#ue4-general
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Please welcome @shadow hull to the community! :beers:
Please welcome @red pelican to the community! :beers:
Please welcome @sinful narwhal to the community! :beers:
Just UE4 in general
Please help I dunno what's wrong my actor is not jumping when I pressing the spacebar while it should!1111
Please welcome @shy robin to the community! :beers:
Please welcome @mellow zenith to the community! :beers:
Please welcome @daring mortar to the community! :beers:
Please welcome @solar narwhal to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @wild narwhal to the community! :beers:
o7
So anyone know why I can't add a C++ class to my blueprint template? Gives me a big error and i have to redownload from repository. Basically just corrupts my project
Please welcome @molten cargo to the community! :beers:
missing dll, recompile manually and I'm unable to do so
What dll
UE4Editor-'project_name'.dll
Please welcome @urban fable to the community! :beers:
Please welcome @devout sluice to the community! :beers:
Anyone used World machine to ue4 before?
Please welcome @raven ivy to the community! :beers:
Hey guys! Who's familiar with Sequence? Is it possible to lerp Sequence Cine Camera into player character's camera? want to make smooth transition between cutscene and gameplay
@ruby robin do the reverse
Tried to set camera's key where character's camera should be, but that switch is really noticable
snap the player camera to the cinematic camera once animation ends
and then end the cinematic and return to the player camera, wich now has the location of the cinemacamaera
cinecameras are animated and stuff, it will be easier to do the reverse
Hmm
Hi yall, I am having some issues with the unreal Sequencer, when I add the the camera to the sequencer and press render it just records some random place on the level.. any solutions ?
Please welcome @outer apex to the community! :beers:
does this server have a twitch community for it?
How does one get good with unreal engine for free
@outer apex is that a question? or 'that is the question'
There're plenty of free resources available.
I could recommend MVP Youtube series made by Mathew Wadstein
but if You need c++...i'm not sure if there's good ue4 series available for free
even the udemy paid series isnt really that good
Lol I'm not a idiot but i have no idea what I'm looking at when i open it, mostly I've just been surfing and playing with it. But I'm not getting far
@frank escarp exactly, it could be as cheap as $10 iirc...and it's like 100hours
also, being good at UE4 is so vague...i think no one knows ue4 even at 70% even at epic
But still there's a difference between stabbing in the dark and knowing how to figure out something
Like barely can hold the controller correctly noob
editor and basic systems knowledge helps a ton
start with epics own tutorials for basics
^
I tried, but i couldn't understand
Maybe with time ewe
Well there's likely not a catchall resource to magically get you up to sped generally
what's the hangup?
@outer apex When you say "want to get good at Unreal Engine", are you talking about programming?
Like, using Blueprints
or C++
Are you having issues writing out the logic for your game?
@outer apex Have you looked into Unity3D?
Unity 2017 whatever
I ask because, if you have, then you would notice a vast improvement from it to UE4
Thought about it, but i dont think it has the power for what i want. But i hear it is easier
"easier" is quite subjective
The comparison shot might help
And in your case, if you can't figure it out with UE4, the chances of you doing any better in Unity aren't that great
Anyway
If you are having issue with the editor, you need to go through all the starter tutorials and documentation
They are pretty detailed tbh
Translate your Unity knowledge into UE4 so you can get up to speed quickly.
See if the rest of this might help
Guide to using and configuring the Unreal Editor toolset.
A guide that overviews the design and construction of game levels and environments.
Sorry to interrupt, I just have a question, you guys might be able to help me out on this
:(
Uhm
Um
Ok haha
Just ask dude...
Errr
So, what I'm trying to do is, I'm trying to make a first person shooter. I've seen lots of tutorials, I have a couple marketplace assets and all that, but I still haven't been able to find a satisfying way to make it work properly. I've tried using Aim rotation to rotate the bones in mesh for the first person camera using a third person character mesh, it will work to a certain degree but the camera will always clip inside the model and it just doesn't look right
I've tried the method used in the ShooterDemo which is using the floating arm for the owner and 3rd person mesh for the not owner, but there's always problems with the camera as well
Like trying to crouch using these two characters, the way the character itself is set up in the hierarchy to me seems like you can either have this or the other one, just can't have everything, even on the ShooterDemo there isn't a crouch animation
Use those channels to your advantage
I can most certainly do that, but what I'm wondering is if you guys know what's the best method to do this shit
Yes
I've posted this question on blueprint but no one answered me
Sorry, my question was a little bit different
it was regarding a camera movement when crouching
Okay
so it was blueprint related, but also related to my problem
How hard is it to turn a fps in to a fp slasher?
Nani?
Instead of guns swords
change the animation, add collision volumes instead of spawning bullets, done
@raven ivy Anyway, while it's nice to try to try to get your different questions answered all in one place. Some people will just gloss over it.
Especially if it's not related to that particular channel
Sometimes breaking it up helps. Especially if you post a huge wall of text.
"huge wall" is subjective
Oh, well I wanted to break it into different msgs but you just said "just ask"
so I went straight to the point lol
๐
victor is p good about glossing over questions
Anyway
I have to ask, is how well do you guys think ARK used the unreal engine? Could ark do more or no?
@outer apex ARK did not use UE, the developers did ๐
you can always do more
hey everyone!
thank you victor for the help the other day, by the way
What help?
the mouse stuff worked!
Mouse stuff... hmmm
I was able to get what I needed done ๐
the click event that zooms in on the object
I am glad whatever I said helped you ๐
Ark did not use ue the developers did what? You mean the one with the dinosaurs right?
Ohhh, yeah I remember now
He's saying the game itself did not develop itself using ue4
I thought ark ran on ue4. They don't?
Clearly it does
such nitpicking...
@outer apex Sorry, I confused you
ikr
I think what he is saying is that the dinosaurs used UE
I thought it all was on ue4
Anyway. I thought I clarified. Ark Devs made Ark using Unreal Engine 4
Based it off ShooterGame
and ran with it
@outer apex ignore victor's humor
On 4.5 or something
I think it's still on 4.5
actually
super modified by this time I'm sure
quick question, does anyone know a way on how to make a splitscreen camera view that's not technically multiplayer? just parallel screens controlled by a single player simultaneously
is it possible to change the deadzone for ACTIONS? can only find for axes
Yeah its so modified the binary is ShooterGame.exe 
lol

My humor>yours
Your humor confuses noobs and falls flat
Anwyay @outer apex what did you want actually?
Meh, it's not a "noob" thing
Meh, anything I am about to write doesn't sound good
I would tell you, but then i might have to kill everyone in chat. And i really doubt i could do that
Did you want to make Ark PUBG ?
for sticks actually
Naw
but not axes, the actions
@fallen tundra Hmm, it's interesting idea
cuz its not X, but Left and Right, two actions
It's a golden idea
Hrm.
But I'm shit
Yeah I actually don't know gimme a sec
@fallen tundra I don't see what you couldn't. It would essentially be a Local MP game
oh darn! i really hoped for new great ideas to steal from this discord chat ...
@fallen tundra So, two player game. But it'll really just be one.
yes, exactly ๐
Lol i has no skill so it might take a while
yeah but the stick is too sensible
Unless I am wrong?
if i push it to left and let it go, it actually catches right on the way back
We are talking about InputAction keys right?
cuz the wobble wobble
wobble wobble
Gamepad Left Stick Left and Gamepad Left Stick Right to be exact
LOL
^ wobble wobble ?
that :d
@safe rose I'm making a anatomy app where it's a splitscreen with one normal body view, and the other is the musculature view, but they move at the same time
I saw that the "creat player" node does this but I would need two player inputs, which isn't what I'm trying to do
@digital anchor Hmm, okay so that problem, I think I ran into once
@fallen tundra Aye, so, you can fake it
HUD line
and have two camera views
probably render target on bottom view
if player is controlling top
might have to switch it out if you want them to switch
otherwise, I think it'll require some engine mods
@digital anchor you should be using axis mappings instead of action mappings, so you can set deadzones in code. like, only do the thing if the axis > 0.3 or something
yeah i guess i will change my mappings
That's probably that easier of ways
and cheapest
well
no idea, you'll have to test
As far as mappings
No
I'll try that out, thanks again
What you would do, is that, whereever the second player's input are coming from, are actually driven by the first player
Yeah, just test it out
its just weird because those actions will never work 100% correctly
I am talking out of my butt right now
Since i've never done this
Just thinking about how I would do it
Please welcome @turbid tulip to the community! :beers:
Holla!
a game you play using GIT... hmm ๐ค
like, your progress is consistent but different commits of the game are different some way - and you progress by jumping between commits and branches?
using mario as an example - in world 1 there is a large pit blocking progress, so you checkout commit 2 and now there's a platform
you can commit complete binaries of games yeah?
apparently yes, but may involve some coaxing
Does anyone have a rain drop normal map for use on windows? im struggline to make one
Please welcome @fierce pecan to the community! :beers:
wth is hzb its sapping like 5 ms on my gpu?
Anyone know anyone who went to Digipen?
when it's too much CSS
Please welcome @solid gazelle to the community! :beers:
Please welcome @long wedge to the community! :beers:
Please welcome @gritty schooner to the community! :beers:
does anyone know why my character mesh would be rotated on his side in a sequencer recording?
is there a way to check the coordinates of a point that your hovering over in the editor?
@upper heart No idea but it happened to me too, the sequence recorder is just kind of broken.
dang, I thought that was one of the tools epic spent a lot of time on
looks like it only happens for some of my characters
Nah the Sequencer itself is the tool that Epic spends a ton of work on.
oh those are different things?
ahh I see what you mean
sequencer recorder is for recording gameplay. yeah I was just trying to see how my character was lining up with the ground while moving
lame
thank you for confirming and the info
Maybe it's better in 4.18 though, didn't test yet.
Just released almost 6 hours of video content in which I (re)create Snes's Secret of Mana's Ice magic in #UE4! https://t.co/8zFXU4laHv
You can try disabling realtime in the viewport.
It's in the viewport to the top left.
Viewport or something, you click it and get a bunch of options.
@next badger Got an link to the pastebin for the website CSS again? I want to update ๐
@weary basalt not yet, in process, i'll post it here: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1361582-unreal-answer-hub-dark-theme
Nar for the forums i meant sorry.
I need to update my forums style, havent changed it since an month or 2
Free website themes & skins created by the Stylish community on Userstyles.org
Free website themes & skins created by the Stylish community on Userstyles.org
ty
well shoot I can't open assets in my unreal 4 engine anymore for some reason
the window pops up but it is blank
I tried restarting the launcher and my pc but no luck
@Xanjis#5079 assets and launcher - unrelated. Launcher only have shortcuts for projects.
Anyone here used the RAPID mode feature on Samsung SSDs?
I ask because I'm wondering if it's worth turning it on on the SSD that now holds my Fortnite workspace...
RAPID consumes at most 25% of the installed DRAM, up to a maximum of 1GB - seems pretty light.
@next badger I'm talking about the editor
@livid haven https://www.youtube.com/watch?v=iEOH7MgEA-0
Could this be one of the fastest SSDs on the Market? I think so. With this RAPID mode enabled it could be the fastest SSD on the market. If you know of any o...
I might try it out later
I need to back shit up first though
Not taking a chance it won't crap out lol
Benchmarks seem to be pretty great, but I want a practical case like building or launching UE4.
funny enough I actually have a Samsung 850 evo
It seems harmless/riskless, so if it's any positive gain at all, then I'll take it and not fret over if it's marginal. ๐คท
Yeah I have a few
Hey guys! I'm trying to modify the UE-mannequin a bit. I want the black latex that are inside the mannequin to be a bright color and emmisive. But I haven't worked with material layers, so I'm now quite sure how to do it. Anyone have a clue?
@livid haven where did you see 1GB?
I see up to 4GB
which, doesn't matter to me. I have 32GB
And back. Biobreak took longer than the restart did.
I was looking at a whitepaper, let me see if I can find it again
It's an older one for the 840
Ah, you have a 840?
Nope, 850, but the whitepaper I found is for an 840.
damn, I didn't realize my 850 was so old
Sorry, I was ambiguous in my statements.
is there a way to combine a group of static meshes into a single mesh?
Please welcome @chrome lynx to the community! :beers:
wow making a map takes an unholy amount of time
Please welcome @plush yew to the community! :beers:
well atleast with unreal 4 no matter how terrible my house designing skills are it will still look pretty eventually
Please welcome @tired musk to the community! :beers:
Please welcome @narrow pasture to the community! :beers:
Please welcome @tawdry birch to the community! :beers:
Please welcome @long geyser to the community! :beers:
Please welcome @umbral tapir to the community! :beers:
A quick couple of questions:
- Does it matter, performance-wise, whether I place 3 sets of 3 meshes, or 3 actors with 3 meshes in each?
- Again, performance-wise, is there a difference between placing meshes manually, and placing them on a spline, using construction script?
In #1, what do you mean by place 3 sets of 3 meshes?
They're always going to be inside actors.
@livid haven I assume @oblique sorrel means just placing 3*3 meshes itself into the scene as opposed to 3 actors with each having a 3 meshes in them?
You can't actually do that though - "meshes" means mesh components, and components must be a part of an actor.
So no matter what, to have 3 meshes, you must have an actor.
They are actually called StaticMeshActors in the editor
You can have 1 actor with 1 mesh component that has 1 mesh with 3 sections.
OR
1 actor, 3 mesh components.
OR
3 actors, 3 mesh components total.
In the order I listed them, it's order of least expensive to most expensive, but marginal.
By "actors" he probably means ActorBPs
But like Sion said, they are all actors
So, the terminology matters
Yeah, not certain, so I was hoping they'd clarify. ๐คท No response yet so I'm at a loss to elaborate.
Please welcome @mystic fjord to the community! :beers:
Bonjourno every1
Please welcome @maiden horizon to the community! :beers:
I wanna know why Unreal's rendering system is married to antialiasing
Source looks great without it for example
and sure it has options to go all the way up to x16 but w/e
@tulip vault Deferred rendering is why
FXAA and TAA are basically the only options for deferred
FXAA is shit, TAA is extremely effective and enables some funky stuff too, so Epic made it their one-and-only AA
The tradeoff is that it has blurring and ghosting
In UE4's forward rendering you have MSAA which is what Source has, I think
Please welcome @keen skiff to the community! :beers:
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Please welcome @icy sky to the community! :beers:
Please welcome @royal escarp to the community! :beers:
Also source uses Forward rendering. Where you can use MSAA.
You can use forward rendering in UE4, but then large open spaces start to cost a lot more.
You can sharpen TAA quite a bit. Still not perfect when moving though. https://forums.unrealengine.com/development-discussion/rendering/125798-temporal-aa-sharpening
Anyone know where I can get some decent ram that doesn't cost a fortune every place I've looked they all like ยฃ200 upwards for a kit of 4?
Hi guys , just looking at " Threadripper " today โ
In preparation to build a dedicated light baking machine ! Though be great if somebody could point me to UE4 lightmass benchmarks ? The closest I have is Corona 1.3 which uses the same Intel " Embree " ray tracing kernal and vector extensions :
--
There's also detailed benchmarks here :
[ https://corona-renderer.com/benchmark/cpu/Ryzen/all ]
Multiple Xeons still trounce " Threadripper " render times :
[ https://corona-renderer.com/benchmark/cpu/Intel/all ]
โ Furthermore there seems to be a " premium enthusiast " price on the TR4 X399 motherboards which kind of takes away the price -performance gain from going " Threadripper " anyway ! We're talking about 500 - 700 dollar boards with some nice features like quad channel but then cloud rendering is starting to look good again with that kind of outlay and better render times too !
โ Keen to hear from folks who have managed to get UE " swarm " working on Wine / VPN / AWS set ups. Its a shame Epic haven't rewritten the swarm agents in C++ so that we can use distributed computing to do the light bake. I'm guessing most game studios just run it in a cluster across their local network but spinning up a hundred Xeons in the cloud would be nice ..
Light Sleeper " Baking with UE Swarm " article :
[ https://pkisensee.wordpress.com/2015/11/06/baking-with-swarm/ ]
if it is going to be only used for lighting baking
consider using cheap Xeons
or AMD Epyc
with dual socket setup
in case of Threadripper you pay not only for 16 cores
but far more PCIe lanes than other CPUs
so iv got like 3-5 ms from post processing, with no post processing voulme?
@pallid compass default postprocess
the postprocess volume overrides the settings
unreal has pretty much everything on by default (changeable in settings)
Also AA is quite expensive
hey guys what difference does simplygon have against the default automatic LOD system in UE4?
Is Simplygon particularly easier to control? Perhaps the flexibility of adjusting the polycount of different groups of geometry merged to form a static mesh? I've not been able to find a lot of infomation about it
Automatic LOD only creates lods for single static meshes
gotcha
Simplygon can be used on skeletal meshes
and to create hierarhcical lods
i see so like animation LODs
Running on SLI 1070 :/
or rigged characters that switch through different outfits
SLI 1070's and im getting this?
Pretty sure UE4 doesn't handle SLI
I notice that simplygon connect allows free use for one node only
Or does it now ?
iv got SLI off
right now
Still same issue
post processing and slate is hammering it
Does that mean we are only allowed to use it on a single project?
@pallid compass Is that in your packaged game with editor closed ?
With the editor open, but there is nothing in the scene
Iv never had this issue before
Profiling with the editor is useless
and im on a more powerful rig than my home one right now
So something is deffo up
thing is
60 solid fps in editor
click play
plummet 15 fps
0 game logic too
15-20*
Then run the profiling while playing to see what's wrong
Update drivers etc too, check that the computer isn't running something expensive
(but really, profiling in editor is meaningless)
Its all up too date
Fresh rig
i dont think i should need to profile outside editor when the scene is basically empty
Iv got a feeling i have an issue with my editor
iv had this similar issue before with HBZ on debug build version of 4.16.3
i got 30 fps in editor, with nothing open on titan XP
I fixed it by rebuilding the editor#
Well, what's your editor ? Is it a binary build from the launcher ?
A debug build is bound to have shitty performance so that's expected
If you have performance issues, i'd start by making sure it's a development build
Or a launcher build
Then make sure you have the latest drivers
Found my issue
Also reboot Windows, don't start anything else etc
u where right
BokenDOF and temporal AA
are tearing the living day lights out of peformance
wth
images wont send in discord
or can u see them?
Nope
For what it's worth I have a GTX 970 and I always get solid 60fps in large scenes with the full post processing stack from UE4, but then i'm only running 1080p
and bokendof recombind 2260x1242 4.0
That's way too high
Again, did you try with a launcher build ?
You're on a laptop ?
Well I mean that's probably your issue here
right now*
I doubt being on laptop is the issue haha
My guess is temporal AA
and 4k does not play nice
Make sure you are in "max perf" mode on Windows
the 1070's in this laptop are higher clock and more cores than desktop 1070
dont even ask#
Make sure you'r eplugged in too
yeah im running full power#
(u wann see the laptop takes 2 power cables to run it LOL)
This is faster than my desktop at home
that has a titan XP in it
SLI 1070's, i7 7820HK @ 4.1ghz
m.2 drives x2, SSD, 32gb of ddr4 ram at 2.4k
Its not the laptop haha
So basically half a desktop 1070
thats not right
at all
iv already tested it
;i didnt believe it my self
benched it vs my friends 1070
was slightly faster
You can test it all day, it's still never going to be faster
Anyway
What configuration did you build with ?
In Visual
orly
Mobile gtx 1070
2048 cores
desktop
1920
clocks on them
Mobile 1645, desktop 1683
when i run my laptop on full power mode
it brings the mobile clock to 1870 ish
go look it up if u dont believe me haha
erm one sec
letm e check!
Okay well, call me back if you need help
let me check*
i may have built debug by mistake
its development build hmm
Whats difference in development build and development editor?
Try with a packaged build, too.
hey all!
@safe rose I tried the suggestion you said about the Local MP, hmm, it doesn't seem to work :(, hope I can get some feedback later!
how do i higher them?
because textures where on low
Post process is now pulling 1.2 instead of 4-5
however
it appears that the settings are not maxed
Use the console commands for scalability
Scalability options, properties, and console variables.
sg.PostProcessQuality 3 for example
Thank you stranger il try now ^^
so it appaars to all be maxed
however my textures appear to be on low qualituy
quality
and maxing the PP has made 0 change
this is very unusual
Well did you try with sg.TextureQuality, etc
Please welcome @stray moon to the community! :beers:
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hello
Please welcome @noble tangle to the community! :beers:
UnrealBuildTool Exception: ERROR: Directory 'F:\Programs\UE4\Epic Games\Epic Games\UE_4.17\Engine\Source\4.17' is missing 'Source' folder.
How exactly does that make sense
there's not even a 4.17 folder in there
okay, running it from cmd window with "" around the path works but just calling generate project files from right click doesn't do it
Please welcome @scenic flower to the community! :beers:
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Please welcome @gritty root to the community! :beers:
Please welcome @near kraken to the community! :beers:
What chat's best for shader advice ๐ค
graphics @turbid tulip
Ty!
is it possible to split mesh that was combined during ue4 import?
Don't believe so, just delete and reimport without combine ticked
and apply materials again ๐ฆ
on 4k screen testing light scene
Post processing taking 5 ms
move too 1080p screen
post processing takes 1 ms, but BZB takes 5-8
someone explain that
something tell me if i go to 4.17
and its getting fixed in 4.18
its worse in 4.17 maybe
On DX11 it's expected that CPU driver bubbles will manifest in a suspiciously large value on some section of a profile GPU. Not much we can do about it until we are on DX12. ```
You can just ignore the HZB values though.
It's probably the same thing in 4.17.
So this is weird
This spike only happens
anything between 80-100% of 4k res
if i scale the window down
You can test it in standalone and see if it happens there too.
there is this area where i smash from 60 fps to 45
Please welcome @dusky sluice to the community! :beers:
alright ul like this one
If i remove
The fps cap of 60
the hzb drops to ike .5
hello i just wanted to know where i can find unreal tournaments system requirements
Well unreal engine 4 is officially my new addiction. I've been here in chat (Rhavon) for over a month 12 hours a day or so and I'm still john snow
I need help ASAP
How do I import .uasset file given to me by my friends??
I throw it inside the contents folder and restart my project but it does not show up...
Hi
@worldly umbra Have you gone into the unreal engine and tried the import from folder option in the content browser. I believe that is the correct way to do it.
Import option does not accept .uasset extension
Minimum System Requirements may be subject to change:
SYSTEM REQUIREMENTS:
Windows 7 64-bit or Mac OS X 10.9.2 or ...
uassets are generally not backwards compatible. If they don't show up in your project it most likely means they were saved with a newer version of the editor than yours. Try a more up-to-date version of UE4.
But it was showing up few days ago... But now it does not...
My friend said he did not update his UE4 version and yes it is higher than mine
He uses v4.16 and I use 4.15.1
While exporting Blueprints what should I use .T3D or .COPY??
@livid haven @safe rose
A bit late, but let me elaborate.
I have, say, a table with a piece of cloth and a bowl on it. I need 3 of those tables in the scene.
I can place it in the world in two ways:
- Place 3 table meshes, cover each with a cloth mesh, and put a bowl on each
- Create new actor BP, and use static mesh components to add the table, the cloth, and the bowl, and then place three of those actors in the world.
If I understand correctly, the difference in performance is negligible?
You would have the overhead of it being an actor blueprint plus you might not get the bonus of any batching of the meshes as I have literally no idea if meshes batch across actors but I would assume they do
but in the overall scheme of things I would not expect a real difference
Please welcome @runic dock to the community! :beers:
Hi
pretty much how you want to use it should determine what you do. If your making this set piece item and it's not going to have interaction and it will all be the same then I would think do it all as 1 mesh and plop them in the level so you get the benefit of batching and culling them out as one object
Hola
Is the UE4 livestream in 30 mins?
Ugh I'm trying to find the most efficient way to make drag and drop buildings RTS style. Theres some reference out there that I'm following. However I wanted to see how epic did fortnite's building system and compare it to that assuming they implemented it better. Anywho all I get is promo vidoes of fortnite gamplay when I search for it
@ionic sedge No, that was yesterday.
Oh yeah, thanks. ๐
Please welcome @glad root to the community! :beers:
man jfc how do u guys get walls to blend together
Please welcome @worn flint to the community! :beers:
@lilac zodiac We don't allow unsolicited advertising here.
Anyone know this issue?
[2017.09.29-18.11.36:149][988]LogWindows:Error: Fatal error: [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 798] [2017.09.29-18.11.36:149][988]LogWindows:Error: Rendering thread exception: [2017.09.29-18.11.36:149][988]LogWindows:Error: Assertion failed: !Block.RawRequest && !Block.Processed && !Block.Raw && !Block.CPUWorkGraphEvent.GetReference() && !Block.ProcessedSize && !Block.RawSize && !Block.bCPUWorkIsComplete [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 3013]
k @maiden swift
i was just thinking and i arrived to a weird querstion; how would you go about making a player be able to stand on a platform that flips around it's axis? (so that the player also flips with it) ?
When creating a spline for something, should I do that in 3d package or in game engine?
Does anyone know a good way to set up a clock in the Hud so it displays Hours:Minutes?
I have it so it prints it on screen right now but I want it in the Hud
@bold schooner you could always apply a downward movement to the player facing the direction of the platform assuming you want to let them move. If not you can disable gravity and just have it move the player as it moves. Alternately you could disable movement and attach the player to the platform.
@quiet ravine if you want a HUD you should be looking at the UMG system and probably a simple textblock
@grim ore i was thinking of attaching the player as a last resort but i do want the player to move, ideally. sort of even if the floor is now ceiling, still run around
then you would possibly want to look at making custom gravity or a system that just always pulls the player towards the closest surface . You can always aim down from the player and see what is below it and apply movement in that direction if not using normal gravity
but then you might have to make your own custom jumping code and such
@grim ore sounds like a wonderful can of worms to jump into when coming back to ue after a two year break ๐
Surprised there's no traffic AI system on the UE marketplace
pretty much what i'm gonna end up doing, tbh!
How doable is it in BP?
I've never messed with altering gravity like that but theres a few videos I have seen that might help. Mainly ones focusing on stuff like how mario galaxy works and such.
@grim ore i'm gonna google some, ty! ๐
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Hello!
the time is not updating?
no it just stays at that time
are you updating the textblock at all?
getting your time then formatting it and updating the block every tick or second or whenever?
how would i update the text box? i had it updating when it was just printing to the screen
how were you updating the print screen stuff? Im assuming using a print string?
the same basic way but you will get a reference to your textblock in your widget and then set the text on it
yea just print string, um ok let me try that real fast
you need to make sure the Is Variable is checked for the text block in the top right in your widget or it wont show up in your graph
then you can drag it in and set text on it to whatever you want
Since that is in your game state you can have your widget get that value and then update itself or you can have the game state get the widget somehow and update it. the first method might be the easiest since you can get game state from pretty much anywhere.
or actually looking at it i think you are doing the 2nd way already
so what is your set clock doing?
Im going off a tutorial thats like a year old sadly so i have no clue if the is right
https://www.youtube.com/watch?v=8GU62v4yjk8&list=PLDnygpcOYwFW2XtNyiandrLDG__OAZs7Q&index=8 heres the link if you want to look at it
In this episode we setup the time to display inside of our Main User Interface. As always, comments and questions are welcome! Enjoy! -----------------------...
according to the graph your calling set clock on your main hud
and what you linked is the set clock in your game state.
your main hud needs to have the set clock in it using the interface so it can do whatever you want it to do
so in my Main hud i have a set clock, to make sure im understanding what your saying is that they need to be the same set clock?
here the on in my hud
that looks fine, the one in your game state is not being called by your code. Your talking to your main hud as the target in that code you posted above
so this above in your main hud should be called and its getting your time but then what are you doing with it?
your setting a game time array variable but then doing nothing with it that I can see
unless something else in the widget is doing something with it
ok and what is calling those functions? the get hour and minute and such
Any1 know why my vehicle simulates fine in the physics window but in-game the wheels go through the floor? It's an asset I got from the marketplace, not something I exported
after reviewing the video again he doesnt appear to have anything calling them but it still works
wait never mind
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hemlo
yeah I was guessing it's a bind. Your next step might be to make sure it's actually calling that event in the widget. you can put a breakpoint (F9) on any of those nodes in the set hour, maybe one of the ones before the return node, and see if its actually getting called
then just start debugging backwards making sure stuff is being called correctly. make sure your game state is updating the time and talking to the right item for example
not sure, how to watch if somethinge being calling
click on any of the nodes and hit F9 on the keyboard to set a breakpoint
that will stop the game if that ever gets called
so then just start it up and see if it stops at that point
so you can put it in your game state before it call set clock for example, or put it in the get hour part in your widget to see if that is being called
and you just walk from start to end trying to find out what is broke/not being called.
from what I can see it should work but I cant see it actually flowing so I don't know if something is not being called right or set right for example. making sure your game state can talk to your hud would be a good start
so in my get hour hour i found that one of my set hours doesnt get called. its from the first branch the one that comes off true
Isn't is pretty? Tell me it is...
so from what im gathering is that my hour is never greater than 12?
I would put a breakpoint on the first branch, when it stops mouse over the Game Time array at the beginnning and it will show you the values. Make sure it has what you expect (the time?)
and then hit continue a few times to make sure it has a few tries to update and see if it is actually updating like you expect
if its showing nothing in there that you expect then it's not being set properly so you can go back to your game state and see if its sending the correct data.
you can mouse over any variable/value that is being executed and see it's current value which is good for stuff like this.
its says my varible is 0
you might want to go back to your game state now, the spot where it sets that variable in the hud (set clock i think?) and pause there and see if it's sending in the correct values you expect
you can also put a breakpoint in your Set Game Time node in your Set Clock function in your Widget, the one that your game state should be calling, to see if it's actually being called. this might be a good next step to make sure your game state is actually talking to the widget like you expect.
F9 will toggle off a breakpoint so you dont have it stopping all over the place lol
in my set clock the set game time never gets called
i may just restart this whole thing lol
yeah if it never gets called then the part that calls set clock in your game state never calls it
so you can step back to that and breakpoint that node to see if it gets called
and if it does then its just not talking to the correct widget, if it doesnt then your not actually calling that part of your game state at all
and yes you can restart but learning good debugging is always helpful
so how do i make sure that part of the gaem state is being calling?
so my set clock in the hud gets called but the one in my game state doesnt
in your game state right before it calls the Set Clock at the end, the one that talks to the hud widget, breakpoint it and let the game run to see if it gets called. If not what is supposed to be calling it since you said it was working before?
it's possible your main hud reference is bad that it is trying to talk to?
where in my game state? in my event graph or a different one?
it looks like its called "Clock" and at the end you talk to your hud widget and call set clock
that is what is supposed to be telling the widget the time which you said was not being called
ok so the set game time right before it gets called
and i just put a break point on the set clock part and it gets called now too
the one in the game state?
yes
ok does it trigger your breakpoint in your set clock in the widget?
so the set clock function doesnt work but the widget part at the end of clock gets called
you can mouse over your controller ref and main hud ref variables in your game state right before you call set clock when you are paused and see if they actually have anything to make sure you are actually talking to something
pretty much your "clock" in your game state should be talking to your widget and telling it to "set clock" then your "set clock" in your widget just updates the local variable then all of your "get hour/minute" stuff uses that to update your widget. You need to make sure your "set clock" in your widget is actually being called
you could even put a print string in there after you set your game time variable in the widget and see if it starts printing out
value of the controller ref is refrencing the contorller location and then the main hud ref says un scopable
ok and is the break point/print string inside "set clock" in the widget ever getting called or stopped? if not then you need to check and see if your main hud ref is ever set properly
I got to admit this is a weird way of doing it but it should be working if hooked up right
so i did a find ref on the set clock widget and theres nothing but the one i search for ref on
your game state is talking to the controller which is supposed to have the reference to your main hud
does your controller actually set this?
my set clock in the widet looks like this
breakpoint that set game time and see if it ever gets called and if it does what is the value of game time being passed in
if that never gets called then your controller doesnt have the proper reference to your main hud
heres my contoller
or for some reason your using a different interface on your hud which happens to have the same "set clock"
yeah I see the main hud reference so it should be good
check to see if that "set clock" is actually being called in the main hud
so it stops, which means its getting called but the value has nothing there
the value on the left called time on the incoming node?
that ones blank too
that is weird, does the game state that calls that have a valid time that it is trying to pass?
Hi everybody... I have a question, in C++ how can I just move an object (AActor), I've added a MovementComponent, with Velocity 0,0,10, but I just can't move the object
it has all 0s
@stable gulch a movement component isn't necessary for basic movement, that's only if you want to accept inputs and effect movement in that manner
if it's all 0's maybe its not being set properly by the clock part for some reason ๐ฆ
I see you're trying to set velocity in the Z direction, while velocity is in units per second, which in Unreal is cm s^-1, I feel like you may be getting outweighed by gravity ๐
could it be due to varible default values?
It could be something else and I'm wrong there, but have you tried a (much) larger magnitude of velocity?
@glossy flame I didn't tried, I will now...
and thats my issue my clock work varible is set to 0 so when it does all the math its doing it all to 0
it shouldnt be due to that. I think its something simple that is being missed. You can always F9 at the start of the "Clock" part in the game state then just hit the step into button at the top and it will step by node to node and ytou can watch the numbers as it goes by to see if anything seems really weird or not working as expected
so 0*3600=0 0/60=0 and so on
yeah it not having the right info would do that but you said it was getting the right info before with your print string so it seems weird that would break
or not yea you were right
@glossy flame but I'm not using physics, anyway... becuase with physics I can't lock the movements to the sides. I want cubes to fall, one over each other (like in a pyramid), if you destroy some cube in the base the one in the air should start falling again
yea im not sure whats going on ill try a step by step
so my set clock work in game state isnt being called so my clock work defaults to 0
which is weird because it was all working before right?
yes, when it was print string it was working just fine
so i just put it back in and now it doesnt work at all
i just dont get it
At this point i think its best i restart
maybe but that is weird
yea i dont know what happened
Thanks so much for all your help, im just gonna restart the project and do date and time last on another version so i dont loses everything agagin
Why are my car wheel collision spheres being ignored in-game but simulate fine in the phys editor?
Only the car's chassis collision bounds are used and so the car's wheels sink halfway through the ground until the chassis collides
Please welcome @winter basalt to the community! :beers:
Do you guys use Pawns or Actors for your NPC's?
I wanted to build a "BaseNPC" class that's dynamic and has toggles and whatnot
But I made it using actor instead of pawn
so I can't use AI apparently with it
@gloomy horizon Depends on your use case
If they are humanoids
And will have some pretty solid logic
Then yes, you'll want them Pawns/Characters
If you are going to write simple logic, you don't have to
some of them have projectile movemnt for their AI
some of them have old fashioned pathfinding
You aren't asking a very clear question here
Are you asking if you can use Behavior Trees with Actors?
The stuff that uses Blackboards
...
I'm not familiar with it enough
@gloomy horizon https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/index.html
Overviews and examples AI
to give you a good description
Follow that please
yes that's what I'm looking to use
the behaviour tree
But my blueprint is an actor
not a pawn
or a character
Basically it should be a pawn
its possible to use it with an actor, but if you're asking how you would do that its probably best that you use a pawn so that it works easier
especially if you don't have a reason not to use a pawn
Yeah I probably don't have a good reason not to use a pawn
I basically already have a bunch of logic scripted into the actor
but I think I can change the parent bp class
to pawn
@worn granite do you happen to know why the tick event wont trigger on the actor I converted to a pawn?
check the tick settings, maybe delete the tick node and replace it
Deleting and remaking it did not work unfortunately.
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If I make changes to an animation in the editor (trimming) is there a way to retain that trim when reimporting?
Anyone know how I can convert an actor into a pawn without it disabling the tick event somehow? I have no idea why this glitch occurs and copying the code over from one BP to another is not feasible as there is just way too much to go through
Or can someone tell me how to add ai behaviour trees to an actor instead of a pawn?
Like will that work in an actor that's not a pawn?
"add ai behaviour trees to an actor instead of a pawn"
Eh?
You don't add behavior trees to anything other than AI controllers
As for disabling the tick event, pawn's should totally be able to tick, what makes you think you're losing out on the ability to tick?
Any vehicle experts in here
@livid haven the fact that when I reparent my actor to pawn it stops firing the tick event
and regardless if I enable it or not it does not work
it's probably some kind of glitch when converting from actor to pawn
Odd...
I put a bug report on the UE4 answerhub
Fair enough.
To be expected. ๐คท Lot of cruft on there. A lot.
yeah for sure
@livid haven so if I start working on my AI and I'm passing an actor into the AI Move To instead of a pawn should I run into any problems?
What, as the target actor?
That's... odd
Wait a sec
Stop finding odd things. ๐
oh because it wasn't plugged in
If that pin is really a pawn type pin, then a) that shouldn't compile without a cast and b) you can't tell an actor's AI to move it to somewhere, because only pawns can have an AI controller.
Nope.
Pawn is the subclass of Actor that deals with having a Controller of any sort.
God dammit why doesn't it let me convert my actor into a pawn
why does this break a tick event
It should let you change parent from actor to pawn
It does, but it supposedly breaks his tick event.
no errors, nothing.
As long as your immediate parent is an actor, it is compatible with pawn
ยฏ_(ใ)_/ยฏ
I did
I've even tried the call to parent functions and whatnot
begin play works fine, and I tried enabling tick on begin play, nothing.
Btw
It looks like reparenting to pawn breaks
Does your actor actually have ticking enabled lol
yes of course
Are you sure
Yup.
It might be off by default in pawn and on by default in actor
Nah, Pawn's have ticking on by default, pretty sure.
So when you'd switch parents, you'd inherit "no ticking" from pawn etc
That photo was as an actor
In fact, I'd expect Actor's not to and Pawn's to do so.
this photo is as a pawn
however the result is that my pawns do not run their tick logic
(basically their walk stuff)
I've tried everything
I've tried even deleting the tick event before converting
and adding it back afterwards
nothing changes
I'm hoping this results in someone looking at it and reproducing it
Can anyone else here try it on 4.17?
Actor -> Pawn check if tick still triggers
what's with light getting brighter if I don't move my mouse curser then getting darker suddenly when I do?
@gloomy horizon I just created an actor, set up a print string in the tick and tested. no issues. I went to the class settings for it, changed its parent class from actor to pawn and saved/compiled. tested no issues, the tick still prints
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are you reparenting it from Actor to Pawn using the drop down in the class settings?
and it did tick before right?
yes
it does tick fine in actor
and when I change back to actor it ticks fine
but whenever i switch to pawn it stops ticking
@worn cliff apologies for the bother
do you mess with the default pawn at all in VRExpansion
have you tried making a new actor BP and changing it, see if its just that one
I believe it is just this one
oh well thats a bummer ๐ฆ
But it's unfortunately not something I can work around
maybe you can try turning on the tick when your begin play fires?
I've tried that Mathew.
It doesn't seem to change anything.
Something about this particular BP becoming a pawn breaks it
I don't poersonally see anything major
that would not work in a pawn
definitely shouldnt be a problem
@gloomy horizon no? I can't override a base pawn in a plugin
okay sorry
@grim ore would you happen to have any other suggestions?
Also shouldn't the construction script fire too?
I don't seem to see anything firing during construction
It is set to run the construction script however
Only thing I can think of is for some reason super isn't being called on this but that makes no sense
Converting an actor to pawn works so something is off on this one but no clue.
How would I go about fixing it then in C++?
Would i Just open up VIsual Studio and check and see if Super is being called?
Well if this is a bp then you have no c++ class to edit
waittttt
dude
okay so get this
the spider blueprint itself is a child of BaseNPC
I made a new child class
and tried again
it works now?
check this out
old / new
LIke.. what?
Did you change both bp parents when you tried this at first
No I only changed the base actor's parent
I recompiled the child BP
and whatnot
it compiled fine
and said it was inheriting from the parent bp
Maybe change the parent to pawn then change child to actor then back to the new reparented parent so it can inherit the changes
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when doing lighting the unbuilt objects really pile up fast
@grim ore after how ever long i have 90% working ๐ my minutes update now to figure out the hours and then its done!
I did it!
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Guys I have Microsoft 3D Builder, how to impoirt .obj file with colors to ue4
??
You don't. You need to use the FBX format, not OBJ.
@plush yew for static meshes you can just import the .obj like you would import an .fbx. But be aware of different axis and smoothing groups.
idk what you mean by colors tho
Are things in 3D Builder vertex colored?
i have 5 hours for making a game, blender is long for me so i use 3d builder and need colors
Well, your Mesh should have a UV Unwrap and vertex groups
And based on that you can just create materials in ue4
it should even create them when importing existing vertex data
Hey.
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Hi
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So today for the first time in like.... weeks I booted UE4.
But the console command in UE4 doesn't appear till I press [Play]
Is this normal?
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Hey
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When are all the game jams? I cant find any info on when the next gamejam would be on the forums.
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need help with vehicle (if anyone has experience, let me know!)
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How would I get a character to face 3P camera with simple input pressed?
Just rotation*
24 hour gamdev stream! https://www.twitch.tv/riuthamus
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hey i need help really bad in unreal can i speak to someone please it would really mean alot
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Anyone know how to setup POM for terrain layers?