#ue4-general
1 messages · Page 641 of 1
Once my FBX files have been imported into Unreal, from Unreal's point of view, are these FBX files needed any more?
Does Unreal convert these FBX files to some kind of internal file format?
It converts @fleet stirrup , save it somewhere else if you need a backup tho
@gleaming wing what do the insides of your anim BP state machine graph nodes look like? Both the states and the transitions
Maybe the problem is there. You can open each one by double clicking it
i got a question regarding the editor, is there any way to show inherited variables/functions etc, but only those that are inherited from blueprints/classes i created myself?
X for stop is which foot are on the ground, not related to play rate or anything btw
Hey, I'm currently working with a few people on making a level for Unreal Tournament. Our goal is to keep the stuff we add under 400mb, including the map itself, because we learned that people are less likely to download a map that is larger than 400mb.
My question is, is there a nifty way to keep track of the data you're adding to the game? (excluding recycled assets from existing maps)
@spice canopy can we talk by DM? I think its best so i can just show you
@barren cargo you could set up automation server like Jenkins and make him run packaging your content every day/night + add simple script writing down total size somewhere...
(although have no idea what's the setup of preparing map to distribute with UT)
this could be overkill for tracking map size itself... but once you automated packaging, you could also run simple automated tests - track performance, memory usage, check for crashes, etc.
Question. Im LineTracing in BP from a skeletal mesh. Works great. But I want to offset it. I've added the location of the skeletal mesh by an float, but when the mesh rotates, it doesn't offset correctly. How could I offset the location of this line trace to be relative to the location of the mesh?
@barren cargo or maybe sth simpler, if you're using source control like P4 - there's way to set up trigger script after every submit (literally called p4 trigger) that would check total size of your assets, but that's editor data size
How similar will that be compared to the build size?
I assume there will be quite some compression
I'm a simple artist, so I don't know too much about this haha
yeah, but if somebody would shamelessly add 8K texture, you'd notice that
true
@pallid talon get difference of end and start location (essentially the vector), multiply it by a small offset (like 0.05, 5%) and add it to the start location
Also familiar name
But thanks! I'll check out Jenkins, and I guess I'll simply check the folder size in the meanwhile, and hope it's fairly accurate 😛
Alternatively, if you want to control how much is offset in specific distance, normalize the difference and multiply it by how much you want the offset
size of heavy assets in packaged game would proportional to the editor's size, not the same, but you'd notice "trend"
@dense gate Thanks! I'll try that!
alright, sounds fair
How do I use my C++ BlueprintType struct in a data table
@dense gate Are you saying something like this? I couldn't get this to work...
Does anyone here have an unwrapped texture for Unreal's default 100x100x100 cube?
I changed from add to multiply.
@pallid talon get yourself a node that's <original trace end> - <original trace start>
That's the vector that your trace would be going through
Multiply that vector either by a % or normalize it then multiply by a number to get a specific distance
Once you've chosen which one, add that %/offset to the trace start
Trace end remains as is
Also I don't know why you'd multiply the WorldPos Y by 1.5, that just makes things a lot less predictable
I just need it to shift on the Y a little.
I thought that was what your original reply was instructing.
Ah, then I assume you need to start a bit from the side then rather than offsetting the trace
What I said is basically, to avoid collision issues from trace going 0-400, you go 50-400
Has happened a few times to me
Basically it's a car. And Im trying to line trace in front of it for when it hits another car. But I dont want the trace in the center of the car. One trace will be on the right side, another trace on the left side. So Im trying to offset a line trace on the left and right side of the car.
Because I need to trace multiple directions after I resolve the front trace. It would be nice if I can offset its starting position manually.
Shape traces aren't that much more expensive compared to line traces, I can confirm that since I've made my own projectiles based entirely on shape tracing
@gleaming wing sorry I cant I am driving now
I think it'd make it significantly easier for your case
@gleaming wing the screenshot for the Stop state wont load.
Sorry I have to drive now but when i have these kinds of problems I check:
- did anim BP set the variables?
- Do may states use the variables correctly?
- Do my transitions nodes use the variables correctly? Double click them to open them and see how they set the transition.
Is 4.23.1 using Chaos by default in some capacity? Compiled a new project and saw it being built.
Does anyone know how to use the localization dashboard to gather key/source data stored as a .csv file?
Any idea how to create destructible mesh (APEX plugin) for skeletal mesh?
Fascinating that in Unreal, an FBX is internally stored as a uasset
I'm totally okay with this
Just that in other projects, usually, it's required to keep the FBX around
not-Unreal projects, that is
you always want to author the fbx outside of the project
yes, definitely
I keep the FBX files on the authoring side folders
Maya, in my case
just super interesting that when you import the FBX from the Maya folders, it doesn't save the FBX file on the Unreal side. Totally cool.
lol
you already pasted the answer
I have visual studio tho
literally tells you what to do
I've started implementing a save system for game, currently working and saving & loading the player position.
What's the common way of dealing with all enemies around? My current idea is for each npc to save it's own data to a TArray<NpcData>, destroy it self, and on load spawn them and set data.
What do you guys think? any better way / other common method?
there is an existing save game system you can use
ANyone who would possibly know if it would potentially be better, if using world composition, to have your inventory based on structs, aka - you destroy the object when picking it up, and then store its values in a struct to generate the object again when its going to be used, or instead; destroy the object, then recreate it as a new actor, hide it when its not in use, and then teleport it and otherwise unhide it in the game world when its in use ?
Edit: I should probably add that my items are procedurally generated as well, so mostly anything could be different from that of another object
@dreamy lake IDK what world composition has to do with it, but generally yes - usually you want to have Inventory Item Definition as struct entry or object or data asset (whatever suits you) and separate actor to represent it in the world - so you can spawn it and pick it up, on pickup Inventory would add new Inventory Item but actor would be destroyed
@brave gate Well I mean, World Comp will unload the item as well when the that part of the world is unloaded, and simply just trying to wrap my head around how I should do my inventory system, especially with so many different variables for each type..
I guess like I would create different arrays for different item structs then that would fit into the inventory, like one for weapons and one for consumables then ?
Is it possible to create a new data asset at runtime ?
common thing is to have "inventory slots", this is how you group items in inventory
yes, UDataAsset is UObject, you can create a new one and fill it with procedurally generated data
at least in C++ 😉
aaah thanks man
This should def make it easier for me
Ive been using data tables so far - But often run into the problem of being unable to write to them - Data Asset it is
if you procedurally generate loot, spawn them, then actors by default belongs to persistent levels, not sublevels
and you're picking up items, they should be either destroyed or attached to the player (persistent level again), so still I can't see why streaming would unload item's actor?
Data Asset can be easily "discovered" in runtime (look at Primary Data Asset and Asset Registry), so you wouldn't even have to create manual list of items
I suppose I could spawn them - though the actor - like a chest, that would container loot in it would belong to a sub level, so the item, in case it was an actor, would then be unloaded with that sublevel in case I wouldn't destroy and recreate the item, or convert it into a struct, on in this case uasset
man.. uasset should def help a lot.. Why diddent I think of this before lol
dunno, if container with loot hasn't been looted why to keep its loot while unloading level?
spawned actors belongs to the persistent level by default anyway AFAIK
essentially items such as weapons will have different metal values, and otherwise a quality level to them, which further modifies its stats - I suppose I could keep the resources values that is used for crafting in a datatable - though Hm, or maybe I should just create an data asset out of it as well as it would be difficult to loot otherwise.
right.. sorry just trying to wrap my head around it all
resource would be an inventory item to, I guess
@autumn crystal You can try this
Yeah data asset for all of it
Then use an interface or cast to the clicked actor to trigger whatever you want
thanks man
happy crafting 🙂
I recall you need to enable collision(?) or enable generate hit in the detail panel. Something along that line
Generate hit on?
This should work then
Nope. It has been a long time since I used on click events.
The OnClicked(StaticMesh) works for me with this collision preset @autumn crystal
Are you showing the mouse cursor ingame?
Have you tried the solution at the top of this page?
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/54607-onclick-ontouch-not-working
Build powerful visual scripts without code.
If this is ticked, that could be the issue
In the project settings ^
Not sure which channel this question falls under, but how can I safely transfer .uasset files from one project to another? More specifically, is there anything wrong with copying one .umap from one content browser to another?
It works, but just wondering if there's a more official way of doing it
Asset action >>> migrate
Does anyone know of a way to calculate the midpoint of a mesh? Just taking like a chair or something and trying to find the middle of it for easier rotation?
can someone help me figure out whats wrong with a variable type setting? Ive got a pawn/springarm/camera named MayorPawn, which I create a variable for named "MayorPawnRef" and set its Variable Type to Mayor Pawn (Object). when using it in blueprinting for some reason its not getting assigned properly and giving me "Blueprint Runtime Error: "Accessed None trying to read property MayorPawnRef". Blueprint: MayorController Function: Movement Speed Calculation Graph: MovementSpeedCalculation Node: Return Node "
@craggy flax you have to set the variable to the instance of the actor you are trying to reference
just having the variable gives you access to functions/components of that class, but you have to point it to the actual instance of that actor still. So if it's a pawn that you're possessing, you can do "get player pawn" and cast to your pawn class, then use that to set the var
Is there a way to actually get the height/width? I can't find a function like that in blueprint
@warped tangle I believe thats what I am doing here right?
details panel is MayorPawnRef variable settings btw
yep. So if you're getting a accessed none error at runtime, you either forgot to call that macro somewhere on your graph, or there isn't currently a player pawn (maybe you're simulating instead of playing?), or it's the wrong class
you got bullets?
can't at all read that
line trace for objects start is the player, end is the enemy. out hit is break hit result, cast to enemy ai destroy actor
is that a "get owner"?
yeah that all doesn't work
what should I put
you need a reference to the "enemy" actor you're trying to get the location of
yes
the easiest way is a get all actors of class -> get(0)....this is not normally how you want to go about this though
also, you're making it so you can't ever miss?
Question, I'm trying to change the animation in the state machine based off of a variable on my character. My state machine is in my Animation blueprint, could anyone help me with this?
Well you have a bp interface set up. So I applaud you for that.
@autumn crystal Thank you!!
anyone know why this happens? that's not the texture, lol
@abstract relic Yeah, I've had some help but its really confusing. No videos are helping with this part either. So far I have:
Thats in the event graph of the animation blueprint.
I called a function, not for any reason exactly but just to see if I could.
I have a death variable on my character but I dont know how to actually make the animation play when that variable is true
animation montages
letme send you an old sample project I used to teach
Sup follks
On the global game jam to
So, if I animated a mesh with pareting instead of joints, would it also update the mesh in Unreal?
Like, i am not updating the frames through joints position interpolation, but rather applying transposiion within the mesh, trough parent constrainning.
@abstract relic ive been using unreal for 2 months. I havent coded a gun in VR yet so thats why im stuck
ok I got it to shoot but it shoots only when you pick it up
I need it to be the trigger button
@warped tangle got any ideas
@jovial pollen Do an input action
I mean its gonna be roughly the same, obviously visuals are different
If its not shooting
that means it caught up somewhere
mhm
no the code is fine, it draws a line to where it hits and if I put that on pickup event then it will only shoot when I pick it up and I dont want that to happen
bro I know
Do you have like a bool saying pickup is true?
no
Im no pro but on pickup I would set something like that
ok
So that you know you're allowed to shoot
It wont fix the issue, honestly hard to say what the issue is without looking at it all
I'd just look over and try to see where the issue might be
am i a noob how tf do you get something location in anether blueprint
like i wanna get the door location in my char blueprint
there isnt an issue everything is working its just the pickup thing is calling the shoot and I dont want that to happen
NOOBB
wait thats an issue
^^
nvm then
Haha
my friend gave me a plugin
Yeah that is likely it
but
I cant get it to work
the tutorial doesnt give me shit about it asking to readd the plugin
and it ALWAYS FAILS
@cerulean sorrel I'm pretty sure there is a simple way to reference location
You cast to "name of blueprint"
like why the fuck do you make a plugin FOR FREE and not put it on the epic marketplace
xD
@fading vector yep im a noob but how?
1 sec
^
oh
JUST ONE QUICK GOOGLE SEARCH
would i cast char to door or door to char
AND THERES A PRE-MADE GUN PACK FOR FREE
Depends on what you're trying to do
HAHA!!!
If you're wanting the car to have the door location
You cast to door in the car blueprint
yes i'm a conpelete noob to this
how?
ah
Thats not exactly what you want but something off a video I saw a bit ago
I'd honestly go through a video or two for some basic reference
i think i got it now thanks
In this part we will create the first enemy for our player - a simple trap! Leave anything you'd like to see in the comments below so I can work them in as I go!
UE4 Download: https://www.unrealengine.com/en-US/what-is-unreal-engine-4
Assets used: https://www.gameart2d.com/f...
Pretty easy series if you wanna try it
Welp the animation channel is dead, would anyone mind helping me retarget an animation? It's just a duplicate of the skeletal mesh.
when i spawn an actor from class, and try to set a player reference for the new actor, it doesnt get set before the begin play happens. how can i set variables in a new actor before they begin play, ? for example, if my PLAYER character spawns a rock, and i try to make the rock "look at target'", i have to give that rock a player reference variable . then inside the rocks begin play, face target ((or what ever more important code))
how can i spawn a actor from class, and add a reference to that actor, before its begin play ?
begin play > delay .1 works, but thats a trash hack
Does attempting to add that reference in the constructor (or construction script) of the new actor work?
well i assumed constructor happened before begin play. ill try that also, just to be sure.
i have to pass the ref from the spawn"ER"
ill try and find a way to do it with level blueprint maybe. idk
can i access variables inside the level blueprint inside random world actors ?
hmm, looks like referencing the level blueprint in arbitrary actors isn't good practice https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/34951-how-to-reference-level-blueprint
Yeah, the constructor happens before BeginPlay(), but I see what you mean now about getting the spawner to give the spawnee a reference to itself
Build powerful visual scripts without code.
you can try putting that logic in the game mode / game state instead?
I'm with you on the hunch that it feels like there should be a better way to do what you wanna do
i just read that on google also, game mode. i know nothing about gamemode or state yet. ill check those. thanks alot ! and also, maybe i can just use 'get player controller ' cast to '
there should be a list of references i can place somewhere.
oh yeah, if the spawner is the player character that actually makes it super easy
i was assuming the spawner was some random actor that wasn't necessarily the player character
cast too X is not bad for CPU right ?
i know get all actors of class is not technically fast.
but i guess cast too's are fine
*shrug * I'm still pretty new myself so I'm not super sure what the performance impact of a cast in blueprints is, lol. C++ side it's generally not bad enough to really care unless you're trying to do some really intense micro-optimizations
hey guys, i got a question, is there any way i can transform the player character on a button press ? Im trying to google it but i can't find anything about it and i got no idea how to do it cause im new
Pawn Possession would be the magic word
lol, wait by transform what do you mean exactly?
like, move, change its shape, or switch the mesh?
well, it would be like swapping betweens characters so the size, mesh, speed and everything else i add would changes
lol
okay, like in place?
like in place ? What do you mean ?
This will be your best friend
https://docs.unrealengine.com/en-US/Gameplay/HowTo/PossessPawns/Blueprints/index.html
Illustrates using the Possess node in Blueprints to switch between and control multiple characters.
yeah so i just got an exemple in mind, the werewolf/vampire lord transformation in skyrim
thats what i want to do
@rigid ocean do u want to replace current controlled character with a different one and make the first one go away (in place) or just control another character?
Morph target will be another key word
You did pick a difficult topic
I wish you luck
yeah hard one
its most likely difficult but its inspiring
yeah you have morph target, swap BP, change controlled character, or simple swap mesh
Dissolving material will be another one
Lots on moving parts to make that come together so to speak
yeah, so in place meaning like how pokemon trainer switches pokemon in smash bros. For that you'd want to swap out the mesh. or if all these characters already exist in the world and you want to switch perspectives/control between them, you'd want to look into Pawn Possession like @abstract relic 's suggesting.
if it were sparkles, maybe.
no it would like pokemon dresser in smash
Lots of smalls thing in-conjunction to get the effect
okay, yeah, i think the easiest way would be to look into swapping the mesh on a character
how long is the effect? (in seconds)
I'd start with a really simple instantaneous swap as a first pass before trying to apply fancy effects, but that's just me, lol
was gonna say vertex animation with vertex colors or something if we're listing complicated approaches
Nah that’s smart. We’re more hammering in how “complex “ a simple concept is 😜
👍
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that would be harder with skeletal mesh
QUESTION
Why do when I right click to make something new like a material or a blueprint half of those options go off screen where I can’t even click them
what is your resolution?
What
Screen size
ye, the pixels horizontally/vertically
theres this button in the area you look least
i made the mistake of thinking it was green yesterday
er, saying import was green
but the Add New big green button will do the same thing right click will do malachiosss
it may be better at not running out of space on the left side as it is
I should make a tank game
Need to work on my ai though, all they do (when they are humans) is walk around and just do a line trace when they see the player and they can see through walls and I'll have to fix that
ouch yeah that screen resolution is low or you've got your ui scale way up
The res looks like a 1920x1080 🤔
hm maybe i made my content browser icons smaller then
it kinda looks like 720p to me, but idk. kinda tired
Hey pat you know how to code right? Mind helping me on a shooting script for vr? Everytime I grab the gun it just shoots so if you want to shoot you have to grab the gun but I dont want that to happen. I want it to be if it's being picked up then you can shoot. But how do I do that if its bot connected to the pickup?
Also I'm not at my pc atm
But since you're here I thought I'd ask
Before I forget
unsure what controls are like on htc, but with oculus grab is usually the middle finger button and shoot the trigger.
Yeah I'm using oculus
they are on the same button? grab and shoot
Ok so new problem
I’m tryna use miscellaneous and it’s like glitching so hard
I've connected it though
I can’t scroll up and get what I need
And I dont want it to shoot when you arent holding it
So I connected it to the pickup event but it just shoots when you pick it up and doesnt call my trigger function
@humble oyster make sure your ui scale is 100 on windows (right click on desktop and go to Display Settings)
Thanks man your the best
Lol
does the gun shoot itself or does the character shoot it?
Rather is the input event on the character or the gun?
make a new event on the event graph called Fire for your weapon
UGGGHHHHH
Ok
then when the character pulls the trigger
on the character blueprint
check if the character is holding a weapon
if it is, fire the fire event on your weapon
So I did everything the person told me to do and the landscape didn’t turn black nor is the material in the paint thing
Would I make a custom function called bIsHolding?
Then branch then cann fire event
Call*
You'd probably want to just return the thing being held instead of a boolean
Ok
so either a variable of what is held or a function that finds it yea
Why ain’t this shiznet black yet?!
And why won’t it paint
These gosh darn videos
It’s not painting
You'll get used to it over time and then itll be easier
I've never painted befor 😳
Try another tutorial
EVERYTHING
Maybe a more recent nine
I’ve been trying
Recent one
Every tutorial is the same over and over
Those could be out dated
And once you do this it should turn black and show up here
Everyone says that
And it won’t work for me
The engine is 4.23 or somethin like that those tutorials could have been made with like version 4
Anyways gtg to sleep
Hope you figure it out mal
hi guys the skeletal meshes have a 90 degree offset how do I make it 0?
https://discordapp.com/channels/187217643009212416/225448446956404738/669067509877440524 all of these are good resources @humble oyster
the root bone is not facing the same direction as the mesh
Thanks
people like the nana one
@fallen lake find the character blueprint
locate the mesh component and modify its rotation to the right value
it'll be directly under the capsule
@p@t thank you, but the root bone still wont face the same dir as the mesh
maybe cuz the mesh is made using may which has a different coordinate system\
maya
for whatever reason this is stanard for characters in ue4
mannequin also has a 90 degree off rotation
and if you look at the viewport, when you choose front
it shows XZ for some reason (looking down Y)
its not real consistent lol
is there a way to change that?
not really
you can put a rotate root bone node at the end of your anim graph
but then it makes any world operations wrong
Do y’all know any websites where I can import low poly skeletal meshes
Or idk literally anything
marketplace has some freebies
Hi guys!I'm new in game industry.I wonder how the big game maps are made?Because I played silent hunter 5 and it has the whole North sea.Is that map made with heightmap or its sculpted?Thanks
I would assume that a sea is mostly a plane
Hey guys, looking for some advice on rigs/animations in UE4.
I have 2 animals that are very similar, but are different enough that I was screwing with 2 different skeletons. Unreal seems to be pushing me towards having 1 shared skeleton (and 1 base animation blueprint), so I was trying to figure out ways of doing that. Leads me to two questions:
1): Both animals have a tail, but one is much more flexible and mobile than the other. To show that in the animations, I previously just removed bones from one of the animals, but this leads down the path of having 2 different skeletons. How would you approach this problem?
2): How would you handle the problem of having to move bones around to better fit the anatomy of the other animal? That is to say, would it not constitute a new secondary skeleton when I have moved the bones around?
there was a tutorial that included a green beam shader i saw once and can't find anymore i think it was from epic
new record for laptop?
anyone stepped upon this error when loading a scene?
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
just for a VR project, others work fine
That happened to me earlier. Restarting seemed to fix. Googling leads me to believe it was related to going afk with the editor open, but another application focused on. Its apparently been an issue for several years that hasnt been fixed.
okey im going insane about a small detail
for some reason i can alligne my widgets in the widget editor?
it makes me go insane
like how does that make sense
im the first time in this editor but i learned print design. i know all this stuff, it just doest react
anyone of help here o.o
@fleet scroll just booted up 🙂
cool
What I've gleamed, it's got something to do with the data to and from the graphics card getting out of sync.
Not sure beyond that
the only real info on the internet about it is here
https://appuals.com/how-to-fix-the-error-unreal-engine-is-exiting-due-to-d3d-device-being-lost/
hey guys, i've upgraded to 4.24.2 and i have a specific blueprint that if i change any default property it crashes on FSerializedObject::SetObject, any idea why?
I would assume that a sea is mostly a plane
@whole quarry yes it is, but the coasts and ports are made too
" #include found after .generated.h file - the .generated.h file should always be the last #include in a header "
Unreal Newbie here.
Any help?
@heady moon you can't have includes below the .generated.h file. Examples:
Bad:
#include "TestActor.generated.h"
#include "CoreMinimal.h"
Good:
#include "CoreMinimal.h"
#include "TestActor.generated.h"
Thanks let me try it (:
it should, compile and try it 😛
not sure about that, make sure you have visual studio properly installed
I did
it is saying that this line exited with code 5 - access denied
please verify that you have sufficient rights to run this command
** The command ""C:\Program Files\Epic Games\UE_4.24\Engine\Build\BatchFiles\Build.bat" ActivityOneEditor Win64 Development -Project="C:\Users\(my username)\Documents\Unreal Projects\ActivityOne\ActivityOne.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
**
he typically says that when he has another error
like a compilation or linking error
@rancid lynx @ruby crow if you're casting to a blueprint class, blueprint gets loaded no matter if you do anything with it later
that's reason why you should avoid casting to big blueprints and one more reason to use soft references in blueprints where possible - so loading blueprint A won't automatically load all assets used by this blueprint and then loading all the reference chain
https://docs.unrealengine.com/en-US/Resources/SampleGames/ARPG/BalancingBlueprintAndCPP/index.html
Describe how to make a combination Blueprint/C++ game, and decisions you might make along the way.
hello
can i ask some question in here or other channnel?
@icy egret Try here, for general question, there are channels for more specialized questions
okay thank you
I have question
I use retargeting AnimStartarPack's Motion to MMD model
but she won't look front but diagonally...
how can I fix it?
how i can make this destructible mesh to be destructed by objects but not from character , how i can do this ?
@icy egret I personally do not know the answer to your question. But do not be discouraged because other people may 🙂 we also have #animation , You can post the question there if no one answers here, but etiquette dictates that some patience may be required before reposting
of course! thank you
Hello, I'm looking for some explanation about how UObjects are being removed, basically I have an object which outer is the gamemode blueprint, would that mean object will stay alive as long as gamemode is alive?
@tender kraken https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Objects/index.html
`Destroying Objects
Note that Weak Pointers have no impact on whether an Object is garbage collected or not.
Object destruction is handled automatically by the garbage collection system when an Object is no longer referenced. This means that no UPROPERTY pointers, or engine containers or smart pointer class instances should have any strong references to it. When the garbage collector runs, unreferenced Objects that are found will be deleted. In addition, the function MarkPendingKill() can be called directly on an Object, and this function will set all pointers to the Object to NULL, as well as remove the Object from global searches. Once again, the Object will be fully deleted on the next garbage collection pass.`
Explanations of the basic gameplay elements, Actors and Objects.
https://i.imgur.com/5daWYhu.png how do i Create the bottom thing? where the index, where the green line goes in the purple one goes out. how is that called
@dire flame Hover over, it should tell you the library and the function
I only have a screenshot of it
it's basically converting an integer to string
And how do I create that one in a blueprint? What do I need to put in? Function? Sorry im really new to UE
one sec
@plush yew for each loop to a print string, when you drag off index into the string it will automatically give you the conversion node
Hmm how often garbage collector is running? As I've tried listing objects in log and they seems to be still valid even after a couple of minutes
@tender kraken look in project settings, i do believe you can adjust that in there
@dire flame
@lost reef Thank you Paul, but @dire flame was actually asking this question 🙂
Thanks will check it out
Slap that teacher 
Hey so, I am making a game with planetary gravity using this video:
https://www.youtube.com/watch?v=l2J45z6aoJQ
and I got to 12:40 and pretty much the character is always moving to the right of the camera and when I rotate the spring arm to the right it moves backwards. Here is a picture of my code:
Use Blueprints to create a pawn that can be controlled while moving around a planet while maintaining correct camera orientation!
YAY!
hey guys so another problem with the mount okay im trying to attach the character to the mount but i got bounce back https://gyazo.com/3c4e4d2e499d3132cb727c7551488c29
here the code https://gyazo.com/9161be172328bd9566283525ffed2ee0
is this get everything from the market and make a game challenge?
hey whats the best substitute for event tick? if for example I have the players eye watching where the cursor goes along with a bunch of other stuff Id like if theres something else I could use
@hoary silo I think theres a bloom setting in project settings but idk if itll help this problem specifically
Ok thanks I take a look at it
Does anyone here know how to make animtrails smooth?
so I need to get back to my question of I have an object which outer that is the gamemode blueprint, would that mean object will stay alive as long as gamemode is alive?, adludum gave me this link https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Objects/index.html which if I understand correctly basically tells me that as long as anything holds onto the object it will be kept alive, so in this case as long as outer is alive object will be alive. Did I get it right?
Explanations of the basic gameplay elements, Actors and Objects.
@hoary silo yo whatsup linus
is it possible to have a spine with multiple meshes
@vital cosmos yes
Very memeal great 
I tried doing that with segmens but the issue is the meshes are not appearing both the same point, for some section along the spline, one mesh appears and for the rest the other mesh appears
not both simultaneously
It's been a while since I looked at my splines, but it is possible to have different ones at different segments.
nah I want it so that both of the meshes appear in the same segment, which they do but they dont overlap, which is what I want them do to
this is the issue im having
the road appears for some part and the side appears for the rest
What are you expecting to see here? Just so I can understand better.
basically the sidepart should go all along the side of the road
not appear on its own in some random part along the spline
Sorry, I've not used splines for roads or in that way before. It's also impossible to know what's going on without seeing the code, which should be in either #graphics or #blueprint probably
there is no code?
hi guys quick question - should blackboards be set in the AI controller or the AI character? it's possible to do both? or is it just based on preference
There must be on the spline itself.
check this out https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1492096-free-modular-road-tool
Hi everyone!
I'm really excited to finally share my Modular Road Tool with the community!!
Trailer:
https://www.youtube.com/watch?v=JLIJxV2XSYU
Tutorial:
yeah I alr used that, its way too heavy and requires too many draw calls for my liking
You can always combine the spline meshes into a single asset. But as I said, this is probably a blueprint or graphics type of issue, and without more info on how you set it up it's hard to diagnose
can anyone tell me why my event beginplay isnt triggering? I have a print string set up immediately after it I never get any messages from it. GameMode Override and settings are proper but for some reason nothing seems to start.
event beginplay being in my controller
Is it normal that adding an animation class changes the scale of a model?
I have an issue where the scale of my skeletal mesh changes when I add an animation blueprint
@craggy flax did you change to your custom game mode in project settings?
Anyone has idea, why can't open FL_CPP_Info.h? The file is there. I try to convert project for 4.24
Rather, toggling animations seems to scale the character....anyone know why? It seems to scale the mesh to the skeleton, instead of the skeleton to the mesh
@summer zealot Is it an intellisense or build error? I had weird intellisense errors but could build just fine.
Is there a clean editor UI i can download? Like this maybe:
Holy shit, is that a real UI or a mock-up @heady quartz ?
I dunno i found it online while looking for a way to enable a "dark theme"
Looks awesome, hope you can find it. That would make me so happy.
Hey guys, first of all, thank you for the awesome product!
UE4 and its community are awesome!
Summary: This is a re-design of the UE4 editor.
So far the majority
@heady quartz https://github.com/Sythenz/UE4Minimal
From that thread
Try it and let me know if it works currently not in home and doing a dark theme just popped in my head
This ue4minimal looks promising
I'm having some troubles activating a nav mesh bounds volume, I pressed P but nothing happened.
@hoary silo did you fix the bloom issue? You could also try a post process volume. I usually use that to adjust exposer, but it could work for bloom if you have a specific area in your map that you want to adjust.
I haven't fixed the bloom problem
It has happened in the past with other graphics cards if that gives you any info
Is it happening to you as well?
It only happens on certain graphics cards? You sure it isn't a graphics setting or something?
I'm not too sure yet. I'm new to the engine and been working on gameplay mechanics and stuff. I've only done minor stuff to graphics.
Hello everyone I have simple question... I have character i imported in unreal.. She have skirt.. The skirt is not rigger or have a bones.. And if I added run animtions the skirt is clipping in her body... How would I fix that?
@jolly steppe That's fine, I think it may just be a bug, ill try to work around it
ahh okii. good luck!
thanks
actually, I'll move that to source channel
@brave gate cool, didn't know that, thanks for the info/link!
Any help maybe!
@heady quartz is there a good tutorial about it?
Tons of tutorials in YouTube just search "UE4 Cloth simulation" or "Ue4 Skirt cloth simulation"
Ah thank you but generally I don't need to rigg the clothes or add bons to them I can do it without these in unrela
I'd recommend using bones and simulating physics if your character is an anime girl or whatever
You don't need to rig clothes if you're doing cloth simulation
Ok
I have the character with clothes with high ends like akirts and not attach or intact with the body
What
@forest tree It's a build error
Nvm thank you tho
Could anyone give me some tips? I have a "zombie" with basic AI. The zombie chases my player, but I'm not sure how to go about the damage part, I have a box collision on the front of the zombie.
https://youtu.be/v4nO1igc09A you can look at the cape here, i used bones and simulating physics to get this effect
@fading vector if you have an attack animation just do an anim notify with "start attack" and "stop attack". These notifies will start a timer that will linetrace from the start of the hand to the end if it hits the player at will cast to the player that it was hit. Pretty simple 😉
@crystal ruin https://youtu.be/OO8v-yzeuBo
It has never been so easy to create Cloth Simulation in Unreal Engine 4.
So I had to showcase the workflow :D
What better model to use than Zelda
DOWNLOAD LINK to techdemo (bonecloth):
https://goo.gl/eDM147
Video demonstration of Zelda Level:
https://www.youtube.com/watch?...
@heady quartz atm not attack animation, just trying to put the damage in for the zombie. I know a way it could work but I'm trying to learn how to be a better programmer.
Normally I'd just do a begin overlap cast to character, set bool inrange to true, then if thats true call damage function
Thank you man
Do you want to damage the player or the zombie
I don't like using begin overlap because i can't get the location of the impact to spawn a particle
Fair enough, it is a rather basic form haha
This is also why I ask
I'm still new, still learning, people like you and such have a lot of info that is very useful 🙂
Also using begin overlap if the player is hit and is still overlapping ot will not fire another event
Correct
Thats why using a line trace is way better
Mmm, I've heard of line trace but have never put it to practice.
I use linetrace for everything lol.
Is there a video you would suggest?
I dunno i made my own system but you can probably find tutorials
Will do
Look up how to use linetrace not how to make a zombie damage the player
This is what i used to do at the beginning and never made any progress because i was just following tutorials not knowing what things do
Yeah, it can be rough at the start
https://youtu.be/yo9VrxFgUJY this channel is my goto channel for info
What is the Line Trace By Channel Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
That was actually the video I was watching xDD
tomatoes
I think I've got a decent understanding of a linetrace, but still not sure how to fire it off. What should my method of detection be for the zombie detecting the player?
is there a way to remove 1 foliage without it affecting other foliage? so it deletes everything from that one
?
nvm figured out
For my "zombies" i check the distance between the player and the zombie if its greater than 300 it moves to the player if its less it attacks and when the "attack" animation fires there are anim notifies that start a timer and clear it with "start attack" and "stop attack" and this timer does a line trace every frame and if its blocked by something it checks if the player was hit and then it fires my with do once "hit event" and a delay at the end that resets the do once node
Yeah but what is telling your zombie attack animation to go off?
Its a behavior tree
Ohh
I see
I don't have that part
All my "zombie" does is run towards the player
Read about behavior trees
Welcome to the start of a brand new series. This time we are diving into AI for games. This episode introduces the concepts being used in AI design and in particular, the behaviour tree. In this episode we add an NPC that can randomly roam around the level.
Support me on Pat...
I watched this series
Are there different physics engines for UE4 that i can try? Or just the one that comes with ue4?
Why
If the cavemen said that after inventing pointy sticks, we wouodnt even have diapers
Physics are the coolest part about engines. Im just curious
Also, block overlaps seem to be pretty finiky in ue4
Is there a way to make blocking more stable?
Its really easy to get blocking items to overlP in ue4. Are there Ny optionz to make blocking collisions much more solid?
I haven't working with physics to the point that i wanted to look up alternatives
Ue4 physics are great. Im just curious about other optionz
What is nvidia physx? Those videos always look impressive. For example
....UE4 uses Physx
🌚
As easy as it is for two rectangular cubes to mush into each other. ThT surprises me.
Did you check the settings in the physics there are alot of settings to achive alot of different "physics?"
Ill look harder.
Have anyone here issues with Epic logging you out too often? (website)
No. But my nvidia experience shadowplay will never stay logged into youtube. Which is annoying as hell
No. But my Google account will never stay logged into mixamo. Which is annoying as hell
Hi, does anyone knows if you create project on low end GPU to run at for example 30fps, later on if you use better card to run the build will the fps increase? I created my project on 1060 gtx and I feel like it has few areas where fps drop down, so I was thinking to use my friends 1080Ti GPU to present my Thesis work.
It will almost definitely run better on high end hardware yes, it's same as with any game really
If you have no framerate limit set, then yeah
OTOH if it's slowing down due to CPU reasons (game thread, draw thread) then no...
hey guys how would I be able to disable jump when reloading weapon?
I cant seem to figure out casting
It needs an object input
But im casting to an anim blueprint and nothing seems to work
What is the object input supposed to be
you use casting to go from a "generic" class to a more "specific" class, ie. from parent to child class
for example, if you have an actor object, and you know it's a pawn, you can cast it to pawn
@tawdry heath you could probably have a bool variable IsReloading or something, and set it to true when you start reloading and to false when reload finishes. Then, check in your jump handling code whether the value is true or not
I got the first part but wym by jump handling code
Well, you need to have some code that decides when to jump :)
it's when space is pressed it jumps
Right, so you could check it there
so I have to create a variable for jump?
If you're using a Character, it might have a value that tells you if it's jumping, not sure
if it does, you can probably use that, but otherwise you would need to create your own variable
I have this bit of code on my zombie, I'm using an AIPerception for touch and I have the stimulus on my player, however this is not working, any suggestions?
Can someone help me with my problem I want to attach a gun to my character and when I do it its not there when I play error code: AttachTo: PersistentLevel.ThirdPersonCharacter_C_0.CollisionCylinder' root component cannot be attached to other components in the same actor. Aborting.
Check if you are attaching your player to the gun or the other way around
@exotic thicket so this?
@tawdry heath something like that could work, but note that it would turn it off as soon as you release the jump key
so connect the released to the branch?
Add a print to the updated event alone without the cast or branches
And check if its firing if its not then you found the problem
Did you add a hearing sense
touch
My gun is in da floor
I could try another sense
I got sight to work, but had to enable enemies neutral and friendly
@exotic thicket thanks I figured it out
So sight is working
You need to make a decerator that check for the player distance in the behavior tree
like this
anybody knows the official resources? Cuz the course i enrolled in turned out to be outdated :/.
to achieve this
can anyone check this vid https://www.youtube.com/watch?v=z1mSSi6PcfM&t=127s
and tell me how to get the aicontroller node in the CanSeePlayer Service
Expanding on our first video we add in fleeing from the player if we see them as well as adjusting what they look at when they flee.
Source Files: https://github.com/MWadstein/wtf-hdi-files
this is the decorator
@worthy flame
that video was before they added "pure" functions i believe so this works the same just type "get AiController" after dragging owner actor
ok thanks
I have a mechanic where you shoot a stun gun at a enemy and he flees. Can I do this with pawn sensing or do i have to use behavior trees?
anybody knows the official resources? Cuz the course i enrolled in turned out to be outdated :/.
sorry for asking this question twice
im just really concerned
@heady quartz can you check the vid again at 2:58? the decorator doesnt exist
sorry for ping
2:50* the decorator in the sequence
I got this so far
hi all, does anyone know if it is possible to hide a bone but show the children bones?
I might just have to use a material mask, but if I could do it in code I'd prefer it
thanks
@worthy flame what decorator?
ok thanks
@heady quartz So I added another perception to my AIperception on my zombie. So at this point I have touch and sight. I'm currently using sight to determine when the zombie will run at the player. However I'm not sure how to call on my touch..
touch isn't the same as damage. #gameplay-ai
I know touch and damage are different, I'm literally just trying to set a bool based on touch. I guess my question is how do I call on touch if I'm already calling on sight from the Break Stimulus.
What is the Concert Frontend module?
@stark patio if you've not saw this before, it may help. it covers finding what sense is sensed. https://youtu.be/sbV7MT1nn28?list=PL4G2bSPE_8ukuajpXPlAE47Yez7EAyKMu&t=475
We first improve our existing AI perception, and then we go through to how to make a distraction to distract a guard and call their attention. The guard will then investigate for hostiles.
Support me on Patreon and get access to videos early, join our developer community on ...
time stamped at the relevant bit.
so i am not quite sure what i need to look at here. We are using Ultra Dynamic Sky and I am not sure its that because even if i disconnect the execution part of it the issue still occurs. Here is what the lighting looks in PIE when not in play
this is that same area.... while in play
the Skylight/sunlight are set to moveable.
Is this some post process setting or something
adaptive eye/lens thingy?
If it is. Check in project setting and the post process volume
Blame the candles then
does servertravel work when testing in standalone game mode? I saw it does not in PIE, but what about stand alone game mode?
oh wow.... im done for the day yall
Without proper set up at least
ive had a post process setup on our character.
Nooo
i did this like.... 4-5 months ago.
to fight trueskys issues
we dumped truesky so now im still cleaning up
there was quite a few settings
DBZ uses "ultra dynamic sky sphere" on mp
To be fair. I’d like to know a better method to organize dumpster fire fixes too
u serious?!
kakarot ye
neat.
i dunno much about the skies on mp, but i think a lot of games go with that one.
well i was wondering if he replicates the skies
i dont see it
but controlling the time variable literally controls the rest of the setup.
so im sure it would be easy to just replicate it.
he doesnt advert it as one however
idea of a single float in charge of so much makes my face want to implode a bit
but yeah, could base it on server time too
because whatever is connected to the "spawn actor" is not connected to anything
can you send what does the message log say
if its connected to something that fires it will go away
Okay so good progress, but I ran into a bug
was UWorldSubsystem just added in 4.24? I have never seen this one before
I am the left character and my AI is the right. When I move back into the AI I instantly die, regardless of my health (max 100). The AI damage is set to 20 atm.
The code is a bit messy, but a lot better than my original stuff lol
Show the Damage Player event bp
try stepping through the blueprint's execution.
CheckPlayerDeath
Well, I should note it damages normally in almost every other regard
Also traps work perfectly as well
It's just in this weird scenario that he 1 shots me
I'm thinking its an AI bug
I'd step through the bp's execution to see if its being fired several times in sequence for some odd reason
^ it looks like that would happen.
every time the receive activation runs it checks distance and if in range deals damage, so as long as the AI see's and is in range it will fire. Every frame, unless you've limited it elsewhere.
I was bored
Does anyone know how I can navigate through these files with only keyboard?
Doesn't ctrl-tab go between the files at least?
ctrl-shift-tab probably in reverse order
So you cant reference the level blueprint, meaning you can't get or set variables, if you had UMG buttons to set and warp to locations, how would you go about setting those warp vectors per level?
u would use blueprints.
with names and whatnot
and actually u can reference the level BP
i have done it for testing, but i dont think its good practice.
u can store the reference in game instance on level begin play.
Do I need anything special to display printed strings in viewport of game?
I am not able to figure out how to reference the level BP, other forum posts say it's impossible, it's only to allow others to quickly set and warp to points per level
howdy
please try to not use the level BP if you can help it. Do you need level specific information? You can try setting it into the game mode for that level if you want to have multiple game modes. Alternately you could have something specific in that level that you could grab, say a BP actor called "LevelSpecificInfo" that just holds data you want to reference. Alternately if this is just data you can create a data table to hold the data and pull from that
I was just trying to create a simple way to get and set warp points with UMG buttons, I thought it would be best to store the warp point vectors in the level blueprint, so whenever someone else loads up the project with a different level, their buttons would be able to get and set the warp vectors from the level they have open, this would just be for development and removed on project completion
has anyone had success spawning actors? I am running into a weird issue where I'm trying to spawn a Character Blueprint, but the mesh stays floating in space while the capsule falls to the ground and does all of the actual movement. The mesh does all the correct animations as the capsule moves, and the only fix is to change any setting on the blueprint at runtime during simulation. I am starting to think that I've run into a weird UE bug.
yep you can just use an editor only BP to store that info then if you want. new blueprint actor. make sure it's tagged as editor only inside of the details panel for it. Expose an array variable of your warp points and you can set them from inside the editor itself .
alternately you can technically push your points to the umg itself if you want, your level blueprint can find other stuff its just other stuff really cant find the level blueprint. It's a remnant from a day long ago and is reaaaaaally not the best place to do anything if possible
there are a few ways of doing it but I have a feeling you are using the level BP just due to the ease of being able to hard reference an actor in the level by right clicking in the level bp
I see, I also understand now that level BP is kind of a unique deal, maybe it would be best to, as you say, create a BP or datatable for LevelSpecificInfo to hold the vectors for each level
in the olden days of the engine kismet (blueprints now) was tied to the level. there was no real concept of unique actors holding the kismet code it was all done in the level but with UE4 they have changed that but the level BP is there because some stuff used to need it like matinee events (which is no longer the case)
Hey guys. Can you help me? I have a problem with skeleton virtual bones. They cannot be found/disappeared when I test the build.
@fluid ore they should work fine when spawned. Is this just a new blank character bp you added your mesh to? it sounds like you might have changed some of the collision settings somewhere if this is happening
Ah okay, thank you for the help!
eliminate the obvious first, make a new level using the level with just the sky and the ground and hit play
it was first my own cpp character extending class, I am able to reproduce it with just a Character that I made into a blueprint
@grim ore manually placing the Characters has them working perfectly
in a new level hitting play will use the player start point and they will spawn in
ahhh ok, thanks ill try the new level
that will let us know if its the level, the character, the way you spawn it, etc. depending on what happens
is it ever advisable to update projects from 1 version to another?
assuming you make a backup, yes. A new version might have a feature or fix you need. On a long term real project? Normally you commit to a version and ship on it.
so in a new level it spawns in your character without you making any changes but your character is not attached to the capsule anymore?
Has annyone used TrueSKY? I am trying to make a ship mode float and bounce reacting to waves and following the tutorial from them i can seem to make it to work
@grim ore if i change anything it snaps back
How can I reference a variable from my blackboard on my character/ai
Hey has anyone got a FIXED svg of the unreal engine's logo. Every time I open it in blender it just shows a lot of blank squares
all of the logos on the branding page work for me in AI or Inkscape. maybe import it into one of those then re export it out?
@fluid ore that is weird. since this is custom code I dont know if I could even guess without seeing more but even then 😦
Here's what all the files look like in blender
@grim ore thanks for looking at my question, do you know if there's a way to have super verbose logs?
Also, how do I design and use icons for games
@fading vector it looks like you should be able to get the blackboard from the AI character itself, then do a get value from that blackboard for what you want
They've always stumped me - i'm talking about desktop icons e.g.
It's converted using online-convert
How do I design good logos
The game I'm focusing on is about stormchasing, with a planned sub-zero DLC
your literally asking how to do art
@fluid ore by default the logging level is kinda set by the log command itself when it's called and the output log has it all enabled. can't really get more unless you were to do some weird stuff like walking the code stack in VS debugging mode
were there any hints for new lightmass baker in 4.25? 😦
Is there a way I could enable a ragdoll effect using the mannequin's bones?
In blueprints that is
nvm
@fading vector dont you just enable physics on the mesh?
Kind of
I didn't know that was a thing lol
Also had to set the collision to ragdoll
how do i make the sky all black, so there is no light on the bottom?
im using bp_skysphere
Yikes
do know? @carmine garnet
Set the horizon colour in override setting to black
argh
whats happened to copy and paste in the ue4.24 editor?!
if i select a bunch of cubes static mesh components and paste them, it pastes them all with one of the objects i paste set as its parent
i dont want one of them to be the parent of the rest, can this new behaviour be turned off please?
@abstract relic doesnt seem to work
i tried making them all black, and still doesn't work
Could I get some assistance with this line trace?
I'm trying to make it to where if my character is not facing an enemy they don't do damage
Because the animation swings the sword and the back of it keeps hitting them
Like behind the character
I'm like that shouldn't do damage...
Grab from On hit, then add Break hit result
oh ok
😜
Regardless of everything, you’re going to need break hit result
Fair point
Can break this down for me?
Linetrace is a new concept to me entirely
Basically you want to sort what’s triggering the line trace
Otherwise it’ll always trigger if you point it to a cube or wall or literally anything
little messy but will this do?
This is in the player bp?
Alright time to learn something new
Use blueprint interface
bp interface?
Ohh
See I'm using a combat interface from a tutorial
is it sorta like that?
It’s a declare function. Good for when you need to send information to another bp based on events
Blueprints that declare functions to define an interface between Blueprints.
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
Hmm, so I should re-do my damage system then?
Because atm damage is based off of a function in each character/ai
You hurt my heart
I'm sorry ;-;
There should already be a Damage node
Like built in?
Yes
Double checking that the node exist
Damage
Yeah
You’ll still need to hp logic
Of course Mathew has a video for everything
What are the Apply and Receive Damage Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
CAST TO Actor is much faster than Get All Actors of Class, right ?
Haha, I'll check it out
cast tos are alot safer to use, correct ?
Cast is not slow in general
Get All Actors of Class is going to be many times worse when you are looking for a single object
Basically, you use Get All Actors of Class when you need all actors of the class.
you use cast when you want to check if something is of that class
having a list of all actors and trying to cast all of them to your type should be avoided
oh pat, what if there is only 1 instance of an actor, and then i "get all actors"
is that much much faster?
not faster than cast
I wanna cry
So I could've used this whole damage system
and made my life a lot easier
cast == very fast
Not to mention its more hack/cheat proof because its on the server
You learnt stuff though yes?
Yes
Then it’s never a lost
You should enjoy the days where you learn things :D
yea. it took me a long time to find interface information. but once i did, the editor got much stronger.
having a day where you put effort in and learn nothing happens sometimes
ue4 interfaces really should be a sticky video tip when you load up ue4 X_x haha
important to remember that your the one in charge
but yeah knowing the procedures is good
i started making "goal" "notes" on twitter.
when i sit down at ue4, sometimes im blank about what to do next.
so i just check my 4am wake up idea twitter
i used to use pencil and paper, it was really fun feeling.. but a hastle, when i want to sleep haha
Experience is the bitterest yet the most powerful
I like using the OneNote app in Windows 10 for notes and other quick things
my wife loves that app
It allows just enough formatting and stuff like images to be nice, but not so much that I'd spend all day formatting things lol
oh
hey guys why does this not work? https://blueprintue.com/blueprint/dkz-58x7/
do you have to jack with saving the notes? i dont like trying to fish thought old notes.
thats why i just use "wtf was i thinking 2 days ago " twitter
OneNote saves and syncs whatever you put in it automatically
ahh. thats why my wife loves it i guess.
Twitter is a place for word diarrhea
@tawdry heath that looks like it should work. Are you sure the problem is in that block and not in Deactivate ADS?
it also doubles as a free auto sync across everything notepad : )
On twiter, can i complain about stuff?
I've taken to unfollowing people who bitch and moan too much on twitter :p
google drive
ok so I set an animation notify where if it starts to jump it disables ads, that works, but when character jumps then you can ads in the air
because I've noticed most people who do that never actually do anything else so I have no reason to follow them lol
is it possible to set an animation notify for the whole animation?
Before you go into ADS, you could check for the variables, no? Ie. check is jumping and check is in the air
There is a "Can Jump" value in Character - you might actually be able to use that
I would assume that Can Jump will be false if you have jumped or are in the air, because obviously you can't jump when that happens
although you probably should check to make sure it actually works that way, I'm just going based on my assumptions :)
@abstract relic Do you think it would be smart to use a line trace with a sword?
Yes
Okay
I am confusion
are you saying I should do it here? https://blueprintue.com/blueprint/z4phpg-9/
You don’t want to use a box collision or similar on moving objects. Unreasonably performance heavy
@tawdry heath yeah, if you don't want to be able to ADS during jumping or while in the air, you would need to check those conditions when the user tries to ADS :)
ok that works, now when my character lands he no longer can ADS
It sounds like one of the booleans maybe did not get reset correctly after landing
Maybe try using the Can Jump value from Character instead?
so now I need a "Landed" variable?
I think the Can Jump property should update automatically depending on if the Character is landed or not, so you could just check that instead of having to use several variables to track the state
hey guys just wanted to share a beautiful little bundle of nodes. they rarely fit together this well.
@abstract relic The reason I'm supposed to use the BPI is so that I don't have to use different variables on each ai/character?
ok everything works but now when my character lands the ADS no longer works
More so you don’t need to cast to every possible actor that may be able to receive damage. Instead, you’re telling it to check if the affected actor has the interface and running whatever function you set up for it
Oh, because casting is expensive right?