#ue4-general

1 messages · Page 99 of 1

blissful reef
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yeah, report the bug in AnswerHub with a repro, the support staff will enter a bug in jira

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if you're in a pos to mod the engine C++, i can point you at the code where it does this logic and you can try to find the bug 😃

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yeah bp function

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i think it's called set hardware cursor

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or load hardware cursor?

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something like that

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but it's still going to map them to a specific cursor mode

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like Hand/Beam/Normal

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so you'd just remap Normal/Custom

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and set your widget to show whatever is set to Custom/Normal

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I wouldn't use custom hardware cursors, i don't like it when games do it ^_^

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not really

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maybe in the 90s

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it's fine 😃

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Anyway - the project settings are just if you don't need to remap them actively, like making the Normal State change depending on what you're hovering over

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for that, you'd remap using the BP/C++ function to remap at runtime what normal is

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but, i would recommend using the Custom mapping at runtime

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that way you don't mess up the defeault arrow when not over the special 'viewport' widget where you'd be hovering over units or something game related, rather than just normal UI

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it's on the UWidgetBlueprintLibrary if i recall

plush yew
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Please welcome @verbal laurel to the community! :beers:

verbal laurel
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Hello all!

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I'm going to show you some models I'll be working with in the appropriate room.

plush yew
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Please welcome @pearl lotus to the community! :beers:

devout gulch
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does anyone know what depedencies does unreal server have on linux ?

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which libx are must have to run ?

plush yew
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I've asked this in the programming section but it's also kindof a general thing... so I hope it's alright that I'm asking this here too: Question about Ark Dev Kit (modding Ark Survival Evolved): I just wanted some general advice from a coding perspective. The Ark Dev Kit doesn't facilitate access to the game source code as I understand it. I want to change the swatches of color that dinos spawn with to some kind of hidden wheel that colorizes an alpha based on randomly selected pixel... so dinos can be just about any hue/shade/saturation rather than a handful of pre-set garrish colors for their mutations. How hard could it be to make this sort of change to the code? Sorry to not be specific, I'm a noob, still at the dreaming stage of my projects.

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Please welcome @raven oxide to the community! :beers:

celest lion
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anyone having camera movement issues with 4.17 when ejecting from pawn in TopDown template (C++, but probably Blueprint has same problems)?

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mouse look (right-click + drag) does not work quite as expected after ejecting from pawn (when playing), can someone check it quickly to confirm?

verbal laurel
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Hey new peeps

plush yew
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Please welcome @stiff olive to the community! :beers:

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Please welcome @muted jasper to the community! :beers:

grim ore
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@celest lion 4.17 tpp template, ejecting seems to give me a weird issue where the camera feels like it is locked to certain degrees of freedom

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like the mouse is locked to the viewport still preventing movement outside that range

celest lion
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ok, same here

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I just thought it might be my game, but phew, it is not 😉

grim ore
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it's only in the default map tho, new map doesnt do it. so it has something to do with the setup

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ok yeah it was happening when I had the input mode set to allow input from the ui

celest lion
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hm

grim ore
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yep. Game only -> Fine , UI only -> borked, Game and UI -> Borked

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so when it ejects with the input mode to ui its not letting the cursor go when ejected

plush yew
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Please welcome @humble mountain to the community! :beers:

celest lion
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I'll check 4.16 tomorrow whether that is a regression, time for bed here 😉 thank you very much @grim ore

grim ore
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i just checked in 4.15.3 and no issue, was testing 4.16 right now lol

celest lion
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hehe 😄

grim ore
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i dont remember it ever doing this before tho

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

celest lion
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I eject quite often to "debug" things, so it struck me instantly

grim ore
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it does it in 4.16.3

plush yew
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Please welcome @woeful falcon to the community! :beers:

celest lion
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does it in 4.16 means its weird after ejecting?

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(sorry to bother, but I'm on my day-job Ubuntu and would have to build 4.16 from sources or boot to windows)

grim ore
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man thats weird it does it in 4.15.3 as well in the TPP project

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I've never seen this before lol

celest lion
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hehe 😃

grim ore
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it did not do it in the FPS project

muted jasper
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Can you offset static meshes?

celest lion
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maybe the setup with camera boom and not inheriting controller rotation

grim ore
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ok I take back what I said before, it has to do with the mouse cursor being shown as well... man good luck getting this one

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ui mode on with mouse cursor on causes it for me, ui mode on without mouse cursor on was fine...

celest lion
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I'll try to work around that anyway as I'll need separate camera actor (not camera component in Character), so I hope it won't be an issue 😃

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hehehe

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

grim ore
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well hopefully that helps you track it down, its the show mouse cursor for me that is doing it

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I assumed it was the input mode but I always do the mouse cursor when I do the UI mode so it was conflicting it, just the set show mouse cursor turned to on causes it for me

celest lion
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😃

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thanks again, need to go now, but will try to hack that down tomorrow

grim ore
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super weird but fun to figure out nonetheless 😃

celest lion
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cya

grim ore
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cya

random shale
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Any good server providers?

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for fps game

polar hawk
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Email all of them

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The ones that hook you up with free test servers

grim ore
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anything should probably work, AWS seems to be pretty standard.

polar hawk
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those are the good ones

plush yew
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Please welcome @glass pond to the community! :beers:

glass pond
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Hi

plush yew
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Please welcome @glad wagon to the community! :beers:

livid haven
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Someone in #ue4-general was pinging about getting blood on characters?

plush yew
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Please welcome @rugged temple to the community! :beers:

grim ore
sullen swift
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is there a hotkey for rotating actors 90degrees? or rotating actors a set amount in general?

cursive dirge
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in editor?

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you'd use snapping

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the tiny bar on top of the viewport

sullen swift
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that i understand, im trying to avoid having to use the rotation widget for every 90 degree rotation i have to do. was common in other editors of old.. oh well.

fallow garden
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Can anyone help me on a project i am working on i need tio be able to change a texture at runtime of game the texture is used in making a material and a umg element as well

plush yew
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Please welcome @cyan gazelle to the community! :beers:

cyan gazelle
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hi i have an integer array in a structure i was planning on using for saving individual player stats, but i cant rename any of the array elements in the structure?

glossy flame
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Array elements aren't really made to be used like that, you can't assign names or anything, you simply plug in an index and get a value

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If you want to map a certain string to a certain value, use a map

cyan gazelle
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should i just make a variable for each stat in the structure then?

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i figured i could just group them all in one

glossy flame
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Yes, that sounds like a fine way to do it

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Arrays are really meant to group data together that aren't inherently different from one another—they're all just part of the array

cyan gazelle
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yea like in coding

glossy flame
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(the only independent variable possible being the index)

cyan gazelle
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alright thats all i needed thanks

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for now lol im new to the UE4 just scrapped like 4 projects learning more and more every time

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how hard do you think it would be to have a multiplayer game on a dedicated server and the way saves work is unless you copy your character code before you quit youll lose your guy

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and when you want to play again you just paste your code in the menu and it opens your guy

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browser based all of this

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just a small 1 mapper type game with progression

grave bough
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hey all, having an issue were i cannot import my editor preferences. seems to be greyed out. Anyone know how to solve this?

dry shore
vale halo
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Is there a way to get a class' height? I'm trying to create a spawning mechanism, so I cast to the floor from where I'm supposed to respawn, but then I need to avoid my character clipping when being spawned 🤔

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(or is my only bet creating a variable/datatable and hard-coding it)

weary basalt
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@vale halo If you already have an reference to an actual Actor then just use the Bounds, if its an class reference then you may have to use an variable you set manually

vale halo
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Ah awesome, thanks 😃

teal egret
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@grave bough the import greys out/in depending upon which settings you are on, if you go to allsettings or a different one, it should ungrey

vale halo
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@weary basalt Sorry to bug you again, but would GetPlayerCharacter->[GET]Mesh->Get Component Bounds be valid too? (trying to find a way to do this without casting

weary basalt
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Probably, but an single mesh may not be the entire bounds of the Actor.

vale halo
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Oh wait, now I've enabled context sensitive (no clue why I disabled it) I see GetActorBounds 🤦

weary basalt
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Bounds may also be zero filled until the object is actually created so give it a go

vale halo
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Yep, what's the worst that can happen? I need to hard-code it anyway? It's worth giving a shot 😃

weary basalt
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Oh so you are working with an actual actor reference or an class reference?

vale halo
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Well, I'm doing the moving in my controller, so the reference should be valid (I've used get player pawn -> SetActorRotation for a while now)

grave bough
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thanks @teal egret, it appears the only 2 that aren't greyed out on mine.; keyboard shortcuts & souce code 😦 I wish Epic wouldn't tease us with exporting options when we cannot import them. 😢

weary basalt
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If your working with an Actor Object that exists in the world then use GetActorBounds

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You said class so i assumed you were trying to infer the bounds of the Actor that would be spawned by that class.

vale halo
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Yep, sorry about that 🤔

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I'd ideally want class, but I think this approach should work too

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Hm the box extent seems off, >1k for the third person character?

weary basalt
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You can visualize actor bounds extents in the viewport with the visualization tools to give you an idea of how it works.

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Its not actually what you might think

vale halo
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I did that (debug spheres/capsules/lines) 🤔

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Anyway, dong some more playing around I've found Character->Capsule Component -> Get Scaled Capsule Size to work quite well

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(as the half height is exactly the offset I need to the character to properly spawn 😃 )

ruby chasm
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Why do people avoid event ticks so much? Is there a performance hit?

paper kernel
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technically yes

weary basalt
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Depends on how you use them.

paper kernel
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iirc the issue is that tick must be processed for the gamethread to continue

weary basalt
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Generally people are told to avoid them because they dont fully understand the consequences of using it fully.

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For example an novice may for reasons that make sense to them, attempt to GetAllActorsOfClass on Tick.

ruby chasm
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Ah fair enough

weary basalt
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This is obviously bad

ruby chasm
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I have a set-up that I thought may need an event tick but I tried doing it without one anyways and it isn't working, can you take a look?

weary basalt
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Until they understand otherwise it makes sense to ensure that they avoid it as often as they can.

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Sure.

ruby chasm
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I have a cylinder attached to my player's hand (this is for VR)

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And this set-up to check whether it is overlapping an object in my scene:

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If it is, on begin overlap, it'll set its bool to true

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Then:

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Depending on whether the bool is true and whether the right input is being pressed, it should send me to the level I set at the end

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In theory, I feel like this should work

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But I tried running prints and they always come up as fail at the end of that last screenshot (instead of open level)

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^ The line I mentioned. It does overlap.

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Here are the menu buttons (in-game)

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When I try to click them, I can't. It clicks through them

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I have to find them in the world outliner

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Maybe that has something to do with it?

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Collision presets are default on the text (which is an image on a plane with transparency)

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The cylinder collisions are BlockAllDynamic

paper kernel
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is this 3D menu?

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done with UMG widget?

ruby chasm
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It's an image/mat on a plane, which itself is a BP that I am referencing in my pawn (for overlap)

weary basalt
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Are you 100% sure your Overlap Events are being called?

ruby chasm
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I'll run a print , give me a sec

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They are not

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;/

weary basalt
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Then your collision settings are most likely not correct.

ruby chasm
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Should I try BlockAll or OverlapAll

weary basalt
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BlockAll just to make sure its working

ruby chasm
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Still nothing

weary basalt
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Actually sorry it will need to be Overlap as an Block wont trigger an overlap event

ruby chasm
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Ah okay 1 sec

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Overlapping it but still nothing

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Neither print, true or false = both inactive completely.

weary basalt
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Then make sure its the right ClassIsChildOf

ruby chasm
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Wym the right ClassIsChildOf? like the right Parent class reference? It is correct

weary basalt
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Are those Text things Blueprints?

ruby chasm
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Yes

weary basalt
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Honestly id use an Interface

ruby chasm
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Any idea why I can't even click on the BPs in the scene, though?

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I click on the text but it goes through it and clicks behind it

weary basalt
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No idea, i wouldnt use an Plane, id use an BoxCollision

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Make the Plane with the text on it ignore all input and have an BoxCollision you use to detect overlaps

ruby chasm
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Ahh fair enough

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I'll do that now

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One thing I'm unsure on is

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How would I reference, inside of my pawn, specifically that collision box rather than the BP itself?

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So in my pawn, I have the cylinder

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And this is its overlap:

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So the other actor then must be specifically the collision box within another BP (the text plane)

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Oh I can make a variable, I guess

weary basalt
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OtherComp would be the component overlapped IE the box

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Why are you trying to avoid casts?

ruby chasm
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I'm not sure how I would use it here, would it be Begin Overlap > Cast to (the text BP)

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Then continue on from there or

weary basalt
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This seems like an really inefficient method

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What happens if you want like 10 more buttons?

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You need to add 10 more bools to both overlap events

ruby chasm
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There won't be any more buttons (for sure)

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But normally yes, that would be inefficient

weary basalt
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Still you should be using an more efficient means even if you dont intend to add more buttons now.

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This is how you build on your understanding of best practices

ruby chasm
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Based on my limited knowledge of UE4 so far, this is what I could come up with without digging too deep

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What would you recommend?

weary basalt
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Ah ok

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Fair enough

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In that case.

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You have an couple of more ideal choices

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Assume that an button will be something you use often

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You already have an button actor correct?

ruby chasm
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Yes, it's already a BP

weary basalt
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Then you have an base class for which all types of buttons will use the same functionality.

ruby chasm
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Well normally I imagine in standard games, you would press a button and it would be done but in this case, because it's VR, overlaps come into play, extending the process and it's where I'm confused

weary basalt
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You could create an variable inside your button called bIsFocused or bIsOverlapped

ruby chasm
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Ah okay, go on

weary basalt
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This would be set when you overlap it in your Pawn

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You simple cast to your Button Actor and set its bIsOverlapped variable

ruby chasm
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Ohhhhh

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That does make a lot of sense, I only recently learned about casting and it allows you to access variables, etc. within a different BP so this is perfect

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And much easier

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I'll work it out right now and see how it goes, hoping for no collision problems

weary basalt
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This way the Button knows when its currently being focused by your pointer or whatever

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Alternatively and this is probably the easiest way.

plush yew
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Please welcome @fluid viper to the community! :beers:

ruby chasm
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@weary basalt Would I use an event tick to constantly check for the overlap in order to set that bool to true?

weary basalt
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Create an Actor variable on your Pawn that holds the currently overlapped Actor, when you go to press your trigger, ask that Actor what type it is and then do whats necessary for your types.

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No

ruby chasm
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On begin overlap on the collision box?

weary basalt
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You shouldnt need tick at all as the Overlap events are called exactly when they are overlapped.

ruby chasm
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Once I cast to my pawn,

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How do I reference the Cylinder I created

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For the 'Other Comp' input?

weary basalt
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Give me an moment

ruby chasm
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Okay

weary basalt
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This is literally all you should need

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You have your 2 overlap events in your Pawn that "detect" when your Cyclinder has just started pointing at an Button.

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You cast the OtherActor to your Button blueprint and store it in an Variable.

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On your Button blueprint you create an function called OnPressed

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This function is used to describe what should happen when an Button is pressed as the name would imply.

ruby chasm
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What kind of variable is the button?

weary basalt
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When your Pawn presses the Right Trigger you use that variable to call the OnPressed function

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It is an MyButton Actor Reference but it would be different for you.

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Essentially its your button actor type.

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This way you could create all different types of Buttons and have them do all different types of things when they are pressed.

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Ideally though you would also make use of an Interface to further reduce the amount of derived classes you need but thats probably best left out for the moment.... 😃

ruby chasm
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Okay got a little confused

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"When your Pawn presses the Right Trigger you use that variable to call the OnPressed function"

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So I have the function set up inside of the button

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And setting the button on begin overlap, end overlap

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Oh wait

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ahh

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Okay, inside the pawn I need to determine that the button has been set, right

weary basalt
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I left out all your other code for the pressing of the Trigger

ruby chasm
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How do I do that?

weary basalt
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You dont need to determine if its been set

ruby chasm
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Oh so overlap > press = open level

weary basalt
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You assume it has and just make sure that its an valid object before you call an function on it. Like so

ruby chasm
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It worked!

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Damn

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Way more efficient, thanks a lot

weary basalt
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No worries

ruby chasm
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Suddenly stopped working

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Anything wrong here? ^

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@weary basalt

weary basalt
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How so?

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Did you remember that you need to create Child classes for each different button

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That variable is meant to be the base class

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And in your Child classes you override that OnPressed function to create the functionality you need for each type of button

ruby chasm
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Oh my bad, I had deleted the collision box accidentally

plush yew
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Hey guy does anyone know some good places to look for website designs for starting a stuido website??

worthy ether
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i think its basically a meme for some people, but have you tried wix?

plush yew
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Please welcome @patent current to the community! :beers:

patent current
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Hello!

worthy ether
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hello luck! 😃

remote beacon
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greetings 🤖

patent current
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hey

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I'm very new in using Unreal, just found out this community on a Medium post

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@remote beacon i'm no bot sir

plush yew
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Please welcome @daring bronze to the community! :beers:

patent current
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@daring bronze hey

daring bronze
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ey luck

remote beacon
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@remote beacon haha sorry i wansn't calling you a bot

plush yew
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someone maybe able to explain

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how the hell can i force the ue4 website

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out from japanese language?

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whatever i do i get redirected to the japanese site

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and what happened to the forum?

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search and many other functions seems to be gone?

plush yew
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are you using a VPN?

fierce tulip
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thats the mobile version. can change that on the bottom.
some websites for some reason link to the mobile version and it locks your pc browser into the mobile one.

plush yew
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Please welcome @median thistle to the community! :beers:

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somewebsites? Thought it was a vBulletin issue.

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anyways after clearing cookies fixed the issue

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and even if i could change anything i still couldn1t find it since everything was japanese lol

fierce tulip
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i mean, some websites(or their users) who link to mobile version of vbulletin.

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@sacred crater tends to accidentally forward to the mobile website as well :p

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happened twice with her links when I clicked on em

sacred crater
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ehat

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I don't tho

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I am never on forums with my phone

plush yew
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Please welcome @analog flint to the community! :beers:

analog flint
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Hi!

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I am looking for people who want to assist me on my game project, please PM me for details! I am looking for experienced UE4 users, modellers/animators etc. so please contact me!

fierce tulip
analog flint
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Oh okay thanks!

daring bronze
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what would be an appropriate channel for 3D Model feedback, potentially to put in Unreal?

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I just have it in Sketchfab at the moment

plush yew
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if you check the text channel descriptions you can get a pretty good idea of what they're for

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(although there are quite a few channels to look through)

tall pendant
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I'd say #work-in-progress

plush yew
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wouldn't that be more for projects? 🤔

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definitely a valid one though

tall pendant
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"Share your works in progress and get feedback/critique from others in the community"

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sometimes its not very clear on this discord what goes where i guess

plush yew
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mhm

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

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

neat galleon
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thx m8

sterile cairn
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Who's bright idea was it to go through and change the usernames of all of the old UnrealAnswers posts to Answers.Archive and mark it all as Staff? I can't tell what is official satements from staff and what isn't now on some of these.

fierce tulip
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it happens when an account gets deleted I think

wary wave
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those old posts are from a different Answerhub

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it's from before the current user account system

sterile cairn
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Oh. Its just really annoying when I'm trying to read a post about things being depricated and can't tell who is who.

wary wave
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if you're reading posts that old, you probably don't want to be

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they'll be at least three years old and way out of date

sterile cairn
wary wave
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unusual - must be a deleted account like Luos suggested

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two deleted accounts, in fact 0_o

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

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Please welcome @hexed wigeon to the community! :beers:

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

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Hey I'm having problems getting ue4 to compile, I think it might be an issue with AMD's Ryzen cpu's not being compatible with something, I'm getting this... I've tried installing net framework 4.5 and the developer packs but its nogo

grim ore
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did you install the .net 4.5 framework or the .net 4.5 SDK?

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you can easily check in the VS 2017 installer by going to the install extra stuff/advanced section and scroll down to the SDK section to see if it's checked

plush yew
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I installed both just to be sure

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Boss has made some pretty heavy modifications to the engine, I've gotten away with the binary build for quite a time now but now I can't work unless I get this built. we're not on a strict time schedual thankfuly right now but I do need to get this fixed.

grim ore
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well It shouldnt be a Ryzen issue, that just sounds like VS can't find it in the correct place

plush yew
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I'm the lead environment & technical artist working on Dead Matter for fyi. so if I can't get this working I will have to create a 2nd 'sandbox' project and copy assets over which as I understand can get very messy very quickly

cyan gazelle
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where would be the proper place to put character skills to be used by that character, in the player controller or the gameplay controller?

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and by extension wtf do i put in player controller and game controller in general?

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anything that has to do with the player goes in player controller, and anything that has to do with gameplay goes in gameplay controller i assume but, wtf counts as game, the AI monsters?

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do i put the skills in the characters blueprint and call them from PC to use skill 1-4?

plush yew
grim ore
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@plush yew If the VS installer is showing something like this I would say maybe uncheck it to uninstall, reboot, and then reinstall just to eliminate a bad install?

plush skiff
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gameplay controller? player controller is a good place to handle things like input, camera, etc. i use it on multiplayer for a few client based things as the server holds all player controllers. if you have player abilities, depends on how you want to work with them id suggest a component or class that the character owns or at least has reference to

plush yew
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I tried this before I camehere

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I keep asking boss to put the binary of the custom engine on the svn, but he insists that we should compile it ourselves

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i dont have the time or patience to deal with this every time there's an update lol

cyan gazelle
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@plush skiff im gonna have 4 classes with 4 skills per class, should i just make 4 custom skill events in each character and then call that event from the player controller input action? or should i learn how to use components

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

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Hello

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sorry to just jump in with a question, but ive been trying to render out a panoramic video and its crashed a couple times on me.. i really only need one "eye" to render out. does anyone know how this is possible?

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it seems like something relatively simple but havent found out how to make it work

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i just need one eye cuz im just putting it on youtube...

plush skiff
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id use a class hierarchy, a skill class which has children, each skill child is a different skill, ditto with the character classes

plush yew
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I don't mind compiling every time there's an update, but if I have to sit here and spend several hours poking about installing and uninstalling workarounds i don't have patience. I'll pester boss to put binary on svn

cyan gazelle
#

how do i create a class hierarchy, is it a structure?

plush skiff
#

are you using just blueprints or c++?

cyan gazelle
#

blueprints

plush yew
#

Hey ive gotten that error a couple times when compiling engine... @tropic oracle thats happened to me because i have VS installed in a different hard drive than where i have my unreal engine build saved

plush skiff
#

create a blueprint called BP_Skill, anything thats shared logic between all skillls will go there, and create sub-classes of that (right click on BP_Skill i believe) and all logic for those will go in there. for example if you want a function called "UseSkill", make it in BP_Skill, and it will exist in all sub-classes, so you can perform different uses in each child class

plush yew
#

or you can play with environment variables

#

im sorry to be annoying but does anyone have any suggestions for my question? how to render out one "eye" in panoramic view instead of both "eyes"

cyan gazelle
#

@plush skiff ok ill try it out, do i put EVERYTHING to do with the skills in there because i made the key mappings for each skill in the project settings

plush yew
#

@plush yew Hey ive gotten that error a couple times when compiling engine... thats happened to me because i have VS installed in a different hard drive than where i have my unreal engine build saved

#

hit my dms if you want me to walk you through it

#

its been super annoying but ive gotten my builds to work

plush skiff
#

send the mapping to the characters, the character should have 4 Skill sub-classes, you can hook the events into those

#

jawn for a 360 video?

plush yew
#

yessir

cyan gazelle
#

which blueprint layout do i use

plush yew
#

should i not even be using panoramic camera and just render with a camera with a 2:1 aspect ratio in sequencer?

plush skiff
#

uh let me check, we might have only done a 360 screenshot

plush yew
#

im using the SP.PanoramicMovie command

plush skiff
#

you using the Stereo Panoramic Movie Capture plugin?

plush yew
#

yup

#

im doing like 10k frames. i did it once, but i needed to re do it and it crashed this time. i dont midn running it again but would rather it render out 10k frames than 20k frames

plush skiff
#

there looks to be some code to combine into a single image here: https://www.unrealengine.com/en-US/blog/capturing-stereoscopic-360-screenshots-videos-movies-unreal-engine-4 unfortunately i wasnt the one to do the 360 video, it was a team member of mine whos likely asleep at the moment, all i can tell you is its using sequencer with standard looking settings

Here I'll walk you through Ninja Theory's particular settings and workflow for capturing 360 stereoscopic movies like the one we just launched today for Hellblade: Senua's Sacrifice. Read on to learn more about using the "Stereo Panoramic Movie Capture" feature which works out of the box in UE4.

plush yew
#

ah ive seen that video

#

its great

#

okay, ill look into it, thanks for the help!

plush skiff
#

aspect ratio looked default on the camera too

plush yew
#

hmm

plush skiff
#

hope it can be of some help

plush yew
#

yup thanks if i find a good answer ill share it here just in case anyone ever looks back

cyan gazelle
#

@plush skiff how do i link the whole skill blueprint to my characters in game? so i can test to see if theyre even firing, because none of the skills are made yet just a print string

#

like somehow import the skill blueprint tree into the gamemode or player controller?

plush skiff
#

each skill blueprint you have can be a variable of the character

#

its been a good few years since ive worked off purely blueprints, i usually init my variables through c++

cyan gazelle
#

ohh thats cool so the main blueprint is all the skills and functions and inputs and each character will just have their skill in their child blueprint and thats what i link to each character and it inherits from the master blueprint

plush skiff
#

im pretty sure you dont need to construct them in blueprints

#

i mean... that sounds like a thing

#

you might have confused me, its 4am 😛

cyan gazelle
#

lol idk im new to ue4

#

trying to make a basic game

plush skiff
#

yeah man its cool - sounds like you have it down though

cyan gazelle
#

i usually have logic trouble most of the timer

#

like in the player controller i have the keymap linked to the custom event in the skill tree, but the target has to be of an "all class skills" type and i cant put owning player character in there so im stuck

#

then after it turns out i put it in the wrong bp and what not

plush skiff
#

not really sure what you mean, but could be what you are looking for is Casting

cyan gazelle
#

yea thats what i was gonna try but inside the character bp instead of player controller bp this time

#

ill send a pic

#

wait

plush yew
#

Please welcome @regal grove to the community! :beers:

cyan gazelle
#

this is inside the actual character BP

plush skiff
#

you mean player controller?

cyan gazelle
#

should i have put it there

#

its the same error in the player controller

plush skiff
#

in the character you wont need to get characters, you can just use the variables in that class

cyan gazelle
#

theres no variables in that class so i need to just use a self reference?

plush skiff
#

your trying to cast a character into a skill, which is probably like a uobject? actor?

worn granite
#

still won't fix that you're trying to convert unrelated types

#

Seems like maybe you meant to make a component or something

cyan gazelle
#

the blueprint for allclassskills is an actor blueprint is that wrong

worn granite
#

I'd say so

plush skiff
#

actor is usually something you want to place in the world

worn granite
#

You can make it work, but you're going about things the wrong way

cyan gazelle
#

o boy

plush skiff
#

it probably only needs to be a struct

worn granite
#

Realistically it can't be

#

In C++, it would be

#

But BP you'd want an object

plush skiff
#

for the sake of simplicity just use UObject

worn granite
#

Unless you really feel like making a function lib

cyan gazelle
#

so remake it all as object bps?

worn granite
#

I'd try it as a component

cyan gazelle
#

actor component?

regal grove
#

Any news on Switch SDK?

worn granite
#

yeah

cyan gazelle
#

ok one min im gonna transfer it all over

worn granite
#

and I'm afk

cyan gazelle
#

ok ill go there

plush yew
#

Please welcome @flint nymph to the community! :beers:

heady wedge
#

I just moved my project from my Windows PC to my MacBook Pro and all the references and stuff failed to load.

#

:*(

cyan gazelle
#

@plush skiff i did it man

plush skiff
#

Nice dude, good stuff

cyan gazelle
#

whats breaking a structure and making a structure in widgets, im assuming making the structure is how you would go about saving the info from client into the structure and breaking the structure is used to ??

#

break to get the info make to set the info am i right?

#

i ask questions way too quick cause i get to messing around and answer them

plush yew
#

Please welcome @uncut crypt to the community! :beers:

celest lion
#

anyone aware of Riot's Thunderdome?

analog flint
#

Could anybody help me with my project? I'm in the voice chat

dawn ore
#

I had a Widget BP in 3D Space, a card, and it just kind of vanished when I resized, now I have no idea how to get it back.

#

The block is there just to make sure if it was widget specific

#

It had the image appear the first time so I dunno

#

Any idea how to fix?

plush yew
#

Please welcome @stable valve to the community! :beers:

analog flint
#

Anyone doing some mentoring? I don't understand anything of this and youtube videos aren't helping

remote beacon
#

Hey Jevise, what are you having trouble with? You will probably have to start off with some beginner videos on youtube if you;re new to unreal.

sudden agate
#

Anyone else cannot click anything after you click "Skip Restore" after a Crash?

regal grove
#

I created an hamster in 3DS and now I imported it to UE with material but how do I add fur?

#

Should fur be on model or via material?

spice urchin
#

depends on how realistic you want hamster to be. i'm leaning towards your hamster needing fur primarily done via material

#

with a few tufts done with model mesh alpha planes

#

i'm having a good day today so i will go overboard on this hamster problem for you

sacred crater
#

No.

spice urchin
#

lol

#

green bits represent alpha planes

#

you could use all of those planes, or none, or some, or just whiskers

#

it's up to you how you do it based on how good you are with alpha, how long you want fur to appear, how big hamster is on-screen, how much work you want to do

frank escarp
#

for its fur, Shadow of the collosus just rendered a bunch of alpha planes

#

i think 16 layers

#

or was it 4 ?

#

dont remember

spice urchin
#

my project actually uses Neofur, but that's no longer available

frank escarp
#

no longer availible?

spice urchin
#

we bought the full big version and it's AWESOME

#

it uses POM (parallax occlusion mapping) tech

#

but it does so with bounce-jiggle and gravity

#

POM is pretty awesome for fur but if you don't have bounce and gravity it's kinda expensive and you can't go very long with the fur that way

#

you can't really go long with fur with Neofur without it getting crazy expensive too, but you can definitely go somewhat long. we're using it for mammoths in Stone Rage

#

as well as all the other animals

#

it does really neat stuff to the specular that it hard to replicate with materials

plush yew
#

Please welcome @surreal sandal to the community! :beers:

#

hmm epic messed up the stable build of 4.16, i cannot compile it always gives these errors.

#

Please welcome @mellow sable to the community! :beers:

plush yew
#

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

#

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

plush yew
#

Please welcome @long comet to the community! :beers:

sacred crater
#

SOWWY

#

I just accidentally moved general under ai channel >.> Placed it back, but for anyone who noticed, don't worry we're not gonna change channels today :)

weary basalt
#

Aww but i just made popcorn

tropic oracle
#

@sacred crater would be a quick way to get more people aware of AI programming quick though!

plush yew
#

Please welcome @obtuse orchid to the community! :beers:

#

hi i use unity and is this the right place 😉

polar hawk
#

My name is Allar and I'm a Unityholic

plush yew
#

hi my name is Allar and i'm a game maker studio -holic

#

did anyone actually pick up the unity/unreal book pack on humble bundle?

#

just curious

cyan gazelle
#

wheres all my blueprint helpers

plush yew
#

they sleepin or busy homie

obtuse orchid
#

@plush yew Is that bundle still on there>

#

?

plush yew
#

nah it's gone like a week or so ago

#

along with the game maker studio pack for like $25

grim ore
#

I've got a few of the books, but didn't get the bundle.

plush yew
#

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

cyan gazelle
#

can i get someone to look through my blueprints and see wtf i need to do to get this stuff to work

#

i can stream the screen and give link

#

im all hecked up

#

oh this is general

plush yew
#

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

plush yew
#

Please welcome @half ermine to the community! :beers:

plush yew
#

Please welcome @median bronze to the community! :beers:

median bronze
#

anyone know who is charnge of these 'overview videos" id like to personally send them a message. i posted this on their page a few years back and yet apparently whoever is in chrage of it still does it. https://www.youtube.com/watch?v=UwVoYfgP6ZY&t=1s an HOUR LONG video about 4.17 without SHOWING OFF the engine at all....with 4.17 is USELESS!

4.17 is about to be released and our lovely Technical Director, Mike Fricker, once again joined the livestream to give us an in-depth overview of what featur...

▶ Play video
#

i downloaded the thing hopefylly to figure out how to bloody hell add keyframes in sequencer now they "changed it to make it simpleir" which of course its not. and yup. just an hour of talking heads.

#

sad considering the other videos are actually useful

weary basalt
#

@median bronze Message @solid gazelle or PM him on the forums if you dislike how they present information through their community posts.

median bronze
#

good. i mean for the most part those videos are good. just i would think a major feature update would warrent a in engine walk through lol..........oh and on the other note..how the hell do you add keyframes in sequencer now? the buttons have changed and before i just used the keyframe all mode where if you move any thing it adds a keyframe now it seems nothing i do does 😦

weary basalt
#

No idea, perhaps ask in #graphics maybe, im not an Artist or Animator so i dont use it.

median bronze
#

neither am i but i do use it for making cool cinmatics ;-p

#

k ill try. love it when a program keeps changing its base features for a lowly newbie tryin to learn it

#

lol

weary basalt
#

You arent really 'required' to update, most of my projects are still on 4.15 or earlier.

#

Sometimes its even worse to update straight away.

median bronze
#

yeah sounds about right

#

damn stupid thing rawrrrrr

cursive dirge
#

@median bronze you are missing the reason why preview streams are about, they do show footage from the feats if they have it, but the main purpose of these streams is to inform people what the next version can do

#

if you've used the engine for a while, you appreaciate these more

median bronze
#

well still

cursive dirge
#

they are nto targeted at people who are starting with the engine

median bronze
#

back to 4.16 i guess. sighs

cursive dirge
#

I personally love those preview streams

#

while there's a lot I don't like in UE4, Mike is my idol, he's always so excited about the engine, always nice to see people who love their jobs

#

also, those streams are usually super informative on what is going on

median bronze
#

i guess just didnt help me at all for the one thing i was looking for ok. i give up back to 4.16 for now. lol can always migrate later

cursive dirge
#

ah, preview streams have never meant to be any kind of tutorials

#

there will usually be separate streams later on when the feats are released officially

#

that do the tutorial parts that is

regal grove
#

@spice urchin there will be two models, one will be for cinematic which will be in high detail and other will be for gameplay which will be lowpoly and small-medium size

plush yew
#

Please welcome @fierce trail to the community! :beers:

fierce trail
#

Hey guys. New here. Looking forward to talkong with all you guys :)

cloud cobalt
#

Hey, still no way in UE4 to apply a specific FOV to an object ?

brisk osprey
#

Will there be VXGI for 14.7 ?

grim sinew
#

Probably at some point, Nvidia's been good about keeping it up to date

plush yew
#

Please welcome @marble portal to the community! :beers:

#

Please welcome @lime pecan to the community! :beers:

keen birch
#

Still waiting for all that Nvidia stuff to become plugins at some point

#

3:

plush yew
#

Please welcome @floral jay to the community! :beers:

cursive dirge
safe crown
#

Hi guys

#

I have a quick question for something weird thats happenning when I open the unreal editor

#

basically when I open it with all my content it just stops at 71% and won't continue

#

but when I move a UI BP out of the content folder it will load correctly

#

and after it loads correctly I only need to put the asset back where it was and it all works correctly

#

I'm not sure why that is hapenning

plush yew
worthy ether
#

@safe crown maybe that Blueprint is corrupted and is causing issues when being loaded?

#

or could be some weird dependancy issue

chrome prism
#

Hey people. So i'm currently trying to prototype a small base building game where I want to store information in a JSON to upload and store online. The game is simple , it has predefined plots that can either be empty or contain a building. Plus the player profile should contain his resources and progress. So my question is , how would you go in storing all this data? I was thinking of having each plot generate a JSON with it's contents plus another big JSON that stores all the other player variables?
would this be the correct approach here?
I have around 50 plots so storing everything in one JSON can get a bit crazy I think

worthy ether
#

thats definitely how I would do it

#

altough id stick all those 50 plots into another json called basedata

safe crown
#

I don't think it's corrupted since it works has expected

fluid tide
chrome prism
#

@worthy ether cool i'll go with that

#

thanks

surreal viper
#

is there any difference between spawning an actor dynamically vs placing them in the level? they work fine if I place them, but the movement component is kinda mad if I spawn them ingame

#

by default character movement mode is none and it is just floating in the air, if I set it to walk it stays there too 😮

#

same character placed in the level works fine

vapid karma
#

any idea

#

how long it takes to port the game on PS?

#

with unreal

tall pendant
#

depends

plush yew
#

Please welcome @plucky reef to the community! :beers:

plucky reef
#

Hi Guys I just want to ask something

regal mulch
#

Then do so

#

And welcome

plucky reef
#

I packaged my sample game but when I ran it I can't resize it or windowed mode it, anyone here know how to resize it without packaging it again?

surreal viper
#

open the console and change the resolution with command

#

you can also change between windowed/fullscreen mode

plucky reef
#

@surreal viper I need to open again the UE Editor? or the Actual Game?

surreal viper
#

the game

#

check r.SetRes

#

and you can open it via ~

plucky reef
#

I can see it when I inputed that r.SetRes nothing happen

surreal viper
#

what did you type exactly?

plucky reef
#

ohh there is no space sorry

#

thanks ❤

surreal viper
#

np

plucky reef
#

you answer all of my follow-up question with that link lol

plush yew
#

Please welcome @red peak to the community! :beers:

plucky reef
#

btw, what do "r." Mean?

surreal viper
#

no idea, I would guess render

#

renderer/rendering or slt

plush yew
#

Please welcome @tranquil bone to the community! :beers:

plucky reef
#

I see, you're genius

#

there are so many console variables I guess I need to study all of it

#

yeah, I should

floral lion
#

wish there was batch editing for MaterialInstances 😦

#

or is there a faster way to assign PhysMats to different materialinstances 😄 ? (maybe iam missing something?)

cursive dirge
#

do you really need to assign them to material instances?

#

like, can't you just put them to collider/mesh setup?

floral lion
#

@cursive dirge mmh yeah not really need to but i like to keep it one way :/

cursive dirge
#

it's more logical to put those to where the actual physics objects get defined IMO

peak rivet
#

Hi people. I've downloaded source, switched to 4.16.3-release tag and built everything on linux. Now I'm trying to build a server for my game with RunUAT.command, but getting error about missing AutomationTool.exe (which is really missing). I wonder how I can obtain this file.

lunar palm
#

Or shoudl I just follow the free Unreal Team on YouTube

chrome prism
#

To be honest most of the courses on udemy are not very good

#

stick to free stuff

#

that's what I did

#

and that one specifically looks atrocious

worn granite
#

Introduction to HUD Blueprints, drawing textures and hitboxes

y tho

#

Creating Pickup Blueprints and then later Building Blueprints for Random Pickup Generation

#

Using Functions within a Blueprint is pretty close to last

#

Sure its 5 hours of walkthrough

#

But you can get it better elsewhere I'd be willing to bet

floral lion
#

@0lento#8809 do you (or someone else) know the order - it is probably MI PhysMat > Mesh PhysMat ? But one does not override each other?

worn granite
#

Oh, this is based on an older unreal

#

That explains the HUD blueprint thing

#

if those are not connected, the glue that holds unreal together won't be set properly (talking about setting the gamemode default classes)

plush yew
#

Please welcome @drowsy sage to the community! :beers:

drowsy sage
#

Hey guys!!!

plush yew
#

Please welcome @severe nacelle to the community! :beers:

regal grove
#

Hey guys a question, what is your workflow? I'm stuck at 3D modeling for many days and haven't touch the engine.

#

Should I make game play first/code/graphics or what??

wild kestrel
#

The latest Iwata Asks focusing on Splatoon has all sorts of interesting details about the game’s development. Additionally, the team even shared a few prototype designs from the project. You can find those images below, plus plenty of tidbits about how Splatoon came together. Did you know that it was only 10 percent complete at E3 2014? Part 1 –...

regal grove
#

Nah

wild kestrel
#

If you want to code oyu can do so with any mesh :p

#

even box

regal grove
#

No, I meant I'm the only person who does game dev.

#

I need some 3D artist, as I could find none, I thought to learn on my own.

#

And as it would take time to do everything on my own, how should I proceed?

wild kestrel
#

oh

#

ok

plush yew
#

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

cloud cobalt
#

So, anyone has experience with updating input mappings post-release ? I added lots of new actions and bindings, they work in editor, but not when updating a client.

frank escarp
#

sony, do NOT tangle, with the kind of people who install LINUX on their PLAYSTATION

#

fucking lol

#

damn, that thing is old lol. On the "free games"

#

now you have fucktons of F2P games

cloud cobalt
#

Anyone ever tried adding actions to DefaultInput and have them updated on a client ?

#

Or clearing a config file ?

pallid compass
#

yeah strange i do it via cpp

#

c++

cloud cobalt
#

@pallid compass Can you share how you do it ? I only do C++

#

Right now it seems the DefaultInput.ini isn't reloaded as a base to the Input.ini in the saved folder

#

Is there a way to merge them ?

cloud cobalt
#

"Most people seem to be under the impression that the semicolon denotes comments in configuration files, but they are not (FConfigFile::ProcessInputFileContents does not actually treat them, or any other string, as a comment delimiter). This behavior is intentional. Technically any character can represent a different key-value pair. Typically, a semicolon is placed at the beginning of a new line. It works like a comment, but it is not actually."

#

This is so wrong on so many levels

south ridge
#

@cloud cobalt Did you add them to the engine ini files?

cloud cobalt
#

No, I never touch the engine. They're in DefaultInput.ini

south ridge
#

Mmm

cloud cobalt
#

Basically I think the axis configs are there (since they're not in Input.ini anyway) - but the mapping themselves are not added to Input.ini

south ridge
#

You could either add them into another ini, or modify the engine

cloud cobalt
#

@south ridge Well, I did it by writing the C++ equivalent of the missing DefaultInput data

south ridge
#

That works too

cloud cobalt
#

its-something.gif

quartz patrol
#

Is it possible to make game still running on minimized?

plush yew
#

Anybody know any details about the pricing of IKinema (i mean studio/team license prices) ?

#

Please welcome @graceful falcon to the community! :beers:

pallid compass
#

@cloud cobalt u here

cloud cobalt
#

I am.

pallid compass
#

There u go

#

Its a cut out from an old plugin

#

victory plugin i think it was called

#

it just carried too much weight

#

to use just the plugin for such a small thing

#

it had like 600+ functions lmao

#

ps it also saves it too config

#

and works in real time

cloud cobalt
#

Yeah, there is definitely a much easier way to do this

#

But anyway, I didn't need to reset

pallid compass
#

u dont have to reset

#

its an example of how u use it

#

to overide binds

#

add extra ones

#

remove binds

#

etc

#

its all in there

#

just not in that example

cloud cobalt
#

That's not my problem :/

#

I've had custom bindings for literally years

pallid compass
#

oh

#

what did u want to do

cloud cobalt
#

I had a very specific issue with shipped clients not being updated automatically with latest changes from DefaultInput.ini

pallid compass
#

ohhh

#

my bad

#

lmfao

cloud cobalt
#

With Input.ini in appdata not getting the new values

pallid compass
#

use that

#

to manually update the .ini

#

IsThisNewBuild? DoOnce

#

Update NewConfig

cloud cobalt
#

Yeah I know how to do it, that's what I ended up doing (though in pure C++)

pallid compass
#

ahh gotcha

#

no worries man

sacred crater
#

That moment when you set life span on the wrong item and you start to wonder why all pieces you shoot dissapear after a few seconds

pallid compass
plush yew
#

I wanna make a game so bad

pallid compass
#

do it bro

#

Believe

plush yew
#

I don't got the people

#

I don't got the skill

pallid compass
#

Well u know what u gotta do

#

git gud

plush yew
#

And if I don't do it right now I won't be able to start my company

pallid compass
#

If you just want to make a game

#

its like

#

Not that simple

#

ALOT goes in too this type of stuff

plush yew
#

ik

#

Have any of u guys made a game

worn granite
#

nobody here

pallid compass
#

omg

worn granite
#

has, no

plush yew
#

lmao

worn granite
#

Halcyon has come pretty close

pallid compass
#

yeah

#

but then i broke my engine

worn granite
#

he's got good stories

plush yew
#

what kind of game

pallid compass
#

cyclic dependency got me right in the engine

#

where u fly around and go pewpew

plush yew
#

Ruined millionaire dreams#

pallid compass
#

not even joking place my whole engine is broken right now due to cyclic dependency lmfao

plush yew
#

lol

#

I wanna start a passion and do it for the fun

worn granite
#

how

pallid compass
#

I DONT EVEN KNOW MAN

worn granite
#

that's quite impressive

pallid compass
#

one of epic's engineers got back to me

#

and was like

#

"HOW"

#

i caused cyclic dependency in blueprints

#

LOL

plush yew
#

Epic is a brilliant company

worn granite
#

A BP cyclic dependency brought your engine to its knees?

#

dude

pallid compass
#

dude

#

cant even open

#

any bp

#

LOL

worn granite
#

why

south ridge
#

Are you building engine from source?

pallid compass
#

I dont even know how

plush yew
#

your computer must be trash

pallid compass
#

Yeah haha

plush yew
#

or you destroyed the compiler completely

worn granite
#

hahaha

south ridge
#

You can safely remove the bit of code that cycles. It will break the functionality, but you can re-save the blueprint most likely

pallid compass
#

dw one of epic's engineers is gonna go through it tonight with me

worn granite
#

AHAHAHA

#

YOU CAN BUILD AN ENTIRE GAME IN BP

pallid compass
#

dude idk how i did it

worn granite
#

AAAAAAAHHHHAHAHAHA

pallid compass
#

they dont even know how i did it lmao

plush yew
#

one stupid mistake and the whole thing goes boom

cyan gazelle
#

hey thats what im trying to do now

#

and its not working

pallid compass
#

i thought if i ever broke the engine it would be c++ or GPA

cyan gazelle
#

teehee

pallid compass
#

mfw i do it with blueprints

plush yew
#

You gotta be perfect

worn granite
#

Yeah if you're getting a cyclic dependency you'll end up having to remove code so you can open the BP and fix it

cyan gazelle
#

im about to admit defeat here in a minute ive done all i can as a noob and everything looks right to me but it just doesnt work

worn granite
#

Just curious how you managed to fuck the engine itself doing that

pallid compass
#

no idea

#

we gonna go through the stacks again tonight

worn granite
#

Just stops loading, right?

pallid compass
#

when we find what it is il let u know

worn granite
#

What pct?

pallid compass
#

pct?

worn granite
#

percent

pallid compass
#

oh no

#

not even that man

#

it crashes

#

the editor

worn granite
#

Like when you open the editor it loads

pallid compass
#

clicking on any bp

#

LOL

worn granite
#

shows you a percent

cyan gazelle
#

my editor breaks at 100% on my broken project

#

every time

pallid compass
#

oh u where asking him

cyan gazelle
#

but i wasnt doing anything important

pallid compass
#

oops

cyan gazelle
#

no hes asking you

#

i just have the same prob

#

i moved my bps from the broken project to a working one and when i try to open any bp it crashes

#

but im not worried about it nothing lost all practice

#

my bps look nice and neat this time around, they still dont work though

worn granite
#

At least you can read them, even if you don't understand them

cyan gazelle
#

im hoping to get someone who has some free time to help me get going in the right direction at least, cause at this point im at a standstill its been 4 hours today and 6 hours yesterday trying to fix it lol

#

ill screenshare or stream or whatever so the person can see what i got going on

#

it all looks like it should work and i get no errors from it

#

just @ me if you need me i gotta take a break from this before work

plush yew
#

@me i need need me

#

it aint workin 😦

obsidian nimbus
#

can allways drop a screenshot, perhaps it sorta obvious 😃

plush yew
#

Please welcome @lyric fossil to the community! :beers:

#

Please welcome @past island to the community! :beers:

past island
#

😃 happy to be jumping into doing some UE4 Dev, a departure from my normal node/react dev

grim ore
#

mix UE4 with Node and make some multiplayer stuffs 😃 your halfway there!

umbral frigate
#

Is there a way to always see the transform gizmo?

#

Example, I have an object selected (yellow) and I want to move it to align it with a reference object (teal) but the gizmo is on the other side of the object.
http://i.imgur.com/6TKM0w2.png

#

Is there a way to set up a temporary pivot and also snap to points?

south ridge
#

Copy an extra object, select your object and then other object

#

Bam, the pivot is now with the other object

#

But you're moving both of them at once

umbral frigate
#

works, but ewww... eheh 😃

plush yew
#

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

#

Hello!

dawn ore
#

Weird.

#

Sometimes I have to click twice for a button thing to work

plush yew
#

Does anyone here work with UE2

#

I know it's old but still

glossy flame
#

You'll very rarely see someone using UE3/UDK, UE2 might be a little bit of a stretch :p

plush yew
#

So no one works with UE2

#

Well tell me this

#

How come when I import my model to UE it's half see through

south ridge
#

Show a screenshot

#

What half is see-through

#

The upper half or the lower half etc

plush yew
#

the whole model it's weird

south ridge
#

Sounds like you might be using translucent materials and the depth sorting is messing up cause translucent faces aren't set up correctly. Or maybe there is some other reason

plush yew
#

and i can't texture it

umbral frigate
plush yew
#

You know you can just use the snipping tool right?

#

Ok

#

My republic commando is loading

#

The editor for it

glossy flame
#

Snipping tool doesn't automatically upload to imgur :p

plush yew
#

Didn't kno imagr was needed

south ridge
#

How does this model look like in some 3D editor?

plush yew
#

It looks fine

#

Textures look good

#

Should i screenshot it

worn granite
#

I could use snipping tool, but that's often more than one click

plush yew
#

ok

worn granite
#

Whereas I can just hit Win+1 and then bandbox and then paste

plush yew
#

I guess thats bad

#

idk

worn granite
#

Nah, just so long as they aren't taking a literal picture I don't tend to say much

plush yew
#

Im trying to play fallout 4 whil trying to fix these models xD

polar hawk
#

I use obs to film a video then vlc to take a frame dump then upload it to an ftp then open it on my smart tv and take a picture of it with my smartphone and then upload it here

worn granite
#

(╯°□°)╯︵ ┻━┻

plush yew
#

Also

#

UE rigs are 65 bones correct?

#

Please welcome @wispy lotus to the community! :beers:

#

??

livid haven
#

Rigs are rigs. There are no set number of bones for all rigs.

plush yew
#

Are

#

Unreal

#

ENGINE

#

4

#

Rigs

#

65 Bones

#

The basic rig

cyan gazelle
#

whats a rig

livid haven
#

I mean, if you're going to be like that... I can just not answer you for being a prick about it. 🤷

umbral frigate
#

@plush yew
You know you can just use the snipping tool right?
Of course, it's just that shareX is better.

plush yew
#

Bruh

#

idc

#

tbh

south ridge
#

Which rig

livid haven
#

Neither do I. Win win. 😄

south ridge
#

Do you want the UE4 humanoid rig? With IK bones or without? With finger bones or without?

umbral frigate
#

If
you
type
a
word
per
line
you
win!

south ridge
#

There's a number of variations on the 'default' rig used in all examples, but you can also have an arbitrary custom rig (which is what some people do)

#

And because of animation retargeting stuff, you can have very vividly different rigs and transfer animations between them

plush yew
#

Well im not familar with UE4

#

becuase ive been remastering republic commando

#

Which runs on UE2

#

which the main rigs have 65 bones

#

so

#

Is a humanoid rig 65 bones

polar hawk
#

yes

plush yew
#

Ok

#

thank you

livid haven
#

@polar hawk I need to absorb your ability to give less fucks.

polar hawk
#

lmao

plush yew
#

Im not trying to be mean

#

I just wanna get new models into the game

livid haven
#

So, you're just accidentally being a huge prick. This is not an improvement.

plush yew
#

I mean im not being a prick

#

If i wanted to be a prick

#

I can be a prick

#

But why would i do that

polar hawk
plush yew
#

So

#

Is there a way to auto rig in UE4

polar hawk
#

no

plush yew
#

So i can't just bind the humanoid rig to the mesh

polar hawk
#

yes

plush yew
#

Ok

#

So can someone export that rig for me

polar hawk
#

no

plush yew
#

Damn

#

gg

cyan gazelle
#

can someone build my game for me and then just send me the files

polar hawk
#

yes

worn granite
#

Buy Generic Shooter

cyan gazelle
#

ok cool u pick a name for it too

polar hawk
#

"yes"

plush yew
#

?

livid haven
#

ShooterGame.exe, works for ARK, fuck it, ship it.

wispy lotus
#

lol

polar hawk
#

yes

cyan gazelle
#

mjust make sure in the credits you put my name as lead dev

polar hawk
#

yes

south ridge
#

no

#

yes

cyan gazelle
#

this fortnite game is pretty complex i just tried it out

polar hawk
#

yes

plush yew
#

@south ridge

grim ore
#

Does Allar need to play more UE4 Jam games in VR

polar hawk
#

no

grim ore
#

Best part of the UE4 James hands down

south ridge
#

What @plush yew

plush yew
#

@south ridge Is it possible in UE4 to export rigs

south ridge
#

yes

plush yew
#

Could you export a humanoid rig for me

#

So i can bind it and test it on my model

#

And see if i can import it to Republic Commando

south ridge
#

no

#

I'm not at my workplace and I'm not at home

plush yew
#

ok

polar hawk
plush yew
#

Thank you!

#

Let me try it out

cyan gazelle
#

@regal mulch moderator now huh

weary basalt
#

Hes always been an Mod lol

#

He took some time off and now hes back

plush yew
#

Question

#

Chromatic Aberration.

umbral frigate
#

Is there a way to select multiple assets and assign a material to them?

grim ore
#

If they share the same details then you can multi select them in the world outliner or in the viewport and drag that material into the material slot

umbral frigate
#

well, yeah, if they have the same material already I can just select them and search for a new material to replace.

#

But if they have different ones... nope

grim ore
#

you cant select them in the world outliner? in the top right.

#

then drag from your content browser into the Material slot?

umbral frigate
grim ore
#

or are we talking items in the browser

#

and drag from the content browser into the material slot?

umbral frigate
#

I was looking for applying the same material to all at once.

#

Something like: Right-Click on the material and "Apply to selected".

livid haven
#

Not sure, but can you open up the material and, while having those actors selected, click the apply button? I think there's a button to apply the current material to the selection?

#

Awkward flow, but it might be possible.

umbral frigate
livid haven
#

That is a menu, not the material editor. 😛

#

Open the actual material.

umbral frigate
#

"I'm in"

livid haven
#

Is there a button up top to apply the material to the level editor's selection?

umbral frigate
livid haven
#

It would be that Apply button that's disabled, I think.

#

So, no dice. Not sure why it's disabled.

#

Is it disabled if you select only one actor?

#

Maybe it's disabled when you have multiple actors selected?

#

(Either way, this won't do you any good after all.)

umbral frigate
#

It's always disable regardless, maybe it's to apply changes to the material and not the material to actors?

livid haven
#

Ah, not a workflow I usually get in to.

umbral frigate
#

thanks

livid haven
#

Sorry, no dice after all.

umbral frigate
#

🍻

grim ore
#

and yes you would have to drag X times for each material you are replacing, there is no shortcut for meshes that I am aware of. There are shortcuts for geometry brushes

#

That sounds like someone should make a plugin to do that tho 😃

umbral frigate
#

You mean a script or a feature request? x)

grim ore
#

someone could make some "helper" utilities and bundle it as a plugin and toss in on the marketplace

plush yew
#

Please welcome @short beacon to the community! :beers:

#

Please welcome @cinder haven to the community! :beers:

cinder haven
#

hello

grim ore
#

Hola

plush yew
#

It's got V ray

#

Apparently.

pallid compass
#

@grim ore u can set binds up for pretty much ANYTHING, i cant remember how but its in some dev tools somewhere in the editor

#

Does anyone know what are the peformance impacts of skeletal meshs? like what causes frame drops with lots of them, and does rigid and soft skinned impact that