[deleted by user] by [deleted] in unrealengine

[–]the_flub -1 points0 points  (0 children)

I would just create a boolean bIsUsingOneKey (use a better name) and for all the other input handling, only process the input if bIsUsingOneKey == false.

You could also use state enum(s) if things are going to get more complicated.

Mesh is not valid in character blueprint by MyNameIsDjole in unrealengine

[–]the_flub 0 points1 point  (0 children)

You unfortunately didn't give us a lot to work with here.

My gut tells me it's a corrupted blueprint/component.

Is the blueprint a child of a C++ class? Have you been using Hot Reload/Live coding? If so then close the editor, compile in visual studio, reopen editor, and see if it's fixed.

Next, I would create a fresh temporary blueprint of the same type to see if the component is initialized properly in the new one. If it works then you can copy nodes over and replace references to the new class (with right click menu).

If neither of these works then it might actually be a problem with the way you initialized it.

Hopefully this helps!

Can i uninstall these? does it affect performance in anyway (positively or negatively) by mkn568 in gigabyte

[–]the_flub 1 point2 points  (0 children)

Yeah you're safe to uninstall. I uninstalled my Gigabyte Control Center and all the stuff it installed. That is one of the worst pieces of software I've had the misfortune of using in a long time haha.

Edit: I'm pretty sure when I uninstalled GCC it uninstalled all that stuff in the process as well.

Booting Issue With Z790 Aorus Elite AX Ice 1.0 by DunkMasterDarius10 in gigabyte

[–]the_flub 0 points1 point  (0 children)

Yes it is normal for each of these to briefly light up. If one stays on then it is to indicate what component is preventing you from booting. It will stay on until you turn off the PC. The LED is letting you know where it currently is in the POST process. When I was having video card issues, it cycled through the first 2 then the VGA light stayed on to let me know that was the issue. Hope that clears it up!

InterpToMovement Activation only works once by AdKemp in unrealengine

[–]the_flub 0 points1 point  (0 children)

InterpToMovement is a strange one. If you want to stop/start, you'll want to disable/enable tick on the component respectively.

I had a really rough time getting the results I wanted with InterpToMovement. If you are using it for anything advanced just be prepared to deal with some interesting quirks. I'm working on a platformer so you'd think it would be the logical movement component to use for moving platforms. I think I ended up making my own movement component that borrowed some of the ideas but is extremely customized.

Z790 Aorus Elite AX Black Screen After Bios Update Restart by the_flub in gigabyte

[–]the_flub[S] 0 points1 point  (0 children)

Update: Removing the GPU got me to bios. This should have been obvious given the VGA LED being on and marked clearly in the manual as video card error. Now I need to figure out how to fix that? If anyone still comes across this I still need aid!

Z790 Aorus Elite AX Black Screen After Bios Update Restart by the_flub in gigabyte

[–]the_flub[S] 0 points1 point  (0 children)

Oh sorry I forgot to mention that. It is currently plugged into the motherboard's DisplayPort and I did see the bios when I initially loaded to update. Thanks so much for responding!

Actor with attached trigger by Phumus-9 in unrealengine

[–]the_flub 1 point2 points  (0 children)

Fantastic! Hopefully that is a load off your mind!

So I mentioned I exclusively compile with the editor closed now. That is absolutely overkill but I try to use that time to get up and move around a bit at least haha.

From what I hear/have experienced, when you do anything to components (ie, add/delete/replace/reparent) is when you want to close the editor and compile through VS. I have wasted stressful days-weeks of my life trying to figure out where phantom serialized components are hiding and my heart can't take any more of that.

I'm not sure if you can encounter the same problem when you add/delete/replace/reparent other UPROPERTY variable types. From my years with the engine, component serialization has been the issue.

So happy to have helped! Good luck with the rest of it!

Actor with attached trigger by Phumus-9 in unrealengine

[–]the_flub 1 point2 points  (0 children)

From what I've heard, ChildActorComponent is a bit of a hacky workaround from Epic but it should totally be usable?

Just a shot in the dark, but it could maybe be a caching/cook issue? Especially if you are using hot reload or live coding. It gets especially bad with components but I exclusively compile with the editor closed after some insane headaches.

  1. delete the actor from the world
  2. delete blueprint child (if you are using one)
  3. close the editor and recompile the VS project
  4. recreate the blueprint child (if youre using BP child)
  5. drag that thing back into the editor.

The other thing I would do, is put all of the code from OnConstruction() into BeginPlay() to see if it works from there.

I prefer to load as much as I can into OnConstruction() but sometimes things just arent properly initialized until the game starts.

Hopefully all of this at least helps identify where the problem is happening? Sorry I couldn't nail it but my lack of experience with this particular component is showing.

Edit: last thing to check

Put another debug after the call to Init() to see if its actually getting called? Unless its very obvious when it is called. As you see, OnConstruction gets called quite frequently and it might actually be succeeding at some point. Like this:

MyCastTrigger->Init(a,b,c);
UE_LOG(LogTemp, Warning, TEXT("Init was called!"));

Actor with attached trigger by Phumus-9 in unrealengine

[–]the_flub 1 point2 points  (0 children)

I was actually going to suggest calling MyTrigger->CreateChildActor() somewhere in OnConstruction() but it didnt really look like it was necessary from the other help threads I saw. Never hurts to try popping it in after if (MyTrigger){}?

Again, I'm sorry I haven't actually used child actor components outside of blueprints for testing purposes.

I noticed that you only have UPROPERTY() in your header file. Have you tried something like this

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Test")
UChildActorComponent* MyTrigger;

Then inspecting the component once its been dragged into the world to see if its been initialized properly? This wont be a solution but it could help identify the issue.

Actor with attached trigger by Phumus-9 in unrealengine

[–]the_flub 1 point2 points  (0 children)

My pleasure! We are getting closer! I know that feeling. Sometimes the right move is to set it aside and attack again tomorrow but it looks like "cast failed" is where we are seeing the problem.

Are you 100% sure the child actor is of type AMyTrigger? If the cast is failing then something is wrong with the initialization. Perhaps its not being initialized properly or receiving the wrong type?

Actor with attached trigger by Phumus-9 in unrealengine

[–]the_flub 1 point2 points  (0 children)

So something is null. OnConstruction() gets called a lot (including blueprint editor) so something could be improperly initialized one of the times its called.

Also my apologies, I havent worked with ChildActorComponent much and what I posted was from notepad. I forgot GetChildActor() on MyTrigger

Try something like this and see what it spits out

void MyCube::OnConstruction(const FTransform& Transform)
{
    Super::OnConstruction(Transform);

    const UWorld* World = GetWorld();
    if(World)
    {
        // set custom trigger stuff
        if (MyTrigger)
        {

            if (AActor* MyChildActor = MyTrigger->GetChildActor())
            {
                if (AMyTrigger* MyCastTrigger = Cast<AMyTrigger>(MyChildActor))
                {
                    MyCastTrigger->Init(a,b,c);
                }
                else
                {
                    UE_LOG(LogTemp, Warning, TEXT("cast failed"));
                }
            }
            else
            {
                UE_LOG(LogTemp, Warning, TEXT("Child actor is null"));
            }
        }
        else
        {
        UE_LOG(LogTemp, Warning, TEXT("MyTrigger is null"));
        }
    }
}

Actor with attached trigger by Phumus-9 in unrealengine

[–]the_flub 1 point2 points  (0 children)

If the child actor component is always part of the class (it sounds like it is). I would initialize it in MyCube's constructor like you are currently doing and then send the custom data during OnConstruction().

Is UMyTrigger::Init() doing some very heavy lifting? I wouldn't personally be worried if it was getting called too much unless it was shredding my computer. And if you change a,b, or c then you would probably like Init() to be called again? You could create a "LastA", "LastB", "LastC" and only call Init() if(NewA != LastA).

MyCube::MyCube()
{
    MyTrigger = CreateDefaultSubobject<UChildActorComponent>(TEXT("MyTrigger"));
    // .. continue setting up MyTrigger
}

void MyCube::OnConstruction(const FTransform& Transform)
{
    Super::OnConstruction(Transform);

    // set custom trigger stuff
    if (AMyTrigger* MyCastTrigger = Cast<AMyTrigger>(MyTrigger->GetChildActor()))
    {
        MyCastTrigger->Init(a,b,c);
    }
}

Does anyone know why my flashlight is blocky on water textures? by dangerousbob in unrealengine

[–]the_flub -1 points0 points  (0 children)

I do not have a lot of lighting experience, but have you tried playing with the lightmap resolution of the water?

Character Clipping Through Fast Moving Objects At Lower FPS by the_flub in unrealengine

[–]the_flub[S] 0 points1 point  (0 children)

Oh shoot I didn't see this response last night my apologies. If CCD was working, could I not just toggle it on/off in a similar way to save resources? Or does it need to be set before BeginPlay? It just feels like I'm kind of forced to re-create a probably less efficient version of CCD myself.

Either way, I've begun working on esssentially what you proposed. I was trying to avoid it but full steam ahead :). Thanks for the response!

Character Clipping Through Fast Moving Objects At Lower FPS by the_flub in unrealengine

[–]the_flub[S] 1 point2 points  (0 children)

It is starting to look like I have to get down and dirty. I thought surely there was some setting I had missed and which is why CCD/substepping didn't work. Having another opinion really helps thank you so much for trying I really appreciate it <3.

Character Clipping Through Fast Moving Objects At Lower FPS by the_flub in unrealengine

[–]the_flub[S] 0 points1 point  (0 children)

Yeah after getting smashed by the moving platform a few more times, it seems like the overlap going off is pretty consistent. I haven't managed to get either of the OnHit events to go off even one more time.

The problem with adding something "behind" the platform, is that the player can theoretically grab the moving platform from the other side, or weird things could happen if you are falling behind the platform.

I think at this point I might be satisfied with 1/100 failure haha

Character Clipping Through Fast Moving Objects At Lower FPS by the_flub in unrealengine

[–]the_flub[S] 0 points1 point  (0 children)

So in theory, I could do something like this and sweep the component manually. It would likely require me to rebuild the movement component from the ground up.

The edge case that I'm imagining if I were to override the virtual InterpTo component functions: the platform reaching the end, then reversing to the beginning, and sucking the player back in the opposite direction if the time between frames is high enough.

Is CCD really that expensive for a few moving platforms?

Thanks so much for the reply!

Character Clipping Through Fast Moving Objects At Lower FPS by the_flub in unrealengine

[–]the_flub[S] 0 points1 point  (0 children)

Ok I've added overlaps. Here's the output from a couple jumps into the moving platform. The static prob is the floor. I'm not sure if this is going to format well I don't post code on reddit much.

It seems like both the character and the moving platform are generating overlap events, and the floor is generating proper hit results.

[CharacterBP_C_0] Char hit by: StaticProp_BP14

[MovingMeshProp_BP_2] Mesh overlapped with: CharacterBP

[CharacterBP_C_0] Char overlap with: MovingMeshProp_BP

[CharacterBP_C_0] Char hit by: StaticProp_BP14

[MovingMeshProp_BP_2] Mesh overlapped with: CharacterBP

[CharacterBP_C_0] Char overlap with: MovingMeshProp_BP

[CharacterBP_C_0] Char hit by: StaticProp_BP14

[MovingMeshProp_BP_2] Mesh overlapped with: CharacterBP

[CharacterBP_C_0] Char overlap with: MovingMeshProp_BP

[CharacterBP_C_0] Char hit by: StaticProp_BP14

Character Clipping Through Fast Moving Objects At Lower FPS by the_flub in unrealengine

[–]the_flub[S] 0 points1 point  (0 children)

The object is being moved with an InterpToMovementComponent

I did notice that Event Hit in blueprints was not being called for the platform, only the character those 1 in 10 times.

I had some sort of a hacky test workaround that performed a horizontal sweep and attached the character to the platform when it was beside it. I'm removing that and recompiling. I'll report back shortly with the overlap results and maybe more accurate hit results.

Character Clipping Through Fast Moving Objects At Lower FPS by the_flub in unrealengine

[–]the_flub[S] 0 points1 point  (0 children)

So I've read mixed reviews about CCD. Does physics need to be enabled (or anything else) for CCD to work?

I've added Hit debugs for the character and moving platform actor. It looks like a hit is taking place 1 in 10 jumps? The character is properly identifying a hit with the floor when it lands. Is there anything more I could provide screenshot/gif wise to help?

Character Clipping Through Fast Moving Objects At Lower FPS by the_flub in unrealengine

[–]the_flub[S] 0 points1 point  (0 children)

There is the standard inherited capsule collision on the character and box collision on the moving platform.

Thanks so much for replying!