#blueprint
1 messages · Page 327 of 1
@lime yoke it is.
Thank you.
i mean at some point when you call this, you need to cast to that anyway right ?
@sharp ferry you would need tonuse a material parameter collection and a post process effect.
@lime crow you can also type ~ to get the cmd prompt and type 'fps' and enter. Toggles it
Ahh thats handy, thanks
cast is a virtual problem. the reference to an asset iscan be a real one
I have a stats struct that is in a Data Asset.
during runtime, I modify the stats struct when I pickup a power up.
The changes are persisting/updating the struct in the Data Asset even after runtime ends.
Is that normal or a bug of some sort?
so you alter the data asset in runtime, and it changes the valueu when you go back to editor ?
"Data Assets are designed to be read-only templates"
only altering the stats held in the struct on a spawned in during runtime actor that has the data asset as a variable. and yeah the values are staying changed
does it happen in PIE ?
right so i'm guessing you just want to update the stats during runtime and not keep these right ?
what bp is this on ?
you have stats on the weapon as a structure, did you set them to the values from the data asset to begin with ?
yes only keep the stats during runtime. but I'm building out a bigger system for weapons in general.
the modify stats is on the weapon base
instead of weapon data asset -> item, set the item from the character ?
so your updating player stats here ? by the amount in the data asset ?
and you want the player stats to update but not the asset ?
instead of weapon data asset -> item, use weapon -> stats
so your currently adding the data from the asset to the player stats, which you probably want the Stats variable on the weapon instead
and anywhere you reference the asset to get the data, reference the weapon
get the data from the asset when you spawn the weapon
and set the original stats
then use the variable on the weapon
i crated it but i would like to make it more uniform
seems like i have too much lights. i tried to play with paramentres
i would like to make less posterizaztion and more darker i show u my material
this is setting the stats on the weapon. not on the player. so its not quite what you're saying. I'm taking the players stats and adding them to the weapons stats then setting the weapons stats.
this is actually setting members in the asset, this is the problem
chat gpt was suggesting me only to set B6.0 AND ON divde 6.0 too. i had to increase because if i set 6. on both its totally dark
then it suggested me a ramp node but i've tried to add and i cant do a thing with it idk
or wait i'm confused af, lol so weapon data asset is your data asset ? or your actual weapon reference ?
by this i mean what is Weapon Data Asset here ? what is it refeerencing ?
the name is misleading if it's the actual weapon
hmm yeah, I think its over complicated. I may just nuke some of it and simplify
what you do is take from the Data Table, and put it in a variable where you can access it
then just use that variable
and it won't effect the original data
don't want to use data tables but sure
yeah, got what you were saying, just didn't want to use tables lol
well you don't need tables i thought you were using already
it's not complicated, it's confusing what your saying
i meant Data Asset
i meant asset not tables
my thought was to make a weapon base blueprint, store a Primary data asset in it that could be changed out as needed
^...
WeaponDataAsset = PDA_Weapon but I think, like you said, its the problem because its editing the main one, not a variable
where do you set Stats on the weapon is that the only spot ?
there and the modify stats function
because your modifying the asset is the problem most likely
make a copy of it in a variable when you load the game
I didn't know you could do that
to use instead
I was avoiding data assets myself, so know very little, but I don't think they get edited permanently when packaged, only when you run from editor
ya i also read that
I'd check packaged game first
still annoying to mess with trying to play test
is that an engine bug maybe?
UE works in mysterious ways
I have UDN/Epic Pro Support so I'd happily put in a ticket for it if it is a bug
technically only changing the struct haha
But I guess I can just put the struct in the blueprint
use the data asset, to load data into somewhere else
then modify that value instead of the actual data asset
you could put it on the weapon that would be if you don't destroy it
if you destroy it, the data is lost
const-like data belongs in the data asset
runtime-like data belongs on an actor/object.
i would probably have a map of weapon id to stats struct
and just alter those, probably in game instance
I have a data table that has the weapon stats themselves. Then a data asset with the row handle. Then I have buffs/debuffs that apply based on those. So say I have a buff that increases the my magazine capacity by 10%. The DT will still say 30, but when I am getting that value, I'll check for the buffed value. So GetMagazineCapacity() would return something like Row->MagazineCapacity * buff (how the buff actually happens doesn't really matter, that's why I wrote the pseudocode like this)
hmm neat, the weapon stats only need to be changed during runtime
making a vampire survivors-like
So my BP_Weapon has a reference to the data asset that has all the other stuff (like the vfx, sfx, meshes, etc...). Then I access the row through the data asset.
To create a new weapon, I just need a new DA and new row in that stats DT.
then just load em up with the data assets information
then stat lookup time is really quick with a map
O(1) ftw
Hi why does my character still crouch while in the air ?
What exactly are you asking? Why’s it crouching after you jump? Why’s it crouching when you’re falling? Give us more details. Why wouldn’t you be able to crouch in-air? It’s a feature in many games like Halo
Id assume your “Can Crouch” function has nothing blocking crouch when you’re in the falling state
Either way, we dont really know enough about your project to answer
The can crouch is a stock ue4 function also the issue is i dont want the player to be able to crouch in midair
Also if I manually check that the player isnt falling or flying it works as intended so i dont know why that function isnt working
i would just suggest using isfalling and call it a day
it could be a bug, or maybe it was designed that way, but the issue is doesn't work either way
did you try a reboot and it still doing the same thing ?
Okay thank you for the advice and i will reboot now
It seems like that function is just bugged will use is falling instead
because it simply doesnt check for it
iirc you can override the can crouch function on your character
so its not a bug, its just the default implementation
Oh thats interesting strange they included it in blueprints without any options or warnings
i'm trying to vinterp my camera actor to my player, basically this should take 10 seconds to get there, but it's just instead
i need to cache the value ?
it's supposed to be like a camera lag in theory
is it because i'm setting the location and this resets the current ?
the actor location will be read first, then set, so no, it's not overriding in such way
any changes to location whatsoever?
so it just snaps?
correct
tried lower speed?
i think that was it i just had it to high
thank you that worked
it's the simple things that can be a pain in the ass lol
this is the effect i was going after
Why doesn't the DA include the stats as well?
Easier to work with in excel (DTs) and the hotpatcher so you don't have to deploy a new binary. You can just do a server update and the client doesn't need to download an update per say.
I used to put the stats in the DA as well until I learned about the hot patcher. Plus it does have the benefit of the one DT having all of the stats. So less jumping around when doing balancing changes.
What is the better way of binding events to event dispatcher between actors? Like, now I'm using Level BP as middleman between event holders and callback holders, but I don't know if it's right thing to do with Level BP. My main logic for using it like that: Level BP already has all hard refs for all level objects, so why not use it as middleman and call it a day, lol.
so your setting up bindings in the level bp ?
yeap
how are you calling them ?
That's the problem too, because I need to listen for some trigger events to trigger events from Level BP, etc. etc.
Like, I kinda don't want to do coupling between objects, but level BP is kinda bloated with that
So, I want to find a better way of doing that, hehe
well what are you trying to do ?
In BP? Your options are kind of meh.
Is there any particular reason you don't just have your callback holder have a reference to the actor that it is trying to listen to?
Instead of having the level BP be the middleman?
I'm kinda afraid of hard refs (as far as I see, binding needs a hard ref), heh. And I kinda would like to avoid a hard ref coupling between actors.
idk of anyway to call the function\events from another bp in the level bp, i don't know how to get the level brueprint to access that
if you are looking for decoupling and a form of pub-sub solution, then check Dispatchito on Fab
it's my first plugin. free for personal use, so might just give it a try 🙂
Why? What is the actual thing you gain from it in this specific scenario?
I suppose less unexpected things in the memory loaded with an actor, who listens to other actor and other actors listen to another ones, etc. etc.
Doesn't it work like that with hard refs? I'm kinda new to UE. Or I'm a bit paranoid with it?
the class is loaded, and in your scenario, it would be anyways
at least do a message bus on GameState or something, not LevelBP
"You cannot directly reference or call functions inside a Level Blueprint from other Blueprints" <-- your kind of stuck with this situation
idk how to get a reference to the level
All tutorials are shit.
They really aren't, but you won't know the difference until you don't need them.
- The map already has both actors in memory. So the first point is moot.
- You're being overly paranoid, yes.
Hard references are bad if you are using them incorrectly. As are most things in programming. A keypad hard referencing a door actor to unlock it is perfectly fine. And many games (even AAA) are still being released with this kind of thing happening.
If you really don't want to hard reference anything, BP is rough with it. But what you can do is build an actor component that acts as your message bus. Put it on your gamestate.
Inside this component you have a few approaches you can take. You can have the component have the event dispatchers that you care about. Then your actors that were triggering their own event dispatcher, can now instead trigger this. Then other things would just listen to it. This works fine for smaller games, but can get hairy as the game grows and the component ends up having like a bajillion event dispatchers. THAT DOESN'T MEAN YOU SHOULDN'T USE THIS APPROACH. Just build with this in mind.
Another approach would be to build some approach that allows you to create event "channels". So people would only listen for a specific channel. People typically build the channels with gameplay tags.
Wow, thanks!
Yeah, I kinda feel like I'm a bit harsh on hard refs.
Will try to be a bit easy on it and just do what works and not very ugly to use/see. Also, maybe try with some GameState stuff, because I totally forgot they are exist, hehe.
Shameless plug again:
My plugin Dispatchito is an event system based on a subsystem and using GameplayTag as topic/channel. So a centralized solution you can subscribe or send to from anywhere, without knowing "who's on the other side". Nothing crazy, but it's exactly what Duroxxigar described.
https://www.fab.com/listings/33543080-3d28-4ca1-911d-bfe8c0c37e21
People get caught up with trying to do everything perfectly. Don't. That doesn't mean to just outright do bad things. But situation dictates. As long as you understand the why on advices, that is what matters. Because then you can correctly articulate why the dang thing is either applicable or not.
what is this?
Looks like something isn't properly loading anymore. Did you rename, move or delete anything recently? Might want to try cleaning up redirectors in all folders.
thanks
This abruptly broke
I have no idea why. They used to be able to be connected
Now it all kind of broke down after I tried to use a data table variable instead of all these pins
I quickly regreted and realized Ive made a big mistake
my thought was: hey I already have all this data inside of a data table
I don't think this can connect, unless the cast node you are dragging off of is of the type you expect.
and there's a difference sometimes between item names the player sees, and item names my unreal engine data tables and blueprint sees
difference in names caused problems
because in my crafting menu I couldn't hava spaces between words
and_they_all_had_to_be_like_this
with_an_underscore_inbetween_all_words
Whatever you use internally to identify your items shouldn't be player-facing.
You always want an FText to be player-facing, so they can be localized.
In theory it's also fine to grab the Class Defaults of the Item and do it that way.
i mean its a soft class
Another alternative is to utilize DataAssets (that's what most peeps would probably do).
So the Blueprint would not hold the data, but the Data would be in the DataAsset, and the DataAsset would additionally have a class pointer to the Blueprint.
That way youc an work with the DataAsset everywhere.
And potentially also use UEs "Asset Manager" to return you all DataAssets of a given Class (e.g. items).
But that's besides the point. You have a generic Soft Class Reference there.
You can try changing that input to be a soft class of the actual item Blueprint
And see if using the "ToClass" on that turns it into the right classe.
would that be more simple?
That said, I'm not sure if that node actually loads the Asset, which means you could just get a nullptr acception, aka accessed none, when trying to read the properties.
Wouldn't say simple.
the problem is this...
Just different. fwiw.
any time I have to make a new item
I would have to write the name of that item
in sooooo many places
Why
Even if you don't use DataAssets. If you put your Items into a single DataTable, you would have access to it via the DataTable.
Sure, btw that first property "Torch" doesn't seem to be an FText.
I would change that rather earlier than later :D
row names hav eto have underscores
what do you mean?
it works
Are you using C++?
You must have moved, renamed or deleted something recently.
Based on your reaction I assume you did not set up #source-control before starting on your project.
If you lose that project and all your hours spent on it, it's gonna haunt you.
Anyway, I still don't see why you need to write the Item name everywhere.
the problem was, showcase of item, and item in computer language was different, thats what caused errors
Also the name property I'm asking about should be in the Struct that you use for that DataTable.
what version control would you recommend?
For a single developer that potentially doesn't want to spent any money ,probably P4 on a free Azure Server.
is it
but my project is really big
like almost 30-40 GB
and I think im losing my project
That's pretty standard size fwiw.
oh
Not having #source-control is a really bad idea. If you corrupt the project by any chance, you can restart. Only thing you can otherwise do is hope there is a backup of some of the files in the Saved folder.
wouldn't getting a 50 euro hard drive disk with 2 terrabyte size be an easier idea?
But let's stick with the project for now.
- I still don't understand why you need to put the name of the item everywhere. If you set it up once in the Item DataTable, then you can always reference it via that DataTable by using a DataTableRowHandle variable.
- Can you please tell me the type of the "Name" property.
Well of course, but 99% of a time I tell someone to use Perforce, they tell me they can't afford 5€ per month.
So I stopped expecting someone to set up a small mini server with some diskspace locally.
If you can afford throwing a few terrybyte into an old PC that can run next to your main one, then that would be the simplest for now. You can installt the P4 Server on that.
That thing can still go down the drain, but at least you have one layer of proper backups.
ive heard that version control doesnt save your whole project
only changes made in it
aka blueprints
etc.
That's half-true.
It does save a base-version of the file.
And then it saves further revisions to it.
How exactly this is done is more complex than one would think, cause there are a lot of things to consider when trying to store data efficiently.
that would mean that it could go really easily up to 100 GB or more
what if you bring in a lot of models too
autosaves folder is like 10 GB right now
Assets are probably the biggest source of space, yes.
and autosaves only keeps a few files saved everytime I make a change
But mostly everything else will barely take space.
I think after two 1-2 years of working on our internal project, we got to like 19.3GB on the Git Server (won't be much different on P4), vs the 5.12GB footprint of the project on my disk.
And this doesn't scale the same way, so 10GB project won't be 40GB on the Server. Only because you have 5GB more in the project doesn't mean it will produce another 15GB of revisions.
And that includes a bunch of source files. You should just make sure that you don't bombard your project with FAB/Marketplace assets that you upload but never use.
This message is still open btw.
Of note, if you sync from source control at a specific CL, you DO get the entire project as-represented by that specific CL. It’s more like automatically saving thousands of versions of your project instead of manually saving a dozen versions.
And it scales much better than a full backup would
is it possible to blend between 2 blendspaces? not per bone, but for the whole skeleton?
Anyone know why my stamina system isn't working? Basically, I made a stamina system that drains when i start sprinting, and when it fully drains, it stops sprinting and regenerates, this works as intended, however theres a weird issue where if i keep holding down the sprint key, it drains but also regens at the same time, allowing me to sprint endlessly, because it never actually fully drains.
hi, i have this camera bp that tracks the players movement but if the player walks into the trigger in a way thats rotated (like dosnt line up with the camera) the controls dont rotate to match along with the camera, in the clip im still pressing wasd in the same way each time after hitting the triggers but the controls i wasnt sure how to get them to follow along, rn i have it slightly working w locking camera input in the player bp when the player hits one of the camera triggers and that helped with another bug i had but this one is now left. just didnt know what i should do to fix this one
why the delays
wrong screenshot the first set iscameralocked should be true
You can do that much simpler.
Tick -> do any bools need changing? if so, change them -> update stamina and movement speed based on bools (select stamina regen or drain rate)
Input -> set a bool
The bools you'd have are bWantsToSprint and bIsSprinting
input sets if you WANT to sprint
on tick, if you want to sprint and you can sprint (stamina > 0), then you are sprinting
Stamina += Select(bIsSprinting, NegativeNumber, PositiveNumber) x DeltaSeconds
Speed = Select(bIsSprinting, BigNumber, SmallNumber)
ok, i think i solved it, its working as intended now, thanks
anyone know how to approach playable boundries
im thinking about making a wall with a spline
but for the shader should it be transleucent all the time
in your own opinion whats the best visual appeal?
I dont know why no AI Move function is working. The actor was spawned into the world. In the class setting I have a the AI controller set to spawned, and their is a nav mesh
your acceptance radius is very very very small
characters often have their origin in the middle of the skeletal mesh, so you would either subtract the capsule half height from your destination z value
or increase the acceptance radius
try with 200 radius, to check if it's that (because there could be other reasons, too)
@uneven crest
Ok thank you, I’ll try that in the morning. I’ve been losing my mind over it
Is AI move to the best option or a different one @spark steppe
Hi im having a problem
This is the logic that I think is problematic
This old system was always working, but it abruptly stopped working recently, idk why 💔
The problem with it is that its always gonna break one item image
so right now the image that is breaking is "axe" image
but if I connect this data to the Item ID Row Name, then ALL of my images will break, not just one
And this Row Name thing needs to be fed some data
Ok this one seems to be almost a good fix for now, only one item didnt have its image load, which im going to inspect now 🔍
Yo guys I have question, so I used fracturing and Chaos System to seperate my object in chunks, is there way to remove or drop a specific/one chunk only?
I was thinking disabling physics for the GeometryCollection and then enabling physics for specific chunk but that doesnt seem to be possible
Anyone done emission adjustments on decals with blueprints before? I can't seem to get it to work Temperature is the name of my scalar param
this is just a dummy test to see if I can make it brighter or not
are you using the instance, or the original material ?
I Tried both, didn't have any luck.
I went and redid what I needed with just a material attached to a plane and it works fine so its something weird with Decals as far as I can tell. I tried doing Material Istiance -> Create dynamic -> set scalar _> set new decal material etc still no luck just couldnt' get it to adjust
works with the normal material just fine though
the % of usage of my GPU while im working on the game is the same % of the final product?
because i have pretty lowpoly assets and not much
but % during the work is higher, probably is ray tracing or smth?
have you packaged yet ?
personally i just check the task manager in windows while the packaged game is running
this gives mea good estimate of how much it's taking up
ya i would think this would work, and your sure the material has this parameter name that matches ?
nope
i have nvidia up telling me temp and all %
but it changes when u pack?
well think about the overhead of the editor
yeah i double checked everything. Like I said I swapped it to being a material on a plane instead of a decal and it worked fine. So it must just be something weird with decals
interesting, whatever works
how do I enter in wireframe mode
yeah I'd like it to work with decals but for what I need right now its good enough
yesterday i started to work on the accessories and products
in the editor you can wireframe
thats also a good question for google
google is essential for stuff like this, try to google small things like this as people tend to help wiith things, but don't want to help with every little thing (usually imo)
true yea
thanks
did you solve this ?
https://streamable.com/nsqtud
I would entirely not use set view target with blend.
Imo if i were in your shoes i will make the camera movement logic from scratch.
tbh i used a seperate camera actor and it works pretty well
Meh
Imo for the reference video, you just control the transition with timeline and curve
With some math
Take full control of the camera manager
Do the logic on update view (tick)
i just interp the camera character to selected character position
keeping the rotation the same
but i think the curve idea is good for the jump
which i didnt include
Yeah you cant add custom behaviour like the jump with set view blend
It just interpolate all axis probably
that was my first thought (svtwb), but interp with seperate camera is what i landed on that works
But you cant dictate the jump since it just interpolate from current view to target view
either way you need a seperate camera
^
Not how I will do it
Just one camera
All you need to know is where the position of the camera should be
same, i'm saying seperate from the characters
The curve cant be applied to set view target with blend, so at the end of the day you cant get the result you want imo.
Going. From location a to location b with z offset shouldn't be a hard task
But then again camera is very tricky and not easy to solve
E.g when hitting the walls
Spring arm = shit camera
how would you input someething into a timeline to curve from one to another ?
or woould you use the returned vector as like a offset ?
hey, i need help. the objective system i've made works when i play in engine but doesn't after packaging (the text doesn't change) 😭 i tried adding delay and tweaking some settings, it still doesn't work
Timeline for z curve, rest is on tick.
You will have control with curve like ease in ease out, etc for the jump
Actually you dont need timeline
Just curve and tick
Variables you need is start time, end time. Starting location, end location and z offset.
Doodling with pen and paper is my best friend when thinking on what to do.
@frosty heron can you guess what the problem might be
No but you can do some debugging
Try to break point or print string all the parts where they meant to be triggered
Then work your way forward
yo i just checked again and got to know that if i turn on settings ui the objective ui doesn't work but if i don't it works properly
This is a reply to an AnswerHub thread regarding interpolation of character steps. I show you how to do an interpolation between two points dynamically. The bouncing candle stick here could be seen as a "footstep" for the IK system.
This technique is pretty basic and can be used for a lot of things.
AnswerHub: https://answers.unrealengine.com/...
probably just do this with the camera actor
@lofty rapids @frosty heron Just saw the messages. Thanks! looks very helpful. I'll definitely go through this later. Was very busy the past week so couldn't get around to this. My initial solutions did include set view with target blend and I did have issues since one solution incorporated delays because I wanted to possess the pawn after the blend was completed to not have a camera jump cut and the method @lofty rapids had that moved the camera back to starting position after possessing and then blending back to the possessed pawn.
After skimming the new replies, a custom camera is probably necessary. Can't wait to test these ideas out later today or tomorrow.
Thanks!
my original solution was a bit hacky, i found it better to use a camera character, then just vinterp it's position to the selected character, much better and not so much a hack, also fairly simple
this... and just switch the playerOne Reference
question on that. Since I will be using a camera actor now, once it reaches the new character, do I have to attach it to the spring arm of the pawn? I haven't messed with cameras too much but aren't there a bunch of springarm settings available in the components when you use the default third person camera.
soo i made an empty character as my camera actor
which has a spring-arm and camera
it's just empty no character
and then i interp the location, to the selected character
so i'm actually possessing the camera actor
not the character
I see. Cool can't wait to test all this out.
the way i set it up, you just set player one
so much better then view target with blend and trying to mash the alignment
^and this and it's like magic lol
this only works btw if you have a parent class you can use
so hopefully you have a parent class that has all these characters as children
because switching the character on interp, you need to have the variable the parent class
so you can just set it to whatever is a child, else you need probably seperate paths and it'll be a mess
for walking do you have a walking animation ?
i'm going to assume yes, and say you can trigger the sounds when you actually step
great for walking sounds
Do you think there's a faster way to voxelize an area based off collision with just blueprints? It's fast enough with the 20^3 volume, but becomes a crawl at anything much larger
unfortunately blueprints is just not built for loops
make a BFL in c++, and offload this to c++ you'll see a significant difference
I figured, just thought it was a fun exercise and wanted to make sure I wasn't missing anything that might help
ブループリントとC++のパフォーマンスの比較をしてみました。ブループリントのネイティブ化をした結果も動画の後半に載せています。
I tried to compare the performance of blueprint and C++. Blueprint Nativization is posted in the latter half of the movie.
Like a better way to check collision or instance
hmm i'm not sure what your doing in the pic, your doing a ton of loops ?
i cant really read the pic, it's not very high quality
what are you trying to do create this sphere ?
Oh if you tell discord to open the image in a browser it should be readable
I want it to work with any geometry so I based it on collision checks
what is it doing ?
your createing the sphere right ?
I just have a hidden sphere thats within the volume, but I want it to work for anything
Is there any way to generate a custom error at blueprint compile time?
I have a subclass of Actor with a member TSubclassOf<MyThing> that can be edited in blueprints. I want to ensure that the user remembers to set this in any blueprint-derived class, and a blueprint compilation error seems like a great way to do that
I don't think so. Maybe using an asset validator.
That's the only thing that comes to mind for something like this.
Otherwise - C++ land.
Or add a log into the message log, the standard practice for using unset references
I'm fine working in C++, just don't know how to trigger C++ code after a blueprint compile
IsDataValid() gets called as part of blueprint compilation and is exactly what I was looking for, thanks
Hey everyone, I’m trying to migrate the vehicles from the City Sample project by Epic into my own project, but I’m running into issues.
I migrated the "City Sample Vehicles" subproject separately, Works fine but its don’t include the destructible meshes .
Has anyone successfully migrated the City Sample vehicles with full functionality (e.g. destruction, physics)?
Is there a proper way to bring everything over, or am I missing some critical references from the main City Sample project?
https://www.youtube.com/watch?v=nuEPJspwFe4 i found something on that it seems they handle it in a control rig
In this video we're going to check out the destructible vehicles from the Matrix Awakens Demo. I showcase how you can drive all the vehicles, and also how the destruction system is setup in the engine!
DOWNLOAD THE VEHICLES FREE:
https://www.unrealengine.com/marketplace/en-US/product/city-sample-vehicles
LINKS:
------------------------------...
check the end he shows you how it works
Is there a way to get the Water Body Components to act like when using a Physics Volume and enabling Water Volume? Or do I have to put physics volumes everywhere my character can swim, ontop of the Water Bodies? The player's swimming only ever actually functions when using the Physics Volume, but when overlapping a Water Body it doesn't.
pretty darn close imo
i used a curve for the z
Hi I am reading some strings from a database and I need to breaklines at some of the variables. what is the correct "simbol" to do that?, I tried \n or {\n} with no luck. one solution is to find the \n in the input and conver it to shift+enter (see image) but I am wondering if there a more direct solution. or what the shift+enter character is? maybe I can save it directly to the data base without the need to convert it later.
does this work ?
apparently yes. but I am wondering if there is a better way.
I kinda don't know which channel topic this problem is (if it's not appropriate to this channel, I will move it to UE4 channel): my custom player controller is SET inside my custom game mode (the setup is on pic 2) with all stuff, BUT input is not working and it spawns default camera (player BP has a camera inside btw) and for some reason it's NOT ENABLED on start no matter what I do (pic 1). Like it's been spawned, but just ignored or something like this.
Why it does that? I never touched it's lifecycle or enable/disable it anywhere, so I'm very confused why it does that. Maybe I mess up some settings somewhere, but I don't know even where it can cause it.
the character is being spawned but not possessed ?
can you see the character in the world while your flying around ?
do you have a player start ?
Hello!
Does anyone know if there's a way to save / load render targets to a save game object in Blueprint?
question
if i add "melee rank2" as a Unique bool an an array bool
will it just fill as a "bool variable" or as the specific bool
if i add melee rank 1 can the array tell them apart ?
not from the order they got added by ther identity*?
In an array of bools, adding a "unique" element will either overwrite any "True" bool or any "False" bool. There is no way to specifically identify one bool (unless you give each bool a known index and only modify that index)
You may want to look at Maps if you wish to associate one unique identifier with one bool
hmm aye thanks
Whats the goal? Like saving a picture maybe?
the don't have any identity really other then the index in the array
What are you trying to do here
What does this array represent?
yeah nothing really, i solved it i was just thinking loud.. (like ive never used an array before... lel)
Hello everyone!
Maybe not directly blueprint related/feasible only with blueprints but I'm unsure where to post it to be honest.
I'm looking for a tutorial on making something like this https://youtu.be/SEk51GQdeag?feature=shared&t=455 (the landscape block building system. The video is already timed to start on it) or looking for an available ressource/plugin that already provides something similar ready to use. Would anyone know if such ressources exist somewhere?
Thanks and have a nice day!
Learn the necessary techniques for making gorgeous 2D/3D Hybrids in Unreal Engine 5
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People often ask me what Pixel Art Software I use.
I started out with Aseprite on PC, but switched over to Pixquare on ...
I'm using GASP. I have made the camera first person. My problem is the turn in place is slow so the player is able to see into itself if they spin the camera quickly, anyone know of a fix for this?
Is there a way to cut connections/links in a BP graph by interacting with the connection/link itself?
@shrewd mural alt + click?
That does the trick, thank you!
@ivory vapor there were a few on the marketplace but apparently the landscape tool can do this if tweaked properly.
I guess past tense means there is non currently up to date on fab? (I'm using 5.5)
Do you know any ressource on tweaking the landscape tool for this?
I have tried looking up for landscape block building system but only stull I found is how to make IN GAME block building like minecraft etc.
@ivory vapor last I checked there is a grid based one but otherwise there was another made public on git and there is this guy that is making a pokemon clone in unreal that made it work.
The problem with that last one is that he didn't code it in a friendly manner and you will need to reverse it to get it to work.
For the landscape, trial and error. It's not the most obvious.
Would you have the names of those three? Whatever I look for doesn't seem to find them
Hello!
Sorry for the delay. I allow the player to paint the landscape at runtime by applying brush strokes to a render target that controls a blend mask in the landscape material. So now I need to save / load the state of that render target whenever I save / load the world.
In this case, I am not sure then. Im assuming you probably have to serialize the data (r,g,b?) Arrays to the disk then load the array back when you need it.
Probably not a blueprint territory, but it's all assumption since I never try to do anything similar.
If what you need is to export the target data as texture, then theres already the function in blueprint.
hey guys, just got into the server i have been running into an issue with my climbing mechanics in a 3rd person project. All of the mechanics for climbing seem to work fine except for whenever i approach the wall and call onto the climbing code it will teleport the actor back to the spawn location. Any ideas as to how to fix this?
You'd need to share your code. Otherwise quite impossible to know.
im happy to do that what would be the easiest way for me to?
Screenshots of the parts of your graph that contain the logic you are talking about.
Or blueprintUE website, but I'm usually more in favor of the screenshots. Could do both fwiw.
ok one moment ill get the screenshots
i also get this in the Output log when the respawn happens
LogScript: Warning: Script Msg: A null object was passed as a world context object to UEngine::GetWorldFromContextObject().
LogScript: Warning: Script Msg called by: BP_ThirdPersonCharacter_C /Game/ThirdPerson/UEDPIE_0_Lvl_ThirdPerson.Lvl_ThirdPerson:PersistentLevel.BP_ThirdPersonCharacter_C_0
That MoveComponentTo node is sus
You aren't actually giving it a component
in which line?
Ypu only have one of them or?
When you start climbing, at the end
Try to give that the capsule component and if that still doesn't work, try to set location and rotation of the character directly for now
in all honestly i had been working on it for a while running into issues of it not registering the walls correctly so i looked up the issue and followed a video from like 2 years ago and it all worked great except the repawn happening so i wasnt sure what it was all about but i didnt want to break the code by trying to adjust it too much. This is my first full project so im still learning one step at a time.
ill try this and see if it works
It's not respawning. You probably just have the spawnpoint close to 0,0,0 or stuff like that. You might also want to print the location you are passing into that node
im using default spawn for now which i believe is 0,0,0. The Capsule Component into that MovementTo got rid of the warning in the output log but didnt stop the teleportation
Then try to set the Location and Rotation of the whole Actor directly and see if that helps.
If that still puts you to 0,0,0, then the location you are passing into that node is already wrong.
Start printing it across your code to see where it goes wrong if that's the case.
The MoveComponentTo can be replaced with a Timeline or similar, so it's not so crucial atm.
i fixed the teleportation. i figured out one of my "get actor rotations" was plugged into where it was supposed to be "get actor location" so it was reading the rotation and translating it to the location where i was being sent
Ah yeah that wasn't visible on my phone. I see it now
but now the issue im running into is after i changed that the rotation is no longer locked in place so as im climbing my character is "spinning" and clipping through the wall and effectively not reading the solid wall in the line trace so it drops the "climbing" structure.
I think it wasn't meant to be GetActorLocation
I think you wanted to use SETActorRotation
While you are using SETActorLocation.
The code looks like it was supposed to rotate you towards the wall normal.
That's the bad one
well great after i "fixed" that i no longer teleported lol
Good morning! I have a question about motion matching and manipulating it for top down controls. Am i in the right place for dialogue?
Idk why my quality options don't save just the text of combo box
AND OTHER
only volume save but idk how i've watched a tutorial for it and it's using savegame bp etc
any recommandations for an advanced targeting system tutorial/course, has to include single/multi targets, lock on, skillshots ( projectile, trace, aoe )?
Exporting as a texture could work as long as it could be imported again. I see nodes for exporting to texture, but they're editor only and I would need to be doing this at runtime as part of saving / loading the game.
I thought about serializing the rgba data. I don't know how smarter people than myself might do it, but that would be over 1 million pixel values to read / write in blueprint, even for just a 1k texture. Doesn't seem viable.
1 million pixels? I mean isn't a render target data is just one single static image.
Yeah, 1024 x 1024 is 1,048,576 by my count.
I see but in any case it should be a cheap ass operation
if your computer can draw and update in real time, then your computer can easily store the bits.
Couldn't hurt to try I suppose. I figured there was some kind of optimization wizardry being done that I don't know about.
I wouldn't try to optimize it yet, just try to serialize the bits and load it first.
it's a one time operation anyway. How bad saving a 1024x1024 can be.
formats
is the only way to change to windowed mode using the console command ? there are no project settings ? i looked in windows section of preferences it doesn'tt have a setting
i mean in a packaged build
Have you checked GameSettings?
I can switch between fullscreen/windowed/borderless in package using that.
where is this ?
right click on empty space in a blueprint and type game settings
should show you something
That's where you can change screen resolution, scalabilities, screen mode, etc.
i got get game user settings, but no set
GameUserSettings -> Set Screenmode or something like that
should give you an enum option where you can pick between fullscreen, window mode and borderless.
got it thanks,
i was looking for a straight set to windowed node, or a set game settings node, had to use get game user settings, then set node
you need to find the code that actually does that. With blueprint, it lives in the GameUserSettings.
can't pull a node out of thin air, it has to belong to some class, somewhere.
unless it's a static function I guess.
makes sense
it would be nice if this was in it's own node though
set game settings, or set fullscreen mode
i mean you can always make a function to simplify this, but this would be convenient
no, because you are not overriding the settings object
you get the object and act upon it
to set would mean to have second settings object and set it as a value
but not sure how consistent engine is with this approach 😛
Ehh, there's probably only one user setting object
I have my money the object is a singleton
Get Game User settings should return you the same object reference, where ever you call it.
you can test it with print string
No time to experiment my self.
where would you put this for optimal switch time so thats it set and doesn't full screen then go back down at any point, the game instance runs first correct ?
Do you really want to force the player to always run on windowed mode?
yes i do, untill there is settings i want to test it in packaged build and i want it to be windowed
so i can open multiples and test some stuff
Dunnoe if this is available in blueprint but I used GameInstance::Init to do stuff.
it is available, thanks i'll try that (works great)
how do you adjust timing in a packaged build ? as far as whats loaded and when ? i have a few ideas about it but the loading order is different in a packaged build ?
I think standalone has the same order as packaged
There's also chart in here. Not sure if there is an updated version:
https://dev.epicgames.com/documentation/en-us/unreal-engine/game-flow-overview?application_version=4.27
Turns out there's an export render target and import file as texture 2D node that are not flagged as editor only. I'll see if I can use those for my purposes. I haven't yet found a way to delete files in blueprint though, which I'll eventually need to prevent save game folders from filling up with unused textures.
There is, I pretty much save photos I take from the render target to a folder, then just load every image as texture when the game needs to load my picture library.
but that doesn't address the part where you convert texture to a render target.
this is not blueprint territory imo and you may get better help in #cpp
for what you are doing, I wouldn't even use texture.
just serialize the bits then load the bits when you need to restore the state.
I guess 1. Find a way to store the bits in format of your choice.
2. Find a way to load the bits back to a target render target
I would prefer that, but the blueprint nodes exposed for render targets are weirdly limited. There are functions for reading pixel values, but not writing. There's even an operation for converting an entire render target into an array of structs made up or RGBA bytes, but no node as far as I can tell for writing to a render target using that same array of bytes.
As far as converting the texture to a render target, the "import file as texture 2D" node outputs a texture 2d, which I imagine I can use in a material parameter and then draw material to render target.
blueprints are made for designer not programmers
if you want to unlock the true potential of unreal then do what you have to do.
or live with the limitation
I'll see if those export / import png nodes work for me. deleting unused files manually will be fine for prototyping purposes. Thanks very much for your help!
guys in my game i have stamina/sprint but when i hit left shift the progress bar goes up bıt when i release it it does get the stamina value can someone help me?
Hi I seem to be having a problem with a widget.
If a slot has an item, then clicking doesn't work.
The only way it works if when I double press fast.
But when a slot is completelly empty, then it works any way. Single press works only on empty black slots.
I dont want to double press fast on a transferable item slot to get it to move to the other side, that's kind of confusing, I would to have more consistency... Empty slots work with a single click
This is the slot im using
seems like the item is blocking the hit
well image blocks hit i think
just open your item widget and see the visibilty value of all elements
IMG_Icon is inside of this overlay
by visibility i mean the visibility enum in the details panel
each UI elemnt has one
you need something like Visible & not hit testable
I've set this overlay to non-hit testable and I've also just set it to all children
still same problem
I've put it on all these selected ones
But this will cause an unexpected side effect which is not really wanted
which one specifically should I set to non hit testable?
which one is specifically causing the problem?
This is what will happen if I try to compile
its not letting me affect any change
do you have some code runnong on construct ?
also, i usually have the item widget handle the clicks
and the slots doesnt
oh yeah, I got this on pre-construct
its probably why its not changing
Don't set it on every element. Set it on the root element and set it for not hit testable self and all children. So they everything else still functions as intended when this isn't blocking them.
but this will mean, nothing will be clickable
Why am I able to move the object from side to side? I want to move it along a spline. It attaches and does move along the spline but the issue is When its following the spline it is still is able to move side to side if I move my hand side to side.
I meant on the ones you don't want to be clickable. In this case your BRD_Border I think.
do you mean to say that i should also be setting it via code to non hit testable
if row not found? etc.
I fixed it
I actually had an override function - on mouse button down 🖱️ 🐭
the problem is that no slot has an itemID
but I also have a different kind of problem whigh might be related 🤔💡
I've made a duplicate of my slots
to distinguish character inventory slots from chest slots
so on begin play each itemID is going to have a unique name ID, im even setting in a variable at the end to save it 💾
but in the end when I go and make a click event 🖱️this itemID will no longer have data inside of it 🗃️📝
everything inside has been removed 🗑️
This is kind of like a russian doll, each doll hides another inside, getting smaller and smaller. 📦 Box inside of box. 📦 Also a related fact about it is. Im passing the character reference like a baton here to validate it. 🏃♂️➡️🏃♀️ passed down like an Olympic torch of data 🔥... And so each thing will have the valid inventory_system_component actor reference which holds all the remove from inventory, add to inventory logic etc etc. But im not sure if this is going to be the right way to update the widget.. ⏲️ (But anyway thats another problem for me to handle later)
Hey guys, is there a way to view return types of nodes in the material editor? In regular BP it's all color coded, but in the material BP graphs they are all white
Okay im going crazy over here. I imported Motion Matching Animations to my project and I'm trying to manipulate it to be top down. Going for the "Seven the days long gone" vibe. The most trouble i'm having is getting my character to break idle root motion so as to turn in place when following the cursor. I've looked everywhere and I can't seem to find where the problem is. Has anyone done this before and been able to succeed?
so i have a widget it show that it is new.
after player clicks it in all instances it needs to disappear but i wasn't able to.
is there a way.
hi. i am working on timelines and need to fire specific event while middle of animation. how to check the track time and update animation in blueprint. tq
Just create a anim notify
Hi guys, anyone know if there is a node like the Evaluate Curve node (in RigVM) in standard blueprints?
It would help if you explain what this node is supposed to do
need to do hide widget at specific time while animating between widgets.
So use a timer
yes, its got similiar name afaik
how to use?. im new to unreal plz explain
but curve asset needs to be external
What are the Set Timer by Function and Event Name Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
I see, thanks @lusty birch , thats really helpful!
there are also nodes for curve table, so you can store all curves in one happy table
i can i use it in my case. i already have a timeline, just need to check the specific track point in timeline and fire an event. this is completely different i think
Im planning to learn to make my character sit on a chair today. As first thing
Is it gonna be hard?
Not really
So im gonna do now the animation first and with chatgpt that supports me i need to understand all nodes as well.
For a total beginner in BP how difficult it is on a scale 1/10?
Total beginner in programming too
Don't worry about those things. They don't matter. Just work on doing it.
I dont want to encounter tooo many nodes as first thing thats why, I need to undeestand them and connections
And you won't until you just start doing the work.
It is an easy enough goal. That I can assure you.
So go forth and be excellent
Got it, im gonna try
Today i managed to add sounds, to the room, steps syncro and lights with chatgpt supports
Look at you. Already doing awesome. Just keep it up.
I do not get how these two values can even be None.. They are Widget of this blueprint
Are you calling SetValues from OnInitialized?
No, but I believe I might as well be. I call it on the same frame as the Spawn I think..
hey im confused, im getting false on first branche if save game exists then i create a save game object then i cast from the load and it fails, what is the "load game form slot" getting the save from ?=
Its gets it from the files.
Creating a save just creates the internal UE memory of it, you would need to "save to slot" to be able to then "load" it later.
Make sure you call it after the widget has been added to a parent. The subwidgets aren't created until then which is why Construct or PreConstruct is usualy a better event to do init on than Init.
Seems a bit redundent, but yeah.
It works
hmm still getting cast fail
Check the savegame folder.
It may not allow the creation of a savegame that is blank/ 0 bytes of data.
Or, that string is blank.
im still trying to make my character interact With E key to the chair, it supposed until now to teleport on the chair because i added also a Hittarget on the chair. what am i doing wrong?
@next hollow how would i "clear" a save slot via blueprint ?
just "delete game in slot" ?
You can just delete it.
ah ok
hi. i need to animate the widget inside another animation. it should have a fade in kind of effect. problem is i have a border in my widget and i am not able to render border using render opacity property. any idea?
thanks.
my guy just copy paste that save game object node, no need to have a waterfall of lines coming off it
it's all the same thing, just much easier to follow
ha yeah i know, im only doing some tests now x)
can someone help me please
my character should be able to telport on the chair when im close with E
but its not
i dont even have errors below i dont get what is wrong
follow your execution line
where is that?
the white
execution starts at your input event, and proceeds down the white lines
Nothing after GetAllActorsOfClass will happen, that's the end of it
i dont understand, i have my Input that supposed to be E my first red node. i have the White line on pressed what should I move
Look at the right of the GetAllActorsOfClass node.
There's an unhooked white triangle.
white is the Do Things path
show your code as it is right now
if that bool is false then execution will stop at the branch
are you sure your input is even set up right? Have the input just print something
What class is this code in?
BP_ my character
my main character
i made all the nodes inside there as i should
i also added the target and collision box to the chair
properly
Hook the input up to a print node, make sure the input is working
Adriel (show your code) — 12:01 AM
show your code as it is right now
the box colision is big enough
Let's see this again as it is right now
show your code
Does anything print at all?
ok then either the bool is false, or there are no chairs to teleport to
my bool is with the eye closed
If it prints once, the bool is false.
the eye doesn't matter
Does it print once or twice?
see
i deleted the first print now
the second is not printing
the first was
Cause the bool is false.
Then something is setting it false.
There's nothing to stop that print besides that branch.
If the input works, either the bool is false, or there are no chairs
Show where the bool gets set
is B is vicino a sedia
show how that bool gets set true
You probably have some code in your OnOverlap that set the bool, unless you want to be able to sit in the chair from across the room
show all code that changes that bool
look at the execution pins again
are off?
they are not connected
is therer anyway to set a delay when you close the window ?
was this the issue?
ok now is triggering Hello
but is not teleporting on it
it should teleport on the chair
like if someone closes the window, i want to play some animation or something before it actually closes
i need to be able to pause it for a second
while i execute something
Delay ?
By window, do you mean widget?
Or like PIE?
I also have a sittarget properly placed on the chair
i want to pause the unloading, i created a multiplayer game and i'm using the browser widget with php as a server, i want to send a command to the browser on exit
i could just put a close connection button, but i was hoping to automate it
If you want to dip into C++, you can override uhh...
i don't understand why is not teleporting my Bp character to the HitTarget i've placed on the chair
can anybody help me to finish the task
Use breakpoints and prints, figure out where it stops working
i cant connect anymore Prints from there
Ofc you can lol
UWidget::RemoveFromParent()
UUserwidget(which I assume is what your browser is a child of) will inherit this from UWidget. You can override it as it's virtual and do your animation and then call the super of this post animation or whatever.
print the result of get all actors of class, print the sit target then print its world location
like this ?
you should probably try it
it downst allow me to connect a string to the GET node
ok, i was hoping to keep it blueprints
And why do you think that is ?
you have no execution
the white lines are important
No luck there I don't think. If you just want a message send, that's easy, do it on Destruct, that runs when it's removed from parent. But if you want anything that should remove this widget to do an animation before and then remove it, you have to override that so that it won't remove it before the animation.
my guy, where does the execution go after GetAllActorsOfClass?
Into the nether 😄
connected
im blind
is not saying hello
oh no its working hello now
so from there thres no mistake
So now we know that your execution works untill you print hello for the first time#
Whats next?
yes
the problem is the Hittarget
i connnected another one to the last node
to set actor location
a print to execu set actor location is not saying hello now when E
Why should it say hello`?
should say hello if the logic is working
in this case is saying hello
but still my character is not teleporting to that hitarget
and i connected the last print to the last node nothing happening
says hello but my character not moving to that chair
Show your currrent code again.
Ok where are the other print strings ?
i removed bc was fine since behind there
XD
You are trying to debug, you have a bug in your code now you need to figure out whats wrong
To do that you need to print everything to pinpoint where the error is
First you print the reult of get all actors of class - get 0 - print string to see if it even exists, then you print sit target to see if that exists and finally you get world location and then you print that aswell to see what location its returning to you
ok 1s. is ok
seems like last one is not
working
set actor location
like this? is not working
this supposed to be last print check
You need to connect something to your print string or else its useless
blue pin into pink hole of your print string
to my pink print what should i insert there from which node?
done
there were
a node execution not connected
the get all actor of classs not connected to the last one
finally
now i will add the anim
thank u
still not clear how to connect a print in such a situation btw
it converts vector into string
and what message it pops out like this?
Well read the nodes and tell me what you think
it automatically generated the display name to me too
In string?
should says in string maybe
you get all actors of class
Then you get index 0 which means the first one you find
Then you get its display name convert it to string and then you print it
For the second print you get its world location which is a vector x 100 y 100 z 0 then it converts it into a string and prints it
why would u get its world location
i dont underttand
understand why x2 string here
the final one
if you want to teleport your character you need to know its location
The first print will show you the display name which is
Bp_Chair
But if it doesnt work for you you have to go step by step trough your code to find out where the issue is
i managed to add the animation but now the problem is she's inside the chair and if i move the Hittarget, pressing wasd movs she not stay blocked on the chair
i have a npc skeleton imported from fabcom for my ue and to that skeleton body BP i have a lot of seperated skeleton meshes inside of it as componets, so head is a different skeleton, arms etc, but that blueprint follows on every skeleton the same animations, im just wondering how to use it because that seems kinda complicated, also it has a delay on begin play 10 seconds and then simulated physics on all but some stay up and never touch the ground or they move kind of weird when they are being simulated, like the skull stays up 5 meters or 10 meters above the ground
they dont fully touch the ground but they do fall down and they do have physics
Isn't the whole point of a skeletal mesh that it's 1 thing with many bones?
idk?
whats cool about it I guess is that the skeleton seperates
You can do that with a skeletal mesh anyway
I wont be able to get it to seperate its bones if I have 1skm
yes you can
how?
just do it? Bones can go anywhere
I mean I would have to go to blender to unite all these bones right?
but when how would I seperate them again?
vertices are weighted to bones which can do anything
I didnt make it, like I said I got it from fab.com, its not mine, so I wouldnt make it like this, but the creator who made it seems to be officially backed by unreal as unreal sponsored their content for free some months ago and the creator seems to be having a lot of star reviews on their assets
so i imagined maybe im just too dumb to understand it but people tell me no, it's the creator who made this who made it in a dumb way
yes but that is still only one skeleton
Here's a skeletal mesh being blown apart
What's your goal for the seperation, what do you need separation for?
I dont but it looks very cool
I mean what use case, for death effects etc?
or do you permanently need just a skull running around for a long time
yeah I think that would look very cool
You can totally do that with a regular single skeletal mesh
not running around but should have smart ai logic similar to my bear or my chicken
although more like the bear which is a hunter type animal that chases you to kill you
not a victim prey animal but a big bad guy (predator) actor npc
and I barely made the other things work
using state trees which I found kind of easier than behavior trees
and that after I realized that coding all the ai logic into bp would be superrrrr complicated, I tried it and code got sooooo big and complicated and didnt work properly
and realized ok instead of ai logic inside of the actor bp itself i must have it inside of state trees
but I kinda hate state trees because they're so complicated too
and kinda hard to understand
i have very simply state tree logic at the moment
ok so what's any of this got to do with the model being 20 skeletal meshes in a trench coat
nothing, just an interesting death effect 😅 😂
Im just wondering btw... how did you do this seperate meshes logic?
you said it was skeleton mesh?
if its static mesh compoentns then I know how to do that too i think
if I show you how cool the skeleton death effect looks you'll think you wanna keep it too.
just simulate physics on it
it's a ragdoll where the bones aren't constrained to each other
that's it
i managed to do it and also block the wasd movts but hold the camera
i thought was more simple i need to re understand what i exactly used and did, but its done
ok but check this out
Holy crap that are many skeletal meshes lmfao
Isnt that totally nuking your performance ?
the irony is that it could be one with many static meshes which use nanite 😄
i'll go back to struggling with the basics i guess... ||use a leader pose component!||
nope
why nanite?
I prefer to use LOD
nanine isn't really performative on small poly meshes like this one
I've been told by many professionals that nanite is even worse for performance if meshes are not very extremely high poly, like this skeleton, the components of it aren't that geometrically complex
edit: ok it's around 20 k per SKM component (it's kinda big in total)
i thought this would be much lower 💀
I'd be curious to know their standpoints on this. Because my understanding of this is that this is false. Specially with virtual shadow maps which rely heavily on the nanite buffers to be quicker.
I thought thats common consens
If i enable nanite on a project with models that have up to 20k each i get a heavy performance drop
20k isn't low complexity
Up to 20k is not something i would describe as high poly ...
that's all pretty irrelevant without context
But have you profiled why? And what kind of scene are we talking about? The newer systems work together to perform better as a whole. They have a higher entry cost, but with any complex scene they'll be immensely lower cost than older systems without things like distance meshes popping in and whatnot.
you can't test nanite performance in a small scene, you must test it within a reasonable scene in your final game, and then everything possible should use nanite
My thinking is, 20k by 20 SKMs
Well i looked up online why thats happening an pretty much every post i could find on the unreal forums and on reddit told me it comes at a insane upfront costs that only pays out if yo use super high poly models
Something like the city sample and that traditional lod's are almost always more performant by a lot
bullshit
Super complex scenes. Not models. There are a lot of other considerations like massive drawcalls reductions and whatnot as well.
There is a higher entry cost. But it's more than worth paying for any game that isn't pong.
It seems to be the case for all my projects too, i have tried it a few times over the years and i never archieved higher perf with nanite enabled
Now to be fair my scenes were not ultra reallistic scenes with 1000000 triangles on screen
that's 2 1/2 skeletons for the other guy 😄
Here, have a couple dozen trees. There goes your million triangle count.
What trees are you guys using?
if you use the nanite trees then sure .... mine have more like a few thousand
That's like 300 trees or so. Now lets talk about the grass. And the rocks, and the mushrooms, and the characters, and the thousands of other meshes. It adds up quickly.
Nanite is basically a moderate base cost but kinda cheap/free scaling right?
i feel like dense non-organic areas also benefit because culling scales better
As i understand it at a certain point it can reduce performance costs drastically but that point is rather high
if you use lumen + vsm you are most likely always better with Nanite
use a leader pose component!
I probably will not use that asset at all or I might use another one just for simplicity shake. But Im just curious for learning and knowledge sake, is ladder pose component a plugin?
i'll go back to struggling with the basics i guess...
Is there or has there ever been anything in Unreal or game development in the past that you "struggled" or "struggle" with that other people would find basic?
but after all, you got to test on your own in your project, in a reasonable scene
lucky enough it's not a big deal to switch between nanite and old LOD system
I would rather use Nanite and dont create Lod's if it would work reasonably for me 😄
or use both ✅
use google, and don't search for "ladder pose component"...
unless you want ladders
I just never made it work
What's the approach to hard surface skelmeshes and nanite? You just have a skeleton and attach static mesh components or can it treat a skeleton with no weight blending as static and nanite it?
you have to attach them manually
i think since 5.5 there's also nanite for skeletal mesh support, but at least for me, there wasn't much performance difference yet, maybe it's better in 5.6 now 🤷
I think you meant to say "Leader"
i said wrote that
Tomorrow i will try to make her stand up always with E key
Higher upfront cost - wayyyyyyy better scalability than traditional methods
Our current project has both set up. All meshes have LODs for non nanite uses and whatnot. RTS with topdown camera and some pretty highly detailed meshes and such. If I turn off nanite, my framerate drops by about 10-50% depending on zoom and content. It's never better without Nanite.
In fact, having it off also causes me a lot of heavy spikes from shadows. VSMs really hate non nanite meshes.
My games still perform better than if I had Nanite on. So it still depends on the project.
can I see what ur game looks like? :3
Hello, does anyone know how I could create a setting in my settings menu to change audio output device during runtime? My game has VOIP and woudl like people to change their microphone
if anyones done this before, I'd be willing to pay for you to explain to me
Hi my weapon is backwards and no matter what I do in the actor rotation for my BP_Weapon it remains backwards.. any ideas thanks! https://cdn.discordapp.com/attachments/580659034546241537/1387991030384689283/image.png?ex=685f5ae1&is=685e0961&hm=69319356ec14cf4b2c9810cd3a0138ca1f89e5cebc78046ad99e1e367a7afc47&
https://cdn.discordapp.com/attachments/580659034546241537/1387985731598946374/image.png?ex=685f55f1&is=685e0471&hm=95fbe486f83a2cf8aef760e995df9a5d29f8cc9a3b6d554c6500080adac6a384&
zoom in of attachment of hands from the rep notify
@dreamy kindle One small note: Replicated Actor that get attached have Attachment usually already replicated by the Engine.
It could be that you are fighting that already existing replication path with your OnRep attachment.
Just something to keep in mind.
You are also attaching twice. It should be enough to only attach either the Actor or the RootComponent
And if you use SnapToTarget, you need to ensure the Socket is rotated correctly.
Ok I will try that and other things thanks 🙏
for now added a transform in code and it seems to work so far! weird issue..https://gyazo.com/c3027ab79170b925658dbbfaeffdfd7c
Can you show me the Socket on the Skeleton, especially its orientation (in 3D and the numbers), as well as the Weapon's MeshComponent (also 3D and the numbers)?
I feel like the Socket is just 180° off.
Or the bone it's attached to is rotated wrong in the 3D software already. Who knows.
whats weird is I tried rotating the socket inside the skeletal editor and it worked before as a non attached weapon item
only in code after attachment it seems to stick
Hm yeah, the problem will be easier to debug once you posted the additional info.
ok let me seek to do that, im still a bit new to BP but trying to learn thanks for replys
How does it look like if you toggle that
And also show me the numbers in the details panel on the right please.
I just noticed I should have additional asked you to select the animation you are using when playing as a preview. My bad.
hm strange that the root is stretched
Can you select that specific Animation and take the 3D picture of the Socket twice more?
Once with Relative and once with World (the button I pointed at in the earlier picture)?
The bone to the back/right doesn't seem to be the root bone.
The root bone should be where the 3D Gizmo is in that image.
All good, just trying to see where the rotation comes from
Can you please show me a screenshot of the actual Weapon Blueprint?
With the MeshComponent selected?
I want to see if it's additional rotated there.
So far, the Socket seems to already be wrong, as in UE the RED arrow is FORWARD (at least for now..).
Meaning the socket should be rotated 90° counter clockwise to point the red arrow to the "right" (right, based on that image).
But it depends a bit on the Weapon Blueprint.
