#blueprint

1 messages Β· Page 387 of 1

lofty rapids
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i feel like having to go through functions is less efficient then just traversing the code

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as a for instance when i program i tend to have just one file

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untill its fairly complete

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then i'll split it for the sake of it looking better

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is there a fast way to go backward in display in blueprints ?

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like for instance if i was to make a bunch of functions

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if i dbl click it

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and goto it

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can i quickly jump back to where i was ?

maiden wadi
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In the same blueprint, yes.

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Arrows here.

lofty rapids
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awesome thank you

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i never even noticed them

maiden wadi
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This is one of Atre: Dominance War's most convoluted BPs at the moment. I'm a function junkie. πŸ˜„

storm orbit
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You can also have multiple event graphs (for better organization)

lofty rapids
storm orbit
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Well, I'm less a fan of collapsing nodes - you ought to make a function if you need to encapsulate or group some logic. The exception would be a Math Node

lofty rapids
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i never saw those arrows which is ok, but still its easier for me to visualize whats going on in a single go

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i do like functions and i should clean it up, but i do this later because no one is usually even looking at it lol

narrow kite
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The revamped back end combat calculations are nearly finished. The enemy dmg isn't finished, just the player dmg. It was a little weird on the coding side, but I think I got a grasp on it.

lofty rapids
narrow kite
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All the functions where moved to the 3rd person player BP. So they can be used universally from any circumstance. If a projectile collides with the player it will run these same calcs as a enemy hit or the player stabbing.

lofty rapids
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how are you rotating them ?

narrow kite
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I may have slowed down the tick rate

lofty rapids
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is your healthbar centered ?

narrow kite
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Maybe to slow. What is the issue? Not updating quick enough? Like offset?

lofty rapids
narrow kite
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You mean the direction it's facing or how it's attached / location?

maiden wadi
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I recall someone doing world space widgets with a vertex shader rotating it. Haven't tried that myself.

narrow kite
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It may be 2 separate things. On an enemy jump animation I noticed it's not tied to the mesh for example.

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The other is the facing direction which is what that code does. So the rotation is updating to face the player

lofty rapids
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its not pointing correctly

lofty rapids
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you can see the rotation is weird, i bet if you play and look left/right the things don't look right

narrow kite
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I'll remove the modified tick rate and see

lofty rapids
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it could be that its not centered

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i personally wouldn't rotate it directly at the camera i ahd a hard time with that

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i rotate it toward the camera but like flat where the char is looking

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so it looks basicaly the camera but the y is at the same position

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something like that

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but since you do look directly at the camera, im going to guess its not centered

lofty rapids
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its not directly above ?

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probably why its rotating like that

narrow kite
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The placement is on the image above. However, shouldn't it be connected to the mesh asset or something? I can't put it as a child class for example of the mesh by just dragging it.

lofty rapids
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no its fine but it should be directly above

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is it set back a bit ?

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because think about that when you rotate

narrow kite
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Yes probably.

lofty rapids
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try it centered

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directly above the player

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so when they rotate it doesn't skew like that

storm orbit
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Since the widget is parented to the enemy actor, setting the world rotation will get COUNTER rotated by the actor's z-rotation as it turns around. You can subtract the actor's z-rotation from the result before plugging it into the Set World Rotation

maiden wadi
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Or just set the component as Absolute rotation so that it's parent hierarchy doesn't rotate it.

lofty rapids
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i think its just set back too far if its dead center it will look way better

narrow kite
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This is the placement btw. I moved the skeleton slightly for centering

lofty rapids
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so it is centered already ?

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is that your pivot off to the side like taht ?

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am i bugging out or is that pivot not centered ?

narrow kite
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The rotation in that image is from the skeleton when I moved it's rotation slightly

lofty rapids
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ya i mean somethings off, you can keep if you like it but i feel like your rotation is off

lofty rapids
maiden wadi
lofty rapids
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that the center of that rotation widget is not in the center of the capsule

maiden wadi
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The widget component is centered, but the widget in it isn't. Too big, and offset.

lofty rapids
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something off center for sure

ruby cobalt
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hey I need architectural advice here.

I have a parent class that I use for almost every actor that matters.
The root of that class is a static mesh component, and that's quite handy.
However. I need the skeletal mesh variant of that class.
There is a massive overlap between Static and Skeletal in this case like they are 95% identical.

What's the proper way to build such system that accommodates both Static and Skeletal?

narrow kite
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I tested this not sure

maiden wadi
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It's not your math here. It's the widget component's widget location.

lofty rapids
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its off center

maiden wadi
# narrow kite

Look here. You have the widget component selected. It's centered on the character. But look at where the healthbar is in relation to the center of the widget component.

lofty rapids
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those arrows should be in the center of that bar

narrow kite
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You mean this?

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Yeah it's not in the center

dark drum
dark drum
narrow kite
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I just matched the offset right/left and changed the anchor to center

lofty rapids
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set it 0.5

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and 0.0

dark drum
lofty rapids
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alignment 0.5

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position 0.0

narrow kite
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Would need to force size it something that way

ruby cobalt
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spring arm child version only needs the static mesh.. so maybe i can have the physics control logic in another component that is imported in both my static parent class and skeletal parent class?

lofty rapids
dark drum
# narrow kite

Or just replace the canvas panel with an overlay and center the vertical and horizontal alignment. πŸ‘€

lofty rapids
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ftw

narrow kite
lofty rapids
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definately better

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the canvas panel i hear is brutal

dark drum
dark drum
maiden wadi
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I'm vaguely curious how hard it is to override the nav generation code in Unreal...

dark drum
# ruby cobalt ok makes sense

I believe both static and skeletal mesh component is a child of 'Mesh Component' in case you didn't know. You can try work with just the mesh component and cast to the specific type if needed in the component.

ruby cobalt
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yes that's how i set it up in a previous version

dark drum
ruby cobalt
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i tried to keep most logic in a more general class.. but my static/ske weren't at the root in that setup

maiden wadi
ruby cobalt
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so i was pretty much never using actor location in the logic.. everything was based on the components.. and that's one more layer that makes things slightly more confusing all the time.. i kind of like how simple things got since i switch to actor based stuff

narrow kite
dark drum
lofty rapids
narrow kite
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Thanks Patty

cloud token
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That's a wild spider πŸ₯°

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Aggressive too

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Looks good to me πŸ₯°

narrow kite
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Bam! And it's now fire

cloud token
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Damn.. it looks awesome. For real

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I would do that bigger too. Like an elite πŸ˜„

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Its variety but also same spider.
I like

narrow kite
# cloud token Damn.. it looks awesome. For real

I have played around with some variances like that and it does help. It's more notable in a Monstrous spider which was scaled much larger and noticeable in a game world. Their attack / pattern / element may also match. Such as a burn from this one.

cloud token
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Did you see free on fab today? Got some nice VFX for you i think πŸ˜„

narrow kite
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I will definitely make use of those. This was also released for free https://www.fab.com/listings/d0fe50c4-6ebe-40d5-b78a-56960832f49e

Fab.com

TRAILERShows how to change size and color. You may also be interested in my other work:β–ΆBig Pack Magic Effects Niagaraβ–Ά Pack Magic Effects Niagara 1β–Ά Pack Magic Effects Niagara 2β–Ά Pack Magic Effects Niagara 3β–Ά Pack Magic Effects Niagara 4

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The limited time vfx from first appearance looks about as good as any games on the market. I'll see in testing.

narrow kite
cloud token
narrow kite
# cloud token I have no idea what that means πŸ˜…

A reference to the ridiculous $300,000,000+ Ashes of Creation took from various backing, investors, steam release. Kind of like Star Citizen, but worse. It's shut down with a big controversy. They produced very little for those costs.

cloud token
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Oh.. i have not heard about that.. i will go read about that πŸ˜‚

narrow kite
faint pasture
cloud token
gentle urchin
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If nothing else, it keeps me busy for countless hours!^

maiden wadi
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Literally countless hours.

cloud token
thin panther
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That being said its nice to see that the greed of a few doesn't harm the many too much, i hope it remains this case

narrow kite
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And just mysteriously taking millions in funding for himself for unknown and not marked reasons lol

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10 years of development, 200+ employees and 100's of millions in revenue.......... to be fair though I heard 9 years of that was their dev team trying to optimize the game. #patty πŸ˜‰

maiden wadi
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So... Would you say that what remains of the game is the.... Ashes of creation? πŸ˜‚

thin panther
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Everyone stopped talking about it all of a sudden so I kinda assume it wrapped up 🀣

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Actually idk why I'm surprised it was funded when people are still buying Scam Citizen ships

narrow kite
lost wolf
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the developers are the ones getting fucked over completely even more then the backers

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some of them spend 10 years of their life trying to make something nice happen

narrow kite
lost wolf
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yeah for sure video game developers are extremely overpaid

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im not talking about steven embezzling money, i'm talking about the people doing the actual work

maiden wadi
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The actual developers were likely not overpaid.

lost wolf
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it was sarcasm btw we are extremely underpaid compared to other sectors

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a programmer does not make video games for the money

maiden wadi
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If someone was stealing money at the higher level, they were keeping it from everyone else. I'd bet the people actually working on it weren't paid shit. According to what I've read they didn't even get their last paycheck.

lost wolf
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no notice, no nothing

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they have families and shit

narrow kite
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Scars of Honor talked about their funding. It's not in the US. They stated that it would cost multiple times their cost if produced in the US or equivalent. Which is pretty much widely known. Making Iphones in the US for example would cost a lot more.

lost wolf
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hiring a programmer with 5 years of experience easily costs 200k

maiden wadi
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You think because they're US based that they took more money from people than they would have in the EU?

narrow kite
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Their dev team wasn't producing though. You really have to take that into account. There is no way they that many people where actually doing legit work with those results.

frozen hedge
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Why still doing this in blueprints not general lol

lost wolf
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cause baiting

maiden wadi
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Has there been a blueprint question that wasn't answered?

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Also the general chat is for AI talk and Jeff.

frozen hedge
tulip anvil
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yes, why are the blueprints not blue

narrow kite
lost wolf
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i'll upvote it if you make a forum post

maiden wadi
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You can change your editor colors and make them blue. πŸ˜„

narrow kite
tulip anvil
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tbh i'd probably pay for a plugin that makes the blueprint editor look like actual blueprint in a couple different themes

lost wolf
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it would feel like 2032

pine carbon
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I just want right angle pin connectors.

lost wolf
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eletric nodes?

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there's a plugin for that

pine carbon
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Please. I hate how if you get too close to a node above or below you, the connector sine wave goes BEHIND the source.

lost wolf
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curves are ugly

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45 degree angles are the only correct way

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manhattan grid

pine carbon
lost wolf
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i think if you include the plugin then everyone should have it

maiden wadi
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Here you go. Blue blueprints. πŸ˜‚

lost wolf
pine carbon
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Perhaps more complicated, but I also wish you could shuffle the order of input and output pins on a per-instance basis.

lost wolf
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this is what we could have

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we could look 100% smarter while working

pine carbon
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Especially bools. The amount of times I have wished I could move a bool output pin up is innumerable.

narrow kite
pine carbon
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You can do it for the source, but it'll always be the same on every instance of that node.

steady night
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i got a corrupted charactermesh0 .... any advice :/???

maiden wadi
narrow kite
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Can those be changed without deleting/adding?

lost wolf
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you can make multiple node instances if you really really really want it

lost wolf
pine carbon
narrow kite
# maiden wadi

Those answer the question. It looks terrible and hard to read........that's why Blue prints are not blue

maiden wadi
narrow kite
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In general you can sort out almost anything to at least be presentable fairly quickly.

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Unless you're handing this over to your team mates

pine carbon
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If someone gave me that I would roll back their commit.

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Goodness me.

lost wolf
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i wouldn't even look at it indeed

narrow kite
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If your BP looks like a broom, you are doing it right.

ruby cobalt
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oh so here a bunch of conditions set a name and a switch on name trig the right outcome?

narrow kite
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That's legit though it's a pop up controller. That's every letter of the alphabet causing that

lofty rapids
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one giant switch for mankind

lost wolf
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yandere dev flashbacks

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high quality spaghetti

maiden wadi
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That looks like it could be a map.

lost wolf
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imagine having go through all the paint of connecting those 1 by 1

narrow kite
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You DO NOT want to see the chinese version of that

faint pasture
pine carbon
narrow kite
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Is there a way to update all of these effects at once? (Each has it's own settings). It runs one time, but to change it for multiple could they all be altered at once? Like the matrix option for other assets?

narrow kite
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It's separating out every digit/character for pop up text

pine carbon
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And what do these lead to?

narrow kite
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The corresponding letter

pine carbon
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Yeah Authaer was right, this could almost certainly be a map (dictionary).

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That would be massively more maintainable if you ever need to do this anywhere else.

narrow kite
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There are only 2 and the other is much shorter 0-9

ruby cobalt
narrow kite
white parrot
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String is key, texture val

dark drum
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Yea, definitely a map where each letter is the key and a texture as the value.

white parrot
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Regardless of the ugly-ness of what a this blueprint is, it's way less efficient

lofty rapids
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map ftw

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map is O(1)

faint pasture
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Char to int, int to offset in a texture atlas

narrow kite
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You mean this essentially?

dark drum
steady night
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anyone have advice on how to fix corrupted chractermesh0 >..>??

dark drum
steady night
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aye.. tried that dosent help :/

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cant even locate whats causing it.......

lofty rapids
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save the project

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is it corrupt ?

steady night
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the project ?

lofty rapids
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the bp

steady night
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yeah

lofty rapids
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make a copy see if its fkd

dark drum
steady night
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hm

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i mean in the autosaves, problem is i dont know wich bp broke since its a child on my character

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mainchar-enemychar-playerchar-unitchar all of them broken

lofty rapids
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what exactly is broke ?

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is it the details not showing up and the mesh disappeared ?

steady night
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the mesh on units is fucked up

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and i remeber if i have this (0) = Corrupted

lofty rapids
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wdym "fkd up" ?

narrow kite
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Would it be a good idea to select all meshes in a level and merge them into a single asset before a build? (So it's a single draw call)

steady night
lofty rapids
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so the bp is fine

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in the details

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where you have mesh

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click on the folder

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and double click the mesh

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is it fkd in there ?

steady night
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no

lofty rapids
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do they all use the same skeleton ?

steady night
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many of them yes, uin this chase 4x bps use the same skeleton

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case

lofty rapids
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and do more use the same skeleton ?

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or it only these ?

steady night
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only these i think..

lofty rapids
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check the skeleton

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the skeletal mesh

steady night
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its fine

lofty rapids
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make a copy of the mesh

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select the copy instead

steady night
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hmmmmmm

lofty rapids
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that might be an issue

steady night
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should i try and reimport the skeleton ?

lofty rapids
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back up everything

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but sure, try whatever you think will work lol

steady night
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yeah ill copy the projject and then try

lofty rapids
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if its missing, i mean importing it makes sense

steady night
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yeah but it has been working for months then suddenly it just breakes...

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typicall ue

narrow kite
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The broom is busted. It may be more efficient, but it's not the attraction it once was.

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I think it should work I'll test it out and verify a little later

thin panther
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actually depends what asset you're merging them into. If you're fusing the geo into one mega mesh than i believe what i said applies, but if you merge it into 1 mega bp, then you get no benefit at all

maiden wadi
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ISMs and HISMs have the same issue as far as culling. And there's no longer a big need to make things ISM/HISM for draw calls with the way Nanite works.

thin panther
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Ooh do they? That's good to know. And fair point about nanite, but that depends on if you're using it :P

maiden wadi
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True. πŸ˜„ But yeah. It's no longer one call per primitive per material. It's one call per material on anything using it. So you can have three different static mesh components using three different mesh assets all using the same material and you get a single call for it.

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HISMs are actually pointless using Nanite. Only useful if you plan on backward supporting allowing Nanite to turn off.

thin panther
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That's pretty near. So if your scene was comprised of 1000 assets using a single material, it's a single draw call?

maiden wadi
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ISMs are still good, and do have a very minor renderthread benefit. But they're largely about memory and CPU management now.

thin panther
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Understandable

maiden wadi
thin panther
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True 🀣

scenic shuttle
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Hi actually I am using unreal engine 5.7 and I have to bake the light and I first setted the sunlight to static as well as sky light to static but the problem and also allow static lighting in projct settings and when I go build lighting only the build lighting just pops up for a second and anything didn't happened

narrow kite
narrow kite
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Tile Test VS

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Left - New | Right - Old

gentle urchin
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now just get rid of the repetition πŸ˜„

narrow kite
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It's awful without the tiling seems kind of necessary. You mean the noticable repeat pattern?

gentle urchin
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I 'm personally not a fan of repeptition at all

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but dont fret, even massive titles do it

narrow kite
# gentle urchin I 'm personally not a fan of repeptition at all

The entire dungeon structure is walls like a classic dungeon crawler. I'm not sure you can get away without doing some versions of tiling. Especially when tile sizes are modified to fit. If it was a single larger mesh it may be designed for something different.

narrow kite
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Depending on the circumstance they have to. It's taking a small texture and trying to spread it out over a large surface.

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The materials in fab are designed to be seamless, but that still doesn't mean they will match the size of your mesh. If I don't use tiling at all with that texture it looks horrible. There is a lot of variance though in that density setting.

last peak
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Hmm, you can add some variation and noise to textures so they are not that repetetive

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With a bit of extra work

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A second layer of textures could be a somewhat dirty quick fix

frosty heron
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texture bombing?

steady night
steady night
lofty rapids
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hmm idk it could be corruption which is a bummer

frosty heron
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Doing anything on construction script? Wdym by black screen.

frosty heron
steady night
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all empty

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so somthings wrong

steady night
frosty heron
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Try copying the skeletal mesh asset instead of the skeleton

steady night
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yeah that works fine

narrow pulsar
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How would you guys recommend doing in terms of animations for a dual wield system? What I mean is like, you have an idle animation for arm positioning but what about the grips and stuff for each different weapon, how would that work, would you need a different animation for every single combo or what

frosty heron
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Yea i do go for different combo anim montages and different state for the idles / starfing / walk / run.

lost wolf
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you can have arm only animations to blend on top of something else if you want to be more fancy but it will be pain

narrow pulsar
lost wolf
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you can't hold the same weapon in 2 hands

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and you can sometimes just get away by mirroring an animation

lofty rapids
lofty rapids
narrow pulsar
lost wolf
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different weapons dont mean differnent animations

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you can have weapon types

lofty rapids
lost wolf
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like large, medium, small

lofty rapids
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i would use the same anim, see if fits

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you could alter the hand as well, but idk much about that

lost wolf
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even demon souls doesn't have unique weapon animations per weapon

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dark souls

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elden ring

ruby cobalt
narrow pulsar
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Like for example here's the problem I have:
I have 2H Weapons, I have 1H weapons, I have Shields.

I want to be able to use 1 H Weapons in each hand, I also want to be able to use a shield with ANY 1h weapon, etc... I don't want to have to create an animation for every single potential weapon combo to be used (IE: Shield + rapier, shield + arming sword, etc)

I just want 1 idle pose for all of htem (obviously, 2h idle will be different from duel wield pose though) but the grip themselves change and MAYBE the hand positioning

ruby cobalt
lost wolf
narrow pulsar
lost wolf
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grips? like the hand?

narrow pulsar
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yea

lost wolf
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then make that different

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by blending animations

frosty heron
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Well animation not gonna appear out of nowhere. If you want different anim then you need the assets.

lost wolf
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you can have a hand only animation on top of an idle animation

lofty rapids
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well the one hand no shield, with shield, and two hand i feel like your stuck with 3 idles

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or it will look crap

narrow pulsar
lofty rapids
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especially blending the anims with the one idle

lost wolf
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it wont look good for a dagger and longsword

lofty rapids
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probably skippy af

narrow pulsar
# lost wolf by blending animations

okay yea thats the solution I thought of, kinda like how we usually split lower body from upper body animations can we further split hands only?

lost wolf
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you can do anything you want

frosty heron
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Blend by bone

lost wolf
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but i would recommend keeping it as simple as possible

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because ultimate freedom also means you can shoot yourself in the foot pretty easily

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animations are already complicated enough

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if they don't work you gotta be able to debug them

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and that can be a lot of fun

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especially with complex blending

frosty heron
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I dunnoe, my animations r pretty simple. It depends how much complez you want it to be.

narrow pulsar
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i want it to be as simple as possible, it's just a pain to have to change them all the time for each new combo

lofty rapids
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i'm considering two hand in my game and i realize i need a whole new set

frosty heron
lost wolf
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if they actually make it i will be very suprised cause while i was there the only thing that was consistent is that deadlines were never done in time

narrow pulsar
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So what you guys suggest is just keep 1 idle animation per stance (dual wield, unarmed, 2h weapon) and then blend per bone for the hand itself (for the grip)

frosty heron
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I suggest just understanding how state machine, blend per bone or any of the tool you need works.

lost wolf
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you have to evaluate the results and decide for yourself what looks acceptable, what needs more work, and how much more work you can afford

frosty heron
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Anination is tricky but once clicked, you can kinda implement what you imagine.

lost wolf
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yeah you can take it as far as your imagination allows

frosty heron
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Like i stop looking at tutorials once i know wat tool to utilize.

narrow pulsar
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I'll look into it

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I assume an IK could also work for the grip

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although would need different IK for each weapon

lost wolf
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if you IK towards the weapon how is the weapon going to know where its supposed to be

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you could do a fancy system where you have weapons that move in a certain way and then your character that tries to follow them but that would be more on the janky / experimental then fancy side

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you can go more procedural but there is a reason why nobody has managed to do that yet its hard

ruby cobalt
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@dark drum i believe this is what you suggested?
@faint pasture

faint pasture
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then you can just add a static or skeletal mesh and your collider will be the sphere + mesh or sphere + physicsasset

ruby cobalt
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i want everything to be physics. so i got lights and camera as child of springarm here.
and use static/skeletal for my main subjects.
I'm making physics driven visuals: https://www.instagram.com/p/DTLldD3EbpR/

here, memory is not recalled but operated.

bi directional midi and osc communication between #unrealengine #touchdesigner and #abletonlive to create a virtual audio visual playground.

plugin available on GitHub, looking for beta testers.

Likes

15038

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uisng skeletal meshes for their jiggle bone possibilities it's so much fun

faint pasture
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You can still have it all be physics

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It'll work, I've done it

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Base:
SphereCollider

Sword:
SphereCollider
SwordStaticMesh

Flail:
SphereCollider
FlailSkeletalMesh

ruby cobalt
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so you apply physics on small sphere. set "dumb" child asset to attach to the sphere?

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yeah yeah

faint pasture
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attachment with welding makes the 1 physics particles collider BE the sphere + mesh collision

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sphere can be tiny and inside the mesh

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it's just there so the base has 1 component to turn physics on and off for

ruby cobalt
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and it let me use the collisions of the bigger item?

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i use mouse to grab items.. it would move the child relative to tiny sphere instead of moving the sphere no?

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so i'd do like: on grab, move the sphere instead

#

that's why i felt a relief when i switch to using the mesh as root

#

it makes everything simpler later on for my tiny human brian

faint pasture
#

green is root

#

You can have a static mesh as root, but then you're kinda up a creek when you really want a skeletal

ruby cobalt
#

yeah exactly. that's the situation i'm in now.

faint pasture
#

This is what I'd do. That way an actor with no mesh at all can still sim physics etc

#

it'll at least have a sphere

ruby cobalt
#

but i love how clean it is.. so the solution i'd have is to import actor component to each of my parent actors (static, skele)

faint pasture
#

Also if you ever wanted an item with no mesh at all (just particle effects or whatever) it'd work

ruby cobalt
#

yeah that's my current setup for camera on spring arm.. i got that same static mesh root.. hidden

#

i'll give it a shot.. since my current code based on static mesh can be used for the sphere.. and i can try adding another static/skeletal mesh on top

#

worried that it will break soemthing else later on since the actual physicsControl parent won't be the objects but the controllers

#

and using actorComponents added to BP_actors wouldn't be a good idea?

faint pasture
#

that's why I said a sphere collider, it's invisible and always has a collision

ruby cobalt
#

ah yeah i had that issue. won't work unless a mesh is set. but I have a pivot mesh i use for that

#

a gnonom

faint pasture
#

Whatever you wanna do, I'd use a sphere or box tho

ruby cobalt
#

ah it makes a big difference?

#

that might be a deal breaker.. my thing is mostly aesthetics.. i need the physics behavior to match the actual mesh i see

ruby cobalt
#

i've set up part of it.. but it seems tricker to set up with PhysicsControl plugin

honest sundial
#

Hi Guys, Im trying to make an inspection system from a tutorial i have found on youtube, However i have run into this issue where upon starting the game, The ui for the inspection is there and my inputs are disabled. Im not exactly sure where this is happening or whats causing the problem. could anyone help please?

lofty rapids
lofty rapids
#

or is the input on the actual object your trying to interact with ?

pine carbon
#

I need some general advice. I'm trying to make an input prompt scroll down from the top of the screen like in DDR or FnF. My first attempt was using a UMG animation on Widget anchors. I was told this was poor practice since it won't cooperate with pausing, and it makes it difficult to have multiple prompts scrolling down since they'd need to either all be preloaded at initialization, or overlaid on top of one another resulting in dozens of widgets instances. So I've been trying to do widget components where I control the translation offset with a lerp on game tick. Which does work and is easier to have multiples of, but it is much more difficult to fine-tune the behavior. I would really like a way to do this that can implement curves so I can refine the motion. Any ideas?

lofty rapids
#

idk DDR or FnF, but you want the input prompt to scroll down where you add input ? and you want multiple ? is there a video of this or something

#

if you want multiple stacked on top of each other

#

then the animation way sounds difficult

#

instead of interp, you could use a timeline and a float curve as well

lofty rapids
#

i don't know what that is

#

if you want it to curve there is a curve class

pine carbon
#

If you're European I think it's called Dancing Stage. Popular Rhythm arcade game.

lofty rapids
pine carbon
lofty rapids
#

oh

#

you want these things to float at you

#

oh ok

#

dance dance revolution

#

i see lol

pine carbon
#

The big issue is that I need it to scroll relative to 2 constraints, which is why I used anchors. I don't think there's a way to alter curve keyframes at runtime so the only solution I was able to find was altering the bottom padding and animating on anchors. But altering bottom padding at runtime is also really annoying for reasons I haven't completely diagnosed yet.

lofty rapids
#

so you want the things to float at you ?

#

if i'm getting this correctly

#

let me check ddr,

#

i have not seen in so long lol

pine carbon
#

I've done some fairly low-level graphics programming in the past, and almost everything screen-related I work with uses 0.0-1.0 or -1.0-1.0 screen-relative coordinates. UMG does not support this anywhere I found except anchors.

lofty rapids
pine carbon
#

Yeah but I can't do it for curves.

lofty rapids
#

so whats up with curves ?

#

you want the inputs to curve ?

pine carbon
#

One sec.

lofty rapids
#

theres a curve class like i mentioned

pine carbon
lofty rapids
#

honestly i would probably each one gets a timeline

pine carbon
#

These frickers.

lofty rapids
pine carbon
#

These are great. It's very simple right now because I'm testing for viability but I want these features.

#

Honestly in general if curves could be created at runtime, that would be an incredible feature for Unreal to have.

lofty rapids
#

ya i mean i would do like like spawn each one seperate, running on there own timelines, and adding wahtever curve you need

#

or using whatever curve you want

#

set the timeline to 0-1

#

and lerp based on a curve probably

#

something like this

#

but to have them go straight is really easy

#

you just spawn it, give it a destination

#

and interp

#

i'll see what i can wip up that is like ddr and i'll show you

#

idk why you want curves tbh, it looks straight ?

lofty rapids
#

how it gets to endpoint ?

#

like in ddr it go straight up

#

you want to say have the ability to curve and still get to same spot ?

pine carbon
#

It can do this. It is harder to get it to stop somewhere other than the bottom of the screen. Fiddling with the bottom margin can help. The more significant issue is that because of how this works, the only way I have found to get multiple of these is to layer a bunch of them on top of one another. Which isn't great for performance I imagine.

lofty rapids
#

i would probably spawn these as spereate widgets and handle it manually

#

instead of the animations

maiden wadi
#

This is just another case where you separate UI from Gameplay.

You need data set up for your beats. Your input should try to trigger them within a timeframe set on the beat or whatever.

The UI or even niagara or whatever you use to display this shouldn't do anything but read the data and move some widgets or particles to display this data within a timeframe.

lofty rapids
#

idk what would be more performant just spawning seperate wigets, or widgets inside the main widget

pine carbon
maiden wadi
#

Depends on what you need. If you want to get super performant in UI space, don't even spawn widgets. Make one UserWidget and draw brushes in it's Draw function.

lofty rapids
#

how do you already have the scoring down ?

pine carbon
pine carbon
lofty rapids
#

but where do you score points

#

like when ?

#

is it just the core system, but you didn't test it ?

#

hmm

pine carbon
#

No it's fully implemented.

maiden wadi
pine carbon
#

I am attempting to spice it up. Right now the single current correct input is simply displayed above the player's heads.

lofty rapids
#

if i ever finishing compiling shaders i'll take a look at this lol

#

5.7 do be much faster tho

#

i have a fealing you can just spawn some widget and then interp

lofty rapids
pine carbon
#

If I can do one I can do the other. But yes.

lofty rapids
#

so are you familiar with blueprints ?

pine carbon
#

Quite.

lofty rapids
#

create a widget that is your arrow

#

or whatever it is

#

then create it in bp

#

promote to variable

pine carbon
#

Already have that, the video I showed earlier is using a slot as a placeholder.

lofty rapids
#

then set its location

#

then i would go two ways with it

#

one is timelines per item

#

the other is interp an array

#

i would make a function that do that

#

or event for timeline

#

hmm, i can see ddr goes up

#

i'll go down like you did for the sake of making samesy

pine carbon
#

I think I have an approach that'll work if I can figure out how to get the freaking screen space coordinates. The socket location value is correct but Project To Screen returns (0, 0). Presumably because the player controller is invalid for some reason? I don't understand what's up with THAT, though.

#

There IS a controller attached to that player.

lofty rapids
#

i'm still not sure what you need a curv fur

#

so what i did was spawn them

#

then run the animation

#

but you need them to hit the exact point where is above teh character right ?

pine carbon
#

So . . . I found what's wrong I think? What I can't figure out is why. Calling this from a later event does have Player 1 working but I can't find what's changing.

lofty rapids
#

i see its multiplayer hmm

pine carbon
#

Is there something about the first player controller that isn't properly initialized during BeginPlay?

lofty rapids
#

it looks like a useless loop

#

pull from for players

#

and valid them there

#

or is the array what you need them in ?

pine carbon
lofty rapids
#

i'm confused because of this

lofty rapids
pine carbon
#

In that screenshot.

lofty rapids
#

your not even using the loop

pine carbon
#

I know.

#

It currently looks like this.

#

That loop is entirely there for debugging purposes. What I am trying to debug is Player 1's controller being none during setup.

lofty rapids
#

πŸ‘€

#

get rid of the first loop first of all

pine carbon
#

I also have a copy of that print loop in an event that fires on every music bar, and in there, player 1 has their controller. Which makes sense considering that I can control them.

pine carbon
lofty rapids
#

ya no just loop once

#

no need for two

pine carbon
#

Dude I know what I'm doing with the loops.

lofty rapids
#

πŸ€·β€β™‚οΈ

pine carbon
#

There were two for a reason, there will go back to being one if I need it to be one, they will all be removed when everything works. None of this code is in its final position. All of this is testing things to figure out what works.

#

What I need to figure out is why Player 1, and ONLY Player 1, has a None controller in BeginPlay.

lofty rapids
#

ok good luck

pine carbon
#

I'm sorry I'm not trying to be hostile. I appreciate the attempt to help. But I promise I know what I'm doing with the loops unless they could somehow be causing the None themselves.

lofty rapids
#

no your not being hostile, your just redundant loop that literally have no purpose

#

but you must have a reason lol

lofty rapids
#

its your code not mine do whatever you want

pine carbon
#

I was eliminating a possibility.

lost wolf
pine carbon
#

I also put a fat delay in front of it so it doesn't seem to be a time thing.

gentle urchin
#

Being valid at partx of exec but invalid at partx+1 with no modification would be troubling, but can happen if you multithread

lofty rapids
gentle urchin
#

Which bp users normally dont do

lost wolf
lofty rapids
#

one loop

#

print the names

pine carbon
lost wolf
#

one destiny

lofty rapids
#

one code

pine carbon
#

A bunch of stuff is run on them before this point in the code is reached to attach other widgets and sync up rhythm events.

lofty rapids
#

they are all valid

#

?

#

or one is not valid ?

#

also your pulling from an array

#

and getting zero

#

your not using anything with the loop

gentle urchin
#

Thats part of troubleshootingn

#

Sometimes you ad crap just to see if it exist

lost wolf
#

delete everything until it works

gentle urchin
#

Reducio

lost wolf
#

its a valid tactic if you really really dont know what to do

lofty rapids
#

well when you show that code

lost wolf
#

then if you have a minimal example people will be able to help you a lot better

lofty rapids
#

and thats all i can go by

#

i only know what you show

#

don't show random shit you tried that didn't work

#

try to show what your actually trying that isn't working

#

because this code is like non sense

lost wolf
#

it is rather violent spaghetti

#

server or at the very least this channel name should have some italian references

#

🀌 blueprint

pine carbon
lofty rapids
#

it looks like your just throwing spaghetti at the wall

#

hoping it sticks

pine carbon
#

Yes that's correct.

lost wolf
#

he's cooking

#

if it sticks just right then its done

pine carbon
#

Anyhoo, here's some more info. From the first event tick, the Player 1 controller is valid. But it is not valid in BeginPlay even after 2 attempts and a 1 second delay.

lost wolf
#

but it is connected

#

is it valid anywhere else

pine carbon
lofty rapids
lofty rapids
pine carbon
#

It does become valid in the Event Ticks.

#

It's just not valid in BeginPlay it seems.

lost wolf
#

it will be different in editor and packaged builds as well

#

just always check null on it

pine carbon
#

The part where I'm checking is also the very last portion of BeginPlay, so it can't be that anything else in BeginPlay is suddenly making it valid somehow.

lofty rapids
#

you can... its a bit hacky

#

but delay and check again

#

untill its valid

lost wolf
#

i would not assume controllers are connected in beginplay

pine carbon
lost wolf
#

players can begin playing and then remember they have to connect a controller

lost wolf
#

can you reproduce the same in a packaged build /

pine carbon
lost wolf
#

it could be something weird the editor does

pine carbon
#

Although based on what y'all are saying it sounds like this was a fundementally poor approach.

lost wolf
#

or with the way it supports multiple controllers

#

it's one of those things that typically will break a lot

#

since people that are working on the engine will never really test specifically if all 4 controllers work in beginplay in editor

pine carbon
lost wolf
#

if you upgrade versions that could suddenly change since it might just be a bug

#

gotta make code that handles it properly

lofty rapids
lost wolf
#

dont do stuff in begin play, do it in event tick with a bool HasBeenSetup that happens on the first tick that it can find the controller

pine carbon
#

This is what I ultimately need to do. Get the position of the player's head, and convert it to screenspace coordinates. It looks like I need a Player Controller to do that, but if Player Controller access in BeginPlay is inherently unreliable, what would be a better method?

pine carbon
lost wolf
#

you can have a warm up period where you just let the engine run a bit before doing anything

lofty rapids
#

but are you just testing ?

#

and nothing is plugged in either, but thats just you showing something ?

#

if the players in the loop are valid

#

pull from there

#

that node works for a reason most likely

#

it looks like a foreach on your players

#

but you want player zero specifically ?

pine carbon
#

What I REALLY want is to make it player-agnostic but you can't DO that in Unreal. T'was not developed with the concept of non-splitscreen local multiplayer.

#

And Player 1 is the one everyone else sees the viewport of.

lofty rapids
#

you probably can actually

#

but i see what you mean

#

so you want to get player zero

#

well idk why your checking the foreach

#

is that checking the same array ?

#

that would make sense

pine carbon
lofty rapids
#

what happens you delay for 5 seconds

#

and check if player zero is valid

#

in the array ?

#

why not just get controller 0 ?

#

controller index 0

#

should be the main window

#

if 0 is what they all see like you say

#

right click, type: get controller

#

like you would in a single player

#

if you try to get controller: 0 and its not valid thats wild

pine carbon
#

No idea why that works but you know what, I will take it.

lofty rapids
#

i think you can just grab the already in build players array

#

from one of the controllers

#

or fk i think its game state

#

one of them lol

#

might only be for networked idk

pine carbon
#

This is the first time this has been an issue since the controller works just fine when you're actually . . . playing. I'm very confused, but your suggestion does seem to be working.

lofty rapids
#

so then player zero is valid after some time ?

#

as far as the array

pine carbon
lofty rapids
#

πŸ€·β€β™‚οΈ

#

is the controller valid after some time ?

#

i would have to look at the code, but if it works then it works lol

pine carbon
#

Even a 10 second delay in BeginPlay doesn't have the first player's controller return valid.

#

It will be valid instantly in the Event Tick though.

narrow kite
#

Unreal Engine does not have a single project-wide "default maximum triangle count" setting for all assets
. Triangle counts are typically managed on an asset-by-asset basis using Level of Detail (LOD) settings, the modeling tools within the editor, or via the import/export process with external software.
The default maximum triangle count for individual asset LOD generation is a very high number (e.g., the default for the "Max Triangle Count" property is something like 4,294,967,295), which effectively means the engine uses the full model by default unless you configure LODs.

That means if you drop a single asset into an open world environment you can tank performance and it may be extremely difficult to identify the root cause. I am going through every single mesh in the game because this is actually tanking areas dropping FPS by 50% in many cases. One case was a literal skeleton model that tanked FPS that bad because there is no restriction.

Additionally, the editor started running at max 60 FPS. It was running for hours in the background. Eventually I closed the project and opened it. The results where still bad. I closed it again and closed the Epic launcher. Only after that did it appear to correct the FPS issue.

#

A better method would be setting a cap vertices count that can be over written. On a per level, or over ride on the mesh for example so you could control on an individual level certain assets that would exceed your personal threshold. The current method is built to inevitably lead to issues which will be difficult to resolve.

#

This is also more difficult because it's not visible in the asset. You might expect a massive highly detailed structure to cause issues, but it can also come from a small mesh that doesn't look very detailed.

dark drum
# narrow kite Unreal Engine does not have a single project-wide "default maximum triangle coun...

This feels like a moot point. Triangle budgets have always been a developer responsibility, not something the engine should hard-cap.

Epic shouldn’t be enforcing global tri limits, that’s production discipline. LOD setup, asset validation, and performance budgeting are core parts of game development.

Also, in UE5, Nanite changes the triangle discussion significantly for static meshes. Raw tri count alone isn’t the primary bottleneck anymore. Material complexity, overdraw, shadows, and draw calls are often more impactful.

As for the editor FPS issue, that sounds like a separate resource or configuration issue rather than something caused by the lack of a triangle cap.

I'm curious to know how long you have been using UE for?

maiden wadi
#

Why would you just... arbitrarily cap the vert counts?... Like what would you even do with that? What verts get removed? How do you even begin to justify the amount of stupid complexity that would cost in CPU time to factor?

narrow kite
# dark drum This feels like a moot point. Triangle budgets have always been a developer resp...

You won't be able to use me for an example of anything. My professional career as a game developer is exactly 0 days. My real career is a different industry. I have used the engine through for maybe 2 years. However, I could have 0 experience with Unreal or even game knowledge and that wouldn't matter.

The basic principle is more simplistic. The generic (software) could prevent this issue, but it does not. It's a just a simple logic flow.

narrow kite
#

You literally do the same thing, it's just on a per asset basis. Just change the max count and update it.

maiden wadi
#

That's nothing to do with the scene though. There is no triangle count cap in a scene.

#

If you want to cap all of your assets, make a quick editor utility that iterates your own assets and limits them to N triangles.

narrow kite
#

Even a tool if it doesn't exist (I presume it does not) to check assets for a vertices count exceeding (x) amount?

narrow kite
#

Which it is, and it is already a feature.

dark drum
maiden wadi
#

I would never downsize my textures in bulk. That's what platform cook settings are for. πŸ˜„

narrow kite
#

That's not really the correct ideology on this. Epic's role is also to support game development in many aspects. Including revenue from 3rd parties. It's in their own interest for the developers to succeed. Thus anything they can do to improve the process is a win on both sides.

dark drum
#

@narrow kite it seems like you have little to no understanding of any of the art pipeline.

maiden wadi
#

It is the correct ideology. What you're proposing is authoritarian. You're saying Epic should just force people outright to limit their things. What happens if some movie scene for hollywood needs a stupidly high tri count mesh?

pine carbon
#

Allowing developers to be less responsible with their asset performance is not the solution.

maiden wadi
#

It is the solution. Because as a developer you shouldn't be a fucking moron.

pine carbon
#

The people who already have good pipelines won't need it and the people who need it will only be enabled to use worse practices.

narrow kite
pine carbon
dark drum
pine carbon
#

Like . . . a real PS1 game?

maiden wadi
#

Yikes. Poor PS1

dark drum
maiden wadi
#

Man, we released on the PS4 and that alone was 😬

pine carbon
#

Because those didn't even have depth buffers, I can't imagine what kind of graphics gore that would cause.

narrow kite
#

You realize even if it was a developers mistake or lack of knowledge that still negatively impacts Epic? You know that right?

pine carbon
dark drum
narrow kite
#

Both the reputation and their business model. If that's a case like Metal Gear Epic is probably getting a direct cut of that.

pine carbon
#

I would actually agree with you there, Epic does have a somewhat undeserved reputation for enabling bad games because developers using their FREE engine are not good at optimization.

pine carbon
narrow kite
maiden wadi
pine carbon
#

I don't think a tri limit would help though.

#

You can go on YouTube right now and find a lot of people who do not know game dev correctly identifying a trend in poor performance of Unreal games, and then completely misdiagnosing that as an Epic problem.

pine carbon
maiden wadi
#

Gets even funnier when they lump a Unity or Cryengine game in there. πŸ˜‚

narrow kite
# cloud token Agree

There is another Niag FX pack available for free with 50 effects. It's a little botched on the release, but you can use it now.
-- Requires 5.7
-- You can't search it by name in fab
-- You can't search it by VFX in fab
-- It's under the tutorials

cloud token
#

Just because you have a race car doesn't mean you should drive like one in cities?

I have also never heard of thats the car or manufacturer responsibility that the driver isn't speeding

pine carbon
#

I admittedly am not terribly familiar with Unreal's methods of optimizing performance. I put most of my effort into making scalable code over performant. I should work on that.

pine carbon
#

I will look into that.

#

At the end of the day, Unreal is a C++ Engine, and the whole selling point of C++ is that it isn't going to hold your hand.

narrow kite
maiden wadi
#

There's nothing wrong with the engine in regards to performance. You are perfectly capable of creating performance friendly games.

Something that the fucktubers gloss over widely is the circumstances.

Raytracing tech is semi new. It's been played with for well over a decade now but engines only started using it in the last few years.

Any card below a GTX 3060 has no hope of running RT tech well.

Shit got expensive, people don't upgrade as much as they used to. (This includes people running consoles not upgrading to new gen but still wanting all the new games with 100% fidelity)

Now you have a lot of people with outdated hardware who complain they can't turn their game up to ultra settings and aren't happy playing on low or medium.

Upscaling DRASTICALLY helps RT tech. Less to trace, but people are stupid about it because they use their settings wrong most times and or delude themselves into thinking there's a fidelity decrease when in most cases there's not.

And at the end of the day, as a developer, you are perfectly capable of clicking a few checkboxes and disabling all RT features in your game and getting old DX11 performance without the benefits of Nanite, Lumen, VTs, and VSMs

pine carbon
#

Yeah basically that.

#

I do think there's quite a few lazy devs out there who don't put the effort into making lower settings actually look . . . good, but that's once again a user issue. They absolutely COULD.

cloud token
#

A friend was mad because he couldn't run a game using nanite with his gtx 1080facepalm

narrow kite
pine carbon
#

Good lord that's a decade old.

maiden wadi
pine carbon
cloud token
#

Yeah and you need at least 2060 to run nanite

maiden wadi
#

Kinda. The 20xx series were the first with hardware for RT, but they're still REALLY bad at it.

cloud token
#

Supported*

dark drum
maiden wadi
#

And you can run RT features on older cards. It's just all done in software and at slower speeds without the hardware to help.

cloud token
narrow kite
pine carbon
#

How does raytracing hardware work btw? I've implemented raytracing on the raw GLSL level before through the actual math approach, and I'm pretty sure any GPU could handle that. It couldn't do it QUICKLY, but it's basically just math when you do it that way. The most you need is a GPU that supports vector operations.

maiden wadi
#

You're simplifying game development by an amazing factor. And also Unreal is not just used for game development.

dark drum
pine carbon
#

Come to think of it, I have the same question about HDR lighting. That's also something that I see touted as a hardware feature, but I've done that on a code implementation.

narrow kite
#

If Epic allowed the developer to put a threshold on vertices count you can't really claim there is a downside to the dev. If you don't want it set it high or don't use it.

cloud token
#

Profiling

maiden wadi
#

And then people would complain about things in their levels randomly disappearing instead of their FPS being bad.

dark drum
pine carbon
#

You're enabling them to get further mired in issues they have created before they start to become a problem.

#

The problem will remain and they will not be any more equipped to handle it.

narrow kite
maiden wadi
#

Are you talking about max tris in a scene or on a specific mesh type?

pine carbon
#

And there could also be a feature that deletes half your tris when you import a model. That doesn't mean it should exist.

narrow kite
pine carbon
#

I'm very much in favor of Epic improving Unreal's approachability. I have complained many times about how I find their documentation lacking.

dark drum
narrow kite
#

Epic doesn't even need to provide those tools those terrible devs should just use their own pipeline and not have the issue to begin with!

pine carbon
#

But at the end of the day, it's a big freaking engine. You can do anything you want but you need to figure out how to do it.

#

That sentiment honestly goes deeper than just Unreal. It's kinda inherently part of programming.

narrow kite
maiden wadi
#

@narrow kite Are you talking about max tris in a scene or on a specific mesh type?

pine carbon
#

You can accomplish a great deal with If Statement Hell. Doesn't mean you should.

narrow kite
cloud token
#

Like driving a Bugatti on the road. You shouldn't floor it just because you can.. it still the drivers responsibility to drive properly

maiden wadi
#

It does matter. Because one is a simple validator. The other is a scene concept that has a lot of factors.

narrow kite
#

Hell it might even exist

#

You all better hope it doesn't exist. That wouldn't look good for your arguements πŸ˜‰

pine carbon
#

This is a very strange conversation.

maiden wadi
#

You can already write validation for assets of any kind. We have quite a few in Atre at the moment. Validating that a mesh has less than N triangles would be trivial.

Rewriting the scene to somehow ignore or remove primitives until you have only so many triangles sounds like a disaster.

narrow kite
pine carbon
#

Not entirely sure what you mean.

narrow kite
#

This guy right here caused a 50% fps drop just by himself πŸ˜‰

cloud token
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Epics fault

pine carbon
#

If you KNOW that's the issue, you have diagnosed the problem. Get a better model. Or possibly a stronger computer.

narrow kite
dark drum
narrow kite
narrow kite
pine carbon
dark drum
cloud token
narrow kite
#

It's not a PC performance or trace issue

narrow kite
narrow kite
#

That's also not really true in many other aspects. It's the same thing as releasing a 4K texture. If you look at fab for example you can get 4K 2K 1K etc.

cloud token
#

But how is it epics responsibility that the developer use appropriate assets for there game?

maiden wadi
#

I'm getting really confused. I thought the point was that Epic didn't give you the tools to do this?

cloud token
narrow kite
dark drum
narrow kite
#

Even if it was their own devs doing their own projects within the company. It still applies.

maiden wadi
#

Man. We've redone the pine tree in Atre like four times because that thing is a performance eating asshole.

cloud token
narrow kite
pine carbon
maiden wadi
dark drum
pine carbon
#

There are modelers out there who will publish horrifically optimized models for the sole purpose of destroying the computers of unwary developers. It is possible you are using one.

lofty rapids
#

this should be on mouse move of the entire widget right ?

cloud token
maiden wadi
narrow kite
cloud token
#

Yea

lofty rapids
#

hmm, i need mousemove over the whole widget i suppose i could bind to it ?

#

but the override i thought would work

maiden wadi
#

From the look of it if that is the cause, you can just put a blank image behind the whole thing with DrawAs = None and make it Visible.

#

Out of curiosity, what is this for exactly?

#

Might be a different way if you're looking for some sort of mouse location effect?

lofty rapids
lofty rapids
lofty rapids
#

and for some reason they are not triggering mouseover

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they are web widgets

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so what i figured was, click on the bar move up and down and let go

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would resize teh top and bottom

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basically this wight bar is going to slide up and down, which will adjust the heights of the top and bottom sections

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but the fkn mousemove isn't firing over this top widget for some reason

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so the fix suggested worked for the rest, except the two widgets, if i put them on the same zorder they mouse triggers obvi but i can't click the thing and type, if i drop the drawas none image lower it doesn't trigger

#

πŸ€”

#

the top and bottom are web widgets

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the browser doesn't seem to have a mousemove event i can bind to

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as a temporary fix i can make it invisible while i resize but i would like a way to fix that if possible

lofty rapids
#

see if i set the web widget to collapsed it mousemove.
when i resize and keep visible it will give a little wiggle room but the mousemove doesn't fire over a web widget ?

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its part of a thing where i can script for my games, and also make different programs

warped juniper
#

This is a fun error...
For some reason, this capsule collision I slapped into a socket of a character, default sizes, default scales for everything, looks MASSIVE.

lofty rapids
maiden wadi
warped juniper
maiden wadi
#

You said it's scale was default.

#

Ah, for everything.

#

What is it attached to?

#

Can you scale a socket on a skeletal mesh? Haven't tested that. Could be inheriting the Socket's scale.

warped juniper
#

Hmmm

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Gonna check

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@maiden wadi Yeah I know what's the issue now lol

ruby cobalt
#

hmm i got a bug but i think i did something dumb.

can you run Get Actor of Class at construction script to update a variable with an actor in the level?

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haha they all show None so i ugess you can't

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hmm

warped juniper
#

@maiden wadi Okay the issue is that the skeletal mesh I'm using got exported with base scale 100...

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So now I need to see how to re export without it

tall oxide
#

Is there a way to "flush all keys" in UE4?

maiden wadi
tall oxide
#

Yeah Its not, Only in UE5

#

I was thinking an alternative for that

livid flare
#

Hi any method to make the on component hit event fire on meshes with physics disabled?

livid flare
#

this is what I have, not sure how to use movement component here

dark drum
livid flare
#

in collision settings of the mesh

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it only fire with physics activated

crimson briar
#

I think the object itself must use some movement to generate hits without physics, it won't get hits from other physics enabled bodies. But I'm never sure if I understand this stuff correctly

livid flare
#

If I use the begin overlap node instead, it works but looks like it won't work with replications

whole ridge
#

If anyone has time I have a question. I'm hoping to get nudged in the right direction.

What I've done: Top down game, WASD movement as well as the mouse click and hold.

I've got it figured out to switch to first person when I tap "C".

The camera movement is fine but the WASD is wonky. It doesn't seem to line up or react perfect with the camera movement.

dark drum
whole ridge
# dark drum Show how you handle the movement.

I will pretty soon! I honestly wasn't expecting a response so quickly, lol.

I have it split between my character blueprint mainly for the camera view change, and my controller blueprint for the movement portions of course. Just to give some context.

I even opened a new project for first person to make sure my IMC wasn't set up incorrect and the inputs. I even mimic'd the functions within the event graph for movement and aim.

I know that's not images just trying to remember as much as I can being away from my PC.

lofty rapids
#

The problem I see is you mimic the setting and the camera is different

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Depending on how you move you probably want a slight difference

floral stump
# livid flare

seems like the collision channels don't blocking each other

#

you don't really need the physics to be enabled for hit detect

faint pasture
#

The thing doing the moving is what handles detecting hits. Either that's physics, a movement component, or just your own custom code

livid flare
livid flare
floral stump
livid flare
floral stump
faint pasture
livid flare
floral stump
floral stump
#

try to open the mesh and show the collision of it, if it has no collision, add a collision body to it

faint pasture
# livid flare

All of the components, I need to see what the root of this actor is

livid flare
pine carbon
#

Which one of these options will change where the left edge of a widget appears on the screen.

frosty heron
#

Dont draw as box

whole ridge
# dark drum Show how you handle the movement.

The first three are from the Characters BP.
The last one is inside of the Controller BP.

The pressing of "C" works great, camera works great etc. For both how I have the Top Down set up. So far, the First Person camera looks great. My walking is just a little weird.

pine carbon
frosty heron
#

Question not very clear, do you mean the outline around the element?

pine carbon
#

Or do they just not work like that.

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Maybe I should describe my end goal and see if I'm doing it all wrong.

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I got these screen space coordinates. I want the widget to be aligned with the x coordinate.

dark drum
whole ridge
low glade
#

Hey Im trying to integrate an fps counter into my game so that players can measure performance, I've seen people divide 1 by delta time to get the fps, is this a reliable method or should I try to use the stat fps command (only reason I haven't used that is i can't customize the font and stuff)?

lofty rapids
whole ridge
lofty rapids
lofty rapids
lofty rapids
#

your adding rotation, this is will keep adding up when that event fires ?

#

maybe try to set instead ?

whole ridge
lofty rapids
#

is it fkd in both modes ?

lofty rapids
#

consider the spring arm is not the same as camera rotation

#

if its not aligned properly

whole ridge
# lofty rapids is it fkd in both modes ?

Only in first person. Top down is perfectly fine.

Yeah the way they are set up are also good far as I could tell.

That's fair too. I'm antsy to get back on to try this out πŸ₯Έ

lofty rapids
#

do you even use the spring arm in first person ?

lofty rapids
#

i see you do you use aim/move for first person

whole ridge
lofty rapids
#

ya what i think your doing is moving based on the player facing direction

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but think it doesn't change when you rotate the camera

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i would use the camera right/left forward/back similar to your third persona view

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so when you rotate the camera, the player isn't rotating

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and your moving right/left based on where your facing

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not the direction of the camera

gentle urchin
fiery swallow
#

it doesn't work for generated frames though :<

gentle urchin
#

Correct πŸ˜„

cloud token
#

Which should not be implemented in first place anyway 😑

narrow kite
#

If you have 15 Niag effects in a level. Torches, Fountain etc. Should you just let them all load at run time and always run? Or set up something like a collision box so they are only active when the player is within the collision range. On a performance level which one is better and is it signifcant enough to matter?

floral stump
#

if you place a particle effect in a streamable level, set it to patially loaded, it will unload automatically if no player is in range

narrow kite
#

They are not currently streamable levels. Not sure I want to go that route.

floral stump
narrow kite
#

I'm getting closer to a steady 120 fps even in the editor. With naturally some dips. I haven't noticed that much with the niag. It's just a matter of optimizing in cases where they might consume a lot more. There could be 40 in a level for example or more resource consuming effect.

floral stump
#

use streamable level, they are awesome

maiden wadi
#

I'm fairly sure it was one of the mid tier reasons to upgrade to 5.

narrow kite
floral stump
#

if this is true actor will be auto load/unload if in range

#

if you want something to be always loaded, set it to false

narrow kite
#

Sounds like the world partition system basically on a smaller scale

floral stump
#

thats all

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yeah and its very improved, put thousands of objects in level with spatially loaded enabled, and let the engine to handle load/unload

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I have like +65k objects in my level

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and fps reached 900 in high res, shipping build

maiden wadi
narrow kite
maiden wadi
#

I think so? I'm not fully following your last part of "then having anything in that spawn at a set distance from player"

#

Essentially if you have a torch, or a fountain. These things just have a niagara system on them. That system has a NiagaraEffectType applied to it which culls it's render or tick based on the conditions you allow at set scalability levels.

You then do not need to care about spawning or distance to the character. It comes with the torch actor or fountain actor and just automagically works.

narrow kite
maiden wadi
#

Not spawn as much as start ticking/rendering, but yes.

narrow kite
#

Yes more technically activating paticle effects.

whole ridge
lofty rapids
# whole ridge

in hear in move you are moving the character relative to itself right ?

#

this is your first person camera movement

#

switch out the the right and forward

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with camera right and forward

lofty rapids
whole ridge
whole ridge
lofty rapids
maiden wadi
#

Should really have separate IMCs for these control sets so they can for one be rebound easier and separately, and two be simplified.

whole ridge
#

I also did that, I have one for the TopDown and one for the FirstPerson

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Thank you though. At first when I did this I didn't realize that right away and had to do some research

maiden wadi
#

Ah. Yeah I just went back up through the conversation.

whole ridge
#

I have something super small just not lining up and I think I am overlooking it somewhere. I've debugging and it doesn't give me much to go off of.

lofty rapids
#

i'm pretty sure its because your moving rleative to your character that your camera movement isn't ligning up

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when you rotate the camera the character doesn't rotate

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atleast i think so thats what it looked liked to me

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like you probably notice you can strafe move forward/backward, but you can't rotate

maiden wadi