#ue4-general
1 messages · Page 99 of 1
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 😃
yeah bp function
i think it's called set hardware cursor
or load hardware cursor?
something like that
but it's still going to map them to a specific cursor mode
like Hand/Beam/Normal
so you'd just remap Normal/Custom
and set your widget to show whatever is set to Custom/Normal
I wouldn't use custom hardware cursors, i don't like it when games do it ^_^
not really
maybe in the 90s
it's fine 😃
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
for that, you'd remap using the BP/C++ function to remap at runtime what normal is
but, i would recommend using the Custom mapping at runtime
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
it's on the UWidgetBlueprintLibrary if i recall
Please welcome @verbal laurel to the community! :beers:
Hello all!
I'm going to show you some models I'll be working with in the appropriate room.
I'll go to #lounge
Please welcome @pearl lotus to the community! :beers:
does anyone know what depedencies does unreal server have on linux ?
which libx are must have to run ?
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.
Please welcome @raven oxide to the community! :beers:
anyone having camera movement issues with 4.17 when ejecting from pawn in TopDown template (C++, but probably Blueprint has same problems)?
mouse look (right-click + drag) does not work quite as expected after ejecting from pawn (when playing), can someone check it quickly to confirm?
Hey new peeps
Please welcome @stiff olive to the community! :beers:
Please welcome @muted jasper to the community! :beers:
@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
like the mouse is locked to the viewport still preventing movement outside that range
it's only in the default map tho, new map doesnt do it. so it has something to do with the setup
ok yeah it was happening when I had the input mode set to allow input from the ui
hm
yep. Game only -> Fine , UI only -> borked, Game and UI -> Borked
so when it ejects with the input mode to ui its not letting the cursor go when ejected
Please welcome @humble mountain to the community! :beers:
I'll check 4.16 tomorrow whether that is a regression, time for bed here 😉 thank you very much @grim ore
i just checked in 4.15.3 and no issue, was testing 4.16 right now lol
hehe 😄
i dont remember it ever doing this before tho
Please welcome @queen storm to the community! :beers:
I eject quite often to "debug" things, so it struck me instantly
it does it in 4.16.3
Please welcome @woeful falcon to the community! :beers:
does it in 4.16 means its weird after ejecting?
(sorry to bother, but I'm on my day-job Ubuntu and would have to build 4.16 from sources or boot to windows)
man thats weird it does it in 4.15.3 as well in the TPP project
I've never seen this before lol
hehe 😃
it did not do it in the FPS project
Can you offset static meshes?
maybe the setup with camera boom and not inheriting controller rotation
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
ui mode on with mouse cursor on causes it for me, ui mode on without mouse cursor on was fine...
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 😃
hehehe
Please welcome @plush yew to the community! :beers:
well hopefully that helps you track it down, its the show mouse cursor for me that is doing it
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
super weird but fun to figure out nonetheless 😃
cya
cya
anything should probably work, AWS seems to be pretty standard.
those are the good ones
Please welcome @glass pond to the community! :beers:
Hi
Please welcome @glad wagon to the community! :beers:
Someone in #ue4-general was pinging about getting blood on characters?
Please welcome @rugged temple to the community! :beers:
Epic has another humanoid mesh they use for the tutorials, https://docs.unrealengine.com/latest/attachments/Programming/Tutorials/FirstPersonShooter/2/6/GenericMale.zip , I wonder if this one is governed by the same license as the rest of their learning content and we can use it instead of the default manny.
is there a hotkey for rotating actors 90degrees? or rotating actors a set amount in general?
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.
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
Please welcome @cyan gazelle to the community! :beers:
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?
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
If you want to map a certain string to a certain value, use a map
should i just make a variable for each stat in the structure then?
i figured i could just group them all in one
Yes, that sounds like a fine way to do it
Arrays are really meant to group data together that aren't inherently different from one another—they're all just part of the array
yea like in coding
(the only independent variable possible being the index)
alright thats all i needed thanks
for now lol im new to the UE4 just scrapped like 4 projects learning more and more every time
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
and when you want to play again you just paste your code in the menu and it opens your guy
browser based all of this
just a small 1 mapper type game with progression
hey all, having an issue were i cannot import my editor preferences. seems to be greyed out. Anyone know how to solve this?
guyz how can i solve this issue??😩
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 🤔
(or is my only bet creating a variable/datatable and hard-coding it)
@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
Ah awesome, thanks 😃
@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
@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
Probably, but an single mesh may not be the entire bounds of the Actor.
Oh wait, now I've enabled context sensitive (no clue why I disabled it) I see GetActorBounds 🤦
Bounds may also be zero filled until the object is actually created so give it a go
Yep, what's the worst that can happen? I need to hard-code it anyway? It's worth giving a shot 😃
Oh so you are working with an actual actor reference or an class reference?
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)
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. 😢
If your working with an Actor Object that exists in the world then use GetActorBounds
You said class so i assumed you were trying to infer the bounds of the Actor that would be spawned by that class.
Yep, sorry about that 🤔
I'd ideally want class, but I think this approach should work too
Hm the box extent seems off, >1k for the third person character?
You can visualize actor bounds extents in the viewport with the visualization tools to give you an idea of how it works.
Its not actually what you might think
I did that (debug spheres/capsules/lines) 🤔
Anyway, dong some more playing around I've found Character->Capsule Component -> Get Scaled Capsule Size to work quite well
(as the half height is exactly the offset I need to the character to properly spawn 😃 )
Why do people avoid event ticks so much? Is there a performance hit?
technically yes
Depends on how you use them.
iirc the issue is that tick must be processed for the gamethread to continue
Generally people are told to avoid them because they dont fully understand the consequences of using it fully.
For example an novice may for reasons that make sense to them, attempt to GetAllActorsOfClass on Tick.
Ah fair enough
This is obviously bad
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?
Until they understand otherwise it makes sense to ensure that they avoid it as often as they can.
Sure.
I have a cylinder attached to my player's hand (this is for VR)
And this set-up to check whether it is overlapping an object in my scene:
If it is, on begin overlap, it'll set its bool to true
Then:
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
In theory, I feel like this should work
But I tried running prints and they always come up as fail at the end of that last screenshot (instead of open level)
^ The line I mentioned. It does overlap.
Here are the menu buttons (in-game)
When I try to click them, I can't. It clicks through them
I have to find them in the world outliner
Maybe that has something to do with it?
Collision presets are default on the text (which is an image on a plane with transparency)
The cylinder collisions are BlockAllDynamic
It's an image/mat on a plane, which itself is a BP that I am referencing in my pawn (for overlap)
Are you 100% sure your Overlap Events are being called?
Then your collision settings are most likely not correct.
Should I try BlockAll or OverlapAll
BlockAll just to make sure its working
Still nothing
Actually sorry it will need to be Overlap as an Block wont trigger an overlap event
Ah okay 1 sec
Overlapping it but still nothing
Neither print, true or false = both inactive completely.
Then make sure its the right ClassIsChildOf
Wym the right ClassIsChildOf? like the right Parent class reference? It is correct
Are those Text things Blueprints?
Yes
Honestly id use an Interface
Any idea why I can't even click on the BPs in the scene, though?
I click on the text but it goes through it and clicks behind it
No idea, i wouldnt use an Plane, id use an BoxCollision
Make the Plane with the text on it ignore all input and have an BoxCollision you use to detect overlaps
Ahh fair enough
I'll do that now
One thing I'm unsure on is
How would I reference, inside of my pawn, specifically that collision box rather than the BP itself?
So in my pawn, I have the cylinder
And this is its overlap:
So the other actor then must be specifically the collision box within another BP (the text plane)
Oh I can make a variable, I guess
OtherComp would be the component overlapped IE the box
Why are you trying to avoid casts?
I'm not sure how I would use it here, would it be Begin Overlap > Cast to (the text BP)
Then continue on from there or
This seems like an really inefficient method
What happens if you want like 10 more buttons?
You need to add 10 more bools to both overlap events
There won't be any more buttons (for sure)
But normally yes, that would be inefficient
Still you should be using an more efficient means even if you dont intend to add more buttons now.
This is how you build on your understanding of best practices
Based on my limited knowledge of UE4 so far, this is what I could come up with without digging too deep
What would you recommend?
Ah ok
Fair enough
In that case.
You have an couple of more ideal choices
Assume that an button will be something you use often
You already have an button actor correct?
Yes, it's already a BP
Then you have an base class for which all types of buttons will use the same functionality.
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
You could create an variable inside your button called bIsFocused or bIsOverlapped
Ah okay, go on
This would be set when you overlap it in your Pawn
You simple cast to your Button Actor and set its bIsOverlapped variable
Ohhhhh
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
And much easier
I'll work it out right now and see how it goes, hoping for no collision problems
This way the Button knows when its currently being focused by your pointer or whatever
Alternatively and this is probably the easiest way.
Please welcome @fluid viper to the community! :beers:
@weary basalt Would I use an event tick to constantly check for the overlap in order to set that bool to true?
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.
No
On begin overlap on the collision box?
You shouldnt need tick at all as the Overlap events are called exactly when they are overlapped.
Once I cast to my pawn,
How do I reference the Cylinder I created
For the 'Other Comp' input?
Give me an moment
Okay
This is literally all you should need
You have your 2 overlap events in your Pawn that "detect" when your Cyclinder has just started pointing at an Button.
You cast the OtherActor to your Button blueprint and store it in an Variable.
On your Button blueprint you create an function called OnPressed
This function is used to describe what should happen when an Button is pressed as the name would imply.
What kind of variable is the button?
When your Pawn presses the Right Trigger you use that variable to call the OnPressed function
It is an MyButton Actor Reference but it would be different for you.
Essentially its your button actor type.
This way you could create all different types of Buttons and have them do all different types of things when they are pressed.
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.... 😃
Okay got a little confused
"When your Pawn presses the Right Trigger you use that variable to call the OnPressed function"
So I have the function set up inside of the button
And setting the button on begin overlap, end overlap
Oh wait
ahh
Okay, inside the pawn I need to determine that the button has been set, right
I left out all your other code for the pressing of the Trigger
How do I do that?
You dont need to determine if its been set
Oh so overlap > press = open level
You assume it has and just make sure that its an valid object before you call an function on it. Like so
No worries
How so?
Did you remember that you need to create Child classes for each different button
That variable is meant to be the base class
And in your Child classes you override that OnPressed function to create the functionality you need for each type of button
Oh my bad, I had deleted the collision box accidentally
Hey guy does anyone know some good places to look for website designs for starting a stuido website??
i think its basically a meme for some people, but have you tried wix?
Please welcome @patent current to the community! :beers:
Hello!
hello luck! 😃
greetings 🤖
hey
I'm very new in using Unreal, just found out this community on a Medium post
@remote beacon i'm no bot sir
Please welcome @daring bronze to the community! :beers:
@daring bronze hey
ey luck
@remote beacon haha sorry i wansn't calling you a bot
someone maybe able to explain
how the hell can i force the ue4 website
out from japanese language?
whatever i do i get redirected to the japanese site
and what happened to the forum?
search and many other functions seems to be gone?
are you using a VPN?
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.
Please welcome @median thistle to the community! :beers:
somewebsites? Thought it was a vBulletin issue.
anyways after clearing cookies fixed the issue
and even if i could change anything i still couldn1t find it since everything was japanese lol
i mean, some websites(or their users) who link to mobile version of vbulletin.
@sacred crater tends to accidentally forward to the mobile website as well :p
happened twice with her links when I clicked on em
Please welcome @analog flint to the community! :beers:
Hi!
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!
@analog flint try the #career-chat channel instead.
Oh okay thanks!
what would be an appropriate channel for 3D Model feedback, potentially to put in Unreal?
I just have it in Sketchfab at the moment
I'd put my money on #graphics @daring bronze
if you check the text channel descriptions you can get a pretty good idea of what they're for
(although there are quite a few channels to look through)
I'd say #work-in-progress
"Share your works in progress and get feedback/critique from others in the community"
sometimes its not very clear on this discord what goes where i guess
mhm
Please welcome @plush skiff to the community! :beers:
Please welcome @neat galleon to the community! :beers:
thx m8
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.
it happens when an account gets deleted I think
those old posts are from a different Answerhub
it's from before the current user account system
Oh. Its just really annoying when I'm trying to read a post about things being depricated and can't tell who is who.
if you're reading posts that old, you probably don't want to be
they'll be at least three years old and way out of date
It was a year and two months ago: https://answers.unrealengine.com/questions/437818/pawn-sensing-vs-ai-perception.html
unusual - must be a deleted account like Luos suggested
two deleted accounts, in fact 0_o
Please welcome @plush yew to the community! :beers:
Please welcome @hexed wigeon to the community! :beers:
Please welcome @plush yew to the community! :beers:
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
did you install the .net 4.5 framework or the .net 4.5 SDK?
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
I installed both just to be sure
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.
well It shouldnt be a Ryzen issue, that just sounds like VS can't find it in the correct place
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
where would be the proper place to put character skills to be used by that character, in the player controller or the gameplay controller?
and by extension wtf do i put in player controller and game controller in general?
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?
do i put the skills in the characters blueprint and call them from PC to use skill 1-4?
ok I've re-installed it, but it still shows this
@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?
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
I tried this before I camehere
I keep asking boss to put the binary of the custom engine on the svn, but he insists that we should compile it ourselves
i dont have the time or patience to deal with this every time there's an update lol
@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
Please welcome @plush yew to the community! :beers:
Hello
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?
it seems like something relatively simple but havent found out how to make it work
i just need one eye cuz im just putting it on youtube...
id use a class hierarchy, a skill class which has children, each skill child is a different skill, ditto with the character classes
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
how do i create a class hierarchy, is it a structure?
are you using just blueprints or c++?
blueprints
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
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
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"
@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 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
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?
yessir
which blueprint layout do i use
should i not even be using panoramic camera and just render with a camera with a 2:1 aspect ratio in sequencer?
uh let me check, we might have only done a 360 screenshot
im using the SP.PanoramicMovie command
you using the Stereo Panoramic Movie Capture plugin?
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
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
aspect ratio looked default on the camera too
hmm
hope it can be of some help
yup thanks if i find a good answer ill share it here just in case anyone ever looks back
@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?
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++
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
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 😛
yeah man its cool - sounds like you have it down though
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
not really sure what you mean, but could be what you are looking for is Casting
yea thats what i was gonna try but inside the character bp instead of player controller bp this time
ill send a pic
wait
Please welcome @regal grove to the community! :beers:
you mean player controller?
in the character you wont need to get characters, you can just use the variables in that class
theres no variables in that class so i need to just use a self reference?
your trying to cast a character into a skill, which is probably like a uobject? actor?
still won't fix that you're trying to convert unrelated types
Seems like maybe you meant to make a component or something
the blueprint for allclassskills is an actor blueprint is that wrong
I'd say so
actor is usually something you want to place in the world
You can make it work, but you're going about things the wrong way
o boy
it probably only needs to be a struct
for the sake of simplicity just use UObject
Unless you really feel like making a function lib
so remake it all as object bps?
I'd try it as a component
actor component?
Any news on Switch SDK?
ok one min im gonna transfer it all over
and I'm afk
ok ill go there
Please welcome @flint nymph to the community! :beers:
I just moved my project from my Windows PC to my MacBook Pro and all the references and stuff failed to load.
:*(
@plush skiff i did it man
Nice dude, good stuff
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
Please welcome @uncut crypt to the community! :beers:
anyone aware of Riot's Thunderdome?
Could anybody help me with my project? I'm in the voice chat
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
The widget does show up in the bp viewport
Any idea how to fix?
Please welcome @stable valve to the community! :beers:
Anyone doing some mentoring? I don't understand anything of this and youtube videos aren't helping
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.
Anyone else cannot click anything after you click "Skip Restore" after a Crash?
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?
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
lol
@regal grove here this is how you go "ultra detail" on Hamster. https://i.gyazo.com/84b844d00f51c5f7649d46b73ca0f643.png
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
for its fur, Shadow of the collosus just rendered a bunch of alpha planes
i think 16 layers
or was it 4 ?
dont remember
my project actually uses Neofur, but that's no longer available
no longer availible?
yeah the company is in some weird transition state https://www.neoglyphic.com/neofur
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
fur
it does really neat stuff to the specular that it hard to replicate with materials
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:
Please welcome @zenith lily to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @long comet to the community! :beers:
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 :)
Aww but i just made popcorn
@sacred crater would be a quick way to get more people aware of AI programming quick though!
Please welcome @obtuse orchid to the community! :beers:
hi i use unity and is this the right place 😉
My name is Allar and I'm a Unityholic
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
wheres all my blueprint helpers
they sleepin or busy homie
nah it's gone like a week or so ago
along with the game maker studio pack for like $25
I've got a few of the books, but didn't get the bundle.
Please welcome @vast nexus to the community! :beers:
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
Please welcome @plush yew to the community! :beers:
Please welcome @half ermine to the community! :beers:
Please welcome @median bronze to the community! :beers:
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...
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
@median bronze Message @solid gazelle or PM him on the forums if you dislike how they present information through their community posts.
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 😦
No idea, perhaps ask in #graphics maybe, im not an Artist or Animator so i dont use it.
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
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 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
well still
they are nto targeted at people who are starting with the engine
back to 4.16 i guess. sighs
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
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
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
@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
Please welcome @fierce trail to the community! :beers:
Hey guys. New here. Looking forward to talkong with all you guys :)
Hey, still no way in UE4 to apply a specific FOV to an object ?
Will there be VXGI for 14.7 ?
Probably at some point, Nvidia's been good about keeping it up to date
Please welcome @marble portal to the community! :beers:
Please welcome @lime pecan to the community! :beers:
Please welcome @floral jay to the community! :beers:
@brisk osprey https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.17
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
anyone know what song this video used? https://www.youtube.com/watch?v=3AUGO2C4w5M
http://CoronaLabs.com Corona SDK is a cross platform development tool that makes it easy to create native applications for iOS, Android, Kindle, Nook, Window...
@safe crown maybe that Blueprint is corrupted and is causing issues when being loaded?
or could be some weird dependancy issue
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
thats definitely how I would do it
altough id stick all those 50 plots into another json called basedata
I don't think it's corrupted since it works has expected
When bored lol http://sendvid.com/6hgm6jgq
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
depends
Please welcome @plucky reef to the community! :beers:
Hi Guys I just want to ask something
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?
open the console and change the resolution with command
you can also change between windowed/fullscreen mode
@surreal viper I need to open again the UE Editor? or the Actual Game?
I can see it when I inputed that r.SetRes nothing happen
what did you type exactly?
np
you answer all of my follow-up question with that link lol
Please welcome @red peak to the community! :beers:
btw, what do "r." Mean?
Please welcome @tranquil bone to the community! :beers:
I see, you're genius
there are so many console variables I guess I need to study all of it
yeah, I should
wish there was batch editing for MaterialInstances 😦
or is there a faster way to assign PhysMats to different materialinstances 😄 ? (maybe iam missing something?)
do you really need to assign them to material instances?
like, can't you just put them to collider/mesh setup?
@cursive dirge mmh yeah not really need to but i like to keep it one way :/
it's more logical to put those to where the actual physics objects get defined IMO
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.
https://www.udemy.com/master-blueprints-in-unreal-engine-4-endless-runner/ Did anyone ever follow this tutorial and end up knowing blueprints a lot better?
Or shoudl I just follow the free Unreal Team on YouTube
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
That one really seems like a rehash of https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1/
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
@0lento#8809 do you (or someone else) know the order - it is probably MI PhysMat > Mesh PhysMat ? But one does not override each other?
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)
Please welcome @drowsy sage to the community! :beers:
Hey guys!!!
Please welcome @severe nacelle to the community! :beers:
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??
@regal grove have oyu seen splatton prototype? ;p http://nintendoeverything.com/iwata-asks-splatoon-summary-and-a-look-at-some-prototype-designs/
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 –...
Nah
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?
Please welcome @plush yew to the community! :beers:
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.
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
Anyone ever tried adding actions to DefaultInput and have them updated on a client ?
Or clearing a config file ?
@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 ?
"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
@cloud cobalt Did you add them to the engine ini files?
No, I never touch the engine. They're in DefaultInput.ini
Mmm
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
You could either add them into another ini, or modify the engine
@south ridge Well, I did it by writing the C++ equivalent of the missing DefaultInput data
That works too
its-something.gif
Is it possible to make game still running on minimized?
Anybody know any details about the pricing of IKinema (i mean studio/team license prices) ?
Please welcome @graceful falcon to the community! :beers:
@cloud cobalt u here
I am.
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
example of how it works too @cloud cobalt
ps it also saves it too config
and works in real time
Yeah, there is definitely a much easier way to do this
But anyway, I didn't need to reset
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
I had a very specific issue with shipped clients not being updated automatically with latest changes from DefaultInput.ini
With Input.ini in appdata not getting the new values
Yeah I know how to do it, that's what I ended up doing (though in pure C++)
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
GO STORAGE DRIVES GO
I wanna make a game so bad
And if I don't do it right now I won't be able to start my company
If you just want to make a game
its like
Not that simple
ALOT goes in too this type of stuff
nobody here
omg
has, no
lmao
Halcyon has come pretty close
he's got good stories
what kind of game
Ruined millionaire dreams#
not even joking place my whole engine is broken right now due to cyclic dependency lmfao
how
I DONT EVEN KNOW MAN
that's quite impressive
one of epic's engineers got back to me
and was like
"HOW"
i caused cyclic dependency in blueprints
LOL
Epic is a brilliant company
why
Are you building engine from source?
I dont even know how
your computer must be trash
Yeah haha
or you destroyed the compiler completely
hahaha
You can safely remove the bit of code that cycles. It will break the functionality, but you can re-save the blueprint most likely
dw one of epic's engineers is gonna go through it tonight with me
dude idk how i did it
AAAAAAAHHHHAHAHAHA
they dont even know how i did it lmao
one stupid mistake and the whole thing goes boom
i thought if i ever broke the engine it would be c++ or GPA
teehee
mfw i do it with blueprints
You gotta be perfect
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
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
Just curious how you managed to fuck the engine itself doing that
Just stops loading, right?
when we find what it is il let u know
What pct?
pct?
percent
Like when you open the editor it loads
shows you a percent
oh u where asking him
but i wasnt doing anything important
oops
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
At least you can read them, even if you don't understand them
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
can allways drop a screenshot, perhaps it sorta obvious 😃
Please welcome @lyric fossil to the community! :beers:
Please welcome @past island to the community! :beers:
😃 happy to be jumping into doing some UE4 Dev, a departure from my normal node/react dev
mix UE4 with Node and make some multiplayer stuffs 😃 your halfway there!
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?
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
works, but ewww... eheh 😃
You'll very rarely see someone using UE3/UDK, UE2 might be a little bit of a stretch :p
So no one works with UE2
Well tell me this
How come when I import my model to UE it's half see through
the whole model it's weird
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
and i can't texture it
You know you can just use the snipping tool right?
Ok
My republic commando is loading
The editor for it
Snipping tool doesn't automatically upload to imgur :p
How does this model look like in some 3D editor?
ok
Whereas I can just hit Win+1 and then bandbox and then paste
Nah, just so long as they aren't taking a literal picture I don't tend to say much
Im trying to play fallout 4 whil trying to fix these models xD
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
(╯°□°)╯︵ ┻━┻
Also
UE rigs are 65 bones correct?
Please welcome @wispy lotus to the community! :beers:
??
Rigs are rigs. There are no set number of bones for all rigs.
whats a rig
I mean, if you're going to be like that... I can just not answer you for being a prick about it. 🤷
@plush yew
You know you can just use the snipping tool right?
Of course, it's just that shareX is better.
Which rig
Neither do I. Win win. 😄
Do you want the UE4 humanoid rig? With IK bones or without? With finger bones or without?
If
you
type
a
word
per
line
you
win!
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
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
yes
@polar hawk I need to absorb your ability to give less fucks.
lmao
So, you're just accidentally being a huge prick. This is not an improvement.
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

no
So i can't just bind the humanoid rig to the mesh
yes
no
can someone build my game for me and then just send me the files
yes
Buy Generic Shooter
ok cool u pick a name for it too
"yes"
?
ShooterGame.exe, works for ARK, fuck it, ship it.
lol
yes
mjust make sure in the credits you put my name as lead dev
yes
this fortnite game is pretty complex i just tried it out
yes
@south ridge
Does Allar need to play more UE4 Jam games in VR
no
Best part of the UE4 James hands down
What @plush yew
@south ridge Is it possible in UE4 to export rigs
yes
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
ok
@regal mulch moderator now huh
Is there a way to select multiple assets and assign a material to them?
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
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
you cant select them in the world outliner? in the top right.
then drag from your content browser into the Material slot?
got them selected, yes: http://i.imgur.com/1bkjmy1.png
or are we talking items in the browser
and drag from the content browser into the material slot?
@grim ore
If they have different materials I need to drag 3 times. https://streamable.com/yspl4
I was looking for applying the same material to all at once.
Something like: Right-Click on the material and "Apply to selected".
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.
http://i.imgur.com/cXowdIq.png I guess you don't mean here right?
"I'm in"
Is there a button up top to apply the material to the level editor's selection?
hmm I'm looking but I don't think so... http://i.imgur.com/Fd3i0nc.png
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.)
It's always disable regardless, maybe it's to apply changes to the material and not the material to actors?
Yup, that's it:
http://i.imgur.com/caB79f0.png
Ah, not a workflow I usually get in to.
thanks
Sorry, no dice after all.
🍻
this is what I was referring to , http://i.imgur.com/PoS5qLe.jpg
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 😃
You mean a script or a feature request? x)
someone could make some "helper" utilities and bundle it as a plugin and toss in on the marketplace
Please welcome @short beacon to the community! :beers:
Please welcome @cinder haven to the community! :beers:
hello
Hola
@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