#ue4-general

1 messages Β· Page 63 of 1

pallid compass
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Why the fuck does this hate me haha

lofty edge
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oh drag off target and do like

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get owning player

pallid compass
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U DID IT FAM

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right gogo

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Il figure the rest out

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god bless u

lofty edge
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o7

pallid compass
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Anyone else here? i broke it already LOL

rapid oak
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yout need and input in that nodes object pin

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something like

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get owning player controller

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then from it get hud

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then cast to hud

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"i think"

pallid compass
rapid oak
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lmfao

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ummm

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you are using a player controller?

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try this sheet then

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get player pawn

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cast to it

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then get player controller

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then cast to it

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then hook that sumbeetch up

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ui stuff has always been the bane of my existence

pallid compass
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1 sec will check

pallid compass
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isent that a bit much

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to triple cast?

dusk mantle
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thanks @oak smelt

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ill try it, i havnt seen any options yet

oak smelt
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Somethings not right here... Did I accidentally clone myself?

pallid compass
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yes

oak smelt
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Awesome, glad to see it works. Carry on

ebon sparrow
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Anyone ever found triggers/OnActorBeginOverlap to act weird? I have a trigger box that doesn't fire OnActorBeginOverlap when I actually stand on it with the player character, but it does fire if I stand somewhere else and rotate almost 360 degrees on the spot

pallid compass
stiff marlin
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@keen birch yeah they did, actually.

pallid compass
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Am i missing something super obvious D:

golden island
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myb

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myb

pallid compass
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myb?

golden island
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maybe

pallid compass
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what is it?

golden island
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hmmmm

pallid compass
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i dont understand why it aint working

golden island
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idk

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I quit lol

pallid compass
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set alignment does not work either

golden island
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Try thinking this all in ur head. Step by step

pallid compass
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thats not really helpful

golden island
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I am more in programming. I don't do blueprints that much

pallid compass
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ahh oki

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head is rattled

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makes 0 sense

golden island
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So, as I do with my code, try thinking ur "blueprint logic" in ur head

pallid compass
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acording to the wiki its right

golden island
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go over it over and over until u notice a mistake

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lol

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wiki

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xD

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Few days ago I was going nuts on how my code doesn't work. Then I noticed that fuking ":" is missing lol

pallid compass
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lmao amazing

sterile cairn
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Is there a way to get multiple animations/poses in a single pose asset? I'm trying to create a FACS-based facial animation and the pose asset seems to be the way to do it. I can't find a way to import multiple animation sequences into a single one. :/ (Also asked this in #animation )

lofty edge
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If anyone is using UE4.12 or 4.13, do not update Windows 10 to the new Creators update. It will break your menus and render the engine basically unusable.

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I just rolled back and my problems have gone.

pallid compass
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ey @lofty edge got any idea why

golden island
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@lofty edge Why are u using older version?

lofty edge
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@golden island the logistics of custom engine changes and upgrading

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πŸ˜›

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We've been waiting for 4.16 to drop before spending a week or two ugprading

quartz patrol
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Any date announced for 4.16?

sterile cairn
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SOONβ„’

golden island
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@lofty edge ok boss :D

quartz patrol
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πŸ˜„

floral pagoda
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They just branched 4.16

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I am guessing this or next week

fiery harbor
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I don't think this week

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probably next week or the week after

keen cradle
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can I read up on the changes somewhere?

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not yet I believe

fiery harbor
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you can read through everything on github

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when I say next week I obviously mean the preview, stable release of 4.16 will probably be in something like 6 weeks

quartz patrol
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ohh

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Thats pretty long

pallid compass
tender violet
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is this referring to the rhirenderthread?

Stop Reason: : Thread 'RenderThread 3' (101010) Segmentation violation encountered at 0x000000004b53960c.
The instruction at 0x000000004b53960c referenced memory at 0x00000000003ffc00.
The memory could not be written.

real geyser
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So I have a lot of strings in the format" x=75488734.44 y=546345345.85 z=8884323.21.

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"

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How do I break these strings up, insert commas on too separate the numbers, while deleting the "variable=" portions of the strings?

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(I am doing this for the sake of number crunching on an excell sheet

still horizon
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@real geyser are they from a vector?

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or is it a literal string?

upper yew
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Is 4.15's hot reloading deature for code only? Or models and textures as well?

real geyser
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@still horizon um both? I found a work around by saving it as a txt fule and using find and replace all. Not great for large amount of data mind you but in my potentially small datasett it could work.

still horizon
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if its a vector you can split the pin and just get the float values and use append to make the string

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there is a replace characters node

plush yew
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Apologies for the wall of text here..... Some of our game dev students are experiencing UE4 Editor Menu bugs (basically the drop down menus don't work so the Editor is useless) in versions 4.12.5. This happens after installing the Windows 10 Creators Update. The only work arounds I can find are source code changes for source builds or updating to UE4 4.15.1 anyone else had this issue / know another solution?

fiery harbor
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@plush yew I heard many people have this issue, so there's likely nothing you can do

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either remove the new windows update, or update unreal engine

onyx pewter
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Hi guys, this is the "Stat net" as far as I know. But has this been removed? Or how can I retrieve this kind of information about networking of my application?

plush yew
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@fiery harbor cheers yer that's what we'll do eventually πŸ˜„

dusky chasm
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hi! could someone tell me where do you store your large projects? I've been developing a game for over a year and we are currently using 50gb at githost, and it's growing exponentially. Soon we will have a lot of problems

craggy nymph
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If you get yourself the right webhosting plan with ssh access you can set up your git repo on your own server. Usually you can upgrade disk space if needed.

dusky chasm
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yeah, that's what we thought, but is this size normal?

craggy nymph
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My plan has 250 GB by default.

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I don't have much experience with different hosting services though, so no idea if it's the same for other providers.

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Oh, not sure I understood you correctly. Are you asking if 50 GB is normal for a project?

lofty edge
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Afternoon gents.

dusky chasm
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@craggy nymph yeah, we have not tons of assets and even so the size is escalating very fast

craggy nymph
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Well, I can't say anything about your project, but my solo project I'm working on for about 1 year now is at 100 GB, another project I work on with a team is at several hundred GB. Of course size depends on what you include in your git repo. Whether you include your source asset files as backup and your custom build engine or not, makes a huge difference.

heavy flicker
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Anyone have any idea why my particle pops in and ut when i try and look at it and away?

rose bison
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you need to set up fixed bounds

magic scarab
deep tree
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quick ue4 question, anyone know how to change or expand the level outof bounds? i'm making a sidescroller and in the current project if the character goes out an arbitrary level bounds he seems to disappear

rose bison
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disable bounds check

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but you probably want to keep the character centered around (0,0,0)

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to avoid floating point imprecision

deep tree
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Okay thanks πŸ˜ƒ

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where is the disable bounds check option located?

rose bison
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erm, in the world options, if I recall correctly

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sec

plush yew
deep tree
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Got it

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Thanks

rose bison
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πŸ‘

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you should still consider rebasing the character

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they kill your pawn for a reason by default

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depending on how large your levels get

plush yew
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i know in network play when you turn off bounds check and go past that default number listed in killz things start to get reeeealy funky

past lintel
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Hey guys! I'm not a game designer nor a programmer, I just want to stick something together for demonstration and learning purposes. I already find my way around the UE and managed to set up a room with a couple of static objects inside. Next step is to add interactions (simple ones) to these objects. It won't be a game but rather a industry configurator which makes use of VR technology. So I want to program some simple interactions in VR such as switching colors on objects, moving objects by attachning and detatching them to my virtual hand, "snapping" objects together, opening doors in VR, so not by clicking a button but by moving your hand while holding the handle, stuff like that. I have a HTC Vive here and the UE and some simple models. Now I have no Idea where to start looking for learning resources regarding VR interaction programming. Do I even need to program? I don't know. Maybe these" blueprints" are useful in that regard. I am proficient in 3D Software since I am a 3D Artist by trade and now want to develop some simple interactions in the UE in VR. Can you point out some resources where I can start learning about this? And also would someone be willing to provide some kind of contact for me to ask these "simple" questions one has when learning new software which isn't in the manual exactly? πŸ˜›

brazen igloo
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when i package for Linux on WIndows, how do i set it up to target only up to OpenGL3.3? I opened the Linux PlatformSetting and changed TargetRHI from GLSL_430 to GLSL_320 or 330. But whenever i start the packaged game, it tries to inialize a OpenGL 4.3 context 😐

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and ofcourse it fails to do so -.-

brazen igloo
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got it, -opengl3

onyx pewter
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@past lintel Simple questions? πŸ˜„

gentle crypt
cursive dirge
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@gentle crypt go to learn tab, get content examples (for water material) and Open World Demo Collection for the environment

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water thing is probably in map "BlueprintRenderToTarget"

gentle crypt
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the content example shows how the fluid. im mainly interested in the underwater post process effect. im trying to figure out how they made the post process only happen under water when the camera is partially underwater. Normally when the camera everlaps the collision box it affects the whole area and would like to know how to stop that.

light thunder
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and make this one like it, but the auto setting doesn't work good, is there another way I don't know about other than just manually adjusting it?

glossy hemlock
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Is there any way to give an actor z axis physics (fall and bounce) but not x or y axis physics (rolling, sliding, horizontal movement)?

cursive dirge
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you could just remove the middle points both and change the point type in the bottom

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then use the tangent controls to adjust the shape to match your target

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or well, you probably want one point in the 0 and one on the top

light thunder
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what key interpolatoin type do I want?

cursive dirge
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and one in the middle

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and just adjust the middle point

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it's easiest

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well, you have like few options

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I can't remember the names out of my head but it should be self-explanotary

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and if it's not, it's quick enough to test them all πŸ˜ƒ

light thunder
craggy nymph
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Just a thought: if you know the equation of the curve you're trying to match, you could simply do the math directly instead of using a curve to look up the values.

light thunder
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Do I straighten tangets or flatten them? or not bother with that setting?

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I don't unfortunately

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but that's about it

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so the values are perfect but the curve angle is just off

floral heart
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Which nozzle's curve are you trying to do?

light thunder
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the 1.375 one

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I used the keyframes and the values are all right

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maybe there's some online curve equation generator I could input those keyframes

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craggy nymph
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I'd plot the points you've got, fit a curve to those points and use the equation of that curve. Any plotting software can do curve fitting.

light thunder
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Not sure if I will be able to get it into an equation from there though

glossy hemlock
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Is there anyway I can change the default scene root without changing the scale of any components attached to it?

light thunder
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@craggy nymph Can excel do that?

craggy nymph
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I'm pretty sure it can. But the website you linked also gives you the equation of the curve.

light thunder
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um, where?

craggy nymph
light thunder
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I don't see those options...hmmm

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must have some adblocker...came up in microsoft edge but not chrome

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How do I take that equation into unreal to make a float curve asset ?

floral heart
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1.08x*x - 0.08x

light thunder
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?

floral heart
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Or 1.036x*x - 0.036x, rather.
Edit: Or the actual fit with a second order polynomial was y = 0.00168082 - 0.03518305*x + 1.032287*x^2, I guess it depends how much approximation you can tolerate.
The data was

0.2    0.446
0.4    0.642
0.6    0.785
0.8    0.893
1.0    1.0```
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With the second column as X.

light thunder
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I have the equation what do I do with it?

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y = 18282540 + (0.4649631 - 18282540)/(1 + (x/106711900000)^0.4998586)

craggy nymph
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With the equation you don't need a curve asset anymore. Just use your input as x and you get y.

light thunder
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hmmm....

craggy nymph
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You just do the math in blueprint

light thunder
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which function am I using though? I'm searching for curve, equation, etc?

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@craggy nymph I just don't know how to put that into blueprint, I have the equation

floral heart
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Admittedly it's based on that graph you posted, so the GPM is on the X axis.

craggy nymph
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Or use the math node instead, it looks cleaner.

floral heart
light thunder
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ah thank you @craggy nymph @floral heart

glossy hemlock
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How do I change project settings through blueprint? I need to change my gamemode from thirdperson to vehicle using a blueprint.

potent lark
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I think you just possess a different pawn when necessary?

plush yew
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hi guys

plush yew
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anyone working on a open worlds mmo game

floral heart
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There probably is. Pray for them.

plush yew
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hello

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all

last loom
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@plush yew @floral heart I accept prayers of all denominations especially agnostic πŸ˜„

plush yew
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hi

last loom
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wha's up

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what's*

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So yeah @plush yew I'm working on a multiplayer open world... idk how massive the engine will handle, but I'm keeping it open

plush yew
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whats it called

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your game

last loom
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The Freyed Lands

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I got some videos on youtube that I've been streaming while I work on it, just finished character creation more or less (nothing too fancy, just race, hair color, and some text description variables) but all working in multiplayer on steam n everything

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and all my races/gender combos use the same skeleton, armor and animations (with tweaks of course to differentiate the animations) but the pipeline is smooth so far

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well ok females have diff armor but all fems share the same, all males share the same, from giants to dwarves, using Set Master Pose component and scaling

errant barn
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@last loom do you have a link to youtube vid?

last loom
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I kinda don't feel like linking to anything specific cause it's all like 1 or 2 days old and it always looks better every day... but

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the frame rate is crap in my broadcast

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but it's going smooth at 60 fps for the most part

errant barn
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Nice

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watching some now

last loom
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thanks let me know what you think, I don't get a lot of feedback πŸ˜„

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my buddy Alodar is a big streamer on Wow and he just makes fun of me for trying πŸ˜„

errant barn
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lol well wow has its player base thatll watch anything wow related πŸ˜› there is far less devs

last loom
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yea I should just import one of those Goldshire remake maps and do my playtesting there πŸ˜„

errant barn
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rofl yeah, I noticed most the highest hit ue4 videos use someone elses IP in the title

last loom
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mario, zelda, etc, true

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that shouldn't be taken as a market indicator, tho

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that's just youtube search results cross multiplying leading people to see them the most

errant barn
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Yeah, I guess its still good exposure for UE4

grim juniper
sharp nymph
ruby aspen
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so i made a class parented to actor, and there's no material category, which makes sense since it's an actor and not staticmeshactor. but if I add a staticmeshcomponent to it, shouldn't I be able to see the material category on that? because I can't 😦

floral heart
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@grim juniper Asset Actions -> Export
Probably.

grim juniper
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Yup, and I'm dumb. kappa

errant barn
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@sharp nymph I follow it loosely.

sharp nymph
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Is there any benefit to the file prefixes? I mean, you can just filter if you want to find a specific type

floral heart
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There was before the filter was created, probably.

errant barn
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I like searching for T_ sometimes

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Also if you name your source assets T_Brick_D.png makes it easier in windows as well

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Its also been standard at 3 places Ive worked

worn granite
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There's not as much benefit if you only use the editor, but it might be helpful to programmers @sharp nymph

sharp nymph
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thanks for the input

pallid compass
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How do Z order work if u add two dif canvas's to ur screen

glossy hemlock
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I need to make a flying vehicle for my third person game. Making the mesh shouldend be a problem but I don't know how to do the mounting or riding blueprints. Any ideas?

quartz patrol
glossy hemlock
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That is so simple. I have tried to posses other pawns so many times but I always failed. Thanks.

quartz patrol
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np, glad to help πŸ˜ƒ

glossy hemlock
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I got it to the point were I can posses a FlyingPawn from the flying game type in the third person game. It lets me steer left and right but not up and down. It also constantly moves forward. Any way to add up and down steering plus breaking?

quartz patrol
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Maybe you should add movement input?

glossy hemlock
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I don't completely understand the movement input stuff. I made its so that when you are the spaceship the looking up and down for third person is steering up and down. Do you know how to make looking left or right in third person steer the ship left or right?

quartz patrol
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Thats probably what u need

tulip ibex
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Is there a quick way of getting say the third person starter content imported into the first person template?

quartz patrol
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There is

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Add New button

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Add Feature or Content Pack

tulip ibex
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Ahh great, thanks

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If I want to expose a variable, that contains a couple of options in a drop down list, what's the best variable type?

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Array?

quartz patrol
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Array i guess

tulip ibex
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Turns out it's an Enum, so I think that's working, thanks πŸ˜ƒ

drowsy peak
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Ive finally drawn a blank. How would you guys handle seamless loopable proc gen worlds

pallid compass
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Anyone good with data structures i have quick question

drowsy peak
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@pallid compass What kind?

pallid compass
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So say for inventory system for data structures

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I have base structure thats like

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Name
Icon
Type

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and i want another custom structure in it for the type

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But u cant have like 3 data structures that are dif in the same slot can you? D:

drowsy peak
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Deep breaths man lol. Are you doing it in Blueprint?

pallid compass
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Yeah

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Feel like i have to have all types of equipment / items in the same type of structure

drowsy peak
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Screenshot your current array?

pallid compass
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to be able to access it properly

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I feel like i have to use the same basic item struct for everything or it wont be compatiable

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At the moment im storing the current basic structure in the array

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Then i went to put the equipment stuff in and realised "wait u cant have dif types of data in the same struct slot"

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So im guessing i need to have every type for every item in it?

drowsy peak
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Have you tried using another project as a point of reference?

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Right now it appears youre over complicating things and struggling because of it.

pallid compass
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no i havent iv been learning on my own

drowsy peak
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Ah

pallid compass
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So obviously right

drowsy peak
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Alright atleast you got your basis.

pallid compass
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I can only use 1 type of data structure in my inventory array

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So if i have dif types of items, how do i ref them in the structure with out having like 10 dif structures inside my structure

drowsy peak
glossy hemlock
pallid compass
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So i should

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Ref an actor?

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and store all the data in there?

drowsy peak
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Yeah work on simplifying your code and expanding on it

pallid compass
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Alright

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I shall give it ago

drowsy peak
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What youre doing rn is harmful performance wise.

pallid compass
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ah right okay

drowsy peak
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Gl man if I can find a better ref Ill mention ya.

pallid compass
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so if i ref in the structure

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Base item

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can i only ref Base item

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Or can i Ref children of it?

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out of curiosity

drowsy peak
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Like multiple connected items?

pallid compass
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mfw i thought it be better to use data structures than actors

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no

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Like

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Creating a child of the base bp

drowsy peak
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It should be able to ref the children

pallid compass
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ok awesome

drowsy peak
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If my memory serves me right

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Skim through it a bit, it should help

hybrid scroll
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Is it possible to switch the viewmode between lit, unlit, wireframe, lighting only, etc. during play in editor?

lethal spear
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F keys

hybrid scroll
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oh, right πŸ˜ƒ

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thx

pallid compass
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the fuq do i get stat values from a actor ref?

hazy lynx
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Hi all!

I'm wondering, what is actually an advantage of using pak files for release builds?

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and what is considered best practice when distributing over steam, packed or unpacked?

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@pallid compass EDIT: sorry, ignore the question, I see now

pallid compass
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Tried to use actors for items instead of data tables and struct but

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Just seams kinda stupid

glossy hemlock
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I have a rocket that is supposed to explode when it hits the ground. I have it set up with a on component hit event but it doesn't trigger when it hits the landscape as I want it to. Is there any way to make the landscape trigger hit events on other actors?

drowsy peak
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@glossy hemlock Have it create a invisible expanding sphere without a collider that matches the explosion. Set in then to apply the trigger hit events on whatever it touches.

glossy hemlock
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I mean that the explosion never happens because the hit event is supposed to trigger the explosion. How do I make the hit event recognize hitting the landscape?

drowsy peak
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Oh I misunderstood mb

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@glossy hemlock k I got you buddy. If you havent already you can give the projectile a radial impulse and in the blueprint youd get that radial impulse and run it into a fire impulse as a target. Afterwards you can connect a spawn emitter node to it.

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You should be able to expand from there

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Make sure it has a doOnce node as well btw

glossy hemlock
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I have every thing already except for expand. How do I do that?

drowsy peak
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Elaborate a bit more? (Im a bit drowsy sorry)

glossy hemlock
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when I fire the missle it just flies through the ground. The ground is a landscape. when it hits the ground the hit event should trigger but it does not. How do I make the hit event trigger when the missle hits the landscape (and how do I stop it from flying through the landscape)?

drowsy peak
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Does the missle have a physical collider?

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Booting unreal so I can help ya out a bit better.

glossy hemlock
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I don't know what that is.

drowsy peak
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Does it have a collider so it can make contact with the ground?

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Usually something flying through means it doesnt have any collision.

glossy hemlock
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It has an capsle colision and a projectile movement compponent and a static mesh

drowsy peak
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tsk. May I see the code?

glossy hemlock
drowsy peak
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Is the component fired from something?

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Like a rocket launcher or is it just dropped

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Also I dont see a collisioncomponent so that may be an issue.

glossy hemlock
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It has the capsule collision. It is fired via a spawn actor node.

drowsy peak
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Gotcha

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Sorry if im taking too long just recreating your script so i can see exactly what the problem is

glossy hemlock
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I will check bake later. I am afk now.

drowsy peak
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kk

sharp nymph
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For melee combat, does anyone have a recommended approach? Should I just use a collision primitive component on my character, or should I use tracers fired by an anim notify state?

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I was leaning toward the latter, but it looks like vars are readonly in BPs, so I'm worried I won't be able to control how often it happens

drowsy peak
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I feel a limited range raycast is the way to go after the anim runs

sharp nymph
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I suppose I could always fallback to the other if it turns out too slow

drowsy peak
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There ya go buddy

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I meant to say line trace mb

glossy hemlock
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I am Back

drowsy peak
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@glossy hemlock The reason it fell through the ground is the collider settings are not blocking the floor.

glossy hemlock
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how do I change them?

drowsy peak
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Click on your colldier capsule component, look in the details panel, and scroll until you see colliders

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There are presets that you can play with

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I used block-all

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Found this tutorial as well which is worth a look

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In the comments section, a user named fixed92 pointed out the issues with the program which applies to the way we both made it.

glossy hemlock
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Mine still won't explode. It only explodes if I speed up too much and it hits me.

drowsy peak
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strange.

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Is it just not exploding on the floor?

glossy hemlock
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Not the landscape, actors, pawns. I am the only thing it explodes on.

drowsy peak
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The fix to that is by modifying the "Custom..." Preset and setting the collider to overlap on World Static and ignore Pawns.

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Also substitue oncomponenthit for event hit

glossy hemlock
#

still nothing.

drowsy peak
#

._. life is pain.

glossy hemlock
#

yep :p

drowsy peak
#

Im accepting this challenge 😠

#

Basic shit like this shouldnt be kicking my ass. I just need a coke and Ill brb.

glossy hemlock
#

ok.

drowsy peak
#

k back

#

Im gonna figure it out even if it triggers me.

glossy hemlock
#

I remade the blueprint and it has the same problem

drowsy peak
#

God damn it.

glossy hemlock
#

Bye.

drowsy peak
#

?

#

Figured it out finally

#

@glossy hemlock I used the FPS Template Projectile's BP and removed the simulating phsyics function and set its colliders to block everything.

#

The collision also must be slightly bigger than the mesh btw

wide shard
#

A certain tutorial i'm following is using a lot of "CastTo" blueprint nodes to check inheritance and run logic. I.E.: casting an item to item_weapon to check if it's a weapon (since all the game's weapons inherit from it).

Is there a better way to make this check? I feel like checking if the item is able to cast to it is a clunky and wasteful way to make the check, although i have no specific knowledge of the process to back that up.

drowsy peak
#

You could set up a Line Trace to outline and display what the item is then pick it up?

wide shard
#

eh this is specifically for sorting items in my UI for the inventory

#

I've got all the pickup functionality and spiffy stuff working great, just getting the UI going

#

but i made ite,m categories of like, weapon, consumable, etc. and i'm going to be having the items be childs of these objects depending on what type of item it is

#

and i just want an easy way to check what type of blueprint it inherited from, but I feel like using CastTo is... not correct if all i'm doing is checking the inheritance

#

knowing this would be useful for cases where i would need to make this check outside of this instance as well

#

i just see people using castto, i see others using 'class is a child of' i'm just wondering which of these is the best fit for what i'm trying to do, i feel like the CastTo is very wasteful, but I don't want to discredit the tutorial author, maybe he had a good reason for using it instead of something like 'is a child of'

#

maybe the single CastTo is faster than 'get class' + 'is a child of' + 'branch' ?

#

although speed isn't super important in this case, I still want to know

drowsy peak
#

I feel neither way is wrong personally, but CastTo may be a simpler approach

wide shard
#

I just feel like I shouldn't be using it if i'm not making any use of the actual functionality of CastTo

drowsy peak
#

Elaborate a bit more?

wide shard
#

doesn't this look a bit wasteful, all those casts just to check

#

it's a tutorial, so i wanted to follow it pretty closely just to see how it turns out but

drowsy peak
#

Actually its fuffiling its purpose from the looks since its accessing the properties of other blueprints

wide shard
#

it's not doing anything with the casted result

#

i don't follow

drowsy peak
#

A Cast is meant to check properties of other blueprints so Im assuming its sequencing if its whatever its supposed to be.

wide shard
#

that's my point, isn't a cast used to change one type of object into another that is higher up the chain, so you could maybe store a bunch of the same thing or like

#

casting isn't generally used as an inheritance check, is it?

drowsy peak
#

It can be used as one

#

Example Use Cases

Below are a few examples of when Blueprint Casting could be used:

You want to access a specialized version of another Blueprint.
Character walks into fire causing a Health Value to deplete.
Cast to your special Character Blueprint to access and change the Health Value.
Your character dies and you need to respawn them.
Cast to your special Game Mode Blueprint to execute a respawn script.
You want to access multiple Blueprints of the same class and modify them all the same way.
You have several lights in your level and you want them all to turn on or off when an event occurs.
Cast to your Light Blueprint and execute a function that turns the light off.
You want to access a specific Child Blueprint.
You have several Blueprints based off an Animal Blueprint (Cat, Dog, Bird) and you want to access one of the animals.
Cast to Cat, Cast to Dog or Cast to Bird to access their respective Blueprints and unique functionality.

#

Basically it can be used for a inheritance check

wide shard
#

none of those things says using it as an inheritance check, they are all about using the functionality of the new casted object

#

which this is not doing at all, the pin is empty

drowsy peak
#

Let me see the tutorial?

wide shard
#

he uses CastTo to make these checks every time

#

basically, i have an object called Item

#

it has some stats, and i have made some objects inheriting from it like item_weapon, item_consumable, etc

#

with extra stats

#

i will later be making specific items

#

and inheriting from wherever is appropriate

#

in this part i'm sorting items in the inventory screen

drowsy peak
#

Oh I found a very good analogy for casts

wide shard
#

so i need to run a check if an item is a weapon or whatever

drowsy peak
#

A cast will not create an object or find anything. It's part of the inheritance principle. Basically it's like asking your friend if one of his parents was tall. He can answer yes or no. But you have to ask your friend. If you just ask a wall it won't answer.

wide shard
#

hmm maybe i had the wrong idea about casting then

drowsy peak
#

Yeah.

wide shard
#

i was under the impression that it tries to build a new object in memory based on the parent, and if it fails then it returns failure and you do whatever with taht

drowsy peak
#

Oh no no no no

#

It's purely to get a child of that actor or check if a specific object belongs to that type.

wide shard
#

so if i cast a sword for example, which inherits from item_weapon, to item_weapon, it does not create an instance of item_weapon in memory with some of the matching properties of sword?

drowsy peak
#

All it does is basically say. "Hey Sword. Isn't your parent a sword" The cast responds "No shit."

wide shard
#

so on that pin then, that says 'as item_weapon', if I drag that pin off and set an item_weapon variable to it, it won't put anything in? because it didn't create an item_weapon in memory? I'm just double checking, because it seems like i would be able to do that.

drowsy peak
#

It runs through the sequence, identifies it, then sets it from the looks.

#

"A player decides he want to sort his drug & gun cache by category" < Should I continue this analogy xD

wide shard
#

alright i think I understand a bit more, sorry if i'm coming off as confrontational, i'm just really trying to conceptualize what is actually happening with CastTo, since i thought i understood casting objects

drowsy peak
#

Nah you're furthering my agenda

#

I sit in unreal chat rooms waiting for questions so I learn something new to apply later

#

By doing the research and justification on top of my existing experience I learn and refine efficiently.

last loom
#

has anyone noticed some weird buffering/choppiness when streaming/recording on OBS from Play in Editor?

wide shard
#

some other people were talking about that in the streaming channel i believe

last loom
#

just me 😦

wide shard
#

ah

last loom
#

lol unless it was a while ago, I'll go check

wide shard
#

no I only use OBS for my 3ds, sorry

last loom
#

yeah just me there

drowsy peak
#

@last loom Might need to lower your bitrate

last loom
#

hmm my friend suggested raising it from 1500 default to 3000

#

so you think back to 1500?

wide shard
#

what quality are you streaming in, like resolution

last loom
#

1080

wide shard
#

i wouldn't suggest 1500

last loom
#

but it was totally fine before the patch

#

er before I switched from 4.12.4

#

now I'm on 4.14.3

#

it's gotta be some engine setting

#

unless the bitrate happened simultaneously

#

and I didn't think about it πŸ˜„

wide shard
#

check your CPU usage

#

might give you a clue

drowsy peak
#

720p 30fps and 1800-2000 kbits is the gold zone for unpartnered streamers fam

last loom
#

hmm I raised OBS' priority is that what you mean?

#

unpartnered? #noob

#

it was working fine before tho πŸ˜„ I'll try 1500 bitrate

#

but it also happens when recording

wide shard
#

no i mean, check out your cpu usage to see if it's getting capped or whatever, maybe the new engine update is eating cycles

last loom
#

yeah

#

it looks fine in editor tho

#

like it runs at 60 fps

#

but the recording is choppy

#

and only the play in editor window itself

#

I recorded a video earlier

wide shard
#

how about local recording

last loom
#

yeah thats what I mean

#

recording to hard drive

wide shard
#

ah that's choppy too?

last loom
#

yeah

#

let me test again

wide shard
#

welp, aint the bitrate then

#

lol

last loom
#

haha πŸ˜„

wide shard
#

i mean the final test is to raise the bitrate to like 20 000 or something and record a video w/o streaming

#

and if it's still choppy then for sure not hte bitrate

#

have you tried the whatsitcalled, playing in a seperate window

#

i guess if you aren't desktop capturing that would mess things up a little

last loom
#

hmm

wide shard
#

you could also try desktop capture

#

see if that makes the choppyness go away

#

but then you gotta be super cautious of not revealing a bunch of personal shit on that monitor

last loom
#

just did a test recordng again to see it in action

#

I do desktop capture

wide shard
#

ah cool

#

oh one more idea to throw out, are other streams choppy, ones that aren't yours

last loom
#

yeah I'm seeing it in VLC player

#

only when Play in Editor is running tho

#

if it's minimized it happens too

#

but in game it was running at 120 fps

wide shard
#

ah right, that's right the local was choppy too durr

last loom
#

I saw Greggy's looked choppy

#

but I only saw it for a min before he went offline

#

haven't caught him again since

#

I have it open with unitgraph up, the engine is running smooth as butter

#

so that's weird

#

as soon as play in editor stops, it works fine

#

sorry noe PIE

#

it's New EditorWIndow

#

I guess that's PIE too

#

but it was fine in 4.12

#

ooh there's editor settings for live streaming, but I feel like that's not the same thing?

#

flying around in the level editor itself streams fine, too

#

could it actually be because I'm playing too many frames and recording only 30? :/

#

like is there a way to frame limit UE?

#

well, it's not the bit rate, or the OBS fps, it shouldn't be the resolution because I never changed that...

#

t.MaxFPS fixed it!

wide shard
#

gj

#

well i distilled down my question with CastTo and posted it to the answerhub to see if i can get some more feedback

#

with pretty pictures of course

#

basically which of these could be considered better etc

last loom
#

what's your question per se? I just checked some of the convo w breezee

wide shard
#

basically which of those is the better practice, performance or otherwise

last loom
#

oooh

#

good question

#

I was wondering that myself

wide shard
#

is see both used a lot so

last loom
#

I think cast to, but idk

#

because cast to is one operation? while that is like, 2?

wide shard
#

one one hand, more BP nodes, on the other hand, cast has extra functionality that i'm not using

last loom
#

idk how blueprints actually work under the hood πŸ˜„

wide shard
#

sometimes you can expand them but

last loom
#

theoretically, wouldn't nodes only affect the editor performance?

wide shard
#

i forget how

last loom
#

once you compile it, it becomes C++

wide shard
#

there is more to it than that

last loom
#

true πŸ˜„

wide shard
#

it becomes C++ but i'm pretty sure those two pictures i offered still compile down to different things, even in C++ lol

#

in my scenario this calculation is not being done on a per frame basis or anything like that, so it doesn't really matter performance wise, but i know there has to be advantages to using one or the other, and i REALLY want to know

#

maybe i should post it in the blueprint channel here too

dawn linden
#

I don't think it really matters, certainly not performance-wise, it should come down to essentially the same thing.

#

The first one is a bit confusing because you ignore the cast output. BP really should have a node for IsA like in C++.

wide shard
#

it does, you just have to get the class first

#

in the second example

#

well

#

IsA is for specific objects

#

they have that too

#

but you can't IsA to compare an object to a class

#

at least not in this scenario from what I understand

floral heart
#

I read once someone figured that blueprint added overhead for each node. Kind of horrific, really.

dawn linden
#

I don't follow, BP has an IsA node? I don't see one.

floral heart
#

They have a way to cook Blueprint to C++, but I think that only applies on cook, not for PIE, and only if you set for it.

wide shard
#

let me see if i can find the node

#

it uses the == object

#

like object == object, which i thought was the IsA in the C++

#

maybe that compares members though

#

uh oh, maybe it doesn't have an IsA

dawn linden
#

Right, that's a completely different check, comparing if it's the same object.

#

I think BP doesn't have IsA, which in C++ basically does the exact same as the second version above. So if I were using BP a lot, I'd probably just make a shared macro with those nodes, and use that everywhere.

#

Or even implement it with the cast version in case that's marginally faster - at least from the point of view of reading the blueprints that use it, the meaning is more obvious.

last loom
#

omg I swear....

#

this framerate issue was not fixed

wide shard
#

dang

last loom
#

really sucks when you wanna show off smooth frame rates

#

it's good most of the time

#

but stutters on a fast pan

#

which doesnt happen in game 😦

wide shard
#

well it's the game that counts heh

last loom
#

πŸ˜„

#

my friend judges my game solely on looks 😦

#

he;s a big streamer so I want him to like it πŸ˜„

wide shard
#

lol, you could always pack it up for him and have him run it

last loom
#

no way he'd spend the time πŸ˜„

#

"friend"

#

let's say guild leader from GW2

#

big streamer

#

πŸ˜›

#

nah he's cool tho

wide shard
#

eh, it's hard to get people interested in something when they aren't already

last loom
#

he sent the time getting a friend to mail me a newspaper because my photo was in it from his town

#

we all work in different ways πŸ˜›

#

I can send him this for now, it's close enough

#

weird tho, it looked fiiiine before 4.14

lament tiger
#

Well, no idea this is correct channel but have some question about the packaing project.

#

We want to reduce texture resolutions while packaging automatically. This is possible?

#

We want this because we want smallest package size for just gameplay testing.

last loom
#

I think that's why they suggest boxing out a level with BSPs before putting in the graphics

#

but maybe there's a way

lament tiger
#

Well, actually project is not newly started. Currently packaged project size is 6GB.

#

We are just testing actual game, not just prototype.

plush yew
#

hi guys

sharp nymph
#

I think that'll do it @lament tiger

#

Doing it thru device profiles, I mean

plush yew
#

is this about the editor

lament tiger
#

@sharp nymph thanks! will look it.

plush yew
#

whos making a game

errant barn
#

I am πŸ˜„

plush yew
#

u are

#

Ategig

errant barn
#

Indeed

mild crystal
#

Anyone know how to unlock the viewpoer

#

viewport

tall pendant
#

unlock?

mild crystal
#

yeah, it has weird lines on it, no idea what I have done

#

cant move the camera or select anything

#

tried to google it but kept getting questions about in game cameras not moving

tall pendant
#

it says something on the bottom about sequencer

mild crystal
#

that is to due with it being in cinematic

tall pendant
#

hmm ok i never worked with sequencer. isn't there any doc you can have a look at? Theres got to be some info whats going on.

#

i think i can't help you with your issue. Sorry.

mild crystal
#

rasberries, thanks anyway

cinder iron
#

Hey well i found out u was writing on the wrong chat. Do you know if there is any AAA company out there that uses Substance plugin for UE4 instead going with the traditional import-check-import-check-import-check-done?

glossy hemlock
#

@drowsy peak I remade that blueprint you send in my missile but it still will not work. It is sad because it should be so simple.

empty belfry
#

Any idea why a pawn will not use a Nav Agent or why it will not move?

glossy hemlock
#

How do I get decals to work properly? They change the surface but it looks nothing like the material I assign to the decal.

empty belfry
#

@glossy hemlock Make sure the your turning them right. They need to be placed in the right angle or they will be heavily distorted

#

*that you're

glossy hemlock
#

Thanks. I will try that.

last loom
#

Can anyone suggest a quick and easy way to smoothly interpolate (just basically where do I put the vinterp to), for when you're running forwardand holding the camera still with the mouse, then run forward+left or forward+right or even just switch to right, and the character SNAPS to that direction? When you use the basic movement component, face a direction with the controller and press forward, the character starts moving in that direction while they start TURNING towards it..... I know I saw this turning code buried in there somewhere, just curious how I should approach implementing it if any pro tips?

#

or if there's a simple way to blur between animations? for example, switching between Anim States?

quartz patrol
#

@glossy hemlock Can be that Decal is Emmisive?

glossy hemlock
#

How do I change the emmisive?

last loom
#

if there's a wire going into "emissive" on the material blueprint...... unplug it πŸ˜„ or replace it with a "constant" (right click and type constant) and set that to 0

#

or there may be a drop-down menu on the left panel, the details window?

#

maybe something set to emissive there

quartz patrol
#

You should set Default Lit

#

to make it receive lighting and shadows also

glossy hemlock
#

Is all of this in the decal or the material? The decal doesn't have any of that and I havent checked the material.

quartz patrol
#

Material

glossy hemlock
#

I just tried all of that and the decal is the same.

glossy hemlock
#

01001000 01100101 01111001 00100000 01000010 01110010 01100101 01100101 01111010 01100101 00100001

hazy lynx
#

hey all! Can anyone help me understand how projectile movement works with collisions? I have a rootcomponent as a box with projectileMovement acting on it. If all collision channels are set to ignore, my projectile acts normally. If I set worldStatic and/or worldDynamic to block, sometimes my projectiles just stop. Their welocity is valid, they shouldn't have hit anything, I capture no hit events, but they just stop

#

Also, I put breakpoints in projectileMovement StopSimulating, HandleBlockingHit and HandleImpact, nothing gets hit

gloomy apex
#

hey

#

since this is general, might as well ask here, now i have worked a bit like 2 weeks with ue4, i will study game design next year, but I am also a hardcore gamer, i wanted to ask someone with experiance working level design and preformace optimizations with unreal

#

there is a new game called playerunkown's battlegrounds that uses ue4

#

its early access so preformance is shit across the board, but so was Paragon last year, and now its maybe the best looking game to date. So I want to make a comparison between the level of fidelity that Ghost Recon wildlands has, and how beautifull and quite optimised that game runs

#

so my question is can UE4 provide that level of fidelity and detail with a good 40-60 fps

vale osprey
#

@gloomy apex any engine can if you can make changes to source and optimize what is necessary to optimize for a specific game

#

it's almost never about the engine but the resources you have to reach your goal and compromises you have to do to achive it

wide shard
#

I would say just take a look at the games epic is making with the engine, i'm pretty sure if they couldn't hit 40-60 fps with great visual fidelity they would have dumpstered a lot of those long ago.

zinc bison
#

does anyone know if performance is better with many actors, or many components?

#

or does it depend

#

and not really an answerable question

vale osprey
#

it depends

#

overall, many components is not a great idea as each component needs to update its position (when it's derived from scene component)

zinc bison
#

ah i see

#

i think in my case it might not matter because the object would always be moving

#

so the actor would be updating position anyway

#

uhh do you know if the components still update position when hidden?

#

is there a way to force it to not update its position in certain situations?

vale osprey
#

component will update its position always, there is no way to prevent it from that as far as I know

#

what you can do if this is performance critical is "pack" components into a single component by making a custom c++ component

#

but then again, first you have to see with profile that this is the problem

zinc bison
#

yeah its not critical Im just curious about it I guess, and whether it could potentially be a problem

#

packing components into a single component hm yeah i guess that would solve the issue

vale osprey
#

anything can be a potential problem when taken to extreme πŸ˜„

zinc bison
#

of updating a bunch of positions?

#

yeah

#

very true hah

wide shard
#

do actors not update their possitions or something?

vale osprey
#

they do but actors have other things too, basically turning 100 actors into 100 components or 100 components into a 100 actors might or might not get a better performance, its all situational

zinc bison
#

what if all logic and calculations were the same? would you say a component is better

#

or nah

vale osprey
#

practicall example from the things I have to deal with on tanks - having all elements like road-wheels, sprockets and etc as separate static mesh components is bad for performance, in my case I can pack most of them into a skeletal mesh

zinc bison
#

hmm

wide shard
#

if they were all separate actors it would be just as bad though right

vale osprey
#

yeah + on top of that you would need to manage their references and there won't be such thing as relative transform

#

on components you can at least disable Tick, which does a lot of stuff under the hood

#

on actors you can't as far as I know

#

but actors can process and bind events, components can't

hazy lynx
#

SetActorTickEnabled(false);

wide shard
#

so what's this component always update their position stuff, i thought everything spawned in world would update it's position while moving

vale osprey
#

@hazy lynx but does it actually do something to it?

hazy lynx
#

as far as I've seen' actor stops ticking

vale osprey
#

ohh, ok, nice to know. It didn't work in my case long moons ago, I might have botched something πŸ˜„

zinc bison
#

I guess really, the two are almost the same anyway so it probably doesnt matter much.

wide shard
#

yeah i think it's more of a question of structure rather than performance, probably a case-by-case sort of answer

zinc bison
#

yeah

#

ultimately its probably more important to choose the one that makes sense for your design?

vale osprey
#

@wide shard lets say you have a vehicle - root component is chassis and there are plenty of all kind of things attached to it like wheels, doors and etc.

zinc bison
#

like whats easiest to work with

vale osprey
#

what engine does is update world space transform of each component on every frame, regradless if its necessary or not

#

that update is not a simple matrix trasformation but a recursive function with few hundread lines of code doign all kind of things

wide shard
#

so if you have something that doesn't move around much, best not to use components then

zinc bison
#

hm i see

vale osprey
#

it doesn't matter if it moves or not, update will happen anyway

wide shard
#

my point was, seperating all those components into actors that move around seems just as bad

#

ass teh origional question was "should i use actors or components"

zinc bison
#

I didnt say that per say

#

lmfao

wide shard
#

ah

zinc bison
#

i was just curious which has better performance

#

or if its not a simple answer

vale osprey
#

it depends

zinc bison
#

ya

#

weird it has some recursive functions going on though

#

not something i would really expect when it comes to location

vale osprey
#

simply because one component can have another component as its child and so on

zinc bison
#

ah, right

#

ive been kinda looking into object pooling, i guess you would really want to pool actors not components

#

because of that

vale osprey
#

well, it depends πŸ˜„

zinc bison
#

ahhhhhh

#

lmfao

vale osprey
#

what problem are you trying to solve?

zinc bison
#

no problem, just trying to understand things conceptually without looking through a ton of source code

#

i was asking about hiding the components and whether it prevents the update of position because of the object pooling

vale osprey
#

object pooling deals with a different problem - memory allocation in real time

zinc bison
#

yeah i know, but if you have a bunch of components in the pool

#

and they are all updating

#

even though they arent really doing anything

vale osprey
#

yeah, that is a good question

zinc bison
#

and an actor could NOT be updating

#

or something

#

then i wonder if actors are better for the pooling

#

but yeah this is stuff i'd probably have to like, seriously read the source code to really determine

#

cant expect someone else to know it all

vale osprey
#

depends, lets say you have a vehicle with a rocket launch system that can launch 60 rockets a minute. Spawning a single rocket a second won't be a big issue but if you have plentry of those vehicles it might well be

#

so you could make actor pool for rockets

#

but how big it should be? should it cover case of all machines launching at the same time?

#

in this case you could do pooling on the level of a single vehicle

#

as let's say i rocket can't exist for more than 10 seconds it means that you don't need more than 60/10 = 6 rockets pool

#

you could still make it as an actor pool if you have some safe marging and use it intelegently

#

like allow pool to extend when more vehicles are added but extending over multiple frames and not at ones

zinc bison
#

yeah

vale osprey
#

and then you did all that work without testing if it was a problem at all from the beginning πŸ˜„

zinc bison
#

hah! yeah I actually dont think i will be doing an object pooler right now πŸ˜›

#

I will probably only do it if i come across a problem

#

i stress tested a bit and it handled situations well beyond what i will be doing most likely

#

so im not super concerned, i just want to have a little knowledge in case that time comes

glossy hemlock
#

@drowsy peak I tried your blueprint and I havent ever given a projectile simulate physics though (what a supprise 😦 ) it still doesent work.

drowsy peak
#

Oh fucks sake.

#

Still?

#

What is it doing now?

glossy hemlock
#

flying through the landscape, only pushing physics actors, and only exploding if I touch them.

drowsy peak
#

Just use the first person template's projectile and modify it.

foggy oxide
#

To make for VR, I should make everything scale accurate right?

#

I was playing bayonetta and scale was all over the place

#

So I should keep mesh dimension ratios same as irl?

tall pendant
#

Bayonetta wasn't made with VR in mind. You should plan on VR before the project start.

wide shard
#

I think valve did a post talking about that really early on, how they found out you should do that because they found that most of their lightbulbs in HL2 were the size of grapefruits in VR

foggy oxide
#

lol

#

so, I am making a mech game. Should I translate 10 meters height of mech as 10,000 ue cm?

#

I want to support both vr and normal desktop

#

what i mean to say is, to keep all meshes in ratios as same as irl

wide shard
#

ahh mechs, the ultimate untapped genre, my favorite

foggy oxide
#

IKR

#

no one makes mech games

wide shard
#

you could probably tell i liked them just from my discord avatar

#

but anyway about scaling, i don't know

foggy oxide
#

u can tell from mine too

#

But I like stylized mechs, not really practical ones

wide shard
#

ah like zone of the enders and stuff

foggy oxide
#

First mass produced suit for my game, model is being made

wide shard
#

oh that's what you meant

foggy oxide
#

colors are customizable

wide shard
#

like humanoid instead of gun on wheels

foggy oxide
#

My mechs are built for space combat first

#

so no need for wheels

wide shard
#

i don't know where you can mess with scale with UE4 but i'm sure there is a way, if you just wanted to change what the units represent

tall pendant
#

if you plan for VR support use the editor in VR mode to get the scale right from the beginning.

foggy oxide
#

I dont have Vive right now

wide shard
#

i mean if he models to scale in his 3d program it should be fine

tall pendant
#

hmm oo you have an Oculus?

foggy oxide
#

no

#

I will buy one later

wide shard
#

but the problem is how will the engine handle super large mechs, or is there a way to change what the units represent

foggy oxide
#

the ratios will be same that is what matters

tall pendant
#

without HMD its probably its not ideal to work on scale

foggy oxide
#

i can divide all values by 10 or 100

tall pendant
#

i wouldn't count on theo. calcs tbh

foggy oxide
#

Well best apporach right now would be to

wide shard
#

one problem that arises though from scaling things up is gravity, gravity doesn't scale up, so you would have to change that

#

not a biggie though

foggy oxide
#

model everything to scale relative to each other

#

Scaling effects gravity?

wide shard
#

no, it doesn't affect gravity

#

so if your robot is 100m tall

#

it still falls at 9.8 m/s/s

#

so it's going to appear to fall slower if it appears 'person size' in rendering

#

hard to put into words

foggy oxide
#

If it appears person size, that means the environment props are larger than they should be

wide shard
#

no i mean

#

take a 2m tall person and raise him above the ground his own height

#

he falls down as fast as you'd expect

#

take a 100m tall robot and raise him 100m off the ground

#

takes a lot longer

#

sso if all you do is scale everything so that 2m appears to be 100m in engine

#

you need to make sure the gravity is still 9.8 relative to your scale

#

otherwise the robot will fall in the same amount of time as the person to hit the ground

#

which is way faster than 9.8 m/s/s

foggy oxide
#

oh

#

I see

wide shard
#

it's a common problem in most mech games

#

that they never adress

#

but hey

#

if that doesn't work for your style of game, foget it

foggy oxide
#

no no

wide shard
#

sometimes realism is boring

foggy oxide
#

that is great

#

I was gonna eye ball the feel tbh

#

what feels great to play

wide shard
#

yeah probably wouldn't feel great for a jump to take like 10 sseconds lol

#

but realistically speaking it's something many mech games forget

foggy oxide
#

lol

#

that is right

#

it needs to be heavy

#

and not floaty

glossy hemlock
#

@drowsy peak It finally works! (kind of). The projectiles explode but I need one more thing. How do I change the force of the explosion (how far it pushes physics actors)?

ruby cairn
#

is there anyone out there who can recommend some tutorial videos for creating vfxs in ue.

drowsy peak
#

@glossy hemlock Increase the impulse

glossy hemlock
#

thanks.

drowsy peak
#

How did you solve the problem btw @glossy hemlock

floral heart
#

To be fair, a 100m robot is huge. An A380 has an 80m wingspan and weighs 370 tons (metric)

glossy hemlock
#

If you mean the projectile problem i did as you said. Copy and pasted the first person projectile into my game, changed the mesh to a missle, and added explosions. @drowsy peak

drowsy peak
#

Ah sweet

light thunder
#

Anyone work with curve equations and unreal? I could use some advise while I still have some hair...

floral heart
#

@light thunder poke

light thunder
#

Could someone help me re-write the equation (I know I have to use pow(base, exponent) for example

#

but I want to make sure I'm not screwing up the parenthisis

#

This is another version of the equation that seems to parse but doesn't actually work (outputs either zero or 8)

#

Poke back @floral heart

#

What scares me is the fact that when I manually graph it out I get the same answer, like my curve equation is somehow screwed up, but I test it on the website and it works

floral heart
#

Hold on

light thunder
floral heart
#

That's what the formula probably should be in blueprint.

light thunder
#

Also, why is that watch COMPLETELY USELESS? It should display the data and it doesn't, why? (even though I can hover over and retrieve the data)

floral heart
#

Though I think that formula you're using is actually meant to take in the GPM and output the pressure, not vice versa. πŸ˜›

light thunder
#

hmmm....how would I flip that around to test? flip my axis in my curve generator?

#

There is something to what you said...but here is where I am confused... I did it earlier and it worked fine

floral heart
#

You put the final addition after the division, which doesn't work.

light thunder
#

Is yours evaluating correctly? I got zero when I tried to make the changes

#

try it with an input of 200 and tell me what you get please

#

This equation is EVIL. I am convinced

floral heart
#

It does output zero. Could be the floats in UE4 don't have high enough precision. E.g. it starts with (200 / 578052), a very tiny number. Then it essentially multiplies that by itself, yielding an even tinier number.

light thunder
#

hmm...i'll try shortening down the decimals..that's a good idea

#

tried 5 decimal places...no dice...I'll try just 3 decimal points

floral heart
#

Then you add 1 to it. Which is basically 1. Then (0.5 - aHugeNumber)+(theSameHugeNumber) is divided by 1. Kind of silly.

torpid hedge
#

Click startting node of the function, press F9 to toggle brakepoint and see what the values are

light thunder
#

lol I know, I was just making the curves manually as an asset but the shape of the curve was always wrong or jagged

#

this is in a function library, will UE let me do that?

torpid hedge
#

Ah, editor probably will show them out of scope then

floral heart
#

Yeh, the formula is probably borked. It basically amounts to (0 * 1) [after crude floating point precision]. I'm afraid to know how you got it to output 8.

light thunder
#

Okay, so I moved the function to the actual BP but for some reason it's not showing me the value being inputed...maybe that's causing the issue

floral heart
#

Anyway here's what you should do:
Go back to mycurvefit.
Put your table in.
Click "swap".
Click "Fit Method", hover to "Non Linear", click "Power Curve".

light thunder
#

maybe because it's a return value and not a proper variable? that doesn't make any sense but I'm not a BP expert

#

I don't think that's right @floral heart it doesn't match the shape of the curve I got from manufacturer.... also I did this one before (the 1st curve) and it worked fine

#

So I literally copied and pasted it but just substituted values

floral heart
#

The manufacturer's curve takes the flow in GPM (as X) and outputs the pressure (as Y).

#

Anyway, you could just take the same instructions but skip the "swap" step.

light thunder
#

and it works

#

see above where I show the nodes that make it up

#

son of a bitch @floral heart I think you're right

#

I checked my other equation and the curve did flip but it works

#

And I'm an idiot for questioning your wisdom

#

let's see if this changes things

#

Can you help me parse y = 13115.17 + (0.1703809 - 13115.17)/(1 + (x/26782.26)^0.5226928) into proper UE format?

floral heart
#

Okay, I see earlier I was wrong about the function I made in blueprint. You are actually right about the order of the nodes.

#

Thing is, when I put 200 into your function, I get 36,000,000 (!!)

light thunder
#

Ironically it's actually easier just to graph the nodes manually that try to figure out the order of operations with so many parenthesis

#

yeah that's not good....

#

UGH not working

#

oh thank god

#

i was going to lose my friggin mind

#

THANK YOU @floral heart , for helping me figure this out

#

Not sure I would have realized the swap thing anytime soon

#

And thank you @torpid hedge for helping me with the process

#

Last favor @floral heart can you help me parse this equation, y = 13115.17 + (0.1703809 - 13115.17)/(1 + (x/26782.26)^0.5226928) into proper UE format?

#

It keeps going red but I feel like my () are all good

torpid hedge
#

I have the experience that math node = bad, horrible and will just make your brain hurt

#

Its fine for pretty simple stuff

#

But like that one its better to do by hand

fiery harbor
#

math = c++

floral heart
#

13115.17+(0.1703809-13115.17)/(1+pow((x/26782.26),0.5226928))

P.S. I'm a derp-face putting add nodes where I should be putting subtract nodes.

#

That's pastable into the math expression node, and when you put in 200 you get 941.515.

light thunder
#

THANK YOU

#

Could you explain a bit why you knew to flip things around? I want to understand the logic

floral heart
#

Mycurvefit gives you the function for Y. The graph's Y axis is for pressure (PSI/BAR), so you get the function for pressure, not the function for flow.

Putting in flow and returning pressure seemed like an odd thing to me, and then I saw the rest of your blueprint where you were putting in pressure (presumably as PSI) and returning flow (as GPM).
Edit: Consistent terminology. I'd be getting some bad marks right now!

light thunder
#

No this is perfect thank you. It is more clear to me

light thunder
#

@floral heart Oh, I swaped the axis but I never did the power thing...my numbers still work...does that matter as much?

#

oh my god I see

#

y = 67.80534*x^0.4969377 is a hell of a lot easier to write / BP

#

It varies a few points, I wonder which one is more accurate? I would think the longer equation

floral heart
#

It's an approximation by the curve fitter, I'd say either one is accurate to the nearest 5.
Well, maybe not as the numbers get larger.

#

The manufacturer's graph is likely an approximation too, from a simplified power curve (since it neatly returns multiples of 10).
And, for what it's worth, the power curve returns 0 when x is 0, which is nice.

tidal lichen
#

How can I find out the height of a mesh in unreal?

light thunder
#

@floral heart Any idea how I would make this into a curve using the website? This is odd, I really only care about horizontal distance but they have 4 separate curves ...I'd like to know the distance given X psi

floral heart
#

Maybe make one curve for (PSI, Horizontal Distance) and one curve for (PSI, Vertical Distance).

light thunder
#

My first instinct is to ignore heigth and just use horizontal distance, however, there's no way to say, after this point, it's zero

#

They don't state it but there is a critical velocity where you can't push water any faster (and get any further distance)

#

Hmm..it KINDA works, I get the horizontal distance but unless I manually clamp it (which probably isn't accurate ether)

#

like at 100 psi, I get 210 feet, like the graph says

#

but when I do 200 psi, I get 331 feet, which wouldn't really happen

#

I'd have to gradually clamp it off somehow, scale it down

floral heart
#

Actually, it might. With enough pressure, you should be able to send the water rocketing off at escape velocity, no?

light thunder
#

no, because you are limited by the dimensions of the actual nozzle

#

doesn't matter how fast you push people into a subway, there's a max 'flow rate;

#

how would I turn this into a bell curve?

floral heart
#

Well, theoretically speaking, you can squeeze those people tight until they behave like a liquid. (Not that any of them will live.)

#

You'd use a different curve than the power curve. I was trying out a few but I hit a limit and have to create an account.

light thunder
#

well, blood is 75% water and water is incompressible...CHECKMATE

floral heart
#

The incompressibility is why the flow rate increases as the pressure increases.

light thunder
#

You might be right but the nozzle manufacturer's would have included this....

floral heart
#

So arguably it's the water that makes it possible to squeeze people through a fire hose. Otherwise you just get this oozing jam with an absurdly high molecular density.

light thunder
#

here it is : critical velocity is described as the β€œpractical limit at which water can be flown through a line.” If the velocity is increased beyond this point, the friction is so great that the water in the line will be agitated by that resistance. And, the stream coming out of the nozzle will be ineffective and fall apart. Also worth mentioning is those pressures will have reached the upper threshold of what a two-person crew can handle as the nozzle reaction (NR) will be tremendous. At critical velocity, we observed the 100-psi nozzle still β€œattempting” to maintain a manageable pattern. The 75-psi nozzle stream started to dramatically fall apart, and there was a visible difference in distance. The 50-psi nozzle was affected even greater than that. So at higher pressures, the effectiveness of these streams is more influenced using the 50- and 75-psi nozzles.

#

So anyway, what would the way to decrement that function...your max horizontal range is probably 210 feet, you can pump more volume but your range will decrease

#

oh wait...nevermind I think I know what to do

#

I'll just add more values that decrement

#

It' will make a bell curve that is probalby not accurate but who the hell knows

floral heart
#

Don't forget to choose Fit Curve -> Non Linear -> Bell Curve.

light thunder
#

found that

#

son of a bitch - 213.1057e^(-(x - 101.0712)^2/(250.63346^2))

#

that ought to be super fun to blueprint

#

I'm not even going to TRY to type that into an expression node

#

How do I do the E symbol?

#

y = 213.1057e^(-(x - 101.0712)^2/(250.63346^2)) is it saying (x-101.0712) squared, or is it saying (x-101.0712 to the exponent value of 2 divided by (2*50.63346^2)?

#

Like for (2*50.63346^2) I first square the 50.63346 and THEN I multiply by 2 correct? that's order of operations for exponentials first?

floral heart
#

So many parentheses!

light thunder
#

dude i know

#

here

#

1 - How do I do the stupid e thing?

#

2- exponentials are always first for order of operations right? (see my previuos comments)

floral heart
#

PEMDAS
Parentheses, exponents, mult/div, add/sub.

I thought I had it, but it just gives me values around 200.

light thunder
#

how do I use e?

floral heart
#

e(X) = e^(X)

light thunder
#

hmm...I think i actually got this

lethal spear
#

e = 2.7182818284590452353602874713527

light thunder
#

wat?

#

I am Aneyrism man!

#

Now, the number is probably not accurate, if you pumped it at 200 psi, you wouldn't actually get just 30 feet (most likely) but you would see a drop in your distance to be sure...main thing is, I know how to encode a bell curve

tidal lichen
#

When I import a skeletal mesh from blender, its sockets are 100 times larger than supposed to be. Why does that happen?

zinc bison
#

fbx export settings probably

#

has anyone used the object pool plugin? does it work with components?

#

all the examples use actors so Im assuming thats the case

#

nvm yeah its just actors

#

what the, do UParticleSystemComponents automatically get pooled if you dont autodestroy them? I noticed a bool "bAllowRecycling" thats set to true by default

#

and it almost sounds like if you dont destroy them, they will be reused when needed automatically?

#

actually it says only some systems

#

so must not be reliable

#

thought you might find that interesting

#

because of our conversation earlier about components

#

i need to read source but i bet it disables a lot of functionality that you were talking about earlier

#

all it does is disableds tick though, for the most part

#

which honestly is probably all you really need to do

#

it cant update its position if its not ticking

torpid hedge
#

I'm having a weird problem. I made a menu widget few days ago. Then I had to reinstall windows and unreal engine after switching to new sdd. Now if I try to import the old menu uasset into the ue, it wont regocnize it

#

Ue does find the other umg assets i imported but not the main menu widget

torpid hedge
#

Problem solved, the menu widget uasset was not compiled/saved correctly, got corrupted and that's why it was not showing up in the content browser

glossy hemlock
#

I made this ship that you possses and unposses to resemble getting in and out of. There is only one problem. When I unposses it it is supposed to (using level blueprint) set the word transform of my third person character to the world transform of one of the ships components. Instead it normally puts me at one of the following locations: back where I started the level, above the ship where I fall into it and re posses it, halfway across the map far away from the ship, or next to the ship as it is supposed to put me. If anyone can help please do.

green spear
#

Anyone have a good tutorial on setting up a good skin material? (Except the "Creating Human Skin" on UE wiki)

quartz patrol
#

Did u see latest Realistic Character ?

#

from Epic

sturdy magnet
#

Hey all, I posted this on reddit, but have only got one reply so far. Basically over the past few days I've been thinking about how to implement a turn-based battle system with an overworld (Final Fantasy, Pokemon, Persona). And wondering the best way to manage the transition between the overworld a battle system (different scenes? enum states?) Any ideas will be appreciated https://www.reddit.com/r/unrealengine/comments/66xfzd/how_to_go_about_implementing_an/

green spear
#

@quartz patrol No, I didn't. Thanks a lot. Will check it out.

quartz patrol
#

np πŸ˜ƒ

vale osprey
#

@zinc bison unfortunately I don't think its the case, I have ticking disabled on most of my components

#

needs more testing

light thunder
#

@glossy hemlock Run a print function of the world transform data for the ship component...you need to make sure you are getting the transform data...remember you'll need a relative offset if the component is INSIDE the ship

glossy hemlock
#

where would I run the print function?

light thunder
#

@glossy hemlock Some sort of event tick that gets the location of the ship wherever it is

#

Because you want to have the player be 'teleported' to whever the ship is, whenever you press the key to exit it

#

So you need to constantly know where the ship is

glossy hemlock
light thunder
#

What is calling Tick3 though? if you run it, are you constantly seeing that execution wire light up?

glossy hemlock
#

It still doesn't work.πŸ€”

light thunder
#

instert a print fuction that prints the value of that world lolcatoin variable

#

right after it is set

#

you can split it and just grab one of the vector points, like the x axis, as long as it is changing

#

then drive the vehicle and you should see that value changing (as long as you are moving the vehicle enough to change it, don't run it in the same axis, you need to make the value change....so if your Z was height and your object doesn't rise, then do NOT use that as a test to see if the value is changing, because it never will)

glossy hemlock
#

Everything changes as normal.πŸ˜‘

light thunder
#

show me how you are moving the actor...it can get confusing....

glossy hemlock
#

moving the ship or moving the player to the arrow point?

light thunder
#

moving the player

#

It can get confusing when you use SetWorldTransform or SetRelativeTransform

glossy hemlock
light thunder
#

Oh, that's your problem I think (I don't know anything about teleport node to be honest)

#

swap out teleport with SetActorWorldLocation