#ue4-general
1 messages · Page 450 of 1
@grim ore No wtf/htf for Invalidation Box yet? 😇
Man. I got stuck right at the end of making this lock on system. Instead of swapping targets it locks off.
Made custom events for stick direction+target button, and that sets a variable it's supposed to check before it locks off.
Before I did the target swapping part I just had each combination print out a string. And playtesting it printed out the right strings and wasnt breaking targetting.
Maybe "CanAffectNavigation" on the object.
Some progress, if I change the inputs to regular one button inputs the system works.
If anyone wants to look at the mess I made making combination input events. The combinations involve the targeting button, which elsewhere in the blueprint is set to lock off if target is already locked on. So for each combination I set a variable, and where it checks if the target is locked on to lock off, I added it to also check this variable and only execute if it's false.
basically trying to not have the targeting button lock off the target if its in combination with a stick movement
Can anyone help me with getting my ship to rotate? I followed a tutorial that left it out. I want to make left shift and right shift turn my ship but nothing has worked for me.
maybe like copy the player BP, and add left and right shift as inputs under axis turn rate in project settings
I dunno Im too new
hmmm let me try it out
Is there a way to bookmark certain things in the content browser for instance materials?
You could make a folder called bookmarks
What do I put for the lookup rate? is it the opposite axis? @worn spade
oh, I guess just delete all that if you only want left and right turn.
this is like, the mouse control where going left to right actually turns your character left and right, but going up and down just moves the camera up and down. I think.
word. So could I duplicate the material and then move that into the folder?
I only ask that because I'm OCD about moving things out of their original folder
might as well try
yip might as well. thnx
i dont understand. i upgraded from 4.22.0 to 4.22.1 and opened the project fine. I tried to open the editor without a project and had a module error. I rebuilt the engine and that error went away but now its telling me my project is built with a different engine. So i try to let it rebuild and it fails as it always does. I go in and rebuilt my game project and still it says my game module is built with a different engine.
something is forcing my ship to return back to 0 0 0 but I see it trying to turn when I press shift
change absolute movement to relative
@tropic oracle Where would I find Absolute movement?
depends on how you've implemented movement. makes sense if you're moving to 0,0,0 absolute that it appears to snap back to a position though
grrr it changed it to debug instead of development
Maybe that base turnrate variable needs adjusting.
Does anyone know if we can run Swarm Agent on macOS or Linux? Problem is they are .NET EXEs. Or is it Windows-only?
Ah, nevermind, the docs already mention it: "Currently, Swarm Agent and Coordinator are only supported for Windows" That's a pity.
is editor supposed to run at half the fps in dx12 mode? i have a gtx1080...
im trying to get a wall rotate when i press "q" but it doesnt rotate in game?
center is the component i would like to rotate btw
Anyone have any idea how I can check to see if my player is walking backwards? I tried checking if the dotproduct of the player velocity normal and the forward vector of the controller is a negative number and it mostly works until i turn to the side and rotate the camera. when i do that it sometimes triggers as walking backwards even though it shouldn't
@torpid compass idk cast to character then rotate on the actor via the location
im doing that in the picture? -_-
what happens if you don't cast it at all?
@ripe sinew, maybe something like this but for backwards: *taken from the networked CMC wiki.
FVector Forward = PawnOwner->GetActorForwardVector();
FVector MoveDirection = Velocity.GetSafeNormal();
//Ignore vertical movement
Forward.Z = 0.0f;
MoveDirection.Z = 0.0f;
float VelocityDot = FVector::DotProduct(Forward, MoveDirection);
return VelocityDot > 0.7f;//Check to make sure difference between headings is not too great.
is your actor set to moveable?
yes
oh
-_-
you're using the rotation method of a scene component
you need to get the root component from the actor I guess
@torpid compass
@tawdry python what’s a root component?
when you open the blueprint of an actor you see that one component in particular is at the "root" of all of the scene components (and they come nested with it)
where are you making that binding? in an actor right? (hence why Get Owner)
you can either drag and drop it directly or you can do this
or you can also simply use SetActorRotation
@torpid compass
@plush yew what's a promoted branch btw?
"The promoted branch is updated with builds for our artists and designers to use. We try to update with merges from the master branch daily (though we often catch things that prevent us from doing so) and it's a good balance between getting the latest cool stuff and knowing most things work."
last updated in february, they used to update it every so often
oh yeah that's pretty weird
"We try to update with merges from the master branch daily"
and it has last been updated before even 4.22 was out right?
it's supposed to be inbetween release and master but even release has been updated 17 days ago 
@grim ore sorry for a late reply, but no, I couldn't find an Overlap Event on the mesh, was thinking of maybe making a child class and editing it in code if that is possible but not sure when and if I'll try to do it
I want to do an open world game like gta. What is better UE4 or Unity?
depends on if you know what you are doing
If you have the skill to pull that off, then it doesn't really matter.
^
it's not just skill tho
you need the resources for it too even if you do something less spectacular
that big worlds don't build on their own
it literally took thousands of man-years to build GTA V
that's not even exaggerating it
was it like 10 years of 500 people
Must be even more than RDR2 which took forever to be made with many people
my inside actor is being seen through my outer one?
effect not completely covering it :3
not to be totally discouraging, something like GTA:SA is doable with small team in year or two
I wouldn't even go that far, GTA:SA was still a large team effort that took multiple years
ultimately there was probably 2-300 people involved with that project
true, but tools have come a long way since then
not that far - and besides, they already had their own internal tools, pipelines and experience from already having released two similar games
Hi I'm having an issue where if the player presses right and d at the same time they move at double speed, anyone know how to fix?
@plush yew can you show us your input mapping
in the project settings window
you probably have two different axes
add input bind axis for move right in project settings
and bind to that instead of individual keys
^
If you remove some lines from the DefaultGame.ini will it reset those values back to default or do you have to add the lines back with default values and launch the editor for them to revert to default?
i.e. are the values loaded and set each time the editor launches from DefaultGame.ini and not stored elsewhere and will revert to defaults if not overridden in the ini?
Will it in this case use the values defined in BaseGame.ini if it doesn't find them in DefaultGame.ini ?
@plush yew you could use a clamp for a simple solution
guys, is there an easy way to make the camera auto follow the back of the character?
yup, google "ue4 third person camera setup" and get many maaaaany tutorials
two things I wanna make; replay system, and map creator. can anyone help me with either?
ping replies please
i didn't mean that
i meant "how do i make an auto-adjusting camera that always points the direction of the mesh?
part of some of the tutorials <_<
alright, thanks
Is it possible to create a widget based game? Like without levels?
@limpid horizon Really not the best engine.
I'd look into Web tech for that
Far better UI tools
I'm just doing it for the the fun of it, not necessarily the functionality. But yeah that makes sense.
Doesn't UE4 require a level to load?
It does, even loading screens have levels.
so... anyone?
Gonna need more detail
These aren't exactly things you'll do in a week
What exactly do you want help with ?
hello people
well, even getting started
the basic logic of how to make these things
I haven't seen any tutorials for map creators, so idek hows the best way to approach it
replays, I haven't looked up yet but I can't imagine there'd be too much on that either
I assume that would involve key mapping, like some kinda demo system
Both are very difficult and very intensive and will define how your game is made
You can't use keys to replay games, unless your game is entirely deterministic, which is nearly impossible
ah yeah
You need to store everything that happened in your game - basically all data from every object
yeah
I imagine replays would involve some multiplayer logic
and multiplayer seems a little impossible for my current project
real question is, have you thought this through? is this vital for your CORE GAME EXPERIENCE ?
This ^
well the game will probably be pretty bland without anything other than just singleplayer levels to go through
do you have singleplayer levels working right now?
I'm probably not planning on mp by the way
can someone actually go through your game?
yeah for the most part (answering the first question)
so why aren't you working on shipping those
I am, these will be done in time but I'll still need help with other features for the future
so would a map creator be slightly easier than a replay system then? or rather, more doable
Basically a level creator has the following implications :
- you need to use it for your own levels
- can't use static lighting or any other static rendering features
yeah I assumed that for lighting
wdym for my own levels, you mean as in build into pre built base maps?
It's possible to do it, but it's a massive pain, and you'll have to trash your current levels
Unless you're going to support both "user levels" and "UE4 levels"
oh really? one game I know of works differently for user maps and normal maps
Personally I would do a level editor if my game was a tile-based tactics game like say, Into the Breach
Anything more than that.... I would not
more importantly, very few games have level editors part of their core game experience
as in, I can name exactly 0
hrmm ok, so any sorta way to just let the player place objects, then just sorta save all the positions and variables and stuff?
happy wheels
doesn't need to be core, just basic and working
if it isn't core, you really should be working on your core features that make your game fun
because if your game isn't fun, then the levels you can make through the editor wont be fun either
I just don't like the thought of people playing through singleplayer maps, then being done and never coming back
have you had people play through the game yet?
anything to sorta make the game replayable and addictive I think is great
You "just" need some kind of 3D camera movement, a library of objects to place, some code for placement, some code to move, rotate, scale, delete objects, and of course a way to load & save levels. I bet I could do it in a month if I wanted to.
yeah that's what I was thinking at the least
Wait until your game ships though
If you have 3 players, you won't need it
Additional mechanisms that keep players happy long-term are great, but they're not going to be what makes or breaks the game
ok...
planning on trying random map generation, it looks doable and it's not much but I think it could be fun for a while
why not focus on getting the game shipped in the first place though?
I mean everything you're mention is just extra stuff to tack on, and you can always do that when the game is shipped
it's just that I'll need a lot of maps to keep the player entertained, and of course, each map takes a reeaal long time to make
I don't feel like I can rely on players to wait around for new things to be added
how do you know that if you haven't ever had a playtest?
well, I know how I personally feel when playing games, and how others feel when playing other games
so you don't know
I know the basic logic of people will get bored replaying the same thing over and over
here's the thing. it sounds like you're trying to solve issues that somewhere down the line may be an issue right now, instead of focusing on issues that would get you to ship something
might not even replay at all
well why not set up a playtest to confirm your suspicions?
then you might also find out what is actually fun for people or not
I'm hoping to at some point, but I still need some playable maps, and even so I don't think any game would ever not get boring after long enough
so you don't have any playable maps in the first place, but you already want to think about a level editor or procedural maps?
if you don't know what is fun about your game or what is fun inside of your levels, you won't know which ingredients to include in your level editor
for now I'm assuming all the things that I myself use in levels
and the sorta things that are fun to use in editors in other games
all I'm saying is it sounds like you're thinking about 3 years too far ahead from where you are right now
so you're saying, probably save this for a second game
make a level playable, do some playtesting, see what is fun, and you might realize that a level editor won't help you in the first place
no, I am saying save it for when you have a game that is ready to ship
I'd like some kinda interaction, extra challenges etc
yeah that's what levels are supposed to have in the first place
I thought before of having a leaderboard list of players completion times
something simple like that for challenge with other players
again, you don't even have a playable level yet... if players haven't even completed a level because it doesn't exist, what good are leaderboards?
I know I know, these are plans/future ideas
focus on making your levels playable, then playtest and see what you need
just endlessly feature creeping will keep your project in development hell
something you do not want
You’re tacking on non critical features. Make your core game first. Everything else is delicious strawberry on top.
maybe you're right, I spend too much time thinking
it's just that map building takes so long and I can't get a while lot else done in the mean time, anyone have map making tips in that case?
it depends on what kind of maps you're making
I think what I've done so far generally isn't too bad, but it takes too long
🤦 I should have probably mentioned that
to be honest I can't really think of how to name the style, but the game itself is sorta a platformer/fps
I suppose so yeah, in some ways
a lot of things are inspired by doom actually
and its generally supposed to be fast paced in some areas
then you got a whole treasure trove of inspirational reference to through
look at 2016 doom, look at old quake, look at all the new "old fps" style games to come out in the recent years
yep, I can see some of it
run through the levels then write down how you see the connections, how the enemy distribution is etc.
new doom might be your best bet for that
once you have that, just try with small levels that have 1-2 minutes of gameplay each
feel them out
hrm, well I was thinking the original doom might fit the theme better actually
true
yeah who am I kidding, its not gonna be too similar considering I literally have double jump
if you have something like that, be sure that your levels take advantage of that
but again, try with small areas that don't have more than 1-2 minutes of gameplay first
then if they each work individually, you can always stitch them together
and you got a larger level
I realise its too easy to end up making it into a deathmatch style map by connecting all the rooms and pathways and stuff
I think one of my first maps would be great for deathmatch
you're getting ahead of yourself again
anyone have experience of exporting hair on an animated character into unreal?
cant get it to work
how so sentura?
focus on making your game work one thing at a time. it's easy to be carried away and think about new ideas etc., the hard part of game development is keeping yourself on track and focusing on what is important to deliver
so, just see if you can finish making a level in the first place
or even part of a level, and then make that fun
and once you have the fun down, focus on making more of that fun
im getting clipping in my fabric since it is very tight, any way to adjust this collision? not sure which settings I should modify, I tried messing around without luck
oh yeah, I do have plenty of parts of levels done
Does anyone have the Engine forked ready for a small PR?
no one knows anything I can do to improve my cloth interaction?
i cant find anything regarding this cloth collision online so would really appreciate some tips to improve it so the cloth is not clipping through guys'
anyone got good tutorials on how to generate halftone pattern inside material?
does someone know if you can apply to Epic MegaGrants if you are under-aged ?
@viral fractal I couldn't find anything with Google or the FAQ, but I would either PM one of the CMs on here or the forums (AmandaBott, VictorLerp), tweet at them, forums, etc. Or just email support.
probably not
I can't remember anyone underaged getting one, and the form IIRC doesn't ask if you're over 18.
also, how should an apply look ? i would write a text introducing me and the project and describing the whole idea and concept and work thats already done, then a seperate text for the next planned steps of development and why im applying for funding, and link my website with screenshots and more details of it, is that the way to do it ?
there is a mp package that was submitted and accepted made by a 14 or so year old
his parents controlled the account, and had contact with the mp team
was around the jon-jones era of mp
dont remember the package, something mobile related
I just installed ue4 on my desktop and whenever I try to open a map from my project it crashes and gives me an error saying "Assertion failed: Existing.Linker->ExportMap[Existing.LinkerIndex].Object==this [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 107]
"
Hey, im creating a character to use in U4, i would like whats the recommended amount of polygons that should it be on the low poly
its a very detailed character
and i want the best detail possible for it since it will be 90% of the time on screen
Talk about Level Design, Static Meshes, Physics, and more.
google is so handy
how do i get an objects label that i set in world outliner?
when i click on object it is supposed to get its name
but it shows staticmeshcomponent0 instead
nvm fixed it
These names aren't really supposed to be used for Gameplay though
You should setup your own naming system if you need something like this
To what material pin should I connect a "gloss" texture?
Nvm this is totally broken anyways.
Well I kinda fixed it, I connected the gloss map inverted to the roughness pin as suggested in the forums, hope that's ok.
Does anyone know of any websites that are commission based jobs for UE4? I know that upwork.com has a few UE listings
I cast to my animation blueprint to check whether or not Im in the air, but I dunno what object it inherits from
Wouldnt you create an object variable that has the type of your blueprint
Doing that will work but it will tell you that you dont need to use the cast node since you already have a reference to it. I'm still trying to figure casting out but just try that lol
apparently it's get anim instance of mesh
also there's some job board channels here if you wanna look in there
Alright. Was just thinking about building a website specifically for ue jobs if there wasnt one
Abit generic question, but how come the bp compiler gotta recompile the full bp and not only the affected / changed lines/functions? Wouldnt that be alot more efficient?
How would that work
while technically possible, it would be a lot of work to track what needs to be rebuilt and they probably just chose not to do that
since compiling the full bp again is already fast enough
Yeah it seems it would be arguably more intensive to check what has and hasnt changed and then compile after
Hmm guess that makes sense yes. Just know theres alot of stuff that only tracks and saves changes etc in other systems (i think timemachine does this if im not mistaken)
But yeah its already pretty fast, and while its not a problem for me yet, i know theres bps that struggle with this and it just felt like it would make life easier for alot of devs with big bps
the solution is to make those bps smaller
Waiting minutes on a recompile only to realize you did a faulty connection or whatever is annoying
Lol
you don't need 10000 nodes in one class
True true
I turned roughly 200 nodes that were buggy into about 50 that worked perfectly and it felt great
Too bad it was past the gamejam deadline lol
Prototyping may end up with alot more nodes than necessary indeed :p
Can anyone explain like I'm 5 the difference between casting and just making an object variable of the object you want?
I'm really struggling with blueprint communication even after watching a couple hours of videos
My solution for the time being is just using the level blueprint which I know is bad practice
Casting is used to check if an incoming object is or inherits from a specific class
The incoming object would be "unknown" and then you use a cast to sort of confirm its class and get access to its variables and functions
And probably saving it as a specific variable so you domt have to cast anymore if its something your gonna access often
Okay so if I'm just looking to pull variables from from 3 different instances of a BP class casting would be the way to go?
I also was informed that get all actors of class is bad practice
If I only have 3 if them it cant be that bad if I call it 3 times right
Usually you got some sort of overlap or linetrace with a returned actor which you use as an input for the cast
I'm still learning the basics so I'm just doing basic stuff and trying to make it efficient
I made a little minigame where you pickup 3 objects and place them down on pedestals then verify thwyre in the right order at a statue
For this you wouldnt need to get all actors of class
And I'm using the level BP to reference the actors easily
Nor level bp
If its a mouse click for pickups you can use a linetrace or "onHovered" event in the actor itself to trigger a function in the playerBP with an input of the actor
E to pickup and q to drop
I have custom events in the object BP that I'm calling in level BP as long as the player is overlapping one and is also not already holding one
does anyone know how the MonoStatue static mesh from the paragon props is able to move by itself with no code? How is this done?
Could be c++ if theres no bp
I havent looked too much into the paragon assets. My friend does the level design for the most part
its just a static mesh file though...
Sounds like you already have an overlap event going
Yeah my overlaps work fine
Using bool checks into branches for everything right now, probably a more efficient way for that too lol
You should use the overlap events for registrating the pickup object
Then on E pressed check if the Pickupactor is valid, and that your currently not holding one.
I'm in my car waiting for some Uber rides or I'd send what I have
Gotcha
Hi everyone! I am in a rush and can't find this answer anywhere hopefully you'll know
Can we stamp a blueprint into actors in the scene?
Like convert it somehow ? I know the opposite is possible
You mean adding a blueprint class to an actor that already has one during runtime?
Sorry, no
I mean like I have things made through Blueprints in my scene
And I'd need them to be in my outliner, directly
Not through BP
I added some assets and now my game is broke how do I load a previous save?
You'd need a previous save I guess :p
do I just click it or is their something I need to do with it
In your file explorer, locate the unreal engine projects and go to autosaves and it should be an older version @vague crag
I added a new animation to my character and adjusted some other ones, exported new fbx, then imported to unreal and overwrote the character, but it's the old animations.
Hey there. I try for a main menu smth. like: -> Start Game -> Char Selection -> Choose Map entry / choose map/better say level. Somebody have a good tut or advice for me? I know, i can create different widgets and open them / close them by pressing a button, blueprint-load level and i start to doodleing with a char-selection. But how i can connect them all in the end. So that i have the right game-mode. Saved and selected char. And the map/level that i want.
@spark sonnet they are all uasset and cant be opened
oh let me check
unless I copy the folder into contents?
yeah. I think the easiest would be to create a new project and drag the uassets you need into that
I can show @glad gulch I''ll dm you
trying to get this wall to rotate in game but it wont rotate? This is inside my player blueprint btw
does it have a root component
what blueprint is this code in?
Your wall is an actor that has components, over on the top left. Your telling it to rotate the root component, but I dont think all actors have a root component.
Or well, in the top left of the rotating walls blueprint anyway
all actors have a root component
im casting to the rotating platform from player
casting is not magic, it makes something work when its something. you cant just go "hey cast to the my platform because I think my player is a platform"
i tried this, but it dont work
you need to do it in the level blueprint
never a level blueprint.... ever 😦
then you can select the actor you want to rotate, go to level blueprint, then right click and add it as a variable inside the level blueprint
from there you can perform whatever operation you want on it, rotation or otherwise
do what in the level blueprint?
do your code in the level blueprint
just select your actor in the level, go to level blueprint, right click -> add actor as a variable
@grim ore if you want to prototype something do it in the level blueprint, no reason not to
unless you already have a hierarchy set up for your actors in your projects, of course
then use that
if im adding a weapon to my character would i add a skeletal or a static mesh to the scene root
just using the free unreal infinity weapons for testing
nvm answered my own question
there isnt even a static mesh lol
does everyone agree that just picking random game mechanics and trying to make them is the best way to learn blueprints?
perhaps superficially
Im tryin to do a mid-air freeze for a second or two and things aint workin so far
a mid air freeze on an object? @worn spade
on my player character
maybe disable gravity or lock axis then set for when you want to go back to normal
just a quick idea idk if thats a good way to do it lol
is it singleplayer?
tried turning off gravity, but it keeps upward momentum. yeh its singleplayer
use global time dilation
oh yeah forgot that was a thing lol
it's the scalar constant to slow down or speed up your in game time. 1.0 is normal speed, 0.0 freezes the world, you figure out what the rest does
Im wanting an animation to play during the freeze
play animation o.O
well try it out without the animation and see if it is what you are looking for first
yeh it slows down the animation
but works otherwise?
5 hours of compiling ue4 from source...
"anim instance" refers to the animation blueprint linked to the actor/pawn ?
@mellow turret yes
that documentation tho, second time i have to ask here what something means XD
thanks
alright got it working, gotta set velocity to zero after setting gravity to 0
could also have set it up with your actor having custom time dilation
but yeah I guess it depends on what you were going for
boy it's almost there. just gotta figure out how to smoothly rotate towards the target during the freeze.
aw. tried to replace the delay with an ease function for my rotation, but looks like it doesnt wait to finish before it calls the move to function
So im using a Try Get Pawn Owner node (that gets the animation blueprint), and I can call pawn/actor nodes/functions from the return value, how come the animation blueprint has access to nodes of those classes...?
Where are you using the Get Pawn Owner node? and have you tried debugging to see what it is getting
ups I didn't read right, I thought the return value was anim instance, but the return is a pawn object reference, my bad
@worn spade use a timeline
Only time I have seen that is when a class isn't present that should be. What is the "Interactable" ?
okay so im still confused as hell about casting
just trying to get the collision box overlap from the sword into my character bp and cant
videos havent been helping so please don't tell me to watch tutorials
well the message tells you. It's already Typed as the class you are casting to. So it will always return true as the reference is of that type
yeh I still get confused on what to put into the object slot
well you put in your reference to your object. You are saying "is this object of the class type X". In this case, the Sword variable is set to SwordBP in the default panel where you set the class. So there is no reason to cast it. However if the reference was an Actor type, but you want to see if it is a SwordBP class, you do so with casting
hello,is there a way i can have "global content" in ue4 ?
by that i mean content that is automatically in every project so that i dont have to re-import it everytime i start a new project
you could create a default project type with your content in. Then duplicate it when you need to make a new project
@kindred viper thanks for answering, Interactable is a C++ class child of Actor
And I have a BP based on that class too
@kindred viper thats how ive been doing it but after a while i have huge amounts of files that are just duplicates bcs i need them for multiple projects, but if there is no way to do it then thats fine HDD´s are cheap ^^
How to approach: Player flies in 3D, gets points for flying as close to terrain as possible. Line traces? Onion-like nested colliders? Ideas?
@next pewter For build purposes, there are ways to keep assets in organised non-project specific ways. I don't know enough about except that its there. Either through symbolic links, build.cs files or some other include method. Worth investigating
its not been set. Its just an empty var until you set it
how do i set it without casting?
So you need to get a reference to something you think might be a sword
you dont need to cast it to set it. You are confusing yourself there. Have you watched the Blueprint communication tutorial from Epic?
thanks @kindred viper will investigate 🔍
If you have a reference to something that you think should be a sword, then use that reference as input to the cast.
I knew that question wasnt gonna have an answer
you cant reference outside of the level blueprint though
I mean I could sit down and we could do 20 questions to have a specific answer to "what goes in the cast node".
i just dont understand how im supposed to put a reference into it if I cant reference anything in the level without being in the level bp
By using the game framework or interacting with the world via nodes.
say a function returns an Actor (like GetAllActorsOfClass). But we know the reference its sending back is, in fact, a SwordBP. So we cast to SwordBp and pass the Actor object in. Either it is, or it fails.
An example would be a line trace or get all actors of class
@nimble dune you can reference everything. This is object orientated. You just need to know how
so is it get actor?
Since you're just trying to hold onto a reference to the sword, you can just spawn the actor during begin play also
There's probably 3/4 different ways to initialize a reference to an external actor on begin play
if its in the editor already, you can pick it from the variable default too
he's setting it as a variable there
That only works for instances in the world
yeah
im still new but im not new to coding and logic, thats why this is so frustrating
that's arguably a better way than getting it via begin play
because in my mind i basically just want to use global variables and its not that simple
Involving the GameMode or GameState might help
if you are not new to coding, then you know not to use global vars unless absolutely necessary :p That being said, what kind of globals do you need?
i just mean global variables as in something that you can access anywhere without a bunch of extra steps
i dont actually need globals right now
ok think about it like this
yeah you can do that in the GameInstance and it persists for the session
i like using the game instance
each of those things can be accessed as a variable
Also, you're not going to get proper globals in BP
in the LEVEL BLUEPRINT
they know
okay so with that said
I mean, you can cast to other blueprints, you just need the object type
HOW DO I GET THE OBJECT TYPE lol thats where its losing me
casting is not between blueprints, it doesn't infer any communication, it's to use in a high level concept called polymorphism
yeah I get ya.
you're not going to be able to get an object to communicate with another object through casting
there's an answer, but Im too new to tell you, and I dunno what tangents these guys are on
idk but i really appreciate everyone trying to help
this is a great community i can already tell
🙄
not you
oh lol
well if this is a case of A talking to B, there are interfaces and references. I prefer to leave references, some prefer interfaces. Sometimes if I want to avoid casting cycles, I use an interface to get an already cast reference and keep it handy, in the "global to all with the interface" sense.
there are so many ways for objects to talk to each other, its a matter of preference sometimes
I like delegates as well, but that'd be hard to set up with no reference
@kindred viper you gotta level with these people, interfaces aren't exactly blueprints 101. suggest an easy solution
so what do i do for this simple thing, if i can figure this out i can build off of it really easily
^
an easy solution is
you open your level blueprint
select your actor in the game world
is there not a "simple" way outside of that?
it gets more complicated for sure, but what is it exactly you need to do?
im just trying to pickup a weapon if the character is overlapping it...
just doing some learning exercises
just set up a subsystem and use that to track spawned swords and link them up via tagging/proximity to the character
i have the weapon BP which has the mesh as the root and a capsule around it
my issue is getting the reference to the collision into the 3rd person character bp
then right click in the blueprint area
you dont need to
the player doesn't tell the weapon to pick the weapon up
the weapon tells the player "i'm here!", and then the player can react by saying "I will pick you up"
and then the player needs to know what weapon was picked up
so just do it in the weapon bp basically
in the weapon BP you have the collision capsule
yes
use that to create a trigger event for overlapping actors
then filter for the player character
easy, but then if i have multiple of those weapons with different stats and meshes in the world it gets buggy doing it that way
or at least it did for me last time i was messing with it
just don't overlap them
it shouldn't be an issue since weapons are pretty small in the world
yeah thats true
my last exercise was 3 objects that were all the same class but i used level bp
and if i didnt use level bp it got buggy as hell probably just logic errors though i guess
generally not using level blueprint isn't advisable unless you know BP communication extremely well
i tried doing it as 3 seperate classes originally and that was a disaster lmao
level BP knows all actors inside the level, so it's pretty streamlined
other actors need to be told about objects they need to know
hence why the weapon lets the player know that it exists
well all of the videos i've watched have told me to avoid the level blueprint at all costs so thats why im trying to find other ways
if im going to take all this time to learn something why not learn it right the first time you know?
welllllllll
if you wanna learn it the right way, I suggest picking up right where you left off with the C++ class and polymorphism
What is the logical process of what you are trying to do?
character has to be overlapping weaponBP(x) and press e to pick up
weaponBP(x) needs to have its own unique stats
ok so you would start with a BaseWeapon. This is your class that your objects being passed around would be. Each other weapon would be child actors of this class. Whenever you need to access weapon specifics, that is when you would cast. You can get the object by passing a reference to itself when you fire the trigger event.
which would have to reference the world outliner id assume since they will all be different instances of the same class
D: I think you just made me understand but im probably still going to struggle for a bit, but thats ok
the base weapon class will store all the variables you need, e.g. dmg, rate of fire, magazine size etc.
so you just make a BP for a general weapon and add the specific weapon bp's as children
pretty much
hmm
no that would weapon specifics. It would simply be the functionality that is the same in every other weapon
This is where interfaces come in handy too
got it to work
i was going to do interfaces after this lol
the base weapon is going to have those variables, otherwise you'd have to make each child weapon have those variables
which would just make repeat code everywhere
which is no bueno
You would have BaseWeapon and a child class called SwordWeapon. The base would be functions like loading the mesh, returning references, setting up defaults, notifying from events. The Sword would be the stats, the mesh type, etc
yeah i had that in my first iteration of the pickup and drop BP i was working on lol
the repeat code, not what @kindred viper said
If you use an interface, you can do this fancy function signature sharing that lets each child have its own interpretation of a function. Kind of useful at times. Especially in weapon systems
otherwise if you REALLY want to be finicky, you create a base weapon, then from that you create a child called base melee weapon and base ranged weapon
interfaces aren't really necessary here
you can do it with a hierarchy
yeah use Object Hierarchy whenever possible. The entire engine is built that way
that just sounds like confusion with extra steps
its not, its normalizing the process to make it simpler
you just need to understand it first :p
basically everything we're saying is something that will save you a lot of time
i understand that, just need to figure it out
@plush yew sure just detatch the mesh or the component its attached with
@nimble dune the whole deal with the weapons is a pretty secondary concern in all of this. your biggest issue right now is getting BPs to communicate with each other
as in, the weapon tells the player that it exists, and then the player understanding that they can pick it up
making different weapons after the fact will be a no brainer
or maybe a tiny brainer
idk
yeah which is just isOverlappingActor inside the weaponbp
well i was going to do it on e press
oh
if you don't do it with an event, the weapon never notifies the player automatically
so the player won't know what to pick up
on actor overlap doesnt come up as a node when i search it
do i have to make a custom event?
oh begin overlap
i know exactly what node you're talking about but that doesn't come up unless the collision box is the scene root
i can assign or bind
but the event isnt there
i mean i guess it is an event, just not the one i've used before
show me a screenshot of what you're doing and what you have selected in the component viewr
it doesnt seem like thats referencing the box though, otherwise it would have "capsule" in parenthesis in it right?
you don't have context sensitive on, so it's anybody's guess
i turned it on and that option was still there
try it out
sorry lol turned it off to see if i was missing something
What exactly am i doing on overlap though? i want to press a button to attach it, not just walk over it
I mean they deleted the On* part as well, so who knows what else has happened
make a variable canPickup?
yeah so once you have the trigger you wanna head over to your player BP
we're gonna start off a little more constricted than you would if you were making a full generalized system for interactions, so: create a bool called IsInteractionAvailable
and then create a BaseWeapon variable called CurrentPickup
then you wanna create the key input for pickup in the project settings
ok
or if you want the simple way out, just use the E keybind
yeah ill just do that, easy to change later
so dragging out a thread from E, create a branch checking IsInteractionAvailable
okay
then that branch goes into another branch that checks CurrentPickup NOT equals null
how do we set that though
currentpickup is an object how do i check for null?
just the != node with nothing in the bottom?
if you create the equals or NOT equals node, not picking another object defaults to null
pretty much
ok
no
Base Weapon obviously
since you don't have a default setup for the weapon, you also won't have any way to fire it or reload or perform any functions on the weapon really, just so you are aware. I'll help you out to finish off the weapon pickup first though, and then we may be able to tackle the weapon functions afterwards
it was just going to be swords and stuff not guns
a sword still needs to swing
so once you've made the checks, set CurrentWeapon to be CurrentPickup
at this point if you want to be sure that it works, create a print string node at the end with the display name of CurrentWeapon
since you won't be able to check it for realsies for a while
now you gotta scoot back to the weapon BP
well the check didnt work
and drag out the "other actor" pin on the event
my baseWeapon also has no mesh in it right now
we don't care
we don't need a mesh to make this work currently
and also we haven't made any functionality yet to make the weapon say that it is there
hence why we're going back to the weapon blueprint
whatever you want it to be
the scene root doesn't matter
it's just where your pivot in the 3D world space is
ok
so from the other actor pin, now you can cast to whatever class your player character class is called
and from knowing your player character class, you can now set CurrentPickup to be the weapon itself
you can do that by typing "this" or "self" into the context menu
shit i read it as weapon
unless you want the player to pick it up automatically without prompt
I mean it will work
it's more about what you want
also I think the reason you don't have any component on the end of your event is because you have your collision as your root
I don't necessarily recommend this for future proofing, but it's not going to hurt you
wait if i dont put anything as the root then there is a white sphere there
you can drag in a new scene component
rooting it just pushes everything else down
deleting root component does idk what
probably nothing good
you cant
epic programmer's way of showing us mercy
lol
anyway if you did change the root, the event will be invalid and you'll have to recreate it
but at least now it should tell you which component it means to overlap
i didnt change it back i just left it as the collision capsule
k no worries
so as soon as you changed the weapon to say it's the CurrentPickup it should work when you overlap the trigger
there won't be a UI prompt or anything mind you, that's all stuff that goes in separately
so for good measure you could start by just making the collision capsule visible in game
so you know when you are inside of it
or make it print a string when you are inside of it
whatever feedback you prefer
its not printing the string fml
breakpoint on the trigger and see if it does actually trigger
oh because is interactionavailble hasnt been set
doesn't matter
setting those things takes like a frame of computing time so it's all too fast anyway
you could argue that once you have your UI set up it would matter, but even then anything done before you send the UI message would still be fair game
where do you set the interaction to true
i dont think that overlap event is actually calling to the collision
thats what i was saying
might be yeah
you can check that by using a breakpoint on the event
seeing if it triggers
i got the right node in there its working
👌
im a noob but i would guess linetrace overlap
it's a gun that shoot lemons, what more could you possibly want
lol
it's already the pinnacle of FPS gameplay
inb4 fortnite mechanic

Also you can do this with tagging- line trace from the gun and check the hit actor for a tag.
You could do this with physical materials, I forget whether BP line traces return that though
okay @rotund scroll so now I would just add another weapon into weapon bp? I'm almost done taking up your time i really appreciate it
i just want to get more than 1 seperate thing working
so when you have you base weapon BP
you can now create new BPs based on that
so when you create a new BP, select Base Weapon as the parent class
oh so i shouldnt even have my first weapon mesh in the base one
you ideally want to have a mesh component inside there
but have it set to null
Base Weapon will remain an abstract class
okay
it won't have anything really tangible inside of it, but it will store all the logic and values that need to be set in each child weapon
made a new bp, how do i set the parent?
when you create the new BP it asks you what the parent class should be
when you make a BP, you have a dialog where you choose the ...
Also you can change it in the class settings
^
well im creating the blueprint wrong then
its an actor still right
found it
you can also just search for it
well i had to go into class settings thats what i was missing
no worries
so now i just give this its own variables and only add the mesh correct?
inside the blueprint editor there's also a spanner in the top right corner
you can always click on that as well to change the base class
sorry PARENT class
yeah yeah i got the parent set to baseweapon
inside the base weapon you want to create a set of default variables
it works pog
like damage
i think i can definitely build off of this and learned quite a bit i really appreciate it man
or woman
lol
all good my dude
one more thing
if i were to end up doing a combat system, how would i figure out which child class was currently equiped
would that be casting
simple answer, yes
long answer, it's complicated
combat systems are yuge
and can be made in different ways
the way I would do one would be using only inheritance and let the child weapon itself figure out how it is meant to be used
e.g. the sword knows that it will cut when it performs the attack function
the gun knows it will shoot when it performs the attack function
etc.
yeah but how does the character bp know exactly which child weapon it is interacting with
or do i not need to worry about that it will kinda handle itself
your CurrentWeapon variable
since your CurrentWeapon is a Base Weapon it is technically all weapons
and so your player just has to call the base weapon's Attack function to get the weapon to do something
your player doesn't know what that something is, neither will the Base Weapon... but the weapon child will
and in the base weapon attack function it would call "self" or whatever to figure out which one to do
yeah but wouldnt that be referring to the current child
yeah
hence anything you implement in the Base Weapon class will also be in the child weapon class
so if you set up a function in the base weapon class, then the child weapon will have that function too
it is then up to the child weapon to implement that function properly for what it is supposed to do
e.g. a sword would swing from one point to another point and cut stuff in the way
a bullet would follow a line trace
No keyboard input when running the game from the .exe
Works fine from the editor, either viewport or standalone.
any clue?
are you disabling input somewhere
nvm it's working now, another UE weirdness I guess
Using rinterp to and setting speed as any value has my character rotating the opposite way, and still not interpolated 
use a timeline
tried that too. might not have set it up right, just gave it a length
yeah you need to set up a track inside of it
just a float track with value from 0 to 1
then every time the timeline ticks just set it up to a set rotation node
hooked up to a lerp node from which rotation A you want to which rotation B you want
the float from the timeline goes into the alpha of the lerp
alright lemme try
her rotation goes crazy for the timeline and then the move to gets called
here's what I got
that's a lot of stuff happening
maybe just test if you are getting correct results in the lerp from 0 to 90
and if nearest enemy is moving at any point during the timeline, then the new value will be offset
yeah looks like it works with just 0 to 90, so I guess my rotation gets are wonky
awesome, looks like it was the get world rotation of mesh. just get actor rotation of self instead seems to have fixed it
👌
hey so um
i’m super stupid, but here’s a question:
how could I go about setting up a warioware-style game framework in unreal?
the most important elements are:
•BPM, which controls game speed
•Quick succession between minigames with no load times
•Minigame ends when win or lose condition is met, then immediately switches to the next
i’m a complete beginner to BP, any ideas?
time dilation seems perfect for controlling warioware rate. If your levels are pretty small they'll load pretty instantly
you just gotta make the minigames
that’s the obvious part
what i’m trying to do first is get a basic frame to build all the games around
an simple engine within the engine if that makes any sense
where all games have a “win” and “lose” condition
how would I go about that?
you could have a variable that sets to win that the level checks at the end to see if it was set by whatever triggers that variable to be set, and then does stuff depending on what state that variables in
default would be lose and if it never gets triggered, it'll read it as lose at the end
understandable
and a game instance tracks data between levels. so you could track your strikes or what have you between levels
oo
just a dumb question
what’s the difference between “maps” and “levels”?
i’m still trying to get all the unreal specific terminology down
hello?
I dunno of maps as an unreal term, besides like image maps for making materials. you make levels
ohh
alright
i’m developing a simple VR implementation of warioware mechanics for Oculus
i have a very good question to ask, making a game is hard to where you need a bunch of people to help you correct?
depends
Im workin solo so far, tho I do come here for a lot of help
ok what about a free roam fighting game similar to dbz?
you could do everything by yourself, only thing is that it would obviously take more time
a lot of time
how many people would i have to hire for this to be possible lol
would it take like 50 people lol
can you program? 3D model? do you make music?
i can’t do any of these, but here I am
i am familiar with programming but how many people would i have to hire because i know that a game like this is gonna be gigantic
hat in time is like my goal/benchmark, big platformer adventure across many worlds, and its team was I think 11 people
isnt a game made by 100s of people?
or just around 50?
like from what i hear making a game is very very hard
I mean there's big games made by just one guy
mostly just toby
how big is the game and does it have online multiplayer?
I dont think this line of thinking's gonna get anywhere
what do you mean?
like i am talking about like a big 3D online multiplayer fighting game basically
it takes time, dedication, and a shit ton of effort
and when i read the credits there is like a ton of people that made it
learnt that the hard way
First you have to be in a position to run that kind of operation. Say you hire all these people, what are you gonna tell them to do
a group to do the 3d modeling, a group to do the network coding for the multiplayer servers, a group to do the animations with mixiamo, and a group to do the music making/ testing in unreal engine
generally those operations are run by people that have already been part of operations like that for many years and know how it works and what is needed. So you could join some developers to be part of such a team and learn, or you could learn solo
i mean for one person to do all of that, like it can be impossible lol
like sadly this might be the truth for a online free roam fighting game
or possibly even a online game
that is 3d
alright I got a question about my game. I set my characters rotation towards the target, and 'move to' function moves them to the target, but my characters rotation changes on the way there. It seems to relate to which way the target faces, if I start the action from behind the target, it goes straight to them, but if Im in front of them, my character ends up facing the way they're facing by the time it reaches them.
@worn spade so like my question is why are people trying to make games if it is really hard, or are they mostly in teams?
what?! are u serious?
but how if a game is hard to make by yourself lol
how did u even make decent progress?
you're lookin at it. Im in the editor and in here workin out the details. watchin tutorials, googlin things
like i was told making a game for one person was near impossible because of the years it will take to learn how to use unreal, make the music, and make the animations and code the network server
for multiplayer
yeah Im expecting it to take a few years
like looking at the credits for online games there is like over 50 people at the end credits
so it will take for one person like 20 years of more
because u still have to make the 3D modeling
for the characters
Im doin that too 
like by the time anyone finished making a game by themselves it will be past 40 years
like for a really good online game
isnt it recommended to work in a team or hire people?
again hat in time's my inspiration. one guy worked on it for a few years until he got to a point he felt comfortable hiring people, made a small team and I think after the team was assembled it was like another 2 years before the game was made?
ok so is it possible that one person made a really good online game?
to where at the end of the credits it just says made by one person?
and it is a game that is really really good
airball, you could certainly have 1 person make a prototype, and then hire a team to really polish it all out, everything depends on your time frame
but how big would the team have to be?
because ive been told that making a game u need a shit load of people
like one guy was like look at the credits at the end of a online game
its doable in unreal engine
networking is fairly easy thanks to all the great work theyve already done
there are variables
money
time
ey reinaldo I dont suppose you'd know about rotations happening during a 'move to' function that I dont want
its doable, so ur telling me one person can make all of the characters, animations, music, and code the network server?
O_O
how much of each would you have, and if you have time you could certainly learn most of it to at least make a prototype
yup
thats what i do
brood
the enemy ai are rotating weirdly during these ai move to's?
ok if i see proof that it is possible than ill be shocked because ive been told by professionals that making a game u will need a shit load of people.
check out my site ariball
I aint even got to moving targets yet, it's stationary enemys
i made all that myself
except for 2 games on there with a team of no more than 5 people
so brood
your character is also ai controlled?
have you set focus
to the target?
nah. the context is Im doin a dive kick attack, using 'move component to' to home in on them. But on the way there my character rotates a bit, depending on which side of the enemy Im attacking from. It seems to relate to which way the enemy's facing
hmm, you could try messing with use controller rotation yaw, or use pawn control rotation during those movements
maybe set them to false, and then back on after the move
I'll see about that
Well that didnt work. But changing target relative rotation has my character permanently upside down after the attack
guys is there a way to use static meshes in umg? like show 3d objects in umg?
not directly, but you can render a mesh to a render target and display that in umg (either using crappy method where you place it in the level, or advanced method from c++ where you make a pocket world to render it in)
ye its too complex im just gonna use pictures of items instead, thanks tho
how costly are timelines. I feel like I shouldnt be using them everytime I want to smooth out some movement
I figured out I shouldnt be using 'move component to', things seem to be working with 'set actor location'
but it doesnt have a time setting so its instant.
boy I broke it
Added a lerp for vectors, set with another timeline to set actor location, one or some combination of those things broke a bunch of stuff.
Oh. Right stuffs executing after the set actor location so update is probably calling all that stuff continually
you know i dont like throwing around the 'r' word
but the fact that the Android Device Detection module is active, running, and adding a hit to editor performance when the Android platform is explicitly turned off in the project is RETARDED
hey everyone, i have an issue with a model. it appears very low poly in ue4 while my modeler has stated this:
The mesh was made to be subdivided and rendered for film
That's why its low poly and with quads instead of tris
There's nothing similar in the software you use?
the model was made in maya. attached is an image from the maya render and ue4 render. ignore the fur
the red marks are marking the spots where the mesh breaks and/or becomes pointy/edgy/shows low poly
is there anything in ue4 that can subdivide similar to what the modeler is saying?
if you just look at the ears you can see that the ue4 models ears has edges, showing its low poly, whereas the maya renders ears are super round
The render in maya can take all the time it wants to render one frame, while unreal has to do it in a split second, that's why the maya render can have a lot more polygons
no i know that, but what im wondering if there is a way to do what the modeler is proposing, which is to subdivide inside of ue4?
and also what does this mean - "That's why its low poly and with quads instead of tris"
the models in the maya render and the ue4 render have the same amount of polygons!
Well no, subdivision adds those polys at render time
it's a subd mesh that unreal can not use
hmm okay, so theres no way to subdivide inside of ue4?:(
i dont mind long render times, i just need to fix it somehow, its for film and not for gaming so its fine if the render times are a bit longer
I suppose you could bake a certain level of subdivision in maya before export
okay