I want to create a slider that can adjust the brightness of a game in Unreal Engine 4, but I don't know which module to use in blueprints to adjust brightness. Which blueprint module should I attach to the module for the slider's value change? Should this even be done in blueprints, or should I do it in C++ instead?
You could try a post-process actor, and change its brightness value via blueprint
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Actually, I was trying to change the skeletal mesh of car in UE4, in the wheeled vehicle demo project which comes in ue4 c++ API.
Firstly I inherited blueprint from ue4 wheeled vehicle c++ class.
Then I opened blueprint editor and replaced default skeletal mesh to my skeletal mesh.
I assigned bone names correctly.
Then everything was in its place(according to me)
Then I recompiled.
Then I placed blueprint in level and possess it. But when I clicked W,A,S,D keys it doesn't work. And the car doesn't move at all.
If I am doing any mistake, please guide me through steps and how can I resolve it.
The animation blueprint is also tied to a specific Skeleton. If your new skeletal mesh uses a different skeleton than the one currently assigned to your skeletal mesh component, then you will need to create a new corresponding animation blueprint to use with it.
I have a character blueprint with a spring arm. The blueprint does not have a camera. It's my understanding that the player camera manager brings its own camera and will use it, which I do see happening when I run the project. The camera is attaching at the origin, though, and not on the spring arm.
Is there a way to tell the player camera manager to attach to the spring arm, instead?
To get the attachment you want, you’ll likely just want to use a UCameraComponent instead, and make sure it’s a child of the SpringArm in the attachment hierarchy.
I have C++ Character class called VRCharacter with the attributes programmed in C++ as follow:
VRRoot = CreateDefaultSubobject<USceneComponent>(TEXT("VRRoot"));
VRRoot->SetupAttachment(GetRootComponent());
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(VRRoot);
DestinationMarker = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("DestinationMarker"));
DestinationMarker->SetupAttachment(GetRootComponent());
And I have created a blueprint with the VRCharacter as its parent and when I open the blueprint, i can see all the attributes I declared in the code as shown below:
And I can see on the top right written that the parent is VRCharacter
But when I play the game and navigate to the VRCharacter in the scene, I don't see all the attributes, I can only see the Mesh and the DestinationMarker as shown in the picture below:
And when I apply some changes to the DestinationMarker from the blueprint such as changing the Static Mesh, it doesn't get applied to the VRCharacter in play mode.
Why my blueprint doesn't affect its parent? is there anything I might be doing wrong?
It looks like you added the C++ class to the scene instead of your blueprint 'subclass'. Try dragging your BP_VRCharacter into the scene, and the world outliner should display 'BP_VRCharacter' as type instead of 'VRCharacter'
I'm looking to make a sprite animation editor. I have the loading of my custom animation file done but now need to get the actual ui started. I'm really just stuck on what widgets I would use to actually play my animation. I need to be able to go to certain frame, play, pause, loop, etc. Once I'm done with the viewing portion I plan on adding in the editing.
I've seen AnimatedSprite in qt docs but that seems to only allow playback of sprites in the same file. In my situation sprites can be from multiple image files and sometimes doesn't follow a grid like sprite cutter.
First of all, you should decide whether you want to use QML or Widgets. AnimatedSprite is QML related class. All widget-related classes starts with "Q" letter.
If you decide to use Qt Widgets, I would recommend to take a look at Qt Animation Framework in combination with Qt Graphics View Framework. Most likely it will not let you do everything you want out of box, but it should provide you with a rich set of useful tools.
If you need here are some examples.
Hope it helps.
Have a look at QMovie. This class may provide all the methods you need, as long as you only want to use it for viewing. The QMovie can be passed to a QLabel to show the animation.
QMovie however supports only gif out of the box (and there is a third party plugin for apng files). You would probably have to create your own image handle plugin to support your format.
If thats not applicable or to complicated, you will most likely have to create your own custom widget. Have a look at the painter example. Playing an animation is not that hard if you have all the frames. A simple QTimer to change the image to be drawn in a constant rate should work.
I wrote almost every sort algorithm in C++ in console. Now I would like to make it look good, so what classes of Qt should I use to make an animation of sorting algorithms I implemented in pure C++? Im a newbie in Qt ;) tia
You can use QGraphicsItemAnimation to animate graphics displayed using QGraphicsScene and QGraphicsView.
Links:
Graphics View Framework
QGraphicsItemAnimation
Outside of the Graphics View Framework, you can use QVariantAnimation or QPropertyAnimation to drive properties or methods of any QObject derived class. See the Animation Framework docs for more info.
Conversely you can manually configure a QTimer to drive painting updates of a widget and use an increment to drive a QTimeLine.