#ue4-general
1 messages ยท Page 68 of 1
how do I tell it when to start capturing?
under animation
the sequence actor in the level has a start time, but that doesn't seem to do anything
when you're in the render movie setting at the bottom thre's an animation section
use custom start time
ah, the warm up frame count it is
thanks!
so rendering as individual frames is was faster than rendering as a video, but in 4k everything is really slow, like 1 second per frame
the only thing that's fast is a bmp sequence
yeah big pngs can take some time
bmp sequence generates something like 1 TB per minute though
I need a bigger SSD for that
you can do a lowres test render and put the 4k to render overnight
well its not that slow, and I need to render many small few second movies
so its not 1 big task that I could render over night
ah ok.. a bit of a hassle but workable
yeah, for a few seconds ~100GB free space on my SSD should be enough
SSD surely doesn't like it though to write that much data on it
thats easily 1 TB per hour of added and deleted data, and a SSD only has something like ~150 TBW (terabytes written) lifetime
really? i never looked that up but just assumed it was higher than that
thats the value for a 500GB samsung 850 evo
"warranty 5 years or TBW (250 GB: 75 TBW; 500 GB/1 TB: 150 TBW, 2/4 TB: 300 TBW), whichever comes first"
it's probably way more, on average, under normal circumstances
I hope so
still, it's a big drain, you might want to go with slower render of pngs
not all video editors support bmp sequences
PNG is easily 10 times slower than BMP, UE4 seems to have some horribly slow compression
I use after effects, and that works very well with bmp sequences
ok
my 500GB SSD currently has 70 TBW
Is someone on 4.16 Source at the moment and can quickly try some simple thing out for me?
So I build from the 4.16 Branch (last commit 3d44d6c) and asside from a small compiler error that I fixed with this Solution by Hand:
https://answers.unrealengine.com/questions/600362/error-building-416-branch-from-source.html
Everything works like expected but than I run into a Problem Inside the Material Editor. If I add or select a Parameter Node that has a preview window it crashes down. With that Message:
https://gyazo.com/673bac3b472a3ec893077be4d118ca6a
Someone else experience this to or is it on my side only. Sounds to critical to me to not beeing noticed. @safe shoal you seem to have 4.16 source and did the same little fix. If you are around can you give it a Quick try? Would appriciate it =)
the cinematic camera is awesome
it's so much fun to play around with the focus settings of the camera ๐
hm hey gang
when trying to specify map in packaging settings
it tells me my file path is too long
oh shucks nevermind.
Hey folks.
I'm trying to make a starbox from 6 cubemap face PNG's using the Texassemble tool
Does anyone know a better way to convert 6 cubemap face pngs to a .dds that UE4 will read? I'm not having much luck
anyone know why when I change defaultengine.ini it resets after packaging
doesnt seem to hold my info
Hey all recently upgraded to 4.16 and I'm getting this error when I try to play in editor with more then 2 people in any scenario (PIE, standalone etc) except when I have use single process ticked.
Fatal error:
World <LevelName> not cleaned up by garbage collection!
(Object is not currently rooted)
Any body have any idea what would cause it? It happens the moment the second person tries to join (or the first first in dedicated server scenario)
Maybe TransitionLevel related?
The project settings by default dont actually specify an TransitionLevel, maybe try creating an BlankLevel and actually setting that to be the TransitionLevel see if that does anything?
Otherwise put it up on AH.
Will do, basically it loads the "default" map which is the main menu while the client is pending join but as soon as it goes to join boom crash. Really odd, if I can't track it down shall definitely be putting it on the AnswerHub
Seems to be alot of newer bugs appearing with 4.16
Garbage collection was one of the updates for 16, probably related to whatever it was they changed to make it faster
I don't recall the specifics.
@lament pewter I havent' been able to build with VS2017 at all yet, so many missing libraries from my install :/
hello!
Is there a way to make my character be affected by gravity without it simulating full physics (rolling around and stuff)
I thought turning off pysics interaction would do it but it does not ๐ฆ
@hazy lynx You could always simulate gravity yourself manually.
@safe shoal is there some option that turns that off?
Yeah, set 'GravityScale' to 0
what is the gravity setting of the world?
It uses the gravity of the physics volume / world it's currently in
If you need it to not do that you'll have to create your own sub-class of Character movement Component and override 'GetGravityZ'
Huh... @weary basalt appears this newly defined delegate in 4.16 is preventing the GC from clearing up the old world...
FCoreUObjectDelegates::PostLoadMapWithWorld
I do the binding like so:
FCoreUObjectDelegates::PostLoadMapWithWorld.AddUObject(this, &UKGameInstance::EndLoadingScreen);
Do you know why a delegate would prevent that?
If the delegate is still bound to an object when unloading the world it maybe causing the GC to skip cleanup of that object. Try unsubscribing from that delegate as soon as your finished with it and see if that helps?
I think there's the problem. Thanx @safe shoal
That would make sense, but it is in my Game Instance Class which, as I'm sure you know, is persistent. I am currently using it as a way to remove loading screen widgets.
Oddly enough this delegate
FCoreUObjectDelegates::PreLoadMap
is bound at the same time and does not cause a crash
Oh did they change PostLoadMap?
yep now passes in a UWorld*
Hmm
The old one still exists but is marked as deprecated
See thats interesting i wonder if it is an TransitionMap issue then
yeah :/ either way definitely reporting it!
Yeah id throw that on AH to get Epics attention. See if you can replicate it on an Blank Project just to confirm
for sure
@safe shoal
Global gravity is fine. Actor I create with GetWorld()->SpawnActor hangs in the air, is not affected by gravity, while another one that I drag on to the map drops normally.
any ideas?
@hazy lynx does it have a controller?
It won't run physics without a controller / unpossessed
Unless you check the box to make it do that
what do you guys use for version control?
perfoce helix no longer free, just cowboying it with local storage atm ๐
let me check
Okay @weary basalt just to throw some more confusion into the mix, my original function that was bound was a BlueprintNativeEvent, if I change that too a regular ol function it doesn't cause a crash. Tho PreLoadMap is bound the same way and does not cause a crash either
it is set up with an AI controller, but it seems that movement component does not affect it at all
(only if spawned in code)
@fresh thorn, we were on Helix Cloud, then moved too Assembla and have now moved to local hosted (as Assembla jacked their prices up by quite a bit)
yeah it seems like there's no good free option any more
Yup ๐ฆ
Local Hosted was intially a pain but definitely worth it for the peformance improvements
and free! (For under 5 users)
just the risk of wipeout
We have it backed up to azure nightly
Assembla ruined Perforce.
@safe shoal got it, my ai controller was set not to possess on spawn and that made movement not work
thanx for pointing me in the right direction
np's
@modern root yeah thats weird. Honestly with the changes they have made to the GC its probably an oversight and will most likely be best to bring it to their attention
Yup, completely agree!
Also glad im not the only one who feels salty about assembla price changes ๐
I knew Assembla would be trouble the moment they announced the partnership.
Looked all nice and dandy at the start but i could see exactly where it was going
I was soo bloody pissed, already paid them for a year of their service, then they ask for additional payment to use a service they already provide
Look I have no doubt perforce is in the wrong here as well but god damn, it was tripling the cost for us
As long as they keep the free users limit they have ill be happy. I only use an max of about 2-3 for my own work so thats all i need.
@fresh thorn We use Git here. Gitlab has a very nice free offer with 10GB repos
No stupid user limits, free hosting everywhere, great tools
If theres more i just make the users as if they were Departments and each department just creates a single workspace per developer. Gets around the 5 user limit lol
At the expense of not being as good with binary assets as Perforce
We are at the 5 user limit but the thing that's hurting me more is the 20 workspaces limit due to the way we have setup our streams. Will probably be paying for it by the end of the year
Id prefer to have an User limit than an Data limit.
absolutely!
Git doesn't have data limits, free hosting does ๐
I don't believe there is any free Perforce hosting
Microsoft moved their 300GB Windows repository to Git recently, though they needed some work to get that working well
Ive used Perforce for a very long time and im just so used to it.
Ive never paid for hosting for it. I just manage it locally on my own server.
Then Git would have zero limitation
The user limitation doesnt bother me at this point.
In that case, all is good. Perforce is very good for game dev
I've enjoyed learning and doing things the Perforce way for all of my 5 game jams so far... but I've kind of been tempted to do everything through Github+SourceTree lately because I feel like it's better to have things there on your Github account so you can point to the repo for programming job applications as evidence of experience.
You can't do that with Perforce, sadly.
I've created a landcape by importing a real world heightmap. It's a lot of jagged sheer cliffs, and pointed mountain tops. The import process has softened a lot of these hard sharp edges, and kind of beveled them. Is there a way to get all of that uncurved, and have cliff edges be at sharp right angles, rather than smoothly curving off?
You'll probably need a much higher landscape resolution
Or heightmap resolution
Well, you'd need both
Sure, but this is as high as I can get. What I mean is is there a landscape tool I can run across those edges to pinch them out a little more.
I've tried to use the flatten tool, but that smooths out the top of the plateuas as well which is undesired.
I don't believe there is, and that doesn't really fit with how landscapes work
Basically it's a plane with Z offsets on each vertex
You can't pinch because vertices don't move laterally
If you need near-vertical slopes, for example, you'll be better served by meshes
so uuh, anyone knows how to get the static mesh reference from a static mesh component ?
what are you tryin todo
the umg should have a reference to it
from the scene its loaded
call it like you call the camera
wot
I might have not described it correctly
basically :
Mesh actor gets selected by raycast -> We want to have that mesh reference stored and set the mesh preview (which is in UMG) to the selected mesh
the cube we see here is rendered far from the skybox, and is the mesh we want to replace
if it is a mesdh actor
and a ray is happening
then cast to actor mesh
or static mesh
i never did this
but it sounds easy.
hit result, actor hit, cast
then get static mesh
create a ref
i mean
if you have a ray you can just create a reference
you just do it once
as in static mesh reference type
i wish i would have more info
I don't see anything to do that with BPs
it soudns totally bp
can't cast my SM component to a SM ref
or c++
@languid shard You have a get static mesh call on the SM comp
In C++ it's GetStaticMesh() so I expect basically the same thing in BP
@languid shard There is a recurring pattern of Actor, Component, and object
Actors are what you place in a scene, components implement functionality
And then you have the object itself : Texture2D, StaticMesh, SoundCue...
They all basically work the same
has anyone gotten impulse to affect AI? It doesn't do anything to them for me
impulse?
you want to be able to kick ai away physiclly?
yes
same as I do player controlled characters
no idea for c++ tho
actually
whats the problem
lets go this way
and impulse is not the right tool
use add force
radial impulse works fine for everything except AI. It doesn't move them because it doesn't hit that line above.
When I null out their AI controller class it works tho
you treat it like ai
but it isnt.
nothing is anything when working with physic
you need to make sure the skeletal mesh or mesh is ready to get physics
so no pawn movement and simulating physics
it is, like I said it works when I null out the AI controller class
and once youre ready
you fill it again
for my one i needed to shut down entirely with bools
or it would run away....
also
the capsule gets nocollide
i let it teleport with the physical object for that time
@upper heart it should work fine providing you're adding the forces / impulses on the Server. Won't work if you're calling it on the client for a remote or AI pawn
@safe shoal Yes, I have a radial force component and I am calling FireImpulse on the server
yes, it works fine for everything except this AI character
I have tested and found the following tho
2. It works when I set the movement mode to Falling on tick (since it's not hitting that line in the code for some reason)
3. It works when I change my capsules size. I.e. it needs a much taller capsule for some reason```
those are all independent of each other
So does it never get to Velocity += PendingImpulseToApply + (PendingForceToApply * DeltaSeconds);
It always gets to that, but for some reason it doesn't actually move the character unless it's movement mode is falling
Oh I see
I bet that AI Pathfinding is setting Velocity directly
so it overrides whatever value has been given to it
That is possible. But it doesn't even hit that line to set it's movement mode to falling, which isn't good.
Have you checked the values of stuff coming in?
When I changed the capsules size it did push the AI away and then it would still be chasing me in the air on it's way back down to the ground
E.g, it only sets it to 'falling' mode if you have some Z values
And if the forces are large enough
if (PendingImpulseToApply.Z != 0.f || PendingForceToApply.Z != 0.f)
yeah it always gets past that clause. it's the next that fails
I'm applying a very large impulse
4000000.0
when I was debugging it seemed like in the AI characters case the PendingForceToApply.Z was always a large negative number
but for player controlled characters it was a large positive number
which makes it fail that clause
hmm, AI must be modifying it somewhere then
SMALL_NUMBER
I guess I should test with a player controlled character and give it the same size capsule as the AIs
since that seems to have something to do with it too
yeah that still works. I'm going to try detaching all the AI movement stuff and see if it works when it's stationary
yeah it works when that is detached
so you are right
@safe shoal oh I see you got trouble Compiling at all? I did Compile with VS2017 too no problems.
I guess I'll have to write my own radial impulse stuff because I don't see any events I can use to turn off AI movement when it's getting hit by it
Do people here have experience with non-uniform gravity ? Point gravity for example. I know it's easy to fake it for some objects, but I don't know how good it can be (particle systems, breakable objects, etc)
@cloud cobalt yes it's a fairly important concept for particle systems to have localized points that either pull OR push
not the most important, but it's a viable type of tool
in particular if you want to have things suck inward like a radial star-ray, a point gravity is one way to do it. more often than not though it's better to simply use a Sphere location and set it to affect velocity and set it to a negative value
Does anyone know why the physics bodies on a skeletal mesh with a physics asset might separate from the actual visible mesh?
Physics collision
"show collision"
First image is with the console command "PXVIS collision". The gun barrel collision shape is not moving with the gun when I set physics blend to zero (or anything other than 1).
How can I get a spectator controller to be allowed to fly around, like you'd use in the editor? (Albeit with collision)
I've got a replay spectator player controller up and it sort of works, but does not allow me to move around.
@supple widget you have to control joint directly as far as I know. Look for angular drive SetTarget
@sterile cairn one of the templates have such controls, not sure which, but that's what I use by default in MMT. I think it's a default pawn, can check a bit later
Anyone here really familiar with unity and unreal engine who can help me decide which one to use?
Iso/topdown rpg with some simple stylized graphics. Unity seems like a better long-term option due to it using c# instead of c++, but Unreal's blueprint system covers a very wide range of what the game needs fairly easily and anything intensive can be done in c++
also it seems that unreal has better support for substance and speedtree, and the foliage in the past few years looks massively improved as far as perfomance goes
why not gamemaker? for 2d it's superior over both of them
not 2d
just iso viewpoint
perspective too
is blueprint getting better? I seem to remember it being kind of unusable for anything besides creating some objects with simple behavior
Uh, no, it's been mostly as powerful as C++ since engine beta
imho
It's different than writing code and obviously serves different purposes
that makes sense then, also I think its more time consuming to do some things than c++ is but i think thats fine
thanks
is the editor supposed to crash if I use AI Move To task on a pawn that uses floating pawn movement component?
with the crowd movement controller that is
@dense crest Having used both pretty extensively, I can honestly say I prefer UE4 by miles
Like, Unity is on one meter, UE4 is on 500m
So to speak
ah
The learning curve is a lot steeper, though
So if you're just getting into gamedev, Unity is easier to learn
ive used unity quite a bit, but ue is a lot more comfortable to me
If you are up for the challenge or are looking for the best engine for your new project, I'd say with almost certainty UE4
I've used Unity for 2-3 years
And UE4 for... 5 months
xD
ya, everything kinda feels faster to me
I was convinced of it being better in the first three weeks
idk why
also, i fucking hate how unity locks BASIC REQUIRED features behind pay walls
It looks better, it's way more suited for actually working in it
It's easier to get results
(Once you know what you're doing)
ya, also it being in c++ is a big boon for the things you'd want to use c++ for, and blueprint can do a lot of the rest if you want
Like, in Unity, you figure out how the basics work and you will always sort of stay at that level of getting results, you'll just get a bit quicker
With UE4, it takes a while longer to get the hang of it, and then you just rise up like hell and get way better results
I thought Unity offers the same features in all versions.
I love BP, actually
It's very flexible, it helps me organize stuff mentally and physically in the 'code', unlike raw code
I use BP for, like... Everything, at the moment ๐
they kinda do dizco, but the stuff for analyzing the program itself and even the fucking dark UI is behind a pay wall
^
even tho i used a memory editor to get the dark ui for free
Lol
hex editor*
It's still ridiculous that they even try to restrict that, though
ya i was like WHAT THE FUCK
THATS TSUPID
i cant even use it
without it
id rather use flash
I always turn down my screen brightness when I need to work in Unity for a couple of days ๐
(I'm still part of a project being made in Unity)
you can get the dark ui very easily, i think i might still have the link saved
if you dont already have it
i wouldnt post it here tho
PM it
If we're going to continue the convo about Unity, we should prolly move to #lounge
How it's possible, my ue doesn't output any errors in my blueprint, another guy on same blueprint output 100 errors? This bp got a bug, so my output log is wrong, how to fix this?
is it possible to select a cube inside ue4 and create a second element in the array and then assign it to the top face?
Question about blueprints. Are all blueprints compatiable to VR projects?
@fossil ore ?
If you are asking if you can make a VR game with Blueprints, then the answer is yes.
I'm asking If I start creating some scripts/blueprints in normal non-VR project will It be still compaible in VR project?
?
Anyone know a way I could smooth the edges of this render?
Like, lets say I create a a double jump.... will it be working in VR?
and of course test in VR
So in theory every blueprint that is avalilble on marketplace is compatible in VR
https://cdn.discordapp.com/attachments/221799337414361089/319227220579057664/unknown.png Any Ideas what to include in this room?
Anyone got any idea why bone movement would not be imported in to ue4 but rotation is>
I would like to pop in and recommend the use of SVN instead of Git for working with UE4. (if you can't afford perforce ofc). Git, even with the LFS plugin, handles unreal binary asset files horribly.
Put a wacky inflatable arm flailing tube man in there
@finite vault needs a ton of limestone blocks as filler for one thing. clearly this is in a pyramid or some other egyptian setting
one solid looking block could get you a lot of mileage if repeated a lot and arranged properly
When i duplicate something it moves it one step in the X an Y how do i stop this? annoying as fug?
Anybody managed to install Simplygon?
In the new version post Microsoft it doesnt seem to install at all
How do I add cinema in between gameplays like story mode in any game using UE4, and add pre-game selections (multiplayer, story mode, login screen, design, etc.)? Not to mention animation and everything else? Is there anyone available?
lol
So, how much experience in UE4 do you have @plush yew ?
Sequencer is Unreal Engine 4's multi-track editor, used for creating and previewing cinematic sequences in real-time.
Setting up networked games for multiplayer.
Start there ^
There's no real shortcut, so you'll have to do some reading, watch some tutorials
once I have a setup ready, I can sell my own game using Zbrush? man, wish there was more precise source so I can get this task done immediately
@plush yew Yes, you can sell you game just by using Zbrush
@plush yew If you want a game done in 24 hours, I know some people
Black Market Devs
Sell you a game in 24 hours or less and all you need to do is slap your name on it and call it yours
๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐
no. not precise merely Zbrush is impossible, there's another, last step^^ https://answers.unrealengine.com/questions/563643/how-do-i-turn-ue4-game-into-bootable-xbox-cd.html hope this helps
I wish
even if you watch (only) every single tutorial on internet regading ue4, I highly doubt you can sell a game, my experience
blueprints+coding+setup is really hard and everything else is easy @.@@
@safe rose what about login screen could you find anything on that? If you played Halo, there's a login screen, and can't seem to find any thing regarding setting that up. So advice you gave me only gives the gameplay, not the manual? lol
HUD
basically everything that excludes gameplay itself,
?
In this video we take a look at the finished project and step through each of the features that will be covered in this series. We show our functional Main M...
its like 12 hour long video @.@@ I'd rather just go buy UE4 book on internet and do both? lol
plus it doesn't look cool
So you want someone here to teach you how to make a game, from the beginning?
lol
Watch the videos buddy.
@plush yew https://www.youtube.com/watch?v=U_DY1lmHbLc
This is episode 51 of my unreal engine 4 beginner tutorial series, in today's episode we look at the first step of creating a main menu for use inside of unr...
that will get you started with widgets
@safe rose I watched your VR game demo vid, very well put together. The voice overs sound good, with good mixing.
is there any way to get a higher quality focus effect with a cinematic camera for sequencer?
just looks very low quality when the focus difference is large
@cobalt scaffold did you ever see it being that low quality?
Guys I Need SomeHelp everytime i try to make a C++ project it gives me illegal character in path altough i don't haveanyspecial charatcer or space in my path what should i do?
@shadow pier what's the path?
it doesn't say when i create the project it just says this no any more details and after that some stack trace information
just show a screenshot of the error
from 50 to 100 kb/s
kb/s or kB/s?
eitherway it is super slow indeed
100 kB/s would still be acceptable, at least for downloading UE4
kb/s
so only something like 6 to 12 kB/s?
wheat
MENT
well with 100 kB/s downloading 2GB takes something like 6 hours
that's still quite acceptable
so that isn't a reason to stay on 4.12
just do it while you sleep ยฏ_(ใ)_/ยฏ
any idea how to RunUAT to build editor from command line?
it seems engine itself uses UBT directly to do it by providing Editor as target
man anyone done animation from maya to ue4? im having an issue with 1 joiny
joint
Hi! is it possible to disable saving when launching a standalone game from the editor? I have a large map so saving takes some time. It's annoying ๐ Any hints?
@pallid compass speak
some reason the bone on the end of my ik spline
is locked in place
and if i move it with the control it works fine
but baking animation
it would not bake translation
only rotation
@rocky dirge how could you play in standalone if you don't save first?
you'd be then playing the old version if it didn't allow that
which makes very little sense
it does also save when i made no changes ๐
@olive wigeonnto i want two test wo applications. I'm working on the second one with but need to test communication with the first one (which is the large one).
hey, is there anyone knows how to disable movement in fps character, when I turn right my character also returns right, but I don't want it.
@pallid compass click the bone
and then unlock its transform
then do the ik again new
guys could anyone here using blender tell me if you can still import animations in 4.16, i cant do it anymore
can i downgrade my project to 4.15?
else i cant work
What's wrong in 4.16 ?
Downgrading is usually impossible
Use source control to revert to a working state
cant import animations at all, there is a bug report about it
you could try rightclick on your project file -> switch engine version
oh i made a copy when i switched versions
Which usually does't work
yeah only worked once for me. but a try costs nothing hehe
This is going to be yet another "use source control" situation. USE IT, seriously :/
๐ ok
anyway, i guess it takes time for them to find and fix this
and i was wishing to use 4.16 features
Take a day to learn Git or Perforce or Mercurial or something else and really do use it
This is like 100% mandatory
It's not a silver bullet, but it's like software development 101
@gloomy creek Thanks! Hoping this last one will be better. Will post later.
When recording a replay in single player game that is in first-person, what is the best way to have a representation of their character? (Perferably without needing a complex mesh and animation system)
hello!
Got a question about nav system. What exactly does ProjectPoint() function do, and how is it different from GetRandomReachablePointInRadius()?
the last one returns vectors in the world wich are reachable on the navigation grid
Thanx for answering! I got that part. I'm wondering how is that different from what the first one does
I guess ProjectPoint returns a nearest point, but I'm not really sure
got another collision question lol Does anyone know why the material on an object, that's a destructible mesh, darkens whenever you interact with it?
ok, so I call ProjectPoint() and get a point exactly on the nav mesh. Then I call GetRandomReachablePointInRadius at that point with radius 50 and get no result. What gives?
DM works fine, just the material get darker for no apparent reason
Hi guys. I have some random framerate issue i cant track down. What the gpu profiler tells me is this..Any idea on what "Other Children" can be?
doesn't happen all the time, maybe 1/3 chance of coming across it
hmm, might just happen with imported FBX chunks only
@final stone don't forget to use answerhub. Might be better. Might be a bug.
@final stone i'd check lighting settings in level. turn on/off dynamic light if that's on and turn on/off static lighting if that's on
and i'd try same asset in another level
as well as trying a different destructible asset created with another mesh
then you can start isolating variables
basically you've got a list of maybe a dozen things that could be causing this, we just have to isolate it down to 1
Thanks @safe rose I'll most likely do that. @spice urchin thanks, I'll check the lighting settings. I have 3 DMs, imported in different meshes, and 2 of them have the same issue where the material darkens, they're bigger meshes, compared to the 3rd one.
here's possible causes - dynamic lighting, static lighting, material settings (could have reflections enabled), vertex normals wrong, broken geometry on object like doubled up vertices. there's a lot
what we know for certain is that other people using destructible meshes normally don't get this issue, so starting from scratch with another asset created a different way until you manage to make one that doesn't have this issue will definitely give you an answer
following a tutorial on creating a destructible mesh might be the best way to avoid whatever step you normally take that might be causing this
sometimes it's a tiny silly detail
that we never really thought mattered
it's always good to remove human error from the variables
oh wow, thanks for the advice, I did have static lights by the destructible meshes
changed it to moveable, and the issue doesn't show up anymore
I'll look into it more, but thanks! ๐ This had me wondering
Is it possible to use DFAO with a static skylight/lighting ?
The bug reports on AnswerHub look like no one ever reads them
Thats true
Two bug reports with all possible information to reproduce it, no response after two weeks
That's the Unreal's support for ya
They probably would say to update your drivers ๐
Well it wasn't always like that, I've got something like 50 questions, all of them resolved and closed
They used to be pretty nice and helpful when you come with a sample project that crashes the engine
It's like they're all on vacation
Who knows
where/how can you "see" the aiperception sight parameters?
like the radius, peripheral vision, etc?
i don't mean the settings tab. i mean in the viewport
because right now the aiperception sight is only getting triggered when my character is above the enemy and at no other time
Show, visualize, Aiperception
Somethinf like that
And then click an actor while in simulation
Show?
Can't, I'm on my phone, sorry
ok
Someone asked more or less the same in #gameplay-ai earlier
That may be useful to you as well
Anyone here know how to package directly to iOS it keeps saying that the signing and certificate aren't valid even though I made new ones yesterday.
hmmm, something is weird with a Spring Arm - it does the opposite rotation to what parent has
the airplane on the ground is like this:
but from the seat camera it looks like this:
so instead of pitching up to match fuselage it pitches down by the same degree
easy way to check if float is postive or negative?
Is there any to use git with large projects (7gb)?
I keep getting errors when trying to push
I created a FPS template project and i want to switch camera between FPS to TPS. But when I switched to TPS and changing mouse on y-axis character also turns and camera cannot see the character's face
is there any idea?
@old mirage, git has some limit of how big a push can be. If it's complaining or simply crashing/quitting, try pushing only part of your project. You might have to push the whole project in 2 or 3 parts. Alternatively, if your first push is so big, you could copy your local repo by other means to wherever you want to push.
Has anyone got any example projects or tutorials on reactive shields?
@pallid compass Can you elaborate? What do you mean reactive shield? I just finished a prototype of a shield today, it takes projectiles and deflects them, I might be able to help.
Your gif is quite laggy
That's the preview in Discord. Click the link (not the image).
Discord has to do that, otherwise they'd be storing gigs upon gigs of previews which are just duplicates anyway. Anything Gyazo must be clicked using the link when posted inside Discord, otherwise all you get is the very low quality Discord preview.
is it possible...
to crop a decal material, or shift it to the center?
ah nvm, got it
anyone know why my mixamo character is coming out all blurry when i import it?
https://cdn.discordapp.com/attachments/304597380060413953/319547225439076352/unknown.png
Is there any reason to consider subclassing BaseGameState instead of GameState?
@plush yew probably everything you put there will look blurry
it looks like you have DOF enabled from PP
it's focusing to the background
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.06.01-06.08.57:961][ 0]LogCook:Display: Forcing save package F:/UnrealEngine/FreeDome/Master Project/Content/Models/FD_AirRaidSiren/FD_AirRaidSiren_Speaker_1001_Normal.uasset because was already requeued once
Anyone ever noticed themselves getting this for like their entire project?
Packaging took like 6 hours for a relatively simple project
This was plastered all over the Output Log for what seemed like every single asset
Doesnt unreal make documentation for new stuff? its been days since 4.16 and i cant find most of the stuff
there are 3 forum posts asking how to use stuff and none of them are answered
seens like noone knows
oki
@floral heart GameStateBase was created a few versions ago as part of an Refactor of the GameState and GameMode classes. This refactor saw the creation of the GameStateBase and GameModeBase classes in relation to seperating purely FPS related code (match state for example) being left in the GameState and GameMode classes whereas GameStateBase and GameModeBase are now used primarily as an barebones framework for those class types.
If you were building an RPG for example, using the GameState and GameMode would probably be somewhat unecessary, GameStateBase and GameModeBase would be more appropriate as they dont include mostly FPS related code like their child classes GameState and GameMode.
If you were building an FPS there are useful functions and accessors on the GameState and GameMode classes for example being able to query the current number of Players as an Variable is an builtin feature of the GameMode class that is not available in the GameModeBase class.
if you guys know it then i will ask again, tried in #legacy-physics but without luck, about the "rigid body" node at the animgraph which for me does nothing, and the "use kinematic bodies with simulated parents" that i cant find anywhere
actually the rigid body does something: the limbs fly away like when you have bad physics asset bodies
Thanks @weary basalt
Has anybody ever had luck creating a 3D Texture and reading from it inside a material?
Source code changes obviously required
Just wondering if anyone has done it already?
@sinful cove say something hits the shield, u could have a ripple effect on it etc
So when I get an objects world rotation it usually gives me a number from -180-180, but right now I'm only getting -90 to 90, and when you get past 90 it will start counting back down to 0. Anyone know why this is happening?
@pallid compass I made ripples by sending collision position to the material and using a sphere mask from the collision position to the pixel world position. And animating this with a timeline.
ah dam thats a good idea
Do you know of any example projects or tutorials?
also anyone got any ideas about this? im having issues with the back faces not being hidden
https://forums.unrealengine.com/showthread.php?145443-Witcher-3-inspired-portal&p=711935 try that @pallid compass
@pallid compass I can post the material later when I get home from work.
That be fab man
Thanks Yoeri
Anyone had issues with screenalign uv's before?
Its giving me weird af parallex effect
Does anyone know how or where UE4 compares uassets to local files to see if they have been updated? Are md5 hashed for files saved anywhere in UASSETS?
@long ice look at other axis of rotation - you will see they change too when one axis goes out of -90+90 range
huh, yeah I guess that's an unfortunate property of a 2D sprite object. Guess I have to work around that
Anyone have any good documentation on what widget focus is and how it's used?
Hi all, in our game (Fractured Space), the Steam notification in the bottom-right blocks the mini-map. Does anyone know of a way we could set it to default pop up elsewhere? For example, in the top right?
Not that I know of
For that matter, you'd have the same issue on console, except in a different corner
I seem to remember reading a while back that it was somehow possible. I also seem to remember my notifications popping up elsewhere in some games, but I'm struggling to remember which :/
i know i played games which changed the default position
cant remember what games tho
@bitter edge Widget focus is like how Discord will take all of your keyboard inputs when you're in the text box. It checks whether or not the widget has control of the mouse/keyboard.
@sterile cairn I have 6 buttons on screen that hover around a character. I want to be able to select these buttons with my gamepad. I created a system that moves the mouse pointer from button to button by using gampad control. The mouse does jump from button to button as expected but the widget that is being focused on (I asume the dashed line around the butttons are the widget focus?) seems random and not related to where the mouse is...
@pallid compass Here is my shield impact material function
do blueprints have overhead? I'm wondering if I should create a blueprint for a torch that doesn't need any code or anything. It's made up of a mesh, particle system, and sound cue. So those would be 3 actors per torch if I place them all in the world without a blueprint. Anyone know which would be more efficient?
hey guys .how can i get back to my normal cursor? ๐ญ
@brisk plover ah thanks man!
i know this is dumb to ask but can i send someone my ojb file for a character with a skeleton on since i cant figure out how to get the skeleton to animate the actual model
or i dont know if its broken or something
obj is the worst format for this.
use fbx for characters only
obj is a really simple straightforward format
it cant even read textures
thennnn...
its my first time doing stuff
and in blender oh boy
export as fbx 2014 only
for animations you click the skeleton and export the timeline
you already made clear youre using blender
yea
what im meaning is when i move the bones it doesnt do anything to the model
and i am in pose mode when i move the bones
skin the mesh with the bones?
what
i cant make it more clear
maybe you should watch a basic tutorial on blender animation
how do i do that
your nice arent you
you dont even know how to google a tutorial and watch it...
i mean
thats nothing i even care for.
well your a nice member of this discord chat arent you
i am not. but i will not get trolled.
bye
well you make sense dont you
@tranquil bone I would advise you go watch at least 2 different basic tutorials on skinning and weighting
Uh, is there a way I can disable casting static shadows from foliage thats already been painted on the terrain?
Is that just editing the settings on the foliage instance then?
yes
Ah thanks
Building lighting on this small level on preview is taking way too long and Im not sure if its the foliage or not
Well, Ive already built the lighting, then did some edits, and now the building is pretty much stuck at 0%
^^
Thoughts on best way to calculate your turning angle per second
Hello
Anyone got any thoughts on how to translate movement, depending on a veriable
like a ramp of sort sort instead of linier
example
if 0-10 dont move, if 10-20 go slow, 30-50, go fast, 50+ go faster depending on more value
Subtract 10, max 0, then multiply by (any value) or power by (any value) to desired effect
ooo good idea il try that!
btw what do u mean by
max 0
can u give me an example of your sum
Quick question. How can I drag and select multiple assets at the same time? Ctrl+alt isn't working for me
Max node, takes two inputs, returns the larger of the two
Max (num, 0), will return 0 if num is less than 0, otherwise returns num.
Value between
-100
100
-15 to -100 = move up
15 to 100 = move down
i want after -50 and 50 to keep max speed but between 15-50 and i want it too ramp up
Does that make sense?
Trying to explain better what im doing
ah alright il take alook
@pallid compass I figured it out
No I didn't look at any all of them confused me
I don't know how they confused me but I think my mesh I messed up since when I move a bone and I have Manually applied weight to it. It goes all over the place
Like the other parts which don't have weight applied to jt
also dementiurge i figured out what i need too do
kinda
@tranquil bone best thing u can do is prob look at digital tutors new site if its confusing you
for the sake of simplfying it
mouse outputs value of 0-100
i want 15-100 to input movement
50-100 will output 0.3 max
i need to figure out away of math to smooth 15-50 from 0.0 to 0.3
0.3 / 15 is 0.02
so for every point between 15 to 50 i should add 0.02 motion of speed
now i need to apply this logic
I'm thinking
if (X >= 15) {
clamp (X, 15, 50)
subtract 15
multiply 0.02
}
if (X <= -15) {
clamp (X, -50, 15)
add 15
multiply 0.02
}
else 0```
Heh, markdown really gets confused by >= for some reason.
i shall slam it in to a BP and try it, also thank you for your help, it really is APPRECIATEd!
like so right?
Looks right for the first part.
I've done an asset pack, no anything to complex, but you might be interested, it's Unreal Engine ready, but every there's a version to import to any engine: https://gumroad.com/l/pOYva
https://image.prntscr.com/image/93694bfc7dfa41ed8822794e7c2fe9c8.png
@slim mica Thanks, you did a great job on this pack.
Thanks to you! I'll be making more in the future, more assets and better quality hopefully! ^^
That'd be great man.
How do you edit a landscape grass type?
Double clicking the asset opens a blank window
Ah figured it out, for some reason the details panel wasnt enabled
Anyone here has this problem with Apex Cloth ? If yes can anyone help me please
i saw that it was a bug in the forum AHHH
Hi, hi, guys, where can i ask questions regarding UV mapping and texturing in UE?
here graphics lounge
hey guys I exported a robot model from blender as an fbx and imported into ue4 but it seems that the wheels are over lapping with each other and this is causing them to spin none stop in really erratic way, is there anyway I can disable the wheels of the mesh from colliding with each other?
hi is there any good book for 2017
how to reduce unreal package size? I have already removed all maps that I'm not using but it is still big, I think unreal is using all the assets from my project. How can I control it?
theres a ressource manager in unreal
actually reference manager
that shows you unused assets.
and yes unreal is using everything
is there a way to remove what isn't been used?
i dont think you understand
unreal assumes that everything you put into it is important
so the only way is: just to put in stuff that i needed and protocol remember in asset table whats unused
wow, how complicated. In this matter unity is way way better
I searched on the internet and it seems that the best solution is to use the migrate option selecting only the maps that you are going to use. But I've got one problem, it's not that ease to migrate c++ code from one project to another
migration is a good solution yes... but that in any case gets hard
one error here... and your code or assets get damaged
it stays
work clean and profit
Oh, I see. Thanks anyway
Hey can some1 please explain why is this happening ?
Texture is bleeding out of range (shown with green arrows)
Plane is unwraped in 0 to 1 uv space and tiling is set to 1
texture is rotating and these corners appear once in a whiel
no Ill try now
@floral lion thanks that did it
w8 no
I didnt wait long enough ๐
It seems to be doing the same thing but less often now
No uv's are fine it's just a plane
when I remove the outside line from texture problem disapears
@eternal osprey assign wheels to the same collision object type and set them to ignore the same collision channel
The Collision Presets section in the Collision Property Category has a large number of properties broken out here for clarity.
@clever solstice what outside line?
SOLVED
can you show the texture used for your effect?
Is there a way to get external DLL files to build without being in the Engine folder?
@clever solstice how you solved it?
By changing tiling method in texture setting for that texture I used
In 4.16, when push Play button to test my game in PIE, I have mouse cursor that is bound to PIE window. Essentially I can't use mouse for aim all around. That wasn't the case in 4.15. How do I change that behavior in 4.16 to be like in 4.15 ? (unless it's a bug)
ok, I found option in Advanced settings to allow game take over mouse control, but mouse cursor still shows when I play in PIE :/
Does anyone have a network order list in what is created first?
Hello
I have a question real quick
so is unreal's blueprint for noobs? like people with no coding background?
hm
How can i get ref from my playerstate to the actor if the actor could be different
@plush yew Its great for prototyping, but for larger projects C++ is the way to go for most things.
@pallid compass Can you do a "Get All Actors of Class"? Then check the array for a valid element and if so you can do whatever. (Just don't call it every frame, it isn't the efficient)
Guise, what is the average response time on Epic account e-mail change request nowdays?
alright thanks
Just to clarify
Every player has there own playerstate
so if i run say
SET value to random interger on playerstate on server
Every player gets random value?
Hey folks, i'm building a fp character from scratch and my characters freaks out when they walk over physics objects. What have I forgotten or what am I missing? Capsule in player blueprint is set to overlap pawn only.
@unborn urchin how are you moving the player?
If you're simply moving him through space (i.e. changing his coordinates) - the engine may freak out.
Try setting velocity and see if that works
Hey everyone. I'm a Unity converter and I work from both Mac and PC. My Mac is my primary (because it's a laptop) and I was wondering if it is possible to work on both Mac and PC interchangably. I'm primarily worried about my C++ projects since I'm using XCode on Mac and Visual Studio on PC. Any insights?
@errant brook Yeah I'm doing it right now. It's fine.
Anyone getting issues with their editor crashing after simulating and exiting via the toolbar?
@supple minnow I'm still using the charactermovement pawn class.
Hey guys I lurk a lot but I need to ask a question today - is there a channel for particle system queries? Where would that go?
Thanks! :)
Hi all, I would like to now how you guys handle UE projects that both includes c++ and blueprint systems. How do you figure out whether some code should be developed in C++ while other code is to be developed using blueprints?
Far as i know, you should develop in C++ if you can, and use Blueprints only for quick testings i guess or small things. Also, C++ seems to be faster than BP.
from my exp. BP's are perfectly fine to use performance wise, unless you have some heavy math lifting to do then C++ is the way to go.
I have heard the same. BP is without a doubt is more performance demanding the C++, but it really isn't that big of a problem unless you are doing something excessively demanding. However, I thought blueprints and C++ often were combined to create a smoother workflow between developers and designer / scripters.
Hi guys, ive been researching ADS (aiming down sights) on my guns for over 20 hours and still cant figure out how to do it, could someone please connect with me personally and walk me through it?
oh fuck reaper
i see amazing article on this
not the bping too it but the logic
let me find it for u
Scross down to first answer
it gives you good idea on the logic
not sure if it help you but its really well written @river idol
i appreciate the article because im trying to make a simulation game, thank you
but this doesnt actually help
ah the bping your stuck with?
well it helps with the game, but not specifically with aiming down sights
if i remember correctly, witch im prob fuckng wrong lmao
what "bping"? blueprinting?
blueprinting
You had to precalculate where you gun has to be for it to be in the right place with the camera
then make the offsets with the animation
But i might be wrong, its been awhile
i dont know how to do any of that
i was an expert with the Unity engine, i just switched to Unreal
Not sure if im im right but let me try and give you an idea
i spent 50 hours practicing with unreal though
So you would want to move your gun and ADS in to the actual place first
i tried to make the gun lerp to my camera, but thats giving me problems, and i feel like i will run into more problems when i try to implement "leaning" as well
yes!!
i cant get the gun to ADS in the first place
so what i mean is you need to move it to the right place inside your char bp and find the transforms for that position
Then you have point A where ever gun is normally
and you know where point B is
Then you would need your ADS animation to make the gun in Point B
move the gun to point B*
this is just an idea in my head
thank you for that logic, but i need help actually getting it done
but u see where im going right?
Im pretty sure
In stuff like COD
Your aimer isent actually perfect center when you ADS
well in cod it is if you remove the "weapon sway"
Latest Download(Not Up to date with video): https://mega.nz/#!2VUUULAR!dndOuMLtkr8hekxxYlEFYCkPJqRjFLhmfxAA_VZxbbE I created this video with the YouTube Vide...
have u looked at this?
and yes i understand what you're saying, thats what i meant my lerping
that video you linked is a very stupid method of doing it
the guy just made a second camera at the gun's sights, and made the game change camera when you press the aim button
no other game does that, it looks very choppy too
I feel like
the ADS
Would be controlled aimly by animation
mainly
and u would change your firing mode
yeah but im new to animations
In ADS
U would prob do a umm
Linetrace
or however ur firing
Directly from the sight
i would need someone to tell me EXACTLY what i need to do to set that up too
my guns already do linetraces when firing from the hip
Where does it linetace from too where?
You know in the market place there is a free animation start pack
So you would need to animation montage to overide all bones from the top of your chest and out
it linetraces from the center of the camera, not actually from the gun
So the ADS animation overtrides the hands
overides*
but ur legs can keep walking
Let me step this out for this
i downloaded & imported the animation starter pack
This is what id go figure out first
someone suggested that i export all of the animations/meshes/skeletons i need from the starter pack, and delete the whole body on everything i need, and only leave the arms
then re-import them, and go from there
Setup Animation montage for the ADS animation from the Animation starter pack
Have it overide all the upper body, this enables animation to ADS and still walk / leg animation
Have it so when ADS bind is held the montage is played
Actually
If u didnt know
U dont need to do that
The UE4 arms sekelton
and UE4 full body skeleton are the same
So u can apply the third person animation to first person
I have an amazing video that will help u with the first part
ive been doing alot of research on animation blending and animation blueprints and events and stuff
but i still have no idea how to do what you're suggesting
someone said that the arms and body skeletons are different
Let me double check that
and let me find this video as it will put you on the right track for sure
Demonstrates how to blend animations together, in this case, a character that can move and fire a weapon at the same time.
Found it
So follow this tutorial, but do it as if your doing it for the upper part of your body for the ADS animation
Let me check the skeleton one sec
but i still dont know how to do everything else even after i learn that
i know u dont
But its starting point
I cant spoon feed you it too for 3 reasons
- u wont learn
- i cant be fucked
- i dont actually know lmao
well i dont know for 100%
The skeleton is the same
U can use the third person animation on the first person
i'll learn because i'll have to re-do the same thing for many different guns lol
ok the skeleton is the same, thanks
so see if u can get the animation on the arms
then run through the layered tutorial
in the animations pack, i cant even find an idle animation for ADS with a rifle
i might have to take an animation and pause it or something
ok thanks
ill try to learn everything i can on my own and ill get back to u if i have questions, ill send u a friend request
ill try to learn everyting on my own from what u sent me and stuff ....... and please throw me more information that will help me
sure but just so you know i have no idea the fuq im doin half the time
LOL
lol
i will have to learn to make my own animations in the future, i think, anyways for the weapon recoil
should i just skip a few of these steps and go straight to exporting and creating my own anims?
i am actually genuinely interested in what u told me to do so far anyways, so i'll still learn that first
id go learn what i sent u
so u can actually get your animation to play
and blend
oh idk if i mentioned this to u, and for the people reading this, my game will be a first person shooter
but dont worry, its a multiplayer, and its crucial that the enemies see my animations on the full-body that is visible to the enemies
Why do people not work in Int for things like damage and health, everyone is always in floats?
i do it
thing is this
it only works for stable values
you cant divide 120 with 75
and percent damage? you can forget percent damage completly with ints
except... you round stuff
or floor
ints are ok
Thats true, i didnt think about that haha
but float gives more possibilities
if youre a master in code logic you can do alot with ints too
like
everything
yeah that makes sense
I was just thinking about it, as i was trying to setup some sort of team system
you know for if take should take dmg or not
was tagging teams with Ints but
really not working
Is this a bug in 4.15.3 with light shafts from the directional light?
settigns are default
Turning bloom off gets rid of it
But that also gets rid of light shafts
Can someone help me understand getting my player to rotate or face in the direction of a vector?
you can set control rotation to a specific vector
"look at" is the next node
how so?
I'm using Control rotation to set a rotation
but getting the rotation from a normal?
How so?
normal?
Normal has the direction I want to face
ah
I want to rotate my player to that dir
how is that normal created
from line trace
get the look at node
and attach start to start
and the end to target
the line trace has your rotation
Ok, on second thought, getting the rotation from there might be the wrong way to go about it. Rather I should get the rotation from the forward vector of the object I spawn from my linetrace . Which brings me back to my original question of getting the proper rotation from a vector (but this time a forward vector instead of a normal)
And my forward vector I get from my camera
I guess make rotation is the only thing to use here?
i fi could see code
as I've tried using Findlook at
and knew what you want todo
but It seems to face me at an angle
Vector -> Rotation
If my players rotation is facing me this way <- I want the vector facing this way -> to guide my players rotation to rotate and face this way ->
if it faces you then invert it
Ok, didn't know there was an invertRotator node
that is good to know
now, it seems to work but it also seems to slant my view a bit
I'll be facing the correct direction but my cam will be tilted a bit
perhaps I need to break it, invert the floats for maybe x and y and leave z intact
Ok ended up solving it w ith Find Look At Rotation
And adding an arrow that is further out to give me a target to look at
I see alot of different stuff on the forums regarding input from mouse presses being held down, what would u say the correct practice is for it?
The one that works for you.
InputEvent + an upwards counted float variable for example. Or + the playercontroller function that should return how long the mouse button got hold down
Ah gotcha so there isent really a proper practice for it
Hello, not sure where to put this question. I am currently working on a race game in space. To fill the enviroment a bit i use instances of astroids. The Spaceship is driven by thrusters with "Add impulse". Problem is, with this setup my speeds of the spaceship are buggy, it goes much slower, but not everywhere, it seems like wholes between where i get normal speed. it only happens when i use instanced astroids. Now, is there a way to prevent this, or maybe a better soloution for creating a bigger astroidfield? Do the thrusters actually take astroids in the back into account or something when accelerating ?
no, but addimpulse takes into account your frame rate
if your instanced asteroid are causing a fps drop the addimpulses would accumulate less
make sure your speeds are fps independant
so, maybe i shouldnt use addimpulse to drive the thrusters ? Would be "addforce" better ?
factor in frame time ?
oh, so impulses are for onetime movements i guess ?