#ue4-general
1 messages Β· Page 108 of 1
yay
Please welcome @bright creek to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @plush yew to the community! :beers:
haha Thx a lt bot π
What is the best way to create reusable code/bluepritns for UE Projects?
Plugins?
Anyone have ideas?
I'm not sure what to do to stop it from spazzing out when it's on the ground π
Maybe you should check if the Dagger is in the air by tracing downwards to the floor
I can do that?
That sounds like a good idea actually.
Why does it go fucky in my hand though?
I don't know
To me it looks like the dagger bounces off the floor (with low velocity up), tries to turn downwards, touches the floor again and bounces off again.
an infinite loop basically π
you may also just use a threshold of the velocity to turn the dagger downwards
if velocity < some value then don't turn downwards
I was trying that
However it resulted in the dagger going crazy
if it reached a steep peak in the sky
sometimes resulting in it boomeranging
I was using variatioins of the 25 in this BP
ah yes. that makes sense, since the Velocity will be 0 if you throw it straight upwards and it comes down again
indeed
Maybe you can use some boolean to determine if it is thrown?
As soon as it collides with something, it deactivates this bool and the dagger doesn't rotate towards the velocity anymore?
I'm not sure how to check if it's thrown, I'm still kinda new to UE4 and bp scripting
I probably should have went with C++ since that's what I know
haha
But BP seemed so inviting
it indeed is
Well, you probably have a logic for your throwing, don't you?
yeah probably the release event is the thing where you want to activate the boolean in your dagger
Alright that makes sense
Show me where you Release some object
Hello everyone :)
I woke up this morning to the fact that the project I'm working on - and which was working fine yesterday evening - keeps disconnecting nodes in the blueprints, even if I reconnect them and save the project. I reconnected some of them (where it generates errors) but I'm sure there are some places I missed as the game starts with a blank map. I'm using 4.13.2.
Is this a known problem and if so is there a fix? Or my only option is to go back to my previous version?
All my interactable objects are a child of this
(So i have interact / release event already scripted in yes, I'm just dumb and didn't know to use them)
I honestly forgot it was a child
of another class
._.
Where does Static Mesh come from?
Ah I see
Simply add a boolean to your Dagger, activate it when releasing, deactivate it when colliding or Interacting π
simply check this boolean when rotating your dagger
just curious
How do I check if it has collided
I have physics enabled
I don't know the trigger from when physics simulations result in a collision though
The basic Collision Events also fire when simulating phyiscs. However, you need Simulating Physics to fire these events. There's a checkbox within the Static Mesh Component
The basic collision Events are
Event Hit
Event OnComponentBeginOverlap + EndOverlap
Event OnActorBeginOverlap + EndOverlap
Correct
depending what the boolean states.
I assumed it would be "IsThrown". So you would deactivate the Bool when colliding π
I named it collided
checked if it has collided
default is false
of course
and I was gonna set to true when it hit something
I can't seem to activate OnComponentBeginOverlap
@sudden agate Just curious, why do I need ActorEndOverlap?
I seemed to found it by turning off context sensitive search btw
Component overlap remains to be found
you may be fine with Event Hit.
@sudden agate https://i.imgur.com/fQSUw3T.png
It seems to print true when it actually has collided so that's working fine
@toxic wagon You could make a pose asset from an animation with all of the 1 frame animations, then Create Asset - Current Pose. You'll have to do that 150 times though. π
@storm venture Sequencer is kind of broken for rendering, but the lighting shouldn't change if you're doing that in the level instead of adding lights in Sequencer.
Is there a way to add an "event handler" for my interact event
that's already defined in another blueprint
or do I need to modify the parent
and it will pass the changes off to all child varients?
You can use an event dispatcher and bind the event everywhere you like.
Or anywhere you like. π
What do you want to do? Maybe it's overkill.
@ionic sedge if I make a child bp from a base
and update the base with new functions / vars
does the child update too?
So far it doesnt seem to inherit new vars π¦
Probably yes, didn't really use it though.
it seems I can call them manually
but they don't appear on the side bar
interesting I guess
maybe that is just local vars
only
I'll just take these functionalities
and head back to the base and make them toggleable via a boolean
Probably easier anyways
You all know that old movie Wanted?
Where they could curve bullets?
Well I can curve daggers I throw.
Please welcome @wind steeple to the community! :beers:
whats the best way to find similarly interested people in the vicinity?
irl i dont know anyone whos interested
or even knows what unreal is lol
sometimes it would be nice to talk to people face to face and discuss ideas
should be an app for this, perhaps there is?
i have a dream of likeminded game designer friends
but alas so far tis nothing but a will o the wisp
Guys quick question, can you unpack a ue4 exe back to its project form? BAsically i made a project before i had to rebuild my pc, and i only have the exe of it, i dont have the uproject anymore, so i wanted to know if its possible to unpack/unwrap an exe?? Cheer
Have I posted it already? New tags look (optional):
??
@crimson sky I don't believe you can do that.
Dang π¦ I had some stuff in there I wanted to retrieve
Please welcome @clear mist to the community! :beers:
Please welcome @autumn hound to the community! :beers:
Please welcome @echo locust to the community! :beers:
Hi guys, I'm not sure which of the channels I should be putting tesselation related conversation but perhaps someone can point me in the right direction
@final owl You can find people via Meetups around your town/region. Also please don't use the n word here.
@crimson sky You can't extract the code, only the assets, but even for assets it will be tough.
@next badger dang :/
@next badger I've posted it in graphics for now, have a look if you might be able to help, it would be appreciated, very new to ue4.
Please welcome @swift bridge to the community! :beers:
Hello Everyone π
@final owl Have you tried this yet? I think someone else already suggested meetups... https://www.meetup.com/topics/gamedev/
Isn't the planetrism guy floating around here, that's looking great.
Based on what I see on Twitter.
Please welcome @amber tendon to the community! :beers:
Guys how do you arrange stuff?
Like those grey boxes overlap the white one i want them to go behind it
Where is that grey coming from?
Please welcome @signal silo to the community! :beers:
@regal mulch its just a grey bar, thing is there isnt any z order for me to fiddle with
Works for me
Please welcome @plush yew to the community! :beers:
You problem is that you have errors?
You've clearly got yellow pins connected to blue pins.
Those aren't compatible types.
Yeha basically i opened a project from 4.16 into 4..17 and this is showing as an error. Im learning Ue4 so to me its off
Yeah. Whatever it was was valid in 4.16 but not in 4.17.
I thought so, again not a pro at ue4 :/ but what should i do to counter it?
Break those connections and figure out what types it wants (the blue) instead
And make one of those.
It's probably some struct type that contains that type of connection as well.
You don't change pin colors.
Make PostProcessSettings has several pins
Some of those pins have changed type between 4.16 and 4.17, it seems.
Which means you need to put your data in to the types it wants.
Drag off of the blue pins, I think they're struct pins.
And do a "make <whatever type it gives you as an option>"
That "Make <whatever>" node will probably have pins that are compatible with the old types. Probably.
It would seem that is the type it wants, a 4D vector.
I'm not sure what that weird icon next to the pins are.
They blue ones are probably Linear Color or something.
It would seem so, but I don't understand the data.
RGBA
Yeah, that could make sense, but I don't have familiarity with post processing settings, so I don't understand how gamma or gain were scalars before and 4d vectors now.
Go ahead and try that. If it's busted, maybe set the Ws ("A") to 1.0
Okay so it didnt work. I put it back to this
What exactly are you trying to change?
The Gamma and stuff in the tonemapper will be colors instead of floats.
Those pins are for my settings for bloom gain and gamma
Right now the green link works
but gain and gamma dont work so
You can use the alpha value for the gain/gamma brightness.
You can right click the blue structs and just change the last value and leave the rest at 1.
Please welcome @unkempt axle to the community! :beers:
@unkempt axle Price?
Also, is this a plugin? Or an extension of VS?
Or just a separate app
Running around your website now, think it's the latter
We're working on a plugin that will be released later this year for Unreal
But price unavail
I would definitely use this
I'm sure many other devs here would also
Also- our pricing page isn't up yet - but that will happen very soon.
Right now - we have a few different tiers depending on your usage
I guess, you are currently lacking information on what you are intending to do with the Unreal Engine app itself
So, I would highly suggest a preview page for that
Even if it's just detailing the differences
@unkempt axle Can you pubicly state the Tier Prices?
Is Blueprint some 3rd party debugging tool I don't know of?
Yeah- we're hoping that the survey will help us pinpoint what to put on our page for Unreal π
^ lol what
The survey isn't UE4 specific, so I assume it's not referring to UE4's BP debugging tools.
Oh, I haven't even looked at the survey yet
Just in case you guys didnt notice, today is UE4 Livestream about Blender usage in Unreal! https://www.twitch.tv/unrealengine
For the tier prices: We announced out Free tier today for Open Source projects, so I know I can say that for sure
Hmmm
What
Okay, well now @livid haven has me curious about the survey
so I'm going to take a look
@unkempt axle Worth being extra clear about what constitutes "Open Source" as people mistakenly think UE4 is open source.
Just feedback, to help avoid some friction with less knowledgable users.
Please welcome @mint wave to the community! :beers:
People mistakenly think "I can access the source code and its free, therefore its open source".
I'm still unclear if "Blueprint" in the list of answers for "What tools do you use to debug crashes?" is referring to UE4 blueprints. I can't find any 3rd party tool named Blueprint, but that may just be Google tailoring its result to me and opting to find UE4 related results.
I'm currently googling if there's such a thing as a "Blueprint debug"
non-UE specific
I see this thing: https://apiblueprint.org/tools.html
Β―_(γ)_/Β―
@unkempt axle id be happy to do the survey and email but would the gift card be in Β£?
Im in the Uk
I'll send you the giftcard digitally!
Righto, for what company? Amazon,ebay paypal?
Also- I'm pulling in a memeber of my team that will be able to answer pricing questions a little better
Really, it will come down to your expected crash volume
Yup!
Would assume USD.
That being said, if anyone would prefer a company besides amazon, I can be flexible
Ah i cant use $ im in the UK so Β£ is only useful :/
@crimson sky https://forums.digitalpoint.com/threads/can-i-use-amazon-com-gift-certificate-card-to-buy-at-amazon-uk.2216462/
I have earn $600 from Amazon.com associate program and I choose payment method Amazon.com gift certificate/card. My question is can I use it to buy...
exactly. I know i can use .com but shipping is expensive
AH- I can send you a giftcard in a different Currency π
It'll just be a digital giftcard
For the Blueprint issue - I'd assume that meant to be asking about UE4 blueprints
yep
Ah well, I didn't check Blueprint.
While I have the context of UE4 from you posting this here, the survery and URL don't mention anything UE4 specific, so I assumed otherwise.
Also, a little odd to think of Blueprints as a debugging tool.
so do i recieve an email to continue this or ?
Thank you so much!
Re Pricing: Our pricing is based on usage. We havenβt published anything yet as weβre still refining it, but if you contact us, we can get you more info after we learn more about your projects.
As I said, this is a preliminary survey so that we can make sure that our product integrates with Unreal and meets developer needs when we release it later this year.
I've got to run to a meeting- but I'll check back in and answer questions in a bit π
Hmm
Not saying that other things don't capture some of your project's data
But, this thing beats them all to the punch
has anyone worked with overlaps and foliage? I am trying to detect when my character overlaps foliage and it is hitting OnActorBeginOverlap/OnActorEndOverlap 10 times when I enter the foliage's collision volume and I'm not even exiting it but it is hitting OnActorEndOverlap still :/
I tried OnComponentBeginOverlap/OnComponentEndOverlap as well but same behavior
it works fine when I place the mesh as a normal static mesh
but not when it is foliage
I'm only placing one instance of it via foliage for this test
Please welcome @fossil phoenix to the community! :beers:
@pallid compass Oh so i should just know about the sequencer being inherently broken and waste my time learning how to fix things that shouldnt even be a problem? cool, dude
a response to something last night he said but never @'d me so i didnt see till now
lol
Well, reading back, it sounded like you were super whiny about something because it didn't work perfectly immediately and decided to vent about it and call it shit.
Generally, not a cool thing to do.
well considering matinee never gave that problem, yeah
it shouldnt be easier to use a free screenrecording software to so such a simple job
Most of the time, when people do that, PEBKAC.
When something seems like it should be working better than it is, the first theory should be PEBKAC.
Until proven otherwise.
If you come online and post "I'm experiencing this issue, not sure why. Anyone else run in to it?", you might get help.
i did
that died a while ago though, it usually only gets answered by victor trying to be an ass or something
hey guys i have a question
ROFL
It's about 5 minutes between "This thing isn't working" and "This thing is a worthless piece of fucking shit that needs to die in a fire"
i have a question guys
lmao yeah
Don't announce that you have a question, just ask.
so i have a HUD and it has action bar in it right, which is another widget, which is full of action slot widgets
not that aggressive but yeah
lol
and every time i start up the game the action bar widget just turns into a white squre on the hud
Crossfire
and i have to replace it by just dragging it back in
@wispy wraith white square = button usually
idk why this is happening it's just slightly annoying
Unless it's truly white
I guess, since button is actually grayish by default
Image might be blank
@wispy wraith well they are definitely white boxes
id like to point out that the last message of my screenshot was me giving the sequencer some slack and mentioning its probably great if i spend hours learning it
which i dont have time to do
interesting
but im sure its fantastic.
And @storm venture, regardless, just saying, 5 minutes between "I need help" and "fuck this shit" isn't a constructive attitude.
well, are you familiar with the issue? all quality just turns to low after a couple seconds in the capture
Nope. I am not familiar with sequencer. I don't have a solution for your sequencer problem, just seriously, not rhetorically, suggesting you approach people while looking for help differently.
And saying that you don't have time to learn to use a tool properly is basically a no-go.
i used to be polite, really, but certain people in this community have annoyed me a bit too much
Sequencer is broken though, for real. For rendering. Tiny errors but still. π
I mean, what is anyone supposed to do with that? You don't want to learn how to use a tool but you want to use it well? π€· I mean, no one else can do anything about that. Get someone else to do it for you then, I guess?
i want to do a simple thing with it
something that should be out-of-the-box
i want to capture the recording
The quality turning low seems like a bug.
^
But that issue doesn't happen for me.
it's not like im trying to dynamically edit lighting and materials and whatnot during a sequence
File a bug report then.
lol
I'm sorry it's giving you trouble, but the only constructive or productive thing to do is file a bug report and try to communicate with others dealing with the issue to find a workaround.
@storm venture Man, while not everything in UE4 works perfectly, I got to admit, I prefer this engine over any others I have touched before
for sure, especially vs unity
so much more efficient
i despise unity tbh
can get way more shit done with respect to time
But, like sion was saying, whining about it doesn't really help the situation
ay victor ur cute my dude π
Even though, I do shit on it in my head quite a few times a day
Yeah, I am one sexy dude
i prefer to say venting
for real though, im not even doing anything fancy, it's just an archviz project and i just wanted to record what it looked like
static lighting only, nothing happening during runtime
if i was changing stuff with the lighting during the sequence or maybe even having runtime events then i would assume its my own fault but i'm not, i cant imagine what else it would be
maybe i'm using the cine camera incorrectly, who knows, ill start from scratch tonight and hopefully it works
Totally possible there's a bug.
Speaking of bitching/venting/whining... I'm eternally reminded how I hate blueprints.
Time to find all references to a function and fix them up manually since I'm changing the underlying code. -_-
Meanwhile, earlier today I used regular expressions to fix up over 100 lines of code in about 2 minutes.
Fix up blueprints? I'm still waiting for the search to complete, so I can then open up every result and manually fix it up with a dozen or more clicks and key presses each.
Ah yes, and let's not forget the Find in Blueprints window disappearing if you click away from the blueprint whose Find in Blueprints tab/window you opened. -_-
glad to see im not the only one in pain
Doesn't Refresh All Nodes fix things?
though you definitely have me beat
@ionic sedge I'm replacing a small subset of uses of an enum with another enum.
Changing that subset of places in code was a few minutes.
Changing it in blueprints is going to take me the better part of an hour.
Change 3595327 by Phillip.Kavan
#jira UE-16485 - Add an option to host global Blueprint searches in a dockable tab that's not tied to any Blueprint editor context.
At least you got that. π
Yep. Phil's up here in Chicago too. We both worked at Phosphor Games, contracting for Epic.
I may or may not have directly harassed the blueprint dev team about how frustrated I was with this workflow.
haha
I will say that the comments on that JIRA are amusing. π
HTTP ERROR 503```
And I have half a mind to directly merge that CL over to my local workspace...
@next badger Getting that too.
@storm venture archvis is crazy, I have only done one ArchVis project and it was a pain to work in
Due to lighting
But, once you see the magic under the hood, it's pretty lackluster
yeah it was hard to get the lighting right for me, i just started learning to use lightmass portals as well and getting more indepth with post processing
which is why seeing it all go down the drain during capture makes me sad
Hey guys, Im really new to ue4 so if this is a stupid question or the wrong area please let me know. What would be the best way to have parts of a large open worlds landscape / terrian be dynamic. Think an huge glacier with parts of it breaking off and floating away, or a huge earthquake splitting parts of the world and opening a huge crack shifting the surrounding areas. Is there anyway to do this with traditional landscapes? Is there a way to have landscapes break and turn into actors? Or turn into 3D lanscapes and shift? I assume making a large world out of actors alone would really bog down the game. Thanks!
where can i ask about materials?
Please welcome @midnight fox to the community! :beers:
Please welcome @near grotto to the community! :beers:
@tropic pilot #graphics
Does anyone know why this is happening with foliage overlapping?
the bush has a box around it for it's collision mesh and it's set to OverlapOnlyPawn
I'm just walking into the box and it sets of 10 begin overlap and end overlaps. which makes zero sense
Do your self a favor and print out the overlapped component, the other actor, the other comp, and "self".
yeah I did that and the other component is always the bush
Print out all of those. Humor me.
it shouldn't even be hitting an end overlap because i'm only entering the box
okay will do. I did test this when not placed as foliage and it worked fine.
what I would expect
Overlapped Component, Other Actor, Other Comp, Self is the order of the print
seems like a bug π¦
feck
Please welcome @tranquil sigil to the community! :beers:
Anyone have example documents for collaboration agreements. Such as submitted work is your work belongs to you but agree that any work submitted can be used freely for the project and project promotion? π
I do have UDN access, I'm an external contractor working with Epic.
any chance I could get the contents of this? https://udn.unrealengine.com/questions/276567/foliage-overlap-events-fire-every-frame.html
I would have to assume that I am not legally able to expose that information directly.
But I can see what I can surmise from it that's of use to you.
Not very useful to you, alas.
TL;DR: Happened in 4.10.2. Staff member was going to check if it happens in 4.11. No further discussion happened - as of February 5th 2016
Nothing else happened in that thread.
okay, thank you
I can try pinging the relevant parties about it
I think the staff member involved is in a different timezone, however, so...
That would be awesome
ahh damn
:/
I guess re-report the bug.
I don't even know who I'd forward it to for visibility.
okay, yeah I'll open an answerhub thread
Is there any way of unlinking viewports from one another
hello guys i want to learn more things about game development(i am currently a beginner) do you have any book(s) that you could suggest me ?
@broken plume https://becausegamesmatter.com/
Game Development Books, eBooks and videos available from Packt. eBook topics include Android, iPhone (iOS), Windows, Unity and HTML5.
and Google
ty @safe rose
Please welcome @proper copper to the community! :beers:
ah decided to go the low poly route given my current abilities and bandwidth
'...those arent placeholder assets'
Any tips on reducing FPS drop when using a movable light? I'm using it as my flashlight and my FPS drops from 90 to 45 when the flashlight is pointed at anything (the ground, etc.)
I need to maintain around 90 FPS
Please welcome @lament breach to the community! :beers:
There any way to copy an instance of an actor using blueprints? I'm trying to spawn a new actor that is completely identical to an existing actor in the level. Seems like something that should be pretty straightforward. Any ideas?
You are trying to achieve a copy contructor?
Since you would need to code that in cpp too, what keeps you from writing a function that spawns the class and fills in your vars?
when scaling a shape, like a box is there a way to just scale it in one direction?
I want a box I have thicker but I don't want to have to reposition it after scaling it up
@inner elk No, only the BSP tools support that type of extruding
OH
sorry I was just playing with that, didn't think of it..sorry i'm a noobs..
π
I get stuck solving a problem sometimes and forget the obvious...
Anyone know how to play audio on a dedicated server?
I read somewhere that audio is excluded from the dedi server files
It should be assumed that a dedicated server is neither going to play audio nor render things.
It may run animations for the sake of simulating the transforms for some purpose, like collision.
Okay so how would I go about playing a sound on the dedicated server..
Like in my game
How would I go about playing a sound
You wouldn't. Because what you're asking doesn't make any sense.
All I'm asking is how to play a sound if I'm running a dedicated server
So if I have a dedicated server game then NOBODY has audio?
Read my question
Clients get audio.
That's what I just asked dude
All I'm asking is how to play a sound if I'm running a dedicated server
All I'm asking is how to play a sound if I'm running a dedicated serverAll I'm asking is how to play a sound if I'm running a dedicated server
All I'm asking is how to play a sound if I'm running a dedicated server
... you really want to play that game?
'cause being a dick about it won't get my help.
GJ I corrected myself
That's what I just asked dude
That's what I just asked dude
That's what I just asked dude
That's what I just asked dude
That's what I just asked dude
That's what I *just asked dude
Good luck. π
no multiplayer game in ue4 has sound man, stop trolling with these impossible questions
Well, there's no sound in space, so yeah.
CME just hit us from X9.3 solar flare most porful flare of this cycle , models shows that auroras will be visible in whole canada :>
Hello, I'm trying to figure out how to make a good weapon system in my game, there will be TONS of weapons, and there will be possibly hundred or more blueprint actors for them, so I was looking into Data tables, and string table, I was wondering if there are any tutorials or examples on using those for a weapons system, IF going that route is better? I tried looking for that, but came up with nothing, only basic info on what they are and what they do.
@heady bridge got time to chat?
i can go over it for you in the voice chat
dont want to text it all
I did see a couple tutorials, on setting up the lists, but didn't see any to apply mesh, particle, damage, etc etc
im in lounge 1
@wispy wraith I don't have a mic
thats fine
@regal mulch The only thing keeping me is that 1) trying to stick to BP and 2) I want to preserve every variable on the actor as well as all components, which can turn into BP spaghetti pretty quickly
@wispy wraith You don't play audio on a dedicated server; you use Remote Procedure Calls (RPCs) from the server to tell clients that they need to play whatever sounds you want played. This is typically done through replicated events. See: https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Networking/1_5/
An overview of the Network Features example level, example 1.5: Function Replication (Remote Procedure Call).
why is there actually the option to include the crash reporter in packaged games? is it possible to make it send crash reports to some server that I own? I see no reason in shipping with the crash reporter if only Epic gets all the crash reports from my game then
@fiery harbor the option is there for Dev builds
Since the devs testing will most likely have UE4 with symbols on
Shipping builds to outside world of gamers... no idea the real necessity
But yes, you can include your own reporter
And have it sent to some DB you own
how?
That sadly, I don't know personally, I just know it is being done due to some client projects.
ah
Someone a bit more snazzy hooked it up
well I guess its possible to rewrite some stuff in the source of the crash report client so that it does the same just with another server
but I was wondering if theres an "official" way to do it
whoever did that wiki...
@fiery harbor Also
That funny thing today
BAcktrace
Traceback
w/e
Is probably something that you could hook up
?
@fiery harbor You could also do something like this, obviously he did it for mobile, but it's on gitjhub" https://forums.unrealengine.com/community/community-content-tools-and-tutorials/97820-free-crashlytics-automatic-crash-reporting-solution
another way
interesting, thanks
@safe rose actually it seems to be possible to use the UE4 crash reporter with a custom server : https://answers.unrealengine.com/questions/224517/game-crash-report.html
Hmm
Please welcome @unreal walrus to the community! :beers:
Please welcome @winter summit to the community! :beers:
Please welcome @wispy fern to the community! :beers:
guys, pretty dumb question, so i was following the step by step ios quickstart guide on the unrealengine page, but i think its pretty outdated. Do i need a developers membership to get ios certificates?
I believe so
however I do not believe you need to certify on a mac any more
someone else may be able to clarify
Yeah they removed it its on the trello
Any ideas on why this wont work? https://imgur.com/8lkPg2E
Well the issue is
for one object
it will get the location fine
but for another it just doesnt update
even though the roots are both static meshes
and with same settings
both are child of same parent
are you referencing the same statci mesh in both?
It's a scene component
brb gotta restart
UE4 / Steam VR wont detect my stupid controllers
Oh, you debug a specific INSTANCE of an object.
When you have the parent selected
I didn't think of that. Huh.
that was easy
solution in-case anyone needs it
Isn't that the same thing you did above?
Except you've got a Toss Speed variable that's not plugged in. π
well that's setting it
and it is used elsewhere in code
π
@ionic sedge https://i.imgur.com/SZrwZ6W.png
if you wanted the logic that is activated
Idk how to screencap a bp that is so long it goes across two screens sorry π
Here's a demo
Please welcome @balmy schooner to the community! :beers:
Please welcome @autumn quarry to the community! :beers:
Please welcome @vale remnant to the community! :beers:
Please welcome @sweet kettle to the community! :beers:
can i (or how can i) run the standalone game in debug mode without cooking everything? i.e. like if i start the editor and run standalone but with the debugger attached
Hey guys - sort of exhaustedly looking for help from someone who has worked with Flow maps before...
Where is another good source for free actors/assets? I am trying to prototype my game but keep running into problems where I don't have an actor that would fit. I got a lot of stuff from marketplace but I'm on a super low budget till I get the prototype done. Thanks.
is the default mannequin not good enough?
Did Epic change the Branding Logo?
There was a "Powered by Unreal Engine" Logo Movie, but now there's only a black/white "Unreal Engine" one
Guys, if I'm fading to white and then fading in from white, is it possible to eliminate the black frame in-between these two when the level switches?
Without level streaming
Any idea why Character mesh disappears everytime I reopen my project
Please welcome @unique ocean to the community! :beers:
Please welcome @tired aspen to the community! :beers:
Is there a place where I can look for help for my project? like to get someone on board to finish one part of my project whilst i work on another, rn my game consists of me as the only dev, would be great to get some help for one part, willing to give full credit in game and youll be a playable Character!
#career-chat would be the place currently, it encompasses both paid positions and more collaboration
Oh sweet thanks!
Please welcome @plush yew to the community! :beers:
Does anyone know if you can Migrate entire levels (umap) backwards in Unreal versions without any issues?
Please welcome @left yew to the community! :beers:
I just have a quick question about Data tables, I have a bunch of variables for each item, but for making blueprint, to make a weapon shoot or make the data usable, do I make all the different blueprints within 1 class with the data table, such as linking the damage from data table node to a row of nodes to make damage work, or would I make all sorts of different blueprints and just link them in the data table?
Please welcome @fervent bridge to the community! :beers:
this isnt a bug evidently
according to epic
I'm trying to Render to Movie my sequencer and it keeps crashing (4.17) when I render 1920x1080 all the time. but it's fine with 1280x720. I got 16 GB Ram and GTX 1070. Is this memory related ?! I searched answershub but there were no clear workaround .
@plush yew wouldn't that just mean the cubes have no collision? rather than it being a bug?
I tried it, and the mesh does disappear, even with collision added, but the collision still works
if unreal says its not a bug, then there must be some different options or something, I'll investigate
Please welcome @tribal trail to the community! :beers:
I dunno, tried different things, can't seem to get it to show during show collision, but it's not like it's going to not show up in game
What is the difference between a mesh and an actor?
Is a mesh an instance of an actor?
mesh is just the 3d object, actor is a class
Ok. Thanks.
you would apply the mesh to the actor and apply code to make something operational
There is a great tutorial in the engine, I am trying to teach myself blueprints, but the window that the tutorial appears in actually blocks the stuff you need to click on. It doesn't appear there is a way to easily move that window. Have you or anyone seen this and is there a way to move that window?
I've personally never tried to move it around, not sure if you can, but I think those tutorials would be on the unreal engine websites documentation possibly
Ok. I will look. Thanks again.
no problem, good luck
The "Get Started with UE4" section in the documentation or Unreal engine 4 tutorial series on "Getting started with UE4" I think would be the best place to start for absolute beginners, maybe more the youtube, so you can see things as they happen
ok thx
No problem π and Good luck
Static geometry which can be cached in video memory and rendered by the graphics card.
Thanks Jeffrey.
Is there a terminology page somewhere that covers all the terms of UE4? Like what is the actual term for the widgets on the "field" inside a blueprint?
Covers the most commonly used terms when working with Unreal Engine 4.
This should help explain each thing in the engine π
Separate question, is there a way to know what kind of "widget" something is? Sometimes I click on a widget, go to details, and there is nothing there. For example, a greater than less than widget... there is nothing in the details to tell me what kind of widget this is. I right click and there is no "properties" telling me the kind of widget it is.
Thanks Pingu!!
Actually, that is kinda it. I guess I need to buy a book or something. I just want a dictionary of Unreal Terms.
if you create a widget, and hover over it, it says what it does
same with each socket on the widget
Nice. Look at that. Okay, but how would I "make" a new one? I am trying to dissect someone else's work. I kinda understand it but I don't know how to make certain widgets.
Are they called widgets?
I assumed you were talking about the nodes in blueprint?
like Integer > integer in blueprint graph is a node, for example
yeah, so hovering over each node tells you what they do, and each socket will tell you what needs to be connected
but how would I "make" a new one? you can create a new function, adding inputs and outputs, and inside you put what you want that node to do
if thats what you meant
So that is an "integer node". There is no way for me to know that by clicking on one in the field. I just have to know that from somewhere else.
well, if you need an integer, just right click and type integer
right click to add nodes into the graph
did you just take a picture
lol
No where in that picture does it say "integer node". If I am dissecting someone's code, I just need to know every kind of node.
Sorry, is that not allowed?
no it's cool
Ok
no thats just funny, hover over the balls
hover over the green sockets
the inputs and outputs
green sockets will tell you its integer, and red for bool
Ah. Ok.
Pins, if you're looking for exact terminology
well that type of green is int, there is a more green, green that is float
Y'all are saints.
lol
Thank you.
I forgot they were called pins XD
nme too xd
sockets are close enough π haha
@tribal trail anything you need help with, don't worry, we gotchu
How did you learn? Did you read a book, watch videos, go through the official documentation?
I started with video tutorials, then focused on documentation
Ok.
I still use videos for help on certain things just to get that visual aid, it helps to follow along, then redo by yourself to get used to it
BTW any of you guys good with data tables? just have a super quick question
Can my employee use something i bought on marketplace? if yes, how can he download something that i own?
oki
BTW Unreal engine just uploaded a live training on youtube for Blender TO unreal engine 4, in case anyone is interested (like myself π )
And yeah, the colors will help you out with quick identification of types; white is exec, light blue is UObject, dark blue is struct, dark green is enum, light green is float, blueish-green is int, red is bool, yellow is vector, orange is transform, light yellow/whiteish yellow is interface reference, purple is class, etc. @tribal trail
I probably missed a few there Β―_(γ)_/Β―
wish they did when i started, so many problems with physics objects
lol
A good way I kept reminding myself what colors meant what, was when I was in graph editor, I would create a a variable that doesn't do anything, just to see what color meant what, if that makes sense
like I create a variable, named it like 1 or something, and on the right, clicked the variable type, to familiarize myself
and use it just for reference
@digital anchor there was a blender to unreal engine 4 live training uploaded 3 months ago too
You might want to check out UE4Tools instead of the rigify rig, a lot less hassle for basically the same thing.
started like 6 months ago xd
xd
I imported a mesh with a plane and the plane disappears when I adjust the material
any ideas?
I can see the plane when I highlight the object but it's otherwise transparent
should look like that in UE4
looks like that though
π¦
Where should someone with zero scripting background start before trying blueprints?
@gloomy horizon In blender, enable back face culling
Mind if I ask where that is?
Thanks for the color references @lethalclips. I am in over my head.
What happens is that you've made your polygon one-sided, but blender by default show everything as two-sided
Ahhhh
You might wanna make it two-sided or flip normals
You can enable "two-sided" in material options in UE4
two sided foliage?
Doesn't seem to have worked.
derp
underneath it says two sided
If your polygon is supposed to be a piece of clothing or such, then it's fine
But if that's an actual solid bit, you probably don't want a two-sided polygon in the first place etc
it's clothing
testing out the new cloth mechanics
π
Blackfox, how do I do collision calculations
when I import the dagger as a skeletal mesh
My regular daggers have some relatively accurate collision
of course I don't think this is an option with skeletal meshes, right?
I guess there's no reason why I can't just import the plane on its own
and child it to the dagger in a scene
It is an option
You create a physics actor for your mesh
I think it's dumb and doesn't actually let you specify convex mesh, one sec
No, it does
You can specify a convex hull for your dagger (which is a skeletal mesh) in the physics actor
Another option is to shadow your visual dagger model with a static model (that doesn't render) of a static mesh dagger
Sometimes that's a better option
What do you mean by shadow?
You mean, like in the scene component
add hidden in-game?
or whatevs
Yes
A static mesh that has visible set to false, so it doesn't render
Still takes play in physics etc
Ah, cool stuff.
I'll definitely try that out.
I might just export the ribbon on its own though
because just attaching that sounds super easy
in comparison to these work arounds
Wouldn't it be?
Yes
Just learned there's a reimport button
Decent.
I don't like overriding every old version just in-case however it makes certain things faster
awesome
@south ridge Sorry for the bothe again, for some reason after enabling the clothing thing in expiermental and restarting I don't have the clothing tab next to asset details. Any ideas?
I don't know, didn't work with clothes yet
For data table and struct, would I make a blueprint for each specfic variable, such as weapon damage, or would I create 1 blueprint where the data table handles everything in it's data?
I feel like I'm getting really close to understanding how it works, but just unsure about the blueprint setup
When I import my asset it says the bones are "Too Small" to create a physics asset
meanwhile my FBX doesn't even have a bone and I'm importing it as a skeletal mesh with no bones and UE4 applies its own bone
π
buddies imports fine
on this tutorial I'm watching
Cause you have one bone (that UE4 added) and it's too small
it adds a root bone doesn't it?
Do you have any suggestions on a work around?
Wouldn't the root bone be... like... an acceptable size if UE4 adds it? π
I would have thought so
Hey guys & gals. I'm using a CineCamera in my scene and it seems to be culling my Volumetric ExponentialHeightFog when it faces far enough away from the sun. This doesn't happen with the normal camera.
Here are some specs:
Real-time lighting (Movable Directional Light)
Exponential Height Fog (With volumetric fog on)
If anyone has experienced this before I would love to try and figure it out π
@gloomy horizon "Too small" error means the scene settings aren't right.
@ionic sedge check my dimensions. I'm only exporting mesh components (Plane and Modified Cube)
I've set scale to .01
applied transforms
resized
they import as meshes great
It's 1 there.
I've been exporting my anims with 1 though
and they work great
O_o
you are the one who told me in fact haha
You're talking about different things.
Scene unit scale should be 0.01 metric. Scale should be 1/1/1.
Animations will work fine if you have an extra root bone, the scaling bug only shows if you have a real root bone in your rig.
But you can't have root motion with an extra root bone.
It wont let me apply object transform
Yes it will. π
the plane and the mesh are joined if that makes a difference
do I need to be in edit mode?
Tick Scale in the lower left.
π
So @ionic sedge basically when doing animations I export at 1.0 and when not doing anims I export at .01
No, you export at 0.01 always. π
oh okay
Static meshes will be fine because only the rig part gets messed up with 1 unit scale. And 0.01 is there to fix rig issues.
0.01 makes Blender FBX act like Maya. Ideally it should work at 1 too but Epic only uses 0.01 so they didn't notice FBX scaling is messed up.
Just curious does anyone know how games handle flying projectiles thay wouldnt be aactors
Ie like orises fusion drive
Too much projectiles too actually spawn
Many*
@ionic sedge Thanks again, imported without a hitch.
You'd think I'd keep it congested after the second time
π
π
I think I have a better understanding now though
I didn't realize that the .01 was passed with the fbx
A good idea would be to make a new scene, change the unit scale to 0.01 there, then do Save Startup File.
I thought .01 was only relative in blender
as a unit scale IN blender
not an actual passed value
yeah I'm definitely going to do that
Please welcome @molten nymph to the community! :beers:
i dont know where to ask this so i'll ask here, on a pointlight what is the option name where the light fades in (and for some reason fades out and then in again) when i look into the void?
It could be the eye adaptation
there is no such thing in the point light "Details" panel
In which case, it wouldn't be a setting on the light itself, but a project/post processing setting
Say, I have an array of 2D vectors: (1,1; 1,2; 1,5; 2,2; 2,5; 3,2; 3,3; 3,4; 3,5; etc). I want to generate either a texture or a UMG widget based on that, one that'd look kinda like the attached picture. Any idea how to do that?
Except without the numbers, and in range of anywhere between -20,20 in both axes
The only thing I came up with is spawning planes somewhere under the level and capturing them to a texture with an ortographic camera
I doubt you'll be able to draw directly to a texture in BP, so I would rule that way out
You might be able to make a widget that takes in that array and affects its own internal state with its own widgets, but that might be a little overkill of a solution
I was thinking of dynamically adding Image components to a widget, in a grid or something, but I don't know how feasible is that
I'd say it's definitely possible, though I'm not sure how much I can comment on the efficiency of it
You can draw directly to a render texture. You can also add objects to UMG. Though you're talking a grid of up to 1600 squares.
I'd need to create it only once per level load
You can draw to a texture in BP? @floral heart
Hmm, I might stand corrected there, I assumed you couldn't
A render texture is procedurally generated. There are some blueprint nodes to draw a material onto one.
hey there, new to unreal so idk how id fix this, the lighting in editor differs from the lighting in standalone, the forums say this is due to auto exposure settings, ive tried messing with that, but cant find a solution
Please welcome @stark linden to the community! :beers:
trueSky does not want my money O_O
@oblique sorrel You could also just "cheat", have a uniform grid (not sure how big they can be), with the max number of entities you want. Hide them initially, then make them visible again when you want according to the specific vector.
Since that uses columns and rows
I was thinking of the same, doing it in UMB.
I'd need at the very least 1600 cells, though. In a 40x40 grid
Aye, I mean, I havent' done it. But that's probably something I would have done. or at least tried first.
Yeah, not sure how big it can do it
And if you want it in world, just 3dwidget the beast
Nah, it's supposed to serve as a minimap
I don't like the camera->texture->material solution
Not super tiny, but yeah, relatively small
@oblique sorrel Let me know the results, I would be very interested
Will do!
how would you guys get the location of the player pawn (hmd) for homing targets?
In an external actor, I mean.
How to change player pawn on game mode? for only one level?
I used world override
but now its not work
it change game mode class
Please welcome @dire fjord to the community! :beers:
I'm having a collision issue, which doesn't make any sense. I'm just learning here, and I wondered if anyone could give it a quick look
Anyway, if anyone can help me with the projectile blocking issue, it's in the blueprint channel, thanks π
Hey
Is $100,000 for 15% of your products royalties and 10% of company stake worth it
Curious what you guys think
π
@plush yew What's your projected profits without investment and can you continue without this investment?
We really can't answer unless you're already making money.
Is this projected income based on current earnings and growth?
Please welcome @keen summit to the community! :beers:
Yeah, this is really something you should talk over with qualified professionals.
^
Fiduciary, financial advisor, accountant.
I graduated business school so I don't really mind answering some small stuff but realistically I would advise you to consult with a lawyer and or financial advisor.
No it's not real. It's simply theoretical just curious what others would think. I'm talking specifically about what you would do if you are a startup company and NEED that money for marketing.
You have a product already.
I'm just not sure if that would be worth it in the long run.
Real world doesn't work like that
If you need money you take it to continue your ventures
also 100k for 15% is extremely unrealistic
Unless the product is doing amazing
true
and you don't sell percentage of product sales and percentage of company
you just sell percentage of company
Most profits will go back into the company anyways
yea
an angel investor doesn't want to take money out of the company
Unless it's going under, but that's not the scenario.
Realistically no one will just offer you 100k for a startup with a product already on the market at 15% ownership
Unless you're making insane profits
like I mean millions
But you wouldn't even know, because it's a startup, and your projected incomes are hypothetical instead of historical.
Huge difference.
Anyone here able to help me determine if my weapon mesh is overlapping anonther Actor?
I told stream vr not to open when an application is opened and that seemed to work for a day but now steam vr is launching every time i start ue4 or load a project/level. How can i make it stop?
it's in the settings for UE4
make sure it's a project default if it's in that section
each project needs it set manually iirc
Ok I'll check that thanks.
ya
I remember when we tried to get an investor
wat about it
And the offer was something stupid like 30% for $20,000
lol
Which was OK when it was related to only our side project
they wanted 30% of the whole company?
No, only in that one project
I could make $20,000 in literally... a few months
So it was fine. But then the investor wanted to have it cover the entire project
The big project, not just the side project
yeah?
The side project was small, it was a VR-only subset of our main project
@plush yew Ultimately it proceeded from my own money, slowly but steadily π
One of you should change your avatars
Lmao
I thought you were talking to yourself
I will change my avatar
(thought you were the same person, I was like wtf is this)
Scary
@safe rose this might make u giggle https://www.youtube.com/watch?v=ja1kc9c24Fo
Who makes bug reports as videos that are more than 20 seconds long
Make it 20 sec long next time π
hmm
I dont like your video
It doesn't tell me the bug in teh very beginning
I had to watch that whole thing π¦
I gave up 10 seconds in and scrolled through it
hey there, ive got a small problem, the lighting in editor differs from the lighting in standalone, seems brighter in standalone, the forums say this is due to auto exposure settings, ive tried messing with that, but cant find a solution
u sure? question doesnt really match the channel guideline
lol okay, ill try there, although im not sure if thats also the right place
i really dont like
how i literally have to sit here
with a broken game
until 4.17.2
lmao
Any ideas on how to home a projectile to the HMD location
and not the scene root's 0,0,0?
for the VR pawn
Okay I'm still having issues disabling steamvr launching when I open UE4. When I first open the epic launcher it's fine. But if I launch any installed engine (in this case 4.11.2) before I open a project, steam VR launches. How can I disable this? I checked my plugins, there are no plugins at all for this engine. And I can't find any other options for it to turn off SteamVR.
I have unchecked the box in steamvr that tells it to open when applications open.
Please welcome @hard silo to the community! :beers:
Hello, uhm. Do I ask questions about blueprints here or do I go to the #blueprint channel?