#blueprint

402296 messages · Page 941 of 403

trim matrix
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c++ = better performance ?

gentle urchin
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For sure , in my context

trim matrix
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oh damn

dry condor
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compiling shaders smh this takes forever 😄

gentle urchin
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Rts units

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So lots of iteration

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Tracing, interpolation etc

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Perfect meat for the cpp grinder

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Most things that run on tick can benefit from a little cpp

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Native tick being cheaper, "faster" so to speak

faint pasture
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It was being called like 2000 times per frame

deep geyser
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I have this BP that I want to use the grab component from the VR template. Is there a way to make that work without making the static mesh the root of the BP?
In the current hierarchy, I can keep the plugs and other components independent on the static meshes scale

faint pasture
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You can't grab a thing that can't simulate physics.

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Why is the grabcomponent on the grabbee and not the grabber? What is a grabcomponent?

gentle urchin
quaint geyser
tight schooner
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That is an approach. You can basically think of it as: how much stuff is BP doing on every frame?

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On Tick means it's doing something on every frame. Spawn 100 actors and they're all doing something on every frame, etc

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So depends how heavy your game design is in terms of simulation

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Games that have a lot of simulation benefit from C++

blissful grail
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You could also change how often tick gets called, just FYI.

tight schooner
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Yeah, Set Tick Rate is a thing. Also... Set Actor/Component Tick Enable exists too

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For ticking only when you need it

warm quail
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I have a scene component named Target attached to my character as you can see in the picture.
How do I get a reference to the coordinates of this Target in __another __blueprint?

tight schooner
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If the other BP has an actor ref to the one in your screenshot, it can Get Component By Class, or By Tag

blissful grail
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Get object -> Cast to specific class -> Get Target -> Get component location

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Depends on how you want to do it.

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Doing it seanny's way is more generic and can be done on many actors. But you need to make sure the component is set up correctly.

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Mine is a more direct route

tight schooner
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If it doesn't have an actor ref, your other BP can Get Player Pawn/Character

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But yeah there are a lot of ways and it's situational

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How to make two BPs aware of each other and "communicate"

warm quail
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Probably a stupid question but what do you mean by actor reference?

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ohh yes I have that

tight schooner
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A ref is a pointer to a thing that exists in your game world. Once you have a reference to a spawned thing in a BP, you can do stuff with that spawned thing

tardy bolt
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Hi guys, I’m getting stared with BPs this week. Would be nice to get some help related to class structure, communication, storing data etc. Also how to approach complex systems without following tutorials or anything

warm quail
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Do you get this reference by Casting to the BP and then promoting "As BP" to a variable?

tardy bolt
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Maybe this?

tight schooner
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The lazy man's Get All Actors of Class, etc

tardy bolt
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Wait, is He doing hard way Casting and not an interface?

mental trellis
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Get All Actors of Class is a cancer.

tardy bolt
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Yup

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Worst possible thing to do

warm quail
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I get that there are a lot of ways to do this but is it possible to give me a concrete example on how to get the location because Im a little lost 😅 (yes im a beginner)

tardy bolt
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You mean get world location of an actor through a reference?

mental trellis
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There are probably legitimate uses of it, but nobody actually does it for those.

faint pasture
warm quail
faint pasture
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I'm pretty sure a loop of 2000 line traces and sorting and math is heavy lifting

warm quail
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I basically have another actor with a BP, that needs to go to the location of the target

tardy bolt
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Is it static?

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Or both are moving in real time?

warm quail
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They will both be moving

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Like the 2nd actor will be moving with the third person char

blissful grail
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Casting is not the worst possible thing. It's a completely overblown talking point.

faint pasture
tardy bolt
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Casting is not bad for beginners, but definitely not helpful in long run

blissful grail
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It is fine. It's not a "beginner" only thing.

tardy bolt
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Case to case

faint pasture
blissful grail
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I'd argue it is more of a headache dealing with a bunch of interfaces that just do one thing, like "GetHealthValue" or w/e because you don't want to cast and you just hear people complain about casting.

faint pasture
mental trellis
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Because what most people use it for us, "Hey, I spawned a camera, I will now use get all actors of class to get a reference to the camera"

tardy bolt
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@faint pasture not hardcore but I do understand basics well, if not best uses of them

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Just tired of generic 10 min TikTok style tutorials for doing basic things, so is asked here for help

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I checked out a video of someone explaining unreal and unity engine as well as class structure, after that I quit YouTube tutorials.

gentle urchin
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Thats not good :p

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Short term nor long term

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I so a loud sigh every time i see it :p

blissful grail
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Alex Forsythe probably has one of the most informational based video on the three main engines. It's pretty good. Wish he'd upload more often.

tardy bolt
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Yes

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I checked his Component explaining video

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Unity has nothing on unreal honestly once someone goes through that video

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It renders that engine useless

fiery swallow
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It's fine to use it if you know there's only gonna be one actor of that class in the world. It's fine to use get all actors of class if you need to check every actor for something specific

faint pasture
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registering with some god object?

warm quail
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Ok so I managed to get the location of the Character, but I still have absolutely no clue how to get that specific "Target" scene component...

mental trellis
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Or world settings?

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Adding links between objects in the editor if they're placed in the map before runtime?

tight schooner
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@warm quail drag out the output of your cast, then Get Target maybe.

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The reference coming out of the cast node will give you access to nearly everything that class has

tardy bolt
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Yes

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“More and more I learn about classes everyday, my knowledge grows like tree roots”

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@faint pasture recommending something?

warm quail
tight schooner
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huuuuuuuh.

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should be able to make a graph that's just Char Ref --> Target --> Get World Location

warm quail
warm quail
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okay I do have the option to get if I do it like that Im going to try it out

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Yeeesss

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Thank you so much oh my god

warm quail
mental trellis
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That's even worse somehow, Futurize.

faint pasture
tardy bolt
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Programming related

mental trellis
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GetAllActorsOfClass isn't bad if you actually need every actor of a class. It's optimised to work pretty well. It's bad doing it when you want one of that class and you just take the first element of the array it returns.

faint pasture
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Sure, read up on subsystems, data tables, soft references, data assets,

tardy bolt
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Any books to recommend?

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Or YouTube series

faint pasture
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I do all my fancy shit really procedurally in subsystems. Read Game Programming Patterns, it's free online.

tardy bolt
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Awesome, thanks

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Also, what should be general mindset when working with BPs?

blissful grail
tardy bolt
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I come from basic Unity background and prefer hard coding everything

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While the engine has done a lot of work itself for me

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Like the jump mechanic

faint pasture
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As for YouTube, Mathew Wadstein, reubs, Reid's channel, Alex Forsythe

mental trellis
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It's not absolutely terrible to use it for that then.

faint pasture
mental trellis
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If it's just 4 characters, go nuts, it won't make any difference to performance whatever method you use.

faint pasture
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You have playerstates, and can get at their pawns

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But really, stop worrying about perf until you need to. Don't be surprised if you gotta rework a lot of your stuff down the road. You'll have to anyway.

tardy bolt
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So, after understanding all this I will have to think in terms of classes, actors and subsystems, as well as breaking down the design of a mechanics or anything in simplest form, right?

faint pasture
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I mean it's architecturally the same as Unity, just no fixed update and actors have code.

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Profile it. What's the bottleneck?

tardy bolt
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I find unreal a bit more designer friendly as well, coz of Bp and better level design tools

faint pasture
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It's not some wacky paradigm shift like Godot or an ECS

tardy bolt
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I created a custom tool in previous studio quite easily while other technical people said it can’t be done in Unity

faint pasture
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Unreal is great but I kinda wish they had a branch with all the game assumptions taken out. All the cruft like GetBaseAimRotation and match state and all the other baggage from the FPS days.

tardy bolt
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Yup, it feels like the engine limits us in a way

cyan birch
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Me, making an FPS game: 😅

tardy bolt
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For example, we can set actor rotation in Unity right away

quaint geyser
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You can do it here too

tardy bolt
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While unreal does it in 3 nodes

quaint geyser
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How?

tardy bolt
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Get actor rotation - break rotation - then set it

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Off

heavy lion
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Afternoon all. I am doing something like this https://blueprintue.com/blueprint/othcr__t/
In order to create a very simplistic drone flight pawn that I can use to get an overview of my world.

I had it set up with no capsule collision and simulate physics off. But it obviously had no collision.
I added a collision capsule and now The flight controls are completely borked. They just kind of send you all over the place.
Any ideas whats going on?

quaint geyser
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You still need to provide an actor and Vector3

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Or Quaternion

tardy bolt
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Vector 3 only

faint pasture
tardy bolt
faint pasture
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You can just set the rotation on any actor whenever you want with one node. I don't see what the problem is

tardy bolt
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This guys work

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And dozens other misleading as well

faint pasture
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It's probably pretty s***, most tutorials are.

tardy bolt
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There is rotation component or something similar right?

faint pasture
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Blind leading the blind is what most of that is. It's hard to sniff out the garbage until you know enough to not need it.

gentle urchin
faint pasture
tardy bolt
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I see. Well, that’s 10 or so videos feeding trash to the brain all day

faint pasture
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Hence my name. Just goof around in the engine and try to do something, you'll learn much faster.

tardy bolt
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Ending up in retarded thinking, my bad

faint pasture
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Look up specifics if you are curious about something and its application, but I would suggest just trying to do a thing

tardy bolt
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Also, are engine examples projects good stuff to follow or that’s also bad?

faint pasture
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They're alright but can be goofy

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Remember they're just a project some intern whipped up

tardy bolt
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Lol, interns and sample projects

faint pasture
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Mostly their structure can be weird, but it's all up to you if you like it or not.

tardy bolt
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True

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I just wish there was some prototyping oriented tutorial series instead of how to setup animation BP for a FPS game, lame as it gets

faint pasture
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You really don't need a tutorial. Just open up the third person or first person to start a template and start goofing around, trying to do something. The engine is huge, whatever direction you choose to go in, you will not run out of stuff to learn for a very long time

tardy bolt
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Right. Thanks for all the help @faint pasture

faint pasture
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Or think of a really simple prototype, and try to do it from the ground up just with a blank project. Go ahead and throw the starter content in there but try to do it from complete scratch.

tardy bolt
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Yes, I love my cubes dancing on the floor than some fancy mesh. Can’t resist it as I am a game designer.

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I am also happy to do a lot with little, so that also saves me from unwanted extra work.

faint pasture
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Also saves you from getting lost. Starting with something like Lyra is like your first mechanic job being on an F1 car. You're just going to break it

heavy lion
tardy bolt
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Yes, I can call that project a good template to design levels with, than make entire game as a base.

faint pasture
tardy bolt
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Clearing my tutorial list right now 🧐

heavy lion
faint pasture
heavy lion
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It is probably something really stupidly simple like that. I will try

tardy bolt
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Standard edition by Robert Nystrom?

faint pasture
tardy bolt
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Downloaded on iPad

faint pasture
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It's just good general gamedev reading

tardy bolt
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Which game do you consider very easy in terms of complexity, also hardest ones to approach?

gentle urchin
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For starting id go with something where yiu know all the rules

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The simpler the better kinda

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Like ping pong or whatever its called

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2d space pong :p

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Snake would be turning it up a notch

tardy bolt
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First person adventure

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For example

gentle urchin
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Could work, but often leads nowhere

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Atleast for me

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😅

tardy bolt
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I do know what you mean

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The endless line of asset flips on steam, da walking sims

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For me, that’s different. Those games focus 80% on art and lastly on gameplay

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Thankfully it is weekend so I can explore the engine quite a bit right and ask for help

gentle urchin
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Its also about reaching atages where major decisions must be made

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And all options feels equally bad

tardy bolt
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Yes, progression is dead from start in those games

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It is just witnessing some events with little participation

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The dynamics of gameplay fall apart when the player has no B,C,D to do, it’s just single path

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Thanks for all the help guys, it’s time to sleep, gotta go

faint pasture
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Easiest, probably a simple platformer.

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I'm not counting walking sims, those aren't even games.

stoic echo
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hello, ive got a small town surrounded by a field and both areas have separated background music
Which way is the best to fade in/out when switching between music in Blueprint?

tawdry surge
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Place the sound actors in the scene and just set the attenuation radius. It'll automatically fade as you move away from the source

split salmon
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How do i access this variable from animbp? i want to change my state based on a press of a key

gentle urchin
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In the event graph

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Try get pawn owner

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Cast to your pawntype

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SelinaMain

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Harvest the variables

split salmon
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the blueprint itself or the animbp

gentle urchin
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Animbp

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Then read the variable, and save it in a new variable in the animBP

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Use this for transition

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Victory is yours

split salmon
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what node do i use one object

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on

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tried try get pawn owner but doesnt work

gentle urchin
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What does it say

split salmon
faint pasture
gentle urchin
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Dont cast to the animbp

faint pasture
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so it can read the variables

split salmon
gentle urchin
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Go inside the animbp, use the TryGetPawmOwner node in the event graph

faint pasture
gentle urchin
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And cast to your SelinaMain

wet knoll
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@everyone hi

hardy merlin
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Hello! I have a collection of gameplay tags called Original. I need to extract all tags inside Original that share a provided parent tag ParentTag. Can this be done in Blueprint?

flat coral
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Is there a way to check whether one actor can see another?

distant grail
hardy merlin
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Looks like it's C++ only. I can use the "Filter" function

flat coral
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These aren't all pawns though. Plus I don't really care about view angles and things like that

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really what I want is to check if there's an unobstructed line from a camera to ANY PART of an object

limber parcel
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and sensory system

flat coral
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It feels really wrong and weird to have a behavior tree for a PLAYER pawn

gentle urchin
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You can do custom LOS system

flat coral
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Also it seems like OnPerception returns a single object but like this will be dozens

gentle urchin
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Usually some multiple of line trace or shapetrace

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Dozens ?

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It quickly becomes expensive

flat coral
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Yep. That's why I'm trying to keep this as simple as possible

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The goal here is to make interactable objects glow, but only if the player can see them

gentle urchin
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Trace then

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Linetrace

faint pasture
gentle urchin
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True^

flat coral
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"Any part of object is even slightly visible"

faint pasture
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Yeah that's hard

gentle urchin
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Last los i did had "is the player looking in my general direction", "is the player close enough", and finally a trace if both statements were true

flat coral
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This is where it's frustrating me, see these like glowing energy cores? All 3 should be lit up, but the back two are technically "occluded" by the line trace system

gentle urchin
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Thats the problem with line trace

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To where do I trace...

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Ideally to each corner of the object,

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And ignore the edge case where some mid section is visible

flat coral
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easier said than done. The component that makes these usable doesn't even know what the objects ARE just that they have some mesh component

gentle urchin
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Mesh bounds

flat coral
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These could be skeletal meshes IN MOTION

gentle urchin
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Easy

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Ah

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Rip

flat coral
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I wonder if there's a way to unfuck my glow so it's just not visible through walls

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I followed a tutorial and ended up with something that didn't even LOOK like the tutorial and just kept it because I didn't understand it and still don't lol

faint pasture
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hands, feet, head I'd say

distant grail
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@rotund pollen I just read your "Make Your UE5 Game from Lyra". that is alot of work you have done. Thank you for showing us the way

split salmon
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im tryin to attach an asset to a bone but it works only in the editor, not in game. am i missing something?

rotund pollen
slate galleon
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Hey, guys! Is it possible to implement Factory Pattern in Blueprints?

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That sounds impossible, as you can't return a function in blueprints. As I understand. Or am I missing anything?

vivid inlet
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If it possible to use blueprints to make certain actors or materials visible through other actors?

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Let's say I'm trying to make an x-ray vision, when the character presses a button, suddenly enemies are visible through the walls.

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I know there was one default material in UE4 I used once ages ago that was somehow visible through walls. Wasn't sure why though.

slate galleon
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custom depth stencil*

trim matrix
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Hi, I have this feature in my game where you can spawn an item from an array of items, each of these items has its own event called toss that adds an impulse, is there any way I can get a specific object reference, that way I can trigger it's specific toss event, or would I need to manually use the branch system based on the index number, or create some broader version of toss that's usable for different objects? Any advise, or solution would be appreciated.

tight schooner
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@slate galleon re: factory pattern... I've never heard of it before cuz I'm not a programmer. I did some light reading, and though I haven't wrapped my mind fully around the concept... you could use class inheritance to get most of the effect, cuz parent classes can be interfaces to every possible child class. This is also true of BP components — you can have class hierarchies of components and interface with them via their parent classes.

I haven't messed with soft object references personally but assuming they work with actor and component classes, you could load a bunch of random classes on demand and slap it all together in a modular fashion at runtime, and be able to interface with it.

slate galleon
slate galleon
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Like single BP you say to - do me an Animal(Cat). And it does a Cat object of parent Animal. Than you say to it - do an Animal(Dog) - and it returns Dog. So far, I can only get an Animal from it.

trim matrix
trim matrix
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No

slate galleon
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As I understand, every thing you spawn is an Item, right?

trim matrix
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Yes

faint pasture
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The item does nothing but exist

slate galleon
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So you should use inheritance for that)

Create a base Item Object/Actor. Make default functionality and add some variables that every Item would use. Than right click - create child

faint pasture
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If you are intending for your items to simulate physics by default, set all that up in a parent BaseItem class like gleb said

slate galleon
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Inside a Child you can either add specific functionality for it. Or Overwrite existing one. (it's in the functions, left to create new there's a button Overwrite)

faint pasture
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@trim matrixYou also want to read up on data tables.

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so you can have a nice table of all your items

trim matrix
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Okay, thanks I'll look into these

faint pasture
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You'd set up base item such that base items just fall to the ground when spawned (assuming that's your desired behaviour)

slate galleon
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Look up what Inheritance is. But in a nutshell, imagine you are creating a Dog and a Cat (again)
They are both Animals, they both can jump and run. But with different variables for run speed and jump height. They also can Bark/Meow

You create Animal class. Add variables. Add function Voice (or smth)
Than create child Dog - change variable run speed there. Overwrite Voice command to be able to Bark.
Than create child Cat - change variable for jump height. Overwrite Voice command to be able to Meow.

Than you just can say Dog - Voice. Cat - Voice. (or Toss) And it does it's thing.

slate galleon
faint pasture
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The spawner just chooses an item from the datatable, spawns it, punts it (add impulse)

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Yeah you'll want datatable once you have like 10+ item's I'd say

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so then you don't gotta go edit stuff when you make a new item. You just add it to the datatable and you're good.

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You'd change the spawners ListOfItems from an array to a datatable but yeah leave that for later if you're good for now.

slate galleon
faint pasture
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but that's a bit more advanced

slate galleon
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nah, that's what I am trying to do rn.
I'm trying to create Factory inside BP

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I guess it's time to bite a bullet and jump to cpp

tight schooner
# slate galleon Like single BP you say to - do me an Animal(Cat). And it does a Cat object of p...

Don't think there's a way to get those automatically typed references without casting or having inputs/variables set up in advance; Unreal is set up so that you use interfaces of various kinds for that stuff rather than communicating directly with every possible child class. I can think of an approach where you break down functionality into a lot of BP component class hierarchies and then you can probe what an unknown class is capable of by doing Get Component By Class, but that seems convoluted.

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(although I do just that for damage and collisions -- components as interfaces)

slate galleon
# tight schooner Don't think there's a way to get those automatically typed references without ca...

That's somewhat like I am doing. My parent class has a variable to specify which child (if any) it currently represents. And most of functionality would be in a base class or in Overrides (damn, I was typing this word wrong this whole time!), so I would not have to know which class is that exactly. But for some specific functionality I would still need - it seems - to cast to a child. Or as you said, create some Interfaces for those child specific cases.
It's just not really elegant and another bit of information you have to hold in your head, which I don't like, lol

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Or there's another way of creating this altogether, which I'm not aware of.

restive token
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I-m trying to add a separate axis mapping other than WASD on keyboard and it behaves weird

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it's like it sends inputs faster than WASD

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anyone here have that issue before?

slate galleon
#

what do you mean by faster? Larger axis value or Faster response time (ha? is it possible? is it a problem?)

restive token
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faster response time

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so basically

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when I send the axis value, it plays an animation

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when the animation starts, I have a bool to not play it again until it finishes, even if I hold the axis button

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works perfect with the default WASD

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but if I create a new, separate axis (same settings)

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and I press it

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the animation starts but immediately restarts before it can set the bool

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so if I hold the axis, the animation is stuck starting really fast

tight schooner
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Might need to show your BP node graph for that one

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By description if you're checking the bool, setting the bool, then playing the animation, that shouldn't happen

slate galleon
#

yeah, it seems like your should first set the bool, than play animation, than change bool on animation finished.

slate galleon
#

ok, that settles than

hexed barn
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Hi, can someone help me figure out how I can switch view with a second camera that I spawn at the end of a line trace, and make it so I can rotate it with my mouse while being able to control my character

tawdry surge
#

Why not just move your current camera?

hexed barn
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The camera need to out of the player bp because later I would like to throw it with gravity (like a grenade) stop is motion when I want and switch between the 2 camera

tawdry surge
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Set view target with blend tho

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Ok

hexed barn
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I was thinking that I would need it to be out of the player bp but maybe not

tawdry surge
#

Just have a 0 blend time

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It doesn't matter
Set view target is a function of the controller not the player

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You can set it wherever you like

hexed barn
#

well I tried to do it with set view target but I couldn't rotate it

tawdry surge
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Did you make the new camera active when set as target in the defaults
And is your camera movement code in the controller or the character?

hexed barn
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well what I tried was spawning a new camera actor, and in the player bp casting it after spawning it to set my view target, but I couldn't rotate

limber parcel
#

how do i actually pass a value in an event dispatcher?

hexed barn
#

but moving my camera kinda work the problem is that it still move with the character tho I think I can figure it out, thanks ^^

tawdry surge
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Why aren't you just saving the reference from the spawn to avoid casting? You already have a reference at the right level
and set view target should still let you rotate in the new spot. You're pry just missing a check box

slate galleon
limber parcel
#

it wont let me

slate galleon
#

I don't use UE5 yet. But isn't it a plus icon?

limber parcel
#

its greyed out i cant click it

slate galleon
tawdry surge
#

you want outputs if you wanna pass them

limber parcel
#

yeah but how to add them?

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i have connected that dispatcher here

slate galleon
#

Delete the event and bind nodes, compile and try to add inputs again

tawdry surge
#

it is inputs

limber parcel
#

i deleted everything and created new but its still same

tawdry surge
#

why are you inside it?

limber parcel
#

idfk

tawdry surge
#

go back to the event graph and just highlight it in the my blueprint tab

limber parcel
#

or this?

tawdry surge
#

yes

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top

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that +

limber parcel
#

cursed discord

tawdry surge
#

at the top of the details

limber parcel
#

ohh there they hide it

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ffs

slate galleon
#

Interesting. It works both ways in UE4 somehow

tawdry surge
#

it works like that for interfaces
never checked inside a dispatch call

limber parcel
#

this is very weird, thx for ur help

tawdry surge
#

ue4 it does work from inside the dispatcher. It also lets you add outputs which do not work as far as I can tell..

jade oar
jade oar
tawdry surge
#

Yeah. Moral of the story is stay out of the dispatch graph

jade oar
#

i was following a tutorial done in ue4 where they edited it.. now im stuck

#

i wanted to add some outputs to the dispatch node is all.. is there another way?

limber parcel
limber parcel
#

the input IS the output

jade oar
#

greyed out for me..neither inout nor output + do anything.. and nothing running or simulating in pie.

limber parcel
#

read what he said before i found it

jade oar
limber parcel
#

took me some time aswell lol

jade oar
#

wait but its still greyed out… nvm, you edit it via the same place you add outputs.

flint crypt
#

Has anyone had experience using the OpenRPG Inventory & Equipment Project by Angel Hodar

ripe zenith
#

Hello, I am using "Distance Matching" which is contained in the "Animation Locomotion Library" plugin. The issue that I am facing is every time I close and re open the project, I have to refresh this node to compile successfully. I am not sure what could be the reason behind this. Any help appreciated, thanks

#

Also, I get these errors when I re open project!

junior hedge
junior hedge
#

ic

#

i dont use plugins so i dont think i can help gl tho

ripe zenith
#

thanks

split salmon
#

is it possible to use layered blend per bone in one animation?

#

im working on a equip/unequip and i want to blend just when the character is equipping the sword

limber parcel
#

why my code always spawns the walls at weird angle?

#

it should be camera rotation with a 90° offset

#

but for some reason it always has a weird pitch offset

#

fixed it now by setting pitch to 0 but im still wondering where that offset came from

hollow magnet
#

i tried this however I can't make it stop

#

okay so let me just make explain my idea fully, I am trying to make a character dash with variable distance, based on how long u press the dash button. using launch character has too much accelration due to it being instantenous velocity change

limber parcel
#

you can just apply smaller force with delays

#

or go and actually calculate the force u need to get where u want

hollow magnet
#

should i do it using loops?

limber parcel
#

just make a sequence of delays

junior hedge
#

then when finished set the variable to 0

#

and if released you also stop the timeline ofc

hollow magnet
#

that the problem idk timelines

junior hedge
tranquil knot
#

Hello. I have an issue with my UE4 skeleton where his index fingers are, a little wonky. I have spent a while researching and trying to fix it but nothing works, can anyone help?

#

woops wrong channel

junior hedge
#

allg

#

something like this

#

except for set the velocity of course

hollow magnet
#

@junior hedge i did this

#

however it doesn't stop

junior hedge
#

look at what I did

#

it does it 8 times

#

and then it stops

#

wait i wrote it wrong

#

there

#

btw

#

you need to set timeline cap + 1 in update

tawdry surge
#

"Do N times" is also a node

tranquil knot
junior hedge
#

also whats the node called ive never heard of it

hollow magnet
junior hedge
#

@hollow magnet heres an example

#

if I hold the button down it will show 8

#

if I press it, it will show 4-5

#

tweak with delays and it should work

hollow magnet
#

yeah but i will try the do n

#

since that sounds like an actual for loop in blueprint

junior hedge
#

i dont think that will work with timelines

#

also if you want to be able to release it early it wont work

tawdry surge
#

It will.
Also this is a bad use for timeline

#

Timer would be better

junior hedge
#

cant find it

hollow magnet
#

do n

tawdry surge
#

Which do n times? or set timer by function/event?

hollow magnet
#

so how do i use this timer?

junior hedge
#

oh i found it

#

its just so far down below even when you type it

tawdry surge
#

You set timer by event or function(save the timer handle reference) and then you can set the interval that the code is run.
You can play,stop,or clear it from the handle reference

junior hedge
#

@hollow magnet

#

idk how to do Do N

#

also turn looping off

#

circle is where your velocity set goes

#

then you plug it in

#

also the time should be 0 pretty sure

tawdry surge
#

Do n was for the timeline.
This you'd run the branch like b4 and on your condition "clear and invalidate"

#

So delegate event->increment count->branch->clear

junior hedge
#

dont for loops mess up the threading?

#

or was that wait until

hollow magnet
#

i am just gonna do a branch

#

with incremental check

#

this method works but well less effecient

tawdry surge
#

The time line you'd move the do n to the finished pin and loop in back to play from start. Set the timeline length to the length you want, and turn off looping

#

Play from start->finish-> do n-> play from start

mossy mist
#

Packaging error when enabling nativization.

UATHelper: Packaging (Windows (64-bit)):   D:/Documents/Unreal Projects/CoopGamer/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Public/BP_SCharacter__pf2132744816.h(818) : Error: Replicated TArray parameters cannot be passed by non-const reference
true jay
#

how to do an error ignore or error catch in BP?

tawdry surge
#

You don't

tight schooner
#

fix the errors sweeney_activate

hollow magnet
#

in figuring the errors to fix

tight schooner
#

you can also play the game with the output log window visible and you'll see the error messages live

#

@mossy mist nativization isn't recommended generally. I've found it to be buggy and it has a hard time with references to BP classes

#

It can work with self-contained math functions and self-contained classes, but otherwise it's a real crapshoot

true jay
#

nono, I know what the error is, but it's not really an error so I want it to not take up space in my debug log. it's sorta trivial I guess.

broken quiver
#

how you get a pair of value in blueprint?

#

I want an anim sequence and a boolean

#

what should I do to achieve that?

tight schooner
#

look into "map" variables if you want to associate one type of data with another

#

@broken quiver

broken quiver
#

did it

#

how do I get the first and second one

#

separately?

#

doesn't seem to be there?

#

@tight schooner

tight schooner
#

you have to change the variable type to "map"

#

you know, click on the pill or whatever.

#

and instead of array, try "map"

#

not sure what you're asking tbh

broken quiver
#

all i need to do is having association with one animation and a boolean variable

#

thats it

tight schooner
#

just one animation?

broken quiver
#

yeah

tight schooner
#

ok so a map variable is overkill. Not sure what the situation is though.

#

can't you just... have two variables? Or in your function, have two outputs?

broken quiver
#

thanks

tight schooner
#

Or do you want to make a new data type -- a custom struct that contains an anim sequence and a boolean?

#

You can look into structs for that

#

if you want to consolidate a lot of different data into a single data type

#

a vector is a sort of struct for example... three floats

broken quiver
#

ill keep that in mind for future use cases

#

i think it might be solved with what you said above

#

just add another return pin

limber parcel
#

for some reason my shift key wont work

#

it never reaches the branch

elfin wolf
limber parcel
#

yes

#

just shift key not working

tight schooner
#

maybe it's just me but sometimes breakpoints don't work lol

#

if you print string it doesn't happen?

limber parcel
tight schooner
#

Maybe the input is being "consumed" at some higher level. I don't have a fine sense of how that works

limber parcel
#

just added print it doesnt work

tight schooner
#

but maybe some other BP (player controller?) is consuming it

#

before it reaches the pawn

#

otherwise dunno

limber parcel
#

could anything else except the player controller "consume" it?

tight schooner
#

hmm, shift is also a modifier in your screenshot... I wonder if there's some UE issue with mapping those

limber parcel
shadow field
#

don't want to interupt anyone but was wondering if anyone knew how to make a character move based on dice number, like a board game, i have it setup so the character goes to step 1 with dice 1 showing and step 6 with dice 6 showing but if it's on 6 and i roll a 1 it goes back to 1 instead of adding to the step 6 and going to step 7, can't seem to figure out how to give collision boxs numerical values and/or the step locations and then adding said dice number to steps thanks to anyone who can help

gentle urchin
#

Sounds like you just wanna keep the total number of eyes rollednsaved in a variable?

#

CurrentValue + diceValue = CurrentValue

shadow field
#

yeah something like that, but i can't figure out how to give my dice side 1 a numerical value of one and each space a numerical value, so that i can add the dice value to the space value and move the character accordingly

#

like i said i can move the character to a specfic spot with ai move to based on the side that is up but that doesnt give me a way to add the dice to the space im already on

faint pasture
#

make that first

shadow field
#

i have a mechanic that says go to said space based on number showing, as dice 1 = space 1 dice2 =space 2 so it doesn't actually add it just moves the character to the space related to the number showing

gentle urchin
#

Make it so it goes to x space instead

#

Not just dice ranged space

lavish sphinx
#

guys help, I don't know where I'm going wrong, all the pins are float, some are float double precision and some are float single precision, do you think there is a problem with that? I have tried to convert all of them to the same precision but they change themselves.

gentle urchin
#

Looks like wrong conversion

#

On the top/bottom int to float

shadow field
gentle urchin
#

Singleplayer game?

shadow field
#

for now

gentle urchin
#

I hate that 😂

#

Id make the dice work independently

shadow field
#

lol well its going to be a board game with

gentle urchin
#

And use a dispatcher to tell the gamemode or whoevers in charge of the pawns what number was rolled

#

Id also use traces to determine which side is where

shadow field
#

yeah i have it so it calls the right side and prints the number so that's fine lol

gentle urchin
#

So whichever trace is hitting something is the oposit face of the die thats showing

shadow field
#

getting the dice to function is done, i just can

#

cant add that number to the board spaces

#

idk i guess this is just waaay out of my league at the moment lol

gentle urchin
#

Just save the number to a variable ?

#

Not in the dice , surely

#

But saving and accumulating it is what you want

shadow field
#

yeah and then moving character based on what space it is currently on, so i guess i would have to give a numerical value to each space then add the numerical value thats showing up and move to the equaled space

#

i just don't know how to do any of that lol and i can't seem to find any tutorials on dice movement or something like that

gentle urchin
#

You dont need a tile id,

#

But it sure could help

shrewd hedge
#

Can anyone help me out with this blueprint trouble that I'm going through

gentle urchin
#

Otherwise you could just keep track of some last location(before the last move) and new location (before. The new location)

#

And just trace for the next tile

shrewd hedge
# shrewd hedge Can anyone help me out with this blueprint trouble that I'm going through

So I made a pause menu and I made it so that whenever you click the quit button it shows up 2 more buttons that ask whether u want to quit to Desktop or to the Main Menu. Or at least it was supposed to be like that. But for some reason, whenever I go into the pause menu, both buttons are already visible. I didn't know where else to go to ask this question so sorry if this isn't supposed to be on here. No clue why this is bugging me so much, it just is.

#

I'm new to Unreal
by like
a lot
I just started like 2 days ago, I only know about this because of the tutorial I got it from but it still wont quite work.

shadow field
#

that's becuase you have it set as visible in A

#

A always atarts first

shrewd hedge
#

ohhhh

shadow field
#

so swap visible to b and invisble to a

shrewd hedge
shadow field
#

default is set to hidden in game

shrewd hedge
#

yeah it still didn't work even after switching it

shadow field
#

so you had it right the first time put the visible in a and hidden in b and then make the desktop box hidden in that behovior menu

#

make sure your pause menu is hidden as well

shrewd hedge
#

ohhh okay thank you

shrewd hedge
#

do I click both of the boxes that are visible

#

then go to behavior on the right

#

or are you somewhere is completely different

shadow field
#

whatever you want visible when you push pause keep visible and everything else like the quit to desktop turn the hidden in the behavior menu

shrewd hedge
#

okay thank you

#

the behavior menu in the widget editor thing right?

#

here

shadow field
#

yes once you click on quit box

shrewd hedge
#

okay thank you

#

I'm gonna test it now

#

thank you for your help i appreciate it

#

IT WORKED

#

THANK YOU

shadow field
#

no worries i had to do the same thing for my ui class haha

shrewd hedge
#

haha okay

#

one more teeny tiny question I hope

#

so basically in my game I have it so that you can play both third person and first person

#

and my game is starting in third person

#

how do I make it start in 1st person

#

do you know

shadow field
#

oh your doing what i did haha i had that for my game as well but it went very buggy my advice is just start with one or the other learn the system and blueprints and work towards the complicated stuff, unless someone else know how to explain it easier

shrewd hedge
#

okay thank you

#

oh yeah just now I'm testing it out

#

I'm clicking qquit

#

quit

#

but the boxes aren't showing up now

shadow field
#

go back to my previous pic and make sure it's setup exactly like that

#

pause menu has the resume quit and quit box has the desktop

shrewd hedge
#

I didn't make a pause menu variable

shadow field
#

its the menu that holds all your resume and quit buttons

shy zinc
#

Hey there, doing some doors, got a nice working door that swings away from the character. Been working on getting the door to pause movement when player overlaps, so it doesn't close on the player and you end up half in half out kind of thing. I've seen a couple examples online, non physics based, where the door pauses on overlap but I've not been able to get it working properly and there's not much support. Has anyone come across something similar and can point me in the right direction?

shrewd hedge
#

so the one at the very top?

gentle urchin
shrewd hedge
gentle urchin
#

I bet its done with a timeline

shadow field
#

same way you made the quit box but for the other buttons

shrewd hedge
#

so the canvas panel?

#

OHH wait I think I got it to be a variable

shadow field
shrewd hedge
#

i completely forgot that was a thing

shy zinc
shrewd hedge
#

it was a horizontal box

#

but thats all I remember

shadow field
#

i used a vertical box my self

shrewd hedge
#

im so confused right now im sorry

shadow field
shadow field
# shrewd hedge im so confused right now im sorry

Hey guys, in today's video, I'm going to be showing you how to create a semi-advanced pause menu for your games. In this we have access to; resume, the options menu, and quitting to either desktop or the main menu.

Main Menu Tutorial: https://youtu.be/K1vVbwMJCTQ
Options Menu Tutorial: https://youtu.be/uLCNedDnWTY

#Ue4 #UnrealEngine4 #Ue4Tutor...

▶ Play video
shrewd hedge
#

I used that one too

shadow field
#

watch from 3:00 he uses a vertical boax and puts his buttons in it like you did for the quit to desktop buttons

shadow field
shy zinc
#

@shadow field yeee, this is what I'm trying. This post was pretty much what I needed, but I've not been able to get it working. https://forums.unrealengine.com/t/avoid-door-passing-through-non-moving-player-during-open-close/146984/3

#

@shadow field I'm wondering if also having a door that always swings away from player is adding extra level of complexity that I'm struggling to figure out

shrewd hedge
#

im sorry, im new

shadow field
#

no sorry that wasnt for you lol

#

that was for fransleigh

shrewd hedge
#

ohhhh

shadow field
#

i would suggest to watch the tutorial slowly he adds a vertical box like the horizontal box for your desktop buttons

shrewd hedge
#

yeah I just watched it, I understand what I did wrong now

#

lets gooo I did it

#

thank you

shrewd hedge
shadow field
#

cause you need to reference the character in your door BP for the overlap to happen at least as far as i know, the best way to REF your character i found iget actor of class choose the character your using and then promote to variable

shy zinc
#

@shadow field I've got a print string that's letting me know player has overlap and end overlap properly so that seems to be working okay

shadow field
#

you can try a stop movement on overlap and then reset on end overlap, anyone else have a good idea haha

gentle urchin
#

On overlap check if playing , and target state(open or close)

shy zinc
#

These are some good things to play with, @gentle urchin how would you suggest checking if playing the timeline? Creating a variable and setting it?

junior hedge
#

any multiplayer tutorials?

#

that you guys would recommend

gentle urchin
#

The timeline has a function

#

By using its reference

#

IsPlaying, and IsReversing

#

Helps you determine the state of it

jaunty summit
shy zinc
#

@gentle urchin thanks for this, maybe stupid question what do you mean the timeline has a function? How do i access that

gentle urchin
#

Grab the timeline reference (under variables -> components)

#

Drag it out on the event graph

#

Use this reference to find the two functions

shy zinc
#

i seeee this now. thanks, will play around with this @gentle urchin

shy zinc
gentle urchin
#

Didnt get it to work?

#

Door capsule

#

What is that

#

Im not sure why that is read from the char bp

#

Nor why its class is checked not to be thirdperson

shy zinc
#

Not yet! Door capsule was just a temp collision i setup on the player. because I had a quest thing going (that im going to remove anyway) but it was a long capsule sticking out from the player that was causing the collision to occur out in front, not on.

gentle urchin
#

Wouldnt you have the collider on the door instead?

shy zinc
#

When i run that, the print string is called that its overlapping and not overlapping

#

There is also a collider on the door (DoorCollision)

#

Ill try setting this up without using the Door Capsule

#

Same result fyi

crude dew
#

Hi, When i detach from actor the pivot point of the actor being detached seems to stay with the character socket ? Anyone know why please?

gentle urchin
#

OnEndOverlap -> IsDoorOpen? -> True -> CloseDoor

#

your code is doing way more stuff than it needs to 😛

#

Start simpler

#

just trigger the timeline only

shrewd hedge
#

Can anyone help me out with this

#

the left one is a tutorial

#

the right one is my screen

#

I don't understand how that guy was able to do it but I couldn't

gentle urchin
#

quick and dirty

shy zinc
#

Ill play around with this thanks a bunch

gentle urchin
#

Alpha is just 0 to 1

shrewd hedge
shy zinc
# gentle urchin

okay cool, so this looks to me like when i overlap the collision (sphere in your example) the door will open away, then when i leave it will close?

gentle urchin
#

yeah

#

some minor bugs to it but should get you going i'd say

shy zinc
#

okay cool thanks, ill try that on another door and see if i can get the rest going. Thanks.

gentle urchin
#

Like

#

Make sure the dot is not 0

#

And if the door is already in motion, keep the existing direction and just open it?

#

Ideally dot should be floored if <0 and ceil if > 0

shy zinc
covert bough
#

How would I go about getting a bounding box that encapsulates an array of actors?

gentle urchin
#

Find the worst vectors, biggest and lowest in each direction?

#

Highest X , lowest X, highest Y lowest Y

#

Average of those 4 would make the origin

#

As in avg x and avg y made from the highest and lowest

#

Extent would be half their difference

#

So high x - low x
And high y - low y

covert bough
#

basically, find the corners of the bounding box of each actor, then use vector component min/max of all the corners to get the extreme corners

#

i always find the actual center correctly, but the final extent is always wrong

mental trellis
#

Are any of them rotated and scaled?

covert bough
#

some are rotated, none are scaled

gentle urchin
#

How far off is the extent ?

#

Not sure why this would fail

#

It works perfectly in my mind🤪

gentle urchin
#

Assuming 0 rotation on the bounding box

#

Its not the optimal box, but it should fit them all

covert bough
#

its always right in the y and z axis, but the x is always about 20% bigger than it should be

gentle urchin
#

This is with rotation then

#

You need to apply rotation to the bounds

#

Manually

covert bough
#

oh.....damn, that makes since

gentle urchin
#

Would it then seem to be correct?

#

If you try all the ships at the exatct locations, unrotated

#

You'll see if the initial math is correct

covert bough
#

yup, ill have to figure out how to apply that tomorrow, brain is about fried tonight, a few hours of vector math will do that 🙂 thanks though, that definitely sounds like where my issue may be

gentle urchin
#

Vector maths been frying brains since invented

broken quiver
#

how to combine two values(string) to get a hash?

#

In data table i got two values

#

i need to find exact same row where they are same

icy dragon
#

For FString it should be named Append

broken quiver
#

just getting hash

#

nothing more

steel shadow
#

If I spawn an actor that executes logic inside its construction script, will that logic be executed before the next node after 'spawnactor' (inside the BP in which I spawn the actor)?

#

For example if I set a variable in a construction script, is it safe to get a reference to that variable in the next node after spawning

maiden wadi
steel shadow
#

Yes but will the next node wait for the logic of the construction script to fully execute?

#

Lets say it takes 10ms to execute and the next node would fire after 5 ms

icy dragon
#

Have you tested it though? HaruThonk

mental trellis
#

Any node, unless it has the clock symbol, should block the next node until its done executing

maiden wadi
#

Even then it should still be in order. The clock symbol just sets a timer which will run on the same thread, so if constructions script takes 10ms, and you have a timer for 5ms, and run them, your code will still be done in 15ms, because the timer still won't start until the construction script is done.

broken quiver
#

is there any thread "Is Valid" function?

icy dragon
jagged night
#

i cant for the life of me figure out how to make a node run on server

mental trellis
jagged night
#

there is nothing in the "details" tab

steel shadow
#

Which runs on server

safe iron
#

Heyy there, got back on UE after finishing finals, I have a few questions
What would I use a playerstate for? Just technical stuff such as points and username? could I store the health and ammo in there? would it be convenient for me? Is it used in Single Player as well?

broken quiver
#

but not thread safe

#

if you try to use on animations...

mental trellis
tranquil knot
#

hello i have a flashlight unequip and equip system but when i unequip it whilst its still on it stays on. can someone help me make it so that when unequipped it turns it off

lucid schooner
#

hey everyone ! I've been spending days on the following problem for my application : I am building in VR with Meta Quest an application to simulate the flight of a spaceship.
I want to control the movement with my visual aim (so it is always going forward where I look, 1st person view). My problem is that I NEED to increase the head movements of the player : if you turn your head to 45° up, the view has to move 90° up ! (i want to be able to configure the increase in each direction yaw, pitch, roll).
I've tried many things but didn't succeed (quaternions, vectors, etc...) there is always a bug.

Do you know a way of doing it please ? I'm bad with maths so I can't solve it 😦 the idea is to extract the delta of the movement and increase it then add it to the actorviewrotation but I guess my calculus of the rotator is wrong... Thanks in advance ! (i know it's hard ^^). PS : i am using a VRPawn

brave bolt
#

i tried to change the quality preset at runtime to low setting

icy dragon
icy dragon
broken quiver
#

i mean im in a situation where I need to check this whether valid. Otherwise ill have to do huge amount of reworks

#

no other way, I guess?

tawdry surge
#

Impossible to say without knowing the details, but it sounds like an edge case or you did something wrong setting it up

broken quiver
#

im just doing a simple getter function to support many animtypes

#

wait

tranquil knot
#

anyone know how to do a fade in on a level. I have it set up so that one a widget button is pressed it opens the game level. I tried to do the fade in but it didnt work. i followed this tut HTF do I? Fade in and Out the Viewport ( UE4 ) by Mathew Wadstein

tawdry surge
#

@broken quiver you'll wanna ask in #animation (not my area) but my initial guess is you wanna put this in a layer so it only runs when valid

lime fulcrum
#

Hi guys! Is there a way to make the Character Capsule move more smoothly?

tawdry surge
#

@tranquil knot it depends how you're flashlight is set up/how you're "unequipping" it
And for fade in and out, I'd just put a widget on the screen of a black image from the begin play of the controller. Then just blend the opacity to 0 with tick or a timeline

tranquil knot
#

o wow that would work

#

thanoyu'

#

thankyou*

lime fulcrum
#

My character just stops immediately with no Inertia on it

tranquil knot
#

@tawdry surge what opacity node would i use?

gentle urchin
#

Or a levelSequence with fade to black 😁

tranquil knot
#

here my bp

#

i have set it up so when a button is pressed it changes the level from main menu to the playable one

heavy pelican
#

is there any way to add multiple items to an array at the same time?

tranquil knot
#

but how do i fade the widget

#

@gentle urchin

versed sun
tawdry surge
#

Thats not gonna work @tranquil knot
You're opening the level so all code stops there and it opens the new level. Thats why fade to black didn't work for you too, most likely

heavy pelican
#

That is what I am trying to figure out right now

tawdry surge
#

What are you actually doing?

tranquil knot
#

would i put the fade after its loaded the levl or on the level blueprint

tawdry surge
#

Yeah

heavy pelican
#

all of that runs through an array

#

do I need to run each item into the array or is there a way to run them all at one time?

tawdry surge
#

Get all actors of class

versed sun
#

ok, how do you get those 518(Vectors?)?

heavy pelican
tawdry surge
#

Component of class

gentle urchin
tawdry surge
#

@heavy pelican did you hand place a grid pattern of 500+ components

heavy pelican
#

basically lol

#

I did the math and placed out the box collisions

#

for the traces to work

tawdry surge
#

Damn.. so had you done this with math and procedurally generated this in the construction script you could have just add them to an array then(not to mention saved time)
But you should still be able to all components of class or type or something in the actor and that will return an array

gentle urchin
#

Thats a lot of manual work

#

I set mine up procedurally 🤣

versed sun
#

FYI, this is a cool tool for setting up grids

heavy pelican
#

well then...

#

that was literally like 30 mins to an hour gone haha

versed sun
#

hehe, that's a low amount of time

gentle urchin
#

Surprisingly low

#

I've spent like 10h on this very basic ism setup for making walls 😂

heavy pelican
#

I created the first lane then grouped them and copied. then did the math for the right location

#

rinse and repeat

#

are any of you able to join call and look at this to help me figure it out

#

?

versed sun
#

i can in a few min, talking to my modeler atm

heavy pelican
rocky surge
#

so i am looking at the blueprint of first person movement cuz its currently qwerty and i want to change it to azerty and i see a key node but how do i change the key node to another key?

#

jump is just a example

opal harness
rocky surge
#

.

opal harness
#

oh sorry, its the action mappings and the axis mappings

rocky surge
#

alr np

#

thx it works

blissful moat
#

Heya, anyone know how I can make an inventory where I can store diffirent types of items into (One slot holding a food item with all it's stats, another one holding a gun with a few bullets loaded into it, another one holding a crate with even more items stored into it, ...)

#

I have a super simple placeholder inventory system where I save the class of the item and just spawn a new actor when I need that item again, but that loses all the stats of the item

gentle urchin
#

Lyras composition inventory sounds like something to look at

blissful moat
#

I'll have a look at that, thank you!

limber parcel
tight schooner
# lucid schooner hey everyone ! I've been spending days on the following problem for my applicati...

That sounds like a recipe for Barf Simulator, but as an off the wall idea, if you can get a rotator representing your head rotation from neutral, maybe a Combine Rotators node with the same rotator plugged into it twice will double the effect. (Or if you can get the delta rotation in a frame, you can double that up with Combine Rotators and then add rotation offset)

Whether or not that works... The main issue you're probably running into by manipulating the rotator values directly is gimbal lock, which occurs when pitch exceeds 90 deg.

If you're still at a dead end, maybe try googling how space/flight simulation games are done in UE — they necessarily have to do something other than euler rotation to avoid gimbal lock (quaternion math)

rain egret
#

i wonder, whats more costly, set actor rotation or set controller rotation. currently working with a profiler and going trough the game thread

tight schooner
#

Just once per frame? Just doing it once probably has no tangible impact...

#

If you're setting the rotations of a hundred things per frame then... In any case idk the answer offhand

rain egret
#

this i how i would use it, the set actor rotation happens in the last function

#

compute turn rate adjusts the axis input depending on ship weight and speed.
compute local rot combines this with a rotator and stores the value and
rotate with easing simply eases the rotation and sets control/ actor rotation

tight schooner
#

If there's only one of this actor in the world then perf of a few nodes on a ticking event (such as input axis) is nothing to worry about

#

If you're controlling a whole swarm of these actors then you have to do something clever with Niagara particle systems or some C++ crowdsim thing

rain egret
#

i have 8 ships in the scene

#

i dont think particles are the solution

tight schooner
#

Yeah, not in this case

rain egret
#

thats why i asked whether set control rotation is better for performance

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i already set the ships tick to 0.01, when the tick is active

#

so at least the profiling helps

tight schooner
#

Idk it seems kind of unreal (no pun intended) that set actor rotation takes 7.5ms. Does your actor have like 60 components on it?

rain egret
#

Y E S

tight schooner
#

That could make an actor heavy to move...

rain egret
#

remember this was for 8 ships

#

so those were prolly 300 or so

tight schooner
#

In that case the main perf issue is the no. of components. Any time you update the transform of those ships, internally UE has to update every single "scene component" attached to those actors

rain egret
#

yea i know

#

theres no way around that point tho, i already brainstormed solutions

gentle urchin
#

C++

#

It would be interesting to test your setup in cpp to see the diff tbh

#

Im sure it would be significant

ornate trail
#

hey all, I notice when I switch my weapons too quickly, meaning attach / destroy a static mesh component to my character, she sometimes goes into A pose and animation stops. any reason this would happen? I already have a bool on this which makes sure you can't switch until the last one finishes but still occasionally animation breaks

#

I can't even get it to happen all the time but would suck to get A framed in the heat of battle

tight schooner
#

@rain egret oh I just remembered you're the the guy with the Miyazaki style airships lol. Sorry for that redundant conversation

rain egret
#

thats a compliment haha

tight schooner
#

Gotta find a way to merge the components somehow...

gentle urchin
#

Are they all super unique?

#

Like

#

Could you have a square plane and just do a position offset in the material?

tight schooner
#

And if you got 40 structural beams making up the frame, you could represent that with one hierarchical instanced static mesh component

eager adder
#

Hey everyone, new to blueprint, I have a pair of machine guns that I am trying to get to alternate after every shot. I am having trouble adding in automatic firing. I think the Boolean variable I'm getting and setting every press is the culprit but I'm not sure how to work around. Any advice?

tight schooner
#

A flipflop node would work, but it's not obvious to me why the node graph in your screenshot fails

rain egret
rain egret
tight schooner
#

You can make a recurring event (fire a bullet)

eager adder
eager adder
rain egret
#

oh you mean like AA guns that fire one barrel and then the next?

eager adder
#

yea exactly

fast finch
#

guys i have a weird question. For gunplay. i cant quite figure out how to make the gun roation change when i shoot... recoil i mean

rain egret
#

i got that working, but i am using a skeletal mesh for that

fast finch
#

i dont want the player to be able to hit the same spot twice

tight schooner
#

So basically Set Timer By Event with the Looping parameter checked. And the red delegate pin connected to a custom event that fires a bullet. On click, start the timer. On release, clear the timer.

rain egret
#

basically i have a montage that fires a notify as soon as the barrel fire animation is triggered

#

so your turret tells the skeletal mesh to play its animation, the animation blueprint receives the trigger notification and then tells the parent, the turret actor, to spawn a bullet

#

so here in depth, you call a interface in the animation instance

#

the interface event triggers the montage

#

in the montage the notify has to be named after the socket, i use Fire_1 and so on

#

this sends the order to fire with the socket name back to the turret

#

and this code snippet is in the turret actor

eager adder
#

OK thanks for the in depth response, im gonna have to dig into this

rain egret
#

also check out interfaces, they are your friends

#

also important, you needs to go into your skeletal mesh and create and name the socket, otherwise it will just spawn the bullet at 0,0,0

trim matrix
#

@slate galleon @tight schooner @faint pasture I achieved what I wanted via interfaces, I probably should have mentioned before that the items are more than just things you obtain, but physically interact with in the world. So I was thinking making all encompassing item actor wouldn't be very helpful as each item requires its own mesh's and separate components and would just be an extremely bloated blueprint actor. The system needed to be flexible for deeper interactions as I develop the project. Such as the kick ability I demonstrate which works for every item for the time being as it's the default ability, of the default item, and in the future I can just call whatever ability/action event is specifically inside of what actor. Thanks for the advise, as it helped me think about it more, I hope this is at least an efficient way of achieving this.

lime moat
#

I'm having a very basic seeming problem. I can't set my default pawn class to anything in my gamemode. I've opened the default third person character template, made a new GameMode, assigned a different pawn, but it's still spawning the original thirdpersonBP that comes with the template.

I've also set my player start point to disabled, so I have no idea whats triggering the old pawn to spawn.

edit: fixed it when I found out thirdpersontemplatemap defaults to overriding gamemode settings!

tight schooner
#

@trim matrix I think you meant to tag @slate galleon :)

trim matrix
gentle urchin
#

1 ism for the beams and 1 for the walls = performance victory

fast finch
#

quite sadly my question went under the ocean surface 😄

#

but thats ok

limber parcel
#

how to prevent navmesh being generated INSIDE of object?

limber parcel
#

you are asking weird stuff that can be resolved by watching 1 tutorial about guns in unreal

mellow folio
limber parcel
#

it isnt

mellow folio
#

find what that ring is and make it into a cylinder

#

It looks like rings....

limber parcel
#

i just have very inaccurate navmesh

#

its also happening inside my walls and stuff

mellow folio
#

are you sure that isn't the top of the wall?

limber parcel
#

yes i am

#

its happening in all of my map geometry

mellow folio
#

can you post a pic with geometry showing?

limber parcel
tight schooner
# fast finch quite sadly my question went under the ocean surface 😄

I've never made a recoil system so I can't give a strong recommendation. There are also a lot of ways to handle recoil both technically and as a design. (Is the aim tightly constrained to the camera perspective during the recoil? Does the recoil automatically return to neutral or is the player expected to counteract the force manually? Etc.) So it's a weirdly open ended question even though it sounds straightforward. If you just Google or YT for working examples of recoil systems in UE, can you find stuff to take inspiration from?

Otherwise you can try asking a more specific question, like how do I do this aspect of the system in BP

mellow folio
#

another approach is to bloom the reticles instead, so the camera stays fixed, in which case you need to make your aiming UI expand and with this approach, it's good to just add a random vector offset to the end of the trace of your fire - for instance if you are firing a line trace at 20,000 units, you might add an additional offset (maybe 1000 units at max recoil) to that by doing (GETRANDOMUNITVECTOR x RecoilAmount x 1000)

mellow folio
# limber parcel

I have no idea, but I assume some of the settings in the Project Settings for navmesh got set weird

limber parcel
#

so this is not default behavior?

mellow folio
#

I've never seen it before and I've used navmesh plenty enough

fast finch
#

thanks

mellow folio
#

I just assumed your meshes were hollow

#

like donuts

fast finch
#

this is normal behavior for navmeshs

#

i think there was a bool trying to remove that

#

however it shouldnt matter

#

calc time will be the same

#

nearly

limber parcel
#

well i think it gave me problems when using random point in nav space to spawn stuff

fast finch
#

use random point on reachable

#

that will do

limber parcel
#

ok thx will try that

opal pivot
#

Im trying to capture screenshots from Cameras that are not the players-camera in a VR game and save it on the Oculus Quest as an image file (png/jpg).

I found the take-highres screenshot node, but that switches the players camera. What is the best way to approach that?

shadow field
#

anyone know of a way to give a object reference a float value or integer value?

tight schooner
#

if you describe your use case we can probably suggest something better

shadow field
#

i want to give my object a number so that i can call it later and add it with another number, basically a dice number and then the tile space would have a number and when you roll it adds the two together if that makes sense

tight schooner
#

yeah that kinda makes sense. If your game has only one type of object (actor?) ever that has a dice number, then you can just add a variable to the class.

If it's going to be a whole family of different actor classes but they all need to have some dice number associated with them, there are two approaches... One is to make them all children of a common base class which has the dice number variable in it. The other approach is to make a BP actor component that contains this dice number, and add that component to every actor class that needs a dice number.

#

If you're going with the base-class hierarchical approach, you can retrieve the number from any child class by casting to the parent class and getting the value that way. A shared parent class can be an "interface" to all of the child classes.

If you're going with the modular component approach, you can get the generic actor reference of the thing you want to check, and instead of casting, you do Get component of class, find your dice no. component, and read the value from it

#

@shadow field

shadow field
#

ok thanks

modest terrace
#

Hi Guys, this might be a stupid question ......... my interface bp is stuck in read only mode and I can't find a way to change that

paper galleon
#

You can only declare functions in interface BP. You can't add logic to them

modest terrace
#

Yeah, I figured that out 😅 , actually I saw this Read-only text at the top right and that confused me a bit, thankss

paper galleon
#

No worries

lime fulcrum
#

If I have a Function like this.... Why does it execute the Return node anyway? IS this a bug?

#

When the statement is False, it shows "NOT PLAYER" but still executes the next node

limber parcel
#

it will always continue execute, it just wont return anything

lime fulcrum
#

So I should go for a Macro?

limber parcel
#

i think ure confusing function with macro

limber parcel
lime fulcrum
#

oh ok. Thank you 😄

#

Are Macros instanced?

limber parcel
#

no

lime fulcrum
#

if I run 3 times the same macro is it just like having separate code?

tight schooner
#

it's like pasting the contents of the macro into your graph

lime fulcrum
#

LOL

#

oh ok then 😄

lucid schooner
lime fulcrum
#

So Macros are just so you don't have to put the same code every time 😄

limber parcel
#

yes

lime fulcrum
#

Understood. Thank you guys 🙂

tight schooner
#

another subtle thing is they're uh... private? So outside of the class that the macro is made in, it can't be accessed or inherited. You can't call it from the outside or use/extend it in a child class

#

so if you want a universal macro it needs to go into a macro library

limber parcel
#

just make object macro lol

lime fulcrum
#

I actually do that already, just didn't know the next node will be executed on Functions 😄

limber parcel
#

i guess there are other ways to achieve that

#

just pass on a bool from ur function and add a branch behind it

lime fulcrum
#

yes, that would do. was thinking about it but Macros look cool since I can have 3 Execute nodes at the return, Like PLAYER and NOT PLAYER

limber parcel
#

macros are bullshit

lime fulcrum
#

Why?

limber parcel
#

so many issues with them

lime fulcrum
#

really?

#

why so?

limber parcel
#

i ended up removing all my macros and placing shit in functions and components instead

#

alot of shit just didnt work with macros

#

cant remember exactly what

#

but it was bad

lime fulcrum
#

was it a recent UE version?

limber parcel
#

5.0.2