#ue4-general

1 messages Β· Page 44 of 1

tepid steeple
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Thanks

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That helps a lot

cursive dirge
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there's also SDL based joystick plugin

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initial one was directinput but it didn't have FFB in it

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not sure if SDL one has either

tepid steeple
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Thanks

cursive dirge
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oh

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SDL is in 4.14

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having SDL built with UE4 helps

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as it's easier to make joystick plugins for it now

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I wish logitech shared the source code from their own libs

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I know they are available online from 3rd party sources but not sure where they've been originated

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maybe they shared them in the past but they definitely don't give them out publicly atm

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with those sources, you could implement custom FFB stuff, now with logitechs system, you have to use their own functions for FFB forces (which work fine for games with vehicles though)

floral heart
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Who here likes AI_MoveTo?

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I thought so.

wind epoch
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strange question, how the hell do you create pitch black darkness with a skybox still existing?

south ridge
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Fog?

jade lark
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I feel stupid for asking this, but I'm having a difficulty with the concept of a 2d array in blueprints, I can't seem to understand how to make one to store XY data for a simple grid

thin haven
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basically you make a Vector array (yellow color)

gentle ivy
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@jade lark it's basically an array of an array of objects.

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think of it this way. Variable X is an array that holds a variable of Y

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Y is an array that holds APawn*

thin haven
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@gentle ivy: you're talking c++, he's asked for blueprints

gentle ivy
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Same concept right?

jade lark
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@thin haven i make a vector array, simple enough, then what i do with it?

thin haven
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@gentle ivy: AFAIK you can't have an array within an array in bp

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@jade lark: then you can use it for whatever you need

gentle ivy
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Well then how is someone having issues with a 2D array in BP?

thin haven
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for instance, I use arrays for my AI finding points to navigate to

gentle ivy
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sure but @jade lark said 2D array not just array

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so first lets figure out why they are saying 2D

jade lark
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I'm gonna quote the guy who tried to help me, I just don't understand exactly what I'm supposed to do:
"This involves making an array variable, putting it inside a struct variable, and then making an array from that struct variable. An array within an array"

thin haven
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I assumed he said 2D because he wants it to reflect 2D space

gentle ivy
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I would not assume that.

thin haven
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okay, I was wrong, sorry

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@jade lark: yeah, that's the way to do it

gentle ivy
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Sickness, what is your end result, what do you want to do?

jade lark
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I just want to store rows/colums data in a grid, so i can spawn things at specific tiles

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like a chess board

gentle ivy
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ahh alright. So yes, make a struct with an array in it.

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that's step one.

jade lark
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alright, done. I have a nice-looking Struct with an Int Array

gentle ivy
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hmm you might be able to do this with vectors instead but instead of pushing that on you I will go further with this.

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So from there you want to create an array of your struct

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you then break the struct any time you need it

jade lark
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what's the benefit of using vector array? I've been thinking about it since it is a grid I'm trying to make, but at the same time i'm not sure

gentle ivy
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a vector 2D can hold 2 floats and a vector 3D can hold 3 floats

thin haven
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^^ basically this

jade lark
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well, how bout it, I did this like 2 hours ago, I just didn't quite understand it's what I needed (I swear i'm not a monkey)

gentle ivy
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nah its cool everyone starts somewhere

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So are you trying to hold more than a location in an array?

jade lark
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not really, at least not for now, until I start understanding arrays a bit more.

gentle ivy
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then make an array of vectors

jade lark
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alright, thanks

gentle ivy
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a vector holds X, Y, Z all in floats (basically just decimal numbers)

vale osprey
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@jade lark 2d grid address in 1d array is:
width * row + col

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let's say your grid is 4x4 and you want to set/get element 2,3
then
4*2 + 3 = 11

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0,0 element will be 0 element in array
0,1 will be 1 element and so on

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but take into account that you don't use 1..4 coordinates in this case but 0..3
as 0 is a first element!

jade lark
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read about that, not sure I completely get it, but I will

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I understand the 0-based part

vale osprey
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for example 2x3 grid will be stored like this:
[0,0] [0,1] [1,0] [1,1] [2,0] [2,1]

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so 6 elements of 1 dimensional array

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in brackets are grid coordinates of each element

jade lark
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what if my grid isn't something as small as 4x4 or 8x8, what if it's 400x400, wouldn't it get a bit too confusing?

vale osprey
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nah, that's why you have math

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just make couple of functions to get and set your values into array

gentle ivy
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why complicate it when you have vectors?

vale osprey
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Sorry @gentle ivy perhaps I misunderstood what you mean

gentle ivy
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he said all he wants in an array of locations

vale osprey
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ok, I thought more like 2d array, which we don't have in BPs

jade lark
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i need a simple way to store different locations on a grid, so i can spawn different tiles, based on location

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for example if it was a chessboard, i'd wanna spawn a green tile on G4 and a red tile on G5

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or maybe a purple tile on A2, i just need to know what "A2" is as a location, etc

gentle ivy
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ahh then you do want a 2D array

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I assume you want to keep the pointer to a tile?

jade lark
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yep

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btw, i made a small graph about what @vale osprey said widthrowcol, i finally get it, it's consequentual, but it just doesn't start from 1

vale osprey
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yes, adress in array starts from 0

safe rose
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We can fake 2D arrays in BP though

vale osprey
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grid coordinates in 2d space would be something like this
X = column_number * cell size
Y = row_number * cell size

safe rose
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If you're having problems, glance at that

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It's CPP implementation, but can be transferred to BP

jade lark
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no, i meant, like if we take a 4x4 grid, the very first element is 5, cause width * row + col = 4*1+1=5, right? Or did i completely whiff on the logic

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jeez, i really wish it hasn't been over 15 years since i last studied any math, i feel like i'm trying to re-learn how to walk

vale osprey
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no, Row and Col are addresses you provide

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very first element is zero because grid coordinates are 0,0

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if it's easier for you to work in 1..4 as grid coordinates, then just use
width * (row-1) + (col-1)

jade lark
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alright, thanks

abstract hawk
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does anyone know what it means when an object's rotation values have an asterisk next to them in the editor?

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oh thats the degree symbol

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nevermind I'm dumb

hazy lynx
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hai all!

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all of a sudden when I try starting my project I get an error saying OculusRift could not be loaded

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any suggestions

thin haven
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@hazy lynx tried another project? might be the plugin is wonky

leaden onyx
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Can there be issues with streaming level while in VR? Like major slowdown which may induce sickness etc

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Any idea?

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So far I didn't see streaming being used, so I'm kind of interested why

sand onyx
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hmm is there anyway to destroy a actor and keep it destroyed when the game restarts?

fast mica
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does anybody have a weird issue in 4.13.2 (Windows 10, GTX 1080) where menus don't open when they're clicked? lot of weird strange UI compositing issues with the editor.

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i'm about to test the preview to see if I still have it.

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seems perfectly fine in 4.14 preview 3

inland granite
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Hi! Any idea how to test the "Sky Distance Threshold" in Skylight? I tried everything but nothing changes, no matter why i type. I read that everything behind the limit is treated as light-source. I moved actors fat behind the area but they are working exactly the same as any other object

urban salmon
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i've never fully understood it

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i was mussing with it this morning

foggy valley
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hey poppets

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how does this source folder work for content?

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the one where if it updates UE offers to reimport it automatically

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is it in Content/Source?

shut jay
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hey there

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so I am trying to read from this enum file

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and the enum file already has 2 enums inside of it

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but for some reason

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the UI is outputting 0?

safe rose
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?

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Are you using a switch?

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Are you using an eVar/

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Like, how are you getting the values?

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It would default to 0

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because it starts as an int 0

shut jay
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i have a foreach loop for the enum maps

safe rose
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show

shut jay
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and it's converting the enum values into strings

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putting them into an array

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etc

safe rose
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cool story

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but I need to see the BP

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to check for errors

shut jay
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lol alright hang on it's similar to this one system

safe rose
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in your logic

shut jay
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yeah ang on

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hang on*

safe rose
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πŸ‘πŸ½

shut jay
safe rose
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Where are you setting the enum value at?

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I am assuming that's a self made macro

shut jay
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hmm?

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the enum values are inside the neum file?

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enum file*

safe rose
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so...

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what's the problem again?

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because I just tried it and it worked

shut jay
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what really? the fuck

safe rose
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But

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What do you want again?

shut jay
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okay

safe rose
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All those conversions...

shut jay
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so I want players to select a gamemode they want

safe rose
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k

shut jay
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and a map of their choice

safe rose
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k

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Those are just switch cases

shut jay
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so when they are creating the server, they can just choose out of the choices

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etc

safe rose
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So..

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Switch case

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They choose a Gamemode

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bam

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Then the next logic is pick a map from whatever

shut jay
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yea

safe rose
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sigh

shut jay
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0 is suppose to be like

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Gamemode

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and then next to it

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is gamemode 2

safe rose
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2 for what?

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the number of gamemodes?

shut jay
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....gamemode 2 as in the second gamemode

safe rose
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wtf

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Why
?

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Anyway doesn't matter

shut jay
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what do you mean why?

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there are multiple gamemodes

safe rose
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I don't care how you want to implement your UI

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Look

shut jay
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what's wrong with that? ;p

safe rose
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your logic is messed up

shut jay
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ok

safe rose
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It's stupid

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But like I said, whatever

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Let's fix your logic

shut jay
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ok i am glad it isn't my logic ;p

safe rose
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So...

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Step 1: Player makes a choice (via what) to decide on the Gamemode

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Step 2: A list of maps will populate the screen

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That's it right?

shut jay
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yes basically

safe rose
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So

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Make two buttons

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Have them click on whatever gamemode they want

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GGWP

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Set the new GameMode

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then

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Bring up the Map List

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or Screen

shut jay
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so when i create the server

safe rose
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GGWP

shut jay
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i will still be able to get the value they picked

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?

safe rose
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You decide that

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by your logic

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however you want to save that

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Like I said before, you could do a simple switchcase

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And then set the case depending on what they choose

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and then you could use your enums

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Or, save them in some array and pick by int

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or output the name/text/string whatever for each level chosen

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Save each

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There's a million ways to do it

shut jay
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i don't get whats wrong with this way though

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ive seen it work on this public community project

safe rose
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Then continue doing it until it works

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Public Community Project...

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so any newb can just jump in there and mess with it?

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That sounds like a great resource to use πŸ˜‰

shut jay
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well people just learn things from there or look at it if they're stuck

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or people can copy pasta which is a no no

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lel

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i might just do it your way

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when i have something selected for a button

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does it stay selected

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?

safe rose
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?

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What are you asking me?

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YOU decide that

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You should probably watch some beginner tutorials

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Actually the BP Multiplayer tutorials

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probably has something like this

shut jay
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errr

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nevermind

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thank you for your help.

urban salmon
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so, like.

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how the shit do i use a parameterized blendspace in an anim graph?

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so far the only way i've figured out of using a blendspace in an anim graph requires a specific blendspace to be used

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is that just how things be

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and i can create a struct for an AnimNode_BlendSpacePlayer but that doesn't seem to really help with anything

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... nevermind. i'm a tool.

foggy valley
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the fuck is this shit

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oh I know what it is, it's why I can't move a map ever

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D:

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so what is an external package?

cursive dirge
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better describe your issue more in detail or nobody will be able to help you

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what you did to download it?

foggy valley
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who me?

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it's just an old project with a very old landscape in it

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I have a couple of projects like that and I can't move the maps for them at all

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I get exactly what you see above

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some of them created the materialinstanceconstants for the landscapes as actual visible content browser packages too :/

regal mulch
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How would you guys and girls go about "blinding" the player if he tries to look outside a window?

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So it's really really bright

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Ok used a block with a emissive material

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Β―_(ツ)_/Β―

cursive dirge
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@foggy valley oh wow

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he just deleted his messages

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some people..

plush yew
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does anyone know if using temperature or light color has a difference in performance for lights?

tall pendant
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i noticed no differences. But dont quote me on it πŸ˜ƒ

safe rose
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@regal mulch you figure it out?

regal mulch
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@safe rose Well yeah like I said. Block with emissive channel

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Good enough for hwat I'm doing atm

safe rose
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πŸ˜ƒ

daring saffron
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hey guys got a problem, only got 2 classes added into my project and already i cant build the game (cook it)

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(how can i add a neat log ?)

safe rose
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Pastebin

inland granite
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Good morning! Is there a way to set how much the actor takes the nav-volume? I want the nav-mesh to cut exactly where the actor ends. Now the nav-mesh is cut few centimeters after the actors.

prisma field
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sighs Gotta love it when your PC crashes on you while working in UE4..

gloomy pollen
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I have learned to save religiously

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Upgrade to 4.13.2 today and conversion in place failed, project wouldnt open D: luckily I knew upgrades are the devil so I made a copy of project before

worn granite
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When in doubt, save.

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Map save to mouse delta kappa

gloomy pollen
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πŸ˜†

ashen brook
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I compulsively ctrl+s before entering pie or compiling blueprints

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It's not even compile -> save anymore, it's save -> compile

waxen vine
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I turned on the save on compile setting. Took me about a week to stop pressing compile -> save

errant lintel
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Hi ! Somebody already try to use GameplayCue Editor ?

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from Gameplay modules (Abilities, Tags, ..)

dim geyser
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Is there a way to change resolution scale on mobile?
r.MobileContentScaleFactor doesn't seem to work

still solar
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morning everyone, how do I set custom snap setting for the editor, like custom rotation angle snap?

gloomy pollen
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Is there a bug that doesnt allow components to have settings applied? I keep hitting this damn glitch but no idea how to specifically reproduce it. Sometimes the components don't respect the settings until I close the editor and re-open, picture shows its compiled and saved but camera is using old position http://imgur.com/8BEkqLB

Imgur: The most awesome images on the Internet.

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and when this happens, i cant move the component, but, if i try to, those changes only show up after restarting editor

vale osprey
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@gloomy pollen this one is specific to camera I think, another bug like that was with sockets

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glitch with camera wasn't as agressive thoe, was fixeble by closing and opening BP

gloomy pollen
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really screwy, it was a new project just modified the level BP and then was moving camera around and compiling to get the position I wanted

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Project is literally unusable in the current state

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I think I know what you are talking about though, in my other project I ended up making a UMG widget for modifying camera location/rotation in-game since I couldn't see my camera settings being applied sometimes.

umbral trout
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Does anyone have a good solution for drawing debug editor lines with dynamic updating?

I need to visually show connections between entities, currently using Construction BP to draw debug line for 999,999 seconds since I can't do it by tick. The biggest issue of course is the line will continue to draw in the old place if you move the actors, it wont update until you re-open the map. Is this not do-able in BP, would I need to make a code plugin?

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I tried using the flush debug line BP node, but it kills everything and they won't render until re-open the map or move each actor

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The UT jump pads achieve what I want to do, ideally I'd want a straight line to draw even when actor deselected

bright arrow
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Does anyone have any rough estimates on when 4.14 will be released? We need to QA all of our marketplace packs but don't want to start that process until the preview version is fairly close to release

distant needle
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@regal mulch, have the tonemapping settings such that Max is rather low

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then have the exterior really bright light (with sun, skylight etc.)

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in reality, sun-lit places can be hundreds times brighter than interiors

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so it's nothing unrealistic to have them 10x brighter in UE πŸ˜‰

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some white atmospheric fog can help too

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I'd rather go for overbright skyboxes, though, not full white (if the game style is not cartoon). Just because super white is even more rare than a pure black in photography, movies

dawn crescent
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im trying to spawn a sword and have it attach to a socket, the sword spawns at the socket but instead of attaching just falls to the ground. what am i doing wrong?

umbral trout
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@dawn crescent Did you disable physics before attaching, Set Simulate Physics to false, and then turn it back on after you detach.

dawn crescent
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i didnt work, i tried all of the simulate physics nodes that poped up

umbral trout
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Your weapon component heirachy would matter too for weap, like if your root is a scene component and the weapon mesh is parented under, when it spawns the weapon will fall to the ground and stop there, since the root is what would get attached to the warrior. Might be best to have the mesh as the root

mint raptor
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When should I use an Actor Vs a Comonent

foggy delta
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I think Actors are for "things" in the world, and components are for "parts of that thing"

mint raptor
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ok cool

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So right now it seems as though Unreal is ignoring the pivots i've set, any way for it to retain it?

inland granite
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ignoring pivots?

safe rose
cursive dirge
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inland granite
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What does the Rotate Vector actually do in UE?

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How that function could be used in some case?

toxic cobalt
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Hey, I'm trying to export a mesh from a blueprint to Blender– is this possible?

tall pendant
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you can export meshes from the content browser to pretty much any 3d package that supports .fbx

toxic cobalt
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But when I go to asset actions -> export, I can only export it as .T3D or .COPY 😦

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I can't find a way to import either of those kinds of files into blender

patent ibex
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is 120mb executable size a norm for packaged template project?

gloomy pollen
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@toxic cobalt you can export the mesh, not the BP. Find the mesh in the content browser.

ruby chasm
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I'm trying to create a new animation, I created it using a reference pose and I've added keyframes but I'm not sure how to SET a keyframe once I've moved the skeleton into another position?

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(the animation channel is unable to help)

mint birch
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Had a very long debugging session... to prevent this from happening to you I thought I post it here: a custom GameInstance class/blueprint may take some time to actually load up. It is responsible for showing UI in my game. In editor everything was fine but in my packaged game the MainMenu was not showing. Instad of calling the Show Main Menu in the LEvelBlueprint's BEginPlay, I know call it after a .2 sec delay in the "Event Init" in my custom GameInstance class.

kindred marlin
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Did they remove the ability to make a BSP a static mesh??? I need a really small box to continue with a tutorial and I remembered that I used to be able to do that.

safe rose
kindred marlin
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I'm in 4.13.1 and it isn't there.

safe rose
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Hmm

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Okay then

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There would be a good reason for that πŸ˜‰

kindred marlin
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I know it isn't supposed to be used in a professional environment, but I'm just using it in a tutorial. I could go through all the paces in 3DSMax, but I'd rather not.

safe rose
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damn, well now I messed up my scene trying to delete it

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but nayway

kindred marlin
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Sorry.

safe rose
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if all you need is a box

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there is a box in engine content

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nice

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Building the level

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killed it

kindred marlin
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Sorry!

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Too big, and the static mesh is the root component so everything scales down to it. 😐

kindred marlin
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AFlightStopActor::AFlightStopActor()
{
     // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    SM = CreateDefaultSubobject<UStaticMeshComponent>(FName("SM"));
    SetRootComponent(SM);

    NextFlightStop = CreateDefaultSubobject<USplineComponent>(FName("SplineComp"));
    PreviousFlightStop = CreateDefaultSubobject<USplineComponent>(FName("PreviousFlightStop"));

    NextFlightStop->SetupAttachment(SM);
    PreviousFlightStop->SetupAttachment(SM);
}

At least that is what it calls for in the tutorial. :/

safe rose
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ah I see

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that's a static mesh actor though

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the 1m cube

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so you should be able to use it'

kindred marlin
safe rose
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Ah nice, yeah his tutorials are awesome

kindred marlin
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Yeah, I've been working on them and they're really good.

ember trellis
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Hey, so not sure where this should go, but I'm wondering if anyone has a recommendation for build automation with Unreal4 and Subversion?

umbral trout
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Does anyone else expierence bug in Sequencer when you have an Actor with a track, and you compile the BP for the Actor it loses reference in Sequencer and you have to re-add it back? This is on 4.13

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Even if the Sequencer asset is read only / not checked out in repository, as long as you compiled the BP for said Actor it will lose all connections in Sequencer

waxen vine
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Anyone getting about a second delay in 4.14 when ending simulation even on a blank project?

crude perch
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Sup guys! Can you give tips, how to make a wave system?

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I mean, what I need to store inside Gamemode and Gamestate. And yes, wanna make it upgradeable to MP

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For example, in gamemode I set that there will be 5 waves, and each wave has specific target points/score. Then pass this info to Gamestate, right?

crude perch
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@safe rose okayπŸ‘Œ! Thanks

safe rose
plush yew
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Tried to build in 4.14, got this error, any ideas?

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LogPhysics:Error: PHYSX: (D:\Build++UE4+Release-4.14+PhysX_Compile\Sync\Engine\Source\ThirdParty\PhysX\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!

lyric canopy
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Packaged build. How do I change the settings with a config ini?

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graphic settings

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I have a DefaultGameUserSettings.ini in the config folder but it doesn't seem to be updating

sharp summit
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Is there any way to generate a black glow? Like you'd get from an intense emission value?
Like with bloom turned on

safe rose
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PBR op @sharp summit

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does it work against a white background?

sharp summit
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Well that's the idea

safe rose
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does it work?

sharp summit
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Uh... no? Because I'm asking how to do it? πŸ˜›

safe rose
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;0

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Well, I assumed so

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But maybe you tried some otehr background

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Anyway

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Black is not a color right

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Not in regards to light

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It is the absence of it

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And in PBR

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that means nothing

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So, not sure if you can do it

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Because technically, in PBR lighting, that would equate to 0

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or nothing

sharp summit
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Well, I mean the bloom effect is just gaussian blurring the material to hell

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and putting it back on top

safe rose
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Right

cursive dirge
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I didn't even get what the emission black glow is

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black doesn't glow

sharp summit
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So I was wondering if you could grab that functionality somehow and do it

safe rose
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He just wants to gloaw the color black though

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For a cool effect

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Or something

sharp summit
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Yeah. Like a vacuum sucking effect.

safe rose
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Like dark matter

sharp summit
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Yeah

safe rose
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I mean, I GET what he wants

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But, I just don't think it's possible

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Not in an easy way anyway

cursive dirge
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I know how you do it

safe rose
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You'll have to fake the effect

sharp summit
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Obviously couldn't do it via the normal light way.

cursive dirge
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you just invert all colors

safe rose
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lol

cursive dirge
#

make white glow πŸ˜„

safe rose
#

troll

sharp summit
#

πŸ˜›

cursive dirge
#

it works!

safe rose
#

But yeah...

#

That's a very good question, I just know it won't work, because that's techincally the correct way of rendering color in PBR

#

But, there's been black glow effects in games

#

Just not sure if any in UE4

cursive dirge
#

well

sharp summit
#

Yeah. I'm doing it for an exit portal. Because I have an 'entry portal' that's glowing and awesome when you approach it.

cursive dirge
#

bloom glow is just the basic color with additional alpha around the thing

safe rose
#

insteaf of a glow

cursive dirge
#

you can do that in textures for emission

safe rose
#

Black?

sharp summit
#

Hmm

cursive dirge
#

sure

#

whatever

#

(whatever color)

safe rose
#

Well, I was going to suggest an overlay

#

Black

#

And reduce the opacity

#

Make it particle or something

cursive dirge
#

just need some gradient alpha on borders

#

but can you actually tell what you want

#

like is it a car exhaust?

#

or some magic spell

sharp summit
#

No. It'd pretty much be the like inverting an intense white glow in photoshop πŸ˜›

#

You get black with alpha fading fringing.

cursive dirge
#

yeah, so do it like that..

sharp summit
#

For a portal.

#

Gradient Alpha on borders... wouldn't that be clipped by Z-depth?

#

like if I had a door frame and put the material behind it

#

I'd just get a black plane right?

cursive dirge
#

sure if you have geometry on front of it

sharp summit
#

Where as the bloom effect sits on top of Z

cursive dirge
#

you didn't tell you had it though, that's why it's better to tell what you actually try to do so people can give better solutions

sharp summit
#

Fair call.

#

Well yeah, the idea is I open a door to a portal

cursive dirge
#

you could probably do it on PP

sharp summit
#

Behind door A is a black exit portal

#

behind door B is a white next level portal

#

The white portal glows with high value bloom emission

cursive dirge
#

bloom is PP effect too

sharp summit
#

Ok.

#

So... I'd make an extra mesh using the PP material?

cursive dirge
#

you'd need to be able to isolate the portal material somehow on PP and then blur it or something

#

there are probably people here that would know that route better

#

never even done simple blur on PP

sharp summit
#

Alright. I'll ask on the forums. If there was a simple way that people knew about, I wanted to ask πŸ˜›

#

It's not a big deal, but it'd be nice!

cursive dirge
#

you could use stencil masking to find the portal on PP, but would probably need putting surrounding geometry into stencil buffer too, so portal wouldn't clip through

sharp summit
#

Yeah. Sounding quite complicated. Essentially I'd be reimplementing bloom

cursive dirge
#

pretty much

sharp summit
#

But allowing for arbitrary colors

safe rose
#

They would know best

cursive dirge
#

I'd just fake it with alpha

#

make portal to fit that purpose

#

so it doesn't z-clip

#

most of the issues are really design issues unless you insist of doing things in specific way

brave horizon
#

Anyone here had any experience with scale with VR?

#

specifically moving from normal to king kong size?

sharp summit
#

@brave horizon what do you want to know?

brave horizon
#

@sharp summit Well, I was testing out something.

#

@sharp summit I simply increased a boilerplate VR pawn by a scale of 10.

sharp summit
#

Oh

brave horizon
#

So, it.. looks okay, but the head movement is a bit off.

#

I figure it's because it's moving at a scale of 10 fold.

sharp summit
#

You probably want to change the world settings scale instead of the pawn scale.

#

If you have tiny baby hands

brave horizon
#

I tried that via the editor at run time but nothing really changed.

sharp summit
#

Ah

brave horizon
#

Though maybe I could try it via a BP - reckon that's it?

sharp summit
#

Yeah, I got stuck there too.

#

Didn't mess around with it much further. I wanted to be able to pinch to zoom

#

'pinch to zoom'

#

And scale the world.

brave horizon
#

ah right.

#

A few alternatives are to increase the world scale instead of the player, but I can't see that being a good move.

sharp summit
#

But it was only a whim; not required for the stuff I was building.

brave horizon
#

It's almost like the camera bloats

sharp summit
#

Changing the scale in world settings before you start definetly works.

#

So try that direction and go from there.

brave horizon
#

ok

#

One other thing

#

Can world scale change during runtime at all?

#

Ideally I'd want my charactero morph from small to big

#

Actually just found I can, but has to be via BP

#

Thanks for your help!

plush yew
#

Has anyone been able to get Ansel working with 4.14?

sharp summit
#

@brave horizon Cool good to hear it worked

cloud loom
#

Does anyone know if there is a way to copy paste the entire transform of objects, not just location and rotation etc individually?
Also, surface snapping does not seem to work on anything blueprint, is there a way to work around this?

wintry prawn
#

Do changes to lightmass settings through your config files get saved when you update versions?

pallid compass
#

Question, how do people texture grass when its made of 1 plane so there is only one face?

south ridge
#

You can have two planes for two-faces

pallid compass
#

How do i do that?

#

im trying to make some grass in maya but i just cant figure out how to UV both sides

wary dew
#

Doesn't enabling two sided option in UE fix that?

fierce tulip
#

^ hehe

#

even better, two sided foliage so it lets some light trough from other side

#

though might be a bit hard depending on how much grass you have

wary dew
#

Hey Luos, I was told you would be the one to ask for particle help. Do you have a few minutes?

fierce tulip
#

depends hehe

#

sup

wary dew
#

well, i'm trying to create the illusion of a far away army marching along hilly terrains.

#

the problem i'm coming across is that the particles sort of pop under the terrain after sliding along the surface for awhile.

#

i've got a couple photos if it might help visualize what i'm trying to do.

fierce tulip
#

thats due to distance, nothing you can do about that

#

so would have to fake it

wary dew
#

what do you mean?

fierce tulip
#

im guessing you are using collision to make stuff move over the terrain

wary dew
#

yeah.

fierce tulip
#

after a certain distance collision is disabled for optimisations

wary dew
#

ah, is that it..

fierce tulip
#

i havent gone as in depth as to see if there is some things you can do to alter that distance though

#

you could try the answerhub but I tihnk its just a limitation

wary dew
#

well, my main goal is to just have little figures walking across the terrain. do you have any advice on how many to go about that? i felt i was really close with using particles.

fierce tulip
#

hmmm

wary dew
#

indeed.

fierce tulip
#

you could partially fake it inside a shader i think

#

especially at the far distance

#

just have black line/dots move

#

on a plane covering the terrain

#

and when closer, you can use the particles

#

even closer have a brickload of grouped meshes (so 100 tiny things as one mesh)

#

etc etc

#

swarm would be overkill, and no experience with that

wary dew
#

my original idea was to just make a copy of the terrain and move it up slightly, then replace the material to have panning dots/figures in the perspective of the camera going across that. but it didn't quite give the 3 dimensionality of these figure particles, or the randomness of the particle spawns.

fierce tulip
#

if you uv it in a way where it gets thinner (uv wise) at the bottom it would look they get bigger when closer to bottom

wary dew
#

well thank you for the help and advice. you narrowed down my research quite a bit.

#

i might be back in a day or two if i can't figure it out lol

fierce tulip
#

sure, lemme know how it works out

#

i never tried anything like this

#

espeially not with particles

#

so its def. an interesting situation

wary dew
#

i only need it for about 5 seconds of a cutscene

#

but if i can figure out how to get around all the problems the particles are giving me, this would be a cool thing to have for multiple instances.

fierce tulip
#

yea

#

another way would be, but its very time-consuming

#

is make one entire animated set of planes of it

#

vertex animation has a max amount of 8192 vertices you can animate in one (rather expensive) texture

#

if you use triangular planes, you can have 2730 animated planes walking into screen hehe

wary dew
#

when you say animated planes, you mean like imposter cards with flip book textures?

fierce tulip
#

actual mesh triangles, if you want to animate a texture on it, sure

wary dew
#

okay i think i fixed the particle thing. I don't know what mesh distance fields are but enabling it and turning the particle collision seems to have fixed it.

#

wait nevermind, that just caused different problems.. lol

fierce tulip
#

yea

#

if a particle is not visible for even the shortest moment it falls trough

crimson moon
#

Has anyone had any luck with engine scalability. The blueprint node "Get Overall Scalability" yields 3 for both AMD rx480 and NVIDIA gtx1080 which is strange because the SynthBenchmark GPU index is 164.4 and 369.3 respectively.

fallen schooner
#

I have a general UE4 question

#

In Unity, an object is defined by its components, meaning that it was very easy to have a single object that can be treated as multiple types.

#

IE attach a "Hazard" component and have the player take damage when contacted, attach a "Hittable" component and have it respond when attacked.

#

But in Unreal, I'm unsure how to do that kind of composition

#

For example, I am making a beatemup. How do I differentiate a basic combatant, that can move around and take damage, from the Player character which responds to input.

#

One long inheritence tree?

south ridge
#

First of all, the difference between player who responds to input and a generic dude is that player is a dude with a player controller

#

Dude has an AI controller instead

fallen schooner
#

Okay, so they should be the same but getting their AI from somewhere else?

south ridge
#

Dude is simply an object which can move around and do things dudes do

#

Dude is the physical body

#

Controller is the soul of the dude

#

He makes dude do stuff

#

E.g. controller feeds inputs to the dude. Controller can be a player controller or an AI controller

gloomy pollen
#

Sounds like he is overall describing Blueprints, they are the actors which you add components to (like movement component)

south ridge
#

Components in UE4 add blocks of functionality to the actor

fallen schooner
#

So it sounds like the answer is composition (lots of objects referencing eachother) but without a central "GameObject" that they all attach to

#

Can you explain Components in UE4?

foggy valley
#

an actor is an entry in the scene graph

#

components attach to actors

#

they can be data components, or have position, scale and rotation, etc

#

a StaticMeshComponent attaches to an actor and shows a static mesh, so it has transforms

#

scenecomponents attach to actors and show in the scene

#

actorcomponents attach to actors and provide a service, etc

crimson moon
#

Hello all, I'm working with UE4s engine scalability, I have all but 'r.ScreenPercentage' being set automatically. It's being ignored as it is lower priority than the previous 'SetByCode' (3840x1200 probably because of Vive headset). Any ideas on how to regain control of this without code changes?

vale osprey
#

@fierce tulip you could pack vertex animation tighter, just need a bit more math to do this. Eventually limit will be 8192x8192 variations of vertices/frames

#

Which can be extended by adding more textures

#

With custom compression you could do even more

fierce tulip
#

yea, but aint nobody got time for that hehe

#

by that time, actual skeletal/morph animation is cheaper

#

and faster production wise

vale osprey
#

Agree

#

UE4 supports instances skeletal meshes?

fierce tulip
#

its beyond my knowledge but still an interesting approach you suggested

#

dunno about instanced

#

but id make it all one big skelmesh :p

vale osprey
#

Ahh, in this sense

#

There is always an option to make it in Brigador style - render out flipbook with depth, roughness, normals

#

And render it as impostor as you suggested

#

Then it should match lighting and resolution can be selected to that specific view point

fierce tulip
#

yea

#

thats also what I like about gamedev (and in a sense movie editing stuff)

#

there is no one way

#

so many ways to smoke and mirror good results

#

or at least, interesting results

vale osprey
#

this kind of approach would work supperb for pixel perfect tile based game, something like old X-COM for example

fierce tulip
#

bookmarked, imma lie down for a bit till face isnt numb anymore hehe

green ridge
#

I accidentally(by buying a new PC) found hardware-dependent bug in one of my projects(a floating point precision issue, which affects physics) and now I wonder how other people find such errors? Maybe there is a service to test your project on all platforms and on a different hardware?

crimson moon
#

Hello all, I have engine scalability working in the editor but it work in a packaged build. The config files of the build look correct in both engine/config and project/config. Does anyone know how to get these settings to override internal defaults?

south ridge
#

@green ridge what kind of an error

#

Can you describe it a bit more in-depth

#

The general solution to these problems is to follow a certain set of rules on how to approach floats

#

E.g. not rely on the lowest bits in calculations etc, all to make it resistant to small precision errors

#

Also DirectX messes around with floating point settings

#

I think there are conditions (external to the app) under which you can get your application to run under different floating point settings

warm trail
#

What's this new Map_BuiltData.uasset I'm seeing popup?

#

Found it in release notes

fallen schooner
#

I have a general UE4 question.

#

I created a basic blueprint with a camera and placed it in the level. My default pawn is currently set to None in the project settings. I could set it to my camera blueprint, but how can I ensure the the one I created is posessed instead of spawning a new one?

safe rose
bitter seal
#

@fallen schooner, there's a pawn property call 'auto possess'

#

Anyone know if 'keep simulation changes' (or editing while playing) is possible in VR?

mint raptor
#

What source control to use with Unreal?

#

One that supports LFS I take it?

safe rose
#

@mint raptor Use Perforce

#

Best implementation in UE4 imho

#

!invite

plush yew
#
fallen schooner
#

oh okay, thanks Jjjams

#

@bitter seal How can I make a camera draw to the player's screen without them possessing it?

bitter seal
#

Like a picture in picture? A little sub window with a second view? Or you want the whole screen to show what the other camera is showing

fallen schooner
#

I want the whole sreen to show what the camera is showing.

#

@bitter seal I want the user to be able to see through a camera without actually posessing that camera.

bitter seal
fallen schooner
#

Thank you

bitter seal
#

@fallen schooner, you're welcome.

stiff sage
#

I'm experiencing graphical ghosting in high speed motion after I migrated my project to 4.14 (from 4.10). Anyone knows how to get around this?

safe rose
#

disable motion blur?

fiery harbor
#

probably temporal AA changes that were made in between

#

I think those were in 4.11 or 4.12

stiff sage
#

@safe rose First thing I tried...didn't work

safe rose
#

hmm

fiery harbor
#

so you can't do anything against, other than not using TAA

stiff sage
#

@fiery harbor A'ight I'm not yet familiar with the post-process jargon yet, but could you tell me what diff it's gonna make? (disabling TAA)

fiery harbor
#

well you would need to use a different anti aliasing thing, and there is only FXAA

#

unless you switch to the forward renderer thats in 4.14, then you could use MSAA

stiff sage
#

@fiery harbor So what's the tradeoff in each of them?

fiery harbor
#

depends on your content

#

TAA has ghosting and blurs stuff but is fast

#

MSAA is quite perfect but only works with forward

fallen schooner
#

Should I avoid calling Character->AddMovementInput?

fiery harbor
#

FXAA is usually just ugly

#

and none is even more ugly

stiff sage
#

@fiery harbor Haha thanks, how does Fwd Render affect perf?

fiery harbor
#

the forward renderer should be ~25% faster, but MSAA is ~25% slower than TAA, so if you use both theres no difference

#

but forward has many missing features

fallen schooner
#

Doing so is causing my game to crash.

stiff sage
#

@fiery harbor OK then, why would I use one over the other?

fiery harbor
#

depends on what you need, forward is good for VR where you don't need many of the high end features since they are too slow anyways

stiff sage
#

And another thing, how come the same issues don't affect me in 4.10?

fiery harbor
#

because they changed how TAA works in between a bit it seems

#

made it better for some people and worse for others

stiff sage
#

@fiery harbor One last question, what're these 'high-end missing features' that you mention?

fiery harbor
#

dynamic shadows from movable lights, SSAO, SSR, contact shadows and some more stuff I forgot

fallen schooner
#

Nevermind I had a bad actor saved

#

Okay rad it works.

stiff sage
#

@fiery harbor Thanks a lot for your help man. I'll try fiddling around with the AA types to see what I can get πŸ™‚

fiery harbor
#

yeah

fallen schooner
#

Hey @fiery harbor I have a question

#

I'm using a character to move along a 2d plane.

#

One thing I noticed is that if I switch direction fast, he'll often get stuck not looking left or right?

#

How can I make my character keep turning until they're facing the last input? Even if the player stops pushing keys?

fiery harbor
#

I don't know, thats CMC related stuff and I haven't used that for a while

fallen schooner
#

Should I just remember the last input direction and have the actor rotate on tick?

fiery harbor
#

I don't know

plush yew
#

hi guys do we have a thread for cinematics?

#

πŸ˜„

safe rose
#

@plush yew Not really

#

Or actually

#

Hmm

#

But no

#

Sequencer/Matinee is quite specific

plush yew
#

yup like I guess maybe they could set up a new thread for this one πŸ˜„

#

this might be a great help for cinematics aspect

safe rose
#

Ha good luck on that

#

and ask them

plush yew
#

sure thanks man πŸ˜„

cursive dirge
#

I don't think that 25% faster for forward stands for low end hw

#

I saw a way bigger perf boost on my initial tests with crappiest hw I have around here

#

probably true for VR spec hw though

#

should probably do more tests now with 4.14

safe rose
#

@cursive dirge you got Vive?

cursive dirge
#

nope

#

wish I did

safe rose
#

I see

cursive dirge
#

funny thing is, I've been developing a game for over a year that will eventually have a VR support and now all devgrant vives are gone

safe rose
#

haha

#

You never know

cursive dirge
#

yet only fraction of those 500 vives will be used for commercial game dev

#

so.. go figure

safe rose
#

Maybe Oculus is next

#

@cursive dirge how do you figure that?

#

You really think any dev who applied isn't using it on dev work?

cursive dirge
#

just by looking at peoples project they got devgrant vives for

#

sure they use them

#

but most I've seen have been just playing around with them

safe rose
#

Hmmmm, I'm very curious as to who you are talking about

cursive dirge
#

only seen few actual project that target release some day

safe rose
#

Ah, so you are assuming that the VR devs who have them do not use them for VR Dev Work due to not seeing any "actual dev progress" or something correct?

#

But, most VR Devs are going to not show any of their work

#

For fear of an idea to be stolen

#

VR market is still quite new

#

Everyone wants their idea to be unique, for as long as possible

#

Also, NDAs

#

If the dev grants went to VR Devs who are under NDAs, you won't see much from them either.

dense ravine
#

is there a way to copy a terrain+folliage from one map to an other? Terrain worked but the folliage was lost :/

safe rose
river sierra
#

Hey does anyone know how to remove empty vault listings in the launcher? I have empty ones because of a drive failure and I'd like to just reset it to what I actually have downloaded.

orchid sable
#

Anyone have experience with making a dedicated server? I am having trouble getting my new UBT Target to build: Creating library C:\Users\Mystic\Documents\Microdose VR\Binaries\Win64\MicrodoseVRServer-Win64-Shipping.lib and object C:\Users\Mystic\Documents\Microdose VR\Binaries\Win64\MicrodoseVRServer-Win64-Shipping.exp CVTRES : fatal error CVT1103: cannot read file

#

thanks for any insight :))

wispy violet
#

Does assets in Developer folder gets cooked by default?

regal mulch
#

Does someone know what exactly this should tell me?

LogLoad:Warning: GameMode::GameModeClassAliases are deprecated, move to GameMapsSettings

#

I know that I'm using +GameModeClassAliases=(ShortName="Team-based",GameClassName="/Game/BPNetworkingProject/Blueprints/TeamDeathmatch/BP_GameMode_TDM.BP_GameMode_TDM_C")

#

But what the hell is "GameMapsSettings"

#

Uff, i can't find a single post on google about this

#

How can it be that no one came across this yet

#

GameMode aliases are so standard o.o

plush yew
#

@regal mulch You have the option to put them in Project Settings now!

#

You don't need to do it in the config

#

I'm doing exactly what you're doing still though, and I'm not seeing the warning

regal mulch
#

@plush yew BEAUTIFUL

#

Thanks for that

plush yew
#

πŸ˜„

#

I think I started using aliases just a couple of days before I noticed the new option, it's very useful

#

I am scared: An empty blueperint project is about 20 MB and an empty C++ project is 1,3 GB ?

safe rose
#

?

plush yew
#

Ok.. C++ is only 900 MB.. but I think the size difference is scary.

safe rose
#

symbols are op

plush yew
#

One precompiled header file is 830 MB. Do I need this file even on GitHub ?

#

Ah.. it's in the ignore file: Intermediate/*

#

Hmm.. but the projectName.VC.db file is not in the ignore list. :/

#

And it's 300 MB.

safe rose
#

github has a pretty nice gitignore in place

#

you cna add anything else you'd like

plush yew
#

I deleted the projectName.VC.db and Visual Studio recreated it and everything seems to work.

#

Hmm.. OK. *.VC.db needs to be added to the default GitHub Desktop ignore list for UnrealEngine.

plush yew
#

I reported it. Hopefully It'll be added to the next GitHub Desktop release.

wheat spade
plush yew
#

Oh great. Are these file atomatically added to the GH Desktop builds ?

wheat spade
#

I'm assuming that it does. It is the source of all of the ignore files they use.

plush yew
#

Ok.. then I just underlined this with my e-mail. πŸ˜€ But next time I'll check out the repository first. πŸ˜‡

mint raptor
#

I'm confused why my debug line goes on forever and doesn't stop at line end?

#

is that normal?

fallen schooner
#

I have a Character that I'm having move left and right along a plane. However, if I make them reverse direction it's possible to have them stuck facing the wrong way by releasing the button.

#

Is there a way to force the character to always complete their rotation if give a movement command?

#

@anybody

dark musk
#

store a direction state and update it when new key is pressed, but on release, force the character to face the stored direction state

#

that's what I'd probably do anyways

fallen schooner
#

I'm storing the last movement vector provided but am unsure what method to use to actually rotate teh character.

#

Just change the actor's rotation? Is there some character-specific value I can use?

#

character=specific method

plush yew
#

does anyone know if unchecking startwithtickenabled has any impact on cpu performance

urban salmon
#

i mean. it won't start with its tick enabled.

#

other than that, i doubt it

fierce tulip
#

"There is a minor bug in 4.14 about material compiler failing to re-use duplicate material networks and calculate them several times. It is likely to be responsible for most of performance regression. It is due to be fixed in 14.1"

thin haven
#

minor bug. ugh. if they call such a thing minor, I wonder what qualifies as major

fierce tulip
#

at least they dont go "we'll fix it in 4.15" like some other breaking bugs

feral echo
#

they pushing up new version too fast

vale osprey
#

@plush yew ideally one would disable tick on everything that doesn't need it

plush yew
#

@BoredEngineer#0100 yeah but the tick mode is disabled if you don't connect anything to it. But I have thousands of blueprints in this scene without anything hooked up to tick that's why I was asking. It doesn't seem to make a difference from my testing

vale osprey
#

@plush yew really? Good to know, I had impression that you need to shut it down manually

stiff sage
#

I got a question about the new exposed Vehicle Movement Component in UE4.14. When it asks for BoneName for my Wheel in Wheel Setup, does it have to be a bone in a SkelMesh or can it simply be a Child Actor? (Where I can use the Child Actor to mention the Wheel point)

sand spear
valid latch
#

Hey guys
brand new to UE. Anyone have a tutorial/video, any you'd recommend over say obvious search results, for learning the basics of making a game using this? I am not affaird of opening VS also. I am running through the intro vidoes currently
Thanks for any suggestions

leaden perch
#

Hello all, I just updated my project from 4.12 -> 4.14 and now my InputActions that I'm listening for in my PlayerController correctly open my UI menus, but when the UI menu is open, that same InputAction is no longer triggered. What changed?

valid latch
#

Wow thanks! I bookmarked them, really apperciate it. They seemed to have released tons of tutorials themselves, their intro videos are really nice.

leaden perch
#

Unrelated to my original question: Using 4.12, when I play using PIE, collisions with my Pickups don't work

#

But when I play in Standalone Game, they work

#

WTF why?

solar pasture
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Hey, so I made a game menu, and it works when I run it in UE, but if I launch it, it doesn't work, like I can't click on any of the buttons or anything. Should I worry about this, or is it just a UE issue?

lone salmon
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Can anyone out there with HTML5 experience shoot me a message. I'm having Main Menu issues. Thank you!

timber birch
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Hey, Does anyone know why my 4.14.0 project does not show up in the launcher?

lone salmon
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Opening through the directory won't bring it into the launcher?

timber birch
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Nope

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I also get this error when i try to reinstall the launcher

timber birch
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Above issue fixed

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still no projects found. even tried the game.ini solution. But didn't work either

fallen schooner
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Hello people

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I have some questions about the Damage component.

cursive dirge
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@timber birch what platform are you using?

timber birch
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@cursive dirge I'm using Windows 10

cursive dirge
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oh ok, just checking

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it's not that then

regal dome
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Does everyone here work on Unreal Engine?

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If so

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I really need help with a project

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So can you DM for it

timber birch
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@cursive dirge Just letting you know, the issue has been fixed. Not sure how i just threw away everything i could find from epic ha πŸ˜ƒ

cursive dirge
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nice πŸ˜ƒ

green ridge
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Can somebody tell me why when I call SetActorScale3D node some of my scaled actors are destroyed randomly? If I'm not calling this method, everything is ok.

thin haven
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I don't think they are destroyed - they might be offset by some weird amount or something

green ridge
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@thin haven Nope. I see that actors were destroyed in World Outliner and if I try to do something with them by reference, I'm getting error - "...Actor X is pending kill..."

thin haven
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maybe you're setting the scale to 0? I imagine this could destroy them

green ridge
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@thin haven I already checked it. Scale is always > 0.

thin haven
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they migth be moved out of bounds

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turn on output log and check

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changing scale of parent affects location of children actors/components

green ridge
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@thin haven No, I have blocking volumes to prevent them from falling. I even tried to unposses pawn and focus on this actors - they just destroyed in random place. Output log is clear. I'm scaling the whole actor, not components.

thin haven
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the only thing I can imagine is them being moved out of level bounds

green ridge
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@thin haven Thanks for help anyway!

frank escarp
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now sure if someone knows this problem im having

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im trying to attach a rigid body to a kinematic actor

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using a physics constraint at the moment

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if i move the kinematic actor, or rotate it

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the constraint breaks

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100% of the time

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and my attached rigid body falls due to gravity

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the constraint does not having breaking enabled

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exactly the same as here

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ok this is weird as fuck

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i think i found a bug

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in the exact same example as the documentation

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if you place it on the level, do a "simulate" and then try to move the actor, the constraint breaks

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if you place it on the leve, do a "simulate" and first move the "parent" mesh, the constraint wont break anymore

visual parrot
grand lake
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Hi, I had a question about Source Control using SVN. I got it all working on my end, I was able to connect to SVN and do commits, and updates fine. I gave my friend my repo address, and an account on VisualSVN I made. The issue is everytime he tries to connect it says, that the project is not a working copy. Anyone know how to fix this issue? Thanks

thin haven
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I'm not sure (I don't do SVN but git), maybe your friend doesn't have the access? AFAIR svn can be public/private just like git repos can

grand lake
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What do you mean by having no access?

thin haven
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what I said. maybe the svn remote repo is set to private only, then only you have the access

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or maybe he failed to clone or whatever it is you SVN folks do to get the data to your HDD

grand lake
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Yeah Im not sure whats happening.

fleet pendant
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Hmm, isnt the Cable Component supposed to have collision support in 4.14? CanΒ΄t seem to find how to enable it

fallen schooner
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I have a custom component, HealthComponent, attached to my character.

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I'd like to be able to change HealthComponent.MaxHealth on the instance in my scene, rather than needing to enter the blueprint each time. How can I do so?

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HealthComponent is C++

stuck garden
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Maybe UPROPERTY(EditAnywhere, BlueprintReadWrite) will help

fallen schooner
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I'll try EditAnywhere

stuck garden
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It would look something like this
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default")
int32 MaxHealth;

fallen schooner
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It's already EditAnywhere. Or do you mean the Component reference?

stuck garden
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The variable only

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Also you need to click on your actor and then select the HealthComponent :p

fallen schooner
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The component reference on the character is VisibleAnywhere, BlueprintReadWrite. The Maximum Health variable is EditableAnywhere, BlueprintReadWrite

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The health component does not appear when I click my actor.

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Which is what I'm trying to solve.

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I can see it in the blueprint editor but not when an instance is selected in the actual map

stuck garden
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gonna send a screenshot of what to select exactly :p

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gimme a sec

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In my case it's like this

fleet pendant
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wouldnΒ΄t you need to expose a property on the blueprint like Health, and then on BeginPlay set the health property on the HealthComponent?

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with the value from the Health property on the BP

stuck garden
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His variable is in C++ and it looks like it's already exposed

fallen schooner
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Let me see if that works.

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Ah, you are right. There it is.

stuck garden
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Yaay

leaden perch
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Using 4.12, when I play using PIE, collisions with my Pickups don't work
But when I play in Standalone Game, they work
WTF why?

south ridge
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Question on licensing and stuff

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Do I have to say that my game is built with UE4

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Do I need to put UE4 logo anywhere etc

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I tried googling for it, but couldn't find any clear guidelines for when to use them or no

daring saffron
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hey guys, just wanted to ask a general question on how in an FPS for example, would you set up weapons ( C++ ) , would you use Actors ( so like an Actor type WeaponBase.cs and inherit from that) or somehow use ActorComponents, but i dont know how that would work. I think im basically stuck on where you would use a component over an actor for example ?

floral heart
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I've concluded the best trick to creating a quick scene is having the assets already made.

plush yew
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@daring saffron A component will always be a child of an actor. The weapon in this case would be an Actor, and it would containt a Static Mesh Component for the rifle mesh and possibly and audio component/particle component for effects

glad cosmos
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πŸ‘‹

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I'm playing around with GearVR development

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I'm using a cut-down version of the C++ FPS template

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And it seems like any time I change engine settings, I have to wait for 5-10+ minutes of cooking

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It seems to be cooking tons of stuff that isn't even being used in my project, like all of the plugins' content

granite steppe
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Not sure where this would go but what would be the best way to play out a special move? Should I use matinee to play the animation and camera movement?

south ridge
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@granite steppe I have no idea about the best way, but many games have a special entity which plays a special camera movement etc

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So for the duration of that, they just switch camera to that entity, the entity has camera moving by any animation means (can even be parented to a socket on an animated skeletal mesh)

granite steppe
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Ah got ya.

south ridge
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You can smoothly switch camera between different entities

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With just one blueprint call

granite steppe
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Oh damn, that's amazing. So If I wanted to I can link it to a shoulder button with like 2, 3 options?

south ridge
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Hm?

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I'm not sure what you want to do, but yes, you could smoothly switch camera around by buttons

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Point is, the camera switch is automatically eased in/out, so it's pretty swell

granite steppe
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Oh cool. Could I do hard cuts aswell?

south ridge
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If you give it transition time of 0 seconds, it just gonna instantly jump

granite steppe
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Ahh. Appreciate this man! I'll take this on board

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Wanted to test this for an RPG.

south ridge
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I forgot the actual call, but it's something like "set view"

granite steppe
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Alright. Thanks

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If you was to add another call to play a transition over the top @south ridge, I'm guessing it would work nicely design wise

timber birch
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Could anyone tell me wich option would be better. What i want to work with is a FPS Project with Third Person aswell (by hitting a button going to third person mode)
But wich template would be best to start with? First Person Template or Third Person Template? the First person only has arms and can't figure out how to switch that to a full character. The third person has ofcourse a full character and switching the camera allows you to go to first person.

granite steppe
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I hear TPS is better to start of with in comparison to FPS as its easier to make a first person camera whilst being able to retain the Full 3D Model

timber birch
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Cool yeah ill go and use TPS than πŸ˜ƒ Thanks!

fallen schooner
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Hello. I have a component "SpellPart". I am trying to have it reference another SpellPart on the same actor but it doesn't appear in the details dropdown. What should I do?

vale osprey
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@fallen schooner pass reference in constructor or find by name in OnBeginPlay

junior oar
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Hey was there a way to make object/actor unselectable in editor? Someone asked this somewhere in internet like 2014 but had no answer.

coral kayak
junior oar
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Someone reasked it recently, seems like its well hidden

green spear
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Anyone that can confirm that Forward Shading and r.LightPropagationVolume not working together. My editor crash when I try it.

brisk osprey
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, I just updated to Unreal Engine 4.14 and having some issues the landscape tool is not working well ? I am on a mac osx anyone else getting this problem ?

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Could that be cause of I dont have xCode ?

tall pendant
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i dont own a mac anymore, but i doubt it has to do with xcode.

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maybe gpu drivers? idk how its handeld on mac nowadays

brisk osprey
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It worked perfectly before

tall pendant
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hmm maybe its a good idea post your issue in answerhub then.

brisk osprey
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yeah

timber birch
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Hey, i have another question.
in CryEngine Proxies are used for collision. How is that controlled in UE4 and is it needed?

south ridge
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#legacy-physics but also: UE4 components can create collision bodies for themselves, which are later handled by PhysX and stuff

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For example the static mesh component uses collision from the static mesh

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But you could create arbitrary collision if you needed to

timber birch
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Alright cool

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Thanks for the anwser πŸ˜ƒ

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Isn't it possible to make the collion boxes in 3dsmax?

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and export it alltogether with the main mesh?

tame ocean
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I'm curious, does UE4 support 16k texture maps?

coral kayak
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Why do I keep getting
DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG
on 4.14?

fierce tulip
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why would you need 16k texture sizes? (unless you use Granite)

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also @coral kayak might be an nvidia driver

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i had that with 4.12

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(or ati driver)

tame ocean
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I came across some 16k scanned textures and was wondering if UE4 would support something like that by default.

timber birch
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Glad there's a script to export multiple assets to multiple fbx files at once

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Makes it alot easier

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and using UCX is for collision, cool

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Learning UE4 goes fast πŸ˜›

fierce tulip
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you can enable 8k afaik @tame ocean but i dont think 16k is supported.

timber birch
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Learning Again* haha

fierce tulip
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about time @timber birch

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:p

south ridge
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@timber birch yes

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Give objects UCX_ prefix and they will be treated as convex collision mesh pieces

timber birch
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Cool. I have a question tho

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is that possible with LODS aswell? or not?

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LOD or LOD

south ridge
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There are no LODs for collision mesh

timber birch
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oh lol

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No i mean

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for the mesh, to export

south ridge
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Yes, dunno how

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I use blender, I don't export LODs same way

timber birch
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Aah fair enough, thanks tho πŸ˜ƒ

gusty summit
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Anyone have any advice for lightmapping/unwrapping an environment with multiple meshes?

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do I unwrap each one to its own lightmap, or put them all on one? I've tried both but I still get overlapping errors

fierce tulip
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you unwrap each unique mesh

gusty summit
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yep I did that both onto seperate lightmaps and the same

fierce tulip
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mirrored uv's, overlapping uv;s, and uv's outside of 0-1 space are not allowed

gusty summit
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i just found an addon called texture atlas im going to try

timber birch
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Okay so 1 quick question

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LOD's are seperatly exported as FBX?

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and after importing to UE4 can you remove the lod fbx or does it need to stay?

tall pendant
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with 4.14 you have a auto lod system. so in most cases you dont have to worry about lods anymore.

timber birch
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@tall pendant Handy, however ive seen that, but when that happens with this mesh: https://puu.sh/spTnA/335373ea5d.jpg its just a big box around the whole mesh, wich in my eyes is kinda weird because you can walk in between the wooden posts.

tall pendant
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hmm thats weird indeed

south ridge
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@timber birch LOD's must be packed into a single FBX if possible

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UE4 can import LOD's from just the models FBX

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And my personal suggestion is to not rely on any form of fully auto LOD'ing

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You can do much better by running your modelling software's automatic decimation and simplification of induvidual parts of the model and not the model as a whole

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I dunno, I find making LOD's quite fun

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The only thing I need to figure out is how to transfer UV's from highres mesh to LOD in blender

timber birch
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Yeah well these meshes are all ready, lods, collision etc. because i made it for CryEngine, but converting it to UE4. I don't want to rely on auto lods,

south ridge
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But I know that is possible, just need to integrate it with my scripting

timber birch
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Yeah but lets say

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you have 5 lods

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then you get something like this if i'm correct?

basemesh.fbx
lod1.fbx
lod2.fbx
lod3.fbx
etc

Correct?

south ridge
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From Blender, yes

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I've added a simple C++ handler in our games code that detects lod1...lod3.fbx and loads them

timber birch
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Oh clever

south ridge
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It specifically checks for presence of LOD levels when you import an FBX

timber birch
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But you cannot remove those lods.fbx right? they need to stay there. Personally i don't like that way

south ridge
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I mean

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After you've imported the FBX, you can delete them

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I don't store FBX files, when I need to export anything, I've got a script that generates FBX files based on a .blend file (a blender file with models/scenes/etc)

timber birch
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But then again CryEngine uses .cgf for their meshes and lods are packed with the basemesh in .cgf. It just keeps the folder a bit cleaner haha

south ridge
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UE4 doesn't use FBX to store meshes

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You import an FBX and that's it

timber birch
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Oh so

south ridge
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It converts into an internal mesh format

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So all LODs are a single thing

timber birch
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basemesh and lod fbx's files are packed together in a .uassets file?

south ridge
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My process is "open blend -> run script -> import basemesh.fbx -> all done"

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Yes

timber birch
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Thank god

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problem solved