#ue4-general

1 messages ยท Page 61 of 1

light thunder
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I use an finterp?

vale osprey
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out put value that you set is your new rotation

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yes, F is for floats and V is for vectors

light thunder
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FInterpTo or FINterptoContstant

vale osprey
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to Constant will have a constant speed of animation

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regular one will go faster the larger is distance between Current and Target

vale cloud
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(I hope @light thunder sends you one of those fancy pressure valves as a gift @vale osprey ๐Ÿ˜„ )

vale osprey
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hehehe ๐Ÿ˜„

light thunder
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what should I put for interp speed?

vale osprey
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nooo don't connect like this

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do it as on screenshot

vale cloud
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LOL now I can't stop imagining it executing and BOOOM!

light thunder
vale osprey
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if you connect output of Set as input your current value will be the same as output during execution and it shoudnt

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yeap

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set speed to something like 10 and see how it works

light thunder
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it jumps to the end and doesn't mvoe at all...hmmm

vale osprey
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try lower speed

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ohh wait, this is wrong

light thunder
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I have to go pick up my son from school

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i didn't think i would get this far yet

vale osprey
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not completely wrong but sort of

light thunder
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I'll be communicate while I wait in the car line

vale osprey
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try changing speed to different values like 20 or 0.01

light thunder
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i did ...it keeps going round and around brb

vale cloud
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Too much pressure! ๐Ÿ˜ heh ...er... ok, bad pun ๐Ÿ˜„

safe shoal
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@fierce tulip ๐Ÿ˜ฎ

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๐Ÿ˜„

light thunder
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@safe shoal PM'ed you

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@vale osprey I tried changing the different values but it is like going around and around, it's like it's reseting the previous LERP

vale osprey
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can you screenshot your graph? maybe execution order is weird

light thunder
spice urchin
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i want to see too. and i want to see when it works, i think this is fascinating problem to solve ๐Ÿ˜ƒ

light thunder
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What is the best way to record an animated gif to upload? I use FRAPS but there is probably a better tool (I use JING for my screenshots)

spice urchin
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gyazo

vale osprey
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put Curve Interp as input to your SetRelativeRotation

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right now you connect output and I have suspicion that it re-evaluates Interp because of this

spice urchin
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maybe don't use gyazo right now though, server borked

light thunder
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odd things happening stand by

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Pressure is zero, (valve is closed) but look at gauge....there seems to be no pattern, it's very wacky and will jump around, with no seemingly set intervals

vale osprey
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have you connected CurveInterp variable as input to SetRelativeRotation?

light thunder
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yep

vale osprey
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try adding PrintString after Interp node and output what its showing

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if numbers make sense - they roll from one value to another then issue is in rotation

light thunder
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umm...odd, it's not printing

vale osprey
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nooo, not there

light thunder
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ahh

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the tick

vale osprey
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in the same execution from Tick

light thunder
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yes, it is addming up

vale osprey
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yeah

light thunder
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it is counting each time and it stops at the A node (135) of the LERP

vale osprey
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ahhh ๐Ÿ˜„

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ok, set default value for Curve Interp to 135

light thunder
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weird...it stops, (when the valve is fully opened) at 318

vale osprey
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because by default, float is 0, so when you lunch it starts from 0 degrees instead of A

light thunder
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why does it keep going around and around....like when I pull back (which should lower it) it keeps moving it forward around

vale osprey
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have you set default value?

light thunder
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yes

vale osprey
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so, does it start at 135 now?

light thunder
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yep

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but it doesn't end correctly

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it should scale to 415 because of the interp

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but it stops at 318 for some reason

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and then it doesn't move back

vale osprey
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hmm and Lerp is at 415 at this point?

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or 410 - whichever value is maximum

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try changing speed then, set it to 1

light thunder
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I cna tell then the speed is wayyy to low

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but that doesn't explain it not moving backwards at all

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Okay i think I know what is happening

vale osprey
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ohh wait, I'm an idiot

light thunder
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there is some lag time based on the interp speed

vale osprey
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you need to execure SetRelativeRotation on Tick too! ๐Ÿ˜„

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otherwise this doesn't make any sense as Set.. is what updates rotation

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why are you doing that cast btw?

light thunder
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GENIUS

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works PERFECTLY

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The casting is because I have a Core Pump Panel BP, with all the components and static meshes of things that I don't need line tracing for

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this was the first time I have done BP communication and Linetracing

vale osprey
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why not make needle part of the same BP?

light thunder
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So the way it is setup is, I have a Linetrace that triggers an event to open the valve, which calls the event on this Valve BP

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because I am moving the valve i nand out of the world and I am also doing a render outline/material change

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I wasn't sure if it would end up highlighting the needle too

vale osprey
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ahh, ok

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I would do it differently but if it works it's fine

light thunder
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you can mention how you would do it, I'm always wanting to learn and when I go to 'refactor' I might change it that way

vale osprey
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you don't have to animate in the same BP, could just send the value of the pressure into BP which contains needle and calculate animation there

light thunder
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incidentally, how difficult will it be to make a Macro of all this...because I have like 7 more valves

vale osprey
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exactly for this reason^

light thunder
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so I'd make two macros I guess?

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one at this valve BP and one on the Main Pump Panel BP (where the needle is)

vale osprey
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no no, you can make a separate BP with the gauge itself

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well, actually yes, you can do it as macro

light thunder
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This way I can just drag the pump panel into the world and don't have to reposotion the gauges and the needles (my god, the needles)

vale osprey
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true but gauge can be a child actor component

light thunder
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I thought about that too, I might play with it

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the tricky part is I don't know enough about inheritence

vale osprey
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so it encapsulates all logic inside, works as separate self contained thing and at the sametime is always on the panel

light thunder
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I might need to do something to just the pump panel itself but not affect the children, I have read a little about overrides but I'm still largerly ignorant

vale osprey
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child actor component is a component, it's not class inheritance

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it's literally "take this separate BP and pretend its part of parent BP"

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like if you have a key chain and keys are separate object with their own logic

light thunder
vale osprey
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so all visual parts of panel are in the same BP?

light thunder
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yes

vale osprey
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ahh ok

light thunder
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the valves are out for now because of linetracing

vale osprey
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then just move that animation logic into panel

light thunder
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Ah okay

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should I use an event?

vale osprey
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and send pressure from valve to panel

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yes, you can use the same event that changes pressure

light thunder
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or cast from the panel BP to the Valve BP

vale osprey
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or set variable directly - but it's not as clean as event

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well, any of those should do

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you will see which is better with time

vale cloud
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"just send 500 PSI over a blueprint line and be done with it" ๐Ÿ˜„

light thunder
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lol

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I'll play around and be back with question but the progress I have made is awesome

vale cloud
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๐Ÿ‘ to @vale osprey and congrats to you too @light thunder for the progress made ๐Ÿ˜‰

light thunder
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LEFT - Valve BP RIGHT PumppanelCore BP

vale osprey
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mmm I think you only need a reference to panel to send this event

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you can add pressure as variable of event

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and BreakableForceLimit is a variable

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you can add such variable when you create your events

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@vale cloud we should have finished it an hour ago ๐Ÿ˜„

light thunder
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@vale osprey I I took a look at it....as far as I can tell, I have to do this with 3 BP's although it might be possible to due to.... right now I have the FirstPersonBP which linetraces and actually physically moves the valves...and it calls the Open/Close Event respectively.... this open/close event is run on the Valve BP and it caculates the math for that particularl lines pressure....then based on the math, it sends out an event with that pressure which is then run and can used that to animate the needle in the PumpPanelBp ...

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Offhand, I COULD move all the math that is done on the Valve and just do it on the pump panel

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but I'm not sure what is better, 3 interdepantly but mildly small BP's

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or 2 moderately sized BP;s

vale osprey
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Just animation math would be better

light thunder
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so 3 simpler ones

vale osprey
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yeah, simply because the way how your needle rotates is irrelevant to valves

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so it would "pack" logic of the needle in a place where needle is moved

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this is just good practice in programming to separate things from each other and let them do their own thing

light thunder
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So literally take all of that and move it to the PumpPanelBP (where needle is) and call the event, which has an input node of Preconnect2PSI

vale osprey
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it makes it easier later when you refactor code and maybe want to send different pressures from different valves to different panel and etc

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exactly

light thunder
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Yeah, I'm going to have to do this for 8 more valves and 10 more gauges

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Hopefully I can collapse some of this into a macro but I've never used those before

vale osprey
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yeah will be easier then, you can make a function or a macro which does the same math for different needles

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just provide a needle, max pressure, min and max rotation as parametes to it

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the you can always change it in a single place and get it applied to all needles

light thunder
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ah okay, so macros ARE avaible to all BP's right?

vale osprey
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there is a thing called library

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function library and macro library

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you can use them between different BPs, with some limitation that base class of BPs should be similar

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I can use those three macros in any BP component which is inherited from Actor Component - basically all components

light thunder
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Do I have to add it to the library or is it done based on the BP type?

vale osprey
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this is necessary for macros only

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function library doesn't depend on any class

light thunder
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Hmm @vale osprey i still need to figure out where I putting my master pressure variable... Right now it's just the throttle widget (or will be, once I get it working). Right now the valve BP casts to the master pressure BP to get the master pressure variable, then does the math to determine what the valve's psi is, this psi is sent as an input node on an event which is called on the pump panel BP (where the needle is then animated)... How would you handle the throttle/master pressure?

vale osprey
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if you have just a single BP in you level where master pressure is calculated, then you can set referece to it in other BPs from the level itself

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actually if you have several you can do it too

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add variable of the BP class reference that holds data, make it editable and then when you place BP in the level you can set this reference to approriate actor in the level

light thunder
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So you mean just use the level blueprint as a bridge using the actual instances of the BP actors, instead of the BPs themselves?

vale osprey
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you don't even need level BP for this

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GroundDeformationCapture is an actor in the level

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Tracking Target is another actor in the level

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it's just a variable

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of Actor Reference

light thunder
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@vale osprey the only potential downside to this referencing of instances is that it can't be used when you are creating new objects, like a projectile or something, as they don't exist in the world at runtime, they can't be reference from the world ?

silent pecan
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Howdy folks!

I'm just starting out with Unreal 4 engine. I've got access to Lynda.com for the "essentials" training course, and am aware of the loads of content on the Unreal channel and Learn pages which I can learn from also..

I'm just wondering - what is YOUR favourite "getting started" tutorial or series for UE4? Thank you!

mint sequoia
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I have a question about damage types in UE4 and the event system etc they already have in place. When would I want to use that as opposed to making my own system? It's probably overly convoluted for simpler games?

gentle solstice
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There's a bug in the Black Jack example. From time to time, it counts down when you draw a card

fallow cliff
grim juniper
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I don't know if this is a bug with UE4 or what, but I've found that if you're creating a spline mesh component (like that from the "Using Splines & Spline Components" Livestream) raycasts won't collide with that mesh if you leave the Add Spline Mesh Component's Collision Presets on No Collision and use a Set Collision Enabled node set to Collision Enabled (Query and Physics)
However raycasts will detect the mesh if you set collision to Block All in the Add Spline Mesh Component which means you can't use the Set Collision Enabled node to turn the collision on and off to prevent editor lag like shown in the tutorial without raycasts not working with it.

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If it matters, I'm using 4.15.1

vale osprey
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@light thunder correct, this is for static objects. Like when you know that placement of objects is predefined.

spare topaz
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how do I disable menuanchor dismiss onclick? it seems like there is no way to prevent it closing if I click something else than an input box

light thunder
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Anyone advise why my 3D widget is showing in at play but not in the editor viewport? (I can see the widget image in it's own BP viewport, but not the world viewport)

foggy patrol
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Anyone hwo has worked with ZBrush before and can help me?

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WAIT

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WRONG CHAT

daring river
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Hey there ๐Ÿ˜ƒ

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What is the best way to add a video as a background to a camera?
I'm trying to use the unreal engine for realtime rendering for vfx and therefore I need to do some compositing with real life footage

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Would be great if it works with the sequencer

light thunder
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Event never prints received, even though it has the interface in class settings...what step did I miss? this isn't working

torpid hedge
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how can i make ramas victory plugin compatible for 4.15? says it's wrong version. i downloaded the last one

vale osprey
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@light thunder your event dispatcher AnimateNeedle needs a reference to whom you send this event connected to Target

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By default you send it to the same BP where you calling

light thunder
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@Bored Good morning! I noticed in my First Player BP, events work and the target says USING

vale osprey
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It says This there

light thunder
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I thought I just sent it out to everyone who has the interface in their class settings?

vale osprey
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No no

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You have to do this manually

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I don't use event much, this is my understanding of how it works

light thunder
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so the target is Pump Interface, is that the right direction?

vale osprey
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Yeap

light thunder
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Wait, which one of those pictures is wrong?

vale osprey
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First ine

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*one

light thunder
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oh i needs to be a message and not a call?

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The whole point of using the interface was to avoid having to cast to get references to objects

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No idea why this isn't working @vale osprey

vale osprey
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so it was Interface call and not Event?

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ohh, my bad then ๐Ÿ˜„

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you need to provide reference anyway

light thunder
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yeah, so I'm just testing, sending from the Valve BP to the BP where the needle is

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I setup the animation BP there (at Needle BP ) and used an interface call to send the event, but it was never received on the needle BP

vale osprey
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yeap, because it needs reference too

light thunder
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How do I get that reference without casting?

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or doing a world outliner?

vale osprey
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just add PanelRef variable in your valve BP and make it editable

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assign it in the level to instance of your panel

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many different way, you can find by tag, or find by class and check name

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the simples is to add Panel actor reference variable and set it manually in level itself

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as I showed you yesterday with GroundDeformationCapture actor

light thunder
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what is the type of variable for the panel reference? jsut actor reference?

vale osprey
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no, it's "Panel" or how you named your BP class

light thunder
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ah ok

upper heart
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is there anything special I have to do to get OnSystemFinished to be called for a PS?

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mine isn't getting hit for some reason

light thunder
vale osprey
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did you set it's value in editor?

light thunder
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yes

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err, no

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i mean the default value ahh

vale osprey
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no, that won't work

light thunder
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not allowed to change it

vale osprey
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set it on the instance of the valve in the level itself

light thunder
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does it matter which BP I used to set it? I was going to use BeginPlay

vale osprey
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You have valve placed in the level, right?

light thunder
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yes

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but I thought I needed reference to the panel, not the valve?

vale osprey
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Make your reference variable Editable in the Valve BP

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Then when you select instance of the Valve in the level you will see this variable in details panel on the right

light thunder
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ah oky

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just read what you said

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let's see

vale osprey
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No not Level BP the level itself

vale cloud
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afternoon ๐Ÿ˜ƒ you a fireman, @light thunder ? ๐Ÿ˜ƒ

light thunder
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@vale cloud only a 1/3rd of the time

vale osprey
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Level BP is not necessary if you have both Valve and Panel placed somewhere in level

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No problem

light thunder
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Now, if I move the valve, delete it, and add it back, I will always have to specify that in the details or will it just remember and throw an error of the panel doesn't exist in the world?

vale osprey
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You will have to set it again

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To automate this process you have to find panel dynamically

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Like add a tag to the panel, then when you want to send the message do a test IsValid(panelRef)

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If valid just execute function if not then FindActorByTag and cast it into PanelBP

upper heart
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hmm I see, so OnSystemFinished isn't going to work on a dedicated server

vale osprey
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Save it back into reference variable

upper heart
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    // Let them die quickly on a dedicated server
    if (IsNetMode(NM_DedicatedServer) && (GetRemoteRole() == ROLE_None || bNetTemporary))
    {
        SetLifeSpan(0.2f);
    }

    // Set Notification Delegate
    if (ParticleSystemComponent)
    {
        ParticleSystemComponent->OnSystemFinished.AddUniqueDynamic(this, &AEmitter::OnParticleSystemFinished);
        bCurrentlyActive = ParticleSystemComponent->bAutoActivate;
    }```
vale osprey
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@upper heart I think normally you don't do anything with particles over the network

light thunder
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Why is the Event Animate not working then, it's not being pulled up in context menu on Pump Panel BP

vale osprey
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Have you defined it in the PanelBP?

light thunder
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um, how?

vale osprey
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Well if this is interface call then you need to implement it in the Panel BP

light thunder
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only calls, no events

vale osprey
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Functions that don't return values are shown as events

light thunder
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and ones that do?

vale osprey
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As functions

light thunder
vale cloud
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don't know if I'll be causing more confusion than help, but if you had to cast, to access events from the casted object you drag from the "As [casted] do" output pin, and that will give you access

light thunder
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It only lets me CALL it but i need to be able to receive it

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@vale cloud I'm using casts but I'm refactoring my blueprints so there is only one direction of flow, right now it works but it is jumping all over the place

vale osprey
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If you want to use interface and you don't see interface events/functions on the left side

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Add some dummy output to your interface function

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Just some book variable

light thunder
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pump panel BP

vale osprey
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You don't have to do anything with it, but after this if you remove interface and then add it back you will see your interface functions on the left panel

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Wait, but it's there!

light thunder
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yeah but that's only the call

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I can't get the event to come up

vale osprey
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You don't need to, double click on it and write your implementation

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I'll be online later

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Good luck with it

light thunder
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Okay, thanks!

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Yeah, the event just WON'T Come up if it has anykind of input/output

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EDIT: UPDATE - I have NO idea why it is working now....the animate event would never come up....but my interface test message (with string variable input) did work....so I literally just changed that string to the float I needed and piped the connections in and it works....wtf, ghost in the machine

green spear
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How do you prevent physics bodies from stretching from each other?

dusky chasm
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hi, could someone help me with a basic point & click movement please?
I am trying to copy the top to down point&click control for the character to my game, but for some reason it doesn't work at all.

My character inherits from ACharacter, i have added a nav mesh to my level, disabled physics, and added this to my player controller:
NavSys->SimpleMoveToLocation(this, DestLocation);

DestLocation is a valid position but the character just won't move.
I've also tried this through blueprints and had the same result.

Is there something that I need to set up in my character/controller/navsystem to make it work?

jaunty folio
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hey someone have some knowelse with terrain stuff ? landscape blending node ?

spice urchin
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@jaunty folio yup, what's the problem?

jaunty folio
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@spice urchin it's ok now ๐Ÿ˜ƒ

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thanks man

stiff marlin
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Got a question for anyone using source control in UE. What service do you guys use for the remote SVN server? The most prominent I've seen is Assembla but was wondering if there were better options.

hybrid scroll
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Assembla is super expensive.

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@stiff marlin

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I was using it to host perforce, now they changed their pricing model to be even higher.

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Again, I'm using perforce, and I dont know SVN, but I found out, the cheapest solution is to simply rent a VPS and set up a SC server there manually.

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Way cheaper, faster and you have more control.

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Literaly zero knowledge about linux / servers is required, I googled everything and was done in probably around 1h

fierce tulip
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perforce wise, look at digital ocean

stiff marlin
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The SVN I want to use is Tortoise. Had good experiences with it in the past and now I just need a server.

fierce tulip
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though might also work with git/svn dunno

stiff marlin
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And yeah, I know Assembla is super expensive, which is why I want to avoid it if possible.

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@hybrid scroll do you have a preferred VPS solution?

hybrid scroll
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I personally use home.pl. thats a polish, local for me company that I rent my web hosting servers from, but know people are using Digital Ocean, as @fierce tulip said.

stiff marlin
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I'll take a look at digital ocean and see if it works with SVN

fierce tulip
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seems to work

stiff marlin
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I may go ahead and use Perforce, not sure, but thanks for the advice, guys.

fierce tulip
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referall, will net you 10 dollar in credit

stiff marlin
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Oh thanks, I appreciate that.

fierce tulip
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well, it helps me as well if you ever pay X money I might get some win as well

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so its all good

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it was entirely selfish XD

stiff marlin
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in any case, it helps. ๐Ÿ˜‰

narrow pond
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hello

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I've got what's hopefully a simple question. I've been modifying the top down project and it works great.

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I moved a bunch of files around, cleaned up redirectors and it works fine in PIE. But if I run with -game, my camera spawns inside the character and my input stops working.

fossil socket
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might want to check out vultr too, we get much better performance from them for about the same price

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we used to have our game servers on DO, but kept maxing out the CPU with the smaller instance types

light thunder
#

Can anyone explain why my 3d widgets won't ever render in the editor window, only at runtime?

halcyon marsh
#

i transform it to an int but show me the same

quartz patrol
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@halcyon marsh Its pretty simple you should use To Text node

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and hit little triangle and there is Use Grouping

halcyon marsh
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thank you man

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what to text do ?

quartz patrol
#

It converts your data into text

halcyon marsh
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because in every langage when you transform flaot to string

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to int*

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it renderer it to a sring ^^

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int*

quartz patrol
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I think

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wait

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i think you can use Round maybe

halcyon marsh
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i used round ^^

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doesnt work but you give me the solution

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so thank you ^^

quartz patrol
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Np ๐Ÿ˜ƒ Glad to help

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Love this discord channel, alot of nice people here)

daring river
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Hey there ๐Ÿ˜ƒ
What is the best way to add a video as a background to a camera?
I'm trying to use the unreal engine for realtime rendering for vfx and therefore I need to do some compositing with real life footage
Would be great if it works with the sequencer

quartz patrol
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As i remember unreal uses video as background in sequencer, they show this on the Stream where there is cars moving

daring river
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@quartz patrol thanks :)
Now the question is, how they did it ๐Ÿ˜„

quartz patrol
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@daring river xD its much more complex i think

daring river
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yeah, I'm afraid it is

quartz patrol
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But i think if u have some videos, you can use them in sequencer

unreal sonnet
#

If I delete my project and empty the recycle bin... but then a week later I want to look at it again, am I completely screwed? Even if I have the cooked, packaged project still?

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Because I was thinking of taking my game jam entry and trying to remake it with only C++ as a practice exercise.

daring river
#

@quartz patrol but how? :D
I tried it, but didn't find a solution other than using a video texture on an object in the scene, which kinda sucks

quartz patrol
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Umm sorry, dont tryed it before, hard to say

daring river
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I've already looked into the docs, but didn't find antything helpful

quartz patrol
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=/

#

@daring river Maybe this will be in 4.16 or 17

daring river
#

I hope so ๐Ÿ˜„

plush yew
#

Can i help? Ar u talking about sequencer @daring river

daring river
#

Yeah, I am ๐Ÿ˜ƒ

plush yew
#

Sequencer is super ez

daring river
#

What is the best way to add a video as a background to a camera?
I'm trying to use the unreal engine for realtime rendering for vfx and therefore I need to do some compositing with real life footage

#

It would be enough to just be able to see it. It doesn't have to be in the render

plush yew
#

Ar u gonna work with skeletal meshes or "rigs"

#

Im on mobile so i cant send u a link but if u go in youtube and search unreal engine 4 level sequencer there is a playlist that helps u alot

#

Like camera movement and player modela

daring river
#

let me explain my situation:
I shot a video in real life, tracked the camera movement of that video and exported the animated camera to unreal engine.
I now wan't to add an object in the unreal engine to that real life footage and for that it would be handy to be able to see the final result (virtual + real life footage) within one view.

plush yew
#

If u want to mess with effects u should first understand them

#

;-;

daring river
#

I gues there is no tutorial for that? ๐Ÿ˜„

plush yew
#

Idk

#

I see wat u are tryng to do

#

I think u need ... This can sound very stupid

daring river
#

I want to use the unreal engine as a realtime renderer for my vfx/film pipeline

plush yew
#

I dont think this is the right program , i use unreal to make games so i rly cant help u

acoustic heath
#

Anyone know any good plugins or resources specifically for UE4? I'm putting together a list but I mostly roll my own or look at example snippets for ideas instead of pulling in stuff so I figured I'd ask around.

pallid flint
#

What kinda thingies u looking ofr @acoustic heath

acoustic heath
#

Nifty things that people can pull into their project, like free animation packs ready to import into UE4 or freely available plugins for things like FMOD integration @pallid flint

pallid flint
#

Whats FMOD intergration?

#

o.o I made a TwitchPlugin

#

does that count?\

acoustic heath
#

Sounds nifty haha

pallid flint
#

Even has a built in webbrowser for login

kindred viper
#

nice

pallid flint
#

but i have a error/bug ๐Ÿ˜ฆ that is apart of the Browser Code

#

The website is stuck off center

#

and doesnt actually size too the container

#

yet it gives the viewport size from the container

#

at least mine does

kindred viper
#

are you using a 4k monitor?

kindred viper
#

I only ask because everything messes up with a 4K monitor and viewport stuff for me

pallid flint
#

Nope I`m not.

#

Look at the forum post

#

you`ll see what i mean

kindred viper
#

it thinks my desktop is 1704x920 when its full 4K HD res

#

so it never scales anything viewport based above that

#

not tested in recent version though. will test the new enablehighdpi stuff

#

has it flipped it ? maybe its returning its like 900x600?

acoustic heath
#

@pallid flint FMOD Studio is a middleware that lets you do a lot of runtime audio effects magic. They've got their own tool for authoring that stuff and supposedly you can integrate it w/ UE4 pretty easily w/ their plugin https://github.com/fmod/ue4integration

pallid flint
#

koo

#

i`m about to make a Unreal Engine 4 OAuth/User System Plugin I think.

#

really bored

#

untill i can get some help with the bug on we browsers

#

I really am bored.

fossil socket
#

and you don't need to include the Intermediate directory in your git repo

#
        FString fs(cstr.c_str());```

this seems... weird
ruby aspen
#

made some very basic custom "gravity" areas. it's fun playing around with it ๐Ÿ˜„

acoustic heath
#

I'll probably keep adding to it as time goes on

wild dagger
#

Will UE4 Editor use as many cores as i have? Or is it limited?

narrow pond
#

Hey guys. I'm running into a weird issue where occasionally (maybe after renaming blueprints?) running with -game instead of with -debug (PIE), my camera will spawn inside my character and I have no control. So it's like my player controller is bad. Last time I got this I had to force sync my whole project. My teammate's getting this as well. Deleting his Intermediate folder solved it for him, but it's not for me. I've never seen this before when working on other projects. Any ideas?

#

I'm guessing this is related:

#

[2017.04.09-00.56.57:143][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for BlueprintGeneratedClass /Game/Character/HumanCharacter/HumanCharacter.HumanCharacter_C

fallow cliff
#

@eager lotus the main work will happen on the Main thread and the Render thread, but it creates worker threads (number of cores minus three or so) that it will parcel out work items to

wild dagger
#

So would it be worth it to get a 8 core 16 thread processor?

#

In your opinion

narrow pond
#

no ideas?

#

It's like it's failing to find any of my blueprints.

#

DebugGame_Editor with -game

#

-debug is totally fine

ornate rivet
#

Will UE4 Editor use as many cores as i have? Or is it limited?
Yesterday I tried to load really huge streamed map and it occupied 100% of my 6c/12t i7-5820.
If I had no decent CPU today, I'd go for 8c Ryzens.

pallid flint
#

@acoustic heath ๐Ÿ˜ฎ Wanna put the TwitchPlugin on there? ๐Ÿ˜„

floral heart
#

Ryzen or i7. Never an FX.

narrow pond
#

I think deleting the Saved folder fixed it btw.

ornate rivet
#

I wonder how 7700K performs in compiling , compared to expensive i7's and Ryzens

acoustic heath
floral heart
#

@ornate rivet 4 cores @ 4.5ghz vs. 6/8 cores @ 3.6ghz.
There's a 22-core Xeon out there if your wallet is fat. ๐Ÿ˜›

pallid flint
#

its already there @acoustic heath ;p

#

updated it with the sme info XD

pallid flint
hollow plinth
#

Do you guys have a solution for assets that keep on re-appearing after deletion or move? It's OK for a bit but when you start having a lot of assets in can get quite confusing quite quickly.

hoary wadi
#

Right Click in the folder the assets are in and click "Fixup redirectors". It also helps to do it in the root folder of your project.

fallen urchin
#

Hey does anyone knows the link of collision filtering? I've a condition where I want my object to collide on terrain. But not with player. I want behaviour something like 'In unity 3d when you set the ontriiger collision on' my actor should not behave in as a physics collision , but it should fire on overlap actor function

plush yew
#

uhm, collision profile in the component settings?

#

or ::UCollisionContainer (i think)

pallid flint
#

chews on @plush yew

plush yew
#

๐Ÿ˜„ @pallid flint go work on your plugin!

#

not sure what @fallen urchin needs though. Filter the class on hit / overlap event?

pallid flint
#

@.@ I`m not sure what else to add

#

@.@

#

Was thinking of a Event System.

#

So like Trigger Event, Then have a Async Blueprint Node Listen for Length of Time, to the Commands/Choices broken down in Enum or something.

#

At the end finish, and spit out what was selected

#

I wanna create a game with my plugin

#

but now since i made it

#

completely stumped on what to make.

#

cant do art, animations, or modelling so i`m basicly screwed on everything else LoLz

fallen urchin
#

Overlap events can solve my purpose @plush yew . I want my blocks not to simulate physics collision behaviour when they touch player.

pallid flint
#

ok screw it @plush yew im going to write a new UE4 Login Plugin :| Going to call it "User System" or something whatcha think? Ill be done within the next 2-3 hours give or take.

fallen urchin
#

I'm looking forward to it @pallid flint :)

pallid flint
#

XD Really?

plush yew
#

depends on where or how you login ๐Ÿ˜„

pallid flint
#

hmm

#

Well I was thinking

#

URL & BuildKey associated in the Settings Panel

#

Admin Panel on the Website, should be accessible via the Plugin

#

so you never have to leave your Editor right?

#

Everytime you make a build, assign a new Build Key to the Build, and add the buildkey to the database

#

should be automatic this way no one can fuck up and forget a build key

plush yew
#

sounds like a security nightmare lel

pallid flint
#

Have the options to Ban a Key, Force Key Update, Generate Keys

#

Naa acl system with a normal basic sha256 double salted passwords

#

Scope based oAuth for Login

#

Prolly have to do the Widget Username/Password

#

Could also addin OAuth Login for the Game.

#

I just gotta wait till they fix the WebBrowser

#

everycall give a jwt and auth back to validate information

plush yew
#

hmm

#

could take a while, no?

pallid flint
#

naa

#

Ive done 1000 of them

plush yew
#

except if you send in the fix by yourself

pallid flint
#

prolly take me 40mins or so for the WebService

plush yew
#

nah i mean until they fix the browser

pallid flint
#

Oh i`m just waiting for it.

#

Prolly going to rewrite the whole browser system

#

and implement my own XD

plush yew
#

thats probably the best ๐Ÿ˜„

pallid flint
#

but yea i`m bored. XD trying to figure out what to do.

#

Keep seeing the UE4 Login Plugin and i`m like .......

#

<.<

fallen urchin
#

Can't you just use sqllite plugin of unreal engine for database? What kind of user authentication security features you are thinking. What is a build key? This key is what you need to sign into? @pallid flint

silent pecan
#

Howdy folks!

So I've just started with the Unreal documentation and working my way through the basics.

I'm just practicing buliding some environments, and I wondered if I can swap out an existing actor with another some how? I may just have my lingo wrong, but I can't find anything applicable from the documentation or in searching the Goog's.

e.g. I am using Starter Content, I've placed down a regular wall. I want a windowed wall there now, can I just "swap" out the part? Like select the object in the viewport, and choose a replacement actor?

#

All good I just found it! I missed it the first time around. Right click on Actor -> Replace Selected Actors with -> choose actor

pallid flint
#

@fallen urchin no it would be for say, you want to login for a closed beta? Maybe a update was released, you obviously dont want people using the older version. Notifying them, and refusing to Launch the game past the main menu, giving them a download link or whatever to download the newest version. Build key would associate to each build of the game, this way for instance you gave out a development build. Then you gave out abuncha keys associated too the DevBranch of builds, anyone who uses a key can use the devbranch, then you are done with testing you close the devbranch and make all the keys worthless. That Sorta reasoning behind it.

#

Build has a Key, User can register with or without a key depending on the branch/build key their client has. ;x

#

@fallen urchin SQLI would be more for like game info, stuff that can be handled just on the server itself. Not for Global information, things that have to pass outside of a single server.

dusky chasm
#

hi, could someone help me with a basic point & click movement please?
I am trying to copy the top to down point&click control for the character to my game, but for some reason it doesn't work at all.

My character inherits from ACharacter, i have added a nav mesh to my level, disabled physics, and added this to my player controller:
NavSys->SimpleMoveToLocation(this, DestLocation);

DestLocation is a valid position but the character just won't move.
I've also tried this through blueprints and had the same result.

Is there something that I need to set up in my character/controller/navsystem to make it work?

grizzled mountain
#

Hey! I made a quicktip on how to create and use a Houdini Engine asset to create 3d Text in unreal. (If you are already using a blueprint for this, you could use the technique to create new characters) Check it out: https://vimeo.com/212456354

wild cloud
#

Hey guys! Any here is using VLC player plugin?

kindred viper
#

gmpreussner is but then he helped make it.

plush yew
#

@grizzled mountain Cool stuff

pallid flint
#

If anyone wants to Test it let me know i`ll drop ya a Zip file with the Plugin โค

last loom
#

not sure where to ask this, but I've got a multiplayer project in version 4.12, and I recently dowloaded (yet to install) the github repository for UE 2.13 with HairWorks and Flex pre-compiled into it..... just curious if anyone knows how painful the process of transferring my current project over to this other version of the engine might be?

#

it's all in blueprints, and this is the first time I used github for anything so just nervous ๐Ÿ˜„

unborn matrix
#

getting a lot of errors like this in the packaging stage:

LogLinker:Error: REINST_KnightCharacter_C_96 has an inappropriate outermost, it was probably saved with a deprecated outer (file: F:/Wow/UploadedBuilds/Content/VirtualRealityBP/KnightCharacter.uasset)

fiery harbor
#

@last loom it won't be painful at all

last loom
#

really? I feel like someone who's been through a traumatic breakup (engine crashing bugs) and is tentative to try dating again (fuxing w the engine) ๐Ÿ˜„

fiery harbor
#

@unborn matrix just resave that blueprint

unborn matrix
#

I have but it's still bringing up errors

#

I've re built from source to try and fix it but it doesnt help

fiery harbor
#

@last loom everything will just continue to work same like before, you might get crashes related to nvidias stuff but that's fine I guess

#

@unborn matrix you should only need to resave the blueprints where it complains

#

so make sure you modify them before saving so that it actually saves something

unborn matrix
#

so like make a new variable/function/something to save

fiery harbor
#

yeah

last loom
#

When I install the github version, should I remove the current UE version or will it just show up as a separate option like a different version # on the epic launcher?

unborn matrix
#

@fiery harbor I did that, saved it, and re opened it. Didnt change anything

last loom
#

And then just load that version and open the project file from it? Not sure how exactly to transfer my project as it's from a seperate version too, been a while since I updated versions and doing this simultaneously seems like a bad idea lol

unborn matrix
#

I'm also getting this error when packaging not sure if relevant or not:

LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build++UE4+Release->4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp][Line: 1692]
LogOutputDevice:Error: Template Mismatch during attachment. Attaching instanced component to template component. Parent 'StaticMeshComponent0' Self 'StaticMeshComponent0'

fiery harbor
#

@last loom don't need to remove anything, keep it

last loom
#

thanks for your help!

fiery harbor
#

@last loom only need to right click the uproject file and select switch engine version

last loom
#

niiice ๐Ÿ˜„

fiery harbor
#

@unborn matrix what do you mean with reopened?

unborn matrix
#

the whole project

fiery harbor
#

so you get the issue on project startup too?

unborn matrix
#

Yes.

fiery harbor
#

for me these issues were always fixed after reasaving the asset

unborn matrix
#

;/

#

Well

#

The packaging bug is the one stopping me from testing multiplayer

fiery harbor
#

what engine version?

unborn matrix
#

4.15.1

fiery harbor
#

strange

unborn matrix
#
LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1692]
LogOutputDevice:Error: Template Mismatch during attachment. Attaching instanced component to template component. Parent 'StaticMeshComponent0' Self 'StaticMeshComponent0'
#

That one is the really annoying one

dawn linden
#

Is there any obvious reason to prefer using components or actors for character-held weapons?

quiet falcon
#

Anyone Understand sequencer?

#

having trouble rendering out a video

#

Straight Black screen comes out

unborn matrix
#

@fiery harbor It fixed itself somehow?

vale osprey
#

@dawn linden my only concern with using actors (assuming child actor component) would be synchronization of their movement

#

It can lag by one frame

dawn linden
#

@vale osprey Interesting, didn't know that. Do you know why?

#

Something to do with ticking order?

vale osprey
#

Yeah, if you add a skeletal mesh into the mix it gets even worse

#

BlackFox was adding control panel of the train like that and had to do some workarounds to sync it correctly, don't remember if it worked at the end

dawn linden
#

Hmm okay. Shouldn't matter for this as it's just a rough demo project, but worth knowing for the future.

vale osprey
#

There are some hidden issues too, you can get visual mesh synced but collision will lag

#

So it just need vigorous testing

steady sequoia
#

Is anyone here familiar with patching for the PS4?

river trellis
#

Hello - I am seeking some advice. I am currently working on a scene at home in UE4 and I need to take it to my univerisy for the degree show. I am working in version 4.10 and the uni has 4.12. Will the change in versions have an effect on my scene? cheers

onyx pewter
#

I can't tell you for sure, but it'll probably work fine.
It would most likely be more problems if the versions were reversed.
It's usually easier to convert to a newer version than to an older

#

But yea, I'm not sure.
But couldn't you try it yourself at home first?

#

But make sure to do a backup of the project first

#

@river trellis

cursive dirge
#

@dawn linden having actor is cleaner design as it can be treated as completely isolated object, also you can drop it and other players can pick it up etc

#

do note that I've never done any shooter on unreal, just saying that from design point of view

#

if you don't need to pick up weapons at all, and have preset gun setup, then components would make a lot more sense

#

as it's always going to be part of that actor no matter what

dawn linden
#

Yep that makes sense. I went with actor as it seemed more flexible.

#

Only real downside is that it's uglier to configure default setups as you say, since you have to use child actor components.

safe shoal
#

I used Components for Weapons personally, but that's primarily for reduced bandwidth and cost. In an RTS game that stuff starts to matter

#

Sub-Components like meshes are spawned as additional children of the owning actor, I haven't really lost any flexibility so far ๐Ÿ˜ƒ

#

If anything it made my life easier

fiery harbor
#

if you need features of actors, use actors, if you are fine with components, use components since its cheaper

#

for example only actors can have timelines I think

last loom
#

^ pro tip

#

What's the best (smallest file size) to manually back up a project?

#

Like just zip up the whole project folder? I tried just copying the project file but that didn't work :[

#

beat way*

#

best* way :[

river trellis
#

@onyx pewter Thanks for the advice. I'll try it at home. ๐Ÿ˜ƒ

last loom
#

@vale osprey @dawn linden I solved the problem with my multiple skeletal mesh components and a master pose component node causing that lag (assuming same issue) by turning off unreal engine's lag-compensation mechanism entirely D: one day I might build my own or find a workaround to make it work properly, but for now, everything is smooth and AFAIK, this means less processing is done right? So that's good... it doesn't look janky yet when I play with 3 clients on the same computer, but that's not a real gauge to test...

#

it's a checkbox on the movement component I believe, not at my desktop rn

#

Also I'm using actor components for my in-hand items and I destroy/spawn when dropping the item so that I can keep all the "interact" functionality on the "world actor" and keep the combat/use stuff and a different hand model on the "hand actor" hope that helps ๐Ÿ˜‰

#

^ probably bad design

stoic moth
#

Hello i have a rigging problem with my bones in 3ds max, it seams the axis are messing up from time to time (at one point its certain it will happen to me) so how can i reset the bone so that when i rotate it, it does not skew my mesh and itself ?

zinc bison
#

Has anyone else had trouble with "write achievement"? It works ONCE then seems to just do nothing

#

Is there something I gotta do between writes?

stoic moth
vale osprey
#

@last loom what you don't use CMC at all?

last loom
#

CMC?

#

:x

#

oh

#

right yeah

#

I use the movement component

#

I just turn off the smooth replicate movement

#

the thing that does some interpolation between where you are and where it thinks you are on the server - it doesn't sync up properly with attached skeletal meshes afai can tell

#

and the smoothing looked bad to me before, too - when I turned it off, yeah, it's more of a choppy look to lag, but it feels more accurate to me

#

looks better I think :x

vale osprey
#

I see, the lag happens in single player too, in my case there are no character component and root body is simulating physics. There are some workarounds like having animation only in local space

last loom
#

realllly? yeah if you're in singleplayer, that smooth replicated movement could totally be checked off , see if that helps?

#

you mean there's no movement component?

vale osprey
#

no

#

skeletal mesh is a suspension system on a tank, tank chassis is moved by physics

craggy charm
#

What's kinetimatics? The google's definition or it's general definition gives me no idea about it - "The study of motion without reference of forces which cause motion"

vale osprey
#

@craggy charm in gamedev it's usually ment as a body which is moving or animated but not by means of physics

craggy charm
#

Thanks! What's the meaning of it outside gamedev?

vale osprey
#

study of the movement of the objects

craggy charm
#

how do you study movement of motion without studying of forces which cause motion?

vale osprey
#

Kinematics is the branch of classical mechanics which describes the motion of points (alternatively "particles"), bodies (objects), and systems of bodies without consideration of the masses of those objects nor the forces that may have caused the motion. Kinematics as a field of study is often referred to as the "geometry of motion" and as such may be seen as a branch of mathematics. Kinematics begins with a description of the geometry of the system and the initial conditions of known values of the position...

vale osprey
#

or you mean how does this apply to non physics bodies in gamedev?

#

normally it means that you have some other logic driving their movement, for example inverse kinematics or other type of procedural animation

#

or you have your own calculation which can be using physics formulas but not using physics middleware like PhysX

craggy charm
#

Thanks

paper maple
#

Hey guys, not sure if this is the right spot to ask, but here goes. I've started playing around with UE some (no real goal atm) and am trying to get somethng pretty going. The idea is to make essentially an sfx, like a distorting wave. Think the effect you see in movies/games/wherever when a large xplosion creates a wall of compressed air moving rapidly outwards. Except I was thinking it going in a ring outwards from a point (not a sphere). My guess is I need at least to use a particle system somewhere in there. The issue is I'm not sure what to google for. Anyone can point me in the right direction of research? (this is also a crosspost from the general gamedev server)

kindred viper
#

well... thats a pretty tricky thing to start on.

paper maple
#

I've been getting that impression, yes.

fierce tulip
#

if you can scale the ring in blueprint thats fine too

#

cascade does come with some nice options

#

but the main refraction is just from the material

west fulcrum
#

working with reflection probes makes unreal dead. am I only one? 4.15.1

paper maple
#

so it was that after all. I wasn't suure if I should be googling for using shaders for this (as I probably would in Unity). Guess I'll keep digging in that direction then. Thanks.

keen birch
#

Anything shaders in Unity is material editor in UE4 @paper maple

#

(With the very rare exception here and there, of course)

paper maple
#

so it would seem. Much appreciated

keen birch
#

Enjoy, it's really fun to work with once you figure it out

#

:3

tame token
#

Hi All .......Does anyone know how to make somthing like the mapping for Fall out shelter I love the way it is made

floral heart
#

It's basically tiles, no? Pretty similar to the ant farm from X-Com: Enemy Unknown. Though, come to think of it, X:EU didn't have elevators...

supple idol
#

kind of curious to know what is causing these dots on my light maps. would any of you guys know?

unborn matrix
halcyon marsh
#

Hey guys

#

i have a question

#

do remove from parent for widget

#

restart all the Widget UI ?

#

someone tell me no but when i put a print string in the construct event

#

it prints everytime i remove it from the parent

plush yew
#

hey people
Got a feature request for the ability to change "Skip Assigning Gamepad to Player 1" option at runtime (basically option to have either one player use keyboard and second player use gamepad1, or have only player use the gamepad 1)

If anyone thinks it's something they want, please upvote
https://issues.unrealengine.com/issue/UE-43841

plush yew
#

What is the present state of the localization dashboard

#

is ti functional?

valid oar
tawdry quail
#

What would be the best video format for UE4?

#

we are trying with mpeg 4 but when it comes to many fps the engine can't handle the load

languid shard
#

@valid oar oh wow that's awesome ๐Ÿ˜ฎ

cursive dirge
#

@valid oar that's great, people have been waiting for that ๐Ÿ˜ƒ

last loom
#

@halcyon marsh yeah remove parent keeps the UI variables and such in memory, it's only removed from the viewport.

#

idk how to clear it from memory entirely yet ๐Ÿ˜„

lost orchid
#

Once you remove from parent and clear all the references, garbage collector will take care of it eventually, as far as I know @last loom

last loom
#

^ ah so if you don't make a reference to the UI, it'll get cleared from memory eventually? Good to know...

lost orchid
#

as far as i know, yes, you can actually test it using debug filter in the widget, after couple seconds the widget reference will not be in the debug list after you remove it

dim arch
#

Hi guys when I alt drag a SM actor in the scene to clone it it creates an actor but doesn't add the mesh so I get an empty actor. When I try to assign a mesh it won't drop into the slot, so basically I can't. Duplicate an object

halcyon marsh
#

@last loom i used the m

#

use visibility instead :/

last loom
#

ah yes, collapsing and such, that works too

dim arch
#

Ok seems kike if you make a directory which contains any special characters such as [ it won't be able to duplicate assets

golden oasis
#

Hi everyone, need some help! I cannot build light anymore, have no idea why that's happening. I press "Build Light", it shows "Building lightning 0%" for a few minutes - and nothing, it still shows "Lightning needs to be rebuit"... I even created a new level and copied all the contents to this new one, but no effect - it's still not working...

craggy nymph
#

I've seen that happening when there are two actors in the level with the same name. Each actor needs a unique name for the build process to work. Check the outliner and rename actors when needed.

golden oasis
#

Oh, thanks!

#

Ugh, looks like it's not the case...

last loom
#

It can take a lot longer than a few minutes

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did you check what quality lighting build you're doing?

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you can go from production quality to low quality with the drop-down menu under build

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and also the first few percentages tend to take longer, while the end is faster

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it takes a long time sometimes before the 1st % shows, then it starts moving

craggy nymph
#

Also, check the swarm agent for progress and possible error messages.

golden oasis
#

@craggy nymph Thanks! Actually it were indeed duplicated actors in the level. Fixed now! ๐Ÿ˜ƒ

craggy nymph
#

๐Ÿ˜ƒ

pallid compass
#

How do i add rotation to a object, to just rotate the object and not move it

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Like a stationary gun

unborn matrix
#

Ughh, I hate cyclical dependencies

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theyre really messing up my flow

pallid compass
#

wtf.. my event ticks wont fire at all :/

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Not even my level blueprint is ticking errr?

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My custom gamemode

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is not letting bluepritns tick

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anyone got any idea why

unborn matrix
#

@pallid compass have you set your default game mode to your custom game mode

pallid compass
#

yes

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it freezing all ticking

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I have not changed any settings in it apart from custom game mode to custom pawn

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nvm fixed

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Erm why cant i move my pawn with add movement input?

golden oasis
#

have you added MovementComponent?

pallid compass
#

Its alright i fixed it

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didnt realise u cant use movement input

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has to be umm

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addactorlocaloffset

#

Whys it so hard tto make it so you fly the way your mouse points

#

You know like gun aiming?

unborn matrix
#

anyone know how to fix "has an inappropriate outermost, it was probably saved with a deprecated outer "

pallid compass
#

If anyone gets any free time could they help me with setting up my simple movement for a flying ship

last loom
#

there's a spaceship in one of the blueprint examples that has all of that coded out already

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in the Content Examples project

pallid compass
#

Yeah iv seen it its not what im after sadly

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Im trying to use A and D to move my spaceship left and right, and while it moves left and right i want to rotate it slightly

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But its all going wrong

last loom
#

just change the nodes around, use it as a starting point

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I copied it over and ended up with descent style controls in my side project

pallid compass
#

Its not what i want, i want my camera too stay still if u get me

last loom
#

then make the camera stay still

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it's a starting point ๐Ÿ˜‰

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it has camera lag on the spring arm in that example

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just check it off

pallid compass
#

Im trying to get it so when i hold A

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Your ship moves to the side and tilts

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But your camera does not

last loom
#

so detatch the camera from the pawn

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you can do it with a node from blueprints

pallid compass
#

I got the camera down, and moving it to the side

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But when i rotate it weird shit is happening

last loom
#

first "Get location" of the camera, then "detatch component" then "set location" to the one you just got

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it'll just stay put effectively

pallid compass
#

I think i realised where im fucking up haha

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when i move it and then rotate it im taking it off the X axis

last loom
#

๐Ÿ˜„ yeah man there you go

pallid compass
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How the heck do i tell it to rotate but stay in the world X axis when moving left and right?

pallid compass
#

How do i inverse a number? like turn 25 to -25

last loom
#

multiply it by -1 ๐Ÿ˜ƒ

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you want to add to the camera's location transform, and tell it to keep the rotation the same

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or maybe there's something else weird, try playing with the spring arm component

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are you making a side-scroller?

dawn crescent
#

hey guys, is there i way i can lock the frame rate for my mobile game im making, i launched it on my phone today and it plays okay but just barley whenever the player moves and whenver the enemies chase me there is a "seeing double" effect where you can see a vauge image of where you where in the previous frame. i think locking the frame rate to 30 would fix it since but im not sure on that either. all suggestions are welcome

dawn crescent
#

well i was able to cap frame rate at 30 through console commands, but im curious if you guys have any thoughts as to what would cause that weird effect apart from lag

prisma bloom
#

where do i go to pitch stupid ideas. 8D

gentle solstice
#

As much as I love UE4, I'm really fucking sick and tired of it launching SteamVR every single time, whether you work on a VR game or not. Furthermore, if you close SteamVR, the game closes too ๐Ÿ˜ก

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And SteamVR changes audio device, so I end up having to change audio device constantly, unless I want to uninstall SteamVR any time I work with UE4

vale osprey
heady root
#

hey Ive got problem with localization. I added 2 cultures but in project settings->packaging->localization to package in show localized I've got empty list

cursive dirge
#

@gentle solstice just disable steamvr plugin from your project

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You can enable it again when you actually need it

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But I agree, it is annoying

pallid compass
#

anyone good with particle systems?

gentle solstice
#

@cursive dirge It's not a VR project. SteamVR opens every time any UE4 editor opens. VR or not

cursive dirge
#

@gentle solstice yes, because all projects have steamvr plugin enabled by default

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just go into plugins and untick steamvr

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or put it manually to your .uproject like: "Plugins": [ { "Name": "SteamVR", "Enabled": false } ]

pallid compass
#

fml i hate particle systems D:<

jade warren
#

@pallid compass look on these, maybe will help you http://iryos-workshop.com/en/overwatch-winstons-gun/

Hi everyone! 3 weeks have passed since I made last tutorial, a little distracted on developing Android stuff, itโ€™s ok, Iโ€™ll catch up. And today weโ€™ll build with blueprints the Winstonโ€™s โ€œTESLAโ€ gun, result is below What I found in the official wiki: In addition, the gun can shoot at multiple targets simultaneously. So an algorithm will be โ€ฆ

pallid compass
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That is not through though

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I just cant figure out how this guy made thm straight lines in ue4 cascade

fierce tulip
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its just a cylinderical mesh with a gradient panning around it, and another panning along it

pallid compass
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Oh? ๐Ÿ˜ฎ

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i thought it was a particle system
iv been trying to do it for ages

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lmfao

fierce tulip
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it can be, but doesnt have to

pallid compass
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What would u say the best way to achieve it is then?

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kinda new to ue4

fierce tulip
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get a cylindrical mesh, get two noise textures, one panning along it horizontal, other vertical, add color and emissiveness, and either use vertex colors or a gradient to fade out the ends

pallid compass
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Hmmm maybe not i dont know how to do that haha

fierce tulip
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saying you cant and trying are two different things

pallid compass
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I dont know much about textures, and stuff with materials

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Im not too bad with cascade but materials are really not much iv dived in too before

cursive dirge
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you could outsource it then?

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or learn ๐Ÿ˜ƒ

fierce tulip
#

^

cursive dirge
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what Luos said will give you an idea what to research for

fierce tulip
cursive dirge
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(sorry, had to)

pallid compass
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omg lmao

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okay haha

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Holy fuck

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thats long

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mfw just trying to make jet engine particles for college ๐Ÿ˜‚

cursive dirge
#

2h is too much?

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we spend years learning this stuff...

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not a single effect but gamedev in general

fierce tulip
#

< almost 15 years of experience

cursive dirge
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I started in the 80's ๐Ÿ˜„

fierce tulip
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tssk about complaining something is 2 hours

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or you pay me for two hours of work and i'll get you the best thruster ever seen

craggy nymph
#

Actually it's even less than 2 hours. I usually watch tutorial videos at least at 1.5x the normal speed, up to 2x, depending on how slow the speaker talks. Especially when you watch a lot of videos, you end up hearing the same thing a dozen times, waiting for the new info you seek. Saves a lot of time.

pallid compass
#

Im not saying its too much, what im trying to figure out for college i would of thought it was relatively simple

vale osprey
#

if something takes just 2 hours to learn - it is pretty simple

kindred viper
#

gonna have a play with that on a day off. Looks fun

keen birch
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Same as HappyDay for me

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Girlfriend told me to do that because of the sheer amount of talks and tutorials I watch for the sake of gathering knowledge

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And it's actually really damn clever, though I'd have never come up with it

raven cedar
#

so long as you are actually learning and able to apply what you learned. Speed of learning is irrelevant IF you are absorbing material. If, however, you need to re-re-re-watch and re-re-re-click along, you might want to slow your roll.

Also, anyone who thinks that an investment of 2 hours, 2 days, or even 2 weeks, into a single process, to understand it, is a long time, needs to find another business to be doing work. Development, Design, Pipelines, Production, these are not "I stayed at a Holiday Inn last night -- I know everything". I am 20 years in this field of engineering, and I learn, new shit, everyday.

keen birch
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I disagree with any statement saying "not the field of work for you" unless it's because someone hates games

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But on the other note

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Yeah, obviously you do need to pick stuff up from it

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THat's where having multiple screen comes in xD

raven cedar
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I dont make games

keen birch
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Well, unless someone hates whatever the field has to do with

raven cedar
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You dont put someone who has no skills at making software, at making software. Just because they "love" something, is not enough to actually be good at it

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The world works on expertise, not hopes and dreams

kindred viper
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I have seen this first hand. Its the worst thing you can do to a game

keen birch
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Yeah, but you can't make a flat statement about a single thing making a field of work inappropriate completely without context

raven cedar
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the context is here

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its been established in what was stated

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this is not some new abstract rando statement

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making games/software is hard. Learning is HARD

pine yoke
#

Hey people, new to the forum and to unreal I am trying to make a camera orbit around a static mesh , i cant find anything useful in the unreal learn content is there anything you can point me to? Or anyone who can help me out?

raven cedar
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you skip on the learning part because you think you can, and you will not end up well

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again, not saying dont speed run training material, I do it all day, everyday.

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but dont think that watching it == osmotically absorbing it

keen birch
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I know hopes and dreams don't make stuff happen, but be careful with claiming stuff like "Not the right field of work" because you don't know that ๐Ÿ˜›

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That's my point

raven cedar
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yes I do

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I do know that

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I have hired and had to fire plenty from the "I have a dream" category

keen birch
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I just stated

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That those two are separate points

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Or at least, I meant to insinuate it

raven cedar
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not really. If you want to be in that field, you learn, practice and apply. You dont watch a tutorial, get a thought, and apply for a job

keen birch
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When I come across a tutorial stream done by e.g. Epic and it's two hours

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I go "Oh, damn, that's long"

raven cedar
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2 hours == nothing

keen birch
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Not because that makes it undo-able

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But just because I usually don't have stretches of two hours available

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And if I do I usually spend them on other stuff

raven cedar
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there are series that span days, again, nothing to do with the material topic, or length, it has to do with the end user and what they do with that after

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if you dont apply that knowledge, to any problems, you have zero practical experience

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everyone can watch tutorials. Not everyone can actually learn, absorb, iterate, and reapply

keen birch
#

You made a statement about someone being in the wrong business because he said "That's long" -> without context because he never said Too long, and even if he did it could just indicate a lack of time, or a weighted consideration of time it takes to learn it against the benefit of doing so

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ANd that's what bugs me

raven cedar
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context is making games? no?

kindred viper
#

I wont name names here but I know someone who makes games. He's not a coder but he has learned enough to string together the logic. He loves what he does which is why he makes games obviously. However he doesn't learn properly and just dives in. I have debugged some of his stuff and its like someone told him the right way to do it, and he did the opposite. Now his code works, but not optimally. Now if I was his boss and he brought that work to me, I would fire him. Just my perspective as a professional.

raven cedar
#

we are all here to use UE to make a product, no?

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context is, someone watched a tutorial, and now can do what they need to do to solve whatever problem they faced

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hasnt changed?

keen birch
#

I don't mean that context

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I mean the person's context

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As I literally just said, he may just be short on time and expecting it to be easier

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And then it wasn't that simple and he was just surprised

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I have that too at times

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Doesn't mean I'm not suitable for this

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And that's why I'm being pissy about this

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Because you're basing your claim on a single statement

kindred viper
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Im pathetic at maths.... doesn't mean I shouldn't be a coder.

raven cedar
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like I said, for four times now, time invested does not matter unless they are only watching and not applying

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yes, I am, and 25 years of school and business experience watching people do it?

keen birch
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That's got literally nothing to do with the discussion, though

raven cedar
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I suck at math too

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and yet, my code is all over the place, with math!

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hows that?

keen birch
#

The discussion was just that I feel you shouldn't claim that he's in the wrong field purely based on a single statement

kindred viper
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same. I even do calculus quite often

raven cedar
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cause I didnt just copy-pasta some dudes bullshit

kindred viper
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I just learn what I need at the time and if it's maths, forget it until later :p

keen birch
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Because claiming that is just ignorant of everything else that may be going on with the person, e.g. that this is of minor importance and he therefore doesn't feel it's worth looking into if he's short on time

raven cedar
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I guess the short answer is easy: If you feel I am wrong, get an industry job, hire a bunch of whomever, and make cool shit

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till then

keen birch
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That's really not my point, though

raven cedar
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but appearntly it is

keen birch
#

You're honestly 100% missing the point I'm making

raven cedar
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you are being obtuse to the original topic of learning quickly

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and keep wanting to apply what I am saying to more than is here

kindred viper
#

DEFINE POINT_YOURE_MAKING;

keen birch
#

"Also, anyone who thinks that an investment of 2 hours, 2 days, or even 2 weeks, into a single process, to understand it, is a long time, needs to find another business to be doing work. Development, Design, Pipelines, Production, these are not "I stayed at a Holiday Inn last night -- I know everything". I am 20 years in this field of engineering, and I learn, new shit, everyday."

raven cedar
#

yeah, please, define it

keen birch
#

THat's what I'm referring to

raven cedar
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still stands?

keen birch
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Not the discussion of learning speed

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The fact that the guy said a video was long

raven cedar
#

I even pointed out, time is non-factor?

keen birch
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Does not make him unfit for the job

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But you did insinuate that

raven cedar
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If he watched it and didnt learn jack shit, yes, yes it does

keen birch
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Which tick me off

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But you don't fucking know that ๐Ÿ˜›

raven cedar
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just cause you have no time, and can watch it quickly, doesnt mean you should?

keen birch
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You just know that it was more complicated than he expected

kindred viper
#

I once spent 3 months learning the maths to make a top-down marble madness style camera for UDK. 2 of those months were purely down to learning about calculus and trigonometry.

#

same thing every day though

raven cedar
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just cause you have no time, and can watch it quickly, and CAN learn, also doesnt mean you should

keen birch
#

You're still missing my point

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But whatever

raven cedar
#

but that is not the point, at all, of the original CONTEXT

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watch it fast, watch it slow, watch it not at all. If you are not applying that knowledge, what speed matters?

keen birch
#

We're arguing completely past each other

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We're both arguing about a different thing ๐Ÿ˜›

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So never mind

raven cedar
#

I guess. I am simpy saying, you can read all the books ever, you can watch all the videos ever, if you are not actually doing any work, what good are your skills, at all.

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watching, reading == not enough

keen birch
#

Very true

kindred viper
#

I think everyone should quit games dev. Then see how the world copes until all games are considered retro. Then make one giant new super MMO game the world can enjoy ! We can call it "Thermonuclear war is good for your complexion".

raven cedar
#

we can sell sunscreen

keen birch
#

And I'm just stating that I feel you shouldn't say, based on a single comment without context, one should call the person unfit for a job

#

That's literally my only point

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And yes. We should

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Dibs on making the bad parts of the code

kindred viper
#

honestly.... reading and studying doesnt need to be work based to learn. For the past 2 years I have worked on a single title. In the meantime I have watched Epic streams, tutorial videos, read websites, followed the facebook group and helped others to learn and assisted with their problems. Now if you ask me my hands on experience, you would think I am a noob, but I am not. That is osmosis and dedication working right there.

keen birch
#

๐Ÿ˜›

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That's a thing which bugs me about the "Without shipped titles you're not credible"

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The fact that I haven't shipped my things yet doesn't mean I haven't worked my ass off for the last two years

kindred viper
#

I can live with that though. You haven't experienced the traits of released titles

keen birch
#

In some respects I understand it

raven cedar
keen birch
#

In other respects it's just ignorant

raven cedar
#

yeah, no shipped products sucks, but that is evidance of nothing

#

your work is your work -- even if it never sees the light of day

keen birch
#

"Whether you use Maya, Max or Blender, you're always going to be absolutely trashed by the UI and weird bugs, so learn how to cry instead."

kindred viper
#

I have no degree. I do have 3 shipped titles now though. So technically I am employable. Im not sure it means I have the right skills, but I am employable and thats all my credit card bills care about

raven cedar
#

so tru

#

and

keen birch
#

xD

raven cedar
#

so tru

keen birch
#

Was about to say

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"Every single GDD you will ever write will be worthless by the time you actually start production and will be completely forgotten by the end"

#

Oh

#

Define GDD though

kindred viper
#

game design document

keen birch
#

Yeah, I know

raven cedar
#

God Damn Doughtnut

keen birch
#

But there's a million ways to set up a GDD

kindred viper
#

generally distressing doodoo

keen birch
#

So some ways may be completely useless, while others can be useful throughout for just keeping track of things

#

But uh

kindred viper
#

if you are working with others, none of them are entirely useless. You need some way to convey visually

keen birch
#

I find Rigger for project Game?

cursive dirge
#

how do you do that?

#

oh right, it wasn't discord where I wanted to format text like that, it was on the forums

#

figured it out

vale osprey
#

@keen birch it doesn't say that gdd is useless it says it's worthless when production starts

#

this assumes that your protoype phase is already semi-finished, by that time, bunch of "solutions" and "ideas" are already changed

#

it doesn't mean that you shoudn't even write it, quite the opposite

#

and it's always important to distinguish between cases when someone teaches gamedev or software development and then reality of the job

#

like you final job can be about coding physical simulations, after few years you won't need to put everything on paper. But when you are still learning, its very important to have everything on paper

#

but I agree with @raven cedar Gamedev or software development is all about learning. Besides business side thats more or less all what you do. You don't need to be coder for this either, artists need to learn new tools and pipelines all the time.

pallid compass
#

how does stuff work with more than or less than when your in minus numbers?

vale osprey
#

-20 is smaller than -10

#

if you imagine a line with a 0 at the middle

#

everything further down left is smaller than everyhing further down the right

#

which makes people buthurt with opertations like Floor and Ceil ๐Ÿ˜„

pallid compass
#

gotcha haha

#

btw do u know how to set local rotation on a mesh object inside a bp?

keen birch
#

@vale osprey Fair enough

#

But even so I tend to keep my GDDs updated as the project continues

#

So there's an overview of the entire plan there

plush yew
#

hello, just a quick question - i downloaded content examples from learn tab. Can i use the blueprints (with meshes) in commercial capacity for my project. (will be releasing it on steam) or are they for learning purpose only?

vale osprey
#

@pallid compass drag it into event graph and pull pin, type SetRelativeRotation

pallid compass
#

I think relative is messing up my movement

#

hmmm

#

Depends which way im facing depends if it works properly or not

vale osprey
#

@keen birch it's not a useless thing, that recomendation is more to the point that people shoudn't get suprised or attached to it too much

pallid compass
#

A and D move u left and right and depending how far left or right u go rotates your shit with it to add some gliding look

keen birch
#

Yup, I see

vale osprey
#

"rotates your shit with it" - should go into signature ๐Ÿ˜‰

pallid compass
#

I dont get it, if i face the other way it moves the ship down in to the ground

vale osprey
#

I'm not sure what that code is suppose to do to be honest - you use position as input to rotation

pallid compass
#

You press A and D, your camera remains in the same position but it moves your ship left and right, the further you move left and right, your ship tilts with it

vale osprey
#

and pitch is Up/Down, not left/right

#

yaw is left right

#

ahhh

vale osprey
#

well, first thing is to make sure that your ship is aligned with X axis, otherwise Yaw/Roll/Pitch don't have much sense

pallid compass
#

Of the movement im trying to create

light thunder
#

I have an actor BP that is set to No Collision but my pawn can't move through it...what am I forgetting?

pallid compass
#

What you trying to move your pawn with?

#

what nodes

light thunder
#

I was just the pawn to be able to move through the BP actor...

pallid compass
#

Ohh

#

I get you sorry misread

light thunder
#

so i went to the main collision static mesh and change collision to no collision

vale osprey
#

@pallid compass you need roll for this movement, not pitch
what I don't see in your graph is what will make offset smaller when you already went over the movement limit

#

@light thunder maybe you have some other object there?

#

or multiple components with colliison meshes

light thunder
#

hmm

#

no, it's DEFINATELY the static mesh

vale osprey
#

do you have just one of them?

light thunder
#

a few, but one of them is a big truck, the other is a laptop in the truck...but when I try to move through the BACK of the truck, which is just the truckSM, I still get blocked

pallid compass
#

Help blake first, il brb 5 mins, if you dont mind Bored, if u could help me with this it big a huge help

vale osprey
#

but does truck have collision mesh?

light thunder
#

does that matter if it is set to ignore collision...maybe I should just make the pawn character ignore eveything

#

I need overlaps becasue I have a lot of trigger volumes but I don't want collision

#

so I could go to pawn and change to overlap only?]

vale osprey
#

better to change it on a truck

#

Pawn can collide with other things

light thunder
#

k

vale osprey
#

so truck is a seaprate model? or it's a part of BP?

light thunder
#

child of BP

#

errr. component rather

vale osprey
#

is there are anything else beside truck and laptop?

light thunder
#

not enough to collide with size wise

#

like if I was hitting those other actors, wouldn't I know it

vale osprey
#

you can set preset to Custom and then explicitly say NoPhysicsNoQuery

#

not sure what is going on there

#

Show Collision from console might give some clue

light thunder
#

I got it, thank you!

#

wait, I don't got it

#

that's weird

#

I can move through the object ONCE

#

but when It moves again (i'm transformming it across the map) it collides again

#

Yeah confirmed...it is the EXACT BP but it gets moved ....I'm starting the map and running through the truck all around but when it gets move twice, it stops me from moving through it

#

OHHH i know what is happen

#

EDIT: Since I was moving the truck around, I had made some dummy SM's that I'm using as a positioner, and I hide them at game time

vale osprey
#

that was it I guess

light thunder
#

ugh is happening it's still doing it

vale osprey
#

have you disabled collision on those dummy SMs?

light thunder
#

the ones I needed

#

normally I want some collision this was just to grab a screenshot without switiching out actors ...I had to be in the MIDDLE of something

pallid compass
#

back

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Whats a good way to figure out the distance between Scene root and a static mesh in it?

cobalt locust
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Hello, I have a question related to variables in .ini files. Could you help me with this? I'm not too competent in this matter to understand this myself ...
Please, watch this from 15:53 to 16:03. You can see, what trees appear at very short distance.
https://youtu.be/pTZBizRiTkk?t=953 He did this by adding a variable to one of the .ini files, I think it's something related to the draw distance, could you help me understand how he did it?