#ue4-general

1 messages · Page 408 of 1

plush yew
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but I want when I drop the item on the other slot to show the texture

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the functionality is began but the end isn't reach

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😦

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he uses random color

regal mulch
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Drag and Drop is a visual feature

plush yew
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I don't want random color

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yes i know

regal mulch
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I hope you are aware of that

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Drop will never just "put" the widget into that slot

plush yew
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yes

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idk hmm

regal mulch
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Follow the UE4 tutorial

plush yew
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so how will it paste?

regal mulch
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(: Follow the tutorial

plush yew
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:(((((((((((

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how many times do I say that they enjoy classes and I do not want classes

regal mulch
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C++ is build up on many classes

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Get used to it

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Nothing just works with one class. Neither is it adviced to place everything into one class

plush yew
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yes i know but I don't code now in C++

regal mulch
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Blueprints are C++

plush yew
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I know

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xD

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I can't set the variable this:

dry shuttle
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does anyone know if I can take assets from 4.9 and downgrade them to 4.5 or where there is a tutorial on how to do this

regal mulch
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You can't downgrade afaik

plush yew
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in the documentation the people can set but I can't

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wow

regal mulch
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What minute in the video?

plush yew
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this is my bp:

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I made the variable as they are

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but

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😦

regal mulch
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So you swapped to the Docs instead of watching the video?

plush yew
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aaaa

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I must to make the variable

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omg

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I am not reading

regal mulch
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I assume you created the variable in the wrong class

plush yew
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😃

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nope

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I didn't create it

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they are 2 variables

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I thought that they are one

regal mulch
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You do see the pattern here right?

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You instantly asked again instead of trying to solve it yourself by properly reading first.

plush yew
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okay

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I solved this

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but the other not

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😦

regal mulch
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Then read again. You are basically spamming by now.

plush yew
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okay

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can someone get on a dm call with me? i need help but this might require screenshare

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one silly question

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I want to move the item wood from one slot to another-so the question is I must to drag the slot or the item?

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hmm

regal mulch
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The item gets dragged. The slot receives the drop

plush yew
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yes

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okay

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ty

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so the wooditem will be dragged and the actionbar slot will be dropped-yes?

graceful sky
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Visuals for what it should look like, and payload for what it should contain

regal mulch
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The main thing to understand is that the drop event should update your backend

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And then you just refresh the bar

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So the item you drag needs to know its slot index

plush yew
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idk how to do this

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hmm

abstract relic
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Mate, that’s the same kid who’ve been asking to be spoon fed all week, he just changed his name 😜

regal mulch
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And then you tell your backend to swap the item to the slot index

plush yew
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when we make the dropped function we m,ust to set it to which slot to be pasted?

regal mulch
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Watch the tutorial

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It has that in it

plush yew
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okay

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I read the documentation

regal mulch
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I will issue spam infractions if you keep asking about this while not watching the video. You already got removed from a different Discord Server for asking question after question.

plush yew
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okay

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it isn't like that

light thunder
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@plush yew Why don't you just take one of the Unreal courses on Udemy?

plush yew
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the reason isn't this that I ask question after question

light thunder
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What's your hurry in terms of learning this stuff

abstract marsh
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Anyone checked out reef?

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It's a gaming platform.

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oof

regal mulch
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@light thunder I posted him a probably 3 hours long stream that fully creates the drag and drop stuff he needs.

spare sun
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-Watch the tutorial
-Okay, I read the documentation

regal mulch
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So if he keeps posting instead of watching it, ping me

light thunder
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@regal mulch lol where is my video for how to simulate this thing no one has had to simulate before? I will totally watch it

plush yew
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ok so currently i am working with conditions, but i dont understand where the tutorial got this set node

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what is this node called?

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which?

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set

graceful sky
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Its setting a bool variable

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bool variable in that specific blueprint

plush yew
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yes

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oh ty

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Can I say I made this in the documentation about drag and drop but it doesn't drop in the actionbar but I made the drop function in the actionbar ?

weary sun
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Hey is there still no way to listen for input actions in UMG while paused?

plush yew
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and it has spawn in the left up corner

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hmm

weary sun
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Would be mapping needed stuff inside player controller + setting them "ExecuteWhenPaused" and retargeting them to widget a good solution if so

regal mulch
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Don#t know if there ever was a problem with that

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Technically it should work though?

plush yew
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it works but it doesn't move the item into the action bar

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it paste it here:

regal mulch
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(: So you watched the full video yet in which they fully explained how to do that?

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Cause I clicked through the video and I saw that fully working for them

plush yew
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what's the problem with the documentary?

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I followe their steps but where I am wrong idk

regal mulch
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The problem is that I linked you a tutorial that explains this

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You yet you ask questions instead of following it

plush yew
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yes I know

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he linked you a video and you haven't watched it

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I will watch the tutorial later not now

regal mulch
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Also, do you happen to ahve a Youtube Channel (:?

plush yew
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I have a yt channel yes

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Why?

regal mulch
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Is that "TheCrusherOffical"?

plush yew
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yes why?

regal mulch
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Cause you are currnetly ban evading

plush yew
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I am sorry for the ban

regal mulch
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Have a nice day

plush yew
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omg

pallid compass
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What a thing to tab in too

regal mulch
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:D

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I should have remembered the name sooner

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Could have saved me a lot of time

plush yew
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it's not going to be the first time he's been banned from a discord and won't be the last

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be aware that he has multiple aliases

regal mulch
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If someone with a different nick comes in here and asks for drag and drop over a time of multiple days, let me know :D

pallid compass
regal mulch
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Na, I'm chilled

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I wouldn't be a mod here if not :D

plush yew
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lol

pallid compass
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When you think you have a fan, but you get a cane up the butt

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oh that is that guy who never reads anything and only askes questions constantly

regal mulch
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Yus

plush yew
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oof alt tabbed to some beef

regal mulch
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Na I had my fun. Didn't expect them to answer the youtube question

plush yew
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specifically i want help with substituting on event hit for something that triggers something when all pads are blue

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and yes i can call if this is too complex to explain with typing

regal mulch
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Are these pads single actors

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Or is it one actor with 9 meshes

plush yew
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yea all of them are single actors

regal mulch
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Is this whole game the puzzle

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Or is this puzzle part of your game

plush yew
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part of my game

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its a minigame

regal mulch
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Okay, first, I would suggest wrapping this stuff into one Actor then

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The Actor should have 9 Meshes, or two Instance static Meshes (which would be more performant but not so straight forward)

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When the Player Hits one of the 9, the HitEvent in the Actor should call

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And technically also passing you which of the MeshComponents got hit

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So that way you can find out which mesh got hit inside of one single actor

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The good thing about this: That one Actor can save the state of how many are blue

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And if all are blue, can execute something

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You can even place 10 of them next to each other and each of htem would have their own state

plush yew
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i dont think that would work, look at 4:50 in the video, the problem with one actor (if im right) is that i cant do the whole adjacent pads thing (i dont think)

regal mulch
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Why not?

plush yew
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wait

regal mulch
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A little bit of brain power and math and you get the same effect

plush yew
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oh so the whole array thing i did so that "on event hit the adjacent get triggered thing"... i could just make it a single actor and it wouldnt affect how this puzzle works?

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ok brb lemme do a quick google

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also ty for the help

regal mulch
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Yeah, you can do a lot within one actor

plush yew
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sorry i just started unreal a week ago, completely blind to programming. there were no results of this on google but how do i wrap all of that into one actor

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oh wait is it group?

regal mulch
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@plush yew Öhm, yeah, do you mean Tutorial or Documentation?

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What would that entail?

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You mean an API?

plush yew
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ok so its not group, that just seems to quite literally group without combining the actors

regal mulch
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You can easily create this

plush yew
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holy crap did you just make that?

regal mulch
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Hm yeah

spare sun
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crusher4o#6544
welcome back I guess

plush yew
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no way....

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is he actually back?

regal mulch
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Just some stuff in the construction script

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That isn't the puzzle yet of course

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You'll most likel ywant to make use of a Map, where the key is a StaticMeshComponent and the value maybe a boolean

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And then add each of the created mesh components (see image) to that map.

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THe boolean would then be if it's blue or red

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And based on that you can always check the state of a mesh

plush yew
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mind

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blown

regal mulch
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Is that this puzzle where nearby tiles turn color too?

plush yew
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yea you tap one tile and the adjacent flips color, you have to get them all to one color

regal mulch
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Only the adjacent tiles?

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@plush yew

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Ah na, also the one you hit

plush yew
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yup

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i put a teleporter in the door, that the gamer wont see that they are teleported, what u people think ? good or not ?

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or is there something bether ? 😄

regal mulch
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If you have a 4.20 Project I could probably send you the uasset of it if you want

wet berry
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Oh, it's a lights out thing.

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Another thing to mention: you can easily make those unsolvable

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So when you generate it, start with them all one color. And randomly 'trigger' a bunch of them to randomize the start point of the puzzle

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If you manually allocate colors at the start, you can create a puzzle with no solution

regal mulch
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Yeah and the base layout is easy to solve

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As shown in the video

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However mine works with all sizes i think

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haven't check more than 3x3

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but I didn't use any hardcoded values

dry shuttle
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Does anyone know the process if any that will bring assets from a newer ue version down to ue 4.5 as i need them to be in ue 4.5

fierce tulip
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you cant

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if its objects, export all the meshes, textures, recreate the materials

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blueprints, recreate from scratch

dry shuttle
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okay thank you

plush yew
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@regal mulchhow would i go about you sending me that uasset?

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also sorry im a bit late, i fell asleep on my desk

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unreal really tires me out

fierce tulip
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try adding particle lod's for 6 days :p

silver crown
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lol

regal mulch
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@plush yew Can just dm you the file

plush yew
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oh tysmmmmm

plush yew
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Anyone know how I can create a regen health function

woven cliff
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Hey, I have that question of which idk how to google
if u have a master material where your inputs are low resolution solid colors placeholder, (64x64 pixels res ) for example. will that give u a worse result when u use an instance material with bigger resolution textures? will it be better if i used the target texture resolution in the master material ? or it doesn't matter?

regal mulch
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@plush yew When you apply damage, check when the health is low enough for your regen function to start

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Then make a function that adds x health to your currentHealth

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When the regen function should start, call "SetTimerByFunctionName"

sudden agate
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@woven cliff it doesnt matter

regal mulch
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Don't* set it to looping and give it the timer in which interval it should call @plush yew

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Then make sure that in the function itself, after you added the health, you check if the the health is at max and only if not call the timer again

woven cliff
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@sudden agate thx for confirming ❤

plush yew
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ok

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thx

plush yew
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@regal mulch i want to go to the next level when i reach within the red circle with my top down mobile character, just like pokemon, you know how i should do it ? shal i do layering and stuf or what does it calls?

true leaf
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Hey so I want to make cinematics for my game but have no idea how to even begin. I have gimp and blender but what is good software for putting together a cinematic for unreal ??

wary wave
true leaf
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okay i mean is that the best way ? what about prerendered lol

regal mulch
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If you want to use UE4 that is the way

tall pendant
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if you want prerendered cinematics and already have blender you could theo. make your cinematic completely in Blender. (it's huge task which takes quite some work tho)

pulsar fractal
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So I pasted this blueprint in after parenting the BP to a blueprint that had the exact same nodes, so the functions were inherited

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Yet this happened.. any ideas?

hidden aurora
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I didnt understand

pulsar fractal
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The whole BP worked in a separate character BP, and I copy and pasted it into a different event graph for a different character and now I get those errors

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And I did reparent the blueprint

abstract relic
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Click on the underline word, it’ll take you to the problem node. You just need to refresh the reference

hidden aurora
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You can inherit the events

pulsar fractal
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I refreshed it and once I compile again it gives the same error

abstract relic
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No, you literally need to go to the node and repin

pulsar fractal
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But could this being unchecked be a problem?

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Is it supposed to be checked

hidden aurora
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No

pulsar fractal
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I’m in the child and they don’t show up

hidden aurora
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You need to have the event in the parent class

pulsar fractal
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So it doesn’t error now, but the blueprint doesn’t work. Basically I downloaded a character with this blueprint and I want to use it with a character of my own, so I parented my character to the downloaded character

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So, the picture I took is of my character because I just copied and pasted the new blueprint in (after reparenting). Should I only copy the parts that call the functions?

abstract relic
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Why not duplicates the bp and change it’s mesh?

pulsar fractal
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I have events from my character that I’d like to keep, I’m just trying to figure out how to merge my events and the ones I downloaded

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I’m stumped as I thought copying the downloaded BP from the parent (downloaded) into the child (my character) would work

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The blueprint is basically a bunch of custom events for movement (climbing)

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Here’s what I’m thinking if it helps:
The level is based off of 3 character BPs. Before I downloaded this new one, there were 2. One CoreCharacter with basic functions of interaction/damage, and a BattleRoyaleCharacter that inherits the CoreCharacter but has additional functions for that specific game mode such as viewing the name of their teammates.

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Now I downloaded the new character BP, and want the functionality of the new character in the BattleRoyaleCharacter, so I tried parenting it in between the existing two so now the hierarchy is CoreChar>NewChar>BattleRoyaleChar

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And then I copy and pasted the new character’s blueprints from the event graph into the event graph of BattleRoyaleChar, the one that is selected to be played when I play. So I thought this should work, but it doesn’t. Could the movement events be conflicting? **when I choose to just play as the NewChar (which inherits CoreChar) it all works but I need to play as the BattleRoyaleChar

azure shore
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can anyone help me with spawning actors. for example if an enemy is spawned whilst playing its just like inactive, it has no gravity and doesnt do anything

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feel free to ping me any replies

pulsar fractal
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Edit : it actually doesn’t work if I just skip the BattleRoyaleChar and play as NewChar, it does weird stuff

light thunder
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does it matter if this trace interactor (mitch vr example) if it is setup on the motion controller - he has MC on the VR pawn, whereas my setup, the VR pawn spawns the MC and I have this contained there on the controllers themselves

plush yew
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Does anyone know if it's possible to transfer stuff from UE3 to UE4

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Pretty sure it is

wary wave
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depends on what you want to transfer, but generally speaking, no

storm venture
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hey so how does ue4 modding work? can i allow users to create custom levels using only specific assets?

true leaf
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I think you can either build an editor into your game all custom or ask permission from epic to use their editor for that purpose

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Like how Squad does it ?

halcyon flame
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...are Unreal units actually centimeters? the scale of the 1st/3rd person character seems to be built as if they're meters...

manic pawn
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yes

halcyon flame
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ok. just to confirm, if I want a 1m³ box in unreal, I need to scale up the box in blender by 50 (since it starts as 2u³) if I want accurate sizing?

next badger
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@storm venture if you want ARK way of modding you need a special agreement with Epic

grim ore
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can you change blender to be cm units?

manic pawn
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I think that depends on the export scale

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blender can be set to different units

halcyon flame
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I made a basic placeholder model that was supposed to be about 2m long and in the Unreal preview it was absolutely massive, dwarfing the platform to display static meshes

grim ore
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did it export it out in the correct units?

manic pawn
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blender appears to default to 1 blender unit = 1 meter

halcyon flame
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didn't seem to. I didn't apply any scaling on the export.

manic pawn
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so you'd need to scale the default cube by 0.5 to make it 100 unreal units in diameter

halcyon flame
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ok. that explains a lot. but when you get a distance in UE4 it returns in cm?

manic pawn
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yes

halcyon flame
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ok, ty all

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or both I guess.

grim ore
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well I was just curious on if you change the blender units to CM then it wouldnt be an issue you just make it the size you want in blender and export it out at the right size?

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I use Modo and that's what I do so was hoping you could do the same in Blender

halcyon flame
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I like Blender units in meters, but you can change the default unit apparently. I've read multiple sources online saying Blender units = UE4 units = cm, but my experience completely contradicts this.

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you can change the default units/scale as well

manic pawn
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it seems like we've changed the unit to cm in our .blend files with animations

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there may be a reason for this

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idk

next badger
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by default Blender uses none as unit of length

manic pawn
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which has the same unit scale as meters so 🤷

pulsar fractal
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does anyone think they can scroll up to 5:02 and take a look at my problem? I’d appreciate it a lot, I feel like I’m missing something simple

next badger
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5:02? umm...is it in future? or it was yesterday?

manic pawn
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time zones exist

pulsar fractal
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Lol sorry different time zones

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“So it doesn’t error now, but...”

pulsar fractal
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That’s where my question starts (or at least the unsolved part)

silver crown
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Pretty damn useful right?

manic pawn
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where did this try to take me

silver crown
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Oh dang

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to the godot discord

manic pawn
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has anyone used godot for a real game yet

silver crown
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#offtopic

manic pawn
silver crown
next badger
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@pulsar fractal sorry, we can't answer on questions like "i've copy pasted half of the blueprint from downloaded project and it does not work"

weary basalt
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@silver crown @manic pawn Stop please

silver crown
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kk

weary basalt
plush yew
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hey so

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Does anyone know how to extract animations from a PSA

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Like

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Ik u can do It through blender but ig it isn't working idk

pulsar fractal
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@next badger that was in a conversation to someone who already understood the actual question, in context they understood. Rule 1 please, thanks

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It’s perfectly clear in #blueprint and from where I said to start reading if anyone wanted to help in this section

dawn acorn
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I'm trying to make a 150x100 level with cellular automata in unreal and it seems like paper2d tilemaps wont work for it because they dont work right when packaged, is there any way for me to reduce the performance cost of about 10000 cubes that are on screen at once, or another way I could construct the map?

weary basalt
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Procedural mesh?

quaint spear
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does anyone know how to take a screenshot of the ui in ue4?

silver crown
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Hum

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What do you mean exactly?

quaint spear
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Well Im trying to basically have a button that capture the frame of the game

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but I cant get UI to render

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its only the viewport

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UMG disappears

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😦

silver crown
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Hum

quaint spear
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Highresshot 1

silver crown
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How are you doing it?

quaint spear
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execute console command

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is there a proper way to do it?

weary basalt
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Whats wrong with using that?

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Oh it doesnt capture UI

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Right

polar hawk
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just try

weary basalt
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PrintScreen? lol

polar hawk
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shot

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does shot work?

quaint spear
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ok Ill try again with shot

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but I think its gonna be the same result

polar hawk
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don't needto change bp or anything

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just hit console and use shot

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see if it works

quaint spear
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ok

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nope

polar hawk
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neat

quaint spear
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wouldnt call it that

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Im going mad

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its such a simple thing

polar hawk
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bugscreenshot

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it'll put it in a different folder though

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and probably doesn't work in shipping builds

silver crown
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Try Shot

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With an uppercase S

polar hawk
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if you have c++ you can invoke a screenshot with the include ui flag to true

quaint spear
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hmm

polar hawk
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FScreenshotRequest::RequestScreenshot()

quaint spear
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I actually need to do it on mobile..

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just to take a selfie basically

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imagine u enable AR mode

polar hawk
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probably FScreenshotRequest::RequestScreenshot() then

quaint spear
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and take a snapshot of the ui+3dscene+cameraimage

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I dont know how to access that function

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if any of u have experience with this

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I would appreciate the help

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this is what I need

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I dont know how to use this function inside blueprints

slow socket
halcyon flame
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a question for you

I have essentially a matrix of static meshes used to build levels in my world, like Lego bricks. does anyone know of/can anyone think of a way to assign the static meshes based on a few variables (length, width, height, slope, slope direction) that doesn't involve building out an insane and increasingly complex system of gates based on the variables?

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I can't just apply scale to a single mesh because the mesh has things like a bevel or slope. basically I need to apply a 3D grid of variables (as well as other options on top of that) to script which will select a mesh based on file name? am I having a massive brain fart here or is there truly no convenient way to do this?

light thunder
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if I have a 3D widget with a widget set as it's object, do I have to create that widget still in BP?

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I'm getting null references when I try to access the widget BP itself

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even though I can see the widget on the 3d Widget component (in the actor itself, not in the real world because I'm toggling visibiilty)

light thunder
worn granite
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Yup, can confirm, I see text

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It's not just you

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Check nothing else manipulates that visibility - other than that I cannot help ya

halcyon flame
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all, after thinking about it for not too long, I realized I just need to make a 3D array (an array of arrays of arrays) with pointers to Static Meshes, and then have code determine the index for each array. the only trouble, which is relatively slight, is building out all the arrays on that third level

worn granite
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You making this in BO?

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BP*

plush yew
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I’m sure I’m wrong, but networking in Unreal is way easier than Unity

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I’m an Unreal rookie

worn granite
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Yeah I've heard there's more outta the box

plush yew
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Yea and plus it’s server/client by default as apprised to Unity’s p2p

worn granite
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Ofc , if you need something different you're in for pain

plush yew
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Opposed*

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Well because of Fortnite, they already have great support for the session based game I want to build eventually

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I’m in love with everything about the engine except for cop. It’s so weird and unintuitive compared to c# in Unity

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C++

worn granite
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You don't need it yet, might not need it at all

plush yew
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Possibly, but I feel like I may as well learn it now in case I do need it

worn granite
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Barring super cpp people, I'd recommend starting with BP and transitioning to cpp when needed by profiling or by graph complexity

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Just faster to learn the basics of the engine that way

plush yew
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Very true

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BP are ideal for action based code, correct? I.e. player movement, weapon firing

worn granite
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Ofc once you're uber comfy in vs, it's pretty easy to navigate through UE4 code

plush yew
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Well do BP reflect C++ code in Unreal at all?

worn granite
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But you won't start that way, and it'll only serve to annoy you

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The names can match fairly alright

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Working with the same stuff, there are some API differences but you can use anything BP calls from code

#

Zeb, you got VS open?

plush yew
#

Okay cool

worn granite
#

Grab PrintString's cpp sig if you don't mind 😉

#

Async is the biggest difference

manic pawn
#

nop it's closed

#

I just turned off my pc

worn granite
#

You'll have to learn some more advanced concepts that BP will just handle

#

No prob

#

I don't have VS in this state yet

novel ember
#

for postprocess materials, what node do I need to be using to isolate "background" space that doesn't actually have a depth?

#

i.e. void beyond skyspheres etc

halcyon flame
#

@worn granite if you were talking to me, yes I am. do you know what reference type they should be so that every mesh isn't loaded for a single instance of the actor?

worn granite
#

Oh that sounds like pain

#

Just StaticMesh/Component/Actor should be fine.

#

It won't have to load every asset from disk, just what it directly references

light thunder
#

I have that widget component attached to my Camera, (so it is nice and follows player's vision) but for some reason something in the VR pawn BP I am using is setting it's visbility back, even though I JUST made this item new, so it's not like it's old code...

halcyon flame
#

won't all the SM references in the mega array be loaded regardless since they're referenced?

halcyon flame
#

I think I'm thinking of using the soft object reference type.

lost meadow
#

Anyone here know a reason Shift+F11 might not be working? My editor is stuck in Fullscreen mode and I can't get out of it.

#

Never mind it seems to have fixed itself, thanks.

plush yew
#

Alright

#

anyone have an idea how I can get this to lock root motion

#

Without the model doing some weird flip

#

whenever I try to lock root motion it does this

#

Nvm got it

brazen forum
#

Hey guys. I'm kind of confused why it seams like all class names start with the capital letter A. Like for instance I was looking at the documentation on the website and I came accross this

class AMyActor : public AActor 
{....
sudden agate
#

This is correct.
Unreal uses different PrefixLetters for it's Header and Build Tool.

F - Structs
U - UObject derived Classes
A - AActor derived Classes
S - Slate based Classes

#

So if your Class should be "AnotherClass", it's Class that derives from Actor would actually say "AAnotherClass"

graceful sky
#

Pretty sure i know the answer already, but thought i'd ask anyway. Is it possible for a class to initialize values, pre-spawn?

#

Specificly from a data-table

regal mulch
#

@graceful sky Pre-Spawn not really. You need an instance of it to actually set values to be different than the Class Defaults.

#

In C++ you can spawn deferred, that allows you to set variables before the actual spawning process is marked as "finished".

graceful sky
#

I dont wanna change values per instance tho. I want to change the class defaults

regal mulch
#

In Blueprints you could expose the Variables and set them on the SpawnActor node, that however won't allow calling functions

graceful sky
#

I just want a collective place to do it

regal mulch
#

Hm

#

So defaults of multiple classes?

graceful sky
#

something like materialparametercollections i suppose, just for actors 😛

regal mulch
#

Or just a static place somewhere?

graceful sky
#

Defaults of one class and all of its childs

regal mulch
#

If the Children don't change the default, changing the parent would override the children

graceful sky
#

the children do change the default tho

#

Think a bulk of swords

regal mulch
#

Well you can try to mark all the BPs

graceful sky
#

I figured i've done a bad job balancing them,

regal mulch
#

And the go to "Asset Actions" (rightclick menu)

graceful sky
#

and need to adjust all claymores ..

regal mulch
#

And hit "Edit Bulk Property Matrix" or so

graceful sky
#

Hmm, true bulk edit.. that might work

#

Aight ill try it, thanks : )

regal mulch
#

Yus

bronze cedar
#

on hit , how to make that hit object go in random direction on X or on Y axis, or side

oak tulip
#

I'm having problems enabling ray tracing in the 4.22 preview could anyone please help?

honest vale
#

do you have an nvidia 2000 series card?

gloomy aspen
#

hi there :)
i'm new to unreal engine 4 and i would like to create a quiz "game" to test people about their knowledge.
so there would be a score board at the end of the test.

now... how would you normally do that in UE4 because in a quiz there are no real levels. it's more like an interactive powerpoint presentation ^^'
do you make a default 2d scene and make a UMG widget for each question slide or so?

thank you for you answers 😃

dim plover
#

You would just need a UMG or really any class that looks up questions and answers from some container like an array, map, or datatable.

crisp fable
#

Yeah make a dataasset that contains the question and answers

#

Put that in a set

#

And your umg widget binds to that asset type

gloomy aspen
#

thank you for your reply :)
and how about mixed question slides?
like one is a "choose the right image" next is "drag and drop the right object on the right spot", "true/false question" and so on?

regal mulch
#

Would all need different setups

#

You could technically make a DataTable (Struct) per Question Type

#

A True False Question needs a Title, the Question and if TRUE or FALSE is the right answer

#

A 4 Answer Question needs a Title, the Question, 4 Answers and what answer is correct

#

From that you can create 2 Structs and from these two DataTables

#

These can hold all questions of each type

#

Later in the actual process of choosing a random question, you can pick a random dataTable (so random type) and then a random row out of the dataTable

#

Since each DataTable or question type needs a different UMG widget, you might want to create a Map somewhere, where the key is a DataTable and the Value is a Widget Class

#

Then you can grab the correct Widget class to spawn for the random dataTable you got

gloomy aspen
#

alright i will give it a try thank you 😄

polar hawk
#

lets get that late night asmr ue4 voice chat going

fierce tulip
#

@polar hawk its 12:45, late night isnt for another 12 hours

polar hawk
#

my name is luos

#

and i like timezones

fierce tulip
#

my point being, you where excluding me from the chat by saying late night

#

:p

polar hawk
#

its all relative fool

#

man

#

you don't know me

fierce tulip
#

IT WAS A JOKE

polar hawk
#

i could have nights duringthe day

#

i could be nocturnal

#

you timeist

velvet finch
#

Hey guys so i have this mesh

#

in the game i'm planning there will be projectiles that would be small enough to pass through inbetween

#

in this case is it worth to use complex collision?

#

would it affect performance if say there were like 100 of these in one scene?

#

most of those windows though won't be targetable though

#

maybe 4 at most the player would be able to launch a projectile too

digital anchor
#

you dont use complex on the mesh

#

you use Complex on Move on the projectile

#

and it will text against the complex on everything

wary wave
#

^

#

might make the projectiles a bit expensive, but it's what I would expect

#

otherwise you could try generating a simple enough collision hull, but tbh it's probably not worth it looking at the mesh

fierce tulip
#

do what we all do in shooter games

#

cover it with wooden planks

#

:p

wary wave
#

haha

#

disable collision with projectiles

#

problem solved!

languid shard
#

go for a raycast solution 😄

#

no projectiles, no problems !

#

lasors pew pew

fierce tulip
#

I remember Hourences publishing a ut2k4 map and one window did not have collision. map was amazing but everyone was complaining about that one window.
So when I met Hour for the first time I asked him about it, and he made a massive rant on a blog XD

sturdy star
#

hello, weird dumb question, how the hell can i get thumbstick 'direction' and convert that into a world direction for use on a 2.5d game character - i want to treat the screen as a flat plane and just have an arrow that spins around and points in the direction i am pointing the thumbstick

daring tide
#

Hey guys, I'm curious why do we have to build from source engine to build a windowsServerBuild for a dedicated server?

regal mulch
#

Yop

#

DedicatedServers require the Source Version of UE4.

#

@daring tide

#

@sturdy star ThumbStick has two Axis. X and Y

#

Both go from -1 to 1

#

So get the X Axis and Y Axis

#

And plug that into a Vector's X and Y, while leaving Z 0

#

Then normalize the vector

#

There is your direction

#

Might need to invert (* -1) Y or X, but you'll notice if it doesn't match :P

velvet finch
#

@digital anchor @wary wave thx for your imput 😮

#

so i'll just leave it as default collision settings

daring tide
#

@regal mulch but why? on the project launcher there is an option for "WindowsServer"

velvet finch
#

as project default

sturdy star
#

@regal mulch thank you i will investigate immediately!

velvet finch
#

god i'm finally done

#

fixing collisions and uvs on 390 files

regal mulch
#

@daring tide Cause the Launcher Version doesn't have the required files to build that

#

I mean, I haven't build a Dedi Server in ages, so maybe they allow it by now, but doubt it

polar hawk
#

man

#

maaaan

sturdy star
#

ah nah, i didnt give enough info, imagine i am rotating an arrow on a character that can face left or right, not tryign to use thumbstick direction to MOVE a character, but rather to get the direction i am holding the thumbstick so i can do various things like shoot in a direction etc

limpid horizon
#

Is there any way to cast to a UI widget? I don't know what to set as the object.

paper kernel
#

...a widget reference maybe?

limpid horizon
#

If I'm casting to a UI widget, isn't it already being referenced?

hidden aurora
#

Use widget reference

abstract relic
#

Or better yet, use bp interface

#

You forgot to save

teal tulip
#

Unreal engine collecting wood on the action bar 🤔

sturdy star
#

minecraft yeh?

abstract relic
#

This is the most one can deduce when the only information you provided is, “my project doesn’t work, why?”

regal mulch
#

One would think you would stop trying to avoid your ban

abstract relic
#

Start debugging mate. Game concept isn’t useful information.

#

And use source control next time

sturdy star
#

"there is a collusion as if it stops you" - start looking here, maybe you added somethign new, try pressing Alt+C to show collision in the editor

dim plover
#

Honestly, though, the wood and actionbar thing is so funny.

regal mulch
#

@dim plover Sounds familiar, doesn't it

dim plover
#

I just don't understand why he has to bring up wood everytime.

regal mulch
#

I already knew it was him when he first posted, but the wood/actionbar stuff is just ....

abstract relic
#

Is this the same kid spamming drag into inventory issue

regal mulch
#

One would assume so

#

New user with the same sort of problem solving skills, same topic, similar way of writing

abstract relic
#

Interesting, changing his name wipes user info. I used to have a list of bad behavior on there

fierce tulip
#

he keeps resetting his IP

regal mulch
#

It's not a changed name. It's a new account.

abstract relic
#

Ah

#

That’s even worst

#

And sad

regal mulch
#

Welp, now he actively posted about the drag and drop. Case solved!

abstract relic
#

How many bans has he ran through? 😜

light thunder
#

the sad part is, he thinks it's everyone here giving him a hard time

#

if you could just magically tell him the single sentence answer to his development problem, he would leave you alone

plush yew
#

@regal mulch what his ID? I’ll keep a look out on the Virtus hub server

regal mulch
#

Multiple different ones by now

#

Last one was just unrealengine4

plush yew
#

Yeah I know just wondered what his last one was. He’s evolving and not using chrusher as his name

#

Thanks

regal mulch
#

@abstract relic 3 more so far

#

Idk what the start number was

#

If you peeps notice someone asking recklesly for help about ActionBars, Pickups, Wood, Stone, Inventory etc.
And that without properly using grammar, let me/us know.

plush yew
#

He’s up to 7 bans on our server

abstract relic
#

Jesus

light thunder
#

Would I be better off using a timeline to spin a wheel (automatically, free in place rotation using addlocal) or should I use a tick event that's bool controlled?

abstract relic
#

Timeline

wary wave
#

I'd just use tick personally

regal mulch
#

TimeLine gives you more control

#

Both are tick based anyway

wary wave
#

aye

light thunder
#

I'd forgotten it was technically tick based

abstract relic
#

Whatever floats your boat basically

wary wave
#

but if you want to diddle with settings etc a lot, I'd make it variable driven, not timeline

#

not a big fan of timelines tbh

regal mulch
#

If you need to actively modify it, then yeah

wary wave
#

I only use them for cosmetic effects

light thunder
#

that's what this is

regal mulch
#

If it's a static rotation, then timeline is fine

#

You can however also change the playrate of a time line in code

#

So if it's just a 360° rotation you can easily use a timeline with length 1

#

And then change the playrate

light thunder
#

I want it to spin for a few rotations

#

like they just activated a hand crank and it's now free spinning to show you opened it

regal mulch
#

Yeah then just use a timeline

light thunder
#

so I just need to make my end keyframe be 720, if I wanted 3 rotations?

regal mulch
#

Yeah if it's really always the same rotation you want

#

Then yeah

#

Otherwise you can also do 360 and then play it 2 times :D

light thunder
#

weird.....it rotates great but first it rotates the actor to a different axis ...granted, this is a component of an actor so I think that's the issue

#

but the moment the timeline starts, it jumps to that, then rotates correctly

regal mulch
#

Make sure you don't mix up relative and world

#

It helps putting a SceneComponent between what you don't want to rotate and what you want to rotate

light thunder
#

pretty sure that's what I did

regal mulch
#

And have the mesh you want to rotate at 0,0,0 rotation

#

Then just rotate the mesh relatively

#

And use the scenecomponent to place it where you want it

light thunder
#

I had the mesh rotated -90 on one axis....so I just added that to my set relative node...seems to work now

#

a bit hacky but whatever,

fierce tulip
#

hey @regal mulch can you tell me about the actoinbar

regal mulch
#

Accidentally bans Yoeri

fierce tulip
#

:p

#

GUYZ how to move wood!

#

something something inventory!

#

omg, for april fools day we should auto-wrap all names into TheCrusher

sudden agate
#

how dare you

fierce tulip
#

i smell it

regal mulch
#

Haha

fierce tulip
#

can I exi?

#

it would soothe me

#

one sec

#

@latent pivot you are not welcome here.
We will find you, we will ban you

#

over

#

and over

#

and over

regal mulch
#

@plush yew For your records

fierce tulip
#

here goes

#

takes about 10 minutes before a new crusher appears

#

funny how the crusher gets crushed constantly

regal mulch
#

Well doesn't he have to sit through the same annoying like 30 minute pause before he can even post?

fierce tulip
#

oh right

sudden agate
#

what did he do tho

fierce tulip
#

we banned him multiple times (crusher) for spamming, not following rules, annoying/harassing users, and trying to circumvent being banned

#

Ian was just his xth account

shadow juniper
#

but why, doesnt that person have anything better to do with his life

fierce tulip
#

i could suggest some reasons, but id be breaking rules because of curse words and bad mouthing

manic pawn
#

phone verification is good at making those people stay away

wary wave
#

anyone familiar with the scene rendering debug output and know what 'RenderViewFamily' is specifically referring to?

tall pendant
#

In the case of Unreal Slackers as an open to everyone community. Phone verification would serve no positive purpose. You could also convert it to an invite-only server with portfolio/track record checks...with the same outcome... Not being an open community.

fierce tulip
#

about half an hour later

thorn vector
#

hey i wanna do a dodging system

#

how do i make when char press w 2 times it will dodge

fierce tulip
light thunder
#

did I miss something in my understanding here - is it that if I have that checked, it overrides any future attempts to set these scalar parameters (that's what I want)

plush yew
#

lol thanks @regal mulch

regal mulch
#

He's most likely back again

#

You can figure as much I guess

#

@light thunder Doubt it blocks

#

It just overrides the parent material

plush yew
#

he just joined our server 5 mins ago

#

and left 10 seconds ago 😀

regal mulch
#

haha

#

Yeah we already have an eye on him again. Fun times.

plush yew
#

helped on his way

regal mulch
#

Anyway, let's not spam the channel that much

weary sun
#

Watched that Better Blueprints live training and the guy was talking about some new naming conventions naming blueprint interface as "iInteractive" Is there some place to look at these conventions?

stone fjord
#

Anyone good with cables? I can't seem to figure out how to attach a sphere to the end of my cable. Essentially I'm making a fishing rod and want a bobber at the end, and there can only be one in the scene so I want it to be something that's part of the blueprint that becomes visible on cast

#

Unfortunuuately in construction it doesn't work as I can't attach a skeletal or static mesh there

wise rain
#

Cheers for the heads up on the crusher situation guys, the staff over at the Virtus Discord appreciate it ❤

stone fjord
#

I searched google high and low and none of the answers seem to be working either o_O

jovial lynx
#

Mind if I suggest turning on email verification? I doubt he's using registered emails so that could stop him

manic pawn
#

that is already included in the option to require 10 minutes in the server

light thunder
#

I have a mesh component with several elements with their materials - is there a way to target a single material element and change it's scalar parameters? right now I have to change all

manic pawn
#

use different dynamic material instances for each slot

light thunder
#

I am but they all have the same parent material with the same scalar parameters

fierce tulip
#

or rename their slots, and tweak them trough blueprint targeting that slot

light thunder
#

slots....hmmm

manic pawn
#

how is them having the same parent relevant

#

you need to be changing the parameters on the instances, not the parent

light thunder
#

yes but I can't seem to select the specific instances of that Plate

#

err, of that mesh component

regal mulch
#

Well Materials are in an array

light thunder
#

I just want to set it for a single element

regal mulch
#

So if you change the MaterialIndex

#

You get a different Material

regal mulch
#

If you mesh has 2 Materials

#

Then 0 is the first and 1 is the second material

#

Is that what you mean? @light thunder

#

Jesus @grim ore xD

manic pawn
#

put links inside < > to disable the preview

light thunder
#

no, I mean I want to just change the Scalar Parameter on a single Element of a mesh component

fierce tulip
#

infracts Matthew for posting too much good information :p

regal mulch
#

@light thunder Define "Single Element"

light thunder
regal mulch
#

Yeah that's what I just explained though

oak tulip
#

@honest vale yes, I have a rtx 2080

regal mulch
#

Create a Dynamic Material on that specific index

light thunder
#

that got it, thanks, I'd forgotten about dynamic instance node

grim ore
#

lol sorry I didnt know it auto expanded all links now

regal mulch
#

You can call that directly on the mesh comp

grim ore
#

aww man we banned Crusher 😦

regal mulch
#

No need for the two nodes

#

@grim ore Which one kappa

#

He's still here

light thunder
grave nebula
#

@wary wave Time spent in RenderViewFamily_RenderThread, mainly resource updates and actual Render call.

wary wave
#

cheers - useful to know, but not sure it narrows things down much

#

is there a decent way to take a deeper look into where things might be taking time inside there?

#

it feels like the problem is on the CPU side of rendering, but it's hard to tell

grim ore
#

oh maybe I meant the other one, I was trying to catch up and saw something about the crushera getting banned

fierce tulip
#

lol

grave nebula
#

@wary wave You can search STAT by its visual name, and later search where the counter for this stat is placed.

wary wave
#

how do you mean?

#

you mean dig through the source to see where it's counted?

grave nebula
#

Ayep.

next badger
#

stat is defined in Runtime\Engine\Private\UnrealClient.cpp

wary wave
#

erk, could do

#

that will take a while D:

#

it's almost certainly not GPU bound

grave nebula
#

Usually it is something obvious and readily identifiable, like draw calls being commonly the culprit in that counter.

wary wave
#

we have about 3k draw calls, so I'm not sure that's it

grave nebula
#

Could easily be.

#

Gotta keep in mind scope of counters when strolling through the code though.

wary wave
#

aye

next badger
#

@wary wave why not to use logger from Session Frontend?

wary wave
#

I'm not sure that would reveal much tbh

next badger
#

it has all the stats ue4 may provide

#

literally hundreds of them

wary wave
#

aha

#

looks like occlusion culling isn't working

#

like, at all

#

it's rendering everything in the camera frustrum xD

grave nebula
#

stat InitViews give culling statistics

wary wave
#

cheers

#

I can see it failing quite visibly' froze rendering whilst looking at a wall, then moved the camera away

#

yeah, 2k primitives, 1k frustrum culled, 180 occlusion culled when looking right at a wall

#

that ain't right

grave nebula
#

Depends. Might be shadow relevant primitives

#

180 only occlusion culled is indeed a bit low, if you have whole scene behind a wall

wary wave
#

it's much lower than I'd expect

#

a significant portion of the level is behind that wall, including small props etc

versed girder
#

Hello there everyone. I'm having a bit of a technical quandary and I haven't been able to find a solution for it. I have an actor blueprint with a skeletal mesh component inside it. That skeletal mesh has a looping animation. I want that animation to autoplay and continuously loop indefinitely, what's the best way of doing that? I tried ticking the Playing and Looping boxes in the blueprint window which worked in the viewport, but doesn't work when I press play

heavy notch
#

if(GameIsAboutToCrash)
{
Dont();
}

versed girder
#

Ahh, I got it

#

I was using the wrong node in my level blueprint

#

You need to use Play Animation, not Play (Skeletal mesh)

copper flicker
#

yo ninjas

#

any idea why my code only works in a BP, but not inside a Function.. in that BP?

#

and in the function..

#

so I'm sayin.. Index - Check = 0. if yes, ignore sound

#

if I change the Index, Index - Check = not 0, for 1 tick

#

O o

#

maybe for the same reason why timers don't work in functions?...

#

only in local functions...

#

george + 1 = george

#

dunno why, but that doesn't work

chrome lintel
#

Someone knows why an overlap event could be triggered at distance? the event is triggered a few meters from the actual box i used to determine a overlap. I use a cast to character to filter the overlapped objects.

regal mulch
#

If you really filter it for the Character, then I would assume something of your Character causes it

#

Print the Component and Actor name

#

Then you probably know more

#

@chrome lintel

fierce tulip
regal mulch
#

xDDD

cobalt scaffold
#

i think i just crashed trying to comprehend the original questions

fierce tulip
#

<_<

regal mulch
#

Who says that this is a "who"? xD

fierce tulip
#

the fact you react to it says enough

regal mulch
#

You should just stop.

fierce tulip
#

and gone

#

again

#

30 minute timer

regal mulch
#

Do you have an actual bookmark folder with these?

fierce tulip
#

:p yes

frosty bloom
#

Gotta love them

fierce tulip
regal mulch
#

@copper flicker Well, it looks like that's a function library or so?

copper flicker
#

yes

regal mulch
#

What is that Check Variable?

copper flicker
#

it's a local index

regal mulch
#

And why do you set it if you never use it again?

#

Local Variables only exist during the call

#

Afterwards they reset

#

Also is that to make a UI Button Hover Sound?

copper flicker
#

so basically they can't exist inside a function from a lib?

regal mulch
#

Are you doing a Gamepad Menu System?

copper flicker
#

yes!

#

😄

regal mulch
#

You should really look into Focus and Navigation

copper flicker
#

how did u know

regal mulch
#

Because you have ButtonIndex and a Sound

copper flicker
#

Focus doesn't work for me...

regal mulch
#

And this is usually not needed

#

Why not?

copper flicker
#

I had to ignore focus

#

because it was wrecking everything

#

dunno.. it was showing the mouse

#

and the UI had issues

regal mulch
#

Ah yeah it shows the mouse that's a weird bug

#

Despite that it should work

copper flicker
#

well, it didn't work

regal mulch
#

Our menu in hoverloop is full focus

copper flicker
#

I mean I dind't wanna fix that

regal mulch
#

Fair enough

#

Well the thing with Functions, any function, is that Local Variables only exist in the scope of the function

#

In Blueprints it's a bit more confusing

copper flicker
#

hmm... so basically, I don't understand why Index + 1 = Index doesn't work in a lib function

#

that seems to me like an essential piece of code

#

and I can only make that work in local functoins

#

which are useless

#

cuz I need functions to work across objects

regal mulch
#

But in C++ you'd realize it:

void MyFunction(int32 MenuIndex, USoundBase* HoverSound)
{
    int32 Check = 0;
    
    Check = MenuIndex - Check;
    if(Check != 0)
    {
        PlaySound2D(HoverSound);
    }

    Check = MenuIndex;
}
#

This is what your code does

#

From top to bottom

#

In pseudo code

copper flicker
#

ok

regal mulch
#

Check is always reinitialized

#

It's a local variable

#

Once the function is done, it doesn't exit anymore

#

Doesn't matter if function lib or a function in a Widget, Actor, Component, whatever

copper flicker
#

ye

regal mulch
#

Local Variables don't keep their state. If you need a variable to keep their state, you need to create it in the Actor/Widget etc. as a Member Variable

copper flicker
#

hmmmhmhmhhhh. I see

regal mulch
#

You then have two options

copper flicker
#

I'm trying to not duplicate code as much as posible

#

atm I have every widget being duplicated.. and I don't know how to clean this up

regal mulch
#
  1. Either you do everything in the same Actor/Widget/etc., then you can reference the Check Variable inside the function and edit it.
  2. You put the function into a FunctionLibrary and pass the Check Varaible in.
copper flicker
#

part of the code I saved it as a fucntoin

#

but for this hover I can't

#

I don't understand part 2

regal mulch
#

If you do 2. You have two options to update the CheckVariable

  1. You make the Function return the new Value and then just set it after call it.
  2. You pass the Check variable as a Reference and use "SetByRef" (or so) to update it.
#

Well as far as I understand, you need the Check Variable to update or?

copper flicker
#

yes

#

but I don't really understand

regal mulch
#

Yeah, either way you need to create that Variable in your Blueprint as a Member. Otherwise it won't keep the value you set it to inside of the function.

copper flicker
#

sounds programmish and complicated 😄

regal mulch
#

Gimme a second, I show you what I mean

copper flicker
#

hmm... yeah, so oy mean I set a value inside the WIdget

regal mulch
#

Might be easier than words

copper flicker
#

but that defeats the purpose of making a Function or Macro

#

I end up with duplicated code anywya

#

in fat I wish I could have just 1 widget parent

#

like I did with the Player

regal mulch
#

First question is, does the Check Variable need to persist?

#

Well you can do that too

#

Widgets can inherit

copper flicker
#

and a bunch of BP children as the actual widgets

regal mulch
#

As long as the parents don't add any actual designer stuff

copper flicker
#

well, my problem with the check is simple, I just need to do a DoOnce

#

cuz atm I'm using Tick for Hover

#

and I'm updating the UI on every tick

#

which is dumb but I have no idea how else to communicate between Player and UI

#

so because of Tick, I need to make a DoOnce so I get just 1 sound

#

not 1 per tick..

#

anyway, widgets can inherit yes.. but it's complicated... : /

regal mulch
#

Okay here is what you would need to do

#
  1. You need your own base widget that implements the hover stuff
#

So basically something that plays a hover sound and maybe changes color or so

#

That widget should have a boolean for "IsHovered"

#

So that you only play the sound if IsHovered is false

copper flicker
#

yeah, that Bool, IsHovered, getting that to udpate correctly is the problem

regal mulch
#

e.g. "HoverButton -> IsHovered? -false> IsHovered=true -> play sound

copper flicker
#

that's why I

#

I'm using an Int instead

regal mulch
#

Well the integer is just for finding out which element you hovered

copper flicker
#

meaning... I don't know how to get a Hover state otherwise

#

the Check is actually for making a 1 Tick .. hover

#

I can easily get the Index otherwise

#

but I cna't get a Bool state of that index

#

I need a DoOnce kind of thing...

#

but a DoOnce needs to be reset

regal mulch
#

The general layout of this should be:

  • W_Widget_Base
    -- Has Hover State System
    -- Has FX stuff like Sound and Color for Hover and Normal State
    -- Has an Index Variable that can be set from outside.
  • W_SomeWidget
    -- Has Multiple W_Widget_Base (or a child of that)
    -- Sets up the Indizes of these Widgets so they are all unique
    -- Has one "CurrentIndex" variable
    -- Updates HoverState of W_Widget_Base if the CurrentIndex is == their Index
#

This is all you need for the Hover State System

#

Well and that Integer that is currently no in the screen

#

Make sure the Index is editable

copper flicker
#

it's easier said than done//

#

1 problem I have is this

#

each widget has unique code

regal mulch
#

Yeah that's easy though

#

Add EventDispatcher to your Widget

copper flicker
#

so I don't know how to make that unique code exist.. without all the other code

#

I never used dispachers...

#

O o

#

and I heard of problems with them..

regal mulch
copper flicker
#

basically I'm afraid, without knowing what they are 😄

regal mulch
#

Here is an example

copper flicker
#

maybe I can use custom events....

regal mulch
#

I put 3 widgets of this base widget

#

Into a vertical box

#

First one has index 0

#

next one has index 1

#

last one (in the picture) has index 2

#

That's the event dispatcher I added in action

#

Looks exactly like your default "Button Pressed" thingies from normal widgets

copper flicker
#

ok

#

I'm starting to be a bit lost here tho

#

and I only need a simple UI

#

😄

regal mulch
#

Gamepad support like this isn't simple

copper flicker
#

I jsut hate that I can't make it clean

regal mulch
#

What I post you is more or less clean though

#

You just have to setup a few things first

copper flicker
#

yea, I just don't understand it

regal mulch
#

Which part don't you understand yet?

copper flicker
#

and I'm worried that using dispaches will crash on certain devices

#

like.. it works fine on PC

regal mulch
#

It won't that would be really weird :D

#

EventDispatchers are essential to UE4's coding language

#

They won't crash on other devices

copper flicker
#

but not on other devices or not with online multi

regal mulch
#

Widgets don't care about online stuff

copper flicker
#

I saw people complaining about them on the forums

regal mulch
#

Those people seem to have no idea how to use them then

knotty storm
#

there is a weird glitch where when i play my game, i randomly start flying. help

copper flicker
#

maybe you're right

regal mulch
#

Well I'm using them everywhere I can and I have 0 issues

copper flicker
#

@knotty storm you have to set your movement mode back to falling or walking

regal mulch
#

Well you have two ways to do this:

  1. Use the Focus System, then UE4 does all the navigation for you.
  2. Setup your own system with indices and stuff.
#

Focus System is less headache

#

Specially if you need more than just a vertical list you go through

copper flicker
#

alrighty, thanks eXi

#

I'm not sure how far I will go with this UI

regal mulch
#

Only thing I can tell you is that you should, either way, make a base class for your Widgets that you interact with

copper flicker
#

yeah.. I should

regal mulch
#

I should really make a video tutorial on Focus UI stuff

#

.>

copper flicker
#

atm I'm updating them like a moron

#

with each update, I have to go to every widget

#

and fix the code

#

it's absurd

#

😄

regal mulch
#

:P Yeah inheritance

copper flicker
#

yeah but inheritance is pain

regal mulch
#

It's not. It's love.

copper flicker
#

it limits what you can do

regal mulch
#

It doesn't limit you at all. It removes duplicated code.

copper flicker
#

and it's much more difficult to plan it

regal mulch
#

Well UE4 is based on C++. BPs and Widgets are C++ Children.

#

If you want to use this Engine you have to use C++ or at least the abstract idea of Object Orientated Programming

copper flicker
#

I understand inheritance, basically... but applying it in practice is complicated

regal mulch
#

Which includes Inheritance

copper flicker
#

I have to go rummage some more

regal mulch
#

Inheritance does this:

Gives all the shit from the Parent (Variables and Functions) to the Children.
When to use it? When you have multiple classes that do the same thing.
But what if one Child does it different? Then you "override" the function in question.

#

That's all.

copper flicker
#

yeah the overriding is the problem

#

XD

#

especially with UI

#

cuz every single widget is going to be different

#

so if things are so different... it's easier to make em unique

#

but then there's duplicated code and pain

#

and wasted time

#

either way

regal mulch
#

Example:

BP_Rifle
BP_RocketLauncher

Both are Guns, both can shoot. So best thing is to create a BP_Weapon Class and put all the Fire, Damage etc. Logic into them.
And then in BP_Rifle and BP_RocketLauncher you override the "FireWeapon" function to either do a LineTrace, or create a Rocket.

true leaf
#

Try an entity component architecture if you can

regal mulch
#

UE4 isn't really based on entity component arch

true leaf
#

But it kind of can be in some cases :/ but I agree

regal mulch
#

And someone who struggles with UE4 inheritance won't win much with learning something that UE4 isn't even build for

copper flicker
#

hehe

#

okok, I shall go think about it

#

thx guys

true leaf
#

Its tricky acrobatics for sure . I use entity component for my Character and that's simple but using it for other things is tricky

regal mulch
#

I guess when I have less tress I'll make a tutorial on how to setup the basics for a Focus based Navigation

#

Cause you have to make some widgets to fully make use of it

#

But once that is done, it just works

#

Way easier than fiddling around with an index or so

glad stone
#

can somebody help me understand the curve editor better in Niagara