#blueprint

402296 messages ยท Page 947 of 403

versed rune
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Yup, that's also a way to do it

gentle urchin
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Not really, no

hollow schooner
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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

versed rune
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Yep, that's a perfect use for components tag, good luck ^^

hollow schooner
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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

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Or what I need to google? Cant find anything matching when I do a search

limber parcel
gentle urchin
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Not sure what happens when you press brakes etc,

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perhaps a "Widget Switcher" is suitable

hollow schooner
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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

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I already have the same setup, now I just want the UI to change. I'll look up widget switcher, thanks!

humble flume
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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

sand yacht
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For some reason this node only works when I'm clicking on the object rather than when I'm hovering over it

limber parcel
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maybe its not focused or something

sand yacht
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How would I focus it then?

jagged stone
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Does anyone else have a problem where sometimes double clicking does not work for creating reroute nodes?

tight schooner
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Can't say I've had that issue (UE 4.26 though)

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are you running any node graph plugins? Just stabbing in the dark here

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otherwise I got nothin'

jagged stone
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I haven't changed any plugins for default, the rerouting works if i restart

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Then it just randomly seems to die sometimes...then the only way to create reroutes is to drag them out

tight schooner
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are you running dual monitors?

jagged stone
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Yeah, oh weird, yeah if i drag the graph onto a different monitor it works

tight schooner
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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

jagged stone
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So now to decide if i want to work with my head turned all the time, or use double click rerouting ๐Ÿ˜„

limber parcel
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u can probably force it in code too or something, i dont know much about UI stuff sadly

sand yacht
versed rune
limber parcel
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its a lie i would never use dropbox

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๐Ÿšฎ

gentle urchin
hollow schooner
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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.

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This is what the widget switcher setup looks like now:

midnight ravine
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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?

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(the pitch doesn't change even when just doing singleplayer stuff btw)

tight schooner
gentle urchin
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The idea with the switcher

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Is that it hides the not active ones

tight schooner
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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

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Cuz otherwise it's just always toggling visibility

gentle urchin
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So whichever widget index is active is the only one displayed

hollow schooner
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Yeah and that works, but I want to be able to close the menus, hence the current setup

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Otherwise at least one menu will always be open

hollow schooner
sand yacht
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is it possible to Set local location of an actor instead of Adding Local location?

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local offset*

gentle urchin
hollow schooner
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Although, how would that let me toggle them on/off

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Ah, I think I know how

humble flume
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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

hollow schooner
# hollow schooner Ah, I think I know how

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 ๐Ÿง

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This was my idea, but that failed

tawdry surge
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@sand yacht set relative location

sand yacht
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thanks

gentle urchin
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You just need to check if current index != desired index

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If they are the same, set index to 0

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If they are inequal, then set to new value

smoky elm
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Does the blueprint of anyone else also keep turning out like this ๐Ÿ˜‚

near wolf
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Can someone help me a little bit how can I use this blueprint for my decal ?

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or this one

last charm
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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.

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i just need someone to tell me what that Target is

tawdry surge
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It's the controller if thats where the bool lives

copper steppe
tawdry surge
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You'll have to cast it tho since the generic controller reference won't give you access to variables on your custom controller class

hollow schooner
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How would I go about adding a sound when the door opens? Is that something I do in the Car blueprint?

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Here's the door animation section in the Car BP

hollow schooner
versed sun
smoky elm
copper steppe
last charm
copper steppe
last charm
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I just deleted IsPunching2 because it was useless

copper steppe
last charm
copper steppe
# last charm

That still won't work, since you can't cast a pawn, to a controller, you have to do either of these:

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Where "PlayerCash" of course is you punch variable

last charm
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Punch is set to LMB, this is in player controller

hollow schooner
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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?

tawdry surge
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Direction pin will return an enum you can use for a branch

last charm
copper steppe
last charm
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and what can i connect it to

copper steppe
# last charm 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

last charm
copper steppe
last charm
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yes

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in the state machine

copper steppe
copper steppe
# last charm 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

copper steppe
last charm
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yes but i dont know to do that either

copper steppe
last charm
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ah ok

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sorry

copper steppe
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lmao

signal hornet
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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!

last charm
copper steppe
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That variable is your reference

last charm
copper steppe
last charm
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where did you find that variable

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i cant see it anywere

copper steppe
tawdry surge
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@signal hornet if they are placed in the level you could just make a direct reference using instance editable on the mesh array variable

versed rune
# last charm now?

You also can use the node "Get player controller" and connect it to that cast

last charm
versed rune
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Try right click on the error and refresh

copper steppe
# last charm should it be like this?

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

versed rune
last charm
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but there is still a problem

copper steppe
last charm
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the button doesnt work

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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

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bot it doesnt work

copper steppe
last charm
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nope

copper steppe
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Is the state machine setup correctly?

last charm
copper steppe
# last charm

How about just starting out with just setting it to true

And you didn't by any chance switch the transitions around?

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and you did put the cast into the event graph?

willow phoenix
# last charm

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

versed rune
versed rune
willow phoenix
versed rune
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How did you set up that variable Farinah?

copper steppe
versed rune
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oops

last charm
copper steppe
last charm
versed rune
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Nope, the PlayerController one

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In the animbp

last charm
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i just created it

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idk

versed rune
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Yea but where are you setting it?

last charm
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this is my event graph rn

copper steppe
versed rune
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Yea xD

last charm
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but i dont know how to make it not wrong

versed rune
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In the event graph of the animbp, you need to conect that player controller cast in the node Event Blueprint Update Animation

copper steppe
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In the animBP, go to the Event Graph,
press it

Then from BlueprintInitializeAnimation -> do the cast, and set the variable

versed rune
last charm
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is this the problem?

copper steppe
versed rune
versed rune
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Something like that

last charm
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i dont have promote to variable, only promote Pin to variable

versed rune
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Wait

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This is how you want it

shrewd hedge
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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

versed rune
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And this in the transition

last charm
last charm
versed rune
last charm
versed rune
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Instead of get owning pawn

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For the player controller

versed rune
# last charm

And don't set the player controller variable, create one on the animBP, and set that one

last charm
versed rune
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I know it's confusing but you'll get the hang of it ^^

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Wait, it won't work if you set the player controller variable

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Or it will work but there's a better way xDD

last charm
versed rune
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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

versed rune
versed rune
last charm
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like that

versed rune
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Exactly ๐Ÿ™‚

versed rune
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And it should work

last charm
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it works

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yeeeee

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thanks to all the people that gave me their time @copper steppe @versed rune @willow phoenix @tawdry surge

versed rune
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You're welcome ^^

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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 ๐Ÿ˜‰

last charm
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thanks

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โค๏ธ

cyan bone
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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.

dawn gazelle
cyan bone
dawn gazelle
# cyan bone 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?

gentle urchin
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Unrelated but related : only mark the render state dirty on the last index

cyan bone
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i will show you a video of the unit in different position

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but not rotated by update transform

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they are fine

cyan bone
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pls help me find any work around for this. even if its something unconventional. i need to fix it

cyan bone
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If squize doesnt know how to solve this. then we are screwed

gentle urchin
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Havnt had a chance to look at it lol

zealous moth
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we used to be able to spawn cascade emitters, how do we spawn niagara emitters?

gentle urchin
cyan bone
gentle urchin
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So what happens if you simply rotate an ism?

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With that material?

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Or

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What happens to the ism without it ?

maiden wadi
zealous moth
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ahhhhhhhhh

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ty

cedar sparrow
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Should i put my movement logic in the player controller? or the character blueprint

gentle urchin
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Unless you have good reason to have it in the controller

dry condor
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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

cedar sparrow
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not really, its the same for every character and it's literally the definition of controlling them lol

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ill just put in the character then

gentle urchin
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Make a parent char then

trim matrix
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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?

tawdry surge
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Make a child class and implement the movement..
Pretty sure base characters don't have the inputs set up by default

trim matrix
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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

gentle urchin
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Auto recieve input ?

trim matrix
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Whats that?

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This is not working when the BP is being spawned.. only SetRelativeRotation works

cyan bone
cyan bone
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but right now i was trying to solve it by adjusting the scale everytime i rotate. a bit like cheating you know

cursive elbow
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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!

gentle urchin
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Hacks usually only last so long

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Then some edge case comes along and tears it all down

civic badge
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How would I go about scaling an actor in my map smoothly over time? I can seem to only find it for rotation

tawdry surge
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set scale 3d

civic badge
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that is instant

gentle urchin
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VInterpConstant

tawdry surge
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interp it

gentle urchin
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For linear

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Slap it in a timeline if you want curves

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Or use an extra curve asset, but thats some extra work

civic badge
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Thanks I will look into these

cyan bone
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That is why i trying to jump in to hacks

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because they all are saying there's apparently no fix

tawdry surge
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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

gentle urchin
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So.. its a VAT issue?

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There's no issue without it ?

cyan bone
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but i solved it using this:

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you see

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thats so weird

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yet it solved it

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but its not working in my situation right now

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its an issue with the rotation

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it scales stuff up sometimes

gentle urchin
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Im using ISM extensively,

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never seen this

civic badge
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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

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Am I supposed to loop it slowly til it's the desired size?

gentle urchin
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Interp requires tick,

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or updates per frame

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atleast to be smooth

tawdry surge
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And delta should be a tiny number like .0016

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Tick will provide it or you can get world delta in seconds

dry condor
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i would do it with a timeline, but im also a noob and dont know if thats the best way to do it

tawdry surge
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I like timelines, but then you'd just use a regular lerp node

gentle urchin
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^

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timelines gives you some out of the box flow control, curves and whatnot

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which often comes in handy

dry condor
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i wouldnt lerp it at all i dont think

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just scale it up over time

gentle urchin
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anything done in a timeline can be done on tick, but requires some extra to get it working the same way

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lerp(StartScale, TargetScale)

faint pasture
gentle urchin
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timeline example

zealous moth
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is there a way to check if i am overlapping an actor of a specific channel type?

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other than tracing around me

faint pasture
zealous moth
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yes, i am making a thing where you can phase through things like walls

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i want it disabled if you are inside the wall

gentle urchin
faint pasture
zealous moth
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yup

dry condor
zealous moth
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i think Ben pointed it out

dry condor
faint pasture
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Continually scaling driven by HP for example would be on tick.

faint pasture
zealous moth
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nope

faint pasture
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You can either use end overlap to check for overlaps then switch back to non phasing

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Or do a capsule trace

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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.

dry condor
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note that no overlap events are generated when you turn off collision

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i learned that the hard way the other day

faint pasture
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Well yeah, overlap is still a form of collision.

dry condor
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yeeah well stupid me got confused by the "generate overlap events" tick box which was still set to true with no collision ๐Ÿ˜„

faint pasture
dry condor
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should be greyed out imo if it doesnt work anyway

zealous moth
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against all odds i did this

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works well

civic badge
#

Ah thanks everyone I have it scaling smoothly now ๐Ÿ™

zealous moth
dry condor
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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

tawdry surge
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Is it's scale set to relative or absolute?

dry condor
tawdry surge
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Nah in the details of the component

dry condor
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๐Ÿคฆโ€โ™‚๏ธ its relative...

tawdry surge
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Oh, then idk.. that should scale it with the anchor then

dry condor
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let me try something

tawdry surge
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You can do set actor scale or scale 3d or something

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Get em all at once

dry condor
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thanks, will try that

dry condor
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scale 3d didnt work either ๐Ÿ˜ฆ

winter kettle
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if I have a component on an actor blueprint, how do I make that component instance-editable?

dry condor
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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

tawdry surge
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@winter kettle if you mean show up in the details panel of the level, they already do that

winter kettle
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right, I completely missed that, thanks

rich isle
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How to edit motion blur with blueprint?

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For example changing it with key

broken wadi
# rich isle How to edit motion blur with blueprint?

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.

winter kettle
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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

rich isle
broken wadi
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Gamemode has nothing to do with post process. A post process is something placed on your level. Thereโ€™s also a global motion blur section I believe somewhere in project settings.

tawdry surge
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@winter kettle pretty sure components created via the BP graphs just don't show up in the components or details panels

rich isle
broken wadi
rich isle
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the node or something

broken wadi
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Where is your post process? Is it part of the level? Is it attached to a character or pawn as a component?

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Wait nevermind youโ€™re a Russian supporter with โ€œUN is uselessโ€ on your discord bio. Iโ€™m no longer interested in helping anymore.

acoustic lava
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Anyone know retargeting

spark robin
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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

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Cant quite figure out how this could be

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While Im here, can I get a 5th content browser somehow (other than the content drawer)?

faint pasture
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maybe one or the other is not doing the mesh default

spark robin
timid rock
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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

faint pasture
faint pasture
timid rock
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The character has UE5's default gravity feature on, yes

faint pasture
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is it an actual character?

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show the blueprint

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also show your code surrounding the wasd -> force bit

spark robin
timid rock
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This is it

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the whole thing

faint pasture
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You're telling it to run right continuously

spark robin
# timid rock

input axis event nodes calls every tick, the axis value is between -1 and 1 (0 if no input)

faint pasture
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He got it, just forgot to hook the AD one up. WS is set up right

timid rock
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ahhh im stupiddd

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im very sorry

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thank you for helping my blind self

faint pasture
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you can just inspect it in the world

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shift F1 to jump out of pawn

spark robin
faint pasture
spark robin
faint pasture
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top right, you can see all the components inside it

spark robin
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ooo

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its a little weird, because I created several other blueprint actors like this one before that didnt end up with this issue

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Idk what I did with this particular guy

faint pasture
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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

spark robin
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its not spawned at runtime

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its just a blueprint dragged into the scene

faint pasture
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Check its collision in the BP

worldly oar
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hi does anyone recomend any cource or video that explains every blueprint in a way that after i could make anything i wanted

broken wadi
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Free

worldly oar
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thank you

spark robin
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Even more strange: The character actually falls through my BP if I remove the box trace

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But the static mesh component on it is set to block all, how does that make any sense?

faint pasture
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You can override the collision settings on a static mesh in a blueprint, you probably did that

spark robin
faint pasture
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Yes

spark robin
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No that looks normal to me oddly

faint pasture
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but when in the world it changes?

spark robin
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It appears to be related to the mesh

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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

wary tinsel
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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

dry condor
wary tinsel
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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

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spawn attached would give me two particles then right? (one empty)

dry condor
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yeah i think so

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you are basically spawning one, but im sure there is a way to switch the one you allready got

wary tinsel
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yeah that's what I was looking for

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should be as easy as changing a skeletal mesh, but apparently I'm missing it ๐Ÿ™‚

dry condor
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you can drag the particle system into the bp as a reference, im currently looking for a function to set it

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node is called "set template" dragged off the particle system reference

faint pasture
dry condor
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i think hes using legacy particle system

faint pasture
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so cascade system component or something like that

wary tinsel
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yes cascade

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guess must be this one

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thanks everyone ๐Ÿ™‚

limber parcel
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uhh i need help integrating steam sdk into my game

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in the documentation it says to move some dll files into my engine folder

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but the sdk files i downloaded dont contain any dll

junior hedge
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Was wondering why that was happening

wary tinsel
limber parcel
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then why would they tell me to do this in the documentation?

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i have some steamworks files too but they are not the ones described in the documentation

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im refering to this part of the doc

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i checked every folder of the sdk manually now, these files simply dont exist

trim matrix
#

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.

limber parcel
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by checking the distance between the spawner location and the player location

cyan bone
#

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?

surreal peak
#

Eh... They are two different concepts

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You don't really swap them out

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Either you need a timeline or you need a timer

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Also you are using inputs from LerpSplinePoints outside it's scope (inside LerpSplinePointsTick) which is incorrect

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And the way your wires look you are doing this a bunch of times

cyan bone
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thank you

cyan bone
cyan bone
#

But please tell me what should i do instead. Because im about to do another 6 of these ๐Ÿ˜†

#

I mean they are working. Im just thinking if this is not the correct way and what should be the correct way.

surreal peak
#

Promote them into variables and use those

swift kestrel
#

Do blueprint macros not work with wildcard maps

cyan bone
surreal peak
#

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

cyan bone
#

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

surreal peak
#

Again you can't use inputs from the top event in the bottom event like this

cyan bone
surreal peak
#

Yes

#

I already said that

cyan bone
#

oh well at that point then its not needed

#

but so far i didnt have any issues. it worked out well

surreal peak
#

I have no idea what you are doing there so no clue

#

Yeah but it's still wrong

cyan bone
# surreal peak I have no idea what you are doing there so no clue

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.

tropic pecan
#

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.

solar sequoia
#

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

tropic pecan
# solar sequoia no idea what to call it, but I could tell you that it's probably a camera actor ...

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.

solar sequoia
hardy merlin
#

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.

solar sequoia
hardy merlin
#

Really? Widget seems like overkill

solar sequoia
hardy merlin
#

A plane?

#

I don't want it to billboard.

solar sequoia
#

try it I guess

solar sequoia
hardy merlin
#

Like a signpost.

solar sequoia
hardy merlin
#

I want it to not always face the player

solar sequoia
#

put it in world space then

hardy merlin
#

As a widget?

solar sequoia
#

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

tropic pecan
solar sequoia
#

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?

tropic pecan
#

There's no need to say further unless I have another question.

dry condor
tropic pecan
solar sequoia
ocean meadow
#

Hello! is this the right channel to ask a question about my inventory (drag and drop) blueprint? Thanks! ^^

dry condor
#

the organisation of the wires alone would drive me insane

solar sequoia
dry condor
#

yeah sometimes you cant avoid it, but multiple wires crossing multiple nodes is a nono for me ๐Ÿ˜„

solar sequoia
dry condor
#

thats what reroute nodes are for

cyan bone
#

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

solar sequoia
dry condor
#

you need to use multiple of them ^^

solar sequoia
dry condor
#

and yeah using more functions or interfaces cleans it up further

long whale
#

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?

solar sequoia
cyan bone
#

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?

dry condor
#

could you split up the group and rotate them to the nearest enemy ?

dry condor
solar sequoia
cyan bone
#

I mean they are 1 instanced static mesh inside 1 BP

solar sequoia
dry condor
#

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

cyan bone
solar sequoia
#

I think it's a scope issue more than anything

cyan bone
cyan bone
dry condor
#

so your function affects all soldiers and not the individual ones

solar sequoia
#

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

dry condor
#

yeah but if it affects all soldiers and they are attacked from multiple sides they would just spin around

cyan bone
solar sequoia
dry condor
#

are you playing an animation for that or something ?

solar sequoia
#

functions are usually faster than can be perceived, especially small ones

cyan bone
#

Its a lerp

solar sequoia
#

interpolated over what? @cyan bone

cyan bone
#

Z rotation

solar sequoia
#

what's the time element here, turn rate?

cyan bone
#

Yaw

cyan bone
solar sequoia
#

outside of the function?

cyan bone
#

i think in c++ they would use a new thread for this. but i know nothing

solar sequoia
#

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

cyan bone
#

sorry i meant an Event in the event graph

solar sequoia
#

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

dry condor
#

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

limber parcel
cyan bone
solar sequoia
#

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?

dry condor
#

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

solar sequoia
limber parcel
#

u cant use delays in functions

solar sequoia
#

or the same exec I mean

solar sequoia
cyan bone
#

i have to test it more. maybe im doing something wrong

#

but i think maybe i would need a new actor spawned

solar sequoia
cyan bone
#

that takes care of each movement separetely?

solar sequoia
#

probably don't need it

cyan bone
#

like an actor that just moves individual soldiers

#

the destroy it

solar sequoia
#

why bother?

cyan bone
#

so that he is separate

limber parcel
#

why not just make an actor for every soldier?

solar sequoia
#

I think you can just instruct them from the controller or whatever this is

solar sequoia
cyan bone
limber parcel
#

are u playing this on a potato?

dry condor
#

you have an actor for every soldier allready i believe? or can you just select the whole squad ?

cyan bone
#

no i have huge squads

limber parcel
#

how huge?

cyan bone
#

goes from 200 to 3k

solar sequoia
#

like AI War 2k ships big, or like 20?

dry condor
#

ok, make a single soldier and then make a group of single soldiers to build your squad

limber parcel
#

so how many units would be involved in a battle?

cyan bone
zealous moth
#

@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.

limber parcel
#

depends if its real time or not

zealous moth
#

What he is doing is absolutely correct

solar sequoia
#

well I hope you're not using collision for each, because that's a pretty huge fps killer in some cases

cyan bone
#

im using collisions just in specific situations.

limber parcel
#

maybe it would actually be better to make ur own object type instead of actors

zealous moth
#

I would use paper 2d

#

:)

dry condor
#

build everything out of niagara ๐Ÿ˜„

zealous moth
#

@dry condor ooo good idea

#

Pass it onto gpu

solar sequoia
#

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))?

zealous moth
#

Ue5 mesh flip book also works

cyan bone
#

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.

dry condor
#

i have only glanced at niagara yet and it looks terrifying as a beginner tbh lol

solar sequoia
cyan bone
zealous moth
#

@solar sequoia

cyan bone
#

If that happens then then the EVent that takes care of that, will be busy

solar sequoia
dry condor
#

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

solar sequoia
#

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

cyan bone
solar sequoia
#

it sounds like it's failing the second time because your delay is active. Try to use individual turn rate or something else

ocean meadow
#

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.

cyan bone
#

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

solar sequoia
#

you might want to find a solution other than lerping it with a delay

dry condor
ocean meadow
solar sequoia
cyan bone
solar sequoia
#

Have you used breakpoints so far?

dawn gazelle
#

Your refresh slot may also only be running on the target slot and not the slot where the drag originated from.

ocean meadow
cyan bone
#

before i lerp it i push the origins and the destinations

#

ops no

#

wait

solar sequoia
#

you can collapse what you sent into a function, even. Makes it a little cleaner and a bit more efficient (?)

cyan bone
#

Sorry that one was wrong

#

ok. you see i push the indexes of the instances im moving into ST origins and ST destinations

solar sequoia
#

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

foggy escarp
cyan bone
solar sequoia
versed spruce
#

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?

solar sequoia
solar sequoia
solar sequoia
dry condor
#

iirc you can create a struct with the item information and add it to your items to hold that information

versed spruce
cyan bone
versed spruce
#

Referencing actors seems like a bad way to do it

dry condor
#

map can have just 2 different types inside

solar sequoia
#

to me it sounds like you should be using instanced objects because they're heavily individualized, but I haven't done this before

maiden wadi
#

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.

halcyon frost
#

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

versed spruce
solar sequoia
#

I think objects are a more concise way, though

dry condor
#

the inventory list itself would be an array of structs

junior hedge
#

you only want it to scroll if that part is selected right?

versed spruce
#

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

dry condor
#

you store the info in the item

maiden wadi
versed spruce
#

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

dry condor
# versed spruce The current problem i have is i want a battery to retain it charge when i pick i...

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

โ–ถ Play video
halcyon frost
versed spruce
dawn gazelle
solar sequoia
#

^ that's the efficient way to do it btw, then you can just iterate through your array to adjust UI stuff

versed spruce
junior hedge
quartz girder
#

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

solar sequoia
dry condor
#

look at the video i sent, it explains it pretty well imo

versed spruce
solar sequoia
versed spruce
#

That would make everything easier

solar sequoia
cyan bone
solar sequoia
solar sequoia
dawn gazelle
versed spruce
solar sequoia
dry condor
#

aaand learned something new again! thx @dawn gazelle

cyan bone
cyan bone
solar sequoia
#

sorry I pinged the wrong person

solar sequoia
#

@versed spruce use set members instead of the thing I showed you. I guess UE really does have a solution for everything

dawn gazelle
dry condor
#

this whole break/make thing takes up so much space in a BP, so much cleaner to set it directly ๐Ÿ˜„

#

ah ok have to get a ref then not a copy

solar sequoia
versed spruce
#

Im gonna have to fuck around with it to learn it but this will help a lot. You are my savoir guys

dry condor
#

me neither

solar sequoia
cedar sparrow
#

only the movement animations are replicating for the paragon assets. How do I get the attack animations to replicate for multiplayer

solar sequoia
versed spruce
#

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

cyan bone
solar sequoia
#

@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

foggy otter
#

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?

solar sequoia
#

welcome to floating point precision lol

cedar sparrow
solar sequoia
foggy otter
cedar sparrow
solar sequoia
solar sequoia
#

I'll explain whatever I need to

foggy otter
#

hm, maybe thats the way, i'll try it

dawn gazelle
#

I've been found out.

cedar sparrow
solar sequoia
solar sequoia
limber parcel
#

and dont forget about HasAuthority node

solar sequoia
#

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

limber parcel
cedar sparrow
limber parcel
#

its only needed if you want to run stuff on server as a client

solar sequoia
#

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

limber parcel
#

he can also use shared space with authority switch or not?

solar sequoia
#

actually, no sorry

#

I believe you need a multicast

limber parcel
#

for effects and stuff yes

solar sequoia
#

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

limber parcel
#

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

cedar sparrow
#

Ok so I set the event to multicast. I need to make another event that is the server rpc that calls this event?

limber parcel
#

but for convenience u can still use run on server, multicast etc

limber parcel
cedar sparrow
limber parcel
#

if you use dedicated server u dont want this to run on the server

cedar sparrow
limber parcel
#

yeah listen server are easier to manage i guess

cedar sparrow
limber parcel
#

it looks ok

#

but wait

#

im not sure if the montage needs to be called on server or client

limber parcel
#

technically it should be replicated though

solar sequoia
#

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

cedar sparrow
solar sequoia
#

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

solar sequoia
# cedar sparrow oh hey this worked

๐Ÿ‘ 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

minor lynx
#

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

astral stratus
#

how can i smooth a lookat roation? I have it so my AI looks at me and shoots

#

its very snappy right now

astral stratus
#

thanks!

tight schooner
#

@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.)

astral stratus
#

i thought converting delta time to a variable and setting it on the tick would work

tight schooner
#

Get World Delta Seconds node will give that to you. No reason to store it into a variable

astral stratus
#

ahhh thats right

tight schooner
#

But in any case the interp needs to happen every frame, so the rotation has to happen on tick

astral stratus
#

ok

tight schooner
#

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

astral stratus
#

sec

#

still learning so i might have something wrong

tight schooner
#

Hard to say but you need to put Event Tick on your event graph, and move the Set Actor Rotation there

astral stratus
#

so put the tick in and just plug it into the set actor rotation?>

tight schooner
#

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

astral stratus
#

it works but i now have an error

tight schooner
#

"Accessed None"? Show me what you got

#

On your graph

astral stratus
#

ok

tight schooner
#

Accessed None means it's trying to get invalid data

astral stratus
#

ill show you the whole thing gonna take 2 screen shots though

tight schooner
#

Go for it

astral stratus
#

actually i got a better idea one sec

trim matrix
#

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

fiery swallow
#

depends?

tight schooner
#

@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.

astral stratus
#

Ah back to timlines lmao

tight schooner
#

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

tight schooner
#

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)

astral stratus
#

ok

tight schooner
#

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

astral stratus
#

havnt gotten that part done yet but thank you

drifting peak
#

does anyone know why this doesnt remove index?

faint pasture
gentle urchin
#

Simply remive the randomly found index

#

Remove*

faint pasture
#

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

drifting peak
#

@gentle urchin i tried to remove that as well

faint pasture
#

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

gentle urchin
#

Also if this array is an input of the function you need to input it by ref

drifting peak
#

@gentle urchin it returned true every loop

gentle urchin
#

Well now you've added to it

#

Before the check

#

It might still be true, but atleast your test doesnt prove it..

faint pasture
gentle urchin
#

Atleast not by what im seeing

faint pasture
#

Also what is the scope of this array, is it a local variable?

#

How do you know it's not removing?

drifting peak
#

@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

faint pasture
#

Why would this be how you do a dice roll

drifting peak
#

but each index cant be repeated

#

@faint pasture how would you suggest to do it then?

faint pasture
drifting peak
#

..

#

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

faint pasture
#

What's the use case? Are you doing something where anything beyond the face-up number matters?

#

Like is this physical dice?

drifting peak
#

yeah it will be a physical object

faint pasture
#

WHy not just let physics do the work for you?

#

do you want the number before doing the animation/physics or after?

drifting peak
#

you are saying to have a dice and let it roll with physics right

faint pasture
#

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

gentle urchin
#

^

drifting peak
#

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

faint pasture
#

so it's more than just the face up number

drifting peak
#

I would say so

gentle urchin
#

Sounds like anything but face down

#

๐Ÿ˜…

faint pasture
#

so you need one of the 24 orientations it could land in

gentle urchin
#

Why 21?

drifting peak
#

@gentle urchin because all sides add to 21

#

and the numbers cant be repeated

faint pasture
#

do you care if they're in canonical order?

#

like the 1 and 6 opposite?

#

or just that they don't repeat

drifting peak
#

canonical order doesnt matter

#

just no repeat

faint pasture
#

k then make an array from 1 to 6 and call shuffle array on it

drifting peak
#

aight ill try it

faint pasture
#

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

drifting peak
faint pasture
#

It looks like you're trying to reimplment shuffle array on your own

#

it's a node

#

just call it

gentle urchin
#

^ sounds like a neat solution

drifting peak
#

you know what

faint pasture
#

Now I'm interested in randomly rolling the orientation preserving the actual orientation of dice

#

with the numbers oposite

drifting peak
#

thats pretty good solution

#

but yeah i might also want to preserve orientation for the fun of it

gentle urchin
#

Also, not an issue anymore,

drifting peak
#

your solution works i just did it

gentle urchin
#

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

drifting peak
#

i checked that the random stays the same until the next loop

faint pasture
drifting peak
#

im sure you are making a point @gentle urchin I might just not be following

faint pasture
#

although it constrains your random generation space down to 24 options instead of uh 6^6?

#

nvm it'd be 6!

#

720

gentle urchin
drifting peak
#

@gentle urchin how do I check it properly?

tight schooner
tall rain
#

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)

drifting peak
#

@faint pasture @gentle urchin @tight schooner thank you yall for helping, I appreciate it, have a goodnight mates

gentle urchin
tight schooner
#

@tall rain re: interrupting... it's par for the course in this channel. Don't worry about it

faint pasture
# faint pasture Plugins

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

gentle urchin
#

But then you always have to go back and update the core

#

Which is fine if you're structured

#

But for me thats troublesome ๐Ÿคฃ

#

I want some autosynced plugin that i can edit on the fly in any project :p

faint pasture
#

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

gentle urchin
#

Perhaps engine plugin solves it ? Not sure if you can edit them "randomly"?

faint pasture
#

Ya engine plugin would but then your team members aren't getting them and it's not nice and contained in the project

gentle urchin
faint pasture
#

Not too much trouble to manually update unless you're changing projects 5x a day.

gentle urchin
#

Yee fair

#

Usually stick with a project for some months

faint pasture
#

I have like 5 that are multiple years old

#

the joys of part timing this stuff

gentle urchin
#

Oldest project i got atm is from 4.14

#

Rest is history as they say

tall rain
#

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

faint pasture
#

My oldest is from 4.1 lol

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It's been upgraded all the way up to 5

#

I bet it has some cruft in it

gentle urchin
#

Holy shiet ๐Ÿ˜…

#

Is it released yet? ๐Ÿ˜‚

faint pasture
#

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.

gentle urchin
faint pasture
#

The design was basically Arathi Basin with 3rd person RPG action combat. Way too ambitious.

gentle urchin
#

As most early projects are

#

Like

#

I have a project named mmorpg

#

Who am i fooling ๐Ÿคฃ

#

Me and what army

tight schooner
#

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

gentle urchin
#

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

faint pasture
#

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

gentle urchin
#

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 ๐Ÿ˜ฎโ€๐Ÿ’จ

faint pasture
#

"sure, a pvp game for your first project while you're learning how to program and also learning blender is a great idea"

gentle urchin
#

It's a start, as you say in the video! Well done while learning!

faint pasture
#

"Back in the day we didnt have no dang tootorials" old man noises

gentle urchin
#

xD

drifting peak
drifting peak
#

heli giraffe

gentle urchin
#

What in the world

#

girafocopter

faint pasture
naive geyser
#

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?

naive geyser
fleet cedar
#

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,

pale blade
gentle urchin
#

Global bus?

#

Basically a dispatcher that can reach any blueprint ?

foggy escarp
#

, oh nvm discord failed to properly update

trail sierra
#

Is there a better channel for an absolute newbie to ask blueprint questions?

limber parcel
trail sierra
#

No I was going to ask a question about a step in this tutorial im going through that I didnt understand

limber parcel
#

wel then what are u waiting for xD

trail sierra
#

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

still rain
#

can i get any point info of spline mesh component?

#

like how many points a spline mesh componet have or anything like that?

tight schooner
#

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

safe iron
#

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

naive geyser
still rain
tight schooner
#

start point + end point = 2 points

still rain
#

iirc, we can edit it, like add more points?

#

but i have no idea why i cannot do this now

limber parcel
trail sierra
#

Is there a quick way to temporarily "comment out" blueprints?

#

so I can take them out of the equation without fully deleting them

tight schooner
#

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

still rain
#

it's just splineMeshComponent with an actor

tight schooner
#

@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

still rain
#

I knew how to do it with spline component...but since the asset i get is a bunch of spline mesh actors...