#ue4-general
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@plush yew I have Scalaiblity.ini only
that might be it then
I assumed that this is either an Engine or a Scalability
if you want to prevent cheating, you could run a console command to set scalability
Scalability options, properties, and console variables.
I'm not a game developer, I can not prevent cheating, I'm just wondering how this person did it, is it something with a drawing range or what?
ok ๐
it probably is
I wanted to ask if anyone knows what's going on here. I create a new skeletal mesh and attach it to my existing skeletal mesh, then call SetMasterPoseComponent on it. That part works like I want it to. Problem is, when I want to remove that additional skeletal mesh, so I call DestroyComponent on it. That does not seem to do anything. Component still seems to be attached (at least visually).
sort of
@pallid compass post what you want to ask, I'll reply when I can. Or maybe someone else will
If i want to get the dinstance from the scene center to the mesh in it how do i do that
Using get world position is not working well
the Lenght(GetWorldPosition()) is not working well?
ooo
iv not tried that yet haha
wait is that a bp node?
getting the world position is messing up the math because of where u are in the world
Make vector, but it works with any vector
Its not working
Im trying to figure out the distance between my root of a scene too the static mesh attached to it
by Root of the scene you mean 0,0,0 of BP?
if your ship is a direct child of the root inside of BP, then use GetRelativePosition instead of GetWorldPosition
Yes
Okay so i just tried GetRelativePosition
But its giving me different results depending which way im facing in the world..?
not sure what you mean
Relative Position is position of component in relation to its parent, so parent coordinates is treated as 0,0,0
Sorry to be a pain!
no worries
you'll have to do tutorial at some point anyway ๐
not all of this is covered in them but it helps a lot
The project could not be compiled. Would you like to open it in Visual Studio?
Running F:/Program Files/Epic Games/UE_4.15/Engine/Binaries/DotNET/UnrealBuildTool.exe MyProject4 Development Win64 -project="F:/Projects/MyProject4/MyProject4.uproject" -editorrecompile -progress -NoHotReloadFromIDE
Performing full C++ include scan (building a new target)
Creating makefile for MyProject4 (no existing makefile)
@progress push 5%
Parsing headers for MyProject4Editor
Running UnrealHeaderTool "F:\Projects\MyProject4\MyProject4.uproject" "F:\Projects\MyProject4\Intermediate\Build\Win64\MyProject4Editor\Development\MyProject4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for MyProject4Editor in 4,0423185 seconds
@progress pop
Performing 8 actions (4 in parallel)
[2/8] Resource ModuleVersionResource.rc.inl
[3/8] Resource PCLaunch.rc
PCH.MyProject4.cpp
MyProject4.generated.cpp
MyProject4GameModeBase.cpp
MyProject4.cpp
[7/8] Link UE4Editor-MyProject4.dll
[8/8] Link UE4Editor-MyProject4.lib
Creating library F:\Projects\MyProject4\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MyProject4.lib and object F:\Projects\MyProject4\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MyProject4.exp
LINK : fatal error LNK1181: cannot open input file 'wininet.lib'
ERROR: UBT ERROR: Failed to produce item: F:\Projects\MyProject4\Binaries\Win64\UE4Editor-MyProject4.dll
Total build time: 49,17 seconds (Local executor: 0,00 seconds)
Someone has a magic fix for that ? I'v tried installing VS2015 & Visual C++ again and still not working
LINK : fatal error LNK1181: cannot open input file 'wininet.lib' that would suggest to me its the Windows SDK thats missing
i may not be right but its what I would presume first of all
@modern sparrow
Alright
I 'm gonna try this out thanks
I'm actually repairing Visual C++
Then I'll do that
Hmmm best way to rotate a BP via mouse input?
depends what you want the end result to be
do you want the BP forward vector to point to mouse? Do you need it locked by axis?
You control the ship with your mosue, like a aimer i guess?
want it to point to where your shooting
center of the screen
top down?
i see
Trying to recreate this type of control, its my fav type of flying haha, its for college work
well considering that video and the target is always in the center of the viewport, I would think you would be using the ship's forward vector and projecting it to screen. Then getting the angle between the location at the center of the screen and the projected location (which if you are sensible about it will be a zeroed out representation of the viewport location). With that angle you can adjust the ship until it meets the criteria of 0 angle difference.
or something like that....
I would have to actually have a test to see what is the exact logic but its thereabouts
You can move left and right, and it tilts the ship depending how far you are left and right, but thats about it
Do you think it would be hard for me to figure out?
that depends. Im not sure of your maths capability but it needs a bit of dot product. not much. Just an easy thing you will find about angles between two vectors
I would think the Epic Top Down tutorial has exactly this to determine how to rotate the character towards the mouse click when moving etc
Alright, nothing is working
I'm gonna put some screenshots overthere
But since I'm a newbie, this will be hard for me to solve
And there is not much about this topic on Internet
This is when I open VS2015
I thought it just be mouse rotation input = rotation of bp
@modern sparrow did you check the Windows SDK is installed?
Yeah it should work now
tried regenerating the VS files from the .uproject?
You mean rebuilding them ? I had this option but it says that the project could not be compiled
what engine version are you using?
was the project in any previous engine versions?
Nope
ok. deleted /Saved/ and /Intermediate/ folders. Then right click your .uproject file and set the engine version to the one you use. That should regenerate the files and make sure its associated with the right engine. Once you are in Visual Studio, make sure your project is the Startup Project by right-clicking your project name in the Solution Browser and in the context menu you will find it. Then build.
that is about as close to a reset as you can get. If its not that then its something external with Windows SDK
Loosing my project is not a big deal though, If this is quicker to delete them and creating working ones instead of repairing the old ones I don't mind
its only deleting temp files
Alright
I'm reinstalling SDK from the very beggining right now I'll do that in a few minutes
Just in case
oh god iv forgotten how to convert mouse data input to rotation omg
Hey guys anyone know good alternative Map control on older version of unreal
JESUS do not do this it does not work at all omfg
well you can do this. PlayerController -> Get Mouse Position. this returns an x,y of the screen location. If you want to convert that to a rotation it needs a base. being that the base would be center of the viewport, you can use dot product to get the angle between the mouse location and the centre of the screen.
yeah MouseX and MouseY are events that update right? That is like not the best way to do that as it over-rides mouse control as you are over-riding the usage
Yeah
Alright, it was not coming from SDK, I'm trying what you have said now
Okay can you give me an example of the dot product
wait cant i use the
Find look at rotation
there are many but if I spoonfeed you, you won't learn it :p Seeing as its a pain I know too well in this regard though, Ill help you out. https://answers.unrealengine.com/questions/31058/how-to-get-an-angle-between-2-vectors.html
Thanks, this is for educational needs
we are all students here ๐
Im not being a lazy fuck or anything, we are off for two weeks and im trying to fill my noggin
i mean students of life and UE. not at school :p
its ok man. I struggled with such things until I did the research. it was difficult so I get that you might struggle too
Once iv got the basis down, i can come back later on and refine things and go over them, thats what i tend to do
there will probably never be another more useful thing to learn than finding an angle between two vectors really. It comes up a hell of a lot
there are long ways to do it, then there is dot product which makes it a breeze
This is the only tab I have when I open my project after doing everything you'v said, looks like something is not installed
I'm gonna restart my PC, just in case
it looks like the engine that is at fault
honestly though, I have never seen that before
god knows. It looks like its not compatible with the solution or Visual Studio or something. Super odd
Stupid question but just to clarify, the angle i want is from the ship to the..?
How do you get a vector for the center of your screen
the angle is the ships forward vector projected to screen, and the center of the screen.
I'll try to reinstall it during the night, thanks for helping me c:
sorry Halcyon. I think I just gave you bad advice. it would be ship location to screen + forward vector I think
I really would need to test to get the right result. I cant atm though as Im in the middle of something
I shall test it
Erm how do i get the center screen location as vector
for the input
also having to do some research on what dot and acosD does so i understand it better
Gotcha!
Thank you so much for this, so good when someone helps you so you make sure you take it in correctly instead of picking up bad habbits if you get me
I think i did it haha
hey how long should html5 packaging take ballpark for a simple project ?
nvm. restarted and took less than a minute
guess it had hung earlier
How can I send an event to all actors implementing it?
@tidal lichen you can use interfaces
How do I know if a projects uses 64-bit FloatRGBA scene color format or 32-bit FloatRGB?
How do i move a uv texture cords down?
add a coordinate node with a vector two, and change the V channel in vector 2
I think i am doing this totally wrong
I have symbol i made and i want to fill it up with a red over iyt vertically
I think i am doing something wrong
erm anyone have any idea why this is happening? no google results ๐ฆ
what does your alpha channel look like
Hello there, does anyone know how to properly set application version? When i package the shipping I see the engine version as application version. Thank you.
Version
i am following that infinite runner tutorial, but after making that new empty map my character does not spawn, nor does the gamemode seem to do anything
when i preview the gamemode alone it spawns the platforms
but not in the actual map
do i need to assign gamemode/character to the map somehow?
Hey, I'm just gonna be lurking here because I've been learning for about 2 years and I'm running outta documentation on things : s
yeh got it working, there was no default gamemode set in the project settings
Anyone know how to add a keyframe / whatever to a montage?
I can't get movement in my animation and its frustrating af
all good worked it out
So I'm wondering what approach I should take for my camera system. Most tutorials and docs show you attaching a camera component to your pawn and the camera is rigidly 'locked on' to the pawn. If I need some custom logic, where would I put that? To be more specific, I am doing a top-down perspective and I want it to follow the player along the X axis only (moving vertically on screen). Is it normal to keep the camera on the Pawn and override it's position every tick? Or should the camera be separated out... Could it be spawned from the PlayerController? Or possibly the GameMode?
How can I call an interface event of a blueprint from another blueprint also implementing that interface?
@tidal lichen Look for the event but with "message" at the end
am I blind or is there no way to place static meshes in UE4 by just holding a key and clicking (i.e. in UE3 you just held 'S' and clicked around, so much better than drag n drop)
couldn't see any useful commands to bind a key to
Where is "Used with landscapes" inside the material editor now?
Seems to be removed, haven't updated in a while.
Using 4.15, upgraded from 4.12
Entire landscape turns black when using a material without it. Unable to paint as well
Nevermind, guess it wasn't working because I had my lighting unlit or something.
@true scaffold i totally forgot that was a thing.
With the latest windows update the right click menu inside Unreal is invisible, so I would suggest not updating it
I cant even install the update if i wanted to hehe, silly win10
ouch
I'm very happy with windows 7
@silk mural make sure you don't have launcher window open on background or Maya/max/Blender
Minimizing the should fix it
Old 3dsmax has the same issue
But uhm
Did I hear someone say that Volumetric Lighting is coming in 4.16?
Despite being "Backlog"?
Because that'd be a reason for me to update ๐
@maiden warren try using a Spring Arm component, and checking the Camera Lag option! No need for custom code, it has custom settings! ๐
Hello, I was wondering how can I get the microphone input audio component of the player in UE4, whether in C++ or Blueprints
I am developing a communication system using UE 4 which is designed for Virtual Reality.
Can I ask you people to take 3 minutes and fill in this form? It's only 5 questions.
done and good luck ๐ @onyx pewter
Editor/DevBuild all works well, in Shippingbuild it doesn't read the .sav properly. What could cause this?
@stoic moth Thank you!
How can I stretch just one static mesh from the beginning of a spline to its end? The spline only has two points
Has anyone ever talked about or written about design patterns in Unreal? Maybe in previous engine editions?
I've never seen a book about it before so I thought to ask since Googling doesn't really point to anything
it would probably say "don't put a freakin enumerator in a structure on your array of structures, but you're gonna do it anyway so godspeed"
Hi! Quick Q. Is using the level sequence/animation to animate a door being opened by a trigger still a good way to do it? Im coming from an old UDK background where we used Matinee to animate the doors opening.
the door example in UE4 had a complicated system for just opening the door. It used a lerp node instead of an animation. 0_o
Lerp sounds simpler to me, if it's a regular, rigid door. Doesn't require an animation.
But either is fine, whatever you're more comfortable with really.
xD
I remember in Unity when an animator told me to do some animations
And I said I don't know how
He was like "How did you do the other stuff then"
I sent him a bunch of code
And he was just incredibly confused
I have a decent size project and had a build error when I tried to packaged it. What are some common causes of this?
My log just says, Unknown error
@light thunder you have to look at the log, it tells you what the error is
Hy guys, i have this weird error when building
it only shows half the screen. kinda like multiplayer split, but it's not that.
any suggestions would be really appreciated at this point
thanks ๐
have you checked the reported viewport size?
So I just disabled PerforceSourceControl plugin from UE4 and it's not starting anymore. "Plugin 'PerforceSourceControl' failed to load because module ... could not be found.
Is there any way to fix it easily?
@kindred viper yes, it's set to 1080p. If i preview the game in a new window it looks fine
hmmm why is set physic linear velocity not doing anything D:
anyone got a clue why this wont work
Simulate physics is on, and dampening is set to 1
There is input from the event nodes
Hey folks. Having an issue here. My packaged game does not seem to be saving any files. No savegames, no settings files, nothing. Works fine in PIE.
is there some common problem there?
well in a packaged game it should be putting those in your local AppData folder. Have you checked there?
@hazy lynx what OS?
ah that new buggy spy windows
which UE4 version?
packaged in which config? does it not work in both development and shipping config?
but savegames are not. Or UInputSettings, or UGameUserSettings
4.14, shipping
what about development config?
let me check
in shipping there is no log, but in development config you have a log where UE4 would likely write whats wrong when it can't save
I'll try
and which windows update?
do you have that most recent windows 10 update installed?
it introduced some issues with UE4
so in all UE4 versions below and including 4.13 the right click menus in UE4 dont work any more it seems
I wouldnt rule out that what you are seeing might also be an issue with that new win10 update + slightly outdated UE4 version
ok, I have a windows 7 user with the same problem
ok, then its probably not win10 fault
but its also highly unlikely that theres any bug in 4.14 that would cause this, since that would be very known by now
yep
is there anything special about how and when you call the save stuff?
i guessed so
doing it from BP or c++?
from c++
well then the easiest thing is to just put a breakpoint there, run it in development config or even in shipping config and step through the code and see where it fails
so build with symbols, attach a debugger and test?
I think its always build with symbols when you launch it from VS
just select development or shipping config and hit the "play" button in VS
yes, development is the standalone game without the editor
same like if you package the game in development config
wow, now I feel stupid. Working 18 months with unreal and haven't figured that out ๐
๐
VS is awesome like that. Just when you think "I need to do this", VS tends to have already solved that issue for you
I often had to debug stuff in packaged, so I often needed it
you can also run "Debug" config, thats also like packaged but better for debugging since code optimization is disabled
just make sure that you have at least once packaged the game from UE4, since those configs still need the packaged assets
no
"Kill... me......"
:))
@fiery harbor
GEngine->GameUserSettings->ApplyNonResolutionSettings();```
This is a valid way to change and save shadow quality settings, right?
you need to call SaveSettings()
only ApplySettings calls SaveSettings automatically
oh?
shit...
not my day ๐
Thanx a lot, now I just need to figure out how come it worked in PIE
is there away to access the post process volume in the level u are in via a pawn or char?
@hazy lynx for such stuff I would call the console command
I think its the same like sg.shadowquality 0
morning guys, does anyone have a T-frame setup for the ue4 character base model? seems that the DL they link is set up for A-frame, i have the old 2014 modle but id like to get the new animations working correctly
just disable motion blur in the project settings @pallid compass
This is two 3D widgets...the top one is blocking me from putting input into the bottom one. (I've testing, moving the top one far up and it works) Rather than mess with resizing the canvas, how can I set that 3D widget on my actor to let mouse clicks pass through it...
EDIT: Record time....set collision of the widget component in the BP to overlap all
each widget has collision options called Visibility (for some reason). You can set a widget to ignore input with Self Hit Test Invisible. They also have a Z-Index order so you can put a widget in front of another. If you want to hit a widget at the back without setting zorder though, Self Hit Test Invisible is what you want
How do i make a projectile fire in the direction mesh is facing?
is it forward vector?
yes
just get your forward vector from the controller then, presuming that you dont have some kind of unconventional setup
well if you cant use the controller or pawn etc. You can get it from the camera too
How do i do that?
for things like that I would get the player camera manager and get the cam from there
i get world rotation from camera and they still fire the wrong way
its always firing to my left :/
you shouldn't really be having an issue if you are setting the projectile's direction vector as the camera's forward vector (or player/pawn). Can you manually set it?
projectiles have a component right? In the projectile movement component you feed it a direction vector. Then it knows where to go
Its firing to the left instead of forward
oh do u ?
fuck me
im an idiot
thank you
hmm are you even using a projectile or did you just make one yourself?
gg ๐
Can I publish a game with a modified Unreal Engine build?
anyone know how to get ue4 to actualyl delete blueprints that have been moved/copied
i hate looking through my directory and seeing these old BP
or assets
that should not be in the folder
dont appear in ue4, but appear in the directory
@zinc bison fix up redirectors
And you're gonna have some fun I think
should do that any time there's a move/rename/etc op
If you're seeing a lot of them it'll be a joy to clean them all
I tried that meh
Huh..
I've been working with UE4 daily since the early days
and up to this point I have been able to avoid spending that much time in the editor
but for what I'm doing right now, I'm kind of stuck for long periods in there
and man does the editor slow down to an absolute crawl after 30mins to an hour of use
for you guys who use the editor a lot, how do you combat/ stand this?
do you just concede and restart it when it becomes too unbearable?
for me, it's especially troublesome for modifying blueprints, there has to be some major leakage going on there for this to occur :3
My beam particle system with a noise module gets flatter and flatter as I rotate towards a certain axis and then when I am facing that axis it is completely flat. How can I fix this?
@ember jasper minimize your open tabs to the point where you can always read the full name of any open tab
Also have plenty of RAM to begin with
I have 32GB of RAM
oh wow
and I almost never have more than 5 tabs open
1080 GCard and a $500 CPU
still this slog xD
I'd ask how complex your in-editor stuff is, but you say you don't spend time in it
well that'll do it lol
but I get the slog even in the sessions where I only work with small ones
if the small one reference the larger one, it'll still be loaded
Actually I think it may be loaded regardless
hmm
Just "in case" somebody wants to use a class
if that is the case, then I'm screwed, but it would be very strange if they did no
no, it cannot be the case
since the editor works fine the first half hour
it is definitely a memory leak in the editor that is the cause
Could try searching for VersionNumber leak
Otherwise, yeah, I usually restart when it starts to get choppy
But I haven't had that recently
it would be really interesting if the frontend profiler added better memory tracking to the tools
I briefly tried profiling the editor to try and figure out the cause
but alas
nothing of use on first glance
Anyone use Perforce for source control?
@brave horizon I do, what's your question?
I was told that Helix is free for under a team of 5 users - is that correct?
I'm on the trial at the moment.
100%
Cool. Thanks
You can go up to 10 I believe
oh nice
It's a little more full-on than Git.
But then again I've worked with Git for some time.
definitely take some time to look at this: https://docs.unrealengine.com/latest/INT/Engine/Basics/SourceControl/Perforce/ and some general perforce documentation
How to setup Perforce so that you can share assets with other on your team.
it handles things slightly different from GIT, which is a lot more intuitive
Nice, well @ me if you need any help. I've run through the gamut
Oh thanks. Appreciate it.
@hoary wadi One thing I'm having initial issues with is connecting to Perforce via UE
Is it xxx-xxx-xxx-xxx:1666 or ssl:xxx... or should it be the IP of my server with port 80 ?
it should be the your server-ip:80 if that's the port you have perforce using
Hi?
How is everyone?
good good, how are you?
Yeah not bad. Trying to figure out source control 8)
Just a little bit of a noob
Ah I think I need to have a workspace before I can connect.
I use the blueprint programming language
Maybe I should reload UE.
oh ffs..
I was CnP with an extra space
But I did have to setup a workspace first.
@hoary wadi Should my workspace project be in the same directory as my UE4 project?
yes
@plush yew Right on. Are you looking for a team, do you have some questions or are you trying to show off your work?
@hoary wadi yep - makes sense. cheers.
Hi, quick question which anti aliasing is usually better Temporal or MSAA?
@gentle crypt What's the use case? VR?
Yeah VR but i also want to know for general projects too.
@hoary wadi I'm assembling a team of unreal engine 4 developers
You might try making a posting in the Jobs channel. Also you should check out this server: Game Dev League
@gentle crypt AA for VR is a little different
@hoary wadi Do typemaps have to be defined for each user, or is it just done once by the admin?
Ah ok. so what should i use for AA?
Well, use the default for now.
Or is there a particular issue you're coming up against?
gah, it's not saving the typemap files cause sublime keeps making a copy instead of editing the actual file.
So I asked this in #design-chat but I guess I want more opinions, how would I start making a dark souls-like game?
That's really a question you need to ask yourself.
What makes up a "Dark Souls" like game?
Start thinking about what the main systems you need for that kind of gameplay are.
And start implementing them.
One of the things I think is important to a "Souls"-like game is the particular amount of character momentum and responsiveness (or lack thereof) to movement inputs.
@brentwallac yeah I'm using the default for my VR project for now but I noticed in robo recall they are using MSAA. so I thought I'd find out what the difference is and which is better in general.
@livid haven I'm mostly doing it because I was driven crazy how from software absolutely butchered some online aspects
where a brain dead monkey could see a fix
How much experience do you have?
none im going into this like a truck to a brick wall
its probably not gonna work at all but i might as well try
rn I just want to learn how to get the whole character thing down
rolling, blocking, attacks and shit
Hm
Well you can theory craft all day long but you'll eventually need to know more about what is and isn't possible
oh dude when I say online fixes im not talking about "netcode" or buzzwords like that
im talking about simple basic shit
if you play DS3 you know how fucked the blue phantoms are
in DS1 the gravelord covenant was an excellent idea botched terribly aand never revisited
but yeah I just want to know how to work the characters and enemies
Hello!
and I guess once I learn that I can move on to the whole world aspect and then online
hallo
Well animation is going to be important, so Persona tuts are a good thing to look into
Montages/notifies especially
I'd also look into some Behavior Tree stuff for your AI
If you're going to have AI
But I don't have any specific recommendations to make
Just kinda jumped into it myself
How is everyone?
fine
Hey guys, i've got a question
I've got a character that has two movement speeds, walking and sprinting. However, the character just snaps to those two speeds. How would i go about him just gradually building up speed until the limit, so there's a smoother transition between animations?
Hello,
while trying to package i get this error: "The skeleton asset for this animation Blueprint is missing, so it cannot be compiled!"
animBP compiles fine in editor, and if i right click and go find skeleton it finds it in the editor
nvm I got it fixed...just for reference - by either moving/renaming stuff, reopening the project, clearing the cache
What collision settings do u normally use for projectiles that u want to generate hit events
So i have my projectile set to block all, and my wall set to block all
But my projectile flies through it?
There is a projectile in the firstperson template, might help checking there
maybe you don't have collision on the projectile?
a mesh by itself won't collide with anything no matter what setting you give it - either add a collision component or go into the mesh editor thingy and add auto convex for example
How do you safely delete a map?
I'm assuming you can't safely delete it through windows explorer
I'm also wanting to fully rebuild a project/level
Anyone good at Material Custom Expressions that could give me a bit of help?
I want to pick from four different input depending on a fifth.
if (Layer <= 0)
{x = 0}
if (Layer == 1)
{x = 1}
if (Layer == 2)
{x = 2}
if (Layer == 3)
{x = 3}
if (Layer >= 4)
{x = 4}
return x;```
What am I doing wrong?
Any idea why I cant use emissive as a light source in 4.13? I have enabled to use emissive for static lighting
if I set "foward rendering" in editor, the project runs only on DX11 hardware, right?
Any ideas of how I can reduce the "hard movement" that comes with adding the Camera's parent socket to head? While the view is perfect, due to head animations, it makes it unbearable when you move with all the excessive shaking.
Is there any way to soften the movement, without affecting the animation itself?
Oh, I will check it out
Using same stuff for my project
I have Target Arm Length 2
and Camera Lag Speed 20
Camera Lag Max Distance 2
Really soft movement
Just gotta figure out the hierarchy
need help?
Do you use a socket on the Arm or Camera? Or neither?
Socket on Arm
Arm on Head Socket
Camera - SpringEndPoint
socket
SpringArm - Skeleton Head Socket
Made it work, just have to figure out the softness. The default third person player animations are very very shaky
Ah, found the problem. Forgot to enable Rotational Lag ๐
Quick question guys
If I've got an action mapping
How do I get its current state?
(Pressed/Not pressed)
Not sure if...
Well yes and no
Wait um
I'll do it like that if I have to
But e.g. on axis mappings there's the getvalue thing
Basically all buttons have a Pressed and not pressed Value
I'm wondering if there's something like that hidden somewhere for the action mappings
Can u explain what u need to get
ahh
So just a check
"Is this key down?"
I'd imagine the engine stores that somewhere, but maybe not
Thinks
It actually makes perfect sense if it doesn't
"Is input key down"
I think there is no single node for that
There is
Is input key down?
No probs
Good night all ๐
gn
^ pro tip
Hey guys, i need help
Something weird happens to my character's face when unlit
This happens when out of light. But when lit he turns normal
Nevermind, it was the AO that got corrupted during export
hey whats the best way to have an interactive touch panel on an object in the world ? is there a way of attaching a widget to an actor ?
like, think a touchscreen computer next to a door for instance, so not part of a hud
Hey @fierce tulip how can i make a particle emmit only at certain intervals? So for example If i have some rain that drips then stops then it starts again.
Can you make a skeletal mesh LOD to a static one?
Nope
Well
Mine dont work
Unless its on
They just pas through
pass through
any idea why?
can someone help me with collison projectiles been stuck for 2 days now
@pallid compass no, physics does not have to be on to generate hit events
check your particle system under collision and see what "collision types" are being used. this can be things like Static Meshes, Landscape, etc
turn on ALL of them for now so you can debug that as a cause of particles not colliding
there actually can be other reasons for particles not colliding too, but rule that one out first
I'm having trouble launching Content Examples project in 4.15.1. The loading goes up to 95%, my CPU goes to 100%, and it doesn;t go anywhere past that
I need to kill the process
There's UE process, and three Shader Compiler processes running
Let it run. 90%+ loading just means compiling shaders
You don't need to kill the process, you just need a coffee break.
yup ZeroNight is correct. depending on size of level this can be as much as a 30 minute wait
once you've let it compile once, it's fairly fast afterward from then on
Yeah, it was simply taking longer than usual.
if you have any shader compiler processes running, you've definitely got a compile to wait on
Thanks, I'll remember it
my current project we get around 12,000 shaders to compile if there's a major change to the landscape material - map size factors in
if you have a larger landscape, it will compile more
it'll happen 100% of the time if you make change to the core landscape material for the level
and 0% of the time afterward if you make no changes and use same landscape
Gotcha
Looking at that project, spline meshes seem super simple
I wonder if they can be used to generate corridors and tunnels
you know that's actually a really good idea
Right?
I wanted to make grid-based connections between rooms at first
But then I thought "Hey, spline meshes!"
i've only been using the landscape splines in my level
but the mesh splines would work too
they are kinda good at bending a mesh
so far it's been rivers and ocean foam
i'm tempted to do this for some caves in my game but our caves really won't be that extensive or deep to warrant this ๐
Well, it's an opportunity to make them deeper ๐
Now, how many loops do I need for the corridor to be smooth...
Does the spline mesh add additional loops as the mesh gets longer?
hello!
Anyone here worked with localization and localization dashboard?
I'm trying to figure out if it's possible to have localization dashboard sort text by namespace
and another thing, is there a way to set default localization to be used in some ini file?
@oblique sorrel it won't add any edge loops to the geometry itself as far as i'm aware, just adds more instances of the geometry itself
which bend as much as they can based on their own edge loop amount
Okay, that's fine too
Okay, now all that's left is to set up the spline actor, spawn it, and make it go from doorway to doorway
Let's see how it goes
Hey guys, is it possible to package a project for mac on a windows machine?
Alright thanks
Okay, it's not working after all.
Looks like it just stretches the mesh. And in the wrong axis too.
i'm not real sure what performance differences are - except the need for a landscape
but landscape splines are pretty smooth
I added a bunch
Doesn;t seem to have that much impact
One connection has been made!
It seems to add maybe 2-3 seconds to my level generation. And that's taking into account searching for a suitable pair.
Bigger search radius:
No idea why do all these splines converge on one, single point
It's not even world's 0,0,0
Is it possible that structures variables arent saving in a save game?
Regular variables are working okay but it seems like structs arent saving, or am I doing something wrong..?
did you USTRUCT() them?
Ah, dunno then ๐
:/
Okay, I'm having a problem.
I want to creat that SplineMesh between the start actor, and the closest actor of the same type. Except if the actor is already spawning a SplineMesh, or if it's an actor that has the same parent.
How can I get a different result from a collision sphere? That is, make it run again, but this time ignoring the actors it hit last time?
Because, IIRC, collision always returns the first object it hits
There's like collision params or whatever, that has an actor ignore list
ooohh not sure
trying to figure out the patching process for unreal. Documentation says: "You can patch a project you have previously released using a versioned release."
what is a versioned release?
I know that I don't know enough about it, but basically using a service that stores your project externally, you can update it with version numbers
Source Something? God I'm noob
Source Control?
Version Control could be the thing for you. e.g Perforce or Github
SVN is OK. i like Perforce best
Github is a weird nightmare beast made for programmers or very very very small teams with not a lot of assets
Yup. i use perforce as well.
perforce is best for anything with binaries, currently
http://store.steampowered.com/app/610780/
Is it even legal?
I was wondering if anyone can help me with this. https://forums.unrealengine.com/showthread.php?142544-Inventory-System-(Help)&p=696341#post696341
If i have a custom widget i have created, and bring it in to main_UI, how do i get events from clicks for it
@sturdy turtle yep.
@sturdy turtle wow that is insane...
meanwhile my team is waiting to just get PERMISSION TO SELL our game http://steamcommunity.com/sharedfiles/filedetails/?id=631010479
with fully functional online multiplayer, crafting, harvesting, playable animals, dismemberment, oh and a world larger than Conan's or ARK's...
at least someone else is driving a buggy on...a road....
So I have the infamous "structures causing blueprint nodes to unplug when loading project" bug, I've had it a lot in the past, I found a way to prevent it from happening, but I just failed on that and I have it again and now I can't figure how to fix it again
4.15.1 seemed to fix it, but that broke foliage LODs so I'll wait til they patch it a bit
4.14.3 still has it
but I just noticed the error sais "Variable node KsNode_VariableGet_4665" uses an invalid target. It may depend on a node that is not connected to the execution chain, and got purged."
four thousand, six hundred sixty five. That's definitely a problem.
K2* Node
here's the funny thing... when I go to plug everything back in - if I leave ONE THING UNPLUGGED, it'll save and keep everything plugged in (albeit with compile error)
however, if I delete that last thing, or fix it so that it works at all, basically if I get a green check mark, then it unplugs EVERYTHING next time I reload ๐
Some sort of placeholder variable loop piling up or something
good news is, when I plug things in temporarily, everything looks sick as helllllll 8)
hey all :D. i am working on a basic tower defense game, and when you click on a tower, it will show it's radius just by making the sphere collider component visible. Is there anyway to make that stand out more, like with thicker lines? I'm assuming not as it probably wasn't designed for that purpose. Any other suggestions?
its radius* D:
blessed be, I fixed the thing
always a great feeling to press play and hear your intro music ๐ ๐ ๐
So, note to self - I SAVED without compiling
then quit and reloaded and it was already compiled
@ruby aspen you could add another sphere component and give it a simple opacity material and in the construction script, set its size to the same as the collision sphere
ah bugger, it broke when I changed the default anim instance D:
Who here likes star wars?
BIG ANNOUNCEMENT FOR STAR WARS FANS IN #share-your-stream !!!!!
lol...no point in trying to make that. you'll get a cease and desist from disney/ea/whoever has the rights
and thanks @last loom
lmk if it works!
and yeah, it looks like they're saying they noticed some other company made this announcement
so maybe it's just a low budget game Disney allowed
they didn't do any PR?
yeah idk...I feel like any company that disney would give rights to would have to be a big company so they make a decent game and don't tarnish the reputation of the series
anyway lol, back to my question, i actually don't understand why I would need to create another sphere component. Can't I just put the material on top of the one I'm using already?
you're talking about the sphere collider
I'm saying make like a static mesh
so you can give it a material
๐
just turn the collision off
a cleaner idea might be a flat circle on the ground
and just give it an emissive
like 10, so it glows
hmmm
i'll mess around with it
i'm prototyping this all in blueprints with the intention to move it over to c++ later, but now the prototype has gotten quite huge. gonna be a lot of work ๐ฆ
are you good at C++?
I'm just working with the mindset that maybe it's just one small island with a few toys on it, if it turns out to be too heavy
and just sticking to blueprints and making it work
but hopefully I can do a legit open world rpg
no i'm not great at it lol
but i have experience with programming in general
and i have played around quite a bit w/ c++ in unreal and it's not too bad
but anyway...you helped me a lot and I got it to work ๐
so now I just gotta work on the material for that, but the sphere mesh is exactly the same size as the sphere collider thx to your idea ๐
perfect yo
material is easy
just right click and add a constant, then set that constant to like .5 or something, and drag that node into the "opacity"
then on the overall settings set it to use transparency
and you can set the base color to a "3 point constant"
which represents a color
^ all on the material bp
the terminology is wack but it's all the same ish ๐
yeah that's exactly what I did after looking it up ๐
the turret looks really bad I know, i made it in blender in like 5 minutes xD
i like the way that looks though, thx a lot for your help
tomorrow I shall work on actually making it shoot things
ahaa, I love blender, very cool
๐
tower rotation looks a little sloppy but it's a start. time to finally go to bed
Anyone know a workaround for getting ProceduralMeshComponent up and running for HTML5?
Looks like https://answers.unrealengine.com/questions/430740/problem-packaging-to-html-5-with-procedural-mesh.html has it but it only works without relying on collision data being cooked at runtime
hey. I've noticed that when i've packaged or am running a game in windows i've got a small black sphere acting as a player actor thing. even with default pawn set to none.
so when playing, i can move the stupid thing around with wasd+qe+mouse
in the inspector when running, its a defaultPawn. not sure why its appearing tho
@heavy flicker easiest is prolly trough blueprint.
There is no really well made random timed interval thing in cascade.
this might help
An overview of the Effects Gallery example level.
What are that system called where when you place an item, a transparent version of it appears showing you where you can place it or not?
hey can someone help me? i think its a rly simple question... its how can i press a input and my camera look where i want
how do you open the console dialog in the editor? is it the same console key set in settings?
doesn't work on my german keyboard, only in play mode / standalone
idk m8
I just set the keyboard shortcut in editor preferences, that works
regarding your question, you want to move your camera in a direction when pressing a key?
if u want to help me plz go to programming i explained all well there
glad u fixed ur probled
Hey all!
Is there a way to detect that a packaged project is run for the first time?
You could create a savegame when the game starts. Check if the savegame already exists. If not, that's the first time the project runs.
@plush yew Yeah, essentially any marker on disk would do. I don't think the engine has a built in flag for that.
I'd probably just use a config file entry.
yes, I did that
thought maybe I can detect that some config file isn't written yet or something
but a config entry will do
anyone has the same problem in an empty level, that you can select 2 invisible objects when pressing CTRL+A in the editor?
if it's empty anyway, just delete it and make a new one ๐
Is there a way to change the name of the save folder packaged project will use in %localappdata%?
4.16 looks like will have a helluva of improvements for visual effects, any guesses when its going to be released? 1-2 months?
they're already on to 4.16?? what about fixing 4.15? ๐ข
I know I know, fixes will be in 4.16 hopefully ๐
(with new bugs) ๐ข
4.16? When?
Hey @fierce tulip Ive got a particle travelling downwards, how can i make it rotate on a specific axis once it starts?
How can you set a data structure up so it has same sturucture for 1 half then the other half is another data table u can swap in and out so say like
you have Item_structure, has name, description, image then the other half is its item properties, then for a equipment one ud have same first half buy dif second half
Is anyone able to help with the intergration of Wwise to use in C++? I've setup up the plugins folder and have included AkAudio and AudiokineticTools in the dependencies for my projects .build.cs file but whenever use any of the #includes in any of my scripts, I just get bombarded with errors. When I don't have the #includes, I can compile and run the game fine.
Anyone familiar with a best practices of copying parts of your old project into a new project? Trying to fix a bad packaging problem...
Is there a way of getting the dimensions of an object? This is important for a game I am making.
@unique flint You can get the bounds of it
Either Get Actor Bounds or Get Component Bounds. The box Extent is from center and out
THoughts on ways to do a check by system in veriables? for a structure like
If i wanted to check if Class could use X item
How do u store like a tick system in data
Warrio can use, mage can use, archer can not, thief can use
etc
Any mathematicians on? Firefighter is having an aneurysm and could use another set of eyes
How often does the Unreal version upgrade? is there a specific date? - Wondering when 4.16 will be out because I have a specific bug in my game.
what bug @remote ermine
I'm trying to place an actor where it fits, however, the overlap event does not get toggled by the walls in the default level. Should I tick the "Generate overlap events" for every actor in my scene then? Seems like a performance eater
I want to have a skeleton for sockets and IK in my vr pawn. I want it to be modular so that the body, head, weapons and everything else is its own mesh. So I basically want to have a mesh which is just a skeleton. Should I make a regular skeletal mesh to mount everything onto and hide it in game or is there a more straightforward way to add such a skeleton in UE4?
Lights still calcuating shadows when turned off,it's listed as Target fix by 4.16 https://issues.unrealengine.com/issue/UE-35747. My game has ton of interactive lights and framerates unplayable,so either need to rethink lights or wait for update.
ah I see, I know they wanna push 4.15.2 first
@everyone Heads Up: Look out for a Discord user by the name of "KeirStarmer" or often just "Keir". He is going around sending friend requests to random Discord users, and those who accept his friend requests will have their accounts DDoSed and their IP Addresses revealed to him. Spread the word and send this to as many discord servers as you can. If you see this user, DO NOT accept his friend request and immediately block him.
Please be warned there is a user going around called "KurtStarmer" or just "Kurt" who is mass spamming terribly graphic gore and of such. Please spread the word of this to your other
Servers
-Discord team
@untold girder any user can do that though and giving a troll that much attention is all he can ever want. If anything, sending those messages to all discord servers will only inspire more trolls to use that guy's methods.
I have strange light leaks from an FBX we exported from Rhino
Any thoughts?
Please be specific, still fairly new to UE4, thank you!
Is anyone else having issues with widgets or bounding lines in lit mode are flickering in the editor, but are just fine Unlit? Using 4.15.1 on an AMD card if that matters
So I'm trying to merge some actors together in UE and merge their material but the merge material option is always grayed out; is there a fix to this?
Do they use the same material?
Afaik that slot is for when you're merging two meshes with the same material so that their material slots get merged
@stiff marlin
QUESTION : Working with SubLevels through source control, if someone modifies the persistent level, pushes it. At the same time, someone modifies one of its sublevels, pushes it. Merge occurs. Will every modification from both workers still be present ?
Has anyone else had the Windows 10 Creators update basically fuck their Unreal Engine context menu up completely?
The editor is literally unusable now, I try to open a context menu anywhere, even if I try the File > dropdown menus, it just won't render.
And sometimes it just freezes up
never happened once before the Windows 10 update.
^ makes me happy previous windows update broke my windows updating
@lofty edge try to minimize any grpahical applications or anything that can be using GPU on the background
including UE4 Launcher and Steam
Wish my windows update had broken, before Windows 10 came along...
What do you search for to change widget X Y POS?
is there a way to change the character from from "T" to "A"? the unreal base model is set to A and my game keeps putting him in T and its muffin up animations
i think its a option on import
I figured it out
Quick Question
If i have a UMG widget i made box and test, inside a action menu i made, inside my HUD, how do i make it so an 1 event gets called if any of the buttons are clicked?
text*
get the button in any other widget by casting to that widget and then binding the event onclicked to a new custom event
I do it all the time because I have a ButtonBase widget that I use to unify the style of all buttons in my project.
Gotcha
So i can do it inside the action menu?
as the action menu updates the images
What do you mean Action Menu?
So you're including another widget inside the inventory widget?
That widget has the button you'd like to select?
yes so i have
Widget 1, Icons, Image & button
Widget 2, box & buttons
Then my UI
The buttons in Wiget 2 are Widget 1.
Widget*
That is my Widget 2
Okay so you get your widget 1 as a variable, select the button from that reference, then from that you bind event on clicked, which you can then pin to a custom event. You can bind multiple buttons to one custom event.
Should i bind on the buttons there?
Wait it make sense to do it in the actual button widget i made(widget 1)
or not
Why would you do there? You already have the click event right there, and then that event is only accessible in that widget.
I think im just explaining shitly
Well, what do you want the buttons to do exactly?
I have Slot WIDGET_!, its a image and button
Because your initial question was how do i make it so an 1 event gets called if any of the buttons are clicked?
and the best way to do that is to get the buttons and bind all their click events to a singular event.
I have Inventory_menu_Widget_2
and then my UI
I want to make it so if any of the buttons inside Inventory Menu widget 2 are clicked, it calls an event, all buttons calling the same event
Right. So you want an event to be called whenever any of those buttons are clicked?
Yes.
I refresh the images here, should i bind on click there? if so i think i need to use event dispatcher right?
So your handler event will be in the inventory widget. Where the buttons are included. You call each of the buttons you've included and then bind their onclick events to that handler event; then in that handler event you do the checks to see which button was pressed, and how you do that is a different story, maybe by storing a reference on the button widget itself.
I actually do something very similar to that a lot as I have a SelectableButton widget which takes an array and builds a list of buttons based on that, which you can then click to 'select', each of those buttons is then stored as a central reference in that selectablebutton widget.
How are you trying to get the buttons?
that's because it's a slot ui reference, you need to cast to the specific widget
or wait
you need to get the button class inside that slot ui reference
so get btn_yourbutton from that
and then bind it
Erm how do i get a button class? apologises for all the questions
drag off of your widget and type "get <name of the button in your slot ui reference widget"
Ohh
Can i not get the reference from the Temp array i make to bind the buttons in there?
well the blueprint has no way of knowing which exact widget you're referencing until you specifically reference it
Although one of the guys here might be able to give you a better solution I'm not sure what happens when you bind an event in a loop
If you use doonce none of hte other buttons will be bound ot the event
only the first one
I'm not 100% sure if the loop will add the event bind or replace it.
But it's worth a shot.
yes but you're still using doonce :p
Works
well there you go
i removed the do once
Think il have any issues binding to all buttons at once?
erm i cant access the custom event in my ui o-o
make sure you're casting to the inv and have context sensitive turned on
Cast from UI to inventory_Widget right?
What object do u use
for this type of casting
dont answer that
im an idiot lmfao
Still does not work
Why would i cast from UI to inventory_widget
If inventory_widget is already a variable in there
If you're trying to call an event in another widget you need to get it. If you're including it in the widget yourself you can simply reference that
Otherwise you'd need to cast it.
I think i did not explain properly
Widget 1 Button is, then Inventory Widget, then HUD UI widget
I was just responding to this erm i cant access the custom event in my ui o-o
Yeah i Still cant
Iv got the invetory_widget as a variable in there
Still cant access the custom event we just made
get it, drag off of the getter, you should access it, as long as context sensitive is enabled
Thats all i get
So its back to front
The child has the event
instead of the parent
you want the event to be defined in the main ui widget? O.o
right
create a custom event on the parent widget
then in the event on inventory simply cast to the widgets parent and call that event
done
object type for casting to HUD_UI?
use "get parent widget of class"
no no
I must be doing something wrong, it cant be this hard to have a Custom Widget inside your HUD call an event.
Is the parent UI a widget or a HUD?
Inventory_UI is a custom widget i made, the HUD is the main UI
So the slot and the inventory is UMG
HUD is HUD?
I thought the hud was a UMG widget ๐คฆ
one sec
get the game mode and cast to the hud from that
get game mode > cast ot game mode > get hud > cast to hud
might not even need to cast to hud but my unreal engine is playing up so I can't check
Does that help lmfao
We're getting there
I apologise in advance for having the mental capacity of a cow.
Button is made of Image & button custom Widget
Inventory is Custom widget made of Button widget
I want all button clicks to call 1 event inside HUD
And you want to have the event to handle which button was pressed on the inventory
in the HUD, correct?
Okay
That's easy, we've got most of it set up.
In your HUD blueprint, create a custom event.
In Inventory UMG blueprint, go to the event where you bound the buttons to that custom event and IN that custom event, get the players HUD, make sure you're casting to the right HUD class, and then execute that event
Then you'll obviously need to pass through whatever references you want to use.
I'd love to stay and help you out more but I have to head out - good luck
Alright thanks for the help, how do i refrence the HUD class though?
jsut cast too it?
sorry i mean
i cast to it
with what object
i can't remember off hand but you should be able to just get hud and cast to the right class
Mistyped ๐
Gotcha, and the object type? also thank you so fucking much for the help
well its whatever hud class you made the event in
get hud > drag off > cast to HUD_UI
do the getter first