#ue4-general

1 messages ยท Page 84 of 1

shadow geyser
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???

cursive dirge
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components can reduce the huge inheritance trees

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your actor consists of components

meager bough
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i moved my project from my Documents folder to another hard drive, but wheni try to debug it, it says "failed to open descriptor file", while still looking in my Documents folder on C:.

cursive dirge
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@shadow geyser so you can put your own custom actor and scene components to your actor, that implement some of the functionality. sometimes it's way better to use component as then you can reuse the same component for other types of actors

shadow geyser
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Ahhhh

cursive dirge
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if you've ever heard of "favor composition over inheritance", it literally means this thing

shadow geyser
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๐Ÿ˜ฎ

cursive dirge
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in UE4, my actors ended up being pretty dumb really

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I just put most of the logic into components

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actor is more like container for them in that case

shadow geyser
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Ahhh

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So would that be how I can easily do weapons and armour?

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Looking to have randomly generated stats on the pieces

cursive dirge
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yeah, although depending on your gameplay, you might want to have weapons as separate actors even

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it depends on the gameplay, like if you need to be able to pick up and drop the weapon etc

shadow geyser
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yeah, will need to

humble rivet
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when you package a game does that also include unused texture/material etc?

cloud cobalt
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It shouldn't.

wary wave
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In my experience, it does though

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not sure if / when that was fixed

cloud cobalt
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The packaging logic is supposed to work that way - you provide a list of levels, or ask for all levels, and the cooking process will package what's needed

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A typical error can be to cook "all maps" and keep sample levels from asset packs

wary wave
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it doesn't do that, and that wouldn't work anyway, since assets etc can be referenced perfectly fine from outside of levels

cloud cobalt
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Uh

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That's actually right ๐Ÿค”

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So, well, packaging includes everything

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Apparently ?

wary wave
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to my knowledge, you have to manually strip your unused guff out

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which makes sense, because I don't think there's a reasonable way to actually know what is not being used with enough certainty

humble rivet
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Thanks.. I needed some materials from the starter package with textures etc.

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but everytime I copied the ones I needed they wouldn't work so I ended up migrating the whole file into my project ๐Ÿ˜’

plush yew
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Please welcome @still marlin to the community! :beers:

frank escarp
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easy way to manually strip is to create a new project with the same code and name

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and Migrate your maps and your blueprints

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migrating will move all the referenced assets, so you end with a project that is purely what you use

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that one stripped my game of half its size

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and i wasnt doing a "cook all maps"

humble rivet
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is there a way to determine your game size without having to cook it ?

frank escarp
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also, make sure to limit your textures to 2k and compress them well

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a lot of asset packs just come with 4k textures for a background item

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its something people allways forget, but set the proper categories on each texture you import

humble rivet
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Great tips ๐Ÿ˜ƒ

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mobile textures are standard 2k right?

frank escarp
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it depends

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i doubt it

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im not sure how much texture memory do phones have

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on a pc/console, its tons of it

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but 4k textures are too overkill

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the idea is to try to keep stuff with the resolution depending on size

tall pendant
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2k on mobile? not really

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we used 512 and 1k max. sometimes even lower. also on mobile people usully use a bit more trickery like trimsheets and atlases.

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even Blizzard and Naughty Dog are still using 1k most of the time

frank escarp
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im on vr, wich is the opposite. You can see stuff from really up close

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usually everything is authored at 4k, and then lowered depending on the size

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all my characters are 2k for example

tall pendant
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yup vr is a different story i guess.

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2k on chars sounds reasonable. on OW they use 1024x2048 or something like that on chars IIRC

frank escarp
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they have multiple textures

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for example, DVa has a full body texture, and then a "decal" texture for all the symbols and sponsors in the mech

tall pendant
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yup.

frank escarp
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right, 1k x 2k textures

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and symmetry abuse

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dat packing holy shit

languid shard
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so tight kappa

tall pendant
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yeah thats the breakdown i read on polycount

wary wave
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Blizzard always do weird shit with their textures

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I recall the SC2 textures had two channel normal maps because reasons

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it would make sense if they packed some other info into the third channel, but they didn't

pallid compass
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im not even gonna ask ๐Ÿ˜‚

frank escarp
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@wary wave there is a compression that does that

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ue4 has it

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the compression ignores the blue and alpha channels, and packs only the 2 first channels

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the 3rd one is done on the shader

wary wave
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you can always calculate the third component of a normal in the shader

plush yew
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hello

weary basalt
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Hello

pallid compass
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do a flip booyss

wary wave
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had a look, doesn't look like UE4 does have a two channel texture compression format

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I'm not sure there is a standardised one

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though SC2 is PC-only so that's less of a problem

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BC5 will do tangent space normals, by the looks of it

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UE4 doesn't have it

teal tulip
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Hello @weary basalt o/

weary basalt
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Hello

frank escarp
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@wary wave BCT5

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oh, ue4 doesnt?

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i was sure it did

wary wave
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nope!

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There's one that says 'BC5 in Dx11', but that's not guaranteed

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defaults to DXT5

frank escarp
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you sure about that defaulting?

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it says "Normalmap (DXT5, BC5 on DX11)"

wary wave
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means on a non-Dx11 machine it defaults to DXT5

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for example, a Playstation

frank escarp
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i havent tested it on ps4

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i totally should do a test about it

wary wave
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not sure why it's restricted to Dx11

plush yew
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Please welcome @void forge to the community! :beers:

halcyon marsh
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it that possible to change the default browser of the epic launcher ?

fierce tulip
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O_o doesnt ps4 have dx 11.2?

tall pendant
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dx w/o windows? i dunno

cloud cobalt
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@fierce tulip Uh no?

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DX is completley Microsoft-centric

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Though "DX11 only" might mean "specific class of hardware only"

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Which the PS4 woull fall into

fierce tulip
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yea, reading into it now

wary wave
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I don't know why you'd say 'Dx11' only when you don't mean Dx11

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if it requires a specific shader model, you'd specify the shader model

fierce tulip
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last time I read up on ps4 specs was when it was just announced, and at that time sony did say it ran dx11 but that was marketing miscommunicado marketing bs

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like 4k res, 4k textures, 4k meshes

cloud cobalt
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I would be very surprised if anyone at sony used the "DX11" term

fierce tulip
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:p

cloud cobalt
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Maybe to say "DX11-class GPU"

fierce tulip
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"the confusion comes from Sony promoting it initially as if it did support DX11, which was later clarified.
What happened was they took OpenGL and modified it to be more inline with what they were calling DX11.2 -- basically it can do the same stuff as DX11, just using the OpenGL API as a base to do it. Their mistake was using the words DX11.2 on their slides. They were trying to get across to people in easy to understand terms that their custom API will be capable of doing anything the DX11 API can do and more but people misunderstood it as meaning the PS4 supports DX11+ directly."

cloud cobalt
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Wow

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Talk about stupidity

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But I've seen the same with the Switch, so I shouldn't be surprised actually

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(People saying the Switch is Linux / BSD / Android / etc)

frank escarp
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@fierce tulip it doesnt

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it uses a custom api they call GNM

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its also not even close to opengl

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they have a opengl "layer" that just abstracts over the native ps4 API

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but its not fully featured, its just to ease porting

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their API has 2 layers, they work like mixing DX12 with DX11

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the "native" api is a lot like vulkan/dx12

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with its command buffers and pipelines and manual mem

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they then have a "higher level" api that is more like dx11, but that one is just an abstraction over the low level one

plush yew
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Please welcome @dry topaz to the community! :beers:

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Please welcome @fleet moon to the community! :beers:

plush yew
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Please welcome @plush prairie to the community! :beers:

humble rivet
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My spawns are walking through the road spline instead of on it

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how to fix that :d?

wide sorrel
glossy flame
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I don't believe it was changed, what version of the engine are you on?

wide sorrel
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4.15

glossy flame
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Okay, are you sure the GameplayTags plugin is enabled in your project?

wide sorrel
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let me check

glossy flame
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Oh, okay

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I thought you meant it wasn't there at all

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If that screen is there I think you're good :p

wide sorrel
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Yeah, but no button to add new tag

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:/

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it has in the link

glossy flame
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Like it says in the link, enable the โ€œImport Tags From Configโ€ Option

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That's unchecked on your screenshot

wide sorrel
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that is if you want to get them from ini

glossy flame
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That's what this UI exposes

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The .ini

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In contrast to using a data table for it

wide sorrel
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ah ok

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I see now

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thx very much :)

teal tulip
wide sorrel
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thx @glossy flame :)

coarse mulch
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Hi, I'm making a beam particle, but when particle spawner is not in the screen, I can't see the beam.
How can I fix it๏ผŸ

plush yew
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Please welcome @neon haven to the community! :beers:

neon haven
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Hello

fierce tulip
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@coarse mulch increase the bounds

coarse mulch
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@fierce tulip thanks for answering, I have fix it.
I don't know why I checked "Use Fixed Relative Bounding Box" and set the range just 2cm

fierce tulip
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hehe

coarse mulch
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uncheck the option, it worked

viscid bone
trim silo
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Hi can anyone help me with some advice? I'm recreating Spyro the dragon, the levels and whole geometry is the same but i'm using my own models and everything is custom. Can i get in trouble if i released it for free for pc as fan project? https://ibb.co/c5XOek

imgbb.com

Image spyroo hosted in imgbb.com

winged hearth
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@trim silo short answer yes of course, ask the IP holder for permission.

tall pendant
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I agree with Moss on this one.

trim silo
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@winged hearth Even if no money was made from the project and everything is made by me?

tall pendant
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you're still using their IP.

trim silo
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So the only option is to go and ask activision if they would allow me to release something like a demo of their game for example yeah?

tall pendant
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if you scrape every single trace of the Spyro IP tho..its different.

trim silo
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Does IP include level layout? How about making a kind of a clone? To for example change spyro to some green dragon and doing the exact same thing?

wary wave
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level layouts, everything is copyrighted

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the only thing not copyrighted are the game mechanics

keen birch
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^Debatable

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Sometimes they are

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99.9% of the time they're not though

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(^add a bunch more nines)

fierce tulip
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or do as some devs do, publish it untill dmca, and by then itll end up on a torrent website due to kotaku or something else reporting on it. (if its a good remake)

trim silo
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xd @fierce tulip Yeah i know there is this way but that's what i was wondering, if i release it and then delete it because i get notified or something. Can i then get in trouble if people already downloaded stuff etc

tall pendant
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Well. Doesn't UE4 EULA says something about copyright infringement and how its prohibited? @fierce tulip

fierce tulip
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that, I cant remember

trim silo
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There are people on youtube who do Zelda remakes in UE4 and put free downloads on youtube etc and they still exist

fierce tulip
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we dont talk about those people :p

trim silo
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So technically it should be alright if i did same with spyro ?

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How about if i created just one level for fun kinda as a demo on how it could look like if remade in UE4?

pallid compass
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I think

trim silo
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So no full game, just one level

pallid compass
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You can do it for educational purposes, but not distribute

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Dont quote on me that at all

trim silo
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Well i guess i will finish what i started, then i will send an email to Activision to show them my fan project and asking how it all works. In the worst case i will just have this project for myself.

winged hearth
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@trim silo also if you plan on having a professional carrer you might get your name dirty. There is not such a thing as deleting traces and history from the web

trim silo
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@winged hearth Hmm, wouldn't remake of classic game be good for portfolio though?

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Or do you mean just purely releasing the project without permission

tall pendant
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nope

fierce tulip
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@winged hearth some people who edited sonic games as a hobby ended up making the new sonic mania though

keen birch
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Can go both ways

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Just worth keeping in mind

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It may get people off on the wrong foot with you

trim silo
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I guess the best course of action would be to just finish the project. And not release it anywhere without permission. But the videos on youtube showcasing the project would be alright?

keen birch
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I suppose

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That'd probably be alright under fair use...?

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Not 100% sure

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It's a grey area ๐Ÿ˜›

fierce tulip
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add soem nuts and bolts on the dragon, call him gyro :p

keen birch
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But no-one will call you out on it, most likely

tall pendant
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Copyright infringement is not covered by fair use under any circumstance.

trim silo
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but isn't copyright infringement when you take someones else work and take credit for it? + you make money off that idea etc?

worn granite
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not really

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You can give attribution and never get a cent

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Still infringement

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Sorta like asking if stealing a car is ok if you don't say its your car and don't use it as a taxi/uber

keen birch
trim silo
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But what if i made this car but it looks same like ferrari?

worn granite
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We aren't talking about the game directly here

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We're talking about the IP, which is not the game itself

keen birch
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^

trim silo
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Thanks @keen birch gonna read iit

keen birch
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It's like taking footage of someone's car and posting it on youtube

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Without asking

worn granite
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So you think you're dodging a direct comparison, but you aren't

tall pendant
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derivative work is also part of copyright infringement.

wary wave
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actually taking photos of someone's car is perfectly okay - so that's a bad example

keen birch
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Yeah, I know

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xD

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Really poor example

worn granite
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Honestly, not being a lawyer this is as far as I'm willing to speak on it.

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Plenty of resources with more detail from an actual qualified person on this topic

winged hearth
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@fierce tulip I know while it can also end badly xD many possible outcomes

tall pendant
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a lawyer wouldn't say anything at all. Well maybe: "Forget it. Do your own stuff"

worn granite
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Actually, they'd either give very broad advice or tell you to actually hire them or something.

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And "Don't do it" is more likely IMO

tall pendant
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yup

trim silo
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hmm

worn granite
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Oh i see,

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I misinterpreted your "do your own thing" lol

tall pendant
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๐Ÿ˜„

trim silo
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Cryzen quite popular on youtube doing his zelda remake

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and letting people download it

worn granite
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You can point to exceptions to the rules everywhere.

tall pendant
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thats up to Nintendo

trim silo
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so it's really just up to the company about what they do about it

worn granite
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GTA does your ferrarri thing, but that doesn't mean you should make knockoffs IRL

fierce tulip
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can we stop with the cryzenclickbait stuff?

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maybe one day

frank escarp
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he is gonna get lawyered so hard

worn granite
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I mean, maybe not

frank escarp
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and he basically just plops subdivided models into unreal and leave everything by default

worn granite
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Still doing it

fierce tulip
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ill refrain giving my exact opinion on that kind of stuff

frank escarp
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lol dem infinity blade castle

worn granite
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But I know I won't be doing any kind of remake like that

frank escarp
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yeah but he has a patreon

trim silo
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From what i read Nintendo is like the worse for their property and they already got some people to stop doing remake of Mario 64 if i remember correctly

frank escarp
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and gets money from it

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this is a huge thing

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becouse he can get lawyered HARD

trim silo
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but they just told them to stop

tall pendant
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he's is one of the most overrated wannabes around imho

fierce tulip
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^

worn granite
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Do your own research on this, because arguing here doesn't help anybody

keen birch
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He can get lawyered for damages

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๐Ÿ˜›

fierce tulip
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he is also friends with truebones O_o

timid grotto
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In the end, it is up to the copyright holders to determine what action is to be taken, where the risk-reward is anywhere from being hired to being sued.

worn granite
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Its ultimately your decision anyway

keen birch
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ANd then he's got trouble

worn granite
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Its a risk

trim silo
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@frank escarp i don't think patreon matters at all since people donate out of their own will for his "creativity in unreal" i'm not sure if he cen get in trouble for people donating just because he is making nintendo content

fierce tulip
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epic even gave the guy a devgrant

trim silo
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@fierce tulip cryzen?

fierce tulip
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yuz

trim silo
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Also @fierce tulip you are the guy from free cave pack yeah? Is free cave pack allowed to use in commercial titles? ๐Ÿ˜„ just out of curiosity

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i guess it is?

fierce tulip
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yuz

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do with it whatever you want

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besides selling it

trim silo
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cool love the assets

frank escarp
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a devgrant to him?

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he is a complete noob

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just using nostalgia

trim silo
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And yeah about the devgrant, so he even got that for stealing IP?

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i guess epic is alright with that so my spyro remake shouldn't be a problem ๐Ÿ˜„

fierce tulip
tall pendant
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yeah. sometimes i wonder about to whom they give out devgrants...

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and how they decide on a grant

wary wave
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heh, Cryzen has been completely banned from the Unreal forums etc these days

fierce tulip
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really? haha

wary wave
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yup, for repeated copyright infringement

trim silo
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lol

wary wave
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I should point out, that IP infringement is against the Terms of Service for using the engine

fierce tulip
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id banhammer him just because he backs truebones, but.. well.. i cant :p

trim silo
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guy also remade spyro level for his university

wary wave
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generally speaking though, if all you're going to do is release a video on youtube, you'll probably be fine

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that's kind of 'fan art'

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when you start sharing stuff with people, then you're getting into murky water

trim silo
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So i can create a fully funcional demo and only i can play it for example

wary wave
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yes

fierce tulip
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and if it just stays a student/university thing, its all good in most cases

wary wave
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student/uni thing isn't a defence if you're sharing it

trim silo
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i guess i will just put a video on youtube and leave people begging for the file lol

wary wave
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but a video is usually fine

fierce tulip
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wtf that crystal is from my 4 elements pack i think

wary wave
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fan art is a very grey area, especially when it comes to modern media

trim silo
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xD @fierce tulip

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maybe he bought it

tall pendant
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luos' checking if that guy is a customer hehe

fierce tulip
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prolly, still funny to see it used like that

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i like people who think outside of the box

trim silo
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i liked these crystals as well but i though he made them, but after i watched video i noticed he actually is using pretty random assets

wary wave
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he doesn't make his assets usually, he rips them from games

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that's another different murky area, heh

trim silo
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this is my model

fierce tulip
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lovely

trim silo
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opps

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i guess it's too close

fierce tulip
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personally, and im not affiliated with epic or anything official whatsoever, if you are having fun making it, def proceed. its good practice

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and you are having fun

trim silo
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at least people will be able to look at it

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Yeah i'm going to finish it ๐Ÿ˜ƒ i love spyro myself and i wish they did a remake like they did with crash. I want to atleast play it myself haha

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it's a good practice for me, i wasn't able to model at all before i started, and now i did all these and textured everything

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i gotta learn animation as well

plush yew
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Please welcome @silk isle to the community! :beers:

next badger
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Greetings! I have a general question about UE4 Editor.
Who likes the camera movement navigation in perspective viewport and who are not?

fierce tulip
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loved it since unreal

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also, there are multiple options for navigating...

next badger
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generally interested what people think about camera speed

fierce tulip
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also tweakable

pallid compass
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when you know you need to master zbrush but u just wann jump off a bridge cus cba setting tablet up >.>

next badger
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@fierce tulip are you using mouse wheel?

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to control the speed

fierce tulip
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nah, i just click on what i need, press F and move about

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unles its an extreme scene and i just set cam a little faster

worn granite
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I don't really use the editor viewport that much, but don't generally mind the controls anyway

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Lately when I have to traverse large distances I either use F to jump to things or I'll scroll/change the speed

plush yew
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Please welcome @cobalt spade to the community! :beers:

next badger
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Question #2:
Who knows that You could change speed of the camera when flying by spinning the mouse wheel?

worn granite
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I did

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Learned that prolly within the first day of use- but its been awhile

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Didn't learn about F until some time later

plush yew
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Please welcome @karmic willow to the community! :beers:

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Please welcome @twin junco to the community! :beers:

errant brook
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Is anyone aware of a resource or project that is open source, preferrably by Epic that showcases a large level so that I can see how they handle things like textures?

worn granite
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@next badger have you considered making this some kind of survey?

next badger
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@errant brook The Kite project

fierce tulip
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@errant brook check learning tab

next badger
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@errant brook but i believe it requires 24Gb of ram to open

weary hull
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and a lot of waiting

next badger
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@worn granite probably no...i just don't like the camera speed controls, probably would change them

plush yew
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Please welcome @steel quiver to the community! :beers:

severe glen
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hi there

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Is anybody know something about Daz3D ?

next badger
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@severe glen it's a software company that makes the revenue by reselling 'human' assets...

plush yew
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Please welcome @storm gorge to the community! :beers:

next badger
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@severe glen but be aware, you could only export models if you have a License...and that's generally not true

severe glen
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what do you mean not true? ๐Ÿ˜„

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I want create or use exist 3d character and animate it with morph target

next badger
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@severe glen each model has it's license...each seller/author has their own

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as example

severe glen
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free or not free doesnt matter

next badger
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@severe glen oh, it is matter if You want to sell the game...

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@severe glen ```Q. If my game is free do I still need a developer license?
A. Yes. You still need to have the appropriate Indie or Commercial license. The standard EULA does NOT grant those rights.

severe glen
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I got it thanks

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but my prblem about daz3d ability ๐Ÿ˜„

next badger
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@severe glen yeh, you can make a char with it, and export in ue4

severe glen
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I watched them ๐Ÿ˜„

pallid compass
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whats daz3d ;o

severe glen
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I asked for be sure ๐Ÿ˜„

next badger
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@pallid compass it's a software company that makes the revenue by reselling 'human' assets...

worn granite
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So people make the assets and then can sell them?

severe glen
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we have not 3d artist for our project

worn granite
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So its also an art tool?

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Or is it a marketplace?

severe glen
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art tool

worn granite
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Or is it more like Fuse

next badger
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@worn granite tool called Daz Studio

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@worn granite DAZ is a marketplace...

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but, as i've told...beware of the license...commercial may cost like $2000

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and this is per author (or even per model)

pallid compass
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fuck that lmao

worn granite
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Depending on the model..... might be worth (not likely)

#

oh and its not custom work so even more unlikely

next badger
plush yew
#

Please welcome @serene tulip to the community! :beers:

shadow geyser
#

yay!!! ale is here. We can all get drunk now ๐Ÿ˜„

severe glen
#

so what s your suggestion? we havent 3d artist

shadow geyser
#

except for those underage

severe glen
#

but need model and animation ๐Ÿ˜„

worn granite
#

yeah no

plush yew
#

Please welcome @neat trellis to the community! :beers:

neat trellis
#

Hi

pallid compass
#

write dmg formula's they said

#

IT BE FUN THEY SAID

neat trellis
#

Everything is fun

#

when you make it fun

plush yew
#

Please welcome @boreal nexus to the community! :beers:

#

Please welcome @pale warren to the community! :beers:

pallid compass
#

Effect execution calculation classes

pale warren
#

Hello there)

pallid compass
#

are never fun

pale warren
#

so where I can ask about something? Here good place for this?:D

ashen brook
#

sure! Or use one of the more specific channels

#

what's your question?

pale warren
#

how I can Override\Remove default Actors on level? When I start on empty level
regardless of the settings spawns CameraActor and other things/

ashen brook
#

the default classes of the gameplay framework are set in your game mode class

worn granite
#

When you start a new level in the editor?

ashen brook
#

if you're coming from Unity, UE has a much different approach - you don't usually start with a completely blank slate

worn granite
#

I think you can change the default level that new levels are created from

ashen brook
worn granite
#

Maybe not

pale warren
#

Yes, I already overridden it's all. GameMode PlayerController and build for myself simple UML diagram with relations.

ashen brook
#

in a level's world settings, you can set which game mode it should use by default

#

toolbar settings button -> world settings

pale warren
#

Already done.

harsh tiger
#

hey guys, i have a piece of code on my player that restarts the level when I press "r" and it works perfectly. Exept when I die. That code gets deleted and no long works so the work around I used in unity was just a game object with the script attached to it. So I used the same idea in UE4 and added a empty actor with a bp attached to it to reset the current level when "r" is pressed. But it doesn't work. Does anyone know why?

ashen brook
#

@harsh tiger you need to set input enabled on that actor

#

and make sure no other actor is consuming that input

pale warren
#

In source code I found where camera is created, but after all manipulations it still be spawned. Looks like engine check on NULL somewhere and creates default camera actor just for fun)

ashen brook
#

@pale warren can you screenshot that? Not sure what you mean

next badger
ashen brook
#

also, the player controller is (part of) what controls the client's viewport - so if you try to set that to none, the game won't know what to render, and you might see some safeguards kicking in there

next badger
harsh tiger
pale warren
harsh tiger
#

in my head it makes sense xD

ashen brook
#

@harsh tiger yes, because in order for that to be triggered input has to be enabled already

#

do the enable input on begin play instead

#

not sure why you Create Player before reloading the level either, that makes no sense

#

@pale warren is your player controller class set to None?

pale warren
#

I Override and make my own PlayerController with same name

harsh tiger
#

@ashen brook because when i die i remove the player and when i was trying to reload the level i was getting a black screen. So when i created a player before restarting it worked

pale warren
#

All what you see overriden

ashen brook
#

can you show us?

severe glen
#

@next badger thanks for help ๐Ÿ˜„ I 'm already using mixamo . but its not realistic as we want

#

same make human ๐Ÿ˜„

harsh tiger
ashen brook
#

@harsh tiger Ah, I see. A better way would be to do that in the player controller instead of the player pawn

#

also, you can use the console command RestartLevel

pale warren
ashen brook
#

Are you sure you're using the correct classes in your game mode? Also, I would avoid having two classes with the exact same name, that sounds like a recipe for trouble

pale warren
#

yes I check it more than one billion times

ashen brook
harsh tiger
pallid compass
#

You know gamemode settings has override settings too in the world settings.

#

Is this multiplayer?

#

Also whats that inside? imo your giving the player a pawn in the wrong way

#

Your creating the pawn

#

then erasing it

ashen brook
#

@harsh tiger: get rid of that placeholder actor, and do that stuff in your player controller class instead:
Input R -> Execute Console Command ("restartLevel")

pallid compass
#

by opening a level.

ashen brook
#

no need for anything else

pallid compass
#

When you open level, you will be given the default pawn of the gamemode for that level.

maiden swift
#

Only if it's overridden. If not, you'll get the default pawn set in project settings.

pallid compass
#

Oh yeah that too ^

harsh tiger
#

@ashen brook that didn't work either. I think its because i'm removing the player when I die

next badger
#

@severe glen it's about a month required to model a character, not rig and animation

ashen brook
#

@harsh tiger no, the player controller should stay unaffected by the pawn dying

#

(to avoid confusion, try being more precise than "player")

#

@harsh tiger what exactly are you trying to achieve btw?

worn granite
#

Is that graph in the controller?

ashen brook
#

big picture I mean

worn granite
#

Because if that graph is in the character and you destroy it, yeah that's the problem

#

Also confused why you need to enable input if that graph is the controller

pallid compass
#

Little tip for good foundation, its normally a good idea not too remove a players pawn when it dies

harsh tiger
#

@ashen brook just a simple ball game to get used to UE4, it's my first project. But as it stands now i can press R to respawn and it works fine because the piece of code that makes the player respawn is inside the player BP. but when i die I remove the player completely so when I press R it no longer activates.

@worn granite that little graph was a seperate empty actor I added to see if it would work once the player died but it didn't work xD

As for the player its the dafault ball in UE4 its called "PhysicsBallBP"

worn granite
#

So move the respawn to the controller

ashen brook
#

^

worn granite
#

And uh

ashen brook
#

as I've been saying above, yeah

worn granite
#

Don't do strange things with the input stack

ashen brook
#

move the respawn into the player controller

worn granite
#

You could make that work with the external actor

#

Its possible

#

But I wouldn't

next badger
#

@severe glen hmm...seems indie license for daz is much cheaper, from $300...

harsh tiger
#

I can't find the player controller though, sorry in advance for being stupid haha

ashen brook
#

create your own blueprint class based on PlayerController

#

and set it as the default player controller class in your game mode

worn granite
#

^

#

Sorry, thought you had one for some reason

#

Actually

harsh tiger
#

can i create the PlayerController in my BP folder?

worn granite
#

Search your project first for a controller

#

On the left pane of the content browser, click on the Content folder

#

Then, on the right pane, near the middle bar, there's a filter option

#

See if PlayerController is its own filter- if not, use the search bar to see if there's already a BP with Controller in its name

#

The reason I say this is that I'm not familiar with that template and it might do things in its controller- you'd lose that with a custom controller

harsh tiger
#

shows up as empty when i type in controller

worn granite
#

Alright, so make a new controller

#

And yeah I'd put that in your BP folder

harsh tiger
#

will i have to reconfigure the ball?

ashen brook
#

depends on whether the template has a player controller or not

harsh tiger
#

its parent class is pawn

worn granite
#

That has nothing to do with the parent class

#

If the ball referred to its controller in some way, and that controller came with the ball originally- you'd have to fix that with a new controller

harsh tiger
#

i've been referring to it as the playercontroller

#

i come up with a cheat fix xD

#

when I hit the water, instead of removing the player and showing a death UI, I just do openlevel Level2 and that works fine. Not what I wanted but it will work for now

devout gulch
#

does anyone tried to procedurally generate heightmap for landscape (in C++) ?

#

I need some pointer to where I can plug my generated noise ;s

sudden agate
#

Yo, I realized that GameMode has some functions needed for Seamless Travel not exposed to Blueprints.
Is it possible to compile a single class (AGameMode) without compiling the whole Engine ?

next badger
glacial pollen
#

is there any way to turn off a viewport in the editor?

#

I want it to stop rendering, i dont need the viewport if im not doing anything graphical in it

#

and even when minimised, its slowing down other 3D stuff in the foreground

next badger
#

@glacial pollen just disable the 'realtime' option

glacial pollen
#

whereabouts is that?

haughty rapids
#

there is an arrow in left top corner of viewport, under this arrow there is a Reatime option

#

or just ctrl+R

next badger
glacial pollen
#

that option's already disabled

plush yew
#

Please welcome @zenith heron to the community! :beers:

glossy flame
#

@sudden agate unfortunately, no

glacial pollen
#

oh hey i found out how to completely close the viewport, that works, i think

maiden swift
#

@glacial pollen When you say it's slowing down other 3D stuff in the foreground, are you talking about other stuff you're doing in Unreal or other external software (like Blender, Maya, etc.)?

glacial pollen
#

specifically a game, i keep the editor running in the background when i take breaks to play stuff :p

#

closing the viewport seems to have sorted it

maiden swift
#

Actually, if you simply minimize the editor, it shouldn't affect any games you're playing.

glacial pollen
#

that's what i thought, but there was an effect

maiden swift
#

Hm, that's unusual.

#

UE4 automatically scales down when not in focus. ๐Ÿค”

glacial pollen
#

an increase in stuttering, i get the same problem if i have videos open in a browser tab while playing

maiden swift
#

Ah.

#

I guess your GPU is relatively weak then. ๐Ÿ˜ฆ

haughty rapids
#

hi, I need a little help with html packaging, it's about the size of packed project. I'm courius why some_project.asm is so heavy (almost 200mb) when I don't have much in scene (I checked compressed packaging and also try to build in shipping mode) but it decrease final project only a little :/

plush yew
#

Please welcome @crisp wagon to the community! :beers:

#

Please welcome @spring badge to the community! :beers:

#

Please welcome @ancient shard to the community! :beers:

next badger
#

@maiden swift i think there was an issue with GPU switching as well...when ue4 was switching windows's GPU to embedded one, maybe unrelated

maiden swift
#

Ah maybe.

plush yew
#

Please welcome @dull drum to the community! :beers:

plush yew
#

Please welcome @neat trellis to the community! :beers:

neat trellis
#

Whats the best way to learn Unreal C++ , just read the wiki for the functions you need?

fierce tulip
#

tom looman has a good tutorial, there are great resources on their official docs page, youtube, and more.
(said by a non-coder derpy guy)

neat trellis
#

They are out dated though righT?

#

4.16 now?

#

I just feel like everything is outdated

worn granite
#

I'd use what you can find to learn the overall framework

#

Then you can worry about filling in the details

#

In most cases you'll be fine

neat trellis
#

Ok

frank escarp
#

i just reverse engineered from the engine code and samples

neat trellis
#

Yeah

frank escarp
#

there wasnt documentation or tutorial back then as the engine was in beta

worn granite
#

BP tutorials can also be of assistance once you figure out how to compare it with C++

frank escarp
#

and it was just fine

#

ShooterGame is your help

#

also that strategy game

#

and all the other samples

worn granite
#

Most of the BP nodes are 1:1 with C++ funcs

neat trellis
#

Ill take your suggestion vblanco

frank escarp
#

you can right click a blueprint node and go to its definition

#

i recomend learning blueprints first

neat trellis
#

I see

#

I had a good book

#

but it fell apart around animations

#

becuase of outdated

keen birch
#

Just posting this here too, since #graphics seems a bit dead at the moment

#

Anyone know why my lightshafts aren't showing up?

#

Postprocessing is on high

#

It's on in the light, there's dense fog...

#

Don't see why it wouldn't show

#

(4.14 btw, so it's nothing to do with the volumetrics)

#

Nevermind

#

I dun goofed

#

Lightshafts were disabled in the "show" tab

merry gazelle
#

guys can I get some help. I've create a new controller for my pawn and added some BP logic. However it doesn't seem to translate to the pawn. The controller and pawn are selected in the gamemode overide

glossy flame
#

What do you mean it doesn't "translate" to the pawn?

#

If you recently changed the pawn/controller in your GameMode settings and they aren't being used, go ahead and try an engine restart.

#

(a GameMode compile might work too...I've heard conflicting reports on that)

merry gazelle
#

Thanks I just saved everything, restarted and it all started working

plush yew
#

Please welcome @uneven trout to the community! :beers:

#

Please welcome @olive oriole to the community! :beers:

pallid compass
#

Silly question time

if i have say value of 50, what math formula can i do with 50 to get 50% of say a value

glossy flame
#

What?

pallid compass
#

say i have a float value

#

between 0-100

#

it repersents %

#

and i want to use my value too say get % of another number

glossy flame
#

OtherNumber * PercentWholeNumber / 100

pallid compass
#

thank you lethal ๐Ÿ˜ƒ

#

btw

#

is there such thing as a reamins in c++?

#

say i get

#

75% of 100 and its 75, i want whats left over too

#

okay i just asked stupid question

#

100 - % answer

#

lmfao

#

nvm so tired

#

actually

#

What about clamping values

#

Say you do 10 - 15

#

and u want to clamp at 0 and get the remaining 5

glossy flame
#

Uhh

#

What?

pallid compass
#

Say i have shield value

#

and health value

#

and i take away 15 points away from shield

#

shield only has 10

#

I want to clamp the value of shield to 0

#

and then take them other 5 points what should of come off

#

and subtract them from health

glossy flame
#
{
    Leftover = Result;
}```
#

I dunno what else you want me to say, lol

#

Even more compact: Leftover = Result < 0.f ? Result : 0.f;

pallid compass
#

dam i dont understand the second one u wrote D:

#

OH

#

i get u

#

If i have gone below 0

#

then x by -1

#

makes it whole value right?

#

then u take that value away from hp

glossy flame
#

I have no idea what you mean by that middle part

pallid compass
#

i think its *-1

#

well if u wann take the leftover away from hp

cursive dirge
#

it's ok to hate ternary operator

pallid compass
#

u cant just do hp = hp - leftover

#

because it be negative value right?

cursive dirge
#

always prefer more readable code over saving few lines IMO

glossy flame
#

Readable to me, I guess that's your decision to make on your end :p

#

Though if someone were new I get that

cursive dirge
#

yeah, whatever works in your head

pallid compass
#

god im so tired

cursive dirge
#

unless you work in a team of course

pallid compass
#

but so close to finishing

#

maybe i need to reword my self

#

You have 10 shield, and 10 hp,
Hp takes no reduction until shield reachs zero
Take 15 away from them

glossy flame
#

Sure

#

Result is the 10 - 15

#

Leftover is how much you take from HP

pallid compass
#

gotcha

#

but leftover would be a negative number

#

so you need to postive it right?

#

so you * by -1

#

inversea a number?

#

i think

glossy flame
#

I guess you could do that

#

That's not what inverse means :p

pallid compass
#

ahh

#

i mean

#

swap from negative to postive

#

is it * by -1 or -10

#

or something

glossy flame
#

๐Ÿค”

pallid compass
#

searches through bps

glossy flame
#

Are you serious

pallid compass
#

ye its -1

glossy flame
#

Yes, to change a number's sign, multiply it by -1.

pallid compass
#
  • -1
glossy flame
#

Rofl

pallid compass
#

ey i didnt do maths in school fam

#

if u want an even bigger laugh

#

float Defense = (DefenseScale / (DefenseScale + Defenseres)) * 100; welcome to my scaling formula's

fierce tulip
#

15 dollar on how to learn materials, instances, mat functions

#

seriously?

pallid compass
#

who do i remember his name from somewhere

#

wiktor

fierce tulip
#

quixel

pallid compass
#

oh fuck realyl

#

IM IN

fierce tulip
#

its the fricking basics

pallid compass
#

oh

#

nvm

fierce tulip
#

how to place a texture sample

pallid compass
#

LOL

fierce tulip
#

how to use a switch

#

and the audacity to ask money for it

pallid compass
#

oh

#

LOL

#

nvm then

#

rip

worn granite
#

lol

#

g g

pallid compass
#

Someone proof read my c++ dmg formula Q_Q

worn granite
#

Defenseres kappa

#

jk, jk

pallid compass
#

fuck u place

#

hahaha

maiden swift
#

Some people charge money for their educational content.

#

I don't really see a problem with that.

worn granite
#

I see a problem with wanting $15 to explain how to drag and drop

#

n what if else is

maiden swift
#

Sounds to me like it's more than that.

worn granite
#

ยฏ_(ใƒ„)_/ยฏ

maiden swift
#

A good master material setup can make a huge difference in your project, and not everyone covers that.

worn granite
#

If its a good setup and he explains it, sure.

#

That alone could easily be worth it

maiden swift
#

Well, I'm assuming both are true since he knows his stuff.

worn granite
#

But reading it at face value

#

I'd just skim the docs

maiden swift
#

WIktor Ohman talking about master materials, instances, functions and PBR for 44 minutes sounds valuable to me. And he's done plenty of free educational content in the past. Give the guy a break.

fierce tulip
#

I have the same content for free on my channel, matthew as well, and then there are the official ue4 docs and yt channel

#

i find it odd, if it was high end advanced stuff sure

#

but a drag and drop tutorial with loads of blabla? meh

worn granite
#

idk, now that I see the length

#

I mean, can you really pad 44 minutes of what we're talking about?

#

maybe there's some talk on methodology here

pallid compass
#

id pay to learn spookie secrets

fierce tulip
#

personally I find it a joke to ask money for such basics.

maiden swift
#

Suit yourself. I'd pay for that if I could.

weary basalt
#

Some people equate $$$ to quality for some reason as well. I know lots of people who pay for "basics" if someone wants to pay for it than research it themselves for free elsewhere then who cares haha

maiden swift
#

For sure. Different strokes for different folks.

weary basalt
#

The issue that might be at the front of peoples minds when paying for an educational piece is "is it worth it", having public feedback as well as actual views and sales data in the hands of consumers enables people to make informed decisions about where they put their money and i think is probably more important with educational "products"

#

You have the huge issue of whether or not the information being passed on is even correct or up to date and there is an huge responsibility on the author to ensure that especially if they charge money.

maiden swift
#

I think work and track record are more important to the buying decision than views and sales data.

pale remnant
#

How would I export a terrain from unreal to unity?

fierce tulip
#

O_o

pale remnant
#

or a landscape

maiden swift
#

Why the kappa? I am now dubious of your motivations.

pale remnant
#

haha

weary basalt
#

I think they serve their own purposes. Just because your good at what you do and have great knowledge doesnt mean the content you produce is needed or even wanted

#

Sales data and views could help identify if the content is relevant

maiden swift
#

Yeah that's a fair point.

#

Views are kind of worthless here imo, but I agree sales data might be helpful.

pale remnant
#

I created a really beautiful landscape in unreal but now I want to transfer it to unity?

weary basalt
#

Yeah true views these days dont mean an huge amount haha

pale remnant
#

not the textures or anything, just the shape

fierce tulip
#

while I dont have the writing capabilities of i.e. mr @weary basalt here, If it was me I'd give everything I make away for free. Thats why I like makin tutorials and the like, to give back to this community.
Imho its common courtacy/human decency to just give tutorials to the community.

I find asking money for something that simple a slap in the face for people who make the same tutorials for free.

maiden swift
#

I disagree that giving tutorials away for free is common courtesy.

weary basalt
#

I agree @fierce tulip

maiden swift
#

Many people cannot afford to do that, for one.

pallid compass
#

Luos teach me how not too be bad at particle effects

maiden swift
#

If you can afford to create high-quality educational content for free, by all means please do! That is fantastic.

#

But it's not a luxury everyone can afford.

fierce tulip
#

thats why there are literally thousands of tuorials pfist

#

all free

weary basalt
#

I rarely do tutorials or even tutoring itself but when i do i always release it for free.

fierce tulip
#

also, I think my keyboard needs replacing. typo galore

maiden swift
#

@fierce tulip OK so your issue here isn't with Wiktor at all, it's a philisophical one?

pallid compass
#

@fierce tulip Luos if you release a Detailed Zero to Hero tutorial on Particles, from basics to advanced fundementals i would buy it. Your work is outstanding

plush yew
#

Please welcome @trim rock to the community! :beers:

fierce tulip
#

yea @maiden swift

maiden swift
#

Because I can respect that. I understand some people just want all tutorials to be free.

#

I don't agree with it, but I understand and respect that point of view.

fierce tulip
#

@pallid compass I thought about writing one, I might one day.

trim rock
#

I have joined in a battle of heavy debates!

maiden swift
#

@trim rock You sure have hahah. Welcome!

pallid compass
#

It is a pain though when you pay for education and you think it will be really good because its by someone with good industry standard, and it turns out too be basic 101 crap, done it like 3 times now Plurasight/digi tutors is the worst

pale remnant
#

Does anyone know

weary basalt
#

I can see why some people charge for it. It takes away time from an paying job to create that type of content or possibly it is your job and thats how you pay bills.

trim rock
#

Thank you! I have no opinions because I can barely use UE as it is, let alone program a spec. So... I'll step back for now! Haha

floral heart
#

In terms of free, everyone expects payment. But there are those people who expect the payment to be in the form of good will and a more capable community, and they surely deserve more money than someone who wants to flake a few chips off the side.

fierce tulip
#

just have fun, and if you are like "hmm how do I make a material" then google/ask around @trim rock everything can be found for free :p

maiden swift
#

Not everything.

pallid compass
#

dw Junk sometimes i wonder why they even let me near ue4

weary basalt
#

@pallid compass Thats an important responsibility of the author IMO to make it fully clear what they are presenting.

trim rock
#

I mean. I paid for a udemy course to learn C++ and UE4

#

ยฏ_(ใƒ„)_/ยฏ

maiden swift
#

Step-by-step guides on doing x thing are a dime a dozen. Real insight, however, is harder to find.

trim rock
#

$10 to suppliment my own research in a well structured manor wins in my eyes

pallid compass
#

Man i bought a plurasight subscription for a umm tutorial that was with ZBrush from only a year and half ago from someone with good industry standards, he taught me to model in zbrush using zmodeller and not dynamesh like what the fuck man, why u even in zbrush bad teachings

trim rock
#

I came here to get REAL information! I'm a complete noob. So I'm going to work on UE4 in Linux. Because why the hell not.

maiden swift
#

For what it's worth @fierce tulip, Hourences made all his content free in December 2016, but he was selling it for years.

pallid compass
#

Your life will be the blueprint channel then junk

maiden swift
#

It's all very good content, too.

fierce tulip
#

i know, i got most his books and content

pale remnant
#

can someone direct me

weary basalt
#

I dont mean to sound arogant but if your serious about doing educational content you will do it in an structured easy to follow way regardless of price @trim rock

trim rock
#

@weary basalt You seem to have caught the irony in my statement! Good man!

#

It's normally $195 a course. But I got it on sale.

worn granite
#

why does he have to use BP just becuase he's a noob?

maiden swift
#

I learned more from his rendering tutorials than everything else combined until that point, simply because he offered so many insights that people in this industry rarely share.

pallid compass
#

dw junk

#

they never sell for 195$

trim rock
#

I know ๐Ÿ˜‚

pallid compass
#

its just a visual marketing technique

weary basalt
#

Here we go @worn granite hahah

trim rock
#

To trick people into thinking they got a good deal.

pale remnant
#

I'm trying to export a landscape from my unreal project to unity. Can someone help me

trim rock
#

Chinese sites use it all the time

pallid compass
#

tell me more @maiden swift

trim rock
#

I am no newbie to consumer affairs!

pallid compass
#

BURN HIM! UNITY!

#

Ghandi

#

did u finally give up and go to unity?

trim rock
#

I have a Udemy course for Unity as well

pale remnant
#

yes

maiden swift
#

lol

fierce tulip
#

@maiden swift just FYI i have worked with hourences occasionally since the ut2k4 days, you dont have to explain to me what he does :p

pallid compass
#

man i was not joking when i say your gonna struggle WAY more in unity

#

than ue4

weary basalt
#

Can you convert an landscape to SM?

pale remnant
#

I'm having more success on unity

maiden swift
#

@fierce tulip I assumed so. I was just bringing it up in relation to our conversation.

pallid compass
#

imo Unity is a Fremium engine

trim rock
#

Do any of you fine, sensible, good-head-on-shoulders gents use UE4 on Linux?

pallid compass
#

Does unity even have a visual scripting system yet?

maiden swift
#

@pallid compass That's not your opinion, that's a fact.

pallid compass
#

LOL

pale remnant
#

It's just the terrain tools suck in unity

pallid compass
#

Trust me Ghandi

#

your in for a big shock

#

if u thought ue4 was hard

pale remnant
#

You can create better shape environments in unreal

maiden swift
#

Unity is a freemium product. It's for developers who would rather pay for licensing up front. Unreal's business model is better for people who'd rather create now and pay later when they're successful.

#

I still think Unreal has the better business model hands down.

next badger
pale remnant
#

Well I don't know how to add a crouch animation to my character in unreal so I'm screwed

pallid compass
#

Dont take this the wrong way ghandi, if u couldnt cope with Blueprints, how you gonna cope in unity?

#

Dude

#

I linked you

trim rock
#

Anywho. I'm going to uh. Go over here with my paid learning tools and try to retain information. I shall stop by again when I'm stumped!

pallid compass
#

Too a tutorial on it BY epic,

#

a fully anotated tutorial

#

and u couldnt be bothered to watch it

pale remnant
#

I went there but it never showed me

pallid compass
#

Because your missing the point

fierce tulip
#

dont get me wrong though, if you want to pay for that knowledge which you can find everywhere for free, be my guest. I am personally just against asking money for tutorial content.

maiden swift
#

@trim rock Don't forget to check out the channel list in #more-resources. Gives you an idea of where to go for what. ๐Ÿ™‚

pallid compass
#

You cant just add a crouch animation, you will break your animation system
You need to learn the basics of animation blueprint

pale remnant
#

it showed me how to impliment crouching but never actually put the animation on my character

pallid compass
#

Anyone else in here will tell you the same

#

Its super simple

#

But you wont take the time to learn it.

#

You dont put animations on char's

trim rock
#

Yes yes. I have been doing that on mobile while reading and typing on the desktop @maiden swift. Have to be efficient

maiden swift
#

@fierce tulip No worries. To each their own! ๐Ÿ™‚

pallid compass
#

Animation states are handled inside a Animation Blueprint

pale remnant
#

Yeah I know that

pallid compass
#

Linked too the Character, and the animation is driven by states / veriables.

maiden swift
#

@trim rock Sweet. Hope the tutorials help you get going! We'll be here when you need us. ^^

pale remnant
#

and state machines and stuff

pallid compass
#

If you actually watched the video, u should be able too add crouch animation too your bp.

#

its as simple as

trim rock
#

@fierce tulip I love reinforcements. So if I have to pay a bit to do something that will possibly teach me valuable things, then I'll do it. I use them goggles too for that there searching of free thingamajiggers.

pale remnant
#

I did everything correctly but he doesn't crouch

#

ill show you

pallid compass
#

When crouching toggle a bool
set animation condition in state machine too enter crouch when bool is on

trim rock
#

@maiden swift Will do! I have messed around with Arduino, which seems to be a combination of Objective C and C++ things. so I'm sure I'll grasp it decently well.

pallid compass
#

its that simple

#

Get me imagine of your crouch in your bp & your animation bp state machine & graph

#

also brb 1 min brushing teeth

trim rock
#

you should brush for over 2min

pale remnant
trim rock
#

but no more than 3

pale remnant
#

he's the locomotion

maiden swift
#

@pale remnant By the way, I think you can export a landscape as an obj file.

pale remnant
#

ayyyy

maiden swift
#

Not familiar with Unity these days, though, so I'm not sure how useful that is.

pallid compass
#

Now i need your bp graph

#

and animation graph

pale remnant
pallid compass
#

Sorry for highjacking the general chat pfist, hes/she been struggling for awhile with this

fierce tulip
#

no worries ๐Ÿ˜ƒ

pallid compass
#

no the actually bp graph

#

Event graph inside the anim bp

maiden swift
#

Not a problem @pallid compass. This is what we're here for.

pallid compass
#

Rather he go for it in ue4 and successed or fail

#

than go for it in unity

#

and lose out in money

#

You know?

#

It takes awhile to grasp** what is required for games development and you can not spend much in ue4** by the time you realise it
But you can rinse your pockets inside out with unity by the team you realise

pale remnant
pallid compass
#

Okay so

#

lets start with some good practice

#

My question is

#

Why do you have two different casts

#

Do they access the same pawn? im guessing so.

worn granite
#

put all the boxes on top of each other so that the wires form a ball, then place the entire graph in a bowl and serve.

pale remnant
#

ye

pallid compass
#

shh place omg

#

Right so

pale remnant
#

lol

pallid compass
#

Your second cast

#

Is that your Char?

#

and the first one is also your Char

#

Right?

#

-opening a graph too play along

pale remnant
#

why can not just do

pallid compass
#

shh

#

trust

#

Just go with it

#

Im gonna help you fix your whole graph

worn granite
#

normally I'd be all "but the question might be valid" but uh

#

ya

pale remnant
#

wait what blueprint am i going off

pallid compass
#

So first off

#

we are in the animation graph

#

we are going to right click and promoto it too a variable

pale remnant
#

my third person blueprint or

pallid compass
#

animation bp

#

You are going to want too do this

#

On your second cast

#

Not the first

#

Remove the first one

pale remnant
#

I already have it in

pallid compass
#

We want your second cast

#

Your second cast is your CharBP and it inherits from Character

#

Witch means anything u are wanting to get from Character is already inside your CustomChar

#

If you follow

#

Can you tell me the name of your second cast

#

So i can reference it by that name

#

-also anyone reading along please correct anything stupid i say i am super tired.

pale remnant
#

It's the animation starter pack one

pallid compass
#

Can you just give me the name of it"cast to ""name"

pale remnant
pallid compass
#

Thank you

#

Okay so

#

Delete both casts

#

Look for a node that should already be on your graph, this is called something like Animation blueprint Beginplay or animation blueprint Initialise

pale remnant
#

both delted

pallid compass
#

Have you found the node?

pale remnant
#

it's not here

pallid compass
#

right click on the graph

#

and type in

#

"Event blueprint Initialize Animation"

#

and you should find it.

pale remnant
#

awh i had the other one

pallid compass
#

@maiden swift god what id give for discord screen sharing

pale remnant
#

the update animation

#

got it now

next badger
#

Anyone knows how to navigate to slate definition?

pallid compass
#

This is what you want.

pale remnant
pallid compass
#

Yes

#

Drag off that pin & find Cast to Ue4ASP_Character

pale remnant
#

so then how do i get that on that

pallid compass
#

forget about that for now

#

You need to prep to do it

#

and thats what we are doing now.

#

Anyone else in here with any sort of knowledge of bp animation can prob tell where im going with this.

pale remnant
pallid compass
#

by the end of this crouchwalk will work

#

Okay we need an object for this too cast too

#

Obviously we want our pawn

#

so we can plug in Try get pawn Owner

#

in too the object.

pale remnant
pallid compass
#

So you could kind of think of it like this,
We want to find a Ue4ASP_Character
But we need to know witch Ue4ASP_Character we want
So we tell it, we want the one for this bp

#

Now

#

Right click on the Ue4ASP_Character and premote to veriable.

#

Then inside your variables on the left you can see it, rename it too MyChar

pale remnant
#

am i clicking on the as ue4

pallid compass
#

Yes.

pale remnant
pallid compass
#

So we are basically going too store the information that the pin would send, as data for later use.

pale remnant
#

got it

pallid compass
#

Now name it MyChar in the veriable box on the left.

pale remnant
#

ye

pallid compass
#

Alright so basically when the bp starts we going to store a reference too the char

#

Thats what that does.

#

Now you can drag and drop the MyChar ver

pale remnant
#

okay

pallid compass
#

into your graph

#

and "get" it

pale remnant
#

aye i got it

pallid compass
#

You can now plug the GetActor Rotation and Get Velocity intoo the veriable.

#

You may now do the same for JumpButton and Crouch Button down

pale remnant
#

is this from the ones previous?

pallid compass
#

You can do that

pale remnant
pallid compass
#

Or you can drag another instance of it in

pale remnant
#

plug it into them?

pallid compass
#

plus my char in too get actor rotation and velocity

pale remnant
#

the fuck

pallid compass
#

If it dosent fit

#

its not an issue

pale remnant
#

make it fit

pallid compass
#

i cant remember off the top of my head

#

It dosent need too

pale remnant
#

ill make it fit

pallid compass
#

I was just showing you, you can get them values from the Char reference veriable

#

Plug Jump button down and crouch button down in too it

pale remnant
#

so i dont need the my char

pallid compass
#

You do

#

You need to know if your char is jumping

#

or crouching

#

So you need to get a reference too the Char who is jumping or crouching

pale remnant
#

i already have jumping working

pallid compass
#

Thats why we have it

#

Plug it in because its not gonna work.

#

Delete both them castsd.

#

Casts

#

You have no need to cast anymore