the base actor.

#

Worth noting, movement controls work normally until I do some roll input. So until it hits that branch and goes through, no effect. That means it's the AddLocalRotation itself which is causing the issue, and not some weird side effect from the Set there

#

Oh and here's a weird wrinkle. THIS function is already in the component, has been for a while to no ill effect, and they're BOTH using AddLocalRotation.

echo dove
#

hey im trying to code fighting in blueprint. Any links or tips anyone can show me so i can beat up this mannequin.

flat coral
echo dove
flat coral
#

For comparison, a character just picking up an object off the environment and holding it visibly is so tough to get right that most games just fake it. They make the object secretly part of the character all along, or use a camera trick to hide the movement, or something like that. That is less complicated than good fighting.

echo dove
#

would like to learn and study it some how though. i know nothing can be perfect but i still would like to see it for my own eyes

icy dragon
hollow magnet
#

Just gonna ask

#

I am trying to get a dash mechanic

#

I am currently using launch character

#

But the time/acceleration is a bit too fast for my liking how to adjust

echo dove
icy dragon
hollow magnet
#

Or Does any one have a idea to implement a dash

#

With adjustable speed?

echo dove
# hollow magnet Or Does any one have a idea to implement a dash

Hey guys, in today's video, I'm going to be showing you how to create a basic dash system. In this, the player can dash in any direction, with or without an animation. It is very easy to customise and adapt this system to fit your needs.

#Ue4 #UnrealEngine4 #Ue4Tutorial
___________________________________________________________________________...

โ–ถ Play video
hollow magnet
#

and as i said

#

I used launch character which the guy suggested

#

however that has too much accelreation

faint pasture
# hollow magnet however that has too much accelreation

That's why it's important to ask the right question at first. This is the first time you've mentioned acceleration. The speed of the launch character approach is adjustable, but it's an instant speed CHANGE which is your acceleration.

faint pasture
#

instead of a kick it's a short thrust

#

0.1s long to be exact but you can tune it

hollow magnet
#

thanks

#

i will try it

faint pasture
#

Just mess around and learn how the stuff actually works.

#

BTW none of this will work in multiplayer most likely

hollow magnet
#

don't worry just gonna make a singleplayer game

#

@faint pasture btw i never used timeline can u tell me what it is?

faint pasture
#

you can animate pretty much anything over time

#

This setup is changing velocity over time

hollow magnet
#

cool

junior hedge
#

how can I remove collisions for an object

#

and can I still call collision events if I do

#

(i need it to be a ghost object essentially)

trim matrix
#

Do Child Actors allow access to inherited variables? I'm not able to access variables declared on the parent of the class used as a child actor.

gentle urchin
#

Depends on your setting of the variable

#

You can mark it so derived bps cant touch it

#

Normally they can access inherited variables

faint pasture
#

you need a collision shape to... you know.... collide

junior hedge
junior hedge
faint pasture
#

@junior hedgehttps://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/Collision/Overview/

An overview of how Collision and Collision Responses operate in Unreal Engine 4.

#

Set their collision responses such that they overlap and the overlap event will trigger and it won't block movement

junior hedge
#

i cant edit it

#

@faint pasture

covert swan
# junior hedge

set the preset to custom if you want to edit channel pair responses

junior hedge
#

k

#

yeah that works thx

plain helm
#

How performance heavy is Pawn Sensing?

#

Compared to AI Perception

gentle urchin
#

Profile it

#

Think its quite ok

jagged stone
#

I'm trying to make an "aim arrow" on my character, so once you hold a button the controls no longer drive the character movement, but instead only rotate an aim arrow component on the character....I want to do something like this (see screenshot), but I'm not sure how to calculate the world rotation on the arrow component based on the controller axis inputs

foggy escarp
jagged stone
#

It's for hitting a ball, so once you hold the hit button you your character stops moving, but the arrow can rotate independently, then when you let go the hit vector will be taken from the direction of the arrow

foggy escarp
#

You should be able to use the forward of the character.

jagged stone
#

I think i can do it by averaging the forward/right directions together (multipled by the inputs values)

foggy escarp
#

use the node get actor forward vector

jagged stone
#

But then how will i set the arrow to move in a different direction from the actor (ie don't want the actor to rotate while you are moving the aim arrow)

#

Or i mean I don't want the mesh to rotate

foggy escarp
#

you can set up a quick Boolean for "MovementDisabled".

#

Or "IsHittingBall"

jagged stone
#

Yeah, but then the foward vector won't change right?

foggy escarp
#

Your right. So when you enter this "HittingBall" state, you would then be able to use the input to modify a rotator variable.

#

Many ways to do this, but it's my first thought.

thorny glen
#

Hey Guys, I Want to upload .sav file over playfab from Unreal Is there any way to do that?
I searched for that a lot over the internet but doesn't seems to find any leads there.

limber parcel
#

fun fact: after messing around with unreal for some time i realized how extremely lazy the AI dev of ark survival and atlas were lol

summer pewter
#

are there any good resources out there for roguelike procedural level generation? i want to generate based on rooms and not paths, if that makes sense

limber parcel
trim matrix
#

Hi Team, I'm hard stuck on trying to implement Left/Right shoulder buttons to work as "forward/backward button" basically turn pages. I'm not sure how to connect my third person inputs to this UIwidget called "Journal BP"

limber parcel
cyan bone
summer pewter
limber parcel
#

maybe look at procedural map generation of other type game

trim matrix
#

If the actor that im trying to cast to has been destroyed, it will always return cast failed, correct?

limber parcel
#

yes

#

maybe not if it was destroyed in same tick though

trim matrix
limber parcel
#

all sorts of weird things can happen in unreal so best do some testing

trim matrix
#

yeah

limber parcel
trim matrix
#

ye but what if its destroyed in the tick after that delay?

limber parcel
#

show code

trim matrix
#

basically what im trying to do is

#

if the player character dosnt exist

#

it changes data on save file

limber parcel
#

hmmm

trim matrix
#

but if it does exist it goes to a seperate node which changes it on the player

#

and on the save file

limber parcel
#

fkin casting is bad

trim matrix
#

simultaneously

limber parcel
#

basically what i would do

trim matrix
limber parcel
#

put this into an actor component

#

and then instead of casting, try get the actors component

trim matrix
#

those variables

#

are from the save file

#

of the player which we are trying to change data on

limber parcel
#

the component will also be data of player

#

you dont have to do casting and its easy to access

trim matrix
#

i dont think it would work

limber parcel
#

why?

#

im doing literally everything with actor components

#

because having the vars i need in the player sucks because then i have to cast to access them

#

and casting basically loads ALL of the players data, instead of only the part u need

#

anyhow just try adding wait until next tick between the 2 branches

trim matrix
#

heres the whole thing, how it works is the event has the save file of the player we are changing data on, and in the save file is a reference to the most recent player actor, it casts to that actor to change its data on that actor on the actor itself and the save file, and if it fails it changes it just on the save file. this is so people data can be changed while they are offline

#

i dont see how using a component would help with this

limber parcel
#

it wont help with this but it will help u in general

#

because casting is one of the most retarded things u can do in unreal, even if all the dumb tutorials keep telling u to use it

trim matrix
#

is there a node which will return true/false if an actor exists?

#

i could use an interface if so

limber parcel
#

IsValid

trim matrix
#

this?

limber parcel
#

yes

#

or the other

trim matrix
#

k

limber parcel
#

with the ?

#

then u dont need abranch

trim matrix
#

cool

limber parcel
#

yes

trim matrix
#

i can clean this shit up now

#

Thanks

limber parcel
#

you welcome

trim matrix
#

btw

tawdry surge
#

Casting is fine in many cases.
Really feel like you're missing some fundamentals

trim matrix
#

is casting just retarded cuz its resource heavy?

#

or does it have other problems

limber parcel
#

everything else seems bad practice

trim matrix
#

im basically just learning as i go

limber parcel
trim matrix
#

so far i havnt had any issue which i couldnt overcome in a day

limber parcel
#

yeah unreal is pretty easy to learn

#

u can get into advanced concepts in short time

trim matrix
#

i think when i get to the point of making inventory systems it may delay me

#

cuz thats kinda

#

complex

limber parcel
#

i can send good tutorial

trim matrix
limber parcel
#

u can make it replicate urself i guess, its not hard

trim matrix
#

ok

#

send it to me ill peak it

limber parcel
#

Before we can dive too deep into combat or quests or anything, we need to get started with our Interaction system. in this video we'll start laying the ground work for our inventory and going over Enumerators and Structs, things that will make our inventory system much more expansive and able to fit our needs very well.

โ–ถ Play video
#

there u go

#

this series has ~ 100 parts it teached me alot

trim matrix
#

sweet

tawdry surge
#

Casting returns a hard object reference which means the object is always loaded while the BP containing the cast is alive.
This is only an issue if you cast to things that only exist sometimes from things that always exist, because you're wasting memory. You also gotta watch dependencies because they are also loaded, and you can get a cascade effect if everything casts to everything else.

limber parcel
#

yeah so its better to load a component or use an interface or delegates

#

event dispatcher*

trim matrix
#

@limber parcelone more thing

#

do you know how scroll boxes work

tawdry surge
#

Not at all true and again missing fundamentals

dry condor
#

haha thats the one im following too, its quite good @limber parcel

limber parcel
trim matrix
#

i see

kindred marsh
#

Is it possible to use 2 Material Dissolve in one actor?? For example here i use 2 actors with a cube that dissolve what they touch. But only the one of the is working. Can i fix it?

dry condor
#

but even in that tutorial series he is using cast to quite a bit and no components

trim matrix
#

well it cant be that hard if what i got rn wont work im sure it can be worked out

plain helm
#

I have 3d sidescroller game. When I hit enemy with arrow it slightly moves in X axis. How to constraint so that it can't move to X axis?

tawdry surge
#

Interfaces can be just as bad, dispatchers only work in certain situations, and components don't help with communication..

limber parcel
#

you can call them from anywhere

tawdry surge
#

How?

limber parcel
#

much like an interface

#

basically exactly the same

tawdry surge
#

Say get all

limber parcel
#

just do get component by class

#

and then u can access the whole component

tawdry surge
#

Wow.. how do you think this is better than casting?

limber parcel
#

because it loads only the component u want

#

and not everything else

#

components are fki

#

fkin awesome

tawdry surge
#

Id have to double check that, but it's still getting hard object references and if you save them to a variable you just made a cast

trim matrix
#

i have been mainly using components for things like this

limber parcel
#

i have a combined component for health / mana / stamina

trim matrix
#

i didnt really think about using them for communication

limber parcel
#

and all related code is inside it

trim matrix
#

some actors in my game will have health but not stamina

#

or hunger but not thirst

limber parcel
#

yeah same

trim matrix
#

better to split them

limber parcel
#

but its easier to have it in 1

#

and 2 more variables dont make a difference

trim matrix
#

alot less gross

tawdry surge
#

Everything has it's uses and when you go around saying this fundamental part of the framework is "bad" it just sounds like you're missing information

trim matrix
#

casting has bad reputation cuz its the easier but shitter way to achieve alot of things

#

it has utility but alot of shit it is used for can be done in better ways

limber parcel
#

and i guess rama understands it the same way

tawdry surge
#

In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recommendations on how to utilize Blueprints to its full potential.

During this advanced class we will go into how to use Blueprints in a future proof and scalable way. We will look into how to c...

โ–ถ Play video

In part 2 of Blueprints in-depth, Epic Games' Senior Engine Evangelist Sjoerd de Jong goes over crucial, but rarely covered topics, with a goal to level up a range of viewers - from those with a working knowledge of Blueprints to users that are fully and professionally proficient in our unique scripting language and all of its finer details.

Le...

โ–ถ Play video

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

โ–ถ Play video
#

I charge $40 an hour to explain this in detail but they do it here for free

limber parcel
#

thx ill check it out

dry condor
#

thanks, that looks really helpful

trim matrix
#

how exactly does one merge changes in blueprints? does it involve using UE's own VCS system?

limber parcel
#

SOURCE CONTROL!!! OPEN THE DOOR SIR!!!

trim matrix
limber parcel
gentle urchin
#

You should yell untill they make more functions

limber parcel
#

yeah thats what they do now

gentle urchin
#

Is it possible to set a floats slider to a specific interval ?

#

Manually in constructionscript worked just fine

limber parcel
#

the hell

ornate trail
#

I have 2 montages, 1 triggers an attach weapon notify the other an unattach. When equipping / un equipping a single weapon both fire but when I have 1 equipped and equip a different on the attach triggers but the unattach never does. Does one montage override another or something?

limber parcel
#

well you obviously cant play 2 montages at the same time

#

its why we have animation blending

ornate trail
#

but I want my unequip montage to finish before the next equip starts, how would I accomplish this?

gentle urchin
#

wait for unequip to finish

ornate trail
#

I know that much

gentle urchin
#

So whats the issue

ornate trail
#

the issue is if I double click another weapon it starts running equip, seeing another weapon is equipped so starts running unequip (plays montage) ... but its a timing issue since as soon as unequip is done, the next equip runs but the montage isn't finished

gentle urchin
#

block the click

ornate trail
#

running myself in circles on this ๐Ÿ˜…

gentle urchin
#

que the equip

#

whichever fits best ๐Ÿ˜›

ornate trail
#

que a function? how?

#

seem like that's the bit I'm missing

gentle urchin
#

not que the function, que the input

#

if the input is currently blocked, que the next input untill it can be processed (if this suits your needs , ofc)

ornate trail
#

but it's just the one input. double click > sees if another weapon is in slot if not no issue

#

if so runs unequip > play montage.. so the unequip is done next weapon equipped but that happens in a single frame. Im getting timing issues with the montages that Im not sure how to overcome

#

everything was fine before I added the stupid draw animations ๐Ÿ˜…

drifting cipher
#

hey, here's a small question - I'm not storing a pointer to this uobject anywhere, it's gonna get garbage collected after execution right? I'm more used to doing this stuff in C++ but I'm not sure if BP does some of these things differently and if I gotta manually mark it for GC somehow

drifting cipher
limber parcel
#

cant u just use the class if you want to get some information out?

tawdry surge
#

Yes it'll get garbage collected once it is no longer in use

drifting cipher
#

sweet thanks

drifting cipher
limber parcel
#

ok i see

plain helm
#

Why it can't find icon_round even though it's in the folder?

ornate trail
#

easy way to change a local variable to BP scope?

#

guess so create a regular one and replace

ornate trail
#

ok, so I added an extra notify at the end of the unequip montage. This weapons are the only pieces of equipment that rely on timing had to give them a special case not to fire equip right after.

solid belfry
#

Can you cache an actor in an AnimNotify class so you won't need to cast each time the owner of the mesh? In something like a begin play...

mental trellis
#

That's really not needed...

solid belfry
#

Well, I think that is when the notify is called very frequently

small ridge
#

Hello, documentation is a bit contradictory with experience on a point. Only actor BP have a construction script, right ?

tawdry surge
#

Afaik yes. Just actors or children of actors. Objects, widgets,levels and components do not

small ridge
#

Is there an elegant way to make object bp that require some initialization data (like you would with a constructor)? Or should I just convert that sort of object into c++?

faint pasture
sacred canyon
#

does anyone know how I could get the last character of a text variable?

faint pasture
#

What are you trying to do?

sacred canyon
#

I cant find the get first thingy, but basically this will be for an event when I press a button from a row of buttons, and just go to the same event and access an array using the number in the name of the button

tawdry surge
#

@small ridge well in c++ everything has a constructor. So if you are comfortable with it I'd just move there before trying to alter the engine code

limber parcel
sacred canyon
#

Im just trying to minimise the amount of nodes I need with buttons

#

because I hate having to have a whole thing for each individual button

faint pasture
sacred canyon
#

its just widget buttons

#

how would it be buggy? the setup I have already works with an array but Id rather not manually access the array every time and just get the index from the button name

#

because currently theres no real point of the array if I have to manually do it every time

faint pasture
#

because if you're using display name

#

that's not stable

sacred canyon
#

nah, object name

faint pasture
faint pasture
small ridge
faint pasture
#

What happens when you have some button that you made earlier in execution and now all your button names are offset by 1

#

What container are the buttons in? That container should have indices for children

limber parcel
#

cardboard

sacred canyon
sacred canyon
limber parcel
#

why not use a map variable thing?

sacred canyon
#

wdym

limber parcel
sacred canyon
#

yeah Ive used those but how for this

faint pasture
#

Show your widget

#

Is this a dynamically filled container with buttons that are meant to be linked to some data in some way?

limber parcel
#

you can make it index

faint pasture
#

If it is
For each Hat in Hats -> Add button to container

On ButtonPress
Equip Hats.Index where Index is container's Button index

sacred canyon
#

wait, the reverse text and get first character thing works, you can get character at index

faint pasture
#

You might end up with Button_356

#

don't do that

sacred canyon
#

this just gets it from the button names that I entered though

#

I manually input the button names

#

and the list wont change in runtime its for selecting them

faint pasture
#

By all means go ahead and do it but it'll break, I guarantee it.

sacred canyon
#

why would a component name change?

potent laurel
#

are you just wanting to get the last character of a string?

sacred canyon
#

yeah Ive done that, and it gets it from the button component/variable name, which as far as I know shouldnt be changing at all

barren sonnet
#

Anyone Know if you can setup a blueprint utility to go off on a keybind? I really want to fix Unreals horrible copy and paste.

potent laurel
sacred canyon
#

yeah that was the original question

potent laurel
#

i would use this

#

but if you have your own way working thats ok too

tawdry surge
#

@barren sonnet what do you want to fix? Pretty much copies and pastes everything I've ever used it on perfectly

barren sonnet
#

I want to fix the fact it puts the actor you are trying to copy on top of itself instead of your curser like any other editor.

sacred canyon
#

ugh what would I give for a global "on button pressed" event

tawdry surge
#

I'm sorry are you not using alt drag?

barren sonnet
#

nah I use ctrl+C ctrl+V

sacred canyon
#

oh wow I never heard of that

tawdry surge
#

Dont

potent laurel
sacred canyon
#

just whenever I click any button it would fire the same event which could reference the button you clicked from that

potent laurel
#

thats done with interface afaik

#

blueprint interface call if im right

tawdry surge
#

Ctrl c/v is good for text
Alt drag for duplicating actors in the level

barren sonnet
#

i mean its way faster to paint down a bunch of objects at a specific part of the map instead of having to drag it across especially when working with a large environment

#

alt drag is horrible lol

trim matrix
#

is this the right place to show my blue print and ask why it isnt working ? XD

barren sonnet
#

especially if you have any type of terrain

tawdry surge
#

Are you placing foliage cuz that is printable

barren sonnet
#

no

tawdry surge
#

I'm not sure what you're doing but it sounds inefficient

trim matrix
#

well this one is super simple .. still donnu why its not working .. im new to UE

#

i just want it to disappear when i ( the player ) go near it

blissful grail
#

The only way to do a true "global" event is to fire off an event dispatcher in a custom GameInstance class. Every object in the game can get a reference to this and listen for when the event is actually fired off. (This is assuming you aren't using any plugins and are not going into C++)

potent laurel
#

the character?

trim matrix
#

no the blueprint actor itself

potent laurel
#

should work

trim matrix
#

it doesnt xD

#

the mesh stays there

#

when i walk over it

potent laurel
#

ok so the problem maybe

#

do you have a collision volume in the bp itself?

sacred canyon
#

overlap events I bet

#

and collision types

potent laurel
#

yeah

trim matrix
#

tiz the thing on the floor

trim matrix
potent laurel
#

instead try

trim matrix
#

oki

potent laurel
#

and make sure

trim matrix
#

ye still not working ๐Ÿ˜

potent laurel
#

not the icton

#

icon

trim matrix
#

o

potent laurel
#

you need a collision volume

trim matrix
#

soo like a collision capsule ?

potent laurel
#

yup that will do

trim matrix
#

oki will try now

potent laurel
#

then in the details tab of that capsule, make sure collision preset is set to pawn

#

that way on overlap, your character (pawn) will get registered

trim matrix
#

oki will look for it

potent laurel
#

to check this you can do a print screen

trim matrix
#

ok ok

potent laurel
#

print screen is your best friend

trim matrix
#

i didnt wanna bother yall with too much XD

potent laurel
#

youre not

trim matrix
#

doesnt print anything

potent laurel
#

it wont. its not in the path of execution

trim matrix
potent laurel
#

yup

trim matrix
#

still doesnt print xD

potent laurel
#

click collision capsule on the left in conponents

#

then on the right make sure collision response is set to pawn

trim matrix
#

this one ?

potent laurel
#

yup

#

also unhook this

trim matrix
#

ye its set on pawn

potent laurel
trim matrix
#

done

potent laurel
#

now when you play and go over the capsule

#

it doesnt print a message on your screen?

trim matrix
#

no

potent laurel
#

hmm

#

it really should now ๐Ÿ˜‚

trim matrix
#

xDDD

#

story of my life

sacred canyon
#

MAN I just want a damn button output from this node it would solve everything

trim matrix
#

thank you for your efforts tho ! i really appreciate you

potent laurel
trim matrix
#

player or object ?

potent laurel
trim matrix
#

i made the collision capsule huge just incase

#

it blocks me

potent laurel
#

ok so under that collision presets thing that we changed to pawn

#

change it to overlap everything

#

then see if it prints

sacred canyon
#

whatever I give up, they just have to make everything so long winded

trim matrix
#

indeed it did print now

#

wth xD

potent laurel
#

what did it print

trim matrix
#

o lemme see

#

BP_First Person character

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and the item was destroyed

potent laurel
#

well

#

i think problem solved then

#

no idea why character is not getting registered as a pawn though

trim matrix
#

ye ill see if my zombie destroys it if they run on it

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xD

#

oh they didnt

potent laurel
#

your zombies use the class BP_First Person character?

trim matrix
#

no

potent laurel
#

thats why

trim matrix
#

but thought maybe since they overlap everything

#

maaaan i need to learn alot xD

potent laurel
#

cast to your zombie class though

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haha

trim matrix
#

no no this is how i want it to work

potent laurel
#

ok

trim matrix
#

thank you so much lovely supsun

potent laurel
#

nps bud

trim matrix
#

can i ask 1 more question xD

potent laurel
#

sure

trim matrix
#

when it is destroyed i want a variable in another BP to increase in value

potent laurel
#

which bp

trim matrix
#

the first person bp

potent laurel
#

ok so a few ways

#

u see where u casted to BP_First Person character

trim matrix
#

ye

potent laurel
#

drag a node from "as BP_First Person character"

#

search "get <variable to increase name>"

trim matrix
#

oooo

potent laurel
#

๐Ÿ˜‰

trim matrix
#

thanks !!

potent laurel
#

this way might not work if this project is to be online though

trim matrix
#

oh god damn it xD im just trying to make a critical hit multiplier or somethin

#

didnt even start on the co op XDDD

potent laurel
#

well, imagine the shit your doing now. x9000 to learn replicating variables

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i still dont totally get it

trim matrix
#

still better than the shit i was doing while i was working as an accountant

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this is fun .. not stress

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xD

potent laurel
#

my advice is keep doing what you are doing. to learn. dont take it seriously

sacred canyon
#

honestly if youre new you really gotta stick to simple ideas for a while, Ive been using unreal for over 5 years and still not finished even the simplest game because I never have ideas for small games, only huge ideas that I simply cant make by myself

potent laurel
#

yeah. learning the fundementals is actually fun

sacred canyon
#

you gotta set limits and think about how much you can/need to sacrifice so that you can get anywhere

trim matrix
#

i wanna make a co op shadow of the colossus rogue like game XDD

potent laurel
#

im not sure about others but i had a moment where everything just clicked.

trim matrix
#

i thought a big challenge = learning alot

potent laurel
#

then after that replication and server shit destroys you

potent laurel
#

haha

trim matrix
#

monkee brain not clicking xD

potent laurel
#

it will

trim matrix
#

ill keep clickin then !

potent laurel
#

haha

sacred canyon
#

I really wanna do multiplayer but I have a fear that even if you get it all working there might still be unavoidable lag

potent laurel
#

my current problem

gentle urchin
#

Solve the small stuff

potent laurel
#

sounds so fucking simple

#

but i still cant figure it out

gentle urchin
#

If its a big problem

trim matrix
gentle urchin
#

Divide and conquer

potent laurel
#

5 years bp under my belt

sacred canyon
#

Ben and Ed Blood Party is a multiplayer unreal game and thats made by like 4 guys and the multiplayer works but the connection is awful

potent laurel
#

and cant figure a simple problem out

sacred canyon
#

I know that feeling

potent laurel
#

because of server replication

trim matrix
sacred canyon
#

some things Ive done in multiplayer literally look like they should work but just dont

trim matrix
#

or is it multiplayer not co op

potent laurel
#

server / client in ue is not how i would imagine it

#

but also makes sense

#

from what i know

#

but i see why it lags

#

because of how its done

still plume
#

hello. i can convert wav song to binary format and send to a web site URL?

potent laurel
#

probably

#

more info needed

gentle urchin
potent laurel
#

i mean lags from modders

#

done properly then its alright

gentle urchin
#

Glad im not doing any multiplayer

potent laurel
#

its a nightmare curretly for me

#

the way im seeing it. is 1 actor. you have to (in your head) split it into 2. 1 side on client. other on server. then everything has to be synced.

#

but not like synced on tick always

#

as that would be lags

#

it a headthrasth

gentle urchin
#

Isnt actors replicated ?

#

So rpc to server = win?

potent laurel
#

not always

#

like if done right its easier

#

storing game scores in gamestate

#

etc

#

but lets say for example you wana do something thats game specific

#

like umm

#

i dunno

#

the client activates a world event that teleports him to another location

#

then it would probably get tricky

#

like if not done right

#

the server would say the client character is at the origional location

#

and the client would be at the new locations

#

or something like possesing a vehicle pawn

#

dedicated even that can be a nightmare

gentle urchin
#

Isnt it do that only the server should be allowed to move the character ?

#

Some client prediction, sure, but thats not actually moving it in the authoritive world?

potent laurel
#

Yeah

#

But move it without using that kind of event can be problematic

trim matrix
potent laurel
#

I only know bp

#

I'm a truck mechanic ๐Ÿ˜‚

trim matrix
#

thats so cool ..

#

i wanna be like u lmao

#

accountant by day

#

game designer or whatever by night

#

xD

potent laurel
#

Well. Not trucks. Truck transmissions. So I trap my fingers fixing gearboxes by day.

trim matrix
#

isnt that like more complicated lmao

potent laurel
#

Probs haha

gentle urchin
#

C++ is nice

trim matrix
#

so many interesting characters in here man

gentle urchin
#

But bp is bp

#

C++ cannt be what bp is :p

trim matrix
dry condor
#

i mean arent the BPs C++ under the hood? ๐Ÿ˜„

trim matrix
#

i meant did he ever feel limited with blueprint ?

gentle urchin
#

Bp has limits c++ dont have

#

But c++ has requirements that bp dont

trim matrix
gentle urchin
#

I did

trim matrix
#

you're smart

gentle urchin
#

A few weeks, no prob

#

I suck at it,

trim matrix
#

my brain was fried xD

gentle urchin
#

But get around

#

Started with easy known stuff

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Things i had already done in bp

#

Converted to cpp

#

Felt the power through my fingertips

dry condor
#

yeah if you can do it in BP its just a matter of learning the syntax to make it work in c++

gentle urchin
#

Yepp

#

Was amazed whwn my code went from supporting 200 units to 1000 units

trim matrix
#

wait wot o.o

gentle urchin
#

Then 2500

dry condor
#

but for now i am lazy and stay with BPs ๐Ÿ˜„