#blueprint
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Not really, no
After a restart, I managed to set it up. I changed it to "Hit Component" as I'll be adding some additional components to the car blueprint that I want selected that might not be the car.
Thanks again, your help is greatly appreciated
Yep, that's a perfect use for components tag, good luck ^^
Cheers!
Does anyone here by chance know how to make a Drop-down menu for the UI?
I have my paint colors but would like to store them in a type of "folder" which the user can select to then show the different color options. Just like the attached image
Or what I need to google? Cant find anything matching when I do a search
bruh
Its an extremely specific thing to google. It looks like its just about toggling the display of another widget when the "folder" is clicked
Not sure what happens when you press brakes etc,
perhaps a "Widget Switcher" is suitable
The icons just open up sub-menus to varient sets. The left square opens up color swabs, the brake allows color change too, the rim allows rim switching, etc
I already have the same setup, now I just want the UI to change. I'll look up widget switcher, thanks!
Hey can anybody tell me that how can I make a dynamic crosshair like I want different type of crosshair for different weapon and that crosshair should spread when character move anybody know how to do that
For some reason this node only works when I'm clicking on the object rather than when I'm hovering over it
maybe its not focused or something
How would I focus it then?
Does anyone else have a problem where sometimes double clicking does not work for creating reroute nodes?
Can't say I've had that issue (UE 4.26 though)
are you running any node graph plugins? Just stabbing in the dark here
otherwise I got nothin'
I haven't changed any plugins for default, the rerouting works if i restart
Then it just randomly seems to die sometimes...then the only way to create reroutes is to drag them out
are you running dual monitors?
Yeah, oh weird, yeah if i drag the graph onto a different monitor it works
I don't have an explanation. I've just seen the UE editor act up on some dual monitor setups. Not sure if it's due to DPI scaling or what
So now to decide if i want to work with my head turned all the time, or use double click rerouting ๐
by clicking on that widget
u can probably force it in code too or something, i dont know much about UI stuff sadly
im not using ui, im trying to hover over an actor
Lmao srsly that's a thing?
Swap primary monitor in windows settings ๐
I got the widget switcher to work and also toggle on the visibility of the sub-menus.
The issue I am having, is that when one menu is open, and I want to open the other, I have to select the button twice. THe first time, it closes the currently open menu, and then on second click it finally opens the desired menu. Video attached.
This is what the widget switcher setup looks like now:
I feel like I haven't changed anything, but now my character doesn't change pitch (the camera doesn't move up or down) based on mouse input.
Note that I can't use Use Pawn Control Rotation and haven't before anyway I think because I'm working on a multiplayer game (if I do this, the pitch is not replicated at all)
I'm at a total loss right now and have no clue where to even look to fix this.
The weird part is that the yaw works perfectly fine, but pitch is set up the exact way, so how come it doesn't work anymore?
(the pitch doesn't change even when just doing singleplayer stuff btw)
Maybe it does switch on the first click but you've hidden it? I'm not sure what's up. But what would happen if you bypassed the branch and went straight to Set Active
Maybe the fuller realization would be a double boolean (try the AND node), where it also checks if the button clicked corresponds to that index before toggling visibility
Cuz otherwise it's just always toggling visibility
So whichever widget index is active is the only one displayed
Yeah and that works, but I want to be able to close the menus, hence the current setup
Otherwise at least one menu will always be open
then none of them are visible, as I need to set it as visible first
is it possible to Set local location of an actor instead of Adding Local location?
local offset*
Just have an index empty (purely a invisible border)
Big-brain move right there
Although, how would that let me toggle them on/off
Ah, I think I know how
Hey can anybody tell me that how can I make a dynamic crosshair like I want different type of crosshair for different weapon and that crosshair should spread when character move anybody know how to do that
Okay, no, I cant seem to figure it out. I tried to set the invisible widget as active if the selected button is already visible, but then for some reason, once clicked again, none of the menus pop up again ๐ง
This was my idea, but that failed
@sand yacht set relative location
thanks
Personally id make custom buttons that can, on clicked, return their respective index aswell
You just need to check if current index != desired index
If they are the same, set index to 0
If they are inequal, then set to new value
Does the blueprint of anyone else also keep turning out like this ๐
Can someone help me a little bit how can I use this blueprint for my decal ?
or this one
i need help, the IsPunching variable is in player controller because it gets triggered by a button, the problem is that i need that variable in my Animation BP because if the variable is true it triggers an animation.
i just need someone to tell me what that Target is
It's the controller if thats where the bool lives
The target would be owning pawn->PlayerController
Unless you can get controller directly
You'll have to cast it tho since the generic controller reference won't give you access to variables on your custom controller class
How would I go about adding a sound when the door opens? Is that something I do in the Car blueprint?
Here's the door animation section in the Car BP
Tidy and organized? ๐
Add an Event Track to your timeline
Kinda like my coloring book from when I was an infant ngl
idk
ok it works but i cant get the button to work now
Which part of it? The button that changes the variable? Or the one that starts the animation?
What's up with the IsPunching & IsPunching2 though?
I just deleted IsPunching2 because it was useless
So, is the button press not detected? Or is it the code that's executing wrong?
That still won't work, since you can't cast a pawn, to a controller, you have to do either of these:
Where "PlayerCash" of course is you punch variable
Punch is set to LMB, this is in player controller
ill try
When using the Timeline for sound, it plays the same sound when I reverse the animation (in this case to close the door). However, when revesring, it plays the same sound (from the start) when it reaches the end.
is there a way to tell it to use a different Event graph when the animation is reversed?
Direction pin will return an enum you can use for a branch
none of those work, but the error says:
You have to connect it's execution pin:
and what can i connect it to
Well, I'd connect it when I need the variable.
Seeing as you are using it in a result pin, then maybe use "BlueprintInitializeAnimation", and then set it as a reference
Then you can just use it later
cant find "BlueprintInitializeAnimation"
You are in a animation blueprint right?
Exit the statemachine, and go to the event graph, it should be there
ok what do i do now
The cast the playercontroller from there, and and then set it as a reference, then you can use it in the statemachine by getting the reference
how do i set it as a reference
Like you would create any other blueprint variable
yes but i dont know to do that either
How did you create the punch variable then?
lmao
Hey guys, I have an array of meshes I'm looking to trigger an animation on the server but my problem is that I cannot specify the meshes because they depend on being 'from Persistent Level'. The only way I can specify the meshes is via the level blueprint because it can detect the meshes within the level, but I can't replicate them from there but anywhere else like a Gamemode BP or Character BP I cannot specify the level specific meshes if that makes sense. Any help much appreciated!
ok i just cant seem to set it as a reference, exactly how do i do it?
Drag out the pin from the "As controllername and press -> Promote to variable
That variable is your reference
now?
You can either create one yourself, or simply:
@signal hornet if they are placed in the level you could just make a direct reference using instance editable on the mesh array variable
You also can use the node "Get player controller" and connect it to that cast
should it be like this?
Try right click on the error and refresh
Yes, but you still need to set the reference in the event graph, you still have to exec the cast
then you can use The variable as a "get" and then get the punch in the state machine
Also, cool shortcut: if you select several nodes and press "Q" you can straight them up ๐
i have no more errors
but there is still a problem
What's the issue?
the button doesnt work
i have created a system that sets the IsPunching variable to true when you press the button and to false when you release and when the variable is set to true the animation plays
bot it doesnt work
So, if you hold down the button, nothing happens?
nope
Is the state machine setup correctly?
How about just starting out with just setting it to true
And you didn't by any chance switch the transitions around?
and you did put the cast into the event graph?
try a print node on the button, if the print does not show up in console you need to enable "recive input" in the object your trying to creat this from
Is in the player controller so it should receive it automatically
it receves the input
Seems something like that
oh sorry, i didn't notice that part
How did you set up that variable Farinah?
haha
oops
witch event graph, animBP or PlayerController
animbp
the IsPunching variable?
Yea but where are you setting it?
this is my event graph rn
this is still wrong
Yea xD
In the event graph of the animbp, you need to conect that player controller cast in the node Event Blueprint Update Animation
In the animBP, go to the Event Graph,
press it
Then from BlueprintInitializeAnimation -> do the cast, and set the variable
It's not better to set it in the BlueprintUpdateAnimation? it's a variable that you need to know about it everytime, idk if it will work in the initialize
is this the problem?
I'm doing it in the "InitializeAnimation", but I know that the stuff done there, won't change
In that case you need to connect the input in the Player Controller, not the set speed, you're omitting the player controller there
what input
Something like that
i dont have promote to variable, only promote Pin to variable
hey guys, I have a question, whenever I die in my game, the camera never shows my death, but instead points toward the -X axis. It'll only show my death if I died facing the -X axis
And this in the transition
yes but is punching is a variable from player controller
Nope, use "Get player controller"
And don't set the player controller variable, create one on the animBP, and set that one
ok works
I know it's confusing but you'll get the hang of it ^^
Wait, it won't work if you set the player controller variable
Or it will work but there's a better way xDD
it wont work if i set the is punching variable in the AnimBP because i cant toggle it with a key
Create a "is punching" variable in the animBP, and then set that "is punching" animBP variable with the Player Controller "is punching", so you have that local variable there, that's the same from the controller but you just can use the variable alone and it's cleaner
Like I do here
And then you can just use that variable
like that
Exactly ๐
it works
yeeeee
thanks to all the people that gave me their time @copper steppe @versed rune @willow phoenix @tawdry surge
You're welcome ^^
I've been there and it can be confusing as hell in the beginning but you'll end up getting the abstraction of Unreal and it will get easier, good luck ๐
Im having a super weird bug that scales/deforms unit (you can see the spears get bigger), when Rotating instances.
There is a clear bug, its not the static mesh that is wrong.
https://streamable.com/a9px1s
https://cdn.discordapp.com/attachments/221798862938046464/997488776328785981/unknown.png
How do i fix this problem?
I googled and it seems this is a prevalent bug, that has not been fixed. So im trying to find a work around. Pls anyone, help me.
Your image isn't loading properly, can post again?
Sure.
can you see it now?
Yes, but it doesn't appear that you're doing anything incorrect in your code. You go through a full rotation (front, left side, back, right side) and only in the left and right does it appear that the spear may be larger which makes me think that your spear mesh may be wider in one axis.
Have you tried placing a single unit on the screen at each of the rotations to see how it looks?
Unrelated but related : only mark the render state dirty on the last index
yes
i will show you a video of the unit in different position
but not rotated by update transform
they are fine
https://streamable.com/3tamvu
As you can see the distortion only happens when i rotate the instances.
But not when rotating the actor that contains them.
Unfortunately this is not looking good. Because in most situations i need to rotate them they look super inflated.
pls help me find any work around for this. even if its something unconventional. i need to fix it
I tried that too. Didnt change much. But thank you for reminding me, its a good practice for performance
If squize doesnt know how to solve this. then we are screwed
Havnt had a chance to look at it lol
we used to be able to spawn cascade emitters, how do we spawn niagara emitters?
Do is it just the spears? Are you using vertex animation from a material?
yup its a VAT instanced static mesh. No its not just the spears. Its the whole soldier
So what happens if you simply rotate an ism?
With that material?
Or
What happens to the ism without it ?
Basically the same way. Slightly different function name. Spawn Emitter will spawn Cascade, Spawn System will spawn Niagara.
Should i put my movement logic in the player controller? or the character blueprint
Char usually
Unless you have good reason to have it in the controller
depends what kind of game you want to do, if you never intend to have anything else as a playable character it doesnt really make a difference imo
not really, its the same for every character and it's literally the definition of controlling them lol
ill just put in the character then
Make a parent char then
I spawned a Character in BP with SpawnActor, but the MovementComponent does not work on the spawned Character. Why is that and how to fix it?
Make a child class and implement the movement..
Pretty sure base characters don't have the inputs set up by default
Not sure what that means tbh. I still do not understand why it works when I put the BP into the scene, but not when it is spawned on runtime
Auto recieve input ?
Whats that?
This is not working when the BP is being spawned.. only SetRelativeRotation works
Rotating the instances? thats what im doing?
thats a good idea to test. I will test it with small cubes to see if they also distort
but right now i was trying to solve it by adjusting the scale everytime i rotate. a bit like cheating you know
Hi guys, I have a level in UE4.27, and I have grouped a load of static meshes together. Is there a way to turn these all into a navmesh (as well as the static mesh they are now)? Thanks!
Right, but if you figure out why it happens in the first place, it could all be fixed properly :p
Hacks usually only last so long
Then some edge case comes along and tears it all down
How would I go about scaling an actor in my map smoothly over time? I can seem to only find it for rotation
set scale 3d
that is instant
VInterpConstant
interp it
For linear
Slap it in a timeline if you want curves
Or use an extra curve asset, but thats some extra work
Thanks I will look into these
But it seems its a bug that happens a lot and has no fix. i googled it a lot
That is why i trying to jump in to hacks
because they all are saying there's apparently no fix
Chivalry 2 uses vat all over the place. I remember them talking about it in a live stream, but don't remember how technical they got on it tho
i had a similar issue before using just sprites
but i solved it using this:
These empty spaces appear in between my instanced static meshes when I generate my level in 4.8: Itโs fine in 4.7.6: This only happens when I rotate the instanced static mesh. If the rotation = 0, everything aligns perfectly. Blueprint for spawning my instances: If I manually place the static meshes in my level they align perfectly a...
you see
thats so weird
yet it solved it
but its not working in my situation right now
its an issue with the rotation
it scales stuff up sometimes
So I'm having issues trying to smoothly scale this actor, this seems to only do large jumps regardless of what I set interp/delta too
Am I supposed to loop it slowly til it's the desired size?
And delta should be a tiny number like .0016
Tick will provide it or you can get world delta in seconds
i would do it with a timeline, but im also a noob and dont know if thats the best way to do it
I like timelines, but then you'd just use a regular lerp node
^
timelines gives you some out of the box flow control, curves and whatnot
which often comes in handy
anything done in a timeline can be done on tick, but requires some extra to get it working the same way
lerp(StartScale, TargetScale)
Is it always changing or just over a defined time when something happens?
is there a way to check if i am overlapping an actor of a specific channel type?
other than tracing around me
Is that the only channel you care about?
yes, i am making a thing where you can phase through things like walls
i want it disabled if you are inside the wall
Or Tick example
Ok so non phasing, you block walls. Phasing, you overlap them?
yup
im not sure what he wants to do, looks like on button press the scaling should happen
i think Ben pointed it out
That's a timeline
thats what i said i would use for this ๐
Continually scaling driven by HP for example would be on tick.
Do you overlap anything else that you care about?
nope
You can either use end overlap to check for overlaps then switch back to non phasing
Or do a capsule trace
I would do the capsule trace on end overlap. You don't wanna be stuck phasing cuz you're overlapping a trigger volume for example.
note that no overlap events are generated when you turn off collision
i learned that the hard way the other day
Well yeah, overlap is still a form of collision.
yeeah well stupid me got confused by the "generate overlap events" tick box which was still set to true with no collision ๐
Either way you do the check for "Can I quit phasing now?" on end overlap.
should be greyed out imo if it doesnt work anyway
Ah thanks everyone I have it scaling smoothly now ๐
maybe someone can enlighten me, i have this setup, when i scale the anchor (scene component) i can see both components (collision and mesh) scale appropriately. but in the game the collision doesnt actually scales up/down
Is it's scale set to relative or absolute?
Nah in the details of the component
๐คฆโโ๏ธ its relative...
Oh, then idk.. that should scale it with the anchor then
let me try something
thanks, will try that
yeah its weird, because in the viewport both are scaling
scale 3d didnt work either ๐ฆ
if I have a component on an actor blueprint, how do I make that component instance-editable?
got it working by plugging in the collision directly into the transform node as a 2nd target, still weird that it doesnt work like in the viewport
@winter kettle if you mean show up in the details panel of the level, they already do that
right, I completely missed that, thanks
Figure out which post process you are seeing the reference it in a blueprint (could be level blueprint, maybe character blueprint idk where your post process is) and you can drag off of it and set the motion blur float value.
I have this Call In Editor function, but I don't see the created component in the Details panel, how do I add it in a way that the component shows in the details panel in-editor
It is the stock ThirdPerson gamemode
Gamemode has nothing to do with post process. A post process is something placed on your level. Thereโs also a global motion blur section I believe somewhere in project settings.
@winter kettle pretty sure components created via the BP graphs just don't show up in the components or details panels
alright, thanks
I know but I have an issue where regular motion blur value turns screen into mess on certain timescale, so I wanted to fix that by lowering or disabling blur on that scale
Okay so you can reference your post process which contains the motion blur and check to see if youโre on that specific timescale and adjust the float value of the motion blur accordingly.
So where exactly do I find the blueprint with blur effect?
the node or something
Where is your post process? Is it part of the level? Is it attached to a character or pawn as a component?
Wait nevermind youโre a Russian supporter with โUN is uselessโ on your discord bio. Iโm no longer interested in helping anymore.
Lmao
Kinda cringe
does this ring any bells for anyone? I have a blueprint using static mesh components where Im running a "boxtrace by channel - visibility" on a player pawn - the box trace detects the static mesh when spawned as an actor but not from the BP
Cant quite figure out how this could be
While Im here, can I get a 5th content browser somehow (other than the content drawer)?
Check collision profile on both versions
maybe one or the other is not doing the mesh default
where do I find that again?
Just started using ue5 for the first time
I've set up a very basic controller which literally just has this a blueprint that detects WASD input and applies a force based on that, which works fine, but for some reason my character is perpetually moving to the right even if I press nothing, like this:
https://gyazo.com/106bb744e62e05cf44406cd07fa91190.gif
Mesh editor is where you'd see the default collision profile
Is it a character or a pawn simulating physics?
The character has UE5's default gravity feature on, yes
is it an actual character?
show the blueprint
also show your code surrounding the wasd -> force bit
This is from the mesh editor
input axis event nodes calls every tick, the axis value is between -1 and 1 (0 if no input)
He got it, just forgot to hook the AD one up. WS is set up right
Show the collision when spawned from the BP
you can just inspect it in the world
shift F1 to jump out of pawn
select the thing and look at its collision profile
Can I select individual components?
I won't stop you
top right, you can see all the components inside it
ooo
its a little weird, because I created several other blueprint actors like this one before that didnt end up with this issue
Idk what I did with this particular guy
ya idk. I don't see a point in spawning it at runtime, just set it up in the actor and hide it or disable it or whatever
Check its collision in the BP
hi does anyone recomend any cource or video that explains every blueprint in a way that after i could make anything i wanted
Thereโs a whole bunch of official courses over at https://dev.epicgames.com/community/learning?application=unreal_engine
Free
thank you
Even more strange: The character actually falls through my BP if I remove the box trace
But the static mesh component on it is set to block all, how does that make any sense?
Did you check the collision settings in the BP editor?
You can override the collision settings on a static mesh in a blueprint, you probably did that
You mean on like the static mesh component in the BP?
Yes
No that looks normal to me oddly
but when in the world it changes?
It appears to be related to the mesh
I tried adding another static mesh component with a different mesh (in the same BP), and that one collides fine.
If I then take that same static mesh component and switch the static mesh to the newer one the hit events goes away again
hey guys, I need to set a particle system at runtime. For a sk mesh I would go with SetSkeletalMesh, what should I look for to set my particle at runtime? Thanksss
i think "spawn emitter" might be what you are looking for
mmm but I have a particle system attached to my pawn as component let's say, which is empty. On spawn I want to be able to assign it
spawn attached would give me two particles then right? (one empty)
yeah i think so
you are basically spawning one, but im sure there is a way to switch the one you allready got
yeah that's what I was looking for
should be as easy as changing a skeletal mesh, but apparently I'm missing it ๐
you can drag the particle system into the bp as a reference, im currently looking for a function to set it
node is called "set template" dragged off the particle system reference
Niagara Emitter component or soemthing like that
i think hes using legacy particle system
so cascade system component or something like that
uhh i need help integrating steam sdk into my game
in the documentation it says to move some dll files into my engine folder
but the sdk files i downloaded dont contain any dll
This fixes my problem from a few days ago too
Was wondering why that was happening
you should have steam by default in ue4? At least I did this with my game
then why would they tell me to do this in the documentation?
i have some steamworks files too but they are not the ones described in the documentation
im refering to this part of the doc
i checked every folder of the sdk manually now, these files simply dont exist
Hey guys! Quick question if I was trying to check distance from a zombie spawner blueprint, how exactly would I go about checking if the player is near to spawn zombie on said spawner. To be more clear, the way cod zombies has it setup, so zombies only spawn in surrounding areas. Sorry if this question was messy for yall Im still new to Unreal and im doing the best to try to explain it.
by checking the distance between the spawner location and the player location
Sounds good! Thank you!
I was told that Set Timer Event is cheaper than Timelines.
But i find myself having to create 2 events to make a proper lerp.
Is this actually cheaper? Or Timelines win in this context?
Eh... They are two different concepts
You don't really swap them out
Either you need a timeline or you need a timer
Also you are using inputs from LerpSplinePoints outside it's scope (inside LerpSplinePointsTick) which is incorrect
And the way your wires look you are doing this a bunch of times
thank you
so how could i pass arguments from a function to this event?
This is the only way i found so far. By creating 2 events. One calls the set timer, and carries the parameters, the other is the actual event timing
But please tell me what should i do instead. Because im about to do another 6 of these ๐
I mean they are working. Im just thinking if this is not the correct way and what should be the correct way.
Promote them into variables and use those
Do blueprint macros not work with wildcard maps
But isnt it better to have less variables. That way im only using the events, and am not creating global variables
That only makes sense inside a function
It's not guaranteed that the input still has the value it had originally
BPs are c++
And c++ doesn't allow this
Function and event inputs are only valid in their scope
And in BPs the scope is the white exec line
If there is no connection between the event and wherever you use its inputs, you are doing something incorrectly
No white exec wire connection that is
And at that point you need member variables
To share the data between two functions/events
That's nothing bad, that's just how it works
ok i decided to post an image showing the whole event for better context:
you see. im using everything? nothing is going to places where its out of context.
if i understood correctly
So this was part of my effort to unclog my character blueprint. This way i dont create extra variables
Again you can't use inputs from the top event in the bottom event like this
So they should be variables
But i can still use these two funny events?
oh well at that point then its not needed
but so far i didnt have any issues. it worked out well
this event is part of an Actor Component called Extra Functions, inside a Character. I made this Actor Component, to kind of "Export" a bunch of functions that were clogging my Character blueprint everywhere.
This particular function deals with a special attack from my soldiers, where they encircle the enemy, by moving through a spline.
Hey there, I have an simple question. I'm attempting to make a camera setup and I do remember seeing an example on YouTube but I can't find it anymore cause I don't remember what it's called anymore. How I can describe it that it's a camera placed somewhere it follows the player smoothly but it slows down as it reaches it's limit on how far it turns to the player. The question is what is the name of that setup. I really don't remember.
It's a little bit similar to this one but has limits of how far it turns.
How to re-create the fixed third-person cameras that games such as Silent Hill and Resident Evil are known for. Topics covered: Level blueprint, custom events, blueprint scripting, camera handling.
CONTACT:
Twitch - https://www.twitch.tv/bevd0g
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E-Mail - un...
no idea what to call it, but I could tell you that it's probably a camera actor that the view target of the controller is set to. Whether you're using one camera or multiple is a different issue, but either way you could probably drive that through your level BP, or possibly the character. Depends a little bit on your use case
and slowing the camera turn rate is a bit dependent on how your cameras exist in the context of the game, like if it's something you can check distance / rot on via the level I'd do that personally
I'm attempting to setup a camera that rotates a little bit to an actor smoothly but now all the way. I know I found it somewhere. Just can't find it because I don't remember what it was called. I don't need instructions, just the name. If you don't know then okay. I've just been looking a lot and no luck yet so I just attempted to ask here if anybody who'd know the name. Thank you for at least answering. If I can just find it again, I'm all good.
I couldn't even guess what to call it, but it sounds simple enough just to replicate
Hello! I have a 2D png that I need to have hovering over a 3D actor object. How can I do that? Decal seems to require it to intersect a surface but I basically just want a floating plane.
widget component based on a widget
Really? Widget seems like overkill
how else would you do it? ยฏ_(ใ)_/ยฏ
try it I guess
you mean appear on top or what?
Like a signpost.
you mean you want it to always face the player?
I want it to not always face the player
put it in world space then
As a widget?
as a widget component on that actor, yes
@tropic pecan To me it sounds like something you would design through your level BP, maybe. Have a min and max world rotation and do some vector math to make your turn rate scale down based on how close you are
I don't know your project or idea so if that doesn't work out it's understandable
I'll find something. I did find some camera rotation limit videos. I'm just researching a last camera setup I once found that may have some answers to my Turn Based JRPG setup when selecting enemy units is all.
You can probably make a BP that inherits from the Camera Actor and do something funky like checking when or before the rotation changes to see how much it should actually move, or something
If I have this right, the camera is stationary, and it should turn slower once the character that it normally follows is on the outer edges of a predefined area?
I already did say I have some information like that, I was just looking for a name of something. I did appreciate your responses.
There's no need to say further unless I have another question.
put some meatballs onto it and you have a great meal ๐
now i want spaghetti ๐ฆ
Yes, I do think that's the case. I'd have to check it up again. Thank you.
there you go ๐ al dente
I'm still pretty bad about it, but he should definitely get that under control. Reroute, collapse, call variables multiple times if you have to. Makes it much easier to come back to without going crazy
Hello! is this the right channel to ask a question about my inventory (drag and drop) blueprint? Thanks! ^^
the organisation of the wires alone would drive me insane
I'm bad about running wires under other nodes, or running blue wires over each other and getting completely lost when I come back to what I did
yeah sometimes you cant avoid it, but multiple wires crossing multiple nodes is a nono for me ๐
the auto curve thing that node wires do can make it pretty messy but you can almost always avoid it imo
thats what reroute nodes are for
but the thing is, sometimes being all tidy when you eventually are not going to need this function.
so i think like, im just gonna do it as fast as possible, then i fix it right after. i promise. then i always forget
I mean like how it still makes a bell shape towards the reroute pin, meaning you need even more space to fit whatever it is
you need to use multiple of them ^^
That's true. It's like envelopes in timeline editing software
and yeah using more functions or interfaces cleans it up further
hello, when deleting actors in the level from call in editor functions, sometimes actors randomly become unloaded and fail to delete.
What's causing this issue?
I've tried to use collapse more for single-use cases and it definitely helps
im with a dilemma right now.
I have an instanced static mesh of soldiers inside my blueprint. And sometimes this group of soldiers is attacked from 4 sides at the same time.
I have a function that deals with the lerp of turning the closer soldiers to the point of the attack of the enemy.
And it works if im attacked once by one side.
But if im attacked by 4 sides, almost at the same time. How can i make the soldiers turn to each different side at different times?
It would need something like an asenchronous function right?
could you split up the group and rotate them to the nearest enemy ?
yeah i saw those once somewhere, still havent used them yet
very helpful for sweeping things under the rug haha
Ah i see. But the function that deals with turning my soldiers, would still be busy turning the soldiers attacked from the right. So how do i then make the other soldiers also turn, when the function is still busy lerping from the first attack?
I mean they are 1 instanced static mesh inside 1 BP
I believe it would run another instance of the function
thats what i mean by splitting them up
you wouldnt command the whole group to turn at once but the individual soldiers to their specific targets
From what i tested it is not doing that. Its just "overwritting"
does the function affect all units or something?
I think it's a scope issue more than anything
No. It affects just the selected instances.
yes thats what im doing. But say you ahve 10 soldiers. You call function, and send argument Soldier 1 and Soldier 2, turn west. They are turning. But while they are turning im attacked again from another side. If i call the function to turn Soldier 6 and Soldier 7 to east, it will be messed up
so your function affects all soldiers and not the individual ones
wouldn't the function end almost immediately? I wonder if the issue is more about turning multiple units at once
by that I mean you're obviously not controlling turn rate through the function, because they don't support timelines or delays iirc
yeah but if it affects all soldiers and they are attacked from multiple sides they would just spin around
It takes like 1 or 2 seconds. But if im attacked twice during those 2 seconds, it will break.
I don't think the function runs for that entire duration
are you playing an animation for that or something ?
functions are usually faster than can be perceived, especially small ones
Its a lerp
interpolated over what? @cyan bone
Z rotation
what's the time element here, turn rate?
Yaw
time is set timer like 0.05
outside of the function?
i think in c++ they would use a new thread for this. but i know nothing
so iirc functions are designed to run as quickly as possible. Your function is not active for the entire time it takes to turn, ergo your issue is something else imo
sorry i meant an Event in the event graph
it's probably getting called into your delay
I think you should designate your turn rate somewhere else and actually use a function for this
with the way you've described it, turn rate isn't really applicable, right? That's a controller thing
you could also use a branch with a bool setting a variable "turning" when the soldiers turn, and prevent turning while they are turning but thats a bandaid
yup its a bandaid. Because imagine my army is attacked on 5 sides. then some sides will be lagging
remind me again, is the issue that nothing happens while the first set is turning, or is the issue that the second set overwrites the first before the first completes?
yeah thats why i think you need the functions to target the individual soldiers so they can turn independently even when they are selected as a group
welcome to programming^^

sounds like maybe he's trying to call a function but it's stopping at a delay node that's already triggered?
u cant use delays in functions
or the same exec I mean
correct

i have to test it more. maybe im doing something wrong
but i think maybe i would need a new actor spawned
yeah ngl but it can be fixed
that takes care of each movement separetely?
probably don't need it
why bother?
so that he is separate
why not just make an actor for every soldier?
I think you can just instruct them from the controller or whatever this is
yeah I also don't get why not
Because they are instance static meshes already inside one bp
are u playing this on a potato?
you have an actor for every soldier allready i believe? or can you just select the whole squad ?
no i have huge squads
how huge?
goes from 200 to 3k
like AI War 2k ships big, or like 20?
ok, make a single soldier and then make a group of single soldiers to build your squad
so how many units would be involved in a battle?
im aiming at 50k
@limber parcel limit is 70 actors at once before fps is affected. If he has squads then e needs to be more efficient. In various cases efficiency is worth it.
depends if its real time or not
What he is doing is absolutely correct
well I hope you're not using collision for each, because that's a pretty huge fps killer in some cases
im using collisions just in specific situations.
maybe it would actually be better to make ur own object type instead of actors
build everything out of niagara ๐
I guess part of the question should be: how individualized do you want these to be? should the group generally do the same thing (single actor / less for more), or should they all do their own thing (1:1 (laggy))?
Ue5 mesh flip book also works
i think i will just spawn an actor that takes care of movements that are differentiated in the same squad that need to be synchronous? I dont see anything else working in this situation.
i have only glanced at niagara yet and it looks terrifying as a beginner tbh lol
it's... okay. I also haven't done a lot with it, but it's all just parameters to modify a base value. More artistry than anything I think
They mostly do the same thing. Its only now that im comfronted with this problem. A squad can be attacked in some occasions by multiple units almost at the same time from different sides
@solar sequoia
If that happens then then the EVent that takes care of that, will be busy
pretty sure the core issue is that you're using a delay in the main actor to control the rate of the individuals, right? You should use breakpoints to see what happens when your execution fails the second time
the question is also how intelligent you want your soldiers to be, or if you leave it up to the player to choose attack targets
the impression I get is that the squad is one actor that does a singular task, right? all that really varies is the number of "soldiers" in it, but that's more cosmetic and data-driven than anything
Delaying is bandaid. I can only delay so much. It will be noticeable. If i delay the left flank side for lerping and responding to an attack, because the right side is doing it, it will look fishy
yes, the issue is that you're doing that
it sounds like it's failing the second time because your delay is active. Try to use individual turn rate or something else
If it's okay to ask, I am currently having a problem with the dragging and dropping mechanic in my inventory. Every time I hold click to drag and drop an item into a different slot, it starts to duplicate itself that is shown below.
I am not sure if the problem consists of me having 2 slot indexes, or something might be wrong with my refresh slot function.
Oh i got it. I see. This is what i can do. C branch to see if someone is using the function. If it is, then just add the new soldiers that need to be lerped to an array, and their destinations. hm
that sound bad imo
you might want to find a solution other than lerping it with a delay
its with a set timer
im having trouble reading everything on that screenshot but the issue should be fixed by adding a do once node at the correct spot
Thank you for responding!
I will try what you said and see if that would work!
just send a screenshot, please
its a big mess ๐ ๐ ๐ I will try to make a simple one that is readable and communicates the issue
I mainly just need to see the delay/timer/timeline (you've said all 3), because that's where the issue might be
Have you used breakpoints so far?
From what I can see, your first Set Array Element node should likely have some kind of input for the "Item" value. Drag off from it and do a "make" and then just fill it with blank details (not sure what your structure is set up like).
Your refresh slot may also only be running on the target slot and not the slot where the drag originated from.
Thank you for your help!
I do believe my refresh slot seems to be at fault here, because my inventory window refuses to update itself when I run over an item to pick it up with the inventory window open
So this is simplified version of what im doing
before i lerp it i push the origins and the destinations
ops no
wait
yeah so that's probably not the issue here. Like I said, you're probably misusing your time element here, so you should send a screenshot of that
you can collapse what you sent into a function, even. Makes it a little cleaner and a bit more efficient (?)
Sorry that one was wrong
ok. you see i push the indexes of the instances im moving into ST origins and ST destinations
so again, I don't need to see this because you know it works. Please send the section of your code that contains your timeline, timer, delay etc.
I feel the need to reiterate that you're using a time element from a single source (actor) to control individuals (static meshes). The expected issue would be much like the one you're experiencing
Usually using brakepoints and skipping through noded by node of unfamiliar bugs is the best way to understand the issue.
Every single part should do exactly as expected. If you are unsure, make some test code do something more obvious like printing or debug strings etc.
I understand. So maybe the only way to do this is by spawning a separate actor called "Specific Soldiers Movement" that just deals with movement of each separate groups of soldiers inside my blueprint actor being attacked when needed. then destroy it
please just send a screenshot and I can help you
Im having a hard time making a inventory system. I made one but released it cant support unique items. Like how do i give a weapon durability and keep that durability be remembered in the players inventory?
I'm like 80% sure what the issue is, but I don't have your code so I don't know
I believe that it would be stored on an instanced object as a variable?
that's the way I've seen, after taking a short look
iirc you can create a struct with the item information and add it to your items to hold that information
I currently have a map with a name and quantity integer. Is there a way to add additional information to the map?
ok i need to organize this. this is a mess
Referencing actors seems like a bad way to do it
map can have just 2 different types inside
that's not really what maps are for. I might not be the one to ask, but would you want a struct?
to me it sounds like you should be using instanced objects because they're heavily individualized, but I haven't done this before
You should probably have an item. Either UObject or Struct. On it is the quantity, and the type of item it is. And you can also add a Map or Array to that of GameplayTags/Floats, which will let you put 1 to several thousand stats on a single item with no change in structure.
I'm adding controller support but some of the UI stuff expects a mouse etc so I need help adding gamepad support to my menus Vert. slot boxs
i need to be able to scroll through the options with my keyboard/controller but right now i can only change with my mouse by clicking on the arrows
so this is what it looks like highlight using my keyboard vs hovering with my mouse, If anyones willing i can also stream it in voice chat
I have a strut for what an item does but as far as im aware a struct cant be used as a inventory list
no, but it would be an individual item in the inventory
I think objects are a more concise way, though
the inventory list itself would be an array of structs
create a input bind
you only want it to scroll if that part is selected right?
The current problem i have is i want a battery to retain it charge when i pick it up. Cant find a way to keep that info in the players inventory
you store the info in the item
You should change the brush based on focused for that widget. That'll make them look the same. For keyboard or gamepad, you simple override KeyDown events like DPadLeft, or A, or Left, and have that all run the same event as clicking the left array.
So every time a battery is created it will be a unique actor that persists in every save game? Since its a actor that keeps the battery level inside its self
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.
smth like that, theres only 3 options rn so i can need to increase or decrease the value by pressing left/right
Ill check it out
A structure is just data. You can use a structure to indicate the contents of an inventory slot, with a variety of different values that can be stored in the structure. An inventory can be made using just an array of a structure.
^ that's the efficient way to do it btw, then you can just iterate through your array to adjust UI stuff
my inventory system uses volume. Don't have slots. And you cant modify structs in real time so that doesnt really let me set a battery level
you could just simply create an input bind for that then in project settings then it checks what is selected and increases/decreases the value
Hey guys
pls is it possible to implement the voip system without having to using the online subsystem?
I am using a server related to gamelift
? yes you can modify the value of structs, just not their parameters / variable types. Try breaking your struct, making it with everything including the modified value, and then setting the value of the struct
look at the video i sent, it explains it pretty well imo
Wait i can modify structs in game? That was be so nice
yeah one sec
That would make everything easier
like that because I've made the mistake of not plugging in all break to make pins, setting everything to zero ๐
sorry for taking so long.
This one rotates all the soldiers
https://i.imgur.com/r3GrQTJ.png
obviously replace "slatebrush" with your struct
what does "create event" do and why are you calling it 10 times per second?
You can also use "Set members in <struct type>" to set values.
ops sorry
amazing, that will make everything easier. I just wanted a in game spread sheet to fill data and struts are almost that
I never knew that. do this instead @cyan bone
aaand learned something new again! thx @dawn gazelle
what a shame. i connected the loop, not the Completed
Im rotating the units 90ยบ just that
sorry I pinged the wrong person
ignore the thing I just pinged you in
@versed spruce use set members instead of the thing I showed you. I guess UE really does have a solution for everything
Just be careful whether it's a reference to an actual struct as the input. If it's not by ref, then it won't set the value in the actual struct. Eg. If you pull a struct from an array, you need to reset the value into the array as it may be returning a copy, not a ref.
this whole break/make thing takes up so much space in a BP, so much cleaner to set it directly ๐
ah ok have to get a ref then not a copy
I had no idea that was even a thing tbh
Im gonna have to fuck around with it to learn it but this will help a lot. You are my savoir guys
me neither
structs are kinda easy once you make the first one. I use them all over, just apparently have been setting them wrong ๐
only the movement animations are replicating for the paragon assets. How do I get the attack animations to replicate for multiplayer
through a replicated event, generally
Ill ive wanted was a spread sheet to keep data in. I was so excited when i found them but wasn't able to set them in real time
I wonder if i could use a struct of arrays (groups of soldiers), and then lerp them like that in that one function
not really a solution to your issue imo
@cedar sparrow some animations are easily replicated because they're technically procedural, like if your anim BP knows to play the jump animation when a specific bool gets set, you just replicate the variable, but for event-driven stuff like attack animations, it's probably best to use a server RPC
is there any way to get accurate normalization of small vectors in blueprints? the default normalize function is kinda really inaccurate. for a vector [0, 0, 0.001] it gives me a 0 vector. if i crank up the precision it instead gives me something like [0.27, 0.69, 1.0] which is not even close to being correct, the vector drifted sideways dozens of degrees. how do i make this better?
welcome to floating point precision lol
How would I do that? the attacks are just set to the InputAction binding
so let's say 1-10, how confident are you with networking stuff? I won't explain every step if I don't need to
okay i know there is inherent limit to precision in using floats but isnt it like 7 orders of magnitude? the error here is way bigger
like a 3. if you want to just point me to a resource i can do some research on my own so i don't waste your time
not to be dismissive, but I don't really know. Can you normalize just one float at a time or something?
no big deal. Do you at least sort of understand how replication works? or what a remote procedure call is?
I'll explain whatever I need to
hm, maybe thats the way, i'll try it
you are just data
I've been found out.
So I know a little bit about replication. As in you need to enable it on certain components to make them show up in other clients. But I haven't dealt with RPCs yet
so the idea is that a client can't just do something and expect it to replicate, because the client isn't authoritative. The server is, and whatever the server does that's designated to replicate will do so to the clients
this is all an rpc is. You create a custom event and choose who will run it, and it will run in that configuration when that's called
and dont forget about HasAuthority node
there's a lot to know, but let's just do this one thing first and I'll tell you what to read to learn what you need
So this should be run on server then right?
its only needed if you want to run stuff on server as a client
that's what he needs in this case
he's right that you shouldn't always use that, but in this case it's correct
he can also use shared space with authority switch or not?
for effects and stuff yes
stick with me for the moment, but the client can't call a multicast, but the server can, so you call a server rpc into a multicast to play your montage
but on a replicated actor u basically dont need a multicast
u just have to make sure code runs in correct instanced with HasAuthority switch
Ok so I set the event to multicast. I need to make another event that is the server rpc that calls this event?
but for convenience u can still use run on server, multicast etc
yeah, pretty much
thats correct if ure using listen server
which i am
if you use dedicated server u dont want this to run on the server
makes sense. luckily its listen only for me ๐
yeah listen server are easier to manage i guess
so what does that look like? a normal function or does it need a replication setting too
it looks ok
but wait
im not sure if the montage needs to be called on server or client
multicast
technically it should be replicated though
something like that
@cedar sparrow
this case is a little weird. Normally it's just something the server needs to do, so you server rpc, or maybe an owning client once in a while
oh hey this worked
I suggest you read the whole thing, maybe skipping C++ stuff if you haven't done it, and just reference that whenever you need to. Specifically the graph that shows what actors are replicated, from the Game Instance down to the pawn
๐ like I said, it's fairly easy. You just have to be used to doing everything kinda roundabout to make sure it runs where it should
Ill get to reading. thanks!
I am trying to use ConvertMouseLocationToWorldSpace but it seems like its returning the location of my camera not the mouse or something
err not exactly, it follows the mouse but its all the way up against the screen if you will. instead of on the ground/terrain/object my mouse is hovering
how can i smooth a lookat roation? I have it so my AI looks at me and shoots
its very snappy right now
RInterp To
thanks!
might be doing something wrong forgive me still learning
https://gyazo.com/ff628395a07f0a3a234633b4cdaeb371
@astral stratus the interp is designed to change things a little on each frame so that it's a smooth animation that happens over time. It has to be done on Event Tick. (And you need to give it the delta time or World Delta Seconds.)
i thought converting delta time to a variable and setting it on the tick would work
Get World Delta Seconds node will give that to you. No reason to store it into a variable
ahhh thats right
But in any case the interp needs to happen every frame, so the rotation has to happen on tick
ok
You can control the ticking with Set Actor Tick Enabled node if you need to conditionally turn it on/off
BTW you don't need to cast to your character class to Get Actor Location
It'll work without the cast
Unless you're checking something idk
Hard to say but you need to put Event Tick on your event graph, and move the Set Actor Rotation there
so put the tick in and just plug it into the set actor rotation?>
Probably. I can't see your whole graph so I can only guess what you need to do
Event Tick is an event that executes once per frame
And delta seconds is the frame time
ok
Accessed None means it's trying to get invalid data
ill show you the whole thing gonna take 2 screen shots though
Go for it
Guys what will be the performance difference with making with complete blueprint or with C++
When making a open world game something like a small town of 4*4 km
depends?
@astral stratus your scenario is actually pretty tricky cuz you want to do a series of actions. It might even be easier to do it with a Timeline component, where the turret turns toward the player during the timeline and then shoots on complete.
Ah back to timlines lmao
but the path of least resistance given what's on your graph could be...
replace the target for the 2nd Get Actor Location node with Get Player Pawn, lol
Any rough estimate
or well, then the turret will always look at the player no matter what. Hmm...
I guess start with actor tick disabled. Then when the OnSeePawn event fires, enable actor tick.
(Class Defaults panel has the option to disable actor tick by default)
ok
Then the SetActorRotation stuff will only happen after OnSeePawn is called
and if you have an event that detects when the pawn goes back to unseen, you can have it disable actor tick
and the turret rotation will halt
havnt gotten that part done yet but thank you
Make your item definition include some info that could be used for the battery level, if items as structs is what you're doing
You dont need to get the element ?
Simply remive the randomly found index
Remove*
Structs are mega cheap, you can have a field like
float Condition
or
float CustomFloat
to represent level for a battery, something else for seomthign else, etc
@gentle urchin i tried to remove that as well
I have arrays of custom ints, floats, and vectors for my struct representing a saved and customized vehicle part.
BTW how does a struct with an array in it get serialized?
cuz you don't know the array's size in bytes
Sure it finds an index?
Also if this array is an input of the function you need to input it by ref
Well now you've added to it
Before the check
It might still be true, but atleast your test doesnt prove it..
What are you trying to do?
Atleast not by what im seeing
Also what is the scope of this array, is it a local variable?
How do you know it's not removing?
how would you suggest I test to prove it
@faint pasture its not local var, i know its not removing because the number is repeated after being removed
trying to make a dice roll
Why would this be how you do a dice roll
but each index cant be repeated
@faint pasture how would you suggest to do it then?
Random int from 1 to 6 lol
..
I need to store the all sides of the dice
and the number has to add to 21
random int from 1 to 6 wont work lol
What's the use case? Are you doing something where anything beyond the face-up number matters?
Like is this physical dice?
yeah it will be a physical object
WHy not just let physics do the work for you?
do you want the number before doing the animation/physics or after?
you are saying to have a dice and let it roll with physics right
I mean a random int from 1 to 6 is good enough for most games, I'm trying to nail down exactly what you need here
^
in this case, each side of the dice, will affect each side of a wall, the number will affect the walls ( such as dynamically changing the walls with different numbers)
thats why i have to store the value of each side
so it's more than just the face up number
I would say so
so you need one of the 24 orientations it could land in
Why 21?
do you care if they're in canonical order?
like the 1 and 6 opposite?
or just that they don't repeat
k then make an array from 1 to 6 and call shuffle array on it
aight ill try it
you'll have a jumbled up array with all 6 numbers in it
then just call indices 0,1,2,3,4,5 your top,right,front,left,back,bottom or whatever
if it MUST be accurate to real dice you can just roll a number from 1 to 24 and have that be one of the 24 orientations a dice could have
I am currently already doing that
It looks like you're trying to reimplment shuffle array on your own
it's a node
just call it
^ sounds like a neat solution
you know what
Now I'm interested in randomly rolling the orientation preserving the actual orientation of dice
with the numbers oposite
thats pretty good solution
but yeah i might also want to preserve orientation for the fun of it
Also, not an issue anymore,
your solution works i just did it
But one of the reasons your function repeats
Is that you're pulling from a random
A random is random or every call
So when you get it the first time, some number is added from index X. Then you remove some index Y
You must save the valurs of random if you wish for them to persist
i checked that the random stays the same until the next loop
I would honestly recommend that because it might look weird to have a 1 next to a 6 instead of opposite, and it would also allow for some patterns
im sure you are making a point @gentle urchin I might just not be following
although it constrains your random generation space down to 24 options instead of uh 6^6?
nvm it'd be 6!
720
If you checked by the same method as your isValid, then its a false positive
@gentle urchin how do I check it properly?
Every time you connect a "pure" function (a node without exec pins) to an executed function/event (a node with exec pins), the "pure" functions are called again. So if you connect a "Random..." node to two executed nodes, it'll roll two different random numbers. The "Random" node doesn't remember the last thing it rolled. That's what's going on in the screenshot you posted JFYI
Hello, I mostly prototype little games for fun, but I find myself repeatedly creating the same classes and actor components (Health System, Experience System, AmmoSystem, etc...). Do yall create like a "core library" of modular components you use often? What would be the best way of doing this (in terms of making them accessible through different projects and updating them) (Also sorry if I'm interrupting, I don't know discord etiquette and if its cool to add another conversation)
@faint pasture @gentle urchin @tight schooner thank you yall for helping, I appreciate it, have a goodnight mates
The only safe way is to save it in a variable untill you are done
Plugins
@tall rain re: interrupting... it's par for the course in this channel. Don't worry about it
I have a project that's just a container for plugins I've made for various systems. Just drag and drop them and you're good to go
But then you always have to go back and update the core
Which is fine if you're structured
But for me thats troublesome ๐คฃ
I want some autosynced plugin that i can edit on the fly in any project :p
Automagically linking them together across different projects will take some source control or symbolic link magic but it's doable I'm sure.
Not worth the trouble for me, I just dev in context then update the Plugins project with the latest whenever I want
Perhaps engine plugin solves it ? Not sure if you can edit them "randomly"?
Ya engine plugin would but then your team members aren't getting them and it's not nice and contained in the project
Honestly im just making it to be an issue. Its less of an issue than i want it to be
Not too much trouble to manually update unless you're changing projects 5x a day.
I'm pretty beginner so I've been creating a ton of new projects. The plugin idea seems like the way to go if its easy to update. can I update the plugin form inside multiple projects? I know I would have to update them in every project though but im likely not going back to projects cause theyre mostly just to have fun while learning UE
My oldest is from 4.1 lol
It's been upgraded all the way up to 5
I bet it has some cruft in it
I havn't done any real work on it for a few years, just keep it up to latest engine and make sure it compiles. I decided that a multiplayer only action game is a bad idea for a small outfit.
Exactly, old learning projects
The design was basically Arathi Basin with 3rd person RPG action combat. Way too ambitious.
As most early projects are
Like
I have a project named mmorpg
Who am i fooling ๐คฃ
Me and what army
Apparently my oldest is UE4.12 (2016)... a 2-man project that was going to be a DayZ-esque multiplayer game with little or no graphics; just 3D sound and VOIP with grid-based movement in a pitch-black dungeon. It was as much the nebulous game design that killed it as the tech requirements. We didn't have a strong idea of where to take it.
But at least I got my feet wet with blueprinting
Thats usually my struggle aswell, and is why i abandoned my last project
Not having a clear idea of what the end result is
And I get influenced by input i asked for, but ignorantly starts to implement parts of it before i realize i'm drifting to far from the original idea, losing motivation :p
Yeah I looked it up, April 2014 is when I started on my oldest project lol
man they moved fast if 4.12 was only 2 years later
Time goes by to fast
I need more time for my projects
Guess i cant have more, so only solution is to clone myself
That or hiring ๐ฎโ๐จ
Couldn't find my first video but this is the oldest video of my first project I could find.
"sure, a pvp game for your first project while you're learning how to program and also learning blender is a great idea"
It's a start, as you say in the video! Well done while learning!
"Back in the day we didnt have no dang tootorials" old man noises
xD
multiplayer for first project thats hardcore mate
heli giraffe
I'm still multiplayer but at least it's not a dedicated server competitive 20v20 action RPG game lol
LOL true dat
Hi, i have set up an axis mapping for mouse X. However i always have to hold down the mouse button for it to work, else it doesnt work if i swipe the cursor across the screen. How do i make it work without holding down the mouse button?
Set Input Mode
In the actor?
Hello. If I had a big event like... 'Disable all locked doors' that affected multiple blueprints where would I put that event?
I get confused by the game mode / player controller,
Hm, maybe something like a manager? Interaction manager that handles all interactions?
Use action mapping or a branch to check for value.
, oh nvm discord failed to properly update
Is there a better channel for an absolute newbie to ask blueprint questions?
no, but u should watch some tutorials before u ask stuff like "how do i make multiplayer"
No I was going to ask a question about a step in this tutorial im going through that I didnt understand
wel then what are u waiting for xD
It was just a basic tutorial on adding movement input to a pawn, ill link the actual tutorial then ask question
I understood all the steps for taking the player input, scaling to a max speed then combining all those together. I thought that would lead to movement, but then the tutorial had me add this section
and I dont really understand its purpose
can i get any point info of spline mesh component?
like how many points a spline mesh componet have or anything like that?
AFAIK a single spline mesh component only has a start and end point
here are the nodes available for spline mesh components
Spline components (no mesh) can have multiple points
but if you want to cover a spline component with spline mesh components, you have to spawn several of the latter AFAIK
Hello there
The add node does not work :/
I am trying to add an actor to the array but when I check that array it's empty for reasons
That's about it... I should mention that this array right here is in a struct, which then is contained in an array of structs itself, since I needed something similar to an array of arrays but had no other way to do that
But I think it should work anyways
I am using axis rn, Iโll try using action in a bit
but in ue4, if you drop a spline mesh actor in the scene, it will have at least 2 points
start point + end point = 2 points
iirc, we can edit it, like add more points?
but i have no idea why i cannot do this now
i havent seen it before but im guessing it reduces the movement speed, something like drag
Is there a quick way to temporarily "comment out" blueprints?
so I can take them out of the equation without fully deleting them
yeah sorry idk much about spline mesh actors. I know about spline mesh components. I'm looking at the actor now; as far as I can tell it contains a single spline mesh component. Not sure what else is possible with it.@still rain
There are some tutorials online that detail how to loop through a spline component and systematically attach spline mesh components all along the spline component. I'm sure if you google you can find one
@trail sierra Right click on node and "do not compile"
might need to tick an editor option to show that
it's just splineMeshComponent with an actor
@trail sierra in UE4.26 anyway, to enable the commenting-out of nodes, go to Editor Preferences --> Content Editors: Blueprint Editor --> Experimental section
click the chevron to reveal more
Allow Explicit Impure Node Disabling
I knew how to do it with spline component...but since the asset i get is a bunch of spline mesh actors...