#blueprint
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Make some arbitrary change to it and force it to recompile maybe
Ok I think the problem is the Event is being called by code before the construction script has run!
I have a plane that has multiple static mesh pieces that all generate hit events when collided with (used to break them off on impact) but ever since I updated to UE5 the "Event Hit" node will only ever return my base Static Mesh as the "My Component" that was hit. Did they change this?
I'm having trouble with the Make SplinePoint node... I'm using a certain Z value on the location (100 for example)...but when I print back the spline point location it is not 100, it is 108.xxxx ?
Everything else I have set to 0 (scale/tagent etc..)
Where is the splinepoint just changing it's own values?
What point type do you use ?
For tangents etc
Does it change when yiu only add one, or when you add a second one
I've tried Curve/Curve Custom Tangent/Linear all seem to add this value to the position
When you only add one?
I ended up using custom for mine
Tangent calculations mess with it otherwise
I'm not even adding them to a spline yet, I'm just building an array of splinepoints
B.ut the splinepoints have position values changed immediately (before even adding the points to the spline)
How can they, if you havnt added them
That's what I'd like to know ๐ I'm literally just doing Make SplinePoint, then print the back the values in that SplinePoint...and they are different to what i just put in
What are you trying to do qith this anyways ๐
I'm calculating a bunch of points using line traces, then setup a spline between those points so that I can lerp move something along the spline
So first I'm building an array of SplinePoints, then do Clear Points and Add points on the spline to give it the new points; but if the array of points is not even what i entered then the final spline is not going to be right
You can lerp between regular vectors aswell just fyi
If you need curves tho.. then you're on one of many tracks
I need a timeline curve for the entire travel, so spline seems to the best way to do that
Easily done without spline, as long as you dont want/need the curves
I don't need curves (as in bends) in the spline; how would I travel between an array of vectors (with a single timeline curve?)
(location points i mean by vectors)
Can an Object deletes himself?
StartMovement -> Play from start (timeline)
TimelineUpdate -> lerp current loc to first index of pathVectors
TimelineComplete -> remove first index of pathVectors
But when the curve will be between each point, not the total travel
I needs to do the timeline for the total travel (not speed up/slow down etc... between waypoints), which is what will happen in your example
In your example if i have 5 locations i will run the timeline curve 5 times
You can calc the needed playrate
My timeline curve is not linear
If you want the entire path to take 1 sec, and the path is 100 units
......
Ok
I surrender
Really i just want the spline to be in the position i tell it to be in ๐
why my ai controlled actor not receiving input after i use Enable Input node?
instead of like 8 units off
Custom curve points is the way to go
Think im using the Add Point node in my setup
hey, can a "save game" handle mutliple slots in the same "saveGame" class ?
Took a whike to ge it right since i wanted fixed curves
Probably but sounds sub optimal
ok thanks, I would still give it a try, not mutch things to load anyway ^^
I'm trying to figure out this concept. I have two actors, actor A and B. I want to to able to move and rotate actor A and have actor B be in the same position relative to it like in the illustration. I want to do this without childing or parenting it
I'm able to do the movement right but the rotation is proving to be more difficult than I thought
Make actor b track actor a, and have a target pos/rot relative to actor a
Snap to it or lerp to it, depending on desired effect
This would be done on Tick()
Pos changes are the easy one
Rot is a bit more work, but there's a node for everything you need
Yeah pos is easy, rotation I can't figure out. There's the RotateVectorAroundAxis node but I don't understand it
Thats the one yes
I'm not sure where to input the location of the square
I thought Axis but it seems like that that acts more like a boolean array
@gentle urchin it seems the issue was using the Add Points node on a spline; when I use Add Spline Point node to add each position separately it seems to work fine
Ahhh, and then I add the polygon position to the return value
Setting z to 1 would be horizontal rotation
i think
I remember having some bs with it aswell
The out vector would be the new relative position
The degrees would be the delta rotation of ActorA
Since last rotation..
Kinda
I think atleast ๐คฃ
Does anyone create Take Recorder scripts here?
Convert Transform to Relative
Store that, move A, combine A.transform with the stored value, that's Bs transform
oh dear I might have been trying to reinvent the wheel there
Same lol
Combine == Compose?
Does anyone have any experience with the "Mirror Vector by Normal" node, it seems bugged out (sometimes does not mirror correctly?)
Is there a node to set all booleans in an array to true/false at once?
How can I call function from other blueprint?
I have function AddScore on other blueprint. How can I call it?
you need a reference to the object which uses the BP
With a reference to the bp you've made it
What Ben said
no
Daamn
use an foreach loop?! (that's what a node would do either ways)
Yeah i was gonna but i wanted to make sure there wasnt a node for that cause i thought doing each one separately might be unnecessary maybe even more expensive but youre absolutely right those two things literally would just be exactly the same
wow Im doing something similar rn, completely broken
Im doing click and drag sides of a cube to extend them, and rotation is somehow making that impossible and it just keeps exploding its so painful
I need to instantiate it but how
Thats a class ref, not an instance ref
how can i get "ref" to instance
Many ways. You could simply spawn it and save it that way
Or you could trace / collide for it
Or make itself register to some globally accessible class and access it via a global get function
Like playercontroller, playerchar, playerpawn, gamemode, gameinstance
Wherever it makes sense
yep I know, I think the ConvertTransformToRelative might work but it'll need significant refactoring on my part and it's 17.35 on the eve of an extra long weekend and I'm like ugh I'll just do that Monday
yeah all the relative and worldspace stuff is whats confusing me
I mean it mainly works its just very easy to make the whole cube fly away if youre not careful with it
even if I just make it too tall for some reason, no idea why it suddenly cant handle it
How do you access World Settings through Blueprint?
How come seemingly every tutorial and person on youtube uses their own custom Deal and Take Damage events instead of the built in Apply Damage and Take Any Damage
it seems like a waste to just make the same events and an interface to use them
Agreed
Depends on needs
If you only need damage, then the built in system is fine
Huh, when I press play, unreal engine just freezes
They might've heard about the horribleness of casts and how it sacks performance
I had that issue until i resaved all my assets and then restarted my engine
I dont understand, are the damage nodes casts? I thought that was casting an actor as another actor
lol im not at the level for jokes yet! ๐
Since damage is implemented at Actor level, everything thatnis an actorz can recieve damage
Everyone might not know this
why
I can't imagine needing more than this for damage, but maybe im wrong
unreal engine literally takes 10 gb of ram rn
In blueprints how would i print integer variable values as part of the string printed in the 'print string' node
Like when im printing "The new values is [the integer]"
Format Text
Append node, or format text node
I see
Getting a returnvalue is not that easy without c++ f.ex
Thanks
If you wanted to know how much damage actually was applied
any thoughts on how to prevent character from moving left right t but be able to rotate if it's being driven by one action key? I need to switch it on and off when it's needed.
How does Request pawn prediction event stuff work?
I'm trying to use it to tell my Ai where to aim a projectile
Can't find any good info on the use of it
What would you want to return? You use the apply damage node, pass all the info to the receive damage node. If you wanted to return anything after from the damaged to the instigator then that seems like the time for an interface
Yes exactly.
Return the actual damage dealt, after any mitigation, armor etc
If you wanted to display it f.ex
the apply node returns that already no?
Not by default, no
Hello any suggestions on how to create a whack-a-mole playable machine via blueprints? Thanks!
its probably something in your script
THIS IS WHAT I MEAN https://gyazo.com/8c82f83195c84444f06b4d0bfb99d0d5
I dont know what the hell can even be causing things like this
and the cube goes brrrrrrrrrr ๐คฃ
Just so I understand, you have the different sub-menus from both EXT and INT in one widget switcher?
And you only need 2 widget switchers to get the whole thing running? ๐ฎ
If i attach an actor to another actor will that create references between them so that they can call custom events from one another?
Not directly. You have these nodes to work with.
do those exist for components, or bones? I think I needed that at one point but didnt seem to exist
Also, how do you get this node:
That's a custom event.
For Components you have several options of getting a component:
Not sure on bones.
there seems to be a lot missing for bones
cant even seem to get a bone reference from overlap events
Yepp, only 2
The Custom event simply activates another camera,
you probably have your existing method for this, with some "SetViewTargetWithBlend" going on
Oh right, so what I've done here, basically
yeah ๐
So Now I just need to copy your "Active Widget Index" tree and I should be good to go
cheers man, really aappreciate it
Dont ask me if it scales etc, because i got no clue about that xD
i just know that this setup works ๐
does the job as i understood the request ^^
Definitely cleaner than the Mess I made lol
From what I could see in the videos, it looks perfect
๐
The limit of this sytem is that you can only animate one of the switch widgets at a time
so you cant fade one out while fading the other in
one must fade out. Then one can fade in ๐
What drives its rotation normally? You using Orient Rotation to Movement?
One more thing, do I understand correctly, that via the Widget Index I can now just replace the lower section that I previously used, with a single widget indet node?
I made a BP_GameState which inherits from CPP_GameState, but I cannot cast to the BP version, only the CPP version. Did I miss a step or something?
Very much so haha
Yep, it is driven which direction itโs turned by
That doesn't answer the question. Is rotation driven by movement direction or something else?
do you have Orient Rotation to Movement turned on?
So, I tried to copy and adapt the code, but the sub-menus are nto showing up. In my case, if I select the "colors" Icon I want the different color options to appear. That isnt currently happening.
Is it an issue with the index number?
Not quite sure how to set the index numbers
The index number to use is the sequence they exist in the widget switcher
Top is 0, bottom is 0+n, however many choises you got
From my understanding this should work though
"SelectColor" is index 0, which should show me the different color options . right?
Maybe this is screwing with it
I have a custom event that toggles the camera
its not 2 separate events
Gotta go for now, sushi on the table
enjoy
My casts are breaking every time I open the project ๐ญ. I am casting to my game state, but closing and opening the project converts the cast into a Bad cast node and I don't know why. Has anyone dealt with something like this before?
did you maybe move the gamestate file once? could be that it has an redirector which acts weird?!
No, I made the CPP, compiled, made the BP, and then started casting and running into this issue
@gentle urchin These are the buttons and the hierachy. What am I overlooking?
Did you compile while the editor was open?
No, I always close the editor before compiling
Barring that, I'd say you may have a corrupt blueprint?
Try creating a new BP, cast to that blueprint in another, save up, restart the editor and see if the bad cast node still pops up.
when does your module start up?
What do you mean? Like, when is the cast called?
"Modules": [
{
"Name": "MyProject",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"AdditionalDependencies": [
"Engine"
]
}
],
should be something like this in the uproject file
Looks like:
"Modules": [
{
"Name": "SL1",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine",
"AIModule",
"CoreUObject",
"DeveloperSettings",
"CommonUI"
]
}
],
can you check with PreDefault?
Sure
it's just a wild guess tho
Do I have to rebuild or anything after making that change?
no
Nope, causes me to crash on startup
that just changes when in the startup process your module is loaded
hmm, guess some of your dependencies don't work too well with it
It looks correct
Id ditch the flipflop
I tried casting to another class in the same file, I get the same issue. The class I am working in inherits from a plugin class, I wonder if that is the issue.
so your c++ class inherits from a plugins c++ class?
My hierarchy is:
BP Game State > C++ Game State > AGameStateBase
BP Widget > C++ Plugin Widget > UCommonActivatableWidget
How else can I go about that section If I only have one event?
which cast fails tho?
In the BP Widget, I call GetGameState->CastToBPGameState
The GS cast is failing
I tried getting the player pawn and casting it to my BP class, that cast also gets broken on restart
which engine version are you using?
5.0.2
well, overall your setup should work (and last time i've experienced such wonky behavior was 4.25, but also i was a noob back then :D)
You have two events ! Call it before the common event
How do you mean? Im talking about the Camera Toggle Cast section
Exactly
The cast is called from two events
One from interior menu going exterior
And vice versa
Damn, well, I will see if I can handle this where my widget gets created instead of in the widget
So what do you suggest I do here ๐ฎ
Cast it twice, once for each event?
Is there a way i can group my blueprints so that if i like, wanna spawn a random enemy out of the collection of all my enemies, i can refer to that grouping of blueprints?
Like this
you could make an array of class references in your spawner blueprint
No, combine them after their separate menu switch
Litteraly reverse the nodes
is it expensive to be putting these arrays of every possible enemy class into one blueprint?
Separate menu switch?
especially if i might be doing that kind of thing multiples times in different blueprints?
Just reverse them. Then at the end when you cast, combine them
ah
tada
The UI is still screwd though
Well done !
not really
What is messed up with it ?
ok well thats good
you can also use soft class references if it makes sense, but that depends on your game
im a bit overconcerned with doing thigns efficiently right now lool
None of the menus are opening
idk what the difference is but ill look into that
soft class references don't force the class to be in memory, but if you gonna use it soon or later anyways, it might not make much sense to use them
At all?
Yup. I only get the main buttons that SHOULD open the individual menus
Ohh
So that one is working
Visibility set to visible on the widgets?
On the sub-widgets?
let me check
EXT and INT buttons are there, but their sub-category buttons dotn show
Yeah, all buttons set to "Visible"
Add some print strings, make sure they are clicked
Show me the function
Incase you got it wrong ๐
Function?
Yeah, for updating the widget?
ermm
Im confused as to what this is
I am sending button clicks to the varient manager
Nevermind, your function is for somethign else. But I cant figure out what for
For hiding the sub menu if its already open
So this is wrong:
not necessarily
but you are aware that you can also set the active widget by reference?
which is imho better to read, and less prone to fail
True
I usually dont have widgets as subwidgets
And referencing some Hbox feels odd
if you add a new widget in the wrong position, your indexes get messed up and the trouble starts, which wont happen with references
So I recreated the function
So now I replace all of the previous ones with the function?
@gentle urchin Wouldnt it make more sense in the function to connect the input to the variable slots so that they update accordingly?
Sorry for the hassle
Unrelated events, no worries
Anyyone know what this is referring to ? Level Script Blueprint references streamed actor Trig_dogstatueEntry
getting on loading, converted ue4 level to ue5
showing as error
They are connected ๐ when you compile a function with inputs, you can reference them as local variables! pretty handy ๐
cleans up much code
Still doenst work though ๐ฆ UI doenst show
the controls dont show *
This is what I have now
is the WS_Controls visible?
Do you mean here?
Set to collapsed atm
dont have it collapsed
If I set it to visible, the color options are always visible and I cant change to e.g. the rims
Thats the set active index part
and hide it whenever you want to hide it
Yes, but it literally wont change now
set to the 0'th index to hide it
really?
Is the issue in my hierachy?
dont put to much into it ๐
i mean, the whole thing is a bit weird, i wouldn't use a widget switcher in the first place ๐
ok
you can ofc handle that manually, but why bother
I think I need a brake for today. I'll take alook at everything tomorrow morning. My brain is smoking after work and trying to understand what I'm doing in my state is probably just counterproductinve
What setup would you've gone for, for such a UI?
No, one issue was that the widgetswitcher was set to hidden (probably because of your previous setup)
I cant say if there's more issues yet ..
well, i haven't put much thought into it honestly
i trust you on the widget switcher there
I'm not a pro with UMG, so I'm all up for learning and alternatives ^^
i would have probably just spawned stuff in a named slot or something
and cleared that slot to hide things
or i would have used a widget switcher, it's a bit of a mood decision here i guess
Spwaning into a named slot would be pretty clean aswell
yea but then you may have to repopulate the current color from somewhere, so the widget switcher is probably the better choice
I'm generally not very fond of massive widgets containing tons of buttons and boxes and whatnot
as it keeps everything loaded
so I'd probably subwidget it along the way to clean up the tree a little
Also the "hidden" border was mostly just to avoid hiding/showing the widgetswitcher, but the effect would be the same really
it depends how "clean" you want to do it i think. im sure you could just slap it all into one widget and just switch some visibilitys. but thats not really a good solution imo
Dunno. Switcher would work fine if the bottom are just tab buttons. I don't care for keeping explicit pointers to widgets if I can help it. Only major containers usually have pointers in like HUD. And clearing a named slot causes garbage collection without a pointer, and that causes recreation of widgets constantly when using the tool.
the bottom is a tab, just 2 sets
one set for interior config, and one set for exterior config
Hi I need a little help. I have an actor with a child actor component that is a pawn, on pawn possession I call 'detachfromactor' in the pawn BP, however I don't think it works quite correctly as although I can control the pawn mostly it keeps snapping to the location of what I guess would be the parent, every 10 seconds or so
Don't use child actor components. They suck
In blueprints, casting to an object loads everything inside of it into memory even if the node was never used correct? This is also true in the editor as well?
Correct. And not just casting, This includes any hard reference properties even if empty.
Also function returns, etc.
Only loads it if its not already there tho, right?
The man ๐
To be clear, it loads the CDO. So only one instance. It's not normally a problem unless you're loading a ton of different classes with heavy defaults specified.
this is more of a problem on heavy stuff, specially textures
We are to the point where we need 64gb to package our game. We do have some very big assets. But I wondered if so many things being in memory due to hard references alone is the issue
We have been developing this game over 5 years and have yet to use soft references ๐ค
64gb is the package result or 64gb is the amount of memory used while packing?
does anyone know how to atach t he weapon to the first person character again in ue5? the template now its meant to pick up the gun from the level, is there any way to make it like before the gun is always with the player?
We can't package the game with anything less then like 50gb of ram lol
how large is the packaged result?
and do you cook to single files or to a pak? (as iirc unreal produces the pak file in memory before writing it to disk...)
It comes out to about 26gb. And I'm not sure of all the specifics but we do a normal package to release the game on steam. That's probably not helpful information though. I'm not the one who packages it because I don't have enough ram. But I was just hoping the issue can be helped by switching to soft references
It would also be good for low end pc users aswell
nope, that wont fix the packaging usage
unreal LOVES to make things in memory, that's why most people recommend 64GB or more
does anyone remember the name of the node that returns an output based on a boolean value?
like an if branch but instead of exec pins as outputs you output a value
select node
Lmao oh I see. Guess I'll be buying more sticks. Thanks for the information
you can, if you have enough disk space, increase the pagefile size
but that will be awful slow compared to real memory
I'm trying to call GetController() on a Vehicle (the default rover from the VehicleAdv template) but for some reason my controller is always None, even though I know the PlayerController who controls it, and controls work just as well.
The BP is a child of the "WheeledVehicle" class, so this would mean it's not actually a child of the default Pawn class? How does one work around this? I can't just call GetPlayerController(0), my project has local multiplayer.
No default pawn is the base for all pawns and characters, so it'll let you cast up to wheeled vehicle
If this is failing then the controller of this BP must not be a kart controller class or any of its children
Does anyone know why my location transform happens before my rotation? I want to rotated and move at the same time? My timeline goes from 0-1 over 5 seconds for both the X and Y component.
Y is used for rotation, X is used for position
Why have them separated?
I am trying to get it to work. When I used the same alpha value of 0-1, it was having the same problem....
@gentle urchin
I don't understand why they are not happening at the same time. My camera moves to the transform location and then rotates....
is there any problem for performance or other issues to use 2 reference in same node ?
No
Depends on the curve i suppose. I'd share the alpha probably
How the heck that works though xD?
Not sure if you want to hardcode that target vector tho
So what the target really is?
It just calls the function on both pointers
i dont know, but it works
I abuse this all the time
great, thanks
@gentle urchin yea same results when I share the alpha..
Woah
Is that BP only thing?
Your loc/rot looks a bit weird tho, hard to say much about it
Like, if you tried lerping from fixed vector and rotator A to fixed vector and rotator B (or transform), surely that would work as expected
Lerp also gives you a weird effect when the input is variable
it slows down the closer it gets
Assuming it's lerp you want, you'd probably want to cache the initial rotation and location, and use those as starting points
then move towards a target rotation and location
Ok I'll give that a try.
I am trying to set up a system where I have 5 points I'm my scene that I can move my camera to with the press of a button.
So those would be scene components or actors i guess,
which would have a transform
Is there a "or" function or a smart set to get this BP to work with more than one character?
You'd want the "parent" class
Hopefully they got a parent before the Character class?
If not, perhaps one should be made
Oh, shit. I have not done parent for my characters. I will redo sometime in the future
Thanks
A suggested solution
how can I force character to rotate till it reaches certain rotation but with character's basic rotation speed (like character should run to that direction but with 0 speed)
Sort of. It's functionally the same as
void SomeClass::SomeInputAxis(float Axis)
{
SpringArm->AddLocalRotation(FRotator(0.f, Axis+Speed, 0.f));
Head->AddLocalRotation(FRotator(0.f, Axis+Speed, 0.f));
}
@gentle urchin beautiful. That looks very clean. Thank you . I'll give it a go and report back.
Ah I see. So in cpp you have to call it explicitly on both! Wow BP are so hacky ^^
Thanks Authaer!
@gentle urchin one thing. I don't think set actor rotation work unless I remove my "character movment" from my blueprint (which I am fine with doing, I don't actually need to pilot the camera, just move it from a->b, ect
Hi ! Does somebody know a UE4 Tutorial about making XP or how to make a Static mesh follow onto your Direction like in the GIF ?
I was wondering if someone here can help me out. I started using a VR plugin and It took sometime to set it up. Everything about it works except for 1 aspect, and that is the leg animations for walking. Instead of him side stepping or back stepping he is just walking forward in animation, no matter what direction I move. I had this working fine last time I looked at but that was months ago, returning to the project I feel as though some blueprint API changed or something as it is not working now. Can someone here help?
Replace with your set control rotation if thats what works for you
And get control rotation^
For the initial rot
Normally that is handled inside of a pawn's Skeletal Mesh's Animation Blueprint.
There is a comment here that says feetIK should be replaced with MovementAnim, but I don't know what Movement Anim node is?
is there any nice way to place reroute nodes on lines faster?
nvm, double click on line
What is BS_VRPlayerWalk? That looks like an animation supporting multiple directions that blends from speed and direction. If it is, then your variable you're pulling from may not be updating direction correctly or something in the AnimBP's update function.
Where can i find the ABP update function?
What about the comment that says to replace feetIK with a Movement Anim?
What is the variable I am pulling from and where could I find it?
What would be the best way to make a Pacman-style game that plays on a 2d widget?
Do I try to build it in Widgets or put it outside of the map and do a render target?
I wouldnt play it on a widget at all but oh well ;p
Missing out on that collision handling and whatnot
well, you can run the whole game logic on an 2d array
Sounds practical
at least for which dots are there
I made some ANSI game with widget and text blocks
Old style, with animated river
Not very practical to work with
i made snake like that in JS and c
and after all, pacman game logic is kinda like snake
Well
just with more walls and not growing
But then the ghosts, and the power mechanic where you eat them or whatever
Not very experienced with pacman tbh
If you're trying to get the closest actors in a certain distance you should do sphereoverlap actors rather then get all actors of class by the way. Way more efficient, and you can set the range aswell
https://youtu.be/dScq4P5gn4A?t=125 ok apparently they move smooth
but today i also wondered how to best implement playable arcade machines...
As in in-game arcade machines?
yea, like in GTA 5 ๐
bet someone made pacman as shader ๐
Hi guys! Could anyone give me an advise on what logic I can implement to make it work? I have a 2.5D platformer-like game and a character going from left to right. I want the character to rotate immediately once I pressed on my controller. What I've got so far is this, it works not as it's supposed to be ๐ฆ
Perhaps duckhunt would be fun to try lol
I'm currently following online tutorials, when the game is near finish I'll work on the polish. Thanks for the tip though, I'll add it into the to-do
look at that beauty of a map in Buffer A
Unreal Intro
can you just render shaders in a widget/material in UE?
and pass the inputs to the shader parameters?
Whats thรฉ issue with that ?
Input Axis events are constantly firing, so what is happening is you're adding the movement input, but scaling it by the axis value (so it can go + or - I imagine) and then your branch is checking whether the axis value == 1.
What you may want to do instead of the branch is is use a compare float node.
it rotates my character to opposite direction when I stop
There y go datura is Ur savior ๐คฃ
Working perfectly!Thanks! Can there be kind of situations when you are in between 0-180 degree?
I wanna organize my actor assets into groups that i can spawn a random one from. Is there a way to group assets together by a category that i define, and how can i put references to all those assets in an array so i can spawn a random index from my main blueprint?
Another issue is when I start I'm already rotated for some reason. I do this to tweak it.
I may have asked a similar question earlier today i really dont remember, but im still having trouble grasping the idea of keeping all of my assets of a certain type in a kind of box that i can pull from
at least for actors theres the actor palette plugin
which should come with the engine?!
This not work ?
There's all sorts of ways that your actor could get off of the rotation you're trying to use. I believe you need to constrain your physics to prevent unwanted rotation or movement.
Oh gosh, that's what i need ๐
I have a X second interval to do a R Interp To node, I'm putting X as the Interp Speed, but my timeline ends before the interpolation finishes, what do?
Can someone explain me why I don't lean my camera back when I release the button ? Horror engine has the same exact nodes but on my project doesn't work as in horror engine
You're stopping the timeline instead of reversing it
is there a GetNetMode() function for blueprint?. cant find anything on it
Perfect.. One of my common mistakes... Thank you!! Do you know also why I lean right when i should lean left ?
I press E and I lean to the left
Ooooh
sorry
my bad
i found out lol
Ok I swapped the inputs but now they are blocking again
If I lean right i'm still able to lean left and bug everything
Yeah because timelines like that are a kinda wack way to do it
I'd just have a float Lean and a LeanAxis.
Tick -> FinterpToConstant(Lean, LeanAxis, LeanSpeed)
but it depends on how often you're leaning etc
How do I make this variable callable by another blue print ?
and how blendable you need it to be
But on the horror engine from where i stole it it works perfectly
@faint pasture
The characters lean properly and if I press Q while using E doesn't work
if I do the same in my project it does Q and E together
and then block my leaning
Interface message
??
Read what I posted.
This is my setup atm
Timelines are independent. You're setting the same thing multiple times per frame when both are running
That setup is fucked
Try to pass your variable trough an interface message
I'd just FInterp it and call it a day.
I am really knew I don't know what that means
I don't know how to do it.. I am more confident with timelines.. as I see it works on that place why shouldn't it work on mine ?
Hum create a blueprint interface , add it to both your bps , make a function on your interface adding the type of your variable , compile both blueprints and make a call whenever you need to pass your variable from a bp to the other
Because you have 2 timelines running AT THE SAME TIME.
Have one input cancel the other timeline if you must use timelines to do this
If you press E then Q, the E timeline is reversing, while the Q timeline is going forward. They are both updating your lean (of course only the later one in the frame is what you see)
If y dont sรฉe what i mean i advise you to search UP how to make a interface message on ytb , its p common to use them , it have other ways to pass a variable trough diffรฉrent blueprints but to me its thรฉ easiest
Ok thanks I will do that
That's why I have the branch nodes.. to not make them run at the same time.. like if I press E during Q it won't run the timeline.. but it does anyway
What I am trying to do is make a power up that once you pick it up it makes it so you can sprint
I thought it be as easy as making a branch with a unlock variable that is triggered by the powerup to be made true. But as you can see the pick up can't access that variable
Or you can try just doing it like this.
Depends on how much leaning you do and how much it must blend with other state but I really like doing stuff this way
I'm doing a lean of 0.2 seconds
very fast and smooth nothing very clucnky
cluncky
So what happens if you're leaning right and then press Q?
do you snap to center then begin left lean or what
I peek behind walls et cetera like horror games
No
My camera just rotates left or right
and moves also
I mean if you're leaning one way then try lean the other
Hey I'm having a little trouble with using sockets at the moment, does anyone here know how to detach actors from sockets. If you think you may know please let me know and I am willing to go into more detail if need be.
what happens
Just detach it from its parent
I mean with my setup it used to change trasform also.. but I couldn't make it block the other input so i just copied this one
you're attached AT a socket
Ok so basicly, you have your Gem , once you pick it up or Walk on it , you send thรฉ interface message ( interface allows you to communicate between blueprints , lets Say you create a function on your interface : Boost Speed on pick up ) and on your character bp , you will have an รฉvent( since thรฉy share thรฉ same interface ) that would be called : รvent Boost on pickup annd then u put a higher mouvement Speed on your char with a delay
Now if i lean right while leaning left nothing happens
I can't because branch
Branchless my dude. Try my approach.
what nodes should i use to do that?? im quite new to blueprint so i do apologise
Just map Q and E to inputaxis Lean and away you go
Where are inputs ?
Inputaxis Lean
OK thanks Ill try
lemme try
I don't use axis events at all, just Tick -> handle all axis inputs -> update
Hope i helped im on phone atm ๐คฃ sorrey
ok np
How do i get that "Get Lean"?
axis value
Lean would be an axis you make in your input settings
just like MoveForward and MoveRight and AimPitch and AimYaw etc
I have action mapping
Yeah so make it an axis instead or additionaly
XDDD
bro i have no knowledge about this finterp and stuff
i can't figure out what ur trying me to do
XD
I'm in burnout
Well, you don't need to use event tick in this case. Your Input Axis fires on tick by itself
Adjust the interp speed to see some results.
@modest monolith https://www.youtube.com/watch?v=DsgnAtvzZHg The WTF explanations are pretty good. He breaks down just the one function.
What are the FInterp Nodes in Unreal Engine 4 and how can we use them to make a mouse scroll zoom in and out for a 3rd person camera?
Source Files: https://github.com/MWadstein/wtf-hdi-files
Hi, there is still no setting for default blueprint comment background color right?
Not as far as ik , i just copy paste them with color n font size
The interface keeps asking me for a target but I don't know how to make my BP_ThirdpersionCharactor its target
NVM I am dump
had to use my cast to
You added the interface to your class default ya?
Anyone know how i can make the impulse directional?
I am using a linetrace, i want the impulse to push the mesh bones (physical animation) based on what angle the linetrace hit the bone
I was using a rand float in range before by splitting the pin and it just moved the limb forward backward randomly but i want to be able to make it so that the limb is pushed in the direction its hit from
Any guidance appreciated thanks
hello everyone, by chance would any of you know any good tutorials going over weapon systems? (ex. Picking up weapons, dropping weapons, bullet spread, magazine etc..) thank you in advance!
@loud cipher I use this on my enemies. The point of impact is where the bullet hits the target.
this is only triggered when the enemy hit Zero HP
point*
I believe so, this is the blueprint for the bullet.
@trim matrix Not sure if it is the best, but has been helpful to me. https://www.youtube.com/playlist?list=PL4G2bSPE_8um-3MIHOTwFwjWZdWO24S9O
and happy to hear it worked.
I have also been wondering, i have made a simple dismemberment system using break constraints, is it possible to have the animation stop playing on those broken constraints?
MMMMM... I might need to go look up that dismemberment system.... Picturing My donkey toy head flying off due to a head shot.
Ill take a look at these thank you
hahah that is pretty funny.
loool
would not be bad to keep the movement going if it was like a tentacle monster.
ikr but unfortunately its going to be a zombie :(
maybe not the feet, but the arms?
I think so, maybe ill play around with the physics asset
i was hoping that there was some possible way in the Animbp to have states for crawling and stuff depending on the limbs broken
wish I could help you on that, But animations was one of the last things I was going to learn.
U managed to do what u wanted ?
If i attached lots of actors to one actor and i want to hide that one actor, do I need to for each loop it?
I created a reference to an actor i spawned so i could reference the spawned actor elsewhere in the blueprint without dragging a big ugly line from the initial spawn node but its not working the same as just doing the big ugly direct wiring
does this not work?
out of order pictures
The white pins on the second screenshot are not connected, so body reference is never set
@gentle urchin Just got around to testing your nodes. They worked like a charm. I did have to replace the rotation ones with the "Control Rotation" nodes. I am in business now. I owe you a 6 pack.
thats a zombie alright
maybe too much
@naive stag no you can hide children
how?
Set component visibility and then set apply to children as true
what node do I use to make an actor a children of another actor?
well you see
im trying to make a chunk based loading system. And im looking for an efficient way to set visibility/collision for every actor that is part of the chunk without having to use 'For Each Loop'
Im not sure though how I am supposed to make an actor part of chunk
I tried attach and child but that didnt really work because I still had to use 'For Each Loop'
Hey, I was wondering if anyone knows how to grab a specific player within a player start? So, all the players are using the same pawn character. I would like to know how I can assign the specific character within the specific player start a tag.
I am trying to set up a double tap system and it works but only once and then after the first time it does nothing?
try play from start
also are you doing anything to change your fov back?
try play from start
off of what node?
what are the values in your timeline
tell me all of them
what was wrong?
Ok so what I am trying to make is sort of a magic dash-teleport a few feet away
but now I can't get the teleport to work
return boolean?
print what? Like print string?
yes
yea its not prininting
I am guessing because I don't have a target?
this should give me a massage ?
but it is not
target is actor
why did you connect the boolean to print to screen?
that probably means its false
try picking a different location and see if it says true
Huh? I am so sorry I don't understand. what actor? and what different location?
the target is actor so that isnt the problem
you connected the "Print to Screen" variable to your boolean, so if the boolean was false it wouldnt print anything
disconnect that and tell me
what it says
I got it 100 value was just not enough to do any thing that was what was wrong lol
Sorry
it's because it was teleporting to that coordinate (Which probably had a floor or wall on it) so it didn't teleport it there due to COLLISION
ah
Can anybody assist me in my inventory item overlap problem? everytime I drag and drop my first item over my second item, it overlaps it completely, not sure if it is a slot index problem or what
T_T
I'm sorry for asking this, I hope I don't come off as obnoxious! ^^
Sweet, good job!
How to check static mesh actor is in viewport?
look at your components tab
if you are in BP then its on your left
if u are on map then its on right
@silent rune
i mean check actor is in camera view
not in level
check if actor is in front of camera while running game?
yes
do a cone
wanna check actor is culling or not
or line trace
but cone is easier
check if its in radius
then check again if the player can actually see the object
There is a node called 'was actor recently renderd'
It will also return true if you can see the shadow of the actor or if the actor is just a bit out of view tho
If I have an array of characters, what node do I use to output them individually to set each of their variables?
For Each Loop
Thanks for responding. I tried the ForEachLoop, but confused how to convert the Array Element output into individual variables I can set.
Array element is the character. Do character stuff to it.
Ahhh I get it. After a day of troubleshootingโฆ Thank you so much
Hi everyone! I am trying to find a way to remap my controller Dead Zone settings using the Enhanced Input Action system. My goal is to expose the lower and upper threshold as variables I can access through UI. Any help or direction with this would be amazing!
For a better view I do have "is player mappable" checked to "true" but I can't seem to any of these variables to a UI. Any help would be appreciated!
Force it to finish for what purpose? I guess you can have a custom event that stops the timeline and then executes the "completed" stuff (use Sequence node)
Ref the timeline -> stop, and you can ditch the sequence ๐
Or
Does it execute complete
If you call stop on it?
Idk for sure, but I would suspect not cuz you can resume the timeline and fiddle with the time, right?
Very true
Anyway, @cedar crypt
Based on the screenshot you think it would... Dunno
The settings on those timelines seem strange
Is the top one looping and the bottom one set to auto play ?
Maybe you should share the keys in the timeline
?
Show us the timeline
So one issue here can be
That the second timeline keeps running
And overrides your frist
First
But 0.25 seconds is quite low
So that would only happen if timed un lucky
But theoretically you want to stop the other timeline
So it doesn't set the Lean value at the same time
Yeah cause you set new value to 0
The lerp then goes from 0 to t0
Sort of
Ohh wait a second
Can you please do the old setup agai
And disconnect the Leap getter from the lerp
The Lerp should only have fixed values
E.g 0 to 45
Not Lean to 45
If you remove that from the setup you posted before this one ( the one with two timelines in the screenshot ) it sh5work
Should work*
it works
but then not with 2 timelines
one needs to finish before the other one is done
i am going to bed
i have been awake too long
Yeah that's what I meant with having to stop the other one
I just wanted to check the Function you created. To be safe, I connected the Input to the nodes directly as I dont think I did it correctly. I created an input seperately from a variable in the scene that both have the same name, but I doubt they are actually speaking to one another.
I'd also like to know what the "Select Int" does here. Should I keep the empty slot on 0 for all buttons or what is that slot for?
It selects int based on our bool conditio
@gentle urchin After connecting the input to the nodes directly, the other tabs in the Exterior layout work now. The INT menu buttons are now gone, but i suppose thats an index issue
So it always needs to be on 0?
But seeing that I have like 6 menu buttons for the Exterior, do I need to have 6 nodes there to turn them all off?
No,
Thats what the check is for
So whoever calls the node,
If we're already on their index,
Simply hide it
So the 0 is just the "hide" option?
Yes
but for that to work, dont I need to add an empty node to each hierachy tree?
Otherwise index 0 is the first in the list, right?
For the WS Controls only
Since the other one is always visible
But yes, you do need it
Like this then?
Thanks for your patience. I'm like a toddler in his baby shoes at the moment lol
Make sure the visibility is not set to hidden
On either the ws_controls or any of the sub widgets
YES. Okay, 90% there. The EXT Layout works perfect.
When I go to the Interior layout, the color swabs of are available, but the menu below to choose "color dashboard" or "color seats" is gone lol. Let me check the indexes
okay
Sweet. Getting closer :)
Kiddo is soon sleeping. Then ill be avaliable at the pc lol
OMG
IT WORKS
you are a true hero
Ah, one more thing lol
When I now click the camera Icon to go from the interior back to the exterior, it displays one of the interior color menus. Sounds like an index issue, right?
What is this for?
Ah, how did you do that
Just set the index to 0
The two nodes you showed
Replace with our function
And set new index to 0
This is fantastic. I think I will need to study it over and over again to fully grasp what is going on, but I REALLY appreciate the patience and help that you keep giving me.
Its working ?
Yes
I did in fact change the visibility of the main menu buttons to hidden, because I have a cool animation setup that animates the opacity of the buttons when the application starts.
Yeah, animating a fade between interior and exterior buttons would be the next step ๐
The only thing you need to animate
Is the entire switches
So thats practical ๐
Render opacity and perhaps render Y scale or smth
I'll try that tonight, need to get going to work. Thanks again dude, you're awesome!
Why do I have to recompile every dependent blueprint one by one on function signature change oh my god
Sounds like a library change
Oh my!
I've just realized the best way to handle menus when pausing a game. Since Listen for input does not work on paused game D:
Or lots of interconnections
Share this realisation !
I just dumped time dialation to 0.001
Who needs real pause anyways ๐
On your KEY EVENT, put a condition liek a BOOL that says "In Menu" then set the variable inside your pawn that is a reference to the widget, so you can use it on Menu, or inventory etc... Then instead of using the inputs as you would do to move the character, use an interface and send commands over the interface message to the referenced widget
then the wisget should set back the BOOL when you leave the interface so the commands goes backj to character movement
of couse the KEY EVENTS have to have checked "Execute whe npaused"
๐
@gentle urchin I tried Time dilation but it's not good for timelines that don't depend on them
I use timelines to modulate time dilation, of course those timelines have the checkbox IGNORE TIME DILATIONM off for obvious reasons. So they would be executed all the time
Try the OnKeyDown in the widget while paused, I think that one works
that did not work on my widget for some reason. And I dunno why. Even tried all input modes
If you mean this one of course
Game and UI
Hmm surprised if that doesnt work
Rerouting inputs is ofcourse an option
Just doesnt feel very... gracious
Is there a way to bypass a Layered Blend per Bone node when I play an anim montage from a bp? I have a bp set up to trigger an animation (kneeling down to pick something up) and only the top half of the animation plays on the skeleton.
Can multiple character share an animation blueprint (with different animations) without relying to external plugins such as this? https://www.unrealengine.com/marketplace/en-US/product/universal-monster
they say it's 100% BP but how can that be
Doesnt rely on the animation?
Wasnt there recently something about parented shared animation bps ?
If there was I completely missed it! I was holding off making more characters in the hope of being able to simplify the process
Havnt read or checked it out in detail, so it may not apply
But sounds relevant
mmmm i'll give it a whirl after work, if that's not it I guess I can shell 120(๐ ) poundaroos and report back
FStructs don't have generated ToString conversions in blueprints...
when I release the sprint key(shift) the character still goes at the sprinting speed, I have made sure walk speed is much lower than sprint speed, please help
Hey, I'm trying to interpolate a character's rotation in multiplayer, but for some reason the interpolation is 2x faster on server than on client... I've been searching for hours and I can't find a solution, please help...
Show the values
Does it change with the number of clients?
sprint is 1500 and walk is 500
I'll try
And the default speed?
Whats rhe default max walk speed
500
Set in the movement component ?
Yeah for some reason it works completely fine with 1 host player and 2+ client players, but when there's 1 host and 1 client, the client rotates faster...
What are your animation blendspace values for sprinting ?
600
Sounds like a rpc issue making the event fire twice for the client
If you printstring it, you can probably verify this
what should I printstring? the delta time?
That'd be fine
alr
Anything that would prove that it prints twice as often really
You have adjusted the rotation rate for deltatime i assume?
I changed it to 500 and it worked thanks
Good. That takes deltatime in consideration
Dont you need is Authority switch there ?
Only the server should be allowed to rotate it, no? Assuming its replicated
Dangerous with assumptions in multiplayer, i know ๐
Oh well I can try lol
I added the switch but now the player is not rotating at all, I guess I'm missing something important here
on the client I mean
on the host it's fine
The actor is set to replicate?
Is it not ?
๐
Im brown with these things tho,
Probably better to ask in #multiplayer before i push you further down the wrong road lol
the screenshot includes proof that the cast fails because it's getting passed a "None" object though. this means either GetController doesn't actually get a controller when run on a pawn/vehicle, or my pawn isn't actually a pawn (though that'd make me wonder why the compiler accepts this).
I found a workaround though. This seems like a bug.
(I can just update and store the value I need in the pawn, then poll it from the PlayerController, instead of pushing the data from the pawn to the PlayerController)
Hello, I have a casting problem, im using ALS community version and im trying to cast to my camera behavior inside of the player controller to add zooming in and out, only problem is I cant find an object that would work for the cast
so im making evey time i press s it would go down and w up but i can only press each ones only one time how i fix
You need a reference to your camera behavior object in order to type cast the reference
ohhhh ok Ill Try To Fix That
@trim matrix you're not adding to the location/rotation of the gun, you're just setting it. So pressing s or w is gonna just move it between two positions.
If you want to keep going every time you hit the buttons you'll have to get the current transform and add your offset to it every time you hit a button
how do i do that
You either need to get the current rotation and "combine" it with the offset rotation and set that as your new rotation
Or use the add rotation node
^^^ You're setting the value to either 0 or 0.1, from what I can see. What you want to do instead is add on (offset * deltaTime) to the current elavation, and then set the elavation to that
can you help me with that sorry im kinda new also thank you man
I'm not at my pc yet, but I'll drop a screen shot in a bit if you're still stuck
im still thanks man
Damn pc's. Dont we have portables yet ?
Im always facing the same issue lol
Not that I'd wanna use with unreal
can you dm me when your ready:D
Always feel bad for people who only have laptops trying to get into unreal. Must be torture
I remote desktop to my stationary if I reallly have to
ah okay let me try
My laptop's good and works well, but I haven't figured out a way to pan without the awkward second mouse 'button' that's actually a virtual area
Swap getter and setter for your actual variable of course
Sounds like something an external mouse would fix?
Mine only works during turbo hours
I hate turbo shit.
It never lasts :p
I'm using it on the couch while the partner's home and to hang with doggo and shit. If I wanted a desktop setup, I'd go plug it in upstairs.
Oh I've got a power cord receding into the couch haha, ez access and always full power... ed lap melting
but the set varibe is in the animation how put that in the blueprint bc in bp i can only get the call function
You can still use the Set variable node, I just had the non-function setter to demonstrate, as I don't have your variables
If you don't have the Get Variable function, you might need to create it as well
but if i make one how i make it to change the thing in the animation bp
You create the function on the animation BP, and call it from... wherever you're calling it from, looks like the player BP
Eventually you may want an interface to let you perform this action on multiple different guns, for example, without caring about which gun it is. For now, get it working ๐
but i cant set it in the animation blueprint @blissful widget
Do not handle input outside the player BP, you'll get mega confused
Just finish up the way you were doing, it's a reasonable start
okay im kinda confused now๐ฏ
By?
it is not the player bp it is in there
Where's this screenshot from?
in this bp
and here is where the rotation and elevation is controlled and that is what i want to make w up and s down @blissful widget
guys how to control the speed when the character stops completely? It has some velocity and for 0.01 sec it goes to the directions it was previously going.