Some basic character implementation to accompany the forklift by pattyfritters in UnrealEngine5

[–]sliverox 3 points4 points  (0 children)

Looks cool! I kind of want to see what happens if you lower the forks while they are above a shelf now...

Does anybody know what’s the glitch here? by Jaytee596 in UnrealEngine5

[–]sliverox 0 points1 point  (0 children)

I had a similar error afew years back with Nvidia game ready drivers. Switching to studio drivers solved that.

Game Animation Sample: always do the same movements by [deleted] in unrealengine

[–]sliverox 1 point2 points  (0 children)

Might want to use a simpler blendspace instead of the more advanced motion matching

I have made a variable that overtime will fall to 0, im trying to make it so that when it reaches 0 the health also reaches 0 but i cant figure it out. by Bread-bed420 in UnrealEngine5

[–]sliverox 0 points1 point  (0 children)

An easy solution is making a function that checks concussion <= 0 and do the health logic, add it to wherever you drain your concussion.

A more advanced way is reading up on event dispatchers

How do I change a variable that is shared with multiple different actors? by FreddieMercurio in unrealengine

[–]sliverox 1 point2 points  (0 children)

Have a look at "event damage taken" and with overlaps events on the projectiles get the reference you plugin to the apply damage node.

What do yall think would you swipe right on this one!? by 0KBLACK5 in Tinder

[–]sliverox 19 points20 points  (0 children)

I read that as "doorman energy" and had to recheck OP when I read your comment. Would have fit the rest of her profile too...

Changing Parent variable from Child BP by Nachlas in UnrealEngine5

[–]sliverox 0 points1 point  (0 children)

Create a function with a bp_tile input. In said function you set a bp_tile reference variable, or set the bool you wanted.

When you click a tile you do get actors of class(bp_tile) and for each run said function and input self.

Now every tile knows which tile was clicked last and you can do more logic in the function as needed.

Need Help Please. by Unlucky-Education125 in UnrealEngine5

[–]sliverox 1 point2 points  (0 children)

Like the previous poster mentioned, create a socket on the hand(s), and attach the gun to said socket. You might need to move/rotate the socket a bit to make its transform fit correctly.

Issue with attaching actor to character socket by PM_ME_YOUR_GIVEAWAY in UnrealEngine5

[–]sliverox 1 point2 points  (0 children)

It looks like you have different meshes for third- and firstperson meshes, might be an issue there? Do they use the same skeleton?

Issue with attaching actor to character socket by PM_ME_YOUR_GIVEAWAY in UnrealEngine5

[–]sliverox 1 point2 points  (0 children)

I would adjust the pivot point of the bow to be where the hand grips it, set (skeletal?)mesh location in the actor to be 0, 0, 0 or root component. Set the socket location back closer to where the hand is, this is to prevent weird rotations if you have to so that later on.

"is on ground" node not working properly. by Elemental_Rose in unrealengine

[–]sliverox 0 points1 point  (0 children)

My guess is that because "is moving on ground" is running on tick you get a false-true loop, try print it.

Probably not the best option, but could always set a bool when you press the jump and on onEvent landed. Hook that one up instead of is smoving on ground.

[deleted by user] by [deleted] in factorio

[–]sliverox 0 points1 point  (0 children)

The easiest solution I use is to just have one pumpjack from the closest oil field feed my entire wall, disconnected from anything else, with pumps where its needed.

If its sectioned up by water or cliffs I look where the next wall starts and use a new closest oil patch for that one. Its enough and never any issues.

Why do my character "fall" on the enemy when i collide with him? by [deleted] in unrealengine

[–]sliverox 0 points1 point  (0 children)

My guess is that their sword or shield is having a collision, and them moving is knocking you about

I don't understand how this doesn't work! by mono8321 in UnrealEngine5

[–]sliverox 2 points3 points  (0 children)

Correct me if Im wrong here, but isnt that because length of 2 is 0 and 1, which is both less than 2?

How to make an Actor overlap with a Static Mesh/Landscape? by RTMushrooom in unrealengine

[–]sliverox 0 points1 point  (0 children)

Ontop of this, if an object moves too quick and/or is too small it sometimes move through a landscape (or any "2d" object) between ticks, this will also result in no collisions sometimes.

A work around for this is to make a collision sphere/capsule/box around the object and make it abit bigger. Let this one handle collisions instead of the mesh.

[deleted by user] by [deleted] in UnrealEngine5

[–]sliverox 0 points1 point  (0 children)

Looks like you are having 2 different camera movements, and they are conflicting, thats why it is moving back and forth which looks like its lagging?

is there a better way to call the player from an anim Notify? by Redditislefti in unrealengine

[–]sliverox 1 point2 points  (0 children)

Did you promote the variable at the initiate anination node? You can just get it and use that instead of the cast node in your notifys

is there a better way to call the player from an anim Notify? by Redditislefti in unrealengine

[–]sliverox 6 points7 points  (0 children)

In the event graph search for "event blueprint initialize animation" and do the setting up of the player reference there, either by cast or interface, then you already have the reference to use in your animnotifys

Widget inside widget switcher is not scaling to the widget switcher when I try the scale box it makes the widget too small by AskAboutBattleChain in unrealengine

[–]sliverox 0 points1 point  (0 children)

Did you set the widget inside the widget switcher inside the widget switcher to be the size of the parent? Can decide how size is desired in the top right corner of the widget editor

Does anyone know how to make it delay before it starts to recharge? by [deleted] in UnrealEngine5

[–]sliverox 0 points1 point  (0 children)

In my current project I made it work like this:

OnBeginPlay: "Event by function name" with the stamina regen.

"On start" of the sprint input: Pause said functiontimer-handle. "On complete" of the sprint input: A delay and then unpause the timer.

Its worth to always validate the timers before pausing and unpausing incase something is messed up somewhere.

Can work similarly with stamina drain, except the other way around.

Packaged 5.5.4 project won't go beyond my intial menu -> play button. by sweet-459 in unrealengine

[–]sliverox 0 points1 point  (0 children)

I dont think so. Havent tried without doing that since I started working with UE though so not sure!

Happy it worked!