#ue4-general

1 messages ยท Page 117 of 1

upbeat shadow
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welcome back

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

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

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Please welcome @sinful narwhal to the community! :beers:

sinful narwhal
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hi....

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is this the discord for spiderman ue4??|

autumn ferry
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Just UE4 in general

inner mountain
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Please help I dunno what's wrong my actor is not jumping when I pressing the spacebar while it should!1111

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

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

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

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Please welcome @solar narwhal to the community! :beers:

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

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

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

lilac zodiac
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so many new people

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I AM NEW

sacred crater
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o7

golden sierra
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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

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

regal mulch
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What big error? @golden sierra Also please move to #cpp (:

golden sierra
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missing dll, recompile manually and I'm unable to do so

regal mulch
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What dll

golden sierra
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UE4Editor-'project_name'.dll

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

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

pallid compass
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Anyone used World machine to ue4 before?

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

ruby robin
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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

frank escarp
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@ruby robin do the reverse

ruby robin
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Tried to set camera's key where character's camera should be, but that switch is really noticable

frank escarp
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snap the player camera to the cinematic camera once animation ends

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and then end the cinematic and return to the player camera, wich now has the location of the cinemacamaera

ruby robin
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I want to snap cine camera to players..

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As gameplay cam is alredy set up

frank escarp
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cinecameras are animated and stuff, it will be easier to do the reverse

ruby robin
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Hmm

brisk osprey
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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 ?

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

plush prairie
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does this server have a twitch community for it?

next badger
outer apex
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How does one get good with unreal engine for free

next badger
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@outer apex is that a question? or 'that is the question'

outer apex
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I am totally new but i has a great concept i want to create.

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But i suck

next badger
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There're plenty of free resources available.

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I could recommend MVP Youtube series made by Mathew Wadstein

tall pendant
next badger
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but if You need c++...i'm not sure if there's good ue4 series available for free

frank escarp
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even the udemy paid series isnt really that good

outer apex
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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

next badger
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@frank escarp exactly, it could be as cheap as $10 iirc...and it's like 100hours

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also, being good at UE4 is so vague...i think no one knows ue4 even at 70% even at epic

outer apex
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I meant better than garbage

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If ue4 was a game i am a absolute noob

worn granite
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But still there's a difference between stabbing in the dark and knowing how to figure out something

outer apex
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Like barely can hold the controller correctly noob

worn granite
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editor and basic systems knowledge helps a ton

frank escarp
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start with epics own tutorials for basics

next badger
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^

outer apex
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I tried, but i couldn't understand
Maybe with time ewe

worn granite
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Well there's likely not a catchall resource to magically get you up to sped generally

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what's the hangup?

safe rose
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@outer apex When you say "want to get good at Unreal Engine", are you talking about programming?

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Like, using Blueprints

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or C++

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Are you having issues writing out the logic for your game?

next badger
outer apex
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It's hard understanding the ui

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I guess that is my first problem.

safe rose
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@outer apex Have you looked into Unity3D?

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Unity 2017 whatever

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I ask because, if you have, then you would notice a vast improvement from it to UE4

outer apex
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Thought about it, but i dont think it has the power for what i want. But i hear it is easier

safe rose
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"easier" is quite subjective

worn granite
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The comparison shot might help

safe rose
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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

worn granite
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even w/o unity exp

safe rose
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Anyway

outer apex
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That helped tbh

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I feel like i am getting old trying to figure this out

safe rose
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If you are having issue with the editor, you need to go through all the starter tutorials and documentation

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They are pretty detailed tbh

worn granite
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See if the rest of this might help

raven ivy
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Hey guys

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How's it going?

safe rose
raven ivy
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Sorry to interrupt, I just have a question, you guys might be able to help me out on this

safe rose
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!justask

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Oh, wrong server

worn granite
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:(

raven ivy
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Uhm

safe rose
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Um

raven ivy
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Ok haha

worn granite
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Uh.

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Hmm

safe rose
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Just ask dude...

worn granite
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Errr

raven ivy
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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

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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

safe rose
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Chotomatte!

raven ivy
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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

safe rose
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Use those channels to your advantage

raven ivy
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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

safe rose
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Yes

raven ivy
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I've posted this question on blueprint but no one answered me

safe rose
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Because it's not a blueprint question?

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It's an animation one

raven ivy
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Sorry, my question was a little bit different

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it was regarding a camera movement when crouching

safe rose
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Okay

raven ivy
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so it was blueprint related, but also related to my problem

outer apex
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How hard is it to turn a fps in to a fp slasher?

safe rose
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Nani?

outer apex
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Instead of guns swords

surreal viper
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change the animation, add collision volumes instead of spawning bullets, done

outer apex
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Just curious

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Nice

safe rose
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@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.

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Especially if it's not related to that particular channel

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Sometimes breaking it up helps. Especially if you post a huge wall of text.

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"huge wall" is subjective

raven ivy
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Oh, well I wanted to break it into different msgs but you just said "just ask"

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so I went straight to the point lol

safe rose
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๐Ÿ˜‰

plush prairie
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victor is p good about glossing over questions

safe rose
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Anyway

raven ivy
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Anyways, I already posted it on animations

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Thanks

outer apex
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I have to ask, is how well do you guys think ARK used the unreal engine? Could ark do more or no?

safe rose
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@outer apex ARK did not use UE, the developers did ๐Ÿ˜‰

worn granite
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you can always do more

safe rose
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And they used 4.5

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Or something super old

fallen tundra
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hey everyone!

safe rose
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And basically just ripped off ShooterGame

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And expanded on it

fallen tundra
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thank you victor for the help the other day, by the way

safe rose
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What help?

fallen tundra
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the mouse stuff worked!

safe rose
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Mouse stuff... hmmm

fallen tundra
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I was able to get what I needed done ๐Ÿ˜ƒ

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the click event that zooms in on the object

safe rose
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I am glad whatever I said helped you ๐Ÿ˜ƒ

outer apex
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Ark did not use ue the developers did what? You mean the one with the dinosaurs right?

safe rose
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Ohhh, yeah I remember now

worn granite
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He's saying the game itself did not develop itself using ue4

outer apex
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I thought ark ran on ue4. They don't?

worn granite
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Clearly it does

tall pendant
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such nitpicking...

safe rose
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@outer apex Sorry, I confused you

worn granite
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ikr

runic quiver
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I think what he is saying is that the dinosaurs used UE

safe rose
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^

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rofl

outer apex
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I thought it all was on ue4

safe rose
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Anyway. I thought I clarified. Ark Devs made Ark using Unreal Engine 4

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Based it off ShooterGame

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and ran with it

worn granite
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@outer apex ignore victor's humor

safe rose
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On 4.5 or something

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I think it's still on 4.5

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actually

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super modified by this time I'm sure

fallen tundra
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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

digital anchor
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is it possible to change the deadzone for ACTIONS? can only find for axes

worn granite
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Yeah its so modified the binary is ShooterGame.exe kappa

safe rose
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lol

outer apex
safe rose
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My humor>yours

worn granite
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Your humor confuses noobs and falls flat

safe rose
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Anwyay @outer apex what did you want actually?

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Meh, it's not a "noob" thing

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Meh, anything I am about to write doesn't sound good

outer apex
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I would tell you, but then i might have to kill everyone in chat. And i really doubt i could do that

safe rose
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nvm

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@outer apex Huh?

worn granite
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@digital anchor How do you mean? Like pressure sensitive buttons?

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Hold time?

safe rose
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Did you want to make Ark PUBG ?

digital anchor
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for sticks actually

outer apex
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Naw

digital anchor
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but not axes, the actions

safe rose
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@fallen tundra Hmm, it's interesting idea

digital anchor
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cuz its not X, but Left and Right, two actions

outer apex
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It's a golden idea

worn granite
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Hrm.

outer apex
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But I'm shit

worn granite
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Yeah I actually don't know gimme a sec

safe rose
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@fallen tundra I don't see what you couldn't. It would essentially be a Local MP game

tall pendant
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oh darn! i really hoped for new great ideas to steal from this discord chat ...

safe rose
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@fallen tundra So, two player game. But it'll really just be one.

fallen tundra
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yes, exactly ๐Ÿ˜ƒ

outer apex
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Lol i has no skill so it might take a while

safe rose
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@digital anchor Actions?

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Deadzones?

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It's just 0-1?

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0 or 1

digital anchor
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yeah but the stick is too sensible

safe rose
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Unless I am wrong?

digital anchor
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if i push it to left and let it go, it actually catches right on the way back

safe rose
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We are talking about InputAction keys right?

digital anchor
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cuz the wobble wobble

safe rose
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wobble wobble

digital anchor
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Gamepad Left Stick Left and Gamepad Left Stick Right to be exact

digital anchor
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LOL

safe rose
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^ wobble wobble ?

digital anchor
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that :d

fallen tundra
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@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

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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

safe rose
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@digital anchor Hmm, okay so that problem, I think I ran into once

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@fallen tundra Aye, so, you can fake it

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HUD line

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and have two camera views

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probably render target on bottom view

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if player is controlling top

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might have to switch it out if you want them to switch

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otherwise, I think it'll require some engine mods

fallen tundra
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oh, that seems like the best idea

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I'll try it out and let you know ๐Ÿ˜ƒ

safe rose
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But

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Another way could be

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To DO local MP

runic quiver
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@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

safe rose
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And then just make sure that all controls

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Come from the first player

digital anchor
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yeah i guess i will change my mappings

safe rose
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That's probably that easier of ways

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and cheapest

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well

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no idea, you'll have to test

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As far as mappings

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No

fallen tundra
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I'll try that out, thanks again

safe rose
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What you would do, is that, whereever the second player's input are coming from, are actually driven by the first player

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Yeah, just test it out

digital anchor
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its just weird because those actions will never work 100% correctly

safe rose
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I am talking out of my butt right now

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Since i've never done this

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Just thinking about how I would do it

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

turbid tulip
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Holla!

plush yew
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a game you play using GIT... hmm ๐Ÿค”

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like, your progress is consistent but different commits of the game are different some way - and you progress by jumping between commits and branches?

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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

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you can commit complete binaries of games yeah?

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apparently yes, but may involve some coaxing

pallid compass
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Does anyone have a rain drop normal map for use on windows? im struggline to make one

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

pallid compass
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wth is hzb its sapping like 5 ms on my gpu?

safe rose
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Anyone know anyone who went to Digipen?

next badger
plush yew
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Please welcome @solid gazelle to the community! :beers:

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

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Please welcome @gritty schooner to the community! :beers:

upper heart
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does anyone know why my character mesh would be rotated on his side in a sequencer recording?

uneven fractal
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is there a way to check the coordinates of a point that your hovering over in the editor?

ionic sedge
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@upper heart No idea but it happened to me too, the sequence recorder is just kind of broken.

upper heart
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dang, I thought that was one of the tools epic spent a lot of time on

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looks like it only happens for some of my characters

ionic sedge
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Nah the Sequencer itself is the tool that Epic spends a ton of work on.

upper heart
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oh those are different things?

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ahh I see what you mean

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sequencer recorder is for recording gameplay. yeah I was just trying to see how my character was lining up with the ground while moving

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lame

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thank you for confirming and the info

ionic sedge
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Maybe it's better in 4.18 though, didn't test yet.

fierce tulip
next badger
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the orange bars only visible on hover

ionic sedge
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You can try disabling realtime in the viewport.

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It's in the viewport to the top left.

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Viewport or something, you click it and get a bunch of options.

weary basalt
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@next badger Got an link to the pastebin for the website CSS again? I want to update ๐Ÿ˜›

next badger
weary basalt
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Nar for the forums i meant sorry.

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I need to update my forums style, havent changed it since an month or 2

next badger
weary basalt
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ty

uneven fractal
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well shoot I can't open assets in my unreal 4 engine anymore for some reason

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the window pops up but it is blank

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I tried restarting the launcher and my pc but no luck

next badger
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@Xanjis#5079 assets and launcher - unrelated. Launcher only have shortcuts for projects.

livid haven
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Anyone here used the RAPID mode feature on Samsung SSDs?

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I ask because I'm wondering if it's worth turning it on on the SSD that now holds my Fortnite workspace...

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RAPID consumes at most 25% of the installed DRAM, up to a maximum of 1GB - seems pretty light.

safe rose
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hmm

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didn't know about that

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I should see if I can turn mine on

uneven fractal
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@next badger I'm talking about the editor

safe rose
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I might try it out later

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I need to back shit up first though

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Not taking a chance it won't crap out lol

livid haven
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Benchmarks seem to be pretty great, but I want a practical case like building or launching UE4.

safe rose
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Then no

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Realworld usage is usually meh

uneven fractal
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funny enough I actually have a Samsung 850 evo

livid haven
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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. ๐Ÿคท

safe rose
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Yeah I have a few

livid haven
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1 GB out of 32 GB is a negligible cost.

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Going to give it a shot.

rough fiber
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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?

safe rose
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@livid haven where did you see 1GB?

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I see up to 4GB

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which, doesn't matter to me. I have 32GB

livid haven
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And back. Biobreak took longer than the restart did.

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I was looking at a whitepaper, let me see if I can find it again

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It's an older one for the 840

safe rose
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Ah, you have a 840?

livid haven
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Nope, 850, but the whitepaper I found is for an 840.

safe rose
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damn, I didn't realize my 850 was so old

livid haven
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Sorry, I was ambiguous in my statements.

uneven fractal
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is there a way to combine a group of static meshes into a single mesh?

safe rose
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@Xanjis#5079 yup

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MergeActors

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

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

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Heyo

uneven fractal
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wow making a map takes an unholy amount of time

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

uneven fractal
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well atleast with unreal 4 no matter how terrible my house designing skills are it will still look pretty eventually

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

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

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

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

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

oblique sorrel
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A quick couple of questions:

  1. Does it matter, performance-wise, whether I place 3 sets of 3 meshes, or 3 actors with 3 meshes in each?
  2. Again, performance-wise, is there a difference between placing meshes manually, and placing them on a spline, using construction script?
livid haven
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In #1, what do you mean by place 3 sets of 3 meshes?

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They're always going to be inside actors.

tawdry birch
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@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?

livid haven
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You can't actually do that though - "meshes" means mesh components, and components must be a part of an actor.

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So no matter what, to have 3 meshes, you must have an actor.

safe rose
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They are actually called StaticMeshActors in the editor

livid haven
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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.

safe rose
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If you look at the world outliner

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Which is probably what he's talking about

livid haven
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In the order I listed them, it's order of least expensive to most expensive, but marginal.

safe rose
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By "actors" he probably means ActorBPs

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But like Sion said, they are all actors

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So, the terminology matters

livid haven
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Yeah, not certain, so I was hoping they'd clarify. ๐Ÿคท No response yet so I'm at a loss to elaborate.

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

mystic fjord
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Bonjourno every1

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

tulip vault
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I wanna know why Unreal's rendering system is married to antialiasing

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Source looks great without it for example

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and sure it has options to go all the way up to x16 but w/e

cloud cobalt
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@tulip vault Deferred rendering is why

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FXAA and TAA are basically the only options for deferred

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FXAA is shit, TAA is extremely effective and enables some funky stuff too, so Epic made it their one-and-only AA

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The tradeoff is that it has blurring and ghosting

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In UE4's forward rendering you have MSAA which is what Source has, I think

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

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

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Please welcome @icy sky to the community! :beers:

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Please welcome @royal escarp to the community! :beers:

autumn ferry
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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.

ebon saffron
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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?

lunar saddle
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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 :

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--

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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 !

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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 ..

devout gulch
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if it is going to be only used for lighting baking

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consider using cheap Xeons

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or AMD Epyc

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with dual socket setup

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in case of Threadripper you pay not only for 16 cores

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but far more PCIe lanes than other CPUs

pallid compass
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so iv got like 3-5 ms from post processing, with no post processing voulme?

frank escarp
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@pallid compass default postprocess

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the postprocess volume overrides the settings

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unreal has pretty much everything on by default (changeable in settings)

cloud cobalt
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Also AA is quite expensive

warm mountain
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hey guys what difference does simplygon have against the default automatic LOD system in UE4?

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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

devout gulch
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Automatic LOD only creates lods for single static meshes

pallid compass
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gotcha

devout gulch
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Simplygon can be used on skeletal meshes

pallid compass
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look at this GPU vis

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it dosent look right to me

devout gulch
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and to create hierarhcical lods

warm mountain
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i see so like animation LODs

pallid compass
warm mountain
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or rigged characters that switch through different outfits

pallid compass
cloud cobalt
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Pretty sure UE4 doesn't handle SLI

warm mountain
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I notice that simplygon connect allows free use for one node only

cloud cobalt
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Or does it now ?

pallid compass
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iv got SLI off

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right now

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Still same issue

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post processing and slate is hammering it

warm mountain
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Does that mean we are only allowed to use it on a single project?

cloud cobalt
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@pallid compass Is that in your packaged game with editor closed ?

pallid compass
#

With the editor open, but there is nothing in the scene

#

Iv never had this issue before

cloud cobalt
#

Profiling with the editor is useless

pallid compass
#

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*

cloud cobalt
#

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)

pallid compass
#

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#

cloud cobalt
#

Well, what's your editor ? Is it a binary build from the launcher ?

pallid compass
#

i might try rebuilding

#

rebuilt 4.16.3

cloud cobalt
#

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

pallid compass
#

Found my issue

cloud cobalt
#

Also reboot Windows, don't start anything else etc

pallid compass
#

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?

cloud cobalt
#

Nope

pallid compass
#

but yeah

#

temporal AA 2260x1242 8.38 ms

cloud cobalt
#

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

pallid compass
#

and bokendof recombind 2260x1242 4.0

cloud cobalt
#

That's way too high

pallid compass
#

Yeah

#

im guess is

#

Temporal AA

#

Does not like 4k res

cloud cobalt
#

Again, did you try with a launcher build ?

pallid compass
#

Im on my laptop at the moment

#

no i havent

cloud cobalt
#

You're on a laptop ?

pallid compass
#

yeah

#

i dont have access to another screen

#

right nor

#

4k res and SLI 1070

cloud cobalt
#

Well I mean that's probably your issue here

pallid compass
#

right now*

#

I doubt being on laptop is the issue haha

#

My guess is temporal AA

#

and 4k does not play nice

cloud cobalt
#

I can run my game in 4K with Temporal AA and much more

#

With GTX 970

pallid compass
#

hmmm

#

weird

cloud cobalt
#

Make sure you are in "max perf" mode on Windows

pallid compass
#

the 1070's in this laptop are higher clock and more cores than desktop 1070

#

dont even ask#

cloud cobalt
#

Make sure you'r eplugged in too

pallid compass
#

yeah im running full power#

cloud cobalt
#

But frankly laptops always have shitty performance

#

Compared to desktop

pallid compass
#

(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

cloud cobalt
#

So basically half a desktop 1070

pallid compass
#

no lmfao

#

its way faster

#

than desktop 1070

cloud cobalt
#

A mobile GPU is always lower-performing than the desktop counterpart

pallid compass
#

thats not right

#

at all

#

iv already tested it

#

;i didnt believe it my self

#

benched it vs my friends 1070

#

was slightly faster

cloud cobalt
#

You can test it all day, it's still never going to be faster

#

Anyway

#

What configuration did you build with ?

#

In Visual

pallid compass
#

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!

cloud cobalt
#

Okay well, call me back if you need help

pallid compass
#

let me check*

#

i may have built debug by mistake

#

its development build hmm

#

Whats difference in development build and development editor?

cloud cobalt
#

Development is just the game

#

DevelopmentEditor is game + editor

pallid compass
#

gotcha

#

well i rebuilt

#

testing

cloud cobalt
#

Try with a packaged build, too.

pallid compass
#

same issue hmm

#

packaging now

fallen tundra
#

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!

pallid compass
#

oh fuck

#

i packaged on low settings lmao

#

how do i package on high

cloud cobalt
#

Uh, that doesn't mean anything

#

Packaged games have all settings

pallid compass
#

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

cloud cobalt
#

Use the console commands for scalability

#

sg.PostProcessQuality 3 for example

pallid compass
#

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

cloud cobalt
#

Well did you try with sg.TextureQuality, etc

pallid compass
#

Yeah i tried em

plush yew
#

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

#

Please welcome @solar quarry to the community! :beers:

solar quarry
#

hello

plush yew
#

Please welcome @noble tangle to the community! :beers:

sacred crater
#

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

plush yew
#

Please welcome @scenic flower to the community! :beers:

#

Please welcome @flat frost to the community! :beers:

#

Please welcome @gritty root to the community! :beers:

#

Please welcome @near kraken to the community! :beers:

turbid tulip
#

What chat's best for shader advice ๐Ÿค”

sacred crater
#

graphics @turbid tulip

turbid tulip
#

Ty!

trim trail
#

is it possible to split mesh that was combined during ue4 import?

turbid tulip
#

Don't believe so, just delete and reimport without combine ticked

trim trail
#

and apply materials again ๐Ÿ˜ฆ

pallid compass
#

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

ionic sedge
#

BZB values are a bug fixed in 4.18.

#

There you go. ๐Ÿ˜›

pallid compass
#

ffs

#

i dont wann go up to 4.18

#

its gonna be full of more bugs

#

im on 4.16.3

ionic sedge
#

Fix some bugs, create some new ones.

#

๐Ÿค–

pallid compass
#

something tell me if i go to 4.17

#

and its getting fixed in 4.18

#

its worse in 4.17 maybe

ionic sedge
#
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.

pallid compass
#

So this is weird

#

This spike only happens

#

anything between 80-100% of 4k res

#

if i scale the window down

ionic sedge
#

You can test it in standalone and see if it happens there too.

pallid compass
#

there is this area where i smash from 60 fps to 45

plush yew
#

Please welcome @dusky sluice to the community! :beers:

pallid compass
#

alright ul like this one

#

If i remove

#

The fps cap of 60

#

the hzb drops to ike .5

dusky sluice
#

hello i just wanted to know where i can find unreal tournaments system requirements

dire storm
#

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

worldly umbra
#

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...

dire storm
#

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.

worldly umbra
#

Import option does not accept .uasset extension

upper heart
craggy nymph
#

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.

worldly umbra
#

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??

oblique sorrel
#

@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:

  1. Place 3 table meshes, cover each with a cloth mesh, and put a bowl on each
  2. 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?

grim ore
#

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

plush yew
#

Please welcome @runic dock to the community! :beers:

runic dock
#

Hi

grim ore
#

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

ionic sedge
#

Is the UE4 livestream in 30 mins?

dire storm
#

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

maiden swift
#

@ionic sedge No, that was yesterday.

ionic sedge
#

Oh yeah, thanks. ๐Ÿ˜›

plush yew
#

Please welcome @glad root to the community! :beers:

pallid compass
#

man jfc how do u guys get walls to blend together

plush yew
#

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

maiden swift
#

@lilac zodiac We don't allow unsolicited advertising here.

opal spindle
#

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]

lilac zodiac
#

k @maiden swift

bold schooner
#

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) ?

plush yew
#

When creating a spline for something, should I do that in 3d package or in game engine?

quiet ravine
#

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

grim ore
#

@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

bold schooner
#

@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

grim ore
#

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

bold schooner
#

@grim ore sounds like a wonderful can of worms to jump into when coming back to ue after a two year break ๐Ÿ˜„

ruby chasm
#

Surprised there's no traffic AI system on the UE marketplace

bold schooner
#

pretty much what i'm gonna end up doing, tbh!

ruby chasm
#

How doable is it in BP?

grim ore
#

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.

bold schooner
#

@grim ore i'm gonna google some, ty! ๐Ÿ˜„

plush yew
#

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

marble knot
#

Hello!

quiet ravine
grim ore
#

the time is not updating?

quiet ravine
#

no it just stays at that time

grim ore
#

are you updating the textblock at all?

#

getting your time then formatting it and updating the block every tick or second or whenever?

quiet ravine
#

how would i update the text box? i had it updating when it was just printing to the screen

grim ore
#

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

quiet ravine
#

yea just print string, um ok let me try that real fast

grim ore
#

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

quiet ravine
#

is what i had aready in there after removing the print string

grim ore
#

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?

quiet ravine
#

Im going off a tutorial thats like a year old sadly so i have no clue if the is right

grim ore
#

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

quiet ravine
#

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?

grim ore
#

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

quiet ravine
grim ore
#

ok and what is calling those functions? the get hour and minute and such

kindred viper
#

!invite

ruby chasm
#

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

quiet ravine
#

after reviewing the video again he doesnt appear to have anything calling them but it still works

#

wait never mind

plush yew
#

Please welcome @strange frost to the community! :beers:

strange frost
#

hemlo

quiet ravine
#

@grim ore

grim ore
#

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

quiet ravine
#

not sure, how to watch if somethinge being calling

grim ore
#

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

quiet ravine
#

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

next badger
quiet ravine
#

so from what im gathering is that my hour is never greater than 12?

grim ore
#

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.

quiet ravine
#

its says my varible is 0

grim ore
#

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

quiet ravine
#

in my set clock the set game time never gets called

#

i may just restart this whole thing lol

grim ore
#

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

quiet ravine
#

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

grim ore
#

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?

quiet ravine
#

where in my game state? in my event graph or a different one?

grim ore
#

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

quiet ravine
#

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

grim ore
#

the one in the game state?

quiet ravine
#

yes

grim ore
#

ok does it trigger your breakpoint in your set clock in the widget?

quiet ravine
#

so the set clock function doesnt work but the widget part at the end of clock gets called

grim ore
#

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

quiet ravine
#

value of the controller ref is refrencing the contorller location and then the main hud ref says un scopable

grim ore
#

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

quiet ravine
#

so i did a find ref on the set clock widget and theres nothing but the one i search for ref on

grim ore
#

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?

quiet ravine
grim ore
#

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

quiet ravine
grim ore
#

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

quiet ravine
#

so it stops, which means its getting called but the value has nothing there

grim ore
#

the value on the left called time on the incoming node?

quiet ravine
#

that ones blank too

grim ore
#

that is weird, does the game state that calls that have a valid time that it is trying to pass?

stable gulch
#

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

quiet ravine
#

it has all 0s

glossy flame
#

@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

grim ore
#

if it's all 0's maybe its not being set properly by the clock part for some reason ๐Ÿ˜ฆ

glossy flame
#

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 ๐Ÿ˜ƒ

quiet ravine
#

could it be due to varible default values?

glossy flame
#

It could be something else and I'm wrong there, but have you tried a (much) larger magnitude of velocity?

stable gulch
#

@glossy flame I didn't tried, I will now...

quiet ravine
#

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

grim ore
#

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

quiet ravine
#

so 0*3600=0 0/60=0 and so on

grim ore
#

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

quiet ravine
#

or not yea you were right

stable gulch
#

@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

quiet ravine
#

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

grim ore
#

which is weird because it was all working before right?

quiet ravine
#

yes, when it was print string it was working just fine

grim ore
#

did you try putting that print string part back?

#

after what you have now

quiet ravine
#

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

grim ore
#

maybe but that is weird

quiet ravine
#

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

ruby chasm
#

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

plush yew
#

Please welcome @winter basalt to the community! :beers:

gloomy horizon
#

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

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But I made it using actor instead of pawn

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so I can't use AI apparently with it

safe rose
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@gloomy horizon Depends on your use case

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If they are humanoids

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And will have some pretty solid logic

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Then yes, you'll want them Pawns/Characters

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If you are going to write simple logic, you don't have to

gloomy horizon
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some of them have projectile movemnt for their AI

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some of them have old fashioned pathfinding

safe rose
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ยฏ_(ใƒ„)_/ยฏ

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It's up to you

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What you are designing, we can't answer that

gloomy horizon
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there's no way to get AI for actors?

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OR convert actor to pawn?

safe rose
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You aren't asking a very clear question here

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Are you asking if you can use Behavior Trees with Actors?

gloomy horizon
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The stuff that uses Blackboards

safe rose
#

...

gloomy horizon
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I'm not familiar with it enough

gloomy horizon
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to give you a good description

safe rose
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Follow that please

gloomy horizon
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yes that's what I'm looking to use

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the behaviour tree

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But my blueprint is an actor

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not a pawn

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or a character

worn granite
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Basically it should be a pawn

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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

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especially if you don't have a reason not to use a pawn

gloomy horizon
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Yeah I probably don't have a good reason not to use a pawn

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I basically already have a bunch of logic scripted into the actor

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but I think I can change the parent bp class

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to pawn

gloomy horizon
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@worn granite do you happen to know why the tick event wont trigger on the actor I converted to a pawn?

worn granite
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check the tick settings, maybe delete the tick node and replace it

gloomy horizon
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Deleting and remaking it did not work unfortunately.

plush yew
#

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

plush yew
#

Please welcome @toxic harness to the community! :beers:

#

Please welcome @harsh lynx to the community! :beers:

gloomy horizon
plush yew
#

Please welcome @mental fiber to the community! :beers:

toxic wagon
#

If I make changes to an animation in the editor (trimming) is there a way to retain that trim when reimporting?

gloomy horizon
#

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

gloomy horizon
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Or can someone tell me how to add ai behaviour trees to an actor instead of a pawn?

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Like will that work in an actor that's not a pawn?

livid haven
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"add ai behaviour trees to an actor instead of a pawn"
Eh?

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You don't add behavior trees to anything other than AI controllers

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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?

ruby chasm
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Any vehicle experts in here

gloomy horizon
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@livid haven the fact that when I reparent my actor to pawn it stops firing the tick event

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and regardless if I enable it or not it does not work

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it's probably some kind of glitch when converting from actor to pawn

livid haven
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Odd...

gloomy horizon
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I put a bug report on the UE4 answerhub

livid haven
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Fair enough.

gloomy horizon
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hopefully someone sees it

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I've had very little success with UE4 answerhub lol

livid haven
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To be expected. ๐Ÿคท Lot of cruft on there. A lot.

gloomy horizon
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yeah for sure

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@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?

livid haven
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What, as the target actor?

gloomy horizon
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Self in this case is an actor

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not a pawn

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but it works anyways (not sure why)

livid haven
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That's... odd

gloomy horizon
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Wait a sec

livid haven
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Stop finding odd things. ๐Ÿ˜›

gloomy horizon
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oh because it wasn't plugged in

livid haven
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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.

gloomy horizon
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now it throws an error when I plug it in

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can I add an AI controller to an actor?

livid haven
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Nope.

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Pawn is the subclass of Actor that deals with having a Controller of any sort.

gloomy horizon
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God dammit why doesn't it let me convert my actor into a pawn

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why does this break a tick event

south ridge
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It should let you change parent from actor to pawn

gloomy horizon
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it doesn't

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It breaks the tick event

livid haven
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It does, but it supposedly breaks his tick event.

gloomy horizon
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no errors, nothing.

south ridge
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As long as your immediate parent is an actor, it is compatible with pawn

gloomy horizon
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ยฏ_(ใƒ„)_/ยฏ

south ridge
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And tick stuff should work just fine

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Try mmm

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Re-creating the tick even node?

gloomy horizon
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I did

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I've even tried the call to parent functions and whatnot

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begin play works fine, and I tried enabling tick on begin play, nothing.

south ridge
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Btw

gloomy horizon
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It looks like reparenting to pawn breaks

south ridge
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Does your actor actually have ticking enabled lol

gloomy horizon
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yes of course

south ridge
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Are you sure

gloomy horizon
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Yup.

south ridge
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It might be off by default in pawn and on by default in actor

gloomy horizon
livid haven
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Nah, Pawn's have ticking on by default, pretty sure.

south ridge
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So when you'd switch parents, you'd inherit "no ticking" from pawn etc

gloomy horizon
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That photo was as an actor

livid haven
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In fact, I'd expect Actor's not to and Pawn's to do so.

gloomy horizon
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this photo is as a pawn

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however the result is that my pawns do not run their tick logic

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(basically their walk stuff)

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I've tried everything

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I've tried even deleting the tick event before converting

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and adding it back afterwards

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nothing changes

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I'm hoping this results in someone looking at it and reproducing it

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Can anyone else here try it on 4.17?

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Actor -> Pawn check if tick still triggers

uneven fractal
#

what's with light getting brighter if I don't move my mouse curser then getting darker suddenly when I do?

grim ore
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@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

gloomy horizon
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I have no idea why mine specifically breaks ๐Ÿ˜ฆ

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Does anyone have any ideas?

plush yew
#

Please welcome @real saffron to the community! :beers:

grim ore
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are you reparenting it from Actor to Pawn using the drop down in the class settings?

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and it did tick before right?

gloomy horizon
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yes

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it does tick fine in actor

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and when I change back to actor it ticks fine

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but whenever i switch to pawn it stops ticking

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@worn cliff apologies for the bother

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do you mess with the default pawn at all in VRExpansion

grim ore
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have you tried making a new actor BP and changing it, see if its just that one

gloomy horizon
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I believe it is just this one

grim ore
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oh well thats a bummer ๐Ÿ˜ฆ

gloomy horizon
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But it's unfortunately not something I can work around

grim ore
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maybe you can try turning on the tick when your begin play fires?

gloomy horizon
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I've tried that Mathew.

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It doesn't seem to change anything.

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Something about this particular BP becoming a pawn breaks it

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I don't poersonally see anything major

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that would not work in a pawn

grim ore
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definitely shouldnt be a problem

worn cliff
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@gloomy horizon no? I can't override a base pawn in a plugin

gloomy horizon
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okay sorry

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@grim ore would you happen to have any other suggestions?

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Also shouldn't the construction script fire too?

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I don't seem to see anything firing during construction

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It is set to run the construction script however

grim ore
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Only thing I can think of is for some reason super isn't being called on this but that makes no sense

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Converting an actor to pawn works so something is off on this one but no clue.

gloomy horizon
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How would I go about fixing it then in C++?

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Would i Just open up VIsual Studio and check and see if Super is being called?

grim ore
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Well if this is a bp then you have no c++ class to edit

gloomy horizon
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waittttt

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dude

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okay so get this

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the spider blueprint itself is a child of BaseNPC

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I made a new child class

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and tried again

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it works now?

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check this out

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old / new

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LIke.. what?

grim ore
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Did you change both bp parents when you tried this at first

gloomy horizon
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No I only changed the base actor's parent

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I recompiled the child BP

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and whatnot

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it compiled fine

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and said it was inheriting from the parent bp

grim ore
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Maybe change the parent to pawn then change child to actor then back to the new reparented parent so it can inherit the changes

plush yew
#

Please welcome @inner silo to the community! :beers:

uneven fractal
#

when doing lighting the unbuilt objects really pile up fast

quiet ravine
#

@grim ore after how ever long i have 90% working ๐Ÿ˜„ my minutes update now to figure out the hours and then its done!

quiet ravine
#

I did it!

plush yew
#

Please welcome @magic garden to the community! :beers:

plush yew
#

Please welcome @indigo spear to the community! :beers:

plush yew
#

Please welcome @rapid oak to the community! :beers:

#

Please welcome @steel hare to the community! :beers:

plush yew
#

Guys I have Microsoft 3D Builder, how to impoirt .obj file with colors to ue4
??

livid haven
#

You don't. You need to use the FBX format, not OBJ.

tall pendant
#

@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.

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idk what you mean by colors tho

floral heart
#

Are things in 3D Builder vertex colored?

plush yew
#

i have 5 hours for making a game, blender is long for me so i use 3d builder and need colors

regal mulch
#

Well, your Mesh should have a UV Unwrap and vertex groups

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And based on that you can just create materials in ue4

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it should even create them when importing existing vertex data

dim quiver
#

Hey.

plush yew
#

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

runic dock
#

Hi

plush yew
#

Please welcome @tacit sedge to the community! :beers:

plush yew
#

Please welcome @noble nest to the community! :beers:

plush yew
#

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

plush yew
#

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

fossil ore
#

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]

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Is this normal?

plush yew
#

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

runic comet
#

Hey

plush yew
#

Please welcome @vocal nimbus to the community! :beers:

torpid ingot
#

When are all the game jams? I cant find any info on when the next gamejam would be on the forums.

plush yew
#

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

ruby chasm
#

need help with vehicle (if anyone has experience, let me know!)

plush yew
#

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

plush yew
#

Please welcome @vale verge to the community! :beers:

plush yew
#

Please welcome @hearty schooner to the community! :beers:

#

Please welcome @hollow ridge to the community! :beers:

plush yew
#

Please welcome @warped quartz to the community! :beers:

#

Please welcome @thin walrus to the community! :beers:

#

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

plush yew
#

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

crisp elm
#

How would I get a character to face 3P camera with simple input pressed?

#

Just rotation*

tiny pagoda
plush yew
#

Please welcome @clear dagger to the community! :beers:

clear dagger
#

hey i need help really bad in unreal can i speak to someone please it would really mean alot

plush yew
#

Please welcome @cunning flare to the community! :beers:

twin acorn
#

Anyone know how to setup POM for terrain layers?