#ue4-general

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cobalt scaffold
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np

fiery harbor
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how do I tell it when to start capturing?

cobalt scaffold
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under animation

fiery harbor
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the sequence actor in the level has a start time, but that doesn't seem to do anything

cobalt scaffold
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when you're in the render movie setting at the bottom thre's an animation section

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use custom start time

fiery harbor
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ah, the warm up frame count it is

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thanks!

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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

cobalt scaffold
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it's better for editing

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if you do any corrections you just replace frames

fiery harbor
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the only thing that's fast is a bmp sequence

cobalt scaffold
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yeah big pngs can take some time

fiery harbor
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bmp sequence generates something like 1 TB per minute though

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I need a bigger SSD for that

cobalt scaffold
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you can do a lowres test render and put the 4k to render overnight

fiery harbor
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well its not that slow, and I need to render many small few second movies

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so its not 1 big task that I could render over night

cobalt scaffold
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ah ok.. a bit of a hassle but workable

fiery harbor
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yeah, for a few seconds ~100GB free space on my SSD should be enough

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SSD surely doesn't like it though to write that much data on it

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thats easily 1 TB per hour of added and deleted data, and a SSD only has something like ~150 TBW (terabytes written) lifetime

cobalt scaffold
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really? i never looked that up but just assumed it was higher than that

fiery harbor
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thats the value for a 500GB samsung 850 evo

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"warranty 5 years or TBW (250 GB: 75 TBW; 500 GB/1 TB: 150 TBW, 2/4 TB: 300 TBW), whichever comes first"

cobalt scaffold
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it's probably way more, on average, under normal circumstances

fiery harbor
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I hope so

cobalt scaffold
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still, it's a big drain, you might want to go with slower render of pngs

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not all video editors support bmp sequences

fiery harbor
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PNG is easily 10 times slower than BMP, UE4 seems to have some horribly slow compression

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I use after effects, and that works very well with bmp sequences

cobalt scaffold
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ok

fiery harbor
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my 500GB SSD currently has 70 TBW

lament pewter
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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 =)

fiery harbor
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the cinematic camera is awesome

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it's so much fun to play around with the focus settings of the camera ๐Ÿ˜„

thorny iron
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hm hey gang

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when trying to specify map in packaging settings

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it tells me my file path is too long

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oh shucks nevermind.

tepid steeple
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Hey folks.

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I'm trying to make a starbox from 6 cubemap face PNG's using the Texassemble tool

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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

thorny iron
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anyone know why when I change defaultengine.ini it resets after packaging

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doesnt seem to hold my info

midnight mantle
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never seen that happen before o.o

modern root
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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)

weary basalt
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Maybe TransitionLevel related?

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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?

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Otherwise put it up on AH.

modern root
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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

weary basalt
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Seems to be alot of newer bugs appearing with 4.16

gloomy creek
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Garbage collection was one of the updates for 16, probably related to whatever it was they changed to make it faster

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I don't recall the specifics.

safe shoal
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@lament pewter I havent' been able to build with VS2017 at all yet, so many missing libraries from my install :/

hazy lynx
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hello!

Is there a way to make my character be affected by gravity without it simulating full physics (rolling around and stuff)

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I thought turning off pysics interaction would do it but it does not ๐Ÿ˜ฆ

weary basalt
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@hazy lynx You could always simulate gravity yourself manually.

hazy lynx
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I know

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but it seems like a feature they would add

safe shoal
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Characters already simulate gravity

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as part of the movement component

hazy lynx
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@safe shoal is there some option that turns that off?

safe shoal
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Yeah, set 'GravityScale' to 0

hazy lynx
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my character just floats around

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it is at 1

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any other option that might disable it?

safe shoal
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what is the gravity setting of the world?

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It uses the gravity of the physics volume / world it's currently in

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If you need it to not do that you'll have to create your own sub-class of Character movement Component and override 'GetGravityZ'

modern root
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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?

weary basalt
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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?

hazy lynx
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I think there's the problem. Thanx @safe shoal

modern root
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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.

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Oddly enough this delegate

FCoreUObjectDelegates::PreLoadMap
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is bound at the same time and does not cause a crash

weary basalt
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Oh did they change PostLoadMap?

modern root
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yep now passes in a UWorld*

weary basalt
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Hmm

modern root
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The old one still exists but is marked as deprecated

weary basalt
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See thats interesting i wonder if it is an TransitionMap issue then

modern root
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yeah :/ either way definitely reporting it!

weary basalt
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Yeah id throw that on AH to get Epics attention. See if you can replicate it on an Blank Project just to confirm

modern root
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for sure

hazy lynx
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@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.

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any ideas?

safe shoal
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@hazy lynx does it have a controller?

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It won't run physics without a controller / unpossessed

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Unless you check the box to make it do that

fresh thorn
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what do you guys use for version control?

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perfoce helix no longer free, just cowboying it with local storage atm ๐Ÿ˜„

hazy lynx
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let me check

modern root
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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

hazy lynx
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it is set up with an AI controller, but it seems that movement component does not affect it at all

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(only if spawned in code)

modern root
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@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)

fresh thorn
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yeah it seems like there's no good free option any more

modern root
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Yup ๐Ÿ˜ฆ

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Local Hosted was intially a pain but definitely worth it for the peformance improvements

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and free! (For under 5 users)

fresh thorn
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just the risk of wipeout

modern root
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We have it backed up to azure nightly

fresh thorn
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ah good

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i should do that too

weary basalt
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Assembla ruined Perforce.

hazy lynx
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@safe shoal got it, my ai controller was set not to possess on spawn and that made movement not work

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thanx for pointing me in the right direction

safe shoal
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np's

weary basalt
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@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

modern root
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Yup, completely agree!

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Also glad im not the only one who feels salty about assembla price changes ๐Ÿ˜›

weary basalt
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I knew Assembla would be trouble the moment they announced the partnership.

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Looked all nice and dandy at the start but i could see exactly where it was going

modern root
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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

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Look I have no doubt perforce is in the wrong here as well but god damn, it was tripling the cost for us

weary basalt
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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.

cloud cobalt
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@fresh thorn We use Git here. Gitlab has a very nice free offer with 10GB repos

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No stupid user limits, free hosting everywhere, great tools

weary basalt
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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

cloud cobalt
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At the expense of not being as good with binary assets as Perforce

modern root
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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

weary basalt
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Id prefer to have an User limit than an Data limit.

modern root
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absolutely!

cloud cobalt
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Git doesn't have data limits, free hosting does ๐Ÿ˜„

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I don't believe there is any free Perforce hosting

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Microsoft moved their 300GB Windows repository to Git recently, though they needed some work to get that working well

weary basalt
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Ive used Perforce for a very long time and im just so used to it.

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Ive never paid for hosting for it. I just manage it locally on my own server.

cloud cobalt
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Then Git would have zero limitation

weary basalt
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The user limitation doesnt bother me at this point.

cloud cobalt
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In that case, all is good. Perforce is very good for game dev

unreal sonnet
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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.

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You can't do that with Perforce, sadly.

tiny pier
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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?

cloud cobalt
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You'll probably need a much higher landscape resolution

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Or heightmap resolution

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Well, you'd need both

tiny pier
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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.

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I've tried to use the flatten tool, but that smooths out the top of the plateuas as well which is undesired.

cloud cobalt
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I don't believe there is, and that doesn't really fit with how landscapes work

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Basically it's a plane with Z offsets on each vertex

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You can't pinch because vertices don't move laterally

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If you need near-vertical slopes, for example, you'll be better served by meshes

languid shard
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so uuh, anyone knows how to get the static mesh reference from a static mesh component ?

static viper
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what are you tryin todo

languid shard
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material selector for my meshes

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with a preview of the selected mesh in UMG

static viper
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the umg should have a reference to it

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from the scene its loaded

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call it like you call the camera

languid shard
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wot

static viper
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na

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call it like you call the camera for the preview

languid shard
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I might have not described it correctly

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basically :

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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

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the cube we see here is rendered far from the skybox, and is the mesh we want to replace

static viper
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if it is a mesdh actor

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and a ray is happening

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then cast to actor mesh

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or static mesh

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i never did this

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but it sounds easy.

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hit result, actor hit, cast

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then get static mesh

languid shard
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yeah but that's a component we get

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I want a ref

static viper
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create a ref

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i mean

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if you have a ray you can just create a reference

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you just do it once

languid shard
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as in static mesh reference type

static viper
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i wish i would have more info

languid shard
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I don't see anything to do that with BPs

static viper
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it soudns totally bp

languid shard
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can't cast my SM component to a SM ref

static viper
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or c++

cloud cobalt
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@languid shard You have a get static mesh call on the SM comp

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In C++ it's GetStaticMesh() so I expect basically the same thing in BP

languid shard
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๐Ÿคฆ how did I miss that

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thanks Stranger

static viper
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told ya bp

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XDDD

cloud cobalt
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@languid shard There is a recurring pattern of Actor, Component, and object

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Actors are what you place in a scene, components implement functionality

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And then you have the object itself : Texture2D, StaticMesh, SoundCue...

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They all basically work the same

languid shard
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yeah I think I just brainfarted here

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there we go

upper heart
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has anyone gotten impulse to affect AI? It doesn't do anything to them for me

static viper
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impulse?

upper heart
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yes

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for example, radial impulse

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for AI they don't hit this line

static viper
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you want to be able to kick ai away physiclly?

upper heart
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yes

static viper
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ah

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i did that already

upper heart
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same as I do player controlled characters

static viper
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no idea for c++ tho

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actually

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whats the problem

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lets go this way

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and impulse is not the right tool

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use add force

upper heart
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radial impulse works fine for everything except AI. It doesn't move them because it doesn't hit that line above.

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When I null out their AI controller class it works tho

static viper
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you treat it like ai

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but it isnt.

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nothing is anything when working with physic

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you need to make sure the skeletal mesh or mesh is ready to get physics

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so no pawn movement and simulating physics

upper heart
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it is, like I said it works when I null out the AI controller class

static viper
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and once youre ready

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you fill it again

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for my one i needed to shut down entirely with bools

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or it would run away....

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also

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the capsule gets nocollide

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i let it teleport with the physical object for that time

safe shoal
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@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

upper heart
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@safe shoal Yes, I have a radial force component and I am calling FireImpulse on the server

safe shoal
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Yeah in that case it should work AFAIK

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The radial force comp is on the Server right?

upper heart
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yes, it works fine for everything except this AI character

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I have tested and found the following tho

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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```
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those are all independent of each other

safe shoal
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So does it never get to Velocity += PendingImpulseToApply + (PendingForceToApply * DeltaSeconds);

upper heart
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It always gets to that, but for some reason it doesn't actually move the character unless it's movement mode is falling

safe shoal
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Oh I see

upper heart
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I did see that someone else reported that too (at least with launch character)

safe shoal
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I bet that AI Pathfinding is setting Velocity directly

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so it overrides whatever value has been given to it

upper heart
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That is possible. But it doesn't even hit that line to set it's movement mode to falling, which isn't good.

safe shoal
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Have you checked the values of stuff coming in?

upper heart
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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

safe shoal
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E.g, it only sets it to 'falling' mode if you have some Z values

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And if the forces are large enough

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if (PendingImpulseToApply.Z != 0.f || PendingForceToApply.Z != 0.f)

upper heart
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yeah it always gets past that clause. it's the next that fails

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I'm applying a very large impulse

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4000000.0

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when I was debugging it seemed like in the AI characters case the PendingForceToApply.Z was always a large negative number

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but for player controlled characters it was a large positive number

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which makes it fail that clause

safe shoal
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hmm, AI must be modifying it somewhere then

upper heart
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SMALL_NUMBER

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I guess I should test with a player controlled character and give it the same size capsule as the AIs

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since that seems to have something to do with it too

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yeah that still works. I'm going to try detaching all the AI movement stuff and see if it works when it's stationary

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yeah it works when that is detached

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so you are right

lament pewter
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@safe shoal oh I see you got trouble Compiling at all? I did Compile with VS2017 too no problems.

upper heart
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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

cloud cobalt
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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)

spice urchin
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@cloud cobalt yes it's a fairly important concept for particle systems to have localized points that either pull OR push

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not the most important, but it's a viable type of tool

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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

supple widget
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Does anyone know why the physics bodies on a skeletal mesh with a physics asset might separate from the actual visible mesh?

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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).

sterile cairn
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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.

vale osprey
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@supple widget you have to control joint directly as far as I know. Look for angular drive SetTarget

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@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

dense crest
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Anyone here really familiar with unity and unreal engine who can help me decide which one to use?

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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++

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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

vale osprey
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why not gamemaker? for 2d it's superior over both of them

dense crest
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not 2d

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just iso viewpoint

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perspective too

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is blueprint getting better? I seem to remember it being kind of unusable for anything besides creating some objects with simple behavior

cloud cobalt
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Uh, no, it's been mostly as powerful as C++ since engine beta

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imho

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It's different than writing code and obviously serves different purposes

dense crest
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that makes sense then, also I think its more time consuming to do some things than c++ is but i think thats fine

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thanks

honest vale
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is the editor supposed to crash if I use AI Move To task on a pawn that uses floating pawn movement component?

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with the crowd movement controller that is

digital anchor
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ok updated to 4.16 now i cant import animations anymore

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:/

keen birch
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@dense crest Having used both pretty extensively, I can honestly say I prefer UE4 by miles

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Like, Unity is on one meter, UE4 is on 500m

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So to speak

dense crest
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ah

keen birch
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The learning curve is a lot steeper, though

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So if you're just getting into gamedev, Unity is easier to learn

dense crest
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ive used unity quite a bit, but ue is a lot more comfortable to me

keen birch
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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

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I've used Unity for 2-3 years

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And UE4 for... 5 months

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xD

dense crest
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ya, everything kinda feels faster to me

keen birch
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I was convinced of it being better in the first three weeks

dense crest
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idk why

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also, i fucking hate how unity locks BASIC REQUIRED features behind pay walls

keen birch
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It looks better, it's way more suited for actually working in it

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It's easier to get results

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(Once you know what you're doing)

dense crest
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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

keen birch
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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

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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

tall pendant
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I thought Unity offers the same features in all versions.

keen birch
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I love BP, actually

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It's very flexible, it helps me organize stuff mentally and physically in the 'code', unlike raw code

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I use BP for, like... Everything, at the moment ๐Ÿ˜›

dense crest
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they kinda do dizco, but the stuff for analyzing the program itself and even the fucking dark UI is behind a pay wall

keen birch
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^

dense crest
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even tho i used a memory editor to get the dark ui for free

keen birch
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Lol

dense crest
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hex editor*

keen birch
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It's still ridiculous that they even try to restrict that, though

dense crest
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ya i was like WHAT THE FUCK

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THATS TSUPID

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i cant even use it

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without it

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id rather use flash

keen birch
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I always turn down my screen brightness when I need to work in Unity for a couple of days ๐Ÿ˜›

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(I'm still part of a project being made in Unity)

dense crest
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you can get the dark ui very easily, i think i might still have the link saved

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if you dont already have it

keen birch
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I don't

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Link'd be appreciated :3

tall pendant
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i wouldnt post it here tho

keen birch
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PM it

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If we're going to continue the convo about Unity, we should prolly move to #lounge

random shale
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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?

pallid compass
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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?

fossil ore
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Question about blueprints. Are all blueprints compatiable to VR projects?

safe rose
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@fossil ore ?

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If you are asking if you can make a VR game with Blueprints, then the answer is yes.

fossil ore
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I'm asking If I start creating some scripts/blueprints in normal non-VR project will It be still compaible in VR project?

safe rose
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?

thorny cipher
fossil ore
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Like, lets say I create a a double jump.... will it be working in VR?

safe rose
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Quick answer: yes

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You just have to use proper input mappings

thorny cipher
safe rose
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and of course test in VR

fossil ore
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So in theory every blueprint that is avalilble on marketplace is compatible in VR

digital anchor
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does anyone know a fix

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4.16 broke my animations

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imported from blender

finite vault
pallid compass
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Anyone got any idea why bone movement would not be imported in to ue4 but rotation is>

gritty path
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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.

main cobalt
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Put a wacky inflatable arm flailing tube man in there

spice urchin
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@finite vault needs a ton of limestone blocks as filler for one thing. clearly this is in a pyramid or some other egyptian setting

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one solid looking block could get you a lot of mileage if repeated a lot and arranged properly

idle sail
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When i duplicate something it moves it one step in the X an Y how do i stop this? annoying as fug?

languid quarry
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Anybody managed to install Simplygon?

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In the new version post Microsoft it doesnt seem to install at all

plush yew
#

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?

safe rose
#

lol

#

So, how much experience in UE4 do you have @plush yew ?

#

Start there ^

plush yew
#

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

safe rose
#

@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

#

๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ ๐ŸšŽ

plush yew
#

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,

#

?

safe rose
plush yew
#

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

gloomy creek
#

So you want someone here to teach you how to make a game, from the beginning?

#

lol

#

Watch the videos buddy.

#

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.

fiery harbor
#

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?

shadow pier
#

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?

fiery harbor
#

@shadow pier what's the path?

shadow pier
#

D:\GoodProject\Goodboy

#

i know you will laugh at it

#

its just for test

fiery harbor
#

hm

#

and where do you get that error?

shadow pier
#

it doesn't say when i create the project it just says this no any more details and after that some stack trace information

fiery harbor
#

just show a screenshot of the error

shadow pier
#

kk

#

Is There any way to solve this ??

#

@fiery harbor what do you think of this ??

fiery harbor
#

strange

#

4.12 is old though

#

have you tried with a newer version?

shadow pier
#

no my internet is super slow

#

downloading another version will be really hard

fiery harbor
#

download it from github and compile it

#

how slow is "super slow"?

shadow pier
#

from 50 to 100 kb/s

fiery harbor
#

kb/s or kB/s?

languid shard
#

eitherway it is super slow indeed

fiery harbor
#

100 kB/s would still be acceptable, at least for downloading UE4

shadow pier
#

kb/s

fiery harbor
#

so only something like 6 to 12 kB/s?

shadow pier
#

NO NO NO MEAT 10 kB/s

#
  • 100 kB/s
fiery harbor
#

what?

#

meat?

languid shard
#

wheat

shadow pier
#

MENT

fiery harbor
#

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

languid shard
#

just do it while you sleep ยฏ_(ใƒ„)_/ยฏ

leaden onyx
#

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

pallid compass
#

man anyone done animation from maya to ue4? im having an issue with 1 joiny

#

joint

rocky dirge
#

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 ๐Ÿ˜ƒ Any hints?

static viper
#

@pallid compass speak

pallid compass
#

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

cursive dirge
#

@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

rocky dirge
#

it does also save when i made no changes ๐Ÿ˜ƒ

#

@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).

oblique trench
#

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.

static viper
#

@pallid compass click the bone

#

and then unlock its transform

#

then do the ik again new

digital anchor
#

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

cloud cobalt
#

What's wrong in 4.16 ?

#

Downgrading is usually impossible

#

Use source control to revert to a working state

digital anchor
#

cant import animations at all, there is a bug report about it

tall pendant
#

you could try rightclick on your project file -> switch engine version

digital anchor
#

oh i made a copy when i switched versions

cloud cobalt
#

Which usually does't work

tall pendant
#

yeah only worked once for me. but a try costs nothing hehe

cloud cobalt
#

This is going to be yet another "use source control" situation. USE IT, seriously :/

digital anchor
#

๐Ÿ˜„ ok

#

anyway, i guess it takes time for them to find and fix this

#

and i was wishing to use 4.16 features

cloud cobalt
#

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

safe rose
#

@gloomy creek Thanks! Hoping this last one will be better. Will post later.

sterile cairn
#

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)

hazy lynx
#

hello!

Got a question about nav system. What exactly does ProjectPoint() function do, and how is it different from GetRandomReachablePointInRadius()?

static viper
#

the last one returns vectors in the world wich are reachable on the navigation grid

hazy lynx
#

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

final stone
#

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?

hazy lynx
#

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?

final stone
#

DM works fine, just the material get darker for no apparent reason

night hatch
#

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?

final stone
#

doesn't happen all the time, maybe 1/3 chance of coming across it

#

hmm, might just happen with imported FBX chunks only

safe rose
#

@final stone don't forget to use answerhub. Might be better. Might be a bug.

spice urchin
#

@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

final stone
#

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.

spice urchin
#

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

final stone
#

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! ๐Ÿ˜ƒ This had me wondering

real bolt
#

Is it possible to use DFAO with a static skylight/lighting ?

cloud cobalt
#

The bug reports on AnswerHub look like no one ever reads them

real bolt
#

Thats true

cloud cobalt
#

Two bug reports with all possible information to reproduce it, no response after two weeks

real bolt
#

That's the Unreal's support for ya

#

They probably would say to update your drivers ๐Ÿ˜„

cloud cobalt
#

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

real bolt
#

Who knows

prisma lantern
#

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

keen birch
#

Show, visualize, Aiperception

#

Somethinf like that

#

And then click an actor while in simulation

prisma lantern
#

Show?

keen birch
#

Can't, I'm on my phone, sorry

prisma lantern
#

ok

keen birch
#

That may be useful to you as well

worldly ginkgo
#

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.

vale osprey
#

hmmm, something is weird with a Spring Arm - it does the opposite rotation to what parent has

#

so instead of pitching up to match fuselage it pitches down by the same degree

pallid compass
#

easy way to check if float is postive or negative?

old mirage
#

Is there any to use git with large projects (7gb)?

#

I keep getting errors when trying to push

oblique trench
#

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?

craggy nymph
#

@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.

pallid compass
#

Has anyone got any example projects or tutorials on reactive shields?

sinful cove
#

@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.

wheat pendant
#

Your gif is quite laggy

sinful cove
#

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.

final stone
#

is it possible...

#

to crop a decal material, or shift it to the center?

#

ah nvm, got it

plush yew
floral heart
#

Is there any reason to consider subclassing BaseGameState instead of GameState?

cursive dirge
#

@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

static viper
#

nono

#

its the character that is blurry

weary basalt
#
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

digital anchor
#

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

static viper
#

yee thats normal

#

but they are delivering it after

digital anchor
#

oki

static viper
#

dont worry

#

we people here prolly alrady know it

weary basalt
#

@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.

digital anchor
#

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

floral heart
#

Thanks @weary basalt

safe shoal
#

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?

pallid compass
#

@sinful cove say something hits the shield, u could have a ripple effect on it etc

long ice
#

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?

brisk plover
#

@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.

pallid compass
#

ah dam thats a good idea

#

Do you know of any example projects or tutorials?

fierce tulip
brisk plover
#

@pallid compass I can post the material later when I get home from work.

pallid compass
#

That be fab man

#

Thanks Yoeri

#

Anyone had issues with screenalign uv's before?

#

Its giving me weird af parallex effect

deft ice
#

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?

vale osprey
#

@long ice look at other axis of rotation - you will see they change too when one axis goes out of -90+90 range

long ice
#

huh, yeah I guess that's an unfortunate property of a 2D sprite object. Guess I have to work around that

bitter edge
#

Anyone have any good documentation on what widget focus is and how it's used?

soft lodge
#

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?

cloud cobalt
#

Not that I know of

#

For that matter, you'd have the same issue on console, except in a different corner

soft lodge
#

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 :/

digital anchor
#

i know i played games which changed the default position

#

cant remember what games tho

sterile cairn
#

@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.

bitter edge
#

@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...

brisk plover
upper heart
#

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?

pallid shoal
pallid compass
#

@brisk plover ah thanks man!

tranquil bone
#

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

static viper
#

obj is the worst format for this.

#

use fbx for characters only

#

obj is a really simple straightforward format

#

it cant even read textures

tranquil bone
#

it can read textures

static viper
#

no it cant

#

it exports them as MAT file

tranquil bone
#

thennnn...

static viper
#

and wow that skeleton is unsymetric

#

XD

tranquil bone
#

its my first time doing stuff

static viper
#

and in blender oh boy

#

export as fbx 2014 only

#

for animations you click the skeleton and export the timeline

tranquil bone
#

?

#

im confused

static viper
#

you already made clear youre using blender

tranquil bone
#

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

static viper
#

skin the mesh with the bones?

tranquil bone
#

what

static viper
#

i cant make it more clear

#

maybe you should watch a basic tutorial on blender animation

tranquil bone
#

how do i do that

static viper
#

oh ffs.

#

get lost

tranquil bone
#

your nice arent you

static viper
#

you dont even know how to google a tutorial and watch it...

#

i mean

#

thats nothing i even care for.

tranquil bone
#

well your a nice member of this discord chat arent you

static viper
#

i am not. but i will not get trolled.

tranquil bone
#

what?

#

how is this trolling

static viper
#

bye

tranquil bone
#

well you make sense dont you

pallid compass
#

@tranquil bone I would advise you go watch at least 2 different basic tutorials on skinning and weighting

violet cove
#

Uh, is there a way I can disable casting static shadows from foliage thats already been painted on the terrain?

static viper
#

you can reapply it

#

its a tool in the same list as erase and place

#

foliage tab.

violet cove
#

Is that just editing the settings on the foliage instance then?

static viper
#

yes

violet cove
#

Ah thanks

static viper
#

it will not replace them

#

just edit

violet cove
#

Building lighting on this small level on preview is taking way too long and Im not sure if its the foliage or not

static viper
#

its baking in general ^^

#

its not advised to use on open maps

violet cove
#

Well, Ive already built the lighting, then did some edits, and now the building is pretty much stuck at 0%

static viper
#

^^

pallid compass
#

Thoughts on best way to calculate your turning angle per second

meager bridge
#

Hello

pallid compass
#

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

floral heart
#

Subtract 10, max 0, then multiply by (any value) or power by (any value) to desired effect

pallid compass
#

ooo good idea il try that!

#

btw what do u mean by

#

max 0

#

can u give me an example of your sum

plush yew
#

Quick question. How can I drag and select multiple assets at the same time? Ctrl+alt isn't working for me

floral heart
#

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.

pallid compass
#

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

tranquil bone
#

@pallid compass I figured it out

pallid compass
#

Grats man

#

Did tuts do u good?

tranquil bone
#

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

pallid compass
#

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

floral heart
#

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.
pallid compass
#

i shall slam it in to a BP and try it, also thank you for your help, it really is APPRECIATEd!

floral heart
#

Looks right for the first part.

pallid compass
#

sorted works

#

thanks man

#

Any tips for peformance?

slim mica
plush yew
#

@slim mica Thanks, you did a great job on this pack.

slim mica
#

Thanks to you! I'll be making more in the future, more assets and better quality hopefully! ^^

plush yew
#

That'd be great man.

violet cove
#

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

spice urchin
#

lol i've had that happen before

#

it's soooo annoying

halcyon marsh
halcyon marsh
#

i saw that it was a bug in the forum AHHH

trim granite
#

Hi, hi, guys, where can i ask questions regarding UV mapping and texturing in UE?

static viper
#

here graphics lounge

eternal osprey
#

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?

lean hamlet
#

hi is there any good book for 2017

fierce tulip
buoyant ridge
#

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?

static viper
#

theres a ressource manager in unreal

#

actually reference manager

#

that shows you unused assets.

#

and yes unreal is using everything

buoyant ridge
#

is there a way to remove what isn't been used?

static viper
#

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

buoyant ridge
#

wow, how complicated. In this matter unity is way way better

craggy nymph
#

Disable all plugins which you don't use.

#

Afaik all activated plugins get packaged

buoyant ridge
#

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

static viper
#

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

buoyant ridge
#

Oh, I see. Thanks anyway

clever solstice
#

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

floral lion
#

@clever solstice have you tried to set the texture to clamp?

#

just to make sure

clever solstice
#

no Ill try now

#

@floral lion thanks that did it

#

w8 no

#

I didnt wait long enough ๐Ÿ˜„

#

It seems to be doing the same thing but less often now

floral lion
#

Then it seems your UVs are off

#

Check the UV layout in StaticMesh Previewer

clever solstice
#

No uv's are fine it's just a plane

#

when I remove the outside line from texture problem disapears

vale osprey
#

@eternal osprey assign wheels to the same collision object type and set them to ignore the same collision channel

floral lion
#

@clever solstice what outside line?

clever solstice
#

SOLVED

floral lion
#

can you show the texture used for your effect?

sterile cairn
#

Is there a way to get external DLL files to build without being in the Engine folder?

floral lion
#

@clever solstice how you solved it?

clever solstice
#

By changing tiling method in texture setting for that texture I used

vale silo
#

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 :/

pallid compass
#

Does anyone have a network order list in what is created first?

plush yew
#

Hello

#

I have a question real quick

#

so is unreal's blueprint for noobs? like people with no coding background?

pallid compass
#

nope

#

Used by new and long term coders

plush yew
#

hm

pallid compass
#

How can i get ref from my playerstate to the actor if the actor could be different

sterile cairn
#

@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)

grave nebula
#

Guise, what is the average response time on Epic account e-mail change request nowdays?

pallid compass
#

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?

unborn urchin
#

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.

supple minnow
#

@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

brave horizon
#

Can anyone confirm that the 16.1 update works with the 15.2 socket.io plugin?

errant brook
#

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?

brave horizon
#

@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?

unborn urchin
#

@supple minnow I'm still using the charactermovement pawn class.

grim carbon
#

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?

weary basalt
grim carbon
#

Thanks! :)

undone harbor
#

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?

copper knoll
#

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.

tall pendant
#

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.

undone harbor
#

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.

river idol
#

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?

pallid compass
#

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

river idol
#

i appreciate the article because im trying to make a simulation game, thank you

#

but this doesnt actually help

pallid compass
#

ah the bping your stuck with?

river idol
#

well it helps with the game, but not specifically with aiming down sights

pallid compass
#

if i remember correctly, witch im prob fuckng wrong lmao

river idol
#

what "bping"? blueprinting?

pallid compass
#

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

river idol
#

i dont know how to do any of that

#

i was an expert with the Unity engine, i just switched to Unreal

pallid compass
#

Not sure if im im right but let me try and give you an idea

river idol
#

i spent 50 hours practicing with unreal though

pallid compass
#

So you would want to move your gun and ADS in to the actual place first

river idol
#

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

pallid compass
#

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

river idol
#

thank you for that logic, but i need help actually getting it done

pallid compass
#

but u see where im going right?

#

Im pretty sure

#

In stuff like COD

#

Your aimer isent actually perfect center when you ADS

river idol
#

well in cod it is if you remove the "weapon sway"

river idol
#

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

pallid compass
#

hmmm

#

oh yeah thats stupid

river idol
#

no other game does that, it looks very choppy too

pallid compass
#

I feel like

#

the ADS

#

Would be controlled aimly by animation

#

mainly

#

and u would change your firing mode

river idol
#

yeah but im new to animations

pallid compass
#

In ADS

#

U would prob do a umm

#

Linetrace

#

or however ur firing

#

Directly from the sight

river idol
#

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

pallid compass
#

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

river idol
#

it linetraces from the center of the camera, not actually from the gun

pallid compass
#

So the ADS animation overtrides the hands

#

overides*

#

but ur legs can keep walking

#

Let me step this out for this

river idol
#

i downloaded & imported the animation starter pack

pallid compass
#

This is what id go figure out first

river idol
#

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

pallid compass
#

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

river idol
#

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

pallid compass
#

Let me double check that

#

and let me find this video as it will put you on the right track for sure

#

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

river idol
#

but i still dont know how to do everything else even after i learn that

pallid compass
#

i know u dont

#

But its starting point

#

I cant spoon feed you it too for 3 reasons

#
  1. u wont learn
#
  1. i cant be fucked
#
  1. 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

river idol
#

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

pallid compass
#

so see if u can get the animation on the arms

#

then run through the layered tutorial

river idol
#

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

pallid compass
#

u can duplicate

#

and set start and end

#

i think

river idol
#

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

pallid compass
#

sure but just so you know i have no idea the fuq im doin half the time

river idol
#

LOL

pallid compass
#

i just press buttons

#

and stuff

#

and some how i have my own company

#

rip

river idol
#

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

pallid compass
#

id go learn what i sent u

#

so u can actually get your animation to play

#

and blend

river idol
#

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

pallid compass
#

Why do people not work in Int for things like damage and health, everyone is always in floats?

static viper
#

i do it

#

thing is this

#

it only works for stable values

#

you cant divide 120 with 75

pallid compass
#

true true

#

that makes sense

static viper
#

and percent damage? you can forget percent damage completly with ints

#

except... you round stuff

#

or floor

#

ints are ok

pallid compass
#

Thats true, i didnt think about that haha

static viper
#

but float gives more possibilities

#

if youre a master in code logic you can do alot with ints too

#

like

#

everything

pallid compass
#

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

violet cove
#

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

mint raptor
#

Can someone help me understand getting my player to rotate or face in the direction of a vector?

static viper
#

control rotation

#

of you go

violet cove
#

you can set control rotation to a specific vector

static viper
#

"look at" is the next node

mint raptor
#

how so?

#

I'm using Control rotation to set a rotation

#

but getting the rotation from a normal?

#

How so?

static viper
#

normal?

mint raptor
#

Normal has the direction I want to face

static viper
#

ah

mint raptor
#

I want to rotate my player to that dir

static viper
#

might be forward rotation

#

try gettin that

mint raptor
#

forward rotation

#

? Where can I get that?

static viper
#

from the vec3

#

click the pin drag type forward

mint raptor
#

no such thing

#

I can make rot

static viper
#

how is that normal created

mint raptor
#

from line trace

static viper
#

get the look at node

#

and attach start to start

#

and the end to target

#

the line trace has your rotation

mint raptor
#

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

static viper
#

its always great to get people to come up with theoir own solutions

#

โค

mint raptor
#

I guess make rotation is the only thing to use here?

static viper
#

i fi could see code

mint raptor
#

as I've tried using Findlook at

static viper
#

and knew what you want todo

mint raptor
#

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 ->

static viper
#

if it faces you then invert it

mint raptor
#

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

pallid compass
#

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?

regal mulch
#

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

pallid compass
#

Ah gotcha so there isent really a proper practice for it

copper knoll
#

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 ?

cobalt scaffold
#

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

copper knoll
#

so, maybe i shouldnt use addimpulse to drive the thrusters ? Would be "addforce" better ?

cobalt scaffold
#

yes

#

and factor in frame time

#

impulses are best used for stuff like explosions

copper knoll
#

factor in frame time ?

cobalt scaffold
#

force * time delta

#

you can get it off tick

copper knoll
#

oh, so impulses are for onetime movements i guess ?