#blueprint

402296 messages ยท Page 952 of 403

gentle urchin
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It is not, hence the error

tight schooner
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Make some arbitrary change to it and force it to recompile maybe

gentle urchin
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Its a bool

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Just need to set it to true, i believe

scarlet pumice
#

Ok I think the problem is the Event is being called by code before the construction script has run!

rough blade
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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?

jagged stone
#

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 ?

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Everything else I have set to 0 (scale/tagent etc..)

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Where is the splinepoint just changing it's own values?

gentle urchin
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What point type do you use ?

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For tangents etc

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Does it change when yiu only add one, or when you add a second one

jagged stone
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I've tried Curve/Curve Custom Tangent/Linear all seem to add this value to the position

gentle urchin
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When you only add one?

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I ended up using custom for mine

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Tangent calculations mess with it otherwise

jagged stone
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I'm not even adding them to a spline yet, I'm just building an array of splinepoints

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B.ut the splinepoints have position values changed immediately (before even adding the points to the spline)

gentle urchin
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How can they, if you havnt added them

jagged stone
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That's what I'd like to know ๐Ÿ˜„ 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

gentle urchin
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What are you trying to do qith this anyways ๐Ÿ˜„

jagged stone
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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

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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

gentle urchin
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You can lerp between regular vectors aswell just fyi

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If you need curves tho.. then you're on one of many tracks

jagged stone
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I need a timeline curve for the entire travel, so spline seems to the best way to do that

gentle urchin
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Easily done without spline, as long as you dont want/need the curves

jagged stone
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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?)

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(location points i mean by vectors)

neat stream
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Can an Object deletes himself?

gentle urchin
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TimelineUpdate -> lerp current loc to first index of pathVectors

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TimelineComplete -> remove first index of pathVectors

jagged stone
#

But when the curve will be between each point, not the total travel

gentle urchin
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Branch on > 0 pathPoints

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If true then StartMovement again

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Loop de loop

jagged stone
#

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

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In your example if i have 5 locations i will run the timeline curve 5 times

gentle urchin
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You can calc the needed playrate

jagged stone
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My timeline curve is not linear

gentle urchin
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If you want the entire path to take 1 sec, and the path is 100 units

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......

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Ok

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I surrender

jagged stone
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Really i just want the spline to be in the position i tell it to be in ๐Ÿ˜„

grim spade
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why my ai controlled actor not receiving input after i use Enable Input node?

jagged stone
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instead of like 8 units off

gentle urchin
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Custom curve points is the way to go

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Think im using the Add Point node in my setup

silk hinge
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hey, can a "save game" handle mutliple slots in the same "saveGame" class ?

gentle urchin
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Took a whike to ge it right since i wanted fixed curves

gentle urchin
silk hinge
lime cairn
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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

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I'm able to do the movement right but the rotation is proving to be more difficult than I thought

gentle urchin
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Make actor b track actor a, and have a target pos/rot relative to actor a

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Snap to it or lerp to it, depending on desired effect

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This would be done on Tick()

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Pos changes are the easy one

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Rot is a bit more work, but there's a node for everything you need

lime cairn
gentle urchin
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Thats the one yes

lime cairn
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I'm not sure where to input the location of the square

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I thought Axis but it seems like that that acts more like a boolean array

gentle urchin
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InVect is the location

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Axis is which axis you want to to rotate it around

jagged stone
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@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

lime cairn
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Ahhh, and then I add the polygon position to the return value

gentle urchin
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Setting z to 1 would be horizontal rotation

lime cairn
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i think

gentle urchin
gentle urchin
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The degrees would be the delta rotation of ActorA

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Since last rotation..

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Kinda

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I think atleast ๐Ÿคฃ

lime cairn
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yeah that simple node has the ability to fry your brain

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๐Ÿ˜›

gentle urchin
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Vector math has done that for a while

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Add rotators to it for a real braintwister

wicked magnet
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Does anyone create Take Recorder scripts here?

gentle urchin
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Oh

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Didnt even know they had that one ๐Ÿ˜„

faint pasture
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Store that, move A, combine A.transform with the stored value, that's Bs transform

lime cairn
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oh dear I might have been trying to reinvent the wheel there

gentle urchin
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Same lol

lime cairn
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Combine == Compose?

jagged stone
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Does anyone have any experience with the "Mirror Vector by Normal" node, it seems bugged out (sometimes does not mirror correctly?)

harsh tartan
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Is there a node to set all booleans in an array to true/false at once?

frank tide
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How can I call function from other blueprint?
I have function AddScore on other blueprint. How can I call it?

spark steppe
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you need a reference to the object which uses the BP

gentle urchin
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What Ben said

harsh tartan
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Daamn

spark steppe
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use an foreach loop?! (that's what a node would do either ways)

harsh tartan
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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

sacred canyon
frank tide
gentle urchin
frank tide
gentle urchin
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Many ways. You could simply spawn it and save it that way

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Or you could trace / collide for it

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Or make itself register to some globally accessible class and access it via a global get function

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Like playercontroller, playerchar, playerpawn, gamemode, gameinstance

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Wherever it makes sense

lime cairn
sacred canyon
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yeah all the relative and worldspace stuff is whats confusing me

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I mean it mainly works its just very easy to make the whole cube fly away if youre not careful with it

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even if I just make it too tall for some reason, no idea why it suddenly cant handle it

crimson jolt
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How do you access World Settings through Blueprint?

cedar sparrow
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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

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it seems like a waste to just make the same events and an interface to use them

gentle urchin
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Agreed

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Depends on needs

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If you only need damage, then the built in system is fine

frank tide
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Huh, when I press play, unreal engine just freezes

gentle urchin
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They might've heard about the horribleness of casts and how it sacks performance

frank tide
cedar sparrow
cedar sparrow
gentle urchin
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No, i was being a bit ironic :p

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Cast is basically a typecheck

cedar sparrow
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lol im not at the level for jokes yet! ๐Ÿ˜„

gentle urchin
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Since damage is implemented at Actor level, everything thatnis an actorz can recieve damage

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Everyone might not know this

frank tide
cedar sparrow
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I can't imagine needing more than this for damage, but maybe im wrong

frank tide
cedar sparrow
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wow

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that seems problematic

frank tide
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there is literally "MyGame preview" window

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but its empty

harsh tartan
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In blueprints how would i print integer variable values as part of the string printed in the 'print string' node

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Like when im printing "The new values is [the integer]"

tight schooner
harsh tartan
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I see

gentle urchin
harsh tartan
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Thanks

gentle urchin
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If you wanted to know how much damage actually was applied

frank tide
feral parrot
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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.

soft kite
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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

cedar sparrow
gentle urchin
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Yes exactly.

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Return the actual damage dealt, after any mitigation, armor etc

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If you wanted to display it f.ex

cedar sparrow
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the apply node returns that already no?

gentle urchin
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Not by default, no

cedar sparrow
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oh

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i see what you mean

full nacelle
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Hello any suggestions on how to create a whack-a-mole playable machine via blueprints? Thanks!

junior hedge
sacred canyon
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I dont know what the hell can even be causing things like this

dry condor
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and the cube goes brrrrrrrrrr ๐Ÿคฃ

hollow schooner
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Just so I understand, you have the different sub-menus from both EXT and INT in one widget switcher?

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And you only need 2 widget switchers to get the whole thing running? ๐Ÿ˜ฎ

harsh tartan
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If i attach an actor to another actor will that create references between them so that they can call custom events from one another?

dawn gazelle
sacred canyon
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do those exist for components, or bones? I think I needed that at one point but didnt seem to exist

hollow schooner
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Also, how do you get this node:

dawn gazelle
dawn gazelle
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Not sure on bones.

sacred canyon
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there seems to be a lot missing for bones

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cant even seem to get a bone reference from overlap events

gentle urchin
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The Custom event simply activates another camera,

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you probably have your existing method for this, with some "SetViewTargetWithBlend" going on

hollow schooner
gentle urchin
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yeah ๐Ÿ™‚

hollow schooner
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So Now I just need to copy your "Active Widget Index" tree and I should be good to go

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cheers man, really aappreciate it

gentle urchin
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Dont ask me if it scales etc, because i got no clue about that xD

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i just know that this setup works ๐Ÿ˜›

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does the job as i understood the request ^^

hollow schooner
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Definitely cleaner than the Mess I made lol

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From what I could see in the videos, it looks perfect

gentle urchin
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๐Ÿ˜„

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The limit of this sytem is that you can only animate one of the switch widgets at a time

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so you cant fade one out while fading the other in

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one must fade out. Then one can fade in ๐Ÿ˜›

faint pasture
hollow schooner
# gentle urchin ๐Ÿ˜„

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?

gentle urchin
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yes

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Quite clean huh ๐Ÿ˜„

bold shard
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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?

hollow schooner
feral parrot
faint pasture
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do you have Orient Rotation to Movement turned on?

hollow schooner
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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?

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Not quite sure how to set the index numbers

gentle urchin
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The index number to use is the sequence they exist in the widget switcher

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Top is 0, bottom is 0+n, however many choises you got

hollow schooner
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From my understanding this should work though

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"SelectColor" is index 0, which should show me the different color options . right?

gentle urchin
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Yes,

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Unless its already the active index, in which case it hides it

hollow schooner
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Maybe this is screwing with it

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I have a custom event that toggles the camera

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its not 2 separate events

gentle urchin
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Gotta go for now, sushi on the table

hollow schooner
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enjoy

bold shard
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My casts are breaking every time I open the project ๐Ÿ˜ญ. 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?

spark steppe
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did you maybe move the gamestate file once? could be that it has an redirector which acts weird?!

bold shard
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No, I made the CPP, compiled, made the BP, and then started casting and running into this issue

hollow schooner
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@gentle urchin These are the buttons and the hierachy. What am I overlooking?

dawn gazelle
bold shard
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No, I always close the editor before compiling

dawn gazelle
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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.

bold shard
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Sure, I can give it a try

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No luck, it also turns into a bad cast node

spark steppe
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when does your module start up?

bold shard
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What do you mean? Like, when is the cast called?

spark steppe
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"Modules": [
        {
            "Name": "MyProject",
            "Type": "Runtime",
            "LoadingPhase": "PreDefault",
            "AdditionalDependencies": [
                "Engine"
            ]
        }
    ],

should be something like this in the uproject file

bold shard
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Looks like:

"Modules": [
    {
        "Name": "SL1",
        "Type": "Runtime",
        "LoadingPhase": "Default",
        "AdditionalDependencies": [
            "Engine",
            "AIModule",
            "CoreUObject",
            "DeveloperSettings",
            "CommonUI"
        ]
    }
],
spark steppe
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can you check with PreDefault?

bold shard
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Sure

spark steppe
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it's just a wild guess tho

bold shard
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Do I have to rebuild or anything after making that change?

spark steppe
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no

bold shard
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Nope, causes me to crash on startup

spark steppe
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that just changes when in the startup process your module is loaded

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hmm, guess some of your dependencies don't work too well with it

gentle urchin
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Id ditch the flipflop

bold shard
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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.

spark steppe
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so your c++ class inherits from a plugins c++ class?

bold shard
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My hierarchy is:

BP Game State > C++ Game State > AGameStateBase

BP Widget > C++ Plugin Widget > UCommonActivatableWidget

hollow schooner
spark steppe
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which cast fails tho?

bold shard
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In the BP Widget, I call GetGameState->CastToBPGameState

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The GS cast is failing

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I tried getting the player pawn and casting it to my BP class, that cast also gets broken on restart

spark steppe
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which engine version are you using?

bold shard
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5.0.2

spark steppe
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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)

gentle urchin
hollow schooner
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How do you mean? Im talking about the Camera Toggle Cast section

gentle urchin
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Exactly

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The cast is called from two events

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One from interior menu going exterior

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And vice versa

bold shard
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Damn, well, I will see if I can handle this where my widget gets created instead of in the widget

hollow schooner
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Cast it twice, once for each event?

harsh tartan
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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?

hollow schooner
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Like this

spark steppe
gentle urchin
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Litteraly reverse the nodes

harsh tartan
hollow schooner
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Separate menu switch?

harsh tartan
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especially if i might be doing that kind of thing multiples times in different blueprints?

gentle urchin
hollow schooner
#

ah

hollow schooner
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The UI is still screwd though

gentle urchin
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Well done !

gentle urchin
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What is messed up with it ?

harsh tartan
#

ok well thats good

spark steppe
#

you can also use soft class references if it makes sense, but that depends on your game

harsh tartan
#

im a bit overconcerned with doing thigns efficiently right now lool

hollow schooner
harsh tartan
#

idk what the difference is but ill look into that

spark steppe
#

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

gentle urchin
hollow schooner
gentle urchin
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Ohh

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So that one is working

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Visibility set to visible on the widgets?

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On the sub-widgets?

hollow schooner
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EXT and INT buttons are there, but their sub-category buttons dotn show

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Yeah, all buttons set to "Visible"

gentle urchin
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Add some print strings, make sure they are clicked

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Show me the function

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Incase you got it wrong ๐Ÿ˜„

hollow schooner
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Function?

gentle urchin
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Yeah, for updating the widget?

hollow schooner
#

ermm

gentle urchin
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This

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Ohh you missed that one ๐Ÿคฃ

hollow schooner
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Im confused as to what this is

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I am sending button clicks to the varient manager

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Nevermind, your function is for somethign else. But I cant figure out what for

gentle urchin
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For hiding the sub menu if its already open

hollow schooner
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So this is wrong:

spark steppe
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not necessarily

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but you are aware that you can also set the active widget by reference?

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which is imho better to read, and less prone to fail

gentle urchin
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True

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I usually dont have widgets as subwidgets

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And referencing some Hbox feels odd

spark steppe
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if you add a new widget in the wrong position, your indexes get messed up and the trouble starts, which wont happen with references

hollow schooner
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So I recreated the function

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So now I replace all of the previous ones with the function?

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@gentle urchin Wouldnt it make more sense in the function to connect the input to the variable slots so that they update accordingly?

gentle urchin
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Give me a sec

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Returning to computer

hollow schooner
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Sorry for the hassle

gentle urchin
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Unrelated events, no worries

charred berry
#

Anyyone know what this is referring to ? Level Script Blueprint references streamed actor Trig_dogstatueEntry

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getting on loading, converted ue4 level to ue5

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showing as error

gentle urchin
# hollow schooner

They are connected ๐Ÿ™‚ when you compile a function with inputs, you can reference them as local variables! pretty handy ๐Ÿ™‚

#

cleans up much code

hollow schooner
gentle urchin
#

the controls dont show *

hollow schooner
#

This is what I have now

gentle urchin
#

is the WS_Controls visible?

hollow schooner
#

Do you mean here?

gentle urchin
#

here

hollow schooner
#

Set to collapsed atm

gentle urchin
#

dont have it collapsed

hollow schooner
#

If I set it to visible, the color options are always visible and I cant change to e.g. the rims

gentle urchin
#

Yes you can

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thats the widget switchers job

spark steppe
#

well

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you would have to show it obviously when you hit an button

gentle urchin
#

Thats the set active index part

spark steppe
#

and hide it whenever you want to hide it

hollow schooner
gentle urchin
#

set to the 0'th index to hide it

spark steppe
#

really?

gentle urchin
#

with this setup, yes

spark steppe
#

i see...

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weird setup tho

gentle urchin
#

named hidden for convenience, nothing else

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Well

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its a mockup,

hollow schooner
#

Is the issue in my hierachy?

gentle urchin
#

dont put to much into it ๐Ÿ˜›

spark steppe
#

i mean, the whole thing is a bit weird, i wouldn't use a widget switcher in the first place ๐Ÿ˜„

gentle urchin
#

I feel it makes perfect sense

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the subwidgets got exclusive visibility

spark steppe
#

ok

gentle urchin
#

you can ofc handle that manually, but why bother

hollow schooner
#

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

gentle urchin
gentle urchin
#

I cant say if there's more issues yet ..

spark steppe
#

well, i haven't put much thought into it honestly

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i trust you on the widget switcher there

gentle urchin
#

I'm not a pro with UMG, so I'm all up for learning and alternatives ^^

spark steppe
#

i would have probably just spawned stuff in a named slot or something

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and cleared that slot to hide things

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or i would have used a widget switcher, it's a bit of a mood decision here i guess

gentle urchin
#

Spwaning into a named slot would be pretty clean aswell

spark steppe
#

yea but then you may have to repopulate the current color from somewhere, so the widget switcher is probably the better choice

gentle urchin
#

I'm generally not very fond of massive widgets containing tons of buttons and boxes and whatnot

spark steppe
#

as it keeps everything loaded

gentle urchin
#

so I'd probably subwidget it along the way to clean up the tree a little

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Also the "hidden" border was mostly just to avoid hiding/showing the widgetswitcher, but the effect would be the same really

dry condor
#

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

gentle urchin
#

it would probably work just fine

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perhaps a tad messy but oh well ๐Ÿ˜›

maiden wadi
#

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.

gentle urchin
#

the bottom is a tab, just 2 sets

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one set for interior config, and one set for exterior config

steel shadow
#

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

tawdry surge
#

Don't use child actor components. They suck

fiery swallow
#

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?

maiden wadi
#

Also function returns, etc.

gentle urchin
#

Only loads it if its not already there tho, right?

fiery swallow
maiden wadi
#

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.

spark steppe
#

this is more of a problem on heavy stuff, specially textures

fiery swallow
#

We have been developing this game over 5 years and have yet to use soft references ๐Ÿค”

spark steppe
#

64gb is the package result or 64gb is the amount of memory used while packing?

wooden cave
#

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?

fiery swallow
#

We can't package the game with anything less then like 50gb of ram lol

spark steppe
#

how large is the packaged result?

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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...)

fiery swallow
#

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

spark steppe
#

nope, that wont fix the packaging usage

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unreal LOVES to make things in memory, that's why most people recommend 64GB or more

wary wagon
#

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

spark steppe
#

select node

fiery swallow
spark steppe
#

you can, if you have enough disk space, increase the pagefile size

#

but that will be awful slow compared to real memory

toxic thunder
#

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.

tawdry surge
#

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

cinder thunder
#

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

gentle urchin
#

Why have them separated?

cinder thunder
#

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....

fading wren
#

is there any problem for performance or other issues to use 2 reference in same node ?

gentle urchin
jaunty summit
gentle urchin
#

Not sure if you want to hardcode that target vector tho

jaunty summit
#

So what the target really is?

gentle urchin
#

both of them

maiden wadi
#

It just calls the function on both pointers

fading wren
gentle urchin
#

I abuse this all the time

fading wren
cinder thunder
#

@gentle urchin yea same results when I share the alpha..

jaunty summit
#

Is that BP only thing?

gentle urchin
#

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

cinder thunder
#

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.

gentle urchin
#

So those would be scene components or actors i guess,

#

which would have a transform

dim tapir
#

Is there a "or" function or a smart set to get this BP to work with more than one character?

gentle urchin
#

You'd want the "parent" class

#

Hopefully they got a parent before the Character class?

#

If not, perhaps one should be made

dim tapir
#

Oh, shit. I have not done parent for my characters. I will redo sometime in the future

#

Thanks

near glen
#

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)

maiden wadi
# jaunty summit Woah

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));
}
cinder thunder
#

@gentle urchin beautiful. That looks very clean. Thank you . I'll give it a go and report back.

jaunty summit
#

Thanks Authaer!

cinder thunder
#

@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

craggy hatch
#

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 ?

azure smelt
#

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?

gentle urchin
#

And get control rotation^

#

For the initial rot

maiden wadi
azure smelt
#

There is a comment here that says feetIK should be replaced with MovementAnim, but I don't know what Movement Anim node is?

near glen
#

is there any nice way to place reroute nodes on lines faster?
nvm, double click on line

maiden wadi
# azure smelt

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.

azure smelt
#

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?

restive token
#

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?

gentle urchin
#

I wouldnt play it on a widget at all but oh well ;p

#

Missing out on that collision handling and whatnot

spark steppe
#

well, you can run the whole game logic on an 2d array

gentle urchin
#

Sounds practical

spark steppe
#

at least for which dots are there

gentle urchin
#

I made some ANSI game with widget and text blocks

#

Old style, with animated river

#

Not very practical to work with

spark steppe
#

i made snake like that in JS and c

#

and after all, pacman game logic is kinda like snake

gentle urchin
#

Well

spark steppe
#

just with more walls and not growing

gentle urchin
#

They share that you pick stuff up

#

But thats mostly it ๐Ÿ˜…

#

Grid movement

spark steppe
#

yea, now i wonder if the ghosts also move in a grid

#

in the original game

gentle urchin
#

But then the ghosts, and the power mechanic where you eat them or whatever

#

Not very experienced with pacman tbh

fiery swallow
spark steppe
#

but today i also wondered how to best implement playable arcade machines...

gentle urchin
#

Unexpected

#

Damn, that sound

gentle urchin
spark steppe
gentle urchin
#

Never played it

#

But prob many of them can be done in widgets ๐Ÿคฃ

spark steppe
#

bet someone made pacman as shader ๐Ÿ˜„

feral parrot
#

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 ๐Ÿ˜ฆ

gentle urchin
#

Perhaps duckhunt would be fun to try lol

spark steppe
#

there we go ๐Ÿ˜„

dim tapir
spark steppe
#

look at that beauty of a map in Buffer A

gentle urchin
#

Damn

#

That is such dedication

spark steppe
#

Unreal Intro

#

can you just render shaders in a widget/material in UE?

#

and pass the inputs to the shader parameters?

dense cargo
dawn gazelle
feral parrot
dense cargo
#

There y go datura is Ur savior ๐Ÿคฃ

feral parrot
harsh tartan
#

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?

feral parrot
harsh tartan
#

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

spark steppe
#

at least for actors theres the actor palette plugin

#

which should come with the engine?!

gentle urchin
#

Found it lol

dawn gazelle
feral parrot
winter kettle
#

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?

modest monolith
#

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

faint pasture
pallid crescent
#

is there a GetNetMode() function for blueprint?. cant find anything on it

modest monolith
#

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

faint pasture
#

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

visual crest
#

How do I make this variable callable by another blue print ?

faint pasture
#

and how blendable you need it to be

modest monolith
visual crest
modest monolith
#

@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

dense cargo
modest monolith
#

If I go E and then Q

#

it goes Q and then I can't use E anymore

visual crest
faint pasture
modest monolith
#

This is my setup atm

faint pasture
#

Timelines are independent. You're setting the same thing multiple times per frame when both are running

#

That setup is fucked

dense cargo
faint pasture
#

I'd just FInterp it and call it a day.

visual crest
modest monolith
dense cargo
faint pasture
#

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)

dense cargo
modest monolith
visual crest
modest monolith
#

SORTED!! the timeline object references were inverted

#

Finally

visual crest
#

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

faint pasture
#

Depends on how much leaning you do and how much it must blend with other state but I really like doing stuff this way

modest monolith
#

very fast and smooth nothing very clucnky

#

cluncky

faint pasture
#

So what happens if you're leaning right and then press Q?

#

do you snap to center then begin left lean or what

modest monolith
#

I peek behind walls et cetera like horror games

#

No

#

My camera just rotates left or right

#

and moves also

faint pasture
#

I mean if you're leaning one way then try lean the other

grim kraken
#

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.

faint pasture
#

what happens

faint pasture
modest monolith
#

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

faint pasture
#

you're attached AT a socket

dense cargo
# visual crest What I am trying to do is make a power up that once you pick it up it makes it s...

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 : ร‰vent Boost on pickup annd then u put a higher mouvement Speed on your char with a delay

modest monolith
#

I can't because branch

faint pasture
#

Branchless my dude. Try my approach.

grim kraken
faint pasture
#

Just map Q and E to inputaxis Lean and away you go

modest monolith
faint pasture
faint pasture
#

you can get axis values whenever you want

#

don't need to use an axis event

modest monolith
faint pasture
#

I don't use axis events at all, just Tick -> handle all axis inputs -> update

dense cargo
visual crest
#

ok np

modest monolith
faint pasture
#

Lean would be an axis you make in your input settings

#

just like MoveForward and MoveRight and AimPitch and AimYaw etc

modest monolith
#

I have action mapping

faint pasture
#

Yeah so make it an axis instead or additionaly

modest monolith
#

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

dawn gazelle
#

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.

queen sphinx
long whale
#

Hi, there is still no setting for default blueprint comment background color right?

dense cargo
#

Not as far as ik , i just copy paste them with color n font size

long whale
#

ah ok

#

I really like the dark gray in UE5's template blueprints

mossy perch
#

& FlatNodes

#

Should be a crime to use white comments per default

dense cargo
#

U kidding me

#

Its a ue5 thing or 4 aswell ?

visual crest
#

NVM I am dump

#

had to use my cast to

broken wadi
#

You added the interface to your class default ya?

loud cipher
#

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

trim matrix
#

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!

queen sphinx
#

@loud cipher I use this on my enemies. The point of impact is where the bullet hits the target.

loud cipher
#

Thank you very much

#

is your hit location the same as impact pont?

queen sphinx
#

this is only triggered when the enemy hit Zero HP

loud cipher
#

point*

queen sphinx
loud cipher
#

Ahhh i see

#

Thank you

queen sphinx
#

I believe so, this is the blueprint for the bullet.

loud cipher
#

Yess it works

#

Yeah

queen sphinx
#

and happy to hear it worked.

loud cipher
#

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?

queen sphinx
#

MMMMM... I might need to go look up that dismemberment system.... Picturing My donkey toy head flying off due to a head shot.

loud cipher
trim matrix
queen sphinx
#

hahah that is pretty funny.

loud cipher
#

loool

queen sphinx
#

would not be bad to keep the movement going if it was like a tentacle monster.

loud cipher
#

ikr but unfortunately its going to be a zombie :(

queen sphinx
#

maybe not the feet, but the arms?

loud cipher
#

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

queen sphinx
#

wish I could help you on that, But animations was one of the last things I was going to learn.

dense cargo
naive stag
#

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?

harsh tartan
#

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

broken wadi
#

The white pins on the second screenshot are not connected, so body reference is never set

harsh tartan
#

Ooooh

#

Thank you very much that was silly lol

cinder thunder
#

@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.

junior hedge
#

maybe too much

zealous moth
#

@naive stag no you can hide children

zealous moth
#

Set component visibility and then set apply to children as true

naive stag
zealous moth
#

Child actor component?

#

Or are we talking about different things?

naive stag
#

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'

trim matrix
#

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.

visual crest
#

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?

junior hedge
#

also are you doing anything to change your fov back?

visual crest
#

yes

#

just zoom out and in thing to test atm

junior hedge
#

try play from start

visual crest
#

off of what node?

junior hedge
visual crest
#

ah

#

now it don't do any thing lol

junior hedge
#

tell me all of them

visual crest
#

ok I got it

#

thanks

junior hedge
#

what was wrong?

visual crest
#

..... I was hiting the wrong Butten lol

#

play from start did work

junior hedge
#

alright

#

glad to hear it

visual crest
#

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

junior hedge
#

why not just set world location

#

also try printing the return boolean

visual crest
#

return boolean?

junior hedge
visual crest
#

print what? Like print string?

junior hedge
#

yes

visual crest
#

yea its not prininting

#

I am guessing because I don't have a target?

#

this should give me a massage ?

#

but it is not

junior hedge
#

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

visual crest
#

Huh? I am so sorry I don't understand. what actor? and what different location?

junior hedge
#

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

visual crest
#

I got it 100 value was just not enough to do any thing that was what was wrong lol

#

Sorry

junior hedge
visual crest
#

ah

ocean meadow
#

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

ocean meadow
silent rune
#

How to check static mesh actor is in viewport?

drifting peak
#

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

silent rune
#

not in level

drifting peak
#

check if actor is in front of camera while running game?

silent rune
#

yes

drifting peak
#

do a cone

silent rune
#

wanna check actor is culling or not

drifting peak
#

or line trace

#

but cone is easier

#

check if its in radius

#

then check again if the player can actually see the object

obtuse herald
silent rune
#

oh thats it

#

thanks

obtuse herald
#

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

gentle urchin
#

True when rendered

#

:p

sharp steppe
#

If I have an array of characters, what node do I use to output them individually to set each of their variables?

wintry geyser
#

For Each Loop

sharp steppe
#

Thanks for responding. I tried the ForEachLoop, but confused how to convert the Array Element output into individual variables I can set.

faint pasture
sharp steppe
#

Ahhh I get it. After a day of troubleshootingโ€ฆ Thank you so much

cedar remnant
#

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!

cedar crypt
#

how can i force a timeline to finish?

#

i can't figure it out

tight schooner
#

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)

gentle urchin
#

Ref the timeline -> stop, and you can ditch the sequence ๐Ÿ˜„

#

Or

#

Does it execute complete

#

If you call stop on it?

tight schooner
#

Idk for sure, but I would suspect not cuz you can resume the timeline and fiddle with the time, right?

gentle urchin
#

Very true

tight schooner
#

Anyway, @cedar crypt

cedar crypt
#

that doesn't work

#

when i release the key it does not reverse

tight schooner
#

Based on the screenshot you think it would... Dunno

surreal peak
#

The settings on those timelines seem strange

#

Is the top one looping and the bottom one set to auto play ?

cedar crypt
#

yes

#

but even with that turned off it doesn't work

junior hedge
#

Maybe you should share the keys in the timeline

cedar crypt
#

that doesn't work

junior hedge
#

No like the timeline keys

#

Like the values

cedar crypt
#

?

tight schooner
#

Show us the timeline

cedar crypt
#

really simple

surreal peak
#

Hmm

#

Do the pressed and released events even call?

cedar crypt
#

the timeline does work

#

wait

surreal peak
#

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

cedar crypt
#

this works

#

but it just shoots back

surreal peak
#

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

cedar crypt
surreal peak
#

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*

cedar crypt
#

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

surreal peak
#

Yeah that's what I meant with having to stop the other one

hollow schooner
# gentle urchin No, one issue was that the widgetswitcher was set to hidden (probably because of...

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?

gentle urchin
#

It selects int based on our bool conditio

hollow schooner
#

@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

gentle urchin
#

So if the bool is true, it picks A

#

And if its false, it return the new index

hollow schooner
gentle urchin
#

It need to be the index of which things are invisible

#

In my setup it was 0

hollow schooner
#

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?

gentle urchin
#

No,

#

Thats what the check is for

#

So whoever calls the node,

#

If we're already on their index,

#

Simply hide it

hollow schooner
#

So the 0 is just the "hide" option?

gentle urchin
#

Yes

hollow schooner
#

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?

gentle urchin
#

For the WS Controls only

#

Since the other one is always visible

#

But yes, you do need it

hollow schooner
#

Like this then?

gentle urchin
#

YES,

#

Ops, caps

#

But on the other switch...

#

Not the ControlPanel

hollow schooner
#

ah

#

Hmm

#

Ah, then I obviously need to update the onclick indexes

gentle urchin
#

Yes

#

Was about to say

hollow schooner
#

Thanks for your patience. I'm like a toddler in his baby shoes at the moment lol

gentle urchin
#

Make sure the visibility is not set to hidden

#

On either the ws_controls or any of the sub widgets

hollow schooner
#

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

gentle urchin
#

Sweet. Getting closer :)

#

Kiddo is soon sleeping. Then ill be avaliable at the pc lol

hollow schooner
#

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?

gentle urchin
#

Yepp

#

I simply set it to hide the controls meny when i transitioned

hollow schooner
#

What is this for?

hollow schooner
gentle urchin
#

Just set the index to 0

#

The two nodes you showed

#

Replace with our function

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And set new index to 0

hollow schooner
#

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.

gentle urchin
#

Its working ?

hollow schooner
#

Yes

gentle urchin
#

Nice, gj!

#

Now to animate it ๐Ÿ˜

hollow schooner
#

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 ๐Ÿ˜„

gentle urchin
#

The only thing you need to animate

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Is the entire switches

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So thats practical ๐Ÿ˜„

#

Render opacity and perhaps render Y scale or smth

hollow schooner
#

I'll try that tonight, need to get going to work. Thanks again dude, you're awesome!

vast crow
#

Why do I have to recompile every dependent blueprint one by one on function signature change oh my god

gentle urchin
#

Sounds like a library change

lime fulcrum
#

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:

gentle urchin
#

Or lots of interconnections

gentle urchin
#

I just dumped time dialation to 0.001

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Who needs real pause anyways ๐Ÿ˜…

lime fulcrum
#

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

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of couse the KEY EVENTS have to have checked "Execute whe npaused"

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๐Ÿ˜›

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@gentle urchin I tried Time dilation but it's not good for timelines that don't depend on them

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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

gentle urchin
lime fulcrum
#

that did not work on my widget for some reason. And I dunno why. Even tried all input modes

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If you mean this one of course

gentle urchin
#

Game and UI

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Hmm surprised if that doesnt work

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Rerouting inputs is ofcourse an option

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Just doesnt feel very... gracious

neon forge
#

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.

fallen glade
#

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

Unreal Engine

Universal Monster (UM): NPC Framework + AI Behaviors & Combat System for Players & Enemies. Animation Blueprints, Behavior Trees, Melee Attack Hit Detection, Projectiles, AoE Power, DoT Ability, Hit Effects, Group Formations, Creatures. Slashin8r

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they say it's 100% BP but how can that be

gentle urchin
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Doesnt rely on the animation?

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Wasnt there recently something about parented shared animation bps ?

fallen glade
#

If there was I completely missed it! I was holding off making more characters in the hope of being able to simplify the process

gentle urchin
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Havnt read or checked it out in detail, so it may not apply

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But sounds relevant

fallen glade
#

mmmm i'll give it a whirl after work, if that's not it I guess I can shell 120(๐Ÿ’€ ) poundaroos and report back

vast crow
#

FStructs don't have generated ToString conversions in blueprints...

marsh crescent
#

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

marsh heron
#

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...

gentle urchin
marsh crescent
marsh heron
gentle urchin
marsh crescent
#

wdym

#

sorry I'm new

gentle urchin
#

Whats rhe default max walk speed

marsh crescent
#

500

gentle urchin
#

Set in the movement component ?

marsh heron
gentle urchin
#

What are your animation blendspace values for sprinting ?

marsh crescent
#

600

gentle urchin
#

If you printstring it, you can probably verify this

marsh heron
#

what should I printstring? the delta time?

gentle urchin
#

That'd be fine

marsh heron
#

alr

gentle urchin
#

Anything that would prove that it prints twice as often really

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You have adjusted the rotation rate for deltatime i assume?

marsh heron
#

wdym?

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I'm using finterpto to change the yaw of the character

marsh crescent
gentle urchin
marsh heron
#

This is my blueprint for the rotation

gentle urchin
#

Dont you need is Authority switch there ?

#

Only the server should be allowed to rotate it, no? Assuming its replicated

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Dangerous with assumptions in multiplayer, i know ๐Ÿ˜‚

marsh heron
#

Oh well I can try lol

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I added the switch but now the player is not rotating at all, I guess I'm missing something important here

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on the client I mean

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on the host it's fine

gentle urchin
#

The actor is set to replicate?

marsh heron
#

oh

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is that an option???

gentle urchin
#

Is it not ?

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๐Ÿ˜…

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Im brown with these things tho,

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Probably better to ask in #multiplayer before i push you further down the wrong road lol

marsh heron
#

Lol I have no idea what I am doing actually

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So I'm happy for your advice

toxic thunder
#

I found a workaround though. This seems like a bug.

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(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)

umbral merlin
#

are you trying to blow up the sun?

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XDDD

queen sequoia
#

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

trim matrix
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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

tawdry surge
#

You need a reference to your camera behavior object in order to type cast the reference

queen sequoia
tawdry surge
#

@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

tawdry surge
#

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

blissful widget
#

^^^ 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

trim matrix
tawdry surge
#

I'm not at my pc yet, but I'll drop a screen shot in a bit if you're still stuck

gentle urchin
#

Im always facing the same issue lol

tawdry surge
#

Not that I'd wanna use with unreal

trim matrix
tawdry surge
#

Always feel bad for people who only have laptops trying to get into unreal. Must be torture

gentle urchin
#

Agreed

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Its horrible

blissful widget
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Basically this

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It's just the BP editor that's shit house, scrolling sucsk

gentle urchin
#

I remote desktop to my stationary if I reallly have to

trim matrix
blissful widget
#

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

blissful widget
gentle urchin
#

Mine only works during turbo hours

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I hate turbo shit.

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It never lasts :p

blissful widget
#

Oh I've got a power cord receding into the couch haha, ez access and always full power... ed lap melting

trim matrix
blissful widget
#

If you don't have the Get Variable function, you might need to create it as well

trim matrix
blissful widget
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You create the function on the animation BP, and call it from... wherever you're calling it from, looks like the player BP

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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 ๐Ÿ™‚

trim matrix
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but i cant set it in the animation blueprint @blissful widget

blissful widget
#

Just finish up the way you were doing, it's a reasonable start

trim matrix
blissful widget
#

By?

trim matrix
blissful widget
trim matrix
trim matrix
feral parrot
#

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.

cedar crypt
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how do i fix this?