#ue4-general
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yeah, but its still instant, theres no time between drawing that prediction and registering a hit
what's the logic behind a day/night cycle?
do I need to rotate my directional light around the landscape?
would that work?
im going to play around with predicting a path and see how that works
if i get some lamp props, and add them do they emit light on their own or i need to do it?
I'm not sure how to go about starting a turn based strategy game and am having a rather hard time finding documentation or tutorials to get me started since I'm relatively new to learning UE4
I got exactly the breakthrough that I needed but I feel like my knowledge is lacking in one more area. I can interact with all the items in my inventory just like how I'd planned and I'm eager to flesh that out but I can only display the names of the items. I could of course rig what I already know to show me more values but I'd perfer it to be uniform. Can you add column's to lists? Or should I switch from a list to some other element? My current plan would be to just have identical lists next to each other, one for each stat but I wouldn't be surprised if there's already an element I can use that doesn't require multiple lists
@shy silo Break your design into small pieces and ask more about each system you are having trouble with
Alright will do.
hi guys. I can't figure out how to get a reference to my playercontroller. This is what I have so farif (GetWorld()) { playerController = Cast<ABasePlayerController>(GetWorld()->GetFirstPlayerController()); if (playerController) { UKismetSystemLibrary::PrintString(this, playerController->GetLeftMouseButtonDown() ? "true" : "false"); } else { UKismetSystemLibrary::PrintString(this, "Cast failed"); } }I alwaus get the "Cast failed"message printing to the screan, So how do I get the playercontroller?
Are you calling this from the Character
So I'm adding a little grass wind to my grass material but when i'm looking at the model, it's shaking to the point of going into the floor. Does anyone know how to make it so that its just the tips that are shaking? thank you
@fathom bridge yes
@still moth "subtract a variable from the Z axis of the trace ending location every time the script runs and you'll have bullet drop"
That's not right.
If you're set on going after a realistic bullet path then it's a parabolic path. A bullet initially rises then falls.
i already have bullet drop
a bullet only rises and then falls when its zeroed for a certain distance, and generally speaking the amount it rises in that distance is so small its not even worth calculating
Call GetPlayerController direcrly
right now im testing that setup against predict projectile path
@fathom bridge "Call GetPlayerController direcrly" What do you mean directly?
I'm not sure what you mean by zeroed? I've heard that term used when talking about scopes but never heard of it as something that affects the way a bullet travels through the air.
anyone can help with grass?
a gun is zeroed for a certain distance so that the point of aim matches the point of impact, so when the bullet comes down, it intersects that point of aim at a specified distance.. so the bullet doesnt go up, your sights are adjusted so your barrel is pointing slightly upward so that those two points meet
youre generally looking at less than an inch of elevation before the bullet meets its zeroed location, so for video game purposes its really not worth the effort or coding to put in any kind of rise
so a straight line trace for the first 50-100 meters is plenty good enough, and apply drop after that initial trace
Squad uses a Linetrace for impacts at a close distance to the Player. After that distance they spawn a physical projectile to simulate drop
I guess. You seemed to be asking for a more realistic flight path. It's not that difficult to calculate the actual parabolic path and there are calculators all over the place that will give you the math.
That's a pretty good approach
you dont need to spawn a physical projectile to simulate drop when you can draw a new line trace at the end of the first one at reduced length to simulate air resistance, and subtract a small amount from the Z axis to simulate gravity
I didnt say you had to.
I don't get the point of that. Why bother if you 're just going to do a straight line drop anyway? It wouldn't take much to make it a curve
i tried spawning an actual projectile and the performance hit was massive compared to other options
Were you doing a lot of math in the projectile bp?
mike, if you have it drop a little bit every time a new trace is drawn at the end of the old one, and also reduce the length of sequential traces it creates a trace path identical to the flight path of an actual bullet.. as gravity is a constant, the only variable in a bullets flight path is its velocity
so if you have a spline, that maps out a general direction, then you use the time along the spline path to change the velocity, and/or the drop, to whatever you want, you have a nice system of dropping over time
but ill stop promoting splines now :p
but how do you set the points of the spline when the weapon is fired? because if you angle a gun upwards its going to have a completely different flight path than if its level
I'm not trying to say that the approach is insufficient, I'm disagreeing when you say it's an accurate approximation of the path a real bullet would take. a bullet is parabolic. I got the impression you wanted a more accurate flight path and I'm trying to convey that it would not be difficult to just plug in that math to a trace.
@candid cove You need to mask the wind. Probably using a texture or the second channel of a coordinate node.
there is a VR controller blueprint that has a cheap one built in. You can modify it for purpose but yeah the math is apparently quite the same across the board, with a variable here and there
if you were going full simulation though, head to any C++ lib on that kind of thing really
Without calculating drag you just need the acceleration due to gravity, starting speed and initial height.
think of the path you have when you throw a ball forward, how it comes down in front of you and has an arc along the way... then when you throw it straight up.. two different flight paths depending on the angle it was thrown.. how would you get a spline to calculate that?
well its some Sine math. I couldnt tell you off the top of my head. Id google what it is when I needed it. ๐
spline points all have tangents though so its easy to construct what you need at the times you need it along the path
ricochets are especially easy to deal with
There's actually a couple of bp nodes that will do it for you.
Predict Projectile Path (Advanced)
i have a predict projectile path option that i was testing along side the line trace option
what advantage would a spline have over predicting a projectile path and just using that for hit detection?
The spline was to simulate bullet travel time
ok
@brazen forum I mean just call GetPlayerController. It is a function on A character, and you don't need to go through the world with GetWorld()
doesnt predict projectile path simulate travel time?
I think, I've been sorta paying attention
@brazen forum still cast it though
I'd have to double check but I think it gives you an array of points, the time the projectile would be at that point and the velocity at that moment.
it seems predict projectile path has an out hit time and calculates time to a hit
there doesnt seem to be anything for calculating drag though
Yeah I was just looking through the code and didn't see that either
It gives you a time it would take to arrive there but the predict is instant
I don't think it's used for that. If you want accurate bullet physics sim you'll need to find or make it from external sources
This is mainly for stuff lilke grenade previews and teleport previews i would think
yeah, thats what i figured
Unreal Engine is planning to use VS as their default coding program
It seems pretty useful to me if you want an approximation of a bullet path without too much work.
imagine a spline line is a path, which isn't hard. Now imagine throwing a probing collision mesh down it at a rate you can control through velocity. Now imagine you want drag. You can start reducing the length of the spline + the speed of the probe animation based on the multiplier of the drag. But I'll stop promoting splines now :p
I have a huge list of future project ideas and none of them need anything more accurate than what predict projectile path does.
Marc, I want to join you in the spline love, but I'm not seeing it.
๐
@brazen forum it might be called GetController
yeah there is no reason to make realistic bullets unless you are actually focusing on it as a selling point
@brazen forum also UGameplayStatics::GetPlayerController should work
I'm happy with a line trace unless I want eye candy
tx for the hep I was able to get it workng ๐
@scarlet birch I probably wouldn't use them myself. I would go download a C++ lib from some math hero who had an interest in it. Then apply that
Yeah, same the formula is not that bad. I'd just add that to a personal math lib
well.... just watched a true war in a UFC match. insane sport at times
crowd is going utterly mental
I have an array of stored items. At any point I can get each of their display names, that's no problem. But I run into an issue when trying to get their item names. When an item is put into a bag I use the destroy actor node. This also seems to destroy any variables I've set for it
Is destroy actor the wrong node?
Cute, using bp Open Level, with a bad "find player start" will CRASH the engine with
"failed to player start"
Or do I need something more elaborate. Where before being destroyed the item sets the values of an identical item that is created inside the inventory
It is expected that if you destroy the actor any variable pointing to it will be null now
Your inventory probably shouldn't worry about tracking the actor versions of things unless something very different is happening
I think it would be better to convert that information into a struct that the inventory can store when the item is deposited
Or an object class perhaps
That makes sense, I already have a struct that helps my data table determine what values to assign objects on spawn, I assume I can recycle that, right?
You could pass the object back and forth for the life of the item through any deposits/removals
If it holds the right info, reuse away
I have a question about creating my first map in UE4
I want to recreate a level from a game, it's an interior and It's mostly made up of static meshes
How would I go about getting started
I'd just use a struct if you're working in BP. Use it to hold info on what actor to spawn, what icon for the inventory etc.. Titanic games on Youtube has an RPG tutorial that does a pretty good job of showing a way to do it.
My only thought on using an object instead was for tracking the life of things like durability, modifications, etc depending on your needs
So the plan is to make a new object class called "inventory item" or something like that. Before destroying the actor I'll set the values of the to-be-destroyed actor to match the values of the inventory item. And rather than adding the destroyed item to my inventory array, I'll add the new object. Then if the item is ever removed from inventory I'll do the reverse
Yeah I'm tracking enchantments at least
How do you make an infinite loop without Unreal giving you an error? I tried with a while loop and UE did not like that
delay
is what I use, I set the delay to be equal to world delta time. Idk if that's right but it's how I do it
ok, well it went up, but not down
what're you looping?
well I can't get it to loop because you can't pull mulitple lines out of one pin, and I hate that
idk how to get it to do 2 things at once
well sequence does things in order
Question - I have a "LineTraceByChannel", works great. When successful I have a "SpawnActorByClass" that creates an object. The "SpawnTransformLocation" is connected to a "BreakHitResult > Location" node from my line trace. Problem is, the spawn object NEVER goes to the hit location. What am I missing?
Is it possible that the object being spawned is overlapping with the location?
Like, do you know if the object is even spawning at all?
Yes, its 100% appearing. And its location is at 0,0,0 instead of the hit location from the linetrace.
I've had a debug line appear correctly from the linetrace. but my object is off at 0,0,0.
Just to be super clear, can you print the results of the hit location that you get from your "breakhitresult" before the spawn node?
That way we know for sure that 0,0,0 isn't what's being plugged into the transform?
One sec...
its tedious but so many of my issues have been caused by me making reasonable assumptions that turned out to be false
You're right. The location result from my "BreakHitResult" was printing 0,0,0. Arg..
Hmm. Im not sure why....
I haven't tested this but that's what my first try would look like
I'm pretty deep into my inventory right now otherwise I'd try to set it up on my end
Does that look right?
I'm using a "ConvertMouseLocationToWorldSpace" so the trace hits where my mouse clicks.
In my case, the Floor.
Yeah idk it looks right to me. The only thing I guess would be world direction? I'm not too familiar with the convertmouselocation node. If it was me I'd set the start to be world location and the end to be world location +/- 90000 on the z. If that works for your scenario.
so if you're going down I'd assume that your line is going to be from the world location down 90000 on the z value of world location. But like I said idk that node so maybe someone who does can offer better advice
I'll try that, but I don't think that's the problem... It's strange because the red debug line is correctly hitting my mouse location on the object in the world. But the spawn is way off because of the incorrect Hit Location. Hmm.. It could be a bug.
just like how you were printing the location see if it's hitting a location. Maybe the trace is going where it should but not generating a hit
it'll be off the return value node
Oh wait.. It looks like my debug line could be going through the object. I may need to look at my collision properties.
Thanks bud!
np good luck
No offense but UE documentation sucks donkey balls
The community provides a significate amount of resources as well Psycho. You should expand your search.
My only point of reference is blender which is so poorly documented I've encountered users who did not even know certain features existed
I actually started learning blender this week. I find it, very well done in 2.8. But older versions were not friendly for me. I'm coming from 15 years of 3d max.
I'm used to working with 10,000+ objects and 3d max holds the crown for that.
But blender 2.8 seems to be on the right track now.
Oh yeah I only make basic rigs and models. I teach it to kids on weekdays but there've been times where I've said "is X possible?" and gotten several "no"'s in response only to find out a few days later that it totally was. That's not the case as much anymore since I found the blender discord but before then it seemed like there was no single source that had ALL of the info needed. Everyone's individual knowledge seemed to be fragmented
Interesting. I'm finding a lot of good references on youtube. Plus my knowledge from Max helps a lot.
Kind of like unreal before I found this discord. I only recently learned about the select node thanks to MathewW, I've done plenty of tutorials where rather than using the select node they set up a branch. It's a small thing but select is soooooooooo nice
Yeah I bet, I don't have that many years of experience. I only know as much as I need to work on my personal projects in UE4 and blender.
What would be the workflow if I want to create modular characters?
I mean, characters where I can swap their clothes, weapons, etc.
Should I split their bodies in multiple meshes? Does that make sense?
Not sure how would I animate something like that tho.
Hey, I want to create a simple vehicle that's AI driven in the scene. never controlled by the player.
What class should I create it from?
pawn
Why not actor btw?
Pawn already has code for AI
thanks
Guys another issue im having.
Updated to VS 2019. but UE4 still treats VS2017 as default and keeps opening it instead.
how do I set VS2019 as the new default ide for ue4?
Set in in the editor settings
it's set. still launching vs 2017 when creating new class
Did you remove the intermediate folder and generate solution ?
And you set the compiler both in project & editor settings ?
Looks like you're running <= 4.21 here
airght
right, i'm coming in with the noobiest question ever so be prepared... I deleted the VR gun from my FP character, and it's still visible in game... why?
Any way of setting the order of the includes in the module.cpp generated files?
we have a file that has to be included last but after the first compile its putting it first and breaking the compile
I'm removing an actor from play and storing it in a reference variable when I do so. I was assuming I could use the spawn actor node later and just plug that reference in but that doesn't seem possible. Is there any way for me to either spawn an actor from my reference or create a new actor from my stored data?
I could set up a system that sets the class based on the stored variable but if I end up with 100 items I'd rather not plug in 100 possible conditions.
What's the BP for unlocking the mouse? (for my pause screen)
qwerty
Actual answers only please
bruh i just joined
got it to work anyway
I just realized that the unreal logo can be used for uwu and owo, at the same time!
w 
๐ผ
what's this
hi
hey guys ๐ just a quick question.. when I open my scene in unreal I get a notification "Project file is out of date. Would you like to update it?". So.. When I do that could there go anything wrong? I donยดt want my scene to be destroyed. And when I update it, could it be possible that many of the plugins Iยดm using for that project wonยดt work anymore?
does anyone know a way to make a camera strafe tilt?
Trying to make a dashpad, anyone know why this isn't working?
ok; well it makes me jump a little, but it still doesn't make me dash forward
progress tho
ok, no I got it to work
but it uses world vector directions and not local
:/
Anyone know a good way to get it to use the model's local direction so I can put it facing any way?
Can I not get the Bounds of an Actor via its Default Object?
They return (0,0,0) while the spawned actor, with bounds made visible) clearly has bounds.
Or can I achieve this via spawning deferred?
I want to offset the Actor in z direction by half height of the bounds
It says Character Movement Component does not inherit from "Character", but where does it inherit from then?
PawnMovementComponent iirc
"PawnMovementComponent does not inherit from Pawn" Same problem, different place
who does PawnMovementComponent inherit from
They have nothing to do with each other. One is a Component, one is an Actor
NavMovementComponent
UMovementComponent
And that inherits from UActorComponent
And that inherits from UObject
ACharacter -> APawn -> AActor -> UObject
As said, they have nothing to do with each other
nothings showing up for UActor
What are you even trying to do?
You don't need to cast stuff upwards
Character already has everything from Pawn, Actor and Object what it is allowed to use
As well as CharacterMovementComponent has everything from its parent classes
Why are you casting so much
each cast after the first is asking for a cast
That's all they'll accept
and toss errors if I don't cast
What is the original object you are casting?
CharacterMovementComponent, apparently. so I can change the Max speed
But if you already have the Character Movement Component
Why are you casting to begin with?
Well I tried to Get something, and it didn't work
You need the CharacterMovementComponent reference from your Character
how
Singleplayer Game?
Well I hope so, cause you shouldn't do Multiplayer with that level of experience anyway.
The most forward way is "GetPlayerCharacter" and then "GetCharacterMovementComponent"
Singleplayer, yea
got it to work
eXi, would you know how to use BP to make that Launch Character to get the pad's x-value instead of the World x-value?
Or anyone?
RedPandaz, get actor's forward vector and multiply it by how strong you want the launch to be and put that in launch velocity in the launch character ?
Hi, anyone any good info about creating lan mp games?
@grizzled axle Not the player, the pad
then get the pads forward vector ? and make sure your pad is pointing in the direction where you want the player/character to shoot off ?
The pad is not moving
it doesnt have to move
it still has forward vector where it is pointing
in world
I think you need different Get Forward Vector node
something that takes actor or self inside it, that one seems to want rotator, which is 0 0 0 currently
its called Get actor forward vector ? dont have UE open atm, cant remember
Still not working
Why doesn't Unreal's Geometry show up as a mesh distance field? (Visualize -> Mesh Distance fields)
RedPandaz, nothing is happening or do you at least launch somewhere?
Launch forward, but in the world X, which happens to be sideways
are you sure your launch pad isnt just pointing that way?
yes, because I stuck an arrow to the front of it
and that blueprint is in your launch pad?
yea
Wait, nvm, the two differently-oriented pads are pushing me in different directions
I just gotta swing the model around
not sure then, this is how my old test project lauches my player away from the enemy when I get hit by melee and it works fine ๐ค
Hey guys, So I'm a total noob and trying to make a material in UE4 for my landscape... I have downloaded a mat from quixel, and tried to build it in mat editor, but as you can see my preview looks nothing like the material preview from quixel, any ideas?
@carmine umbra try changing the value on metalic
to 0?
how do I set it to a value rather than using texture samples?
I know i'm a total noob...
@carmine umbra in material editor hold down 1 and left click to create material expression constant. You should do tutorials first, they have some good ones on web
yeah im really struggling where to start with this stuff, Im wanting to make a basic forest environment but struggling to find a good tutorial
none actually go in depth, just talk through how they made it without detail
how to fix this gray space, i painted some textures over it and it turned like this. i tried undoing it. but didnt work
does it say 'compiling shaders'?
Hey guys, I want to make a rotatable map (regular and mini-map) like in Metroid Prime, so I was wondering what would be the best course of action?
@topaz wadi https://www.youtube.com/watch?v=lSIya9obbSo
This video demonstrates how to set up a rotation component for objects using UE4.17.2. Using this tool makes the object rotate perpetually.
That's pretty neat, Stain! ^^
Turns out the simplest solutions are usually the best ones.
And for it to display as hud, would it be better to mess with draw order or just set render target?
You can have 3D objects in menus, right?
@worthy flame you are using too many textures in your material. Change your Texture Sample Nodes to Sampler Source: Shared
Okay! I found a solution here: https://www.youtube.com/watch?v=mSDgMmaddJw
Turns out you can in fact use 3D objects in menus.
Hello everyone, this time I show you how can create the inventory off the famous game player unknown battlegrounds. As you might guess this wonโt get into 20...
well i have 11 textures. but i dont quite fully understand what you meant
@sudden agate
this is what it looks like now
do you even read?
Ok, I'm trying to have the player launch to the opposite side of the wall he's running on, whatever the angle, how would I do this?
math
but like, what math
well yes i do read. but i didnt have that sample node before
so i dont know where to connect it
you do. for every texture
ooh
I think I'd get the two object's location, but I don't know how to turn that into a vector
@modern sinew Trace towards the wall and take the normal and invert it. thats your launch direction
worked ty
How would I invert it? multiply by -1?
@sudden agate This looking good so far?
well no, apparently, as I got a bunch of errors
Does anyone know why Unreal's Geometry won't show up as a mesh distance field? (Visualize -> Mesh Distance fields)
Anyone know why it's not running Cast there?
The owner isn't a runwall?
no, this is in the Third Person BP
Best tutorial for beginner? โค
Also, how can I move stuff from one folder to another? Cut and Past don't seem to exist
Drag and drop
@plush yew Depends on what you're looking for
Make sure to fix redirectors afterwards
@gleaming creek But it's several folders down in another folder
Drag and drop
@modern sinew A tutorial there learn me to make a game and basic blueprint stuff. :/
Trying to use stuff from AnimStarterPack for base mannequin
And if you're asking questions about casting... it's usually because you've done something wrong with your logic, you normally shouldn't have to cast
@plush yew You're gonna have to be more specific. Currently I'm followling loosely a good FPS tutorial series
@gleaming creek I'm trying to get the location of the wall that the player is touching
@modern sinew A city builder game tutorial?
That is not for beginners oof
@modern sinew What is a good starting point? :/
You don't have a reference to the wall
@modern sinew But do i learn the mecanic to make a city builder in fps tutorial?
How are you detecting the wall? Some kind of trace, touch event, something like that?
You need to store a reference to that wall in a variable, so you can use it here
@modern sinew Is RTS beginner frindly too?
Casting is for forcing a variable to treated as a specific type, for polymorphism - that's a rather advanced usage that you usually don't want
@plush yew Small steps, small steps. You're on lvl 0, and what you want to do is lvl 100. So do I, but I recognize I have to build up to that
An FPS tutorial shows you a lot of stuff that can be useful in other types of games as well
If you've ever wanted to create a first person shooter game but weren't sure where to start, this is the tutorial series for you. You'll learn everything you...
This is the one I reccomend and am using
Okay thanks.
NP
@gleaming creek Well how would you get the location of the wall that the player is touching, and find the vector perpendicular to that?
Touching or facing?
Touching, you can use a touch event
For facing, you'd use a raycast
Touching
I'm trying to improve the jumping from wall-to-wall when my player is wallrunnign, by adding in more force perpendicular to the wall as poopsed to straight ahead
@gleaming creek
Wym by Touch Event
Then you must have implemented wallrunning already, surely you keep track of the wall you're running on already?
Save it in a variable
Ok, I have the thing like "actor has tag" or whatever
That's how we tell
how....do I use that
@gleaming creek I promoted the wall to a variable
is that what you want?
Yes, now you can use that variable to do your things
For some reason it's getting stuck when turning it into a variable
it won't go past that set
@gleaming creek
GTG
If someone knows why a set block is tripping things up, @ me and I'll read it when I wake up
Is there something that refreshes overlaps so that things that are currently overlapping something will retrigger an Overlap?
no
not short of disabling and reenabling collision, but you don't want to do that
why would you want to retrigger it?
I currently have a melee weapon hat has some overlap comps on it. It's possible that something will already be in the overlap before the attack actually starts.
only enable the overlap component when you're performing the attack?
Huh... can't believe I didn't think of that.
haha
is setting up ai to shoot pretty basic? or more advanced
lol
why are sequencer cameras hard coded to use horizontal fov 
I have a suggestion for unreal, make like a realtime pose editor, for example you place a skeletal mesh in the level, and you can open the " realtime pose editor" and move the bones into a pose you want
I must be missing something, how do I uncap the sequencer fps? I obviously want it to play back the sequence at the maximum fps the player can handle not a specific one
nvm, it's not actually limited
Could anyone tell me, when I download a material from quixel there is a .json file in the zip, whatโs this for? Canโt find any info online๐
Can anyone help debug a brand new C++ third person template only possessing the server and not the other clients?
The pawn for the client spawns but he never gets possessed
Using stock gamemode
And it DID work the first time I started up the template, I just changed the player starts
The client's camera gets placed at the origin and the spawned pawn for him never moves
Which I'm assuming means he didn't get possessed correctly, I just don't know how it can happen with the default template
Turning off Use Single Process fixed it and the client could run around- Question: is it common to turn off single process for PIE? It's the first time I've ever encountered this not working before
Is there a way to use line trace and then get hit actor, then get the health variable from that actor? Instead of adding all the different actors?
Hi, does "stop all montages" stop every montage the is currenly playing? No metter slot/bones etc
@spark sonnet yes. You need to use 'break hit result node
The line trace will output a hit result which you can read from, one of the things making up the hit result is the hit actor, you can then cast to that actors class to get the variable you need
how to improve fps/performance in the scene? with a lot of props
really vague I know little about it but you need to do profiling to see what is lowering your fps. Think about your scene too. Are you doing a lot of stuff on tick? Are your props very high poly?
Could be anything so you need to identify what is causing the issue
high polly, trees,rocks, grass
is there a way to take a chunk out of a landscape? I was thinking subtractive box geometry but that doesnt work
hmmm well foliage can often cause issues
i know, and ive searched on google but only solutions were scattered in 4 different links and i cant figure out
But as I said what is 'high'? depends on computer
could be that is not even the cause and its something else. you need to optimise the worst stuff first
well it can run high at lower fps. but ive placed some settings on medium to make it easier
the thing is i have no idea what to optimize and where
If foliage is the issue and you need to make sure it is there are tons of guides on foliage optimisation
But no point wasting your time optimising something thats only adding 1ms when something else is adding 10
Are you spawning all the particles in one go? Maybe what you are seeing is the colour of the new particles being spawned, eg if your system lasts 10 seconds but you spawn new ones at 8 you will see the new ones as the old ones will be transparent
Set your particle whole system lifetime small but give the individual particles a long lifetime
okay can you go into more detail of your setup?
I'm not sure though I think your first leave tangent should be -0.1 and your second arrive tangent should be that.
Also, see how it looks if you make the materials just diffuse and not emissive
Other than that ask in graphics
By tweaking DefaultGame.ini in the project folder, does that override BaseGame..ini?
why are those cubes so bright with gi on
Question - I have a Line Trace that is going through my floor and not registering a hit. Here is what I have for my floor collision -
@manic pawn Cuz they are white
And here is my trace -
Why is my hit not registering? The debug line goes straight through.
Is the floor part of the actor which is doing the trace?
yes
The floor is a BP and the trance function is in it via "ConvertMouseLocationToWorldSpace".
Should the trace be located in another object?
You've got the trace set to 'Ignore Self'
You can also trace for just a specific component
Hi, I saw that the RTX demos for unity got released by nvidia, Iโm wondering if thereโs a way to open them up so I can explore the scene myself, and even try it in VR?
is that possible?
Mainly the Star Wars demo
since it has the most to do with reflections
Hey so I'm kind of confused on the input system in ue4. I read that the PlayerController class is supposed to handle input and drive the character/pawn in the game, but then when I make a class inheriting from character or pawn I get this overridable function providedSetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) So are you supposed to handle the key bindings inside your character/pawn class or in the PlayerController class?
you can do both.
I found it out! From line trace hit result I made an array then GET node and then cast to all the characters
@sudden agate What would be the benifit of doing both?
idk
@plush yew with VR haha, don't even give 30FPS in a normal 1080p display with a 2080RTX
Last unreal version still have a lot of problems with the RT things so
hi, i got a problem with an animation from mixamo, the char's animation is not moving in place
instead, it goes a bit forward
i tried enabling rootmotion, but that makes the whole animation look weird
Mixamos root is the pelvis.
You need to retarget it properly
the char was created with fuse, shouldn't that fix the problem?
nevermind, i forgot to put "in place" in the mixamo animation settings
How can I make a character fall down(simulate physics) when shot without it impulsing far away. I just want it to drop right to the ground
What about without VR?
@teal tulip
You can just set simulate physics to true inside blueprint @spark sonnet
Iโm guessing itโs impossible to somehow move the camera
I know but then it just impulses all around the map
Yeah!
april 11th
lock its movement to only one axis
Then its glitching alot
Even the atomic heart one which m super excited for
Are there no way to just simulate physics without it having to fly to a direction. I just need it to fall down
Well it will only move if it has forces applied on it
So it must be getting the forces from somewhere
well you can download these from the web
any tips to create dream like atmosphere and dystopia like
I have no force to it
You can just set velocity and acceleration to 0 then it will only be affected by gravity
thing is you can't open these on UE4 as project or don't think so
Yeah, thatโs what I was curious about
the Star Wars one has a .pak but Iโm not sure about those
ah, i see
even if you do UE4.22 still have serius issues
wait till the 4.23 in order to have some decent RT
any tips to create dream like atmosphere and dystopia like
Iโm excited for good rtx support
kinda worked but still a bit weird
Might want to lerp velocity to 0 instead of suddenly stop it.
I need some math support. Can anyone tell me what I'm doing wrong? I'm trying to create a line trace on a tick that will update Max X and Max Y by 1 each time the mouse is moved 100cm from a starting point. Here is a screenshot breakdown -
Is my math incorrect?
I think the Calculate Direction thing got changed recently to the one you have now. And I think for your blendspace node, you need to label your X/Y axes.
so if i have two actors and i want to detect one overlapping the other.... what's the best way to go about this?
i've got a "Mining Drone" that sets down on an asteroid and a trigger sphere for the drill part
Just add a box collision and then get On_BeginOverlap @swift elm
but then it will trigger whatever event on any collision, will it not?
why is there a cast node in there
I can send you a screenshot later @swift elm
thanks mate
np
Hi! Is it possible to save a locked detail(or other) window ? so it's already set to this when I restart.
Thank you if you know! ๐
Afternoon All. I'm still learning UE4, but I'm picking it up fast. I have a 20+ year programming background, and I'm wondering if there are any newbies out there who would like to just team up as design buddies. I help answer questions for you, you let me bounce ideas around. If you like my project and want to join me in my journey, great. If you just want someone on your friends list to ask questions about Blueprints too, that's cool too. My project is a Fantasy Survival First-person game with a focus on crafting and taming. Interested? Send me a message. Thanks.
Hi I'm very new to unreal and I am just trying to make a 3d map for a class I was wondering if I can just place I ramp by changing I cube or something Becouse I cannot figure it out
@vestal spade If you go to Geometry you will find "Brushes" - https://gyazo.com/9b0771b3eca774fa213292011cea2d50 These can be edited in the Geometry editing mode - https://gyazo.com/1e1d705bbd8663bbb1271758001def0f
any reason to why this is happening
its annoying af
its not letting me enter "Pickup" it only lets me Picku or Pickupp
Ok
@bitter iris Perhaps there is already a variable named Pickup?
it was because the otherside of the node wasnt set as pickup as well as the other
Any idea why setting the alignment of a size box isn't aligning its horizontal box parent?
I can click any alignment button I want in the size box but it's not moving the horizontal box. I watched tutorial (albeit a little old) and it did, so I'm confused
@swift elm I am making it now
Awesome, thanks, i've been sitting here racking my brain lol
tried like 13 different attempts, maybe just not the right ones
So i'm making a drone that lands on an asteroid and mines a resource, the drone has a trigger sphere and i want it to be able to "mine" the resources when it detects that it has landed on an asteroid
so basically only mine when it has landed/docked with the asteroid and the trigger sphere is overlapping the asteroid pawn
ty
i'm stuck on network relevancy. If you have a multiplayer map, where there's like a "home" room, which when you go inside, its your area, your stuff, but everyone can go to their "home" room, and you won't see or get other players events even though its the same "room" or level or whatever
or like a section of a map, like a stream level, where only a "guild" can see each other there and basically have their own instance of this part of the map, but each "guild" can go to this same spot but have their own instance of it, without getting streamed information about the other guild's instance of this area
i seem to be having trouble putting this into words right now for some reason, i can try to explain more if thats not clear enough. I'd really appreciate some advice on how to set things up to make this possible
Hey all! Sorry to ask, is there anyone who would be able to give me a hands on guide with AI, Blackboard and Behaviour trees? I get the gist of it, but for some reason everything keeps failing
Like miserably
The behaviour trees haunt me at night ๐ฃ
Hey guys, every time I try to build the lighting, it crashes at the very end. I would greatly appreciate it if anyone could diagnose as to why it keeps happening
LoginId:eb78a7374df6dc2d7498cd948d56f172
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Assertion failed: Texture->AddElement(PendingGroup) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LightMap.cpp] [Line: 2124]
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kernel32
ntdll
1080
i7
Windows 10 pro?
yea
Are you building at highest?
Try lower settings
Quality
What version of ue4 do you use @candid cove
it's at medium
Ok
That could be an issue with ue4 ot your computer
did you make sure you built the Lightmass exe in your engine build?
you shouldn't really do that. You only need lightmass and shader worker to build lighting
Ok
Alright so what steps should i pursue
yeah its not going to break anything, but its wasted compilation time ๐
no
.
Try rebuilding Lightmass exe in your engine source sln
^
Alright where do I begin lol
No just reinstall it and save your work somewhere
im very new to unreal
Oh cool
oh. perhaps you dont have the unreal source version ๐ฎ
i would also try it in a blank project before reinstalling
reinstall is last step dun
Ok ๐
reinstalling isnt going to fix it if its your project. and you backup by using source control or making a local copy of your project folder
open new project try to build lighting
Ok so you may have to discard your work because it seems those files are borked
if it fails it could be the engine install/swarm
I built the lighting in another project and it worked fine
Because i was just asked to do so
Ok I thought it was an issue with everything...
ok so delete your intermediate files of the broken project
ok so all the work gone?
no
what would be classified as the intermediate files
I guess ill have to go to the unreal folder because i dont think i can find it in the content browser
if i remember right there is also a button in swarm to clear its cache
Yes
Mines in documents
Is there an easier way to find it lol
finding your project shouldnt be that hard
I can easily open it i just forgot where it's located
if you really dont know in the launcher you can hover over the project and it tells you where its saved
:)
alright so I delete the intermediate files?
yeah
done
when swarm runs i would also clean its cache
but you should be able to build lighting now if not there are some other places to look at
swarm?
dont see it yet but ill keep a look out
Anybody know the best way to make turn based stuff?
Where should you handle the tracking of who's turn it is?
Can't find many turn based tutorials at all
Launcher/LearnTab/TurnBasedStrategy @rare axle
Why is a GameMode an Actor? Is it spawned into the level? Where at? I noticed I can add components to my GameMode so I tried adding some but I don't see them in the level anywhere.
Oh thank you, I had no idea that existed
GameMode is an actor so that it has certain behaviours like ticking
you can give it components
it should be visible in the world outliner somewhere when the game is running
This one is the best
Demo: http://cgcloud.pro/ PC Specs: CPU: i5 6500 3.2 GHz GPU: Gigabyte GeForce GTX 1060 6GB Windforce OC RAM: Corsair Vengeance LPX Black DDR4 2x4GB 2400 MHz...
@dark depot Can't seem to find the accompanying tutorial for that one..?
There's a test/template project but it's not really the kind of turn based I was looking for. The video link just goes to Epic's site
Searched for turn based there but it turns up nothing
just open it and explore its contents. it has turn based content right? just adapt it to your needs
your not going to get something that is exactly what you want. that would be an already finished game
Honestly opening the template... I don't really know what it does..
It generates a map and spawns pawns, but they don't seem to do anything
if i remember right they also did a unreal stream about it you should be able to find that
Really no clue. Seems to be more about random room generation than turn based anything
Hi guys, i got this particle system wich makes fog
this is just to learn a bit https://gyazo.com/31b709119798c49886cdf9b62eaaeca5
but there is a problem
how can i make it so its giant
but plane
because if i make it bigger its an spehere
but i want it to be like a GIANT floor
any help? pls
IF I have unreal on multiple computers, can I open a project on any of them? is it like Steam, where it saves to the cloud?
no, you'd have to use something like source control and an online repository to do that.
Deleted, doesn't really fit in this channel
getting this strange bug when I clone a project, it has massive input lag.
Ive tried it like 5 times and its happened on 2 of the clones, the other 3 are fine. So I'm not sure whats causing it with some clones
I'm trying to figure it out so ive made a bunch of clones, its happening on 4.22
also the lag only happens on clients, not listen/server
ive narrowed down the bug, its something in the Saved folder
moving in the original project Saved folder fixes the problem
Hey guys so I was building light but at the very end it crashed. Settings are at medium, graphics card is 1080, cpu is i7. I tried deleting my intermediate files but that didn't help. Any other ideas? Thank you
LoginId:eb78a7374df6dc2d7498cd948d56f172
EpicAccountId:a0f3f94d8ca34eee907e48cb5359fd5d
Assertion failed: Texture->AddElement(PendingGroup) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\LightMap.cpp] [Line: 2124]
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Would anyone be able to give more details as to what the Derived Data Cache stores exactly?
Mainly i'm trying to find out if setting up a remote one would save our team some time in shader recompiling
https://docs.unrealengine.com/en-us/Engine/Basics/DerivedDataCache
I'm trying to google but I'm not exactly sure how to phrase this. There was a feature in Unity for tilemaps that allowed you to just paint a certain tile around the map and it would automatically place the right tile in the right place depending on the surrounding tiles
So right edges would go on the rightmost painted tile, middle tiles would be used in places there's a tile on each edge, etc.
Is there any way to run console command cvars on different levels such as t.MaxFPS 240 without using the execute console command node in BP?
I heard someone say it's bad practice to use that node but I'm struggling to find any other ways to set some vars
The .ini way only works once on startup
@candid cove didit we just go over this
yea we did but I tried what you guys told me nothing worked
Im running into an issue and i was wondering if anybody could help me im trying to make an item i have in my inventory add health to my health bar. however when i try to use it with the parent class of the item i wan't to add health to it doesn't work but when i manually select the item it works im unsure what exactly would cause this. also can i post issues here?
i had to email them cause my mind was completely blank
@lucid agate ue4?
yes
what is health
im using blueprint functions and my health is a progress bar on my ui
thank you
no i have the health bar working i just try to use an item and it won't update my health bar
yes somewhat is there some way i can post my blueprint?
ok here is this
is that a more direct question you are looking for?
You can type in "Health bar not updating ue4" on the web to get results.
well on my graph i can get an error saying that my use item function isn't returning anything, but when I bind my spawn actor class to my test_item(my child actor class) it works but when i try to bind it to my parent item class it won't work
i have a pretty simple question that i couldn't find an answer for in the vast spider web we have
so i have an actor that is a template for guns and i made a couple child actors , but when i spawn both guns i can't control them at the same time because they both take the same input from the player so what happen is the last spawned gun takes over and the first spawned gun gets ignored , and i want to be able to activate any one of them when ever i want.
but i control the pawns throgh a custom event
@lucid agate that may be an issue with your blueprint. I really don't know what to do. I hope I've been helpful.
99 hold on
you're good you have been i will see if i can debug it out lol
Hello,
I am making a Cannon Fodder style game, where player will have a handful of units which are quite directly controlled (WASD + aim to mouse position) and
i have to spawn them all first then disable the ones i don't yet need
then when i want to switch i enable one and disable the other
yes hold om
i cant tell
@strong mesa you can ask a staff or mod maybe
im not fully sure
it looks ok
i was thinking i could spawn and destroy them as i wish but then that would rest data like Ammo used and so on
no i made the system myself
Ok, I'm afraid a cant help you much farther. I hope I've been helpful.
okay thanks a lot for trying โค
๐
one last thing ,, don't forget i was using child actors and so i can't deactivate or activate them
if i can only make it act like it's independent but still shares the variable with it's parent would be great
ive got the error code Blueprint Runtime Error: "Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue". Blueprint: InventorySlot Function: On Mouse Button Down Graph: OnMouseButtonDown Node: Use Item
i have the same thing but the game acts gow i expected so i ignored it
@lucid agate click on the error to go tot he node and then fix the issue. It's telling you that the node is returning back nothing when you are expecting something and doing something with it. Breakpoint that node so you can see when it is doing it and why. The other alternative is to check to see if the item is valid using an Is Valid node before working on it. You might be trying to work on it too soon or when you have nothing there.
okay thank you i will try the isValid node
hey guys how can I change the charactermovement component to a different state. Lke right now my player is always in the walking state, but I want to make it so that I can change the state (ie change the state to the falling state.
okay i fixed it it was an issue with me not setting the child actor's class to itself in the descriptions i created
I believe its just setMovementMode
im rebuilding a ballistics script of mine in C++ following some C++ tutorials of a similar nature, i havent done much in C++ before.. its really not as hard as people make it out to be
especially when i dont have to fully type out something i want, but rather just begin typing to search for something.. its really not much different than visual scripting
C++ gets very confusing when you start dealing with more engine features, the macros make things very hard to figure out what is happening. Otherwise, yeah it's not the worst ๐
maybe, but if you have an engine to do a lot of that and youre mostly just doing scripting, its not that hard.. reminds me a lot of C# when i was trying out unity
why do people even use blueprints, or C# if scripting with the fastest code available for these engines is about the same?
I'm having a lot of trouble figuring out Paper2D collision. I've done some tilemap stuff and I've assigned collision to each tile, but when I put the default character in my scene and hit play he just falls through everything.
I've been troubleshooting this for the past hour or two T.T
does the ground have any collisions?
hmm, i do not know why someone would use unreal engine for 2D.. it just seems a bit overkill
I'm doing it because I want simple networking
And Unity's networking is horrifying for noobs
The ground has collisions in that I've given each tile collision via the tile map
Something's just super derpy with the character
I position him however I want, but when I hit play it looks like all the camera settings are reverting to their defaults
The character's supposed to be no bigger than about 2 tiles high, but when I hit play he's like humongous
So far unreal is the most confusing UI I've ever tried to understand lol
And I learned blender from scratch
whats confusing about the UI?
check the location of the player when you start and when you hit play, see if he is being pushed "out" of the level by collision
If he is, heโs being pushed on the Y axis which would be weird
have you looked at the sample 2D project?
Is there a way to have the transform information of something update in real-time instead of just when you click it?
Yeah the sample 2D collides fine. I grabbed the sample ledge sprite and stuck it in my world with the sample default player above it, and he falls right through
Does it have anything to do with the fact that Iโm resizing the default character to like 0.1 scale?
that's a definitely possibility, are you scaling the entire character or just the mesh
did you pick up the Platformer 2D Kit last month?
Uhhh the whole character I assume. Itโs a sprite, fwiw
looks like the entire thing but why do you need to scale it?
or maybe it was february i dont remember
Nah itโs 35 now
ah rip
If I knew I probably wouldโve ยฏ_(ใ)_/ยฏ
Yeah there's something I'm not understanding about this system
I have two levels. One is the default level, one is another empty levle I've made
If I open the empty level and hit play, the character appears at the origin and just falls straight down
But I haven't even spawned the asset in the level
Somehow it's like coming from the default level into this one, but ignoring anything in the actual level?
Okay so yeah I guess I just don't understand level basics or soemthing because if I throw my tilemap in the default level, it works
So yeah just screw my last 3 hours I guess xD
every level has a game mode, and the project has one as well. It has a default pawn that will spawn in when the levels starts
if you dragged a character/pawn into the level and expected it to just work that might be where your problem came from in the first place. It might have been spawning in the default pawn which is what you saw and ignored the one you had in the level
most of the templates that the engine comes with unfortunately never teaches this and goes about it in a crappy way for learning and has a character in the level already and overrides the spawning in of the default by forcing the one in the level to be controlled by the player
@pulsar ledge yeah i actually have issues doing 3D maps
like if i do a blank, empty level i have issues with it
but if i do a default new level and build from there, no issues
i remember spending hours months back trying to figure out what the hell happened xD
The only real important thing in the default level should be a playerStart. There's lighting/fog/meshes but they shouldn't affect much. You will get collision from the floor too i guess so could mask collision issues from your new stuff
Yeah Iโll look into the lighting stuff next time. For some reason it looks like everything on screen is like whitish tinted and the background is sort of greenish.
I've been a bit out of the loop for the last 6 months or so. I thought Niagara was on by default now, it's still a beta plugin?
Is there a BP Block that is just โFor X Secondsโ?
I'm not sure what you'd mean by that
hmm.. working with C++ for the first time.. GEngine errors, online tutorials tell me to change EngineCore.h to Engine.h, but the main project file only has CoreMinimal.h and adding Engine.h doesnt do anything
Engine.h is indeed required for GEngine
Not to the main project file, to the file that uses GEngine
Be careful with headers - include in the .cpp file that actually does stuff, not elsewhere
Not in the header, certainly not in the project header
so add it to the .cpp file that im trying to use GEngine?
Yes
alright, thanks, that made a lot of red lines disappear
The red lines don't mean much
Only the compiler output matters
If you have Visual Assist or VS2019 they get slightly less wrong, but the compiler output log is the bare truth of your code
but still, it removed a lot of the errors from not understanding things like GEngine
hey just a quick question, I have a 1024x64 texture that I don't want the engine to stretch out to full 1024x1024, what should I do or use in the material to make it be 1024x64?
Maybe make the material 1024ร1024 with transparency on the sides of your texture
Multiply the UV Y by (1024/64)
that wont cut it, its a simple emissive texture that will move left to right and I want to use that and multiply my other texture to do a simple emissive animation
@cloud cobalt wouldn't that just make it tile more?
Yes ; do an if node on UV Y too
I don't think I'm doing it right, now its just one 1024x1024 texture tiled a bunch of times while I need it to be stretched. I'm using a texcord node, what should I do to multiply just the Y?
I don't think breakoutfloat2components and multiplying the red is the correct way to do it...
red is U
green is V
:P
break, multiply, and make 2V
or just multiply with a 2D Vector
Or multiply by (1, (1024/64))
ok guys I'm very sleepy so excuse me but what am I doing wrong here then?
Yeah, Append instead
ah right that might be it...
Append adds a component to a Vector.
Scalar -> 2D Vector -> 3D Vector and so on
Can anyone walk me through the BP for detecting the slope a player is standing on without having to be moving?
I hear you use Line Tracing or something but idk how
Line trace from your character's center to center - 1000 vertically, get hit result, hit normal is the slope
ok that did it guys, thanks for correcting my brain and saving me from any additional lack of sleep this thing might've caused me today
@modern sinew DotProduct(Normal, (0,0,1)) gives you the angle
of the thing you'r standing on?
yeah
That's of 2 #D vectors
*3D
where do I get the vectors? And how does that tell the angle?
idk how to use trace tho
ok
Do you have to use 2 traces tho?
to find the angle?
otherwise you're just finding a point
which doesn't help I would think
Hey guys, quick question, I am getting super bright exposure when looking down in game, even though I turned off 'eye adaptation'... any ideas why?
@modern sinew Do the tutorial on the doc page
Do the tutorial and look at the hit result structure
I haven't added a lightmassimportancevolume... would that be the issue?
@modern sinew Google "UE4 line trace"
Figured it out I think, unless this is the wrong way to do it?... added a post processing volume, then in exposure set max and min to 1?
I don't know, does that look like a tutorial on line trace ? You need to be more autonomous if you want to be efficient
You can't wait on people here to tell you where to click all the time
I have a box component that's not triggering my other actor
kinda stuf and need help
Do both actors have "generate overlap events" ?
Make sure each actor is set to overlap the others's collision channel
Box collision presets :
AActor presets :
it works perfectly in one instance, and not at all in the other
I see a overlap and a block, but non generate hit events ๐
Hi, how to spawn grass on a specific material vertex color on static mesh (like landscape grass) ?
@lusty carbon Look closely at the doc page I linked - you need to go into the collision preset settings to make each actor overlap the other's channel
Your AActor overlaps nothing
then why is it working with another collision box that I have somewhere else?
If it works with box A and not box B, then box B does something different and wrong
they're the same ..
ive tried playing with all those collision presets
it just won't trigger
They are not the same, or they would work the same
There's a Blueprint compare tool IIRC ?
so it overlaps, there is a Event Overlap trigger, but no hit
what do you suggest?
to make them the same thing
make what the same
omg
Do both actors have "generate overlap events" ?
https://docs.unrealengine.com/en-us/Engine/Physics/Collision/Overview#overlapandgenerateoverlapevents
Make sure each actor is set to overlap the others's collision channel```
look I am new to this, and having hard time wrapping my head around this
@lusty carbon Select the working actor, and the non-working actor, in the content browser - right click and hit "diff selected"
That will compare them
If they do not behave the same, then they are not the same
So compare them and understand why one does not work
You do have one working actor right ?
If he's unable to see the differences on those screens, I doubt he even opened that URL and read anything
custom collision channels and settings are so much easier tho
So compare the rest.
one on the lest generates overlap event. one on the right don't
same actor ofc.
idk what else
The tool allows you to compare all of the actor
hint: your actor is blocking
@whole quarry How's my actor the problem if (for the 10th time) it is working with the other collision box?
magic
you're making me look like an idiot while all Im doing is comparing two things with common sense. there's no reason for one box not to work while the other is exactly the same and works.
Though good question actually, since your Actor is blocking WorldDynamic, and not overlapping
But it's okay, I'll pass. you've been just too nice
so that you got a false positive result there
maybe some frame stuff going on there
We're not making you look like an idiot, it's just that there's no way you have diff results with same actors. Maybe you modified either actor in the level ?
Have you checked that ?
Maybe both BPs are wrong but you fixed one in the level
that sounds plausible actually
or maybe a spawning order or something in the level?
collisions can be wierd..
it would be easier to just make a new collision channel. set it to Overlap by default, and all problems are solved ๐
but thats lazy me being lazy
ok ill look into it
thanks
so generally the actor needs to be overlapping and not blocking
If you want Overlapping results, both parties should use Overlap
unless you want to block, then both parties should Block
btw, if the actor is a BP of different meshes, the collision channel in question exist on the parent mesh, right?
The kicker here is that the blocking actor you want overlap with should be blocking all BUT also have overlap with the overlapping box's channel.
WorldDynamic apparently
each child can have their own collision settings
you need to play with collisions and break stuff to get the general idea
Ok, I know how to do line trace now, but not to get the angle
wait
I can get the world rotation
right?
wait, why can't I just do GetWorldRotation of the actor the trace hits?