#blueprint
402296 messages ยท Page 940 of 403
You don't need to do that with widgets, though.
You can have a regular old blueprint do it and arrange the actual widgets.
I don't follow @mental trellis, sorry. What do you mean a blueprint that would arrange the actual widgets?
Have all the links set up in a base class of your choice and either have 2 methods or 2 sublcasses which implement layout
Yeah, ignore that bit about a generic blueprint arrnging the widgets, you probably want a base widget container.
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?
my brain every time i see the cpp channel:
Pretty much
Yup, makes sense. Just thought I'd ask, maybe I was missing something obvious/cleaner/easier - thank you @mental trellis @gentle urchin! ๐
Feel like i didnt help much but confuse, but no worries ๐คฃ
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...
so... talking about it helps - lol this sounds too much like what a therapist would say ๐
HI๏ผHow to merge proceduralmesh at runtime please๏ผ
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?
A language where everything is public
lol
Helloo! does someone has insight to share on how to do a 8 way dash for a 2.5D platformer?
Rubberducking!
@limber parcelThanks
This looks... a bit odd
i have the feeling that im doing this in a very stupid way lol
or am i actually albert einstein of blueprint lol
i guess its less confusing when i rename the input
basically what it does is to transfer mana from a source to a target
and reflect the change
so i can easiely deduct it from the source
like this
but i have the feeling that im overcomplicating stuff
i mean its just a transfer of some value xD
@faint pasture
(ignore the wrong link for Set Mana input in first screenshot, i fixed it)
Anyone have any idea why?
Id do it in two operations.
I also have the issue when moving in any direction there is a few frames where it plays the up flipbook before going to the correct one
How much mana is my target missing -> transfer min of that amount and what i have stored
thats basically what im doing already
it first calculates the ammount that can actually be transfered from reserve
and then in the Set Mana it calculates how much mana can actually be received
Just a weird way of doing it
I wouldnt combine checking and setting :p
Same with the mana reserve actor
I primarily wanna fix the issue where the character starts glitching out and takes a while to update
Seem you combine several things in a single function
but its what this whole function is about lol
yes i can
basically ive put this in a component that handles all the actor vitals
Set , get , not just sets
@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
i dont really need a get
GetMissingMana
since the get would always return the value of Mana
Sure you do
its basically a local var in the set mana
This is my new function. A lot cleaner
function for?
Determining and setting what flipbook to use
Make more helper functions! Cleans it up properly :p
lol
Like getting the direction
Could easily be a function
Surely that will be helpfull later on
IsMoving could also be one
New direction != current direction before setting new flipbook
I got a working 8d flipbook setup somewhere
Could prob share that later
Made before i embraced functions, mind you
So you just want me to split each thing into different functions
Well it doesnt fix your issue
I don't know why my issue even exists
Hard to say really
I gate it a bit more
And update flipbook during move change
Not on tick (altho axis is also tick-like)
So try to only call it when input is pressed
I expected as much
Its not gated on change still tho
Not that it should matter but
What do you want me to do with the gate
Gating is just a concept of control
Not the actual gate node
Just a branch that checks if the current input would result in a new flipbook update
Oh Okay.
Yeah I don't know how to fix my issue
If you could share your 8D one that'd be cool
I'd have to modify it a bit
can u elaborate? xD
lol
noice ๐
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?)
anyone know why I wont get sweep block events on dynamic objects
collision settings have it set to block
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
Sure. I dont have multiplayer tho
how to i possess something on the client?
@jagged night ask the server
but how
im coming from #cpp land all of this bp stuff is not really my thing
i gotta do it for a very specific part of my game tho so tough luck
It's exactly the same as cpp
You mark a node as "executes on server" and then call it
Same actor restrictions apply.
amazing thanks
macros suck, avoid them if possible
i ended up putting all my macro stuff back into components etc
why make macro if its usually more convenient to call a function from a component or whatever
Latency and privacy
latent privacy
Macros have their good uses
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
Property management of a specific piece of code is not one of them
lol
looking for a new way to sneak in ads are we? ๐
lmao, na this project is essentially an arcvis presentation tool and the client wants to launch powerpoint decks
Maybe a command line tool that converts the PDF into images would be an easier approach? With the number of open source PDF rendering engines out there, surely something like that exists.
guess there is no other way lol
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
just converting it to images seems the easier solution
then u also have full control over it in unreal
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 ?
ill have a gander. ty
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
gotta warn you, this code is old, and very prototyped
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?
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
I think im asking for a "Get All Children of Fruit Class" regardless of if they exist in the game world or not.
Actually, looking at it now, it reminds me that it's not very applicable to your setup
cant you just add them to an array
assign the fruits that spawn in into the array
Within the Parent create a BP_Fruits Array of BP_Orange, and BP_Apple?
like your character, something that is always present in the game, also you only one want one array and it is easily accessable
Ok i,ll try i tthank you !
np
pf i found my mistake
when i was disabling input i was setting the game in ui only
and thats why my values of moving were stuck
100% THE MISTAKE
caps
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?
were you disabling it via a node?
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)
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/
that doesn't necessarily make the entire game run on ui only just that it will not check for inputs in that blueprint
okkkk
yeah dunno. In my current project, I don't allow sg.PostProcessQuality below 2 cuz otherwise the PP Exposure Compensation parameter gets ignored. FWIW the PP material seems to work on all sg.PostProcessQuality settings, so if you implemented brightness as a parameterized postprocess material then that appears to be a workaround. I couldn't tell you if there's a better way.
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.
in general getting actors and casting isn't expensive unless you're doing it thousands of times per frame
so I would go with whatever makes the most sense / makes the least clutter from a human POV
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)
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
the code suggests that it works in a normalized screen space but that isn't the case in my experience
How many different things are you going to be modifying? Health, mana, what else?
@limber parcel I would just make an interface or use the damage function.
There are damaged types. Your damage types can be health, mana, stamina.
hmmm
For your mana transfer
Self.ApplyDamage(mana, -5)
Target.ApplyDamage(mana, +5)
Damage might be weird wording
You can easily make an interface with a function AffectStat with parameters for caller, stat name or enum, and value
Hi all, Iโm developing a Meta Quest2 project and Iโm trying to figure out how to handle the orientation of the pawnโฆlet 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.
I would actually just wrap it up in a component and make an AffectStat function
But regarding the orientation, since Iโm possessing a pawn, it has a predefined orientation that is the same every time you start the app
thats what i did basically
So even if you turn 90 degrees to the right and start the app, the orientation is still the same
So is there a way to also match the orientation between a real life location and the virtual one?
The solution that Iโm 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 )
But is there a way for a pawn to not have a predefined orientation, but just gets the Quest2 device orientation?
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.
What are the Deproject Screen to World and the Convert Screen Location to World Space Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Fortunately you got a Mathew Wadstein vid
my code does exactly this
Seems like worldspace location of player view and then orientation vector (normal) of that view
So what's the problem?
just wanted to know if i made retarded code or not
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

Not sure exactly why.
But I've been able to recreate it a few times.
oh sweet, viewport size is involved
thank you
@tight schooner fun fact: if you speed his vids up 1.5x you will get Ben Shapiro UE tutorials
I didn't look at all of it but if it does what I laid out, then it should be okay.
damn i think i might have to remove the pickup blue prints and start again.... this is causing so much issues
xD
I made a comment on it about the functions doing multiple things at the same time where they could easily warrant separate functions
Issues how? Are you storing entire actors or what? ๐
nvm it was the stupid branch condition that needed returning ;/ also i am having 1 issue but its not related to blue prints ;/ i think but i can only pick up objects if i bump into the object ;/
Sounds like youd want a collision sphere around the object
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?
wrong signature ?
Trying to insert a child widget in a panel, is this way ok?
Seems ok
Thanks!
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 ๐
Could have a pre-collected array of them and they original posiiton, go through them and reset?
yeah I thought about it, but i hoped there was a more elegant solution to do it, even because i can easily get probably a hundred for each map
it needs to be done without resetting the map unfortunately
Maybe add a component that remembers the initial loc and rot and implements resetting the object after it hears the event dispatcher from your player controller or pawn to reset it
Does it have to do all at once or selected objects?
thats what i was trying to make, but do i necessarely have to save its transform on begin play?
well I'd assume you'd need the loc and rot from the transform, while the scale is useless
How did this go for you? I tried utilizing the techniques in an empty project and couldn't get the inputs to work.
I'm running into this same problem. Were you able to solve it?
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.
100 is nothing. Have something get them all and save references to them and their original transforms to 2 arrays. Just loop over the arrays resetting them.
You could do it a million ways but that'd be nice and clean.
ahah alright then! thank you!!!
Is the convert pin feature buggy or am I just doing it wrong? All Iโm 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.
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
If you create a test build you can edit the launcher to create a logfile.
#work-in-progress might be a better place unless you got a question related to blueprints?
Hacky workaround..
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!
Attatch component to component
I tried that, however it seems root_end stays as EndCable's parent, so nothing changes
I dont know much about setting up post process materials but what about just setting the gamma value?
How would I create a randomized map of modular hallways and rooms?
use som algorithm to randomly spawn them in some connected fashion
plenty of algo's avaliable on the great web
Do you know if this type of algorithm has a specific name?
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?
Use a Retriggerable Delay instead of Delay
If a Retriggerable delay gets executed again, while itโs already delaying, it will restart itself.
I'll try that. Thanks ๐
How can assign blueprint components here?
they can be assigned in the construction script but I would rather not.
they are references to components inside an actor.
Check your project settings and look for input (it's been a hot minute since I looked at it so forgive me for being a little vague ๐ ) and set them to EnhancedInput
I'll open up the project real quick and get a screenshot, one sec
Make sure those are both on those settings
Once I did that everything started working again ๐
Hey All! Little stuck here, Im working on getting a socket on an ironsight lined up with the players camera. The code here: https://blueprintue.com/blueprint/o9xzbumh/ is working correctly but its always coming in too low. I tested by manually adding a postive Z value and this fixes it but why is it not getting that by itself?
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)
All good, that drove me mad for hours. Such a small thing, too
What do I put here if I'm casting to a widget?
A widget
OR rather, whatever you want, but only a PauseMenuWidget will succeed
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.
You need to GET the main widget
Cast checks if the thing you have is of class X
you don't have the thing yet
The child widget needs to know about the parent. I think widgets can get at their parent
Ye, get parent, cast it to PauseMenuWidget
Casting is not Getting
Me giving you an Item is not the same thing as you checking if that item is a football (cast item to football)
Yup that should work
assuming the widget has a parent and that parent is a pausemenuwidget, that'll work.
The immediate parent MIGHT not be a pausemenuwidget tho
it might be the widget switcher
Yeah, I think you're right, how would I set the parent of the widget?
Currently it's only letting me cast for the Target.
You might have better luck setting a variable MyPauseMenu on the button widget when it's created
then your buttons automagically know who to tell when they're clicked
OH yeah that makes sense.
But also, I'm pretty sure you can implement that OnClicked inside the PauseMenu anyway.
Although if you're spawning the buttons at runtime that's a different story
Yeah I think that's what I'm doing.
Thank you for your help! :)
how can I call onto a collision that is already collided
like every tick it checks if they are touching and if they are then -1hp (ik dumb idea but an example)_
WHat's the use case? You sure you want a hit and not an overlap?
maybe, i am not sure
think about like im stepping on lava and i want to deduct hp
and every second if you are touching lava it takes 20hp
Overlap would be easiest
But you can do it with hit, just gotta be more careful
with physics, there's a hit every frame
but with movement components there might not be, even when you're still touching
Ic
i thought overlaps were collisions so I've been using them mutually
this is what I did but it doesnt detect if they are already touching
so that means I cannot do repeated damage either
use a timer
On Overlap, start a timer 1sec to fire a function that removes 20HP
On EndOverlap, stop timer
ok I will try it
what is the actual node i should use, I see lots
@junior hedgeStart out smaller. Start by detecting the overlap/endoverlap and printing the display name of the thing that overlapped.
I already did that look at the image above
OK so are you doing this in the lava actor or in the player character?
I'd recommend doing it in the lava actor
this isn't exactly for lava, it was just an example
Or in whatever is doing the damage
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
no
why not
because then the character has to check if its in lava and check if its on a spike and check this and check that
you want the hazards to just detect the character and damage them
alright
Start with this.
Begin Play -> Start Timer
Timer -> Get Overlapping Actors -> Apply Damage to them
what timer
make one
set timer by event?
done
So that thing should just sit there calling Damage on everything it's overlapping
usually that won't be anything
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.
after the Set Timer, Promote to Variable the return of timer
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
useing that variable, do Pause Timer
thank you
Just modify max acceleration
wdym
acceleration is how fast you can change your speed
make it smaller
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.
also you can cast your level bp right?
Is there anyway to delay execution of a function until a montage is done playing?
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
Uh..... what are you trying to do
store bp refs
Tune your max speed and acceleration for all 3 situations to taste
More generally, what mechanic are you trying to do
yeah idk how to do that
that smells gross
Go in the CMC and fiddle with the numbers
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.
That's not a mechanic. You're trying to get a reference to a heart, whatever that is, in some actor?
heart is the "player"
its a 2d game
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
and if I should store it in one bp where would it go? My gamemode bp?
Any idea why the SetLocationAtSplinePoint node wouldn't work in the Constructor Script?
I'm tracing to a landscape below and trying to set the spline points to the impact position
I'm placing debug spheres at the location, but the points of the spline don't move.
SplineComponents seem to be read-only in the Constructor Script.
Not a big deal, I'm guessing only the functions under Editor actually affect the component in Editor ๐
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?
Get All Actors of Class
if you need to filter more you can run the returning array in a ForEachLoop and do checks
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.
For future reference. This flag needs to be true in order to edit a spline in the constructor script
ahh, good to know
What do you mean by map?
An example of what i mean with map, its part of the variable type
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
Is this path system its own actor?
If each path is an actor placed in the level, it can hold an array of actor references or something.
Or vice versa โ each actor can hold a reference to the path it's associated with
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
It is, everything so far has gave me an idea of something to try, thank you guys!
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
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)?
@junior hedge fix up redirectors in folder
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
alright thx
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.
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.
@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
thank you. thats what i will do. but the imposter baker is so handy though, wish it worked with metals.
@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
I need help checking if an actor is moving along an axis, specifically the x-axis
Check velocity.X
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.
hey im trying to code fighting in blueprint. Any links or tips anyone can show me so i can beat up this mannequin.
I apologize if you do actually know what you're getting into, but in case you don't, character / character animated interactions are one of the most complicated things you can do in a game.
no worries and imo the more the difficult the task, the more fun it is to play in ue5
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.
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
Do you have the barebone gameplay for the fighting?
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
i was going to upload some animations from mixamo tomorrow but ik thats theres multiple ways in doing so.
I mean, do you have the gameplay code working, minus the fighting moves?
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
___________________________________________________________________________...
with adjustable speed
and as i said
I used launch character which the guy suggested
however that has too much accelreation
not much yet i believe
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
I just whipped this up, it works pretty decent.
instead of a kick it's a short thrust
0.1s long to be exact but you can tune it
Actually just tried this, it feels a bit better. Depends on what you're going for.
Just mess around and learn how the stuff actually works.
BTW none of this will work in multiplayer most likely
don't worry just gonna make a singleplayer game
@faint pasture btw i never used timeline can u tell me what it is?
Like an animation
you can animate pretty much anything over time
This setup is changing velocity over time
cool
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)
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.
Depends on your setting of the variable
You can mark it so derived bps cant touch it
Normally they can access inherited variables
How would that work?
you need a collision shape to... you know.... collide
I want it to "collide" but i want it to be able to go through it
Overlap
im using overlap event
@junior hedgehttps://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/Collision/Overview/
Set their collision responses such that they overlap and the overlap event will trigger and it won't block movement
set the preset to custom if you want to edit channel pair responses
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
It depends on your solution for movement is this for an aiming system?
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
You should be able to use the forward of the character.
I think i can do it by averaging the forward/right directions together (multipled by the inputs values)
use the node get actor forward vector
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
Yeah, but then the foward vector won't change right?
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.
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.
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
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
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"
omae du wa mo shindeiru
๐
im pretty sure that there is some roguelike tutorial covering map stuff
Sorry to answer this late. I worked all day yesterday. And fell a sleep.
Im setting it up in the open. Should i do something about this? I think you are correct. What kind of environment should i do? I never done this before. Could i see a reference? Is this related to cube map reflections?
https://cdn.discordapp.com/attachments/221798862938046464/994779819428556840/unknown.png
yeah ive looked at a lot of it and it didnt seem to quite cover what i need - i was just wondering if anyone on this server had any insight
maybe look at procedural map generation of other type game
If the actor that im trying to cast to has been destroyed, it will always return cast failed, correct?
what could i do to get around that
all sorts of weird things can happen in unreal so best do some testing
yeah
u could make wait until next tick node
ye but what if its destroyed in the tick after that delay?
show code
basically what im trying to do is
if the player character dosnt exist
it changes data on save file
hmmm
but if it does exist it goes to a seperate node which changes it on the player
and on the save file
fkin casting is bad
simultaneously
basically what i would do
ye ik its terrible but idk if it can be done with an interface
put this into an actor component
and then instead of casting, try get the actors component
those variables
are from the save file
of the player which we are trying to change data on
the component will also be data of player
you dont have to do casting and its easy to access
i dont think it would work
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
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
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
is there a node which will return true/false if an actor exists?
i could use an interface if so
IsValid
k
yes
you welcome
btw
Casting is fine in many cases.
Really feel like you're missing some fundamentals
idk i only use casting where i actually cant avoid it
everything else seems bad practice
almost certainly am
im basically just learning as i go
this
so far i havnt had any issue which i couldnt overcome in a day
yeah unreal is pretty easy to learn
u can get into advanced concepts in short time
i think when i get to the point of making inventory systems it may delay me
cuz thats kinda
complex
i can send good tutorial
replicated?
u can make it replicate urself i guess, its not hard
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.
there u go
this series has ~ 100 parts it teached me alot
sweet
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.
yeah so its better to load a component or use an interface or delegates
event dispatcher*
Not at all true and again missing fundamentals
haha thats the one im following too, its quite good @limber parcel
not really my friend makes the UI stuff lol
i see
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?
but even in that tutorial series he is using cast to quite a bit and no components
well it cant be that hard if what i got rn wont work im sure it can be worked out
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?
Interfaces can be just as bad, dispatchers only work in certain situations, and components don't help with communication..
excuse me? the components help alot with communication
you can call them from anywhere
How?
Say get all
Wow.. how do you think this is better than casting?
because it loads only the component u want
and not everything else
components are fki
fkin awesome
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
i have been mainly using components for things like this
i have a combined component for health / mana / stamina
i didnt really think about using them for communication
and all related code is inside it
probably makes more sense for you than for me
some actors in my game will have health but not stamina
or hunger but not thirst
yeah same
better to split them
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
explain then
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
because to me it all makes sense
and i guess rama understands it the same way
https://m.youtube.com/watch?v=j6mskTgL7kU
https://m.youtube.com/watch?v=0YMS2wnykbc
https://m.youtube.com/watch?v=EM_HYqQdToE
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...
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...
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...
I charge $40 an hour to explain this in detail but they do it here for free
thx ill check it out
thanks, that looks really helpful
how exactly does one merge changes in blueprints? does it involve using UE's own VCS system?
Merging bps is iffy
welp I usually just stash what I'm working on then put it on top regardless of anyone's feelings on the matter
i just yelled at people until they stopped touching shit and started making modules instead
You should yell untill they make more functions
yeah thats what they do now
Is it possible to set a floats slider to a specific interval ?
Manually in constructionscript worked just fine
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?
well you obviously cant play 2 montages at the same time
its why we have animation blending
but I want my unequip montage to finish before the next equip starts, how would I accomplish this?
wait for unequip to finish
I know that much
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
block the click
running myself in circles on this ๐
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)
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 ๐
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
๐ณ
I'm just instantiating this to get some info out and then I wanna be able to forget about it without these building up in memory
cant u just use the class if you want to get some information out?
Yes it'll get garbage collected once it is no longer in use
sweet thanks
some of it kinda changes depending on context so at times its more appropriate to actually get the thing itself. I get class defaults for some things, gotta instantiate it for others
ok i see
Why it can't find icon_round even though it's in the folder?
easy way to change a local variable to BP scope?
guess so create a regular one and replace
nvm solved
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.
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...
That's really not needed...
Well, I think that is when the notify is called very frequently
Hello, documentation is a bit contradictory with experience on a point. Only actor BP have a construction script, right ?
Afaik yes. Just actors or children of actors. Objects, widgets,levels and components do not
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++?
Nuke it from orbit, start over
does anyone know how I could get the last character of a text variable?
Convert to string, reverse, get first char? Not sure if those nodes exist but that's my thinking
What are you trying to do?
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
@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
Ya naw that's gross
i found it in some tutorial lol
bruh
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
You're maximizing the amount of bugs you'll have. What are the buttons inside?
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
Show your setup
because if you're using display name
that's not stable
nah, object name
How surprising.
That's not stable either I'm pretty sure
I'm confortable with it, I was just hoping to make the designers life easier. I'll find a solution later and convert to c++ for now
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
Id wanna do something like this
ah, that could be a good idea
why not use a map variable thing?
wdym
this
yeah Ive used those but how for this
Show your widget
Is this a dynamically filled container with buttons that are meant to be linked to some data in some way?
If it is
For each Hat in Hats -> Add button to container
On ButtonPress
Equip Hats.Index where Index is container's Button index
wait, the reverse text and get first character thing works, you can get character at index
Yeah and later when you have 1 more button on the screen before making this list of buttons, everything is offset by 1
You might end up with Button_356
don't do that
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
By all means go ahead and do it but it'll break, I guarantee it.
why would a component name change?
are you just wanting to get the last character of a string?
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
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.
well not sure how or why you are doing this, just got here. but if you get the last character then thats all youve asked help with?
yeah that was the original question
@barren sonnet what do you want to fix? Pretty much copies and pastes everything I've ever used it on perfectly
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.
ugh what would I give for a global "on button pressed" event
I'm sorry are you not using alt drag?
nah I use ctrl+C ctrl+V
oh wow I never heard of that
Dont
what do you mean
just whenever I click any button it would fire the same event which could reference the button you clicked from that
Ctrl c/v is good for text
Alt drag for duplicating actors in the level
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
is this the right place to show my blue print and ask why it isnt working ? XD
especially if you have any type of terrain
Are you placing foliage cuz that is printable
no
yeah
I'm not sure what you're doing but it sounds inefficient
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
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++)
no the blueprint actor itself
should work
yeah
i played with this and it still doesnt work if thats what u mean
oki
o
you need a collision volume
soo like a collision capsule ?
yup that will do
oki will try now
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
oki will look for it
ok ok
print screen is your best friend
i didnt wanna bother yall with too much XD
youre not
yup
still doesnt print xD
click collision capsule on the left in conponents
then on the right make sure collision response is set to pawn
ye its set on pawn
done
now when you play and go over the capsule
it doesnt print a message on your screen?
no
MAN I just want a damn button output from this node it would solve everything
thank you for your efforts tho ! i really appreciate you
can you screenshot the viewport of the bp
player or object ?
ok so under that collision presets thing that we changed to pawn
change it to overlap everything
then see if it prints
whatever I give up, they just have to make everything so long winded
what did it print
after this
o lemme see
BP_First Person character
and the item was destroyed
well
i think problem solved then
no idea why character is not getting registered as a pawn though
your zombies use the class BP_First Person character?
no
thats why
no no this is how i want it to work
ok
thank you so much lovely supsun
nps bud
can i ask 1 more question xD
sure
when it is destroyed i want a variable in another BP to increase in value
which bp
the first person bp
ye
drag a node from "as BP_First Person character"
search "get <variable to increase name>"
oooo
๐
thanks !!
this way might not work if this project is to be online though
oh god damn it xD im just trying to make a critical hit multiplier or somethin
didnt even start on the co op XDDD
well, imagine the shit your doing now. x9000 to learn replicating variables
i still dont totally get it
still better than the shit i was doing while i was working as an accountant
this is fun .. not stress
xD
my advice is keep doing what you are doing. to learn. dont take it seriously
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
oki sounds good
LMAO SAME
yeah. learning the fundementals is actually fun
you gotta set limits and think about how much you can/need to sacrifice so that you can get anywhere
i wanna make a co op shadow of the colossus rogue like game XDD
im not sure about others but i had a moment where everything just clicked.
i thought a big challenge = learning alot
then after that replication and server shit destroys you
im trying
haha
monkee brain not clicking xD
it will
ill keep clickin then !
haha
I really wanna do multiplayer but I have a fear that even if you get it all working there might still be unavoidable lag
my current problem
Solve the small stuff
If its a big problem
i mean i dont know alot about servers .. but why not make it p2p ?
Divide and conquer
5 years bp under my belt
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
and cant figure a simple problem out
I know that feeling
because of server replication
doesnt peer to peer fix the lag issue ?
some things Ive done in multiplayer literally look like they should work but just dont
or is it multiplayer not co op
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
hello. i can convert wav song to binary format and send to a web site URL?
Could always improve it by editing the source if you dare :p
Glad im not doing any multiplayer
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
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
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?
btw ever regretted not choosing c++ instead of bp ?
thats so cool ..
i wanna be like u lmao
accountant by day
game designer or whatever by night
xD
Well. Not trucks. Truck transmissions. So I trap my fingers fixing gearboxes by day.
isnt that like more complicated lmao
Probs haha
C++ is nice
so many interesting characters in here man
english isnt my mother tongue so maybe i didnt phrase the question correctly
i mean arent the BPs C++ under the hood? ๐
i meant did he ever feel limited with blueprint ?
true
now imagine tryinna learn programming C++ through unreal ..
I did
you're smart
my brain was fried xD
But get around
Started with easy known stuff
Things i had already done in bp
Converted to cpp
Felt the power through my fingertips
yeah if you can do it in BP its just a matter of learning the syntax to make it work in c++
wait wot o.o
Then 2500
but for now i am lazy and stay with BPs ๐