#ue4-general

1 messages · Page 450 of 1

grim ore
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you are not using LOD's so the entire landscape will be full quality even if its a 5km away and 10 pixels on the screen

broken stream
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hmm

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well i dont know way that is hapening, it was not like this befor

upper heart
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@grim ore No wtf/htf for Invalidation Box yet? 😇

worn spade
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Man. I got stuck right at the end of making this lock on system. Instead of swapping targets it locks off.

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Made custom events for stick direction+target button, and that sets a variable it's supposed to check before it locks off.

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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.

dim plover
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Maybe "CanAffectNavigation" on the object.

worn spade
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Some progress, if I change the inputs to regular one button inputs the system works.

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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.

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basically trying to not have the targeting button lock off the target if its in combination with a stick movement

nova dagger
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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.

worn spade
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maybe like copy the player BP, and add left and right shift as inputs under axis turn rate in project settings

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I dunno Im too new

nova dagger
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hmmm let me try it out

tribal frigate
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Is there a way to bookmark certain things in the content browser for instance materials?

worn spade
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You could make a folder called bookmarks

nova dagger
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What do I put for the lookup rate? is it the opposite axis? @worn spade

worn spade
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oh, I guess just delete all that if you only want left and right turn.

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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.

tribal frigate
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word. So could I duplicate the material and then move that into the folder?

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I only ask that because I'm OCD about moving things out of their original folder

worn spade
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might as well try

tribal frigate
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yip might as well. thnx

past pilot
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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.

nova dagger
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something is forcing my ship to return back to 0 0 0 but I see it trying to turn when I press shift

tropic oracle
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change absolute movement to relative

nova dagger
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@tropic oracle Where would I find Absolute movement?

tropic oracle
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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

past pilot
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grrr it changed it to debug instead of development

worn spade
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Maybe that base turnrate variable needs adjusting.

delicate turtle
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Does anyone know if we can run Swarm Agent on macOS or Linux? Problem is they are .NET EXEs. Or is it Windows-only?

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Ah, nevermind, the docs already mention it: "Currently, Swarm Agent and Coordinator are only supported for Windows" That's a pity.

past pilot
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is editor supposed to run at half the fps in dx12 mode? i have a gtx1080...

torpid compass
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center is the component i would like to rotate btw

ripe sinew
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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

verbal vapor
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@torpid compass idk cast to character then rotate on the actor via the location

torpid compass
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im doing that in the picture? -_-

tawdry python
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what happens if you don't cast it at all?

dim plover
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@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.
tawdry python
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is your actor set to moveable?

torpid compass
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yes

tawdry python
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oh

torpid compass
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-_-

tawdry python
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you're using the rotation method of a scene component

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you need to get the root component from the actor I guess

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@torpid compass

plush yew
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whats with the epic not updating promoted branch anymore?

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are they done with that?

torpid compass
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@tawdry python what’s a root component?

tawdry python
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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)

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where are you making that binding? in an actor right? (hence why Get Owner)

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you can either drag and drop it directly or you can do this

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or you can also simply use SetActorRotation

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@torpid compass

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@plush yew what's a promoted branch btw?

plush yew
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"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."

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last updated in february, they used to update it every so often

tawdry python
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oh yeah that's pretty weird

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"We try to update with merges from the master branch daily"

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and it has last been updated before even 4.22 was out right?

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it's supposed to be inbetween release and master but even release has been updated 17 days ago GWcmeisterPeepoShrug

steel rock
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@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

ember notch
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I want to do an open world game like gta. What is better UE4 or Unity?

plush yew
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depends on if you know what you are doing

regal mulch
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If you have the skill to pull that off, then it doesn't really matter.

paper kernel
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^

cursive dirge
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it's not just skill tho

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you need the resources for it too even if you do something less spectacular

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that big worlds don't build on their own

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it literally took thousands of man-years to build GTA V

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that's not even exaggerating it

paper kernel
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was it like 10 years of 500 people

runic iron
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Must be even more than RDR2 which took forever to be made with many people

sullen wraith
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my inside actor is being seen through my outer one?

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effect not completely covering it :3

paper kernel
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not to be totally discouraging, something like GTA:SA is doable with small team in year or two

wary wave
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I wouldn't even go that far, GTA:SA was still a large team effort that took multiple years

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ultimately there was probably 2-300 people involved with that project

paper kernel
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true, but tools have come a long way since then

wary wave
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not that far - and besides, they already had their own internal tools, pipelines and experience from already having released two similar games

plush yew
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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?

lost ember
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@plush yew can you show us your input mapping

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in the project settings window

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you probably have two different axes

mossy nymph
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add input bind axis for move right in project settings

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and bind to that instead of individual keys

lost ember
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^

plush yew
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I am using moveright

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Sad day to be a man

steady owl
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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?

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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?

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Will it in this case use the values defined in BaseGame.ini if it doesn't find them in DefaultGame.ini ?

graceful sky
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@plush yew you could use a clamp for a simple solution

wispy raven
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guys, is there an easy way to make the camera auto follow the back of the character?

fierce tulip
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yup, google "ue4 third person camera setup" and get many maaaaany tutorials

azure shore
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two things I wanna make; replay system, and map creator. can anyone help me with either?

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ping replies please

fierce tulip
wispy raven
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i didn't mean that

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i meant "how do i make an auto-adjusting camera that always points the direction of the mesh?

fierce tulip
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part of some of the tutorials <_<

wispy raven
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alright, thanks

azure shore
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no I don't know how to make either

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I want help to actually make them

limpid horizon
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Is it possible to create a widget based game? Like without levels?

cloud cobalt
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@limpid horizon Really not the best engine.

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I'd look into Web tech for that

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Far better UI tools

limpid horizon
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I'm just doing it for the the fun of it, not necessarily the functionality. But yeah that makes sense.

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Doesn't UE4 require a level to load?

cloud cobalt
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It does, even loading screens have levels.

azure shore
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so... anyone?

cloud cobalt
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Gonna need more detail

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These aren't exactly things you'll do in a week

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What exactly do you want help with ?

viral fractal
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hello people

azure shore
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well, even getting started

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the basic logic of how to make these things

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I haven't seen any tutorials for map creators, so idek hows the best way to approach it

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replays, I haven't looked up yet but I can't imagine there'd be too much on that either

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I assume that would involve key mapping, like some kinda demo system

cloud cobalt
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Both are very difficult and very intensive and will define how your game is made

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You can't use keys to replay games, unless your game is entirely deterministic, which is nearly impossible

azure shore
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ah yeah

cloud cobalt
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You need to store everything that happened in your game - basically all data from every object

azure shore
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yeah

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I imagine replays would involve some multiplayer logic

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and multiplayer seems a little impossible for my current project

cloud cobalt
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Both are different things

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Though replay are even harder if you have MP

rotund scroll
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real question is, have you thought this through? is this vital for your CORE GAME EXPERIENCE ?

cloud cobalt
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This ^

azure shore
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well the game will probably be pretty bland without anything other than just singleplayer levels to go through

rotund scroll
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do you have singleplayer levels working right now?

azure shore
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I'm probably not planning on mp by the way

rotund scroll
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can someone actually go through your game?

azure shore
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yeah for the most part (answering the first question)

rotund scroll
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so why aren't you working on shipping those

azure shore
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I am, these will be done in time but I'll still need help with other features for the future

rotund scroll
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I'd like to quote myself

azure shore
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so would a map creator be slightly easier than a replay system then? or rather, more doable

cloud cobalt
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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
azure shore
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yeah I assumed that for lighting

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wdym for my own levels, you mean as in build into pre built base maps?

cloud cobalt
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It's possible to do it, but it's a massive pain, and you'll have to trash your current levels

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Unless you're going to support both "user levels" and "UE4 levels"

azure shore
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oh really? one game I know of works differently for user maps and normal maps

cloud cobalt
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Personally I would do a level editor if my game was a tile-based tactics game like say, Into the Breach

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Anything more than that.... I would not

rotund scroll
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more importantly, very few games have level editors part of their core game experience

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as in, I can name exactly 0

azure shore
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hrmm ok, so any sorta way to just let the player place objects, then just sorta save all the positions and variables and stuff?

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happy wheels

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doesn't need to be core, just basic and working

rotund scroll
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if it isn't core, you really should be working on your core features that make your game fun

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because if your game isn't fun, then the levels you can make through the editor wont be fun either

azure shore
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I just don't like the thought of people playing through singleplayer maps, then being done and never coming back

rotund scroll
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have you had people play through the game yet?

azure shore
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anything to sorta make the game replayable and addictive I think is great

cloud cobalt
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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.

azure shore
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yeah that's what I was thinking at the least

cloud cobalt
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Wait until your game ships though

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If you have 3 players, you won't need it

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Additional mechanisms that keep players happy long-term are great, but they're not going to be what makes or breaks the game

azure shore
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ok...

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planning on trying random map generation, it looks doable and it's not much but I think it could be fun for a while

rotund scroll
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why not focus on getting the game shipped in the first place though?

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I mean everything you're mention is just extra stuff to tack on, and you can always do that when the game is shipped

azure shore
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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

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I don't feel like I can rely on players to wait around for new things to be added

rotund scroll
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how do you know that if you haven't ever had a playtest?

azure shore
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well, I know how I personally feel when playing games, and how others feel when playing other games

rotund scroll
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so you don't know

azure shore
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I know the basic logic of people will get bored replaying the same thing over and over

rotund scroll
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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

azure shore
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might not even replay at all

rotund scroll
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well why not set up a playtest to confirm your suspicions?

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then you might also find out what is actually fun for people or not

azure shore
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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

rotund scroll
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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?

azure shore
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well they need to get done at some point

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I'll still need to know how

rotund scroll
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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

azure shore
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for now I'm assuming all the things that I myself use in levels

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and the sorta things that are fun to use in editors in other games

rotund scroll
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all I'm saying is it sounds like you're thinking about 3 years too far ahead from where you are right now

azure shore
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so you're saying, probably save this for a second game

rotund scroll
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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

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no, I am saying save it for when you have a game that is ready to ship

azure shore
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I'd like some kinda interaction, extra challenges etc

rotund scroll
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yeah that's what levels are supposed to have in the first place

azure shore
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I thought before of having a leaderboard list of players completion times

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something simple like that for challenge with other players

rotund scroll
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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?

azure shore
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I know I know, these are plans/future ideas

rotund scroll
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focus on making your levels playable, then playtest and see what you need

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just endlessly feature creeping will keep your project in development hell

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something you do not want

abstract relic
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You’re tacking on non critical features. Make your core game first. Everything else is delicious strawberry on top.

azure shore
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maybe you're right, I spend too much time thinking

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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?

rotund scroll
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it depends on what kind of maps you're making

azure shore
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I think what I've done so far generally isn't too bad, but it takes too long

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🤦 I should have probably mentioned that

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to be honest I can't really think of how to name the style, but the game itself is sorta a platformer/fps

rotund scroll
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so a 3d platformer?

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where you can also shoot

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like quake?

azure shore
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I suppose so yeah, in some ways

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a lot of things are inspired by doom actually

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and its generally supposed to be fast paced in some areas

rotund scroll
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then you got a whole treasure trove of inspirational reference to through

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look at 2016 doom, look at old quake, look at all the new "old fps" style games to come out in the recent years

azure shore
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yep, I can see some of it

rotund scroll
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run through the levels then write down how you see the connections, how the enemy distribution is etc.

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new doom might be your best bet for that

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once you have that, just try with small levels that have 1-2 minutes of gameplay each

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feel them out

azure shore
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hrm, well I was thinking the original doom might fit the theme better actually

rotund scroll
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the original doom doesn't have jumping though

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but sure

azure shore
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true

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yeah who am I kidding, its not gonna be too similar considering I literally have double jump

rotund scroll
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if you have something like that, be sure that your levels take advantage of that

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but again, try with small areas that don't have more than 1-2 minutes of gameplay first

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then if they each work individually, you can always stitch them together

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and you got a larger level

azure shore
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I realise its too easy to end up making it into a deathmatch style map by connecting all the rooms and pathways and stuff

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I think one of my first maps would be great for deathmatch

rotund scroll
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you're getting ahead of yourself again

pseudo swift
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anyone have experience of exporting hair on an animated character into unreal?

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cant get it to work

azure shore
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how so sentura?

rotund scroll
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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

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so, just see if you can finish making a level in the first place

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or even part of a level, and then make that fun

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and once you have the fun down, focus on making more of that fun

pseudo swift
azure shore
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oh yeah, I do have plenty of parts of levels done

regal mulch
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Does anyone have the Engine forked ready for a small PR?

pseudo swift
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no one knows anything I can do to improve my cloth interaction?

sullen wraith
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how can I check if it = none

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default as select assett :3

pseudo swift
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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'

paper kernel
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anyone got good tutorials on how to generate halftone pattern inside material?

viral fractal
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does someone know if you can apply to Epic MegaGrants if you are under-aged ?

safe rose
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@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.

tribal frigate
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probably not

safe rose
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I can't remember anyone underaged getting one, and the form IIRC doesn't ask if you're over 18.

viral fractal
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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 ?

fierce tulip
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there is a mp package that was submitted and accepted made by a 14 or so year old

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his parents controlled the account, and had contact with the mp team

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was around the jon-jones era of mp

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dont remember the package, something mobile related

clever raptor
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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]
"

glossy scaffold
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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

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its a very detailed character

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and i want the best detail possible for it since it will be 90% of the time on screen

viral fractal
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my char had 13 million before i reduced it

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now its 7k

fierce tulip
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under 9000!

summer turret
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how do i get an objects label that i set in world outliner?

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when i click on object it is supposed to get its name

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but it shows staticmeshcomponent0 instead

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nvm fixed it

regal mulch
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These names aren't really supposed to be used for Gameplay though

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You should setup your own naming system if you need something like this

fringe pivot
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To what material pin should I connect a "gloss" texture?

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Nvm this is totally broken anyways.

fringe pivot
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Well I kinda fixed it, I connected the gloss map inverted to the roughness pin as suggested in the forums, hope that's ok.

nimble dune
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Does anyone know of any websites that are commission based jobs for UE4? I know that upwork.com has a few UE listings

worn spade
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I cast to my animation blueprint to check whether or not Im in the air, but I dunno what object it inherits from

nimble dune
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Wouldnt you create an object variable that has the type of your blueprint

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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

worn spade
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apparently it's get anim instance of mesh

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also there's some job board channels here if you wanna look in there

nimble dune
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Alright. Was just thinking about building a website specifically for ue jobs if there wasnt one

graceful sky
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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?

nimble dune
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How would that work

manic pawn
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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

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since compiling the full bp again is already fast enough

nimble dune
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Yeah it seems it would be arguably more intensive to check what has and hasnt changed and then compile after

graceful sky
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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)

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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

manic pawn
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the solution is to make those bps smaller

graceful sky
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Waiting minutes on a recompile only to realize you did a faulty connection or whatever is annoying

nimble dune
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Lol

manic pawn
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you don't need 10000 nodes in one class

graceful sky
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True true

nimble dune
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I turned roughly 200 nodes that were buggy into about 50 that worked perfectly and it felt great

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Too bad it was past the gamejam deadline lol

graceful sky
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Prototyping may end up with alot more nodes than necessary indeed :p

manic pawn
nimble dune
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Can anyone explain like I'm 5 the difference between casting and just making an object variable of the object you want?

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I'm really struggling with blueprint communication even after watching a couple hours of videos

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My solution for the time being is just using the level blueprint which I know is bad practice

graceful sky
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Casting is used to check if an incoming object is or inherits from a specific class

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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

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And probably saving it as a specific variable so you domt have to cast anymore if its something your gonna access often

nimble dune
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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?

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I also was informed that get all actors of class is bad practice

graceful sky
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Yeah its a relatively expensive call

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Depends om what you're doing

nimble dune
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If I only have 3 if them it cant be that bad if I call it 3 times right

graceful sky
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Usually you got some sort of overlap or linetrace with a returned actor which you use as an input for the cast

nimble dune
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I'm still learning the basics so I'm just doing basic stuff and trying to make it efficient

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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

graceful sky
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For this you wouldnt need to get all actors of class

nimble dune
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And I'm using the level BP to reference the actors easily

graceful sky
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Nor level bp

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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

nimble dune
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E to pickup and q to drop

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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

reef jackal
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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?

nimble dune
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Could be c++ if theres no bp

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I havent looked too much into the paragon assets. My friend does the level design for the most part

reef jackal
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its just a static mesh file though...

graceful sky
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Sounds like you already have an overlap event going

nimble dune
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Yeah my overlaps work fine

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Using bool checks into branches for everything right now, probably a more efficient way for that too lol

graceful sky
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You should use the overlap events for registrating the pickup object

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Then on E pressed check if the Pickupactor is valid, and that your currently not holding one.

nimble dune
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I'm in my car waiting for some Uber rides or I'd send what I have

graceful sky
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Gotcha

silent narwhal
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Hi everyone! I am in a rush and can't find this answer anywhere hopefully you'll know

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Can we stamp a blueprint into actors in the scene?

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Like convert it somehow ? I know the opposite is possible

nimble dune
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You mean adding a blueprint class to an actor that already has one during runtime?

silent narwhal
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Sorry, no

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I mean like I have things made through Blueprints in my scene

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And I'd need them to be in my outliner, directly

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Not through BP

vague crag
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I added some assets and now my game is broke how do I load a previous save?

silent narwhal
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You'd need a previous save I guess :p

vague crag
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do I just click it or is their something I need to do with it

spark sonnet
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In your file explorer, locate the unreal engine projects and go to autosaves and it should be an older version @vague crag

worn spade
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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.

glad gulch
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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.

vague crag
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@spark sonnet they are all uasset and cant be opened

spark sonnet
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oh let me check

vague crag
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unless I copy the folder into contents?

spark sonnet
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yeah. I think the easiest would be to create a new project and drag the uassets you need into that

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I can show @glad gulch I''ll dm you

torpid compass
worn spade
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does it have a root component

torpid compass
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what does that mean

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it has has a root component in the screenshot?

grim ore
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what blueprint is this code in?

worn spade
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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.

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Or well, in the top left of the rotating walls blueprint anyway

rotund scroll
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all actors have a root component

torpid compass
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its in my player

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blueprint

rotund scroll
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so you're doing getowner on player

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so that gets you the player controller

torpid compass
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im casting to the rotating platform from player

rotund scroll
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your cast then fails

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and nothing happens

torpid compass
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what do i cast it as

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?

grim ore
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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"

torpid compass
rotund scroll
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you need to do it in the level blueprint

grim ore
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never a level blueprint.... ever 😦

rotund scroll
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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

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from there you can perform whatever operation you want on it, rotation or otherwise

torpid compass
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do what in the level blueprint?

rotund scroll
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do your code in the level blueprint

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just select your actor in the level, go to level blueprint, right click -> add actor as a variable

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@grim ore if you want to prototype something do it in the level blueprint, no reason not to

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unless you already have a hierarchy set up for your actors in your projects, of course

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then use that

nimble dune
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if im adding a weapon to my character would i add a skeletal or a static mesh to the scene root

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just using the free unreal infinity weapons for testing

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nvm answered my own question

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there isnt even a static mesh lol

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does everyone agree that just picking random game mechanics and trying to make them is the best way to learn blueprints?

rotund scroll
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perhaps superficially

worn spade
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Im tryin to do a mid-air freeze for a second or two and things aint workin so far

tough marsh
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a mid air freeze on an object? @worn spade

worn spade
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on my player character

tough marsh
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maybe disable gravity or lock axis then set for when you want to go back to normal

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just a quick idea idk if thats a good way to do it lol

rotund scroll
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is it singleplayer?

worn spade
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tried turning off gravity, but it keeps upward momentum. yeh its singleplayer

rotund scroll
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use global time dilation

tough marsh
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oh yeah forgot that was a thing lol

worn spade
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alright dr strange

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lemme look that up

rotund scroll
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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

worn spade
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Im wanting an animation to play during the freeze

tough marsh
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play animation o.O

rotund scroll
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well try it out without the animation and see if it is what you are looking for first

worn spade
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yeh it slows down the animation

rotund scroll
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but works otherwise?

atomic onyx
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5 hours of compiling ue4 from source...

mellow turret
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"anim instance" refers to the animation blueprint linked to the actor/pawn ?

rotund scroll
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@mellow turret yes

mellow turret
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that documentation tho, second time i have to ask here what something means XD

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thanks

worn spade
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alright got it working, gotta set velocity to zero after setting gravity to 0

rotund scroll
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could also have set it up with your actor having custom time dilation

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but yeah I guess it depends on what you were going for

worn spade
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boy it's almost there. just gotta figure out how to smoothly rotate towards the target during the freeze.

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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

mellow turret
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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...?

grim ore
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Where are you using the Get Pawn Owner node? and have you tried debugging to see what it is getting

mellow turret
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ups I didn't read right, I thought the return value was anim instance, but the return is a pawn object reference, my bad

rotund scroll
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@worn spade use a timeline

fringe pivot
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In case someone knows how to fix it

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Thanks in advance

kindred viper
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Only time I have seen that is when a class isn't present that should be. What is the "Interactable" ?

nimble dune
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okay so im still confused as hell about casting

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just trying to get the collision box overlap from the sword into my character bp and cant

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videos havent been helping so please don't tell me to watch tutorials

kindred viper
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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

worn spade
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yeh I still get confused on what to put into the object slot

kindred viper
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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

next pewter
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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

kindred viper
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you could create a default project type with your content in. Then duplicate it when you need to make a new project

fringe pivot
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@kindred viper thanks for answering, Interactable is a C++ class child of Actor

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And I have a BP based on that class too

next pewter
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@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 ^^

wind siren
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How to approach: Player flies in 3D, gets points for flying as close to terrain as possible. Line traces? Onion-like nested colliders? Ideas?

kindred viper
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@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

nimble dune
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accessed none trying to read property sword

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but its set to the sword BP so im lost

kindred viper
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its not been set. Its just an empty var until you set it

nimble dune
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how do i set it without casting?

worn granite
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So you need to get a reference to something you think might be a sword

kindred viper
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you dont need to cast it to set it. You are confusing yourself there. Have you watched the Blueprint communication tutorial from Epic?

nimble dune
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i did

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yesterday

next pewter
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thanks @kindred viper will investigate 🔍

worn granite
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If you have a reference to something that you think should be a sword, then use that reference as input to the cast.

worn spade
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I knew that question wasnt gonna have an answer

nimble dune
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you cant reference outside of the level blueprint though

worn granite
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I mean I could sit down and we could do 20 questions to have a specific answer to "what goes in the cast node".

nimble dune
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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

worn granite
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By using the game framework or interacting with the world via nodes.

kindred viper
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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.

worn granite
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An example would be a line trace or get all actors of class

kindred viper
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@nimble dune you can reference everything. This is object orientated. You just need to know how

worn spade
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so is it get actor?

worn granite
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Since you're just trying to hold onto a reference to the sword, you can just spawn the actor during begin play also

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There's probably 3/4 different ways to initialize a reference to an external actor on begin play

kindred viper
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if its in the editor already, you can pick it from the variable default too

worn spade
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he's setting it as a variable there

worn granite
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That only works for instances in the world

kindred viper
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yeah

nimble dune
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im still new but im not new to coding and logic, thats why this is so frustrating

worn granite
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that's arguably a better way than getting it via begin play

nimble dune
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because in my mind i basically just want to use global variables and its not that simple

worn granite
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Involving the GameMode or GameState might help

kindred viper
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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?

nimble dune
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i just mean global variables as in something that you can access anywhere without a bunch of extra steps

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i dont actually need globals right now

rotund scroll
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ok think about it like this

kindred viper
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yeah you can do that in the GameInstance and it persists for the session

rotund scroll
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a level exists

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inside a level there is everything you put in that level

wind siren
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i like using the game instance

rotund scroll
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each of those things can be accessed as a variable

worn granite
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Also, you're not going to get proper globals in BP

rotund scroll
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in the LEVEL BLUEPRINT

worn granite
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they know

nimble dune
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okay so with that said

worn spade
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I mean, you can cast to other blueprints, you just need the object type

nimble dune
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HOW DO I GET THE OBJECT TYPE lol thats where its losing me

rotund scroll
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casting is not between blueprints, it doesn't infer any communication, it's to use in a high level concept called polymorphism

worn spade
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yeah I get ya.

nimble dune
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i learned about that a few years ago

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in a c++ course, it was cancer

rotund scroll
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you're not going to be able to get an object to communicate with another object through casting

worn spade
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there's an answer, but Im too new to tell you, and I dunno what tangents these guys are on

nimble dune
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idk but i really appreciate everyone trying to help

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this is a great community i can already tell

rotund scroll
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🙄

nimble dune
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?

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im serious

rotund scroll
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not you

nimble dune
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oh lol

kindred viper
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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.

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there are so many ways for objects to talk to each other, its a matter of preference sometimes

worn granite
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I like delegates as well, but that'd be hard to set up with no reference

rotund scroll
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@kindred viper you gotta level with these people, interfaces aren't exactly blueprints 101. suggest an easy solution

nimble dune
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so what do i do for this simple thing, if i can figure this out i can build off of it really easily

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^

worn granite
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hard to beat GAAOC

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that's super easy

rotund scroll
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an easy solution is

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you open your level blueprint

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select your actor in the game world

nimble dune
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without using the level blueprint

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i know how to do that

rotund scroll
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right click inside the level blueprint

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get reference to actor

nimble dune
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is there not a "simple" way outside of that?

rotund scroll
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it gets more complicated for sure, but what is it exactly you need to do?

nimble dune
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im just trying to pickup a weapon if the character is overlapping it...

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just doing some learning exercises

rotund scroll
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right

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that's easy then

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so your weapon pickup

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will need a trigger volume

worn granite
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just set up a subsystem and use that to track spawned swords and link them up via tagging/proximity to the character

nimble dune
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i have the weapon BP which has the mesh as the root and a capsule around it

rotund scroll
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sorry COLLISION VOLUME

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excellent

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so if you select your capsule component

nimble dune
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my issue is getting the reference to the collision into the 3rd person character bp

rotund scroll
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then right click in the blueprint area

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you dont need to

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the player doesn't tell the weapon to pick the weapon up

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the weapon tells the player "i'm here!", and then the player can react by saying "I will pick you up"

worn spade
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and then the player needs to know what weapon was picked up

nimble dune
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so just do it in the weapon bp basically

rotund scroll
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in the weapon BP you have the collision capsule

nimble dune
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yes

rotund scroll
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use that to create a trigger event for overlapping actors

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then filter for the player character

nimble dune
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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

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or at least it did for me last time i was messing with it

rotund scroll
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just don't overlap them

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it shouldn't be an issue since weapons are pretty small in the world

nimble dune
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yeah thats true

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my last exercise was 3 objects that were all the same class but i used level bp

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and if i didnt use level bp it got buggy as hell probably just logic errors though i guess

rotund scroll
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generally not using level blueprint isn't advisable unless you know BP communication extremely well

nimble dune
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i tried doing it as 3 seperate classes originally and that was a disaster lmao

rotund scroll
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level BP knows all actors inside the level, so it's pretty streamlined

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other actors need to be told about objects they need to know

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hence why the weapon lets the player know that it exists

nimble dune
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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

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if im going to take all this time to learn something why not learn it right the first time you know?

rotund scroll
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welllllllll

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if you wanna learn it the right way, I suggest picking up right where you left off with the C++ class and polymorphism

kindred viper
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What is the logical process of what you are trying to do?

nimble dune
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character has to be overlapping weaponBP(x) and press e to pick up

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weaponBP(x) needs to have its own unique stats

kindred viper
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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.

nimble dune
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which would have to reference the world outliner id assume since they will all be different instances of the same class

rotund scroll
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yes

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exactly

nimble dune
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D: I think you just made me understand but im probably still going to struggle for a bit, but thats ok

rotund scroll
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the base weapon class will store all the variables you need, e.g. dmg, rate of fire, magazine size etc.

nimble dune
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so you just make a BP for a general weapon and add the specific weapon bp's as children

rotund scroll
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pretty much

nimble dune
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hmm

kindred viper
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no that would weapon specifics. It would simply be the functionality that is the same in every other weapon

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This is where interfaces come in handy too

torpid compass
nimble dune
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i was going to do interfaces after this lol

rotund scroll
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the base weapon is going to have those variables, otherwise you'd have to make each child weapon have those variables

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which would just make repeat code everywhere

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which is no bueno

kindred viper
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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

nimble dune
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yeah i had that in my first iteration of the pickup and drop BP i was working on lol

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the repeat code, not what @kindred viper said

kindred viper
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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

rotund scroll
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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

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interfaces aren't really necessary here

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you can do it with a hierarchy

kindred viper
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yeah use Object Hierarchy whenever possible. The entire engine is built that way

nimble dune
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that just sounds like confusion with extra steps

kindred viper
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its not, its normalizing the process to make it simpler

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you just need to understand it first :p

nimble dune
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@rotund scroll not you lol

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sorry a lot of people talking

rotund scroll
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basically everything we're saying is something that will save you a lot of time

nimble dune
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i understand that, just need to figure it out

kindred viper
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@plush yew sure just detatch the mesh or the component its attached with

rotund scroll
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@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

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as in, the weapon tells the player that it exists, and then the player understanding that they can pick it up

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making different weapons after the fact will be a no brainer

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or maybe a tiny brainer

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idk

nimble dune
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yeah which is just isOverlappingActor inside the weaponbp

rotund scroll
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it's the event you need

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OnActorOverlap

nimble dune
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well i was going to do it on e press

rotund scroll
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we'll get to that

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it's not the weapon BP that needs player input confirmation

nimble dune
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oh

rotund scroll
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if you don't do it with an event, the weapon never notifies the player automatically

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so the player won't know what to pick up

nimble dune
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on actor overlap doesnt come up as a node when i search it

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do i have to make a custom event?

rotund scroll
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select the collision capsule component

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and see if it comes up that way

nimble dune
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oh begin overlap

rotund scroll
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it should be at the top, separate from the rest

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yea that's the one

nimble dune
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i know exactly what node you're talking about but that doesn't come up unless the collision box is the scene root

rotund scroll
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if you select the collision box then it will

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in the component viewer thing

nimble dune
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i can assign or bind

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but the event isnt there

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i mean i guess it is an event, just not the one i've used before

rotund scroll
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show me a screenshot of what you're doing and what you have selected in the component viewr

nimble dune
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oh wtf why did that only screenshot that, i have the collision capsule selected

rotund scroll
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add the top event?

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Event ActorBeginOverlap?

nimble dune
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it doesnt seem like thats referencing the box though, otherwise it would have "capsule" in parenthesis in it right?

rotund scroll
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you don't have context sensitive on, so it's anybody's guess

nimble dune
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i turned it on and that option was still there

rotund scroll
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try it out

nimble dune
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sorry lol turned it off to see if i was missing something

rotund scroll
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worst case you delete it

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but seems like it would be the correct option

nimble dune
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What exactly am i doing on overlap though? i want to press a button to attach it, not just walk over it

rotund scroll
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I mean they deleted the On* part as well, so who knows what else has happened

nimble dune
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make a variable canPickup?

rotund scroll
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yeah so once you have the trigger you wanna head over to your player BP

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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

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and then create a BaseWeapon variable called CurrentPickup

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then you wanna create the key input for pickup in the project settings

nimble dune
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ok

rotund scroll
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or if you want the simple way out, just use the E keybind

nimble dune
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yeah ill just do that, easy to change later

rotund scroll
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so dragging out a thread from E, create a branch checking IsInteractionAvailable

nimble dune
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okay

rotund scroll
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then that branch goes into another branch that checks CurrentPickup NOT equals null

nimble dune
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how do we set that though

rotund scroll
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we'll get to that

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let's finish this thread first

nimble dune
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currentpickup is an object how do i check for null?

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just the != node with nothing in the bottom?

rotund scroll
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if you create the equals or NOT equals node, not picking another object defaults to null

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pretty much

nimble dune
#

ok

rotund scroll
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I got a question now

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do you have a default weapon as a player currently?

nimble dune
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no

rotund scroll
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mmm ok

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so you need to create a variable called CurrentWeapon

nimble dune
#

object type

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?

rotund scroll
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Base Weapon obviously

nimble dune
#

ah

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lol

rotund scroll
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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

nimble dune
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it was just going to be swords and stuff not guns

rotund scroll
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a sword still needs to swing

nimble dune
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yeah i can handle that

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maybe, but anyways not concerned with it at the moment

rotund scroll
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so once you've made the checks, set CurrentWeapon to be CurrentPickup

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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

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since you won't be able to check it for realsies for a while

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now you gotta scoot back to the weapon BP

nimble dune
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well the check didnt work

rotund scroll
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and drag out the "other actor" pin on the event

nimble dune
#

my baseWeapon also has no mesh in it right now

rotund scroll
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we don't care

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we don't need a mesh to make this work currently

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and also we haven't made any functionality yet to make the weapon say that it is there

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hence why we're going back to the weapon blueprint

nimble dune
#

1 sec sorry

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what is my scene root supposed to be?

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a mesh or?

rotund scroll
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whatever you want it to be

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the scene root doesn't matter

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it's just where your pivot in the 3D world space is

nimble dune
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ok

rotund scroll
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so from the other actor pin, now you can cast to whatever class your player character class is called

nimble dune
#

okay easy

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and set the can interact right

rotund scroll
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and from knowing your player character class, you can now set CurrentPickup to be the weapon itself

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you can do that by typing "this" or "self" into the context menu

nimble dune
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ya?

rotund scroll
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you want current pickup

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not current weapon

nimble dune
#

shit i read it as weapon

rotund scroll
#

unless you want the player to pick it up automatically without prompt

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I mean it will work

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it's more about what you want

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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

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I don't necessarily recommend this for future proofing, but it's not going to hurt you

nimble dune
#

should i not put anything as the root?

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you just said it didnt matter lol

rotund scroll
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generally a scene component is the best root

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it doesn't

nimble dune
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wait if i dont put anything as the root then there is a white sphere there

rotund scroll
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you can drag in a new scene component

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rooting it just pushes everything else down

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deleting root component does idk what

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probably nothing good

nimble dune
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you cant

rotund scroll
#

epic programmer's way of showing us mercy

nimble dune
#

lol

rotund scroll
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anyway if you did change the root, the event will be invalid and you'll have to recreate it

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but at least now it should tell you which component it means to overlap

nimble dune
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i didnt change it back i just left it as the collision capsule

rotund scroll
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k no worries

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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

nimble dune
#

its not printing the string fml

rotund scroll
#

breakpoint on the trigger and see if it does actually trigger

nimble dune
#

oh because is interactionavailble hasnt been set

rotund scroll
#

ah yes

#

so make sure that the weapon says interaction is available too

nimble dune
#

that would be before setting current pickup right

#

or after either one

rotund scroll
#

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

nimble dune
#

still not working even after setting interaction to true

rotund scroll
#

where do you set the interaction to true

nimble dune
#

i dont think that overlap event is actually calling to the collision

#

thats what i was saying

rotund scroll
#

might be yeah

#

you can check that by using a breakpoint on the event

#

seeing if it triggers

nimble dune
#

i got the right node in there its working

rotund scroll
#

👌

nimble dune
#

im a noob but i would guess linetrace overlap

rotund scroll
#

it's a gun that shoot lemons, what more could you possibly want

nimble dune
#

lol

rotund scroll
#

it's already the pinnacle of FPS gameplay

nimble dune
#

inb4 fortnite mechanic

rotund scroll
#

that was pretty quick then

#

always good when people can solve issue themselves 👌

worn granite
#

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

nimble dune
#

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

rotund scroll
#

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

nimble dune
#

oh so i shouldnt even have my first weapon mesh in the base one

rotund scroll
#

you ideally want to have a mesh component inside there

#

but have it set to null

#

Base Weapon will remain an abstract class

nimble dune
#

okay

rotund scroll
#

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

nimble dune
#

made a new bp, how do i set the parent?

rotund scroll
#

when you create the new BP it asks you what the parent class should be

worn granite
#

when you make a BP, you have a dialog where you choose the ...

#

Also you can change it in the class settings

rotund scroll
#

^

nimble dune
#

well im creating the blueprint wrong then

rotund scroll
#

no worries

#

just go into the blueprint defaults inside of your new blueprint

nimble dune
#

its an actor still right

rotund scroll
#

or, just inside the blueprint editor

#

yes

nimble dune
#

found it

rotund scroll
#

you can also just search for it

nimble dune
#

well i had to go into class settings thats what i was missing

rotund scroll
#

no worries

nimble dune
#

so now i just give this its own variables and only add the mesh correct?

rotund scroll
#

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

nimble dune
#

yeah yeah i got the parent set to baseweapon

rotund scroll
#

inside the base weapon you want to create a set of default variables

nimble dune
#

it works pog

rotund scroll
#

like damage

nimble dune
#

i think i can definitely build off of this and learned quite a bit i really appreciate it man

#

or woman

#

lol

rotund scroll
#

all good my dude

nimble dune
#

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

rotund scroll
#

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.

nimble dune
#

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

rotund scroll
#

your CurrentWeapon variable

nimble dune
#

okay

#

thats what i thought but i wasnt sure

rotund scroll
#

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

nimble dune
#

and in the base weapon attack function it would call "self" or whatever to figure out which one to do

rotund scroll
#

self is just a variable every class has to refer itself

#

but in essence yes

nimble dune
#

yeah but wouldnt that be referring to the current child

rotund scroll
#

mmm it's a bit difficult to explain

#

so your child weapon

#

is also a Base Weapon

nimble dune
#

yeah

rotund scroll
#

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

fringe pivot
#

No keyboard input when running the game from the .exe
Works fine from the editor, either viewport or standalone.

#

any clue?

nimble dune
#

are you disabling input somewhere

fringe pivot
#

nvm it's working now, another UE weirdness I guess

worn spade
#

Using rinterp to and setting speed as any value has my character rotating the opposite way, and still not interpolated foxblobthink

rotund scroll
#

use a timeline

worn spade
#

tried that too. might not have set it up right, just gave it a length

rotund scroll
#

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

worn spade
#

alright lemme try

#

her rotation goes crazy for the timeline and then the move to gets called

rotund scroll
#

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

worn spade
#

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

rotund scroll
#

👌

rapid compass
#

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?

worn spade
#

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

rapid compass
#

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?

worn spade
#

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

rapid compass
#

understandable

worn spade
#

and a game instance tracks data between levels. so you could track your strikes or what have you between levels

rapid compass
#

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

quick frigate
#

hello?

worn spade
#

I dunno of maps as an unreal term, besides like image maps for making materials. you make levels

rapid compass
#

ohh

#

alright

#

i’m developing a simple VR implementation of warioware mechanics for Oculus

quick frigate
#

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?

rapid compass
#

depends

worn spade
#

Im workin solo so far, tho I do come here for a lot of help

quick frigate
#

ok what about a free roam fighting game similar to dbz?

rapid compass
#

you could do everything by yourself, only thing is that it would obviously take more time

#

a lot of time

quick frigate
#

how many people would i have to hire for this to be possible lol

rapid compass
#

i dunno

#

depends on what you can already do

quick frigate
#

would it take like 50 people lol

rapid compass
#

can you program? 3D model? do you make music?

#

i can’t do any of these, but here I am

quick frigate
#

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

worn spade
#

hat in time is like my goal/benchmark, big platformer adventure across many worlds, and its team was I think 11 people

quick frigate
#

isnt a game made by 100s of people?

#

or just around 50?

#

like from what i hear making a game is very very hard

worn spade
#

I mean there's big games made by just one guy

rapid compass
#

undertale was made by like??

#

4-5 people?

#

and a lot of backer money

worn spade
#

mostly just toby

rapid compass
#

true

#

also thank you so much for your advice

quick frigate
#

how big is the game and does it have online multiplayer?

worn spade
#

I dont think this line of thinking's gonna get anywhere

quick frigate
#

what do you mean?

rapid compass
#

don’t just

#

hop in and expect it to be done ASAP

quick frigate
#

like i am talking about like a big 3D online multiplayer fighting game basically

rapid compass
#

it takes time, dedication, and a shit ton of effort

quick frigate
#

and when i read the credits there is like a ton of people that made it

rapid compass
#

learnt that the hard way

worn spade
#

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

rapid compass
#

^

#

money makes the world go round

quick frigate
#

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

worn spade
#

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

quick frigate
#

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

worn spade
#

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.

rapid compass
#

hmm

#

idk about that

quick frigate
#

@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?

worn spade
#

I wanna make a game

#

and frankly I think Im making pretty decent progress towards it

quick frigate
#

what?! are u serious?

#

but how if a game is hard to make by yourself lol

#

how did u even make decent progress?

worn spade
#

you're lookin at it. Im in the editor and in here workin out the details. watchin tutorials, googlin things

quick frigate
#

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

worn spade
#

yeah Im expecting it to take a few years

quick frigate
#

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

worn spade
#

Im doin that too widejackie

quick frigate
#

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?

worn spade
#

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?

quick frigate
#

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

sonic pagoda
#

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

quick frigate
#

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

sonic pagoda
#

its doable in unreal engine

#

networking is fairly easy thanks to all the great work theyve already done

#

there are variables

#

money

#

time

worn spade
#

ey reinaldo I dont suppose you'd know about rotations happening during a 'move to' function that I dont want

quick frigate
#

its doable, so ur telling me one person can make all of the characters, animations, music, and code the network server?

#

O_O

sonic pagoda
#

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?

quick frigate
#

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.

sonic pagoda
#

check out my site ariball

worn spade
#

I aint even got to moving targets yet, it's stationary enemys

sonic pagoda
#

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?

worn spade
#

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

sonic pagoda
#

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

worn spade
#

I'll see about that

quick frigate
#

hey i sent u a dm @sonic pagoda

#

or would u prefer we talk here?

worn spade
#

Well that didnt work. But changing target relative rotation has my character permanently upside down after the attackhueh

summer turret
#

guys is there a way to use static meshes in umg? like show 3d objects in umg?

manic pawn
#

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)

summer turret
#

ye its too complex im just gonna use pictures of items instead, thanks tho

worn spade
#

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.

#

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

crisp fable
#

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

surreal tundra
#

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

worn spade
#

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

surreal tundra
#

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!

worn spade
#

Well no, subdivision adds those polys at render time

manic pawn
#

it's a subd mesh that unreal can not use

surreal tundra
#

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

manic pawn
#

I suppose you could bake a certain level of subdivision in maya before export

surreal tundra
#

okay