#ue4-general

1 messages Β· Page 149 of 1

plush yew
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Except royalty projects usually ask for heaps of experience for some reason

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Experienced people aren't going to do royalty projects

keen birch
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All projects do, not just royalty projects

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It's just unwarranted for royalty projects πŸ˜›

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If I'm that skilled I'll be doing paid work

maiden swift
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Royalty projects may as well be unpaid projects. πŸ”₯

lilac silo
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All projects require a certain amount of knowledge of the engine, etc.

keen birch
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I spent four years on a royalty project (which was also my first gamedev project), and now, finally, the hard core of the team (including me) has gotten it somewhere

lilac silo
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I think they’re good though, because sensible people will take it as a learning curve and a chance of a bit of money is nice

keen birch
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And the only reason I did that is because it's a project I'm goddamn passionate about

maiden swift
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I honestly find it startling how many projects out there are asking for the world in exchange for a promise that you might get paid someday. Most indie games don't make enough money to retroactively pay several people for years of work.

cloud cobalt
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Royalty projects are definitely "gamble on maybe being paid a bit some day and probably 5% of 50 sales"

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I wouldn't say it's a bad idea to work on something like this but you have to be invested in it, be integral to decisions on the game

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It has to be your project as well as the other's

lilac silo
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Definitely

keen birch
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That's also something that annoys me in royalty projects

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You've always got "team lead" people

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And I'm just like

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How the fuck do you expect to have one person in charge if you're not even paying people?

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Those people are invested in the project as much as that leader

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And they're getting as little (or less) out of it as that leader

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So they damn better have the same position on the game-design and development decisions

cloud cobalt
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Working for free on something without even the joy of contributing to how it's ending up is definitely something you should basically never do imho

keen birch
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People still do, though

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Because they don't know better

cloud cobalt
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Unless you really love working for others

keen birch
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I've got this one guy on my team who I do multiple projects with, and in lots of things he doesn't give input

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I just rage at him like "DAMMIT GIVE ME INPUT ALREADY" (Rage is a big word)

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But he enjoys working with me and doesn't really care

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πŸ˜›

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He gives input on a bunch of things he feels are important and leaves it to me besides that

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He likes the premise of the project and that's enough

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And then you've got people like me who want input on every little thing

cloud cobalt
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For what it's worth, we have one "royalty" contributor to our project (music composer). She basically got complete liberty as to her work

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The result fits the game very well

keen birch
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That's great :3

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That game that reminded me of Spore's space age?

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Blue, bubbly UI

cloud cobalt
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That one

south ridge
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Cool name @cloud cobalt

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I really wanna see a dithering shader for your game

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I think it'd be so cool

plush yew
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Would someone be able to check if their HLSL Code window in material editor is working?

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4.18.1

south ridge
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It works in my 4.18 after shader compiles fine

cloud cobalt
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@south ridge What do you mean with dithering ?

south ridge
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@cloud cobalt dithering. Literally. One sec...

plush yew
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@south ridge You didn't have to enable any console commands?

south ridge
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@plush yew Not really

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I want to see the leftmost one

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Dithering like this will need scanning of a group of 3x3 pixels

plush yew
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Well damn, I dunno what to do now. Thanks for checking

south ridge
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So you sample scene color 9 times, run it through two filters to find color #1 and color #2, then output dithering pattern with those two colors

cloud cobalt
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@south ridge You mean you'd like to see a dithering post-process to make it look a bit glitchy ?

south ridge
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Yes. Not glitchy, but retro

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I think it would be really cool with the kind of color style you have

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Very bright vivid colors against black BG

cloud cobalt
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That could be fun to try

south ridge
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I suggested it to you N months ago πŸ˜›

cloud cobalt
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You did ? Damn

south ridge
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I don't think I was very explicit though

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I probably said that a retro limited pallete look would be cool

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But yeah, I'm pretty sure there are existing dithering HLSL shaders

cloud cobalt
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To be honest it's kind of hard to keep track of all feedback, but I love doing shader stuff so that's the kind of stuff I usually remember πŸ˜›

keen birch
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xD

south ridge
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But if you need a custom filter, it involves finding an average brightness level for all pixels, then finding average of two groups (one group where pixels are brighter than average, second where its lower)

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Then using average brightness as input to a dithering texture

keen birch
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Does anyone have this problem where you more or less five really complicated ideas you all want to work on?

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It's something I'm running into

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And I just really don't know what to work on

plush yew
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Yeah I get that. I end up working on none of them

keen birch
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Basically

plush yew
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Okay I got the HLSL Code working again. You need to have Live Preview enabled to generate the code...

keen birch
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o.O

unborn mantle
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is there any way to setup cluster size for foliage?

keen birch
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Cluster size? As in?

unborn mantle
keen birch
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Is that the instanced foliage mesh that you can only access by clicking the the thing in viewport?

unborn mantle
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yes

keen birch
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Yeah I don't think that's a proper thing

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This is on a cube

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Has it as well

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Not a clue what it refers to, though

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I think that's an HLOD thing...?

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Can't find anything about it :/

unborn mantle
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:/

keen birch
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I think it means whether it can be included in HLOD clusters, so I wouldn't worry about it

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What did you mean by cluster size anyway?

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Rendering clusters? Distribution?

unborn mantle
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how much foliage items can be in a clusrer or size of the area cluster covers, just to get some control over it

keen birch
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So rendering clusters?

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Yeah, UE4 doesn't give you any control over those

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Can't recall if foliage was based on ISM or HISM, but it uses one of those two as base

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Anyone know if you can make stuff in the construction script happen async?

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I don't need it all to be calculated instantly, necessarily

unborn mantle
fierce tulip
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.png?

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due to a limitation in either png or ue4 you cant import png with alpha properly

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save as tga 32 bit πŸ˜ƒ (with alpha)

frank escarp
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you can fix it in photoshop btw

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i think

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by having a layer with background color

floral heart
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I've heard it's just a photoshop thing because it optimizes pngs. Haven't gone out of my way to test it. Not that there are many other png generating programs.

frank escarp
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even if then its masked with alpha or whatever

fierce tulip
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so i just recieved my graphic tablet.. which should be delivered halfway december O_o

frank escarp
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ive seen it happen the most when you start a new project, start it with the "full transparent" background, and then paint on that

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becouse then it doesnt have color data where you havent painted

floral heart
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I'm impressed png has support for no color data. Not that it sounds very practical right now...

frank escarp
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it doesnt

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photoshop is the one with no color data

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so it kind of hallucinates it

floral heart
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Ah, that's less fun.

fierce tulip
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needs alpha chan

floral heart
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I have an old version of photoshop. It drives me nuts that you can use the erase tool to create transparency that is unrelated to an alpha channel.

fierce tulip
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O_o

cloud cobalt
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Photoshop is bipolar when it comes to alpha

floral heart
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As if they had transparency already implemented, then they added multiple channel support and no one said "these are the same thing you idiot".

cloud cobalt
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Like, Photoshop is incapabale of handling alpha as an independent channel in PNG files

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If alpha is zero, it removes color from RGB

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Why do you want an alternative ?

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You should be able to just save a PNG as a 32b TGA and it whould work ?

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Uhh, okay I get it

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The problem is Photoshop's handling of PNG

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No output format can fix that

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The root problem is that Photoshop doesn't handle alpha in PNG, neither at import or export

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You should look at batch image converters like imagemagick

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And convert to TGA

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For the sake of completeness, there are other image formats that are really good, like Webp which is just like PNG except a lossless Webp file has the size of a compressed JPEG

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But for gamedev purpose, TGA is the safe option

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Not to mention UE4 probably doesn't handle webp files

frank escarp
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too bad TGA bloats files really hard

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it is uncompressed, no?

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70 mb for a 4k texture

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and the game doesnt store .tga

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they only store the compiled compressed version depending on platform

cloud cobalt
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TGA is uncompressed yes

frank escarp
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man thats fucking retarded

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PNG is lossless and compresses fairly well

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we need a better file format for texture stuff

cloud cobalt
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Webp is the best general-purpose image format right now

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It replaces PNG, JPG and GIF while being better than each at their own strengths

frank escarp
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too bad it doesnt have much support

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or looks like that

cloud cobalt
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It's a Web format so yeah, outside of browsers...

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I'm sticking with TGA myself, since PNG is broken with alpha

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BTW there is compression in TGA, but it's RLE, which is a 5-year-old's takes on compression

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Also not super well supported (on top of being wildly unefficient)

fierce tulip
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who in their right minds gives a 1m hdmi kabel with their graphic tablet, the gpu ports are in the back, if id connect that cable from there I'd need to sit behind my desk instead of in front of it

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lol

radiant fable
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my new ui layout

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give it a try if you dare

fierce tulip
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all those tabs should be on different monitors

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:p

radiant fable
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single monitor boy over here :v it's livable

fierce tulip
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or multiple 4k's like me :p

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but 35 inch will work hehe

radiant fable
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my 2nd mon is a g15 blue lcd screen

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i hated my ultrawide at work, vertical height is important in apps with long rollouts

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still too low, 1600 here

paper kernel
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32" 4K doesn't exist, therefor I can't buy one

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at least in this part of the world

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sprites can have normal maps, yes?

regal mulch
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@fierce tulip Who in there right mind puts the charging slot of the Switch to its bottom

paper kernel
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costs 2-3x more than same size TV for some reason

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but TV just usually has very laggy panel control

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so, if the panel is not that expensive, why the display is?

hardy spruce
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probably because the motherboard and parts need to be able to handle being on 24/7, and that the colors need to be a lot more accurate... but other than a nicer hight adjustable foot I'm as puzzled as you are

paper kernel
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not really, TVs are suppose to be as durable as monitors when talking about EU regulations

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but the image processing can't be that much more expensive πŸ€”

hardy spruce
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weirdly enough I get plenty of second hand free monitors that still work fine.... and no TVΕ›

paper kernel
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there also seems to be weird jumps in price too

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28" 4K is ~350€ , 43" is ~580€ but 32" is ~600€ ?

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why is it that particular size

hardy spruce
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probably because the panels at 138 dpi are harder to make.... or that its the sweet spot at which point people throw money at it because they want better specifications.

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marketting!

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or because the assembly line isn't made for that line, and they need to throw away a part of the screen to make a 32 inch.

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plenty of possible reasons

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just buy the darn thing and be done with it, you know you want it. Yes you do.

fierce tulip
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@regal mulch nintendo, because nintendo :p

frank escarp
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i confirm hot reload being completelly broken in 4.18

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add a variable on an actor, and every property of the same category gets reset to 0

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like 99% of the time

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interestingly enough, child blueprints that modify the default properties do not get reset

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but the direct child class of my C++ class does get fully reset, and all variables back to default

vale osprey
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hmm, maybe I'm missing something but I was not expecting from InvertRotator to just multiply values by -1

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logically, it's suppose to give you rotation which points to exactly opposite direction

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in reality, if you provide (0.0, -179.9, 0.0) you get (0.0, 179.9, 0.0)

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which is basically a 360 degree rotation...

sinful umbra
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has anyone ever gotten

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Incompatible or missing module: UE4Editor-GameName.dll

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when using UAT?

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i can't seem to figure out what im doing wrong

keen birch
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Is there any way for me to spawn stuff from the construction script?

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I've already made a function with SpawnActorFromClass in it, but calling that doesn't seem to do anything

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The function runs, a print after the spawnactorfromclass call works in it

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So it's definitely running

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But it's not spawning anything

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If I print the returned object name, again, it prints "None"

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For now I'll just work around it, but it'd be far nicer to be able to do it like this

plush yew
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heya

vale osprey
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@Mr4Goosey#8437 you can spawn components but not other actors afaik

upbeat trench
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child actor component would be the way to go aye?

vale osprey
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sort of - it doesn't spawn actor till BeginPlay I think

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and I'm not sure if he is asking about c++ or BP as constructors are different in them

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like BP constructor happens after c++ constructor, so if you are adding components in c++ constructor you will see them already in BP constructor

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but not BP ones

keen birch
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Hold on a second, can I even put components on another actor in Construction?

vale osprey
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not on other actor, just your own components

keen birch
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Ugh

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So basically, a centralized proc-gen system can't be run from Construction

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πŸ˜›

vale osprey
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BeginPlay is where you can do it

keen birch
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Right

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But I want the spawners to work in-editor so you can set them up

vale osprey
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for that you can use Blutility

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or build everything around components in a single actor

keen birch
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Blu-whatnow?

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πŸ˜›

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Hold up

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Okay, yeah, blu-whatnow?

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Not seeing any docs about them

keen birch
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Just enabled them in experimental

vale osprey
keen birch
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Oh, thanks :3

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So basically, just BP, except you can tick "Call in editor"

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πŸ˜›

vale osprey
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yeap πŸ˜„

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but it's editor only, so you won't be generating something in-game

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for in-game generation you would do it as if you are running a game, in BeginPlay or tick with some logic

fiery harbor
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I just had 0 bytes left on C where I have the engine and my project files

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while my game was running in the editor

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gave me a lot of errors in the log

keen birch
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For in-game I just run the event in Start, I suppose?

fiery harbor
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lol, and that absolutely killed my own save files I create

grim ore
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@keen birch begin play if you want to run it when the game is playing yep

keen birch
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So can someone explain to me why my "Soft Static Mesh Reference" to object is returning invalid?

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But it does work for actually setting the static mesh in an HISMC

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So I can't get the name

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And the static mesh object ref is invalid

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But it does work as input for my HISM

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Oh and now it magically works

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Alright so why do soft static mesh references not work half the time?

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And if I shouldn't be using them, how the heck do I get a proper static mesh reference from my assets folder?

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Like, I'd use hard references, but for some reason I'm not allowed to access those from class defaults

keen birch
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Probably blueprints, actually

hard slate
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hey

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are there any game engines like UE4 for kindle fire HD

soft garden
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ehm no

hard slate
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aw

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ok πŸ˜ƒ

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thanks though

vale osprey
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is it android based?

hard slate
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yea

brittle gyro
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@hard slate pretty user the kindle fire is essentially android; create a simple app and deploy to android, see if it works on the kindle, profit

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(and share with us to let us know)

hard slate
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yea i just wanted to be able to do the programming and stuff on the go

brittle gyro
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and send Amazon a bag of poop for fragmenting the ecosystem. πŸ˜‰

vale osprey
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taking into account how many platforms Unity covers, check there

hard slate
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XD

vale osprey
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I mean, UE4 works on android, but there are flavours of androids with their own SDKs

brittle gyro
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wait, you want to use UE on the fire or write a game for the fire?

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because then no, you can't

keen birch
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Yeah no hold on a second

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Programming on the go?

hard slate
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wait wait wait...like the acuall engine works with android???

keen birch
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You can't run UE4 on a kindle device, no

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Nor on any kind of mobile device

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πŸ˜›

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THings you make in the engine are another thing, sure

vale osprey
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no, it can deploy on android, not dev on android

hard slate
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XD i thought thats what you ment i was like O_o dude my kindle would explode

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twice

brittle gyro
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lol, yeah... I think it's fair to say that 9/10 creative endeavors just don't happen on mobile devices unless you're a photographer, graphic artist, or whatever

hard slate
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true

keen birch
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No, I doubt you're going to find any kind of programming thing on a mobile device

hard slate
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are there any compilers for kindle

keen birch
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Heck, I'm struggling on a 15" laptop

brittle gyro
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if it's got a keyboard, more likely you'll find "real" pro tools to create content (hell, even MS Notepad is better than typing a novel on your tablet)

keen birch
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I don't program or use BP unless I've got two screens or really need to do something

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Because it's just horrid

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Wouldn't touch any kind of code on a mobil with a ten-foot pole

hard slate
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tbh i could use remotr to stream lol

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or stream my raspberry pi and use the compiler with VNC

keen birch
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As for compilers, again, doubt it

brittle gyro
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we're weaving magic man, literally the modern day magic; incantations that are obscure to the uninitiated creating things that simply do not exist in our reality otherwise.

keen birch
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Not exactly something lots of people want, so not something that gets developed

brittle gyro
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*and interactive at that

keen birch
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That was a really weird sentence to read

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Very unexpected

hard slate
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but yea if i stream my PC i could use unreal engine on kindle technicaly

brittle gyro
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@keen birch me?

hard slate
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thanks guys πŸ˜ƒ

soft garden
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in my opinion, programming in android is very boring

brittle gyro
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@hard slate to quote chris rock: "you could drive with your feet if you want to, that doesn't make it a good f**king idea!"

hard slate
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XD

brittle gyro
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πŸ˜‰

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most non-programmers have a hard time grasping that the underlying processors for mobiles are not as well supported for compilers, etc.

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so hard to find a compiler for android that would perform well enough to do work on

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especially if you're beating the crap out of the "build" process in rapid troubleshooting situations

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Β―_(ツ)_/Β― Just my thoughts on it

hard slate
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yea

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thats logical πŸ˜ƒ

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but i think the best thing to do is just stream my UE4 to the kindle fire and use it from there

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just for things like setting up objects and level design

brittle gyro
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I would almost argue that it would be a great project but a different product (that anyone could make) that functions as a pure level editor (sans code func, BP at best) pulling in the project assets and crating a level file the editor could also consume.

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not it

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sadly, this is one of those features that is only good to help sell to young people/educators... the average pro dev works at a great desktop/laptop and sees most other interfaces as a gimmick (EG I LOVE the VR editor integration in UE but I don't think that's where I would be to design my levels)

whole sonnet
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When you change material on a mesh and theres a black and grey type checkboard texture appear until your new material has loaded, anyone know what this texture is called? I would like to actually use it in my level

pallid compass
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World grid material

whole sonnet
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Damn i would have found it before i asked if i had engine content on, it was turned off on this PC, thanks πŸ˜›

vale osprey
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GetSocketTransform is kind of broken:

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technically it's the same rotation (difference in minus sign in roll)

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but green color is what GetSocketTransform() reports

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ohh crap

fierce tulip
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trying to import a non-retopo zbrush model. max nopes

vale osprey
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GetSocketTransform is just a normal transform under the hood, so this bug is really wide spread

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@fierce tulip old version would brakes at just few mil poly, how many are you importing?

fierce tulip
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8m

vale osprey
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could be the issue not with the count btw but very small triangles

fierce tulip
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should work, but the model is rather.. odd

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i resized it 500 times up, innitially it crashed

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aaand crash

vale osprey
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hmm

fierce tulip
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its ok, was just testing

wind sand
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Can anyone tell me if it is possible to create a particle material that will mask portions of actors in the background that have a specific texture?

weary basalt
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@wind sand Most likely. Users in #graphics may have more information. πŸ˜ƒ

wind sand
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ty

ornate hamlet
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I have a question, since April 2017, have there been any changes to the ue4 fbx importer?
As far as I can tell there are no mentions about that in the changelist. But all the skeletal meshes are now broken if I reimport them with the latest unreal version 😐

wind sand
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JJG, I use the autodesk one

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but then again, I only go sketchup > UE4

south ridge
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@ornate hamlet There have been various changes in FBX importer, but I can't tell you the exact dates

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But I believe they rewrote their code since april 2017

ornate hamlet
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@south ridge yeah I figured. I kind of have to fix this somehow. I am wondering if I could somehow reimport with different settings to see if that might fix it but I am not sure how I can get the import dialog box to appear again when reimportin an asset

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google is not being particularly helpful

south ridge
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What's the source editor

ornate hamlet
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Blender

south ridge
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Blender or something else?

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They added some blender specific code

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That removes rootmost bone that blender inserts

ornate hamlet
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Well, Im not sure if thats the root of the problem. But I can tell you what happens. Upon reimport the asset will be flipped and super itsy bitsy small.

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I tried importing a new skeletal mesh asset with the "use T0 as ref pose" option ticked and using the old skeleton

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this seems to kind of work but there are some problems. The asset wont be quite at the right spot and wont quite rotate with the bone as it should

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So i am thinking to just reimport the main skeleton asset with the "use T0 as ref pose" option. But as far as I can tell there is no way to change this option when reimporting

plush yew
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Need help with someothing

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i assume its pretty small

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but i dont know how to fix

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Why does this black patch exist on my terrain?

weary basalt
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Do you have an box reflection probe there?

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@plush yew

plush yew
fluid stag
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ehh lightmass importance volume

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mebbe just that landscape component is being baked

plush yew
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If so

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how would i go about fixing that?

fluid stag
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well if you are baking light, and are gonna use importance volumes, I presume you can't unless you make the landscape dynamic

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which means stuff in the in the importance volume won't cast a shadow onto the landscape

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maybe someone smarter than me will know a solution πŸ˜„

plush yew
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Well

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when i delete the lightmass

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nothing happens

fluid stag
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go to world settings and check force no precomputed lighting or w/e

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then build

plush yew
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How do i build?

fluid stag
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big button at the top of the editor

plush yew
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aye

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it fixed it

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thanks dude

fluid stag
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np!

tough flint
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Can someone help me on state machines and blend spaces?

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I need to set a shooting animation by pressing a key

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Multiple animations activated by multiple key combinations

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Asking here because #animation seems to be dead even though this community has 2000 people on lol

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Please?

plush yew
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Hey what’s a fx artist? And what they do?

half mango
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i just cant get scene perfect

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from blender to UE

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looks amazing mostly but small shadow bleeds

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trigger my perfectionism

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and trying to understand why they happen

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sends me head west

weary basalt
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@plush yew fx is short for Effects. So an FX Artist builds effects you see ingame.

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sfx would be short for Sound Effects.

tough flint
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help please?

worn granite
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montages

tough flint
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animation montages?

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I'll look into them

dark pike
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I tried a recovery (from power out), when i did i get to see this πŸ˜ƒ

soft garden
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HI, there is a console dev? i have a question πŸ˜ƒ

wary wave
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you're unlikely to get console specific questions answered in public channels

viral kettle
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Hi

dark pike
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Greetings.

soft garden
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hey, in 4.18 how i overwrite the default Scalability for my project?

whole sonnet
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Morning

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πŸ–

plush yew
#

Hello, i'm new here

#

i was following the 3rd person project tutorial, i got my controls to work, my character could spawn and move around

#

but its stuck in a T-pose, would someone take a look at my project and tell me where i went wrong?

atomic meadow
whole sonnet
#

@plush yew Did you set any animations for your character mesh? If there are no animations the character would stay in default pose such as T pose

#

sent you a PM mayor

plush yew
#

thank you, its resolved

radiant fable
devout gulch
radiant fable
sacred crater
#

I broke it

#

this is a scroll box

#

nothing else is in the widget

plush yew
#

lol

#

i followed a UE3 tutorial for a UE4 one

strange tendon
pallid compass
#

anyone here using simplygon

smoky pilot
#

I can't manage to remove the ground and the background in the preview material window 😦 how u do that?

quasi lake
#

Hey bros

#

How can I execute an async task

#

In bp

sleek spear
#

so i cant export a landscape as object?

buoyant echo
#

Is there a way to allow users to edit textures with their own without compiling the game with them? I'd imagine I'd do it with a sync with an outside folder, but I want to ask to make sure.

quasi lake
#

Like after 2 seconds I want do do something,without stoping the nodes afterwards

#

Seems the delay function is already async?

grim ore
#

if you want to do something 2 seconds later use a timer and call something 2 seconds later

fair violet
#

@grim ore would you not use a delay node or is there a downside?

#

Timers feel a bit messy especially if it’s just for a small one off thing that needs to be delayed

grim ore
#

well the delay node would stop execution of that path

#

and I thought he was asking how to do something later without stopping the nodes after

fair violet
#

Ah gotcha! In the case of a simple bit of logic needing to be delayed, a sequence to split the execution flow would make sense here too right? That’s what I usually do when I need to keep the original path executing but have something delayed called too.

grim ore
#

I really don't know honestly lol. I rarely use sequences because I have no idea why and I tend to do stuff in it's own functions/events to make it easier on me for changes so yeah I like using timers to fire off stuff later if needed. Whatever works is what matters tho πŸ˜ƒ

#

there's probably a dozen ways to do it and all of them right in the right circumstances πŸ˜ƒ

viral oriole
#

Anyone here ? An blueprint expert ?

smoky pilot
#

hey, is there a way to cast shadow with a tesselation material ?

final dagger
#

Hello, is there anyone here online that can answer a very simple question on how to open up a window from the unreal incon in the windows task bar

#

I try right clicking the unreal icon to try to maximize the window and I dont have that option

#

my window wont open

#

I am trying to get the window on the right that is white to open up

worn granite
#

have you tried hovering over the icon, then clicking the desired window?

final dagger
#

yes

#

its not opening

worn granite
#

can try closing the window and re-opening.

final dagger
#

the only thing that works is just clicking the x to close it, the maximize button is not working

worn granite
#

depending on your version of UE4 slate sometimes does that

final dagger
#

I tried that

#

I am using 4.18

#

If you can help me I would greatly appreciate it

#

its somghing stupid simple I am sure, but I dont know how

#

Does anyone here know how?

#

damn, alt tab is not working for me either to get that to work

#

it just opens up the editor but I dont see the window

#

damn, about time I figured it out, control, alt, delete, select the window under the unreal and choose maximize from there, what a pain in the fn ass. Epic needs to fix that shit, a simple user, not going to know that crap. A window shouldnt do that, thats rediculous

#

whew, thank god I know some things about windows

#

no other program I know gives you a window you can't maximize and choose from easily.

exotic turtle
#

Wow glad you got that figured out 'cause that sounds mega strange.

#

By the way, any of you guys doing LudemDare 40? I really wanna do one, but want to see who else is interested. I'm a music and sound guy. Just message me or tag me if you're interested. It's a game jam this weekend.

quasi lake
#

I have some problem with character blueprint

#

Problem is that:the character has a capsule component on its root,and mesh to be its child,which we can not change the relation.This makes a problem,if I want the character can be gone through between his leg,for example, a giant dragon

#

The capsule component prevents everything passing through its middle,no matter how you set capsule collision,and you can not turn it off because

#

You need it to make the character stand on the ground cuz the mesh is right below it

#

Which is fucked

#

Anyone knows something about this?

#

Maybe I have to reconstruct a new character

#

Unreal's character cannot satisfy my demand

pallid compass
#

U need a new char

#

U cant change out enherited components

#

u may be able to just disable it and add another col on that u can change

quasi lake
#

No you can not disable it

#

Because character movement needs it

#

I checked the source code,event the character movement needs a specific capusule collider to execute its functions.So if I wanna change the character I need to change character movement too,which is almost impossible

pallid compass
#

im pretty sure iv got it turned off

#

but i only use flying so

#

fight be different

#

might be*

quasi lake
#

Yeah you can turn it off but you are gonna fall into the ground

#

My project is a core battle game

#

OK that's what unreal can do,I can do with that,cant complain much

rotund summit
#

@quasi lake You could disable collision overlap response between the dragon capsule and any actors that need to go between their legs, then attach static colliders to his leg bones that block the little actors

#

or don't even parent to the skeleton, just put two colliders at the bottom of the capsule or no blocking collision at all might be fine

#

Random question for the channel: Does anyone know if there is a way to mess with the size and/or position of the camera preview window that appears when you select a camera actor in editor? It tends to be in the way, but I would still like to see it, just in a more convenient position

plush yew
#

WARNING: Warning: Plugin 'NativizedAssets' does not list plugin 'ApexDestruction' as a dependency, but module 'NativizedAssets' depends on 'ApexDestruction'.

#

anyone got an idea how to fix this? lol

wild kestrel
#

its just warning, might be bug?

#

wwait no

plush yew
#

im trying to enable nativization

wild kestrel
#

ah i get it module depends on ApexDestruction

#

but plugin not

plush yew
#

its not just that tho

#

its literally

#

all my plugins

#

lol

wild kestrel
#

the 1st condition mean that NativizedAssets requires Apex plugin

#

because it needs module from it

plush yew
#

its the same thing though

wild kestrel
#

but its not

plush yew
#

why wounld it also need rama's victory plugin

wild kestrel
#

no it is not

plush yew
#

lmao

wild kestrel
#

plugins are not modules

#

and modules aren ot plugins

#

plugins dont look on module depencies

#

so it is a but in NativizedAssets plugin descriptor

#

bug*

#

plugin depencies been added rencently so NativizedAssets been not updated to that new feature

plush yew
#

what do i do then? lol

#

.-.

wild kestrel
#

it is your plugin?

#

NativizedAssets?

plush yew
#

nativizedassets

#

it literally blueprint nativization lol

#

its not a custom plugin i made or anything

wild kestrel
#

so it is epic plugin? if it is it's a bug and should be raported

plush yew
#

no idea lol

#

i just turned blueprint nativization on to "Inclusive"

wild kestrel
#

it came with enigne?

plush yew
#

and i get that warning

#

i think so lol

#

ive never gotten a plugin

#

with that name

#

ever

#

lol

wild kestrel
#

this is primerly info for devloper of plugin

#

it is only a warning

#

so things will work

#

only thing based on this warning is that you need to enable both Apex and Nativisation plaugin

#

to avoid any complications

plush yew
#

nativization plugin

#

doesnt exist tho

#

l,ol

wild kestrel
#

NativizedAssets plugin

plush yew
#

Edit -> Plugins -> Search "NatifvizedAssets"

#

nothing shows up lol

wild kestrel
#

ah i see

#

NativizedAssets is generated plugin for nativisation

#

This warning is still a bug thru

#

then just make sure you enable Apex

#

do you use that plugin?

plush yew
#

yep

#

for Destructible meshes

wild kestrel
#

ok then make sure it is enabled

plush yew
#

it is

#

lol

wild kestrel
#

so you fine πŸ˜ƒ ignore warning

plush yew
#

The warning only occurs

#

when i uhm

#

enable bp nativization

#

lol

wild kestrel
#

NativizedAssets is a plugin which contains module with code generated from blueprints

#

module it has Apex module depency as oyu use Apex stuff, but plugin don't have it

plush yew
#

is there a way

#

i can enable it to have that plugin

wild kestrel
#

probably because nativation code not been uppdated to use plugin depncies

plush yew
#

well if i package my project

#

and it just crashes

#

ill know lol

wild kestrel
#

plugin depencies is to avoid any packageing errors or crashes cause of missing plugins, to inform you that plugin is missing

#

but oyu not missing plugin so it is ok like that

#

still it is a bug that this warning appers and nativistion code dont add plugin depncies, so it should be raported

plush yew
#

hmm

#

If you look at the last comment on here

#

Someone said to add it to your .uplugin file?

wild kestrel
#

ok i will move this to bug raport so somebody from epic will notice πŸ˜ƒ

plush yew
#

Ok

#

@wild kestrel going to test something

wild kestrel
#

you can edit that genrated uplugin, but its kind of pointless because it can be overwritten again in next packageing

upper heart
#

How are you guys generating your project version numbers? Anyone set this up to use perforce build number or how do you automate it?

short onyx
#

Hey, i don't know why but i can't Undo anymore ._.

upper heart
#

where are you trying to undo from?

short onyx
#

BP

plush yew
#

@wild kestrel I think I found out the problem

vapid cedar
#

Any other hotkey issues, or just undo?

short onyx
#

I try all my BP but i can't undo

wild kestrel
#

@plush yew ??

short onyx
#

I only use CTRL+Z x)

plush yew
#
"Description": "",
    "Modules": [
        {
            "Name": "Veritex",
            "Type": "Runtime",
            "LoadingPhase": "Default",
            "AdditionalDependencies": [
#

@wild kestrel in Additionaldependencies

#

you have to write every single one of the plugins you are using

#

in your .uproject file

#

not just in Build.cs

wild kestrel
#

that does not matter

plush yew
#

its weird because it automatically added the basic ones though

wild kestrel
#

what if you use all of them? :p

plush yew
#

Engine, Core, CoreUObject..etc

#

ii mean i added my plugins to that llist

#

and so far i havent gotten that error

#

((But its not done packaging yet))

wild kestrel
#

yes thats normal, thats needed for code build configuaration

#

based on module depncies UBT configures directory path configuration so compiler can find things

plush yew
#

ya

wild kestrel
#

so it needs core etc :p

plush yew
#

but i also had to add

#

ApexDestruction

#

UWorksCore

#

and VictoryPluginBP

wild kestrel
#

yes

plush yew
#

and now... so far it seems like its packaging with nativization

wild kestrel
#

wait you added them manually?

plush yew
#

Yes

#

i had to

wild kestrel
#

you had any errors?

plush yew
#

lol

#

not yet.

wild kestrel
#

i mean it does not do this automaticlly?

plush yew
#

I mean it doesnt look like it does lol

#

it adds

#

these

#

it adds it to there

#

but not to AdditionalDependencies

#

as far as i can tell

wild kestrel
#

ah i see this is dpencies in uplugin?

#

not in build script?

plush yew
#

What do you mean?

wild kestrel
#

ok what you edited manually?

#

you been force to edit manually?

#

forced*

#

by some error?

plush yew
#

oh nvm

#

the message i sent before

#

is still there lel

#

the warnign

#

about apex and such

wild kestrel
#

yea there also depncies in buildscript

#

and it might be based on that

plush yew
#
UATHelper: Packaging (Windows (64-bit)):   C:\Users\pbssu\Desktop\Veritex\Source\Veritex/VeritexAIController.h(22): note: see declaration of 'AVeritexAIController::AVeritexAIController'
UATHelper: Packaging (Windows (64-bit)):   C:\Users\pbssu\Desktop\Veritex\Source\Veritex/VeritexAIController.h(18): note: see declaration of 'AVeritexAIController'```
#

how am i supposed to fix this? lol

#

its literally an error in the generated file

wild kestrel
#

either way it is a bug in this not happens automaticlly

#

this looksl ike another bug :p

#

because in blueprints oyu can can bind c++ private functions to nodes, in C++ you can't do this

plush yew
#

lol

#

but is it something on my end

#

that i can change?

wild kestrel
#

wait

#

AVeritexAIController is yours?

plush yew
#

yea

#

lol

wild kestrel
#

oh thats diffrent matter then

plush yew
#

its a C++ class that BP's inhereit from

#

lol

#

but im not sure why it would only cause this error

#

in Nativized builds

wild kestrel
#

ok try delting intermidiate forder and package again

#

if oyu have same error it might be some bug

worn granite
#

: because in blueprints oyu can can bind c++ private functions to nodes, in C++ you can't do this
Nativized builds
The main goal of Blueprint Nativization is to reduce VM overhead in the runtime version of your project by generating native C++ code from your project's Blueprints.

plush yew
#

@worn granite i get that

#

lol

#

but there must be a work around i can do

#

oh maybe this is why

#

my Constructor is private

#

lele

#

i can almost guarantee

#

thats why lol

wild kestrel
#

VM overhead does not have anything to do with plublic and private, what i was tlaking about is that Blueprint VM can technicly call compiled private functions in C++, which C++ compiler would not allow and if nativation would generate something like this it would create errors

#

i seen some meta specifier in C++ AllowPrivate, or something like that so i thought it might be related to that

plush yew
#

@wild kestrel yeah but all my other classes ahave public constructors

#

and no errors lol

#

so ima try

#

and jsut see what happens

worn granite
#

@wild kestrel clearly I meant generating native C++ code and not reduce VM overhead

wild kestrel
#

ok but we know what nativisation is :p

worn granite
#

then why is he confused access errors only apply to nativized builds?

wild kestrel
#

he never worked in C++ probably

plush yew
#

I would say about 70-75% of my code is in C++

worn granite
#

anyway was a joke

plush yew
#

then the rest in BPs lol

#

hard to give an exact estimate

#

every BP class inhereits from a C++ class

#

Lol

wild kestrel
#

so deleting intermidate fixed? ;p

plush yew
#

repackaging now

#

will be able to say in like 10+ minutes

#

lol

#

i really hope so though

#

i would like to be able to use Nativization

#

lol

short onyx
wild kestrel
#

I kind of expect that nativsation has same issues as hot reload, that UE4 is so complex that those 2 features simply have problem with some unexpected cases of use

short onyx
#

(β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

plush yew
#

@wild kestrel It looks like the warning is still there but i dont have the AVeritexAIController error so far lol

#

after making the constructor public

final dagger
#

where do you download the apex plugin from? I noticed in 4.18 destructible meshes are not working like I had before.

grim ore
#

you dont need to download it, its just a plugin now in the plugins menu and disabled by default.

final dagger
#

ah

#

okay

#

I see

#

I got it enabled now, thank you, and yeah I see it works.

#

thank you

plush yew
#

@wild kestrel lol doesnt work

#

Unhandled exception at 0x00007FFC50233FB8 (KERNELBASE.dll) in UE4Minidump.dmp: 0x00000001: Incorrect function.

#

i packaged it correctly but

#

i get those errors

wind sand
grim ore
#

ok so starting from the first screenshot on that post, what is the array of tags? Is this a variable on your actor?

#

The 2nd screenshot does not really help as you dont get to see Where you are getting your actor then getting your tags from.

#

I just test it with a simple actor in a level with some tags on it and I was able to both get the actor and then get the tags or just get all actors with tags.

#

so my guess would be your actors you are looking for the tags on are incorrect or the tags are not set

wind sand
#

crap that may be it

#

apparently from within my class, it isn't setting the class unless I use a self reference?

grim ore
#

if your pulling from self it will know the class but if your trying to get it from somewhere else you might have to specify the class but for tags I am not really sure.

wind sand
#

it doesn't seem to respect the class within the detail pane though. Is that where you were specifying it?

grim ore
#

the only place I specified a class was when I did get all actors of class for my test actor then searched for the tags in those

#

how are you getting your actors?

wind sand
#

I'm doing a get all actors, then looking at each actor to see if any tags contain a level name (level0,level1 etc)

grim ore
#

Which get all actors node?

#

assuming Class I had no issues here. I put in my test actor class, it found the 3 I had, and read in the tags on each of them that I set in the details panel

wind sand
#

get all actors of class 'actor'

#

I think I have it working at the moment. The first level sets the tags, so as long as I don't have a preset tag, it seems to work and filter against subsequent levels

grim ore
#

Get all Actors of Class "Actor" does not work for me, it errors out since Actor is not a valid class to search for

wind sand
#

hmm, it is working for me

grim ore
#

blah wait nm I had the output still hooked up lol

#

reverse that not working πŸ˜›

wind sand
#

πŸ˜ƒ

#

thanks for the help

#

and also, you make some kickass videos

grim ore
#

nope worked fine for me

#

so your stuff might not have tags?

#

so the tags are not set on the objects at design time but at run time?

wind sand
#

The preset actor tags don't seem to work as expected or are at least not triggering the regex like the BP set tags

grim ore
#

ah weird Im using preset tags here and it's finding them

wind sand
#

4.18?

grim ore
#

but not doing anything against them just printing out the values. yep 4.18.1

wind sand
#

that doesn't print out the tags on the right

grim ore
#

the first works for me, I get 2 objects printing out the 3 tags I have on them and the other 2 objects printing nothing

#

so the next question might be are you clearing the tags at all anywhere?

#

yep even with defaults my object that is not set in the details panel prints the default tag and the other objects print what I set

#

so how are you getting the Tags variable in the first screenshot? just right click Get Tags under the Variables -> Actor category

#

maybe as a test make a new actor, add in just the top 4 nodes connected to your begin play, add 1 or 2 tags to that actor, and then drop that all into a new blank level and see what happens

unreal shore
#

Hello im new at this engine

#

Someone can send me a link to good tutorials ?

#

please ; )

wind sand
#

i'm not clearing the tags

#

but in any case, I wish they just had a property such as levelThatSpawnedThis

grim ore
#

@unreal shore check out the unreal engine YouTube.

unreal shore
#

πŸ‘Œ

wind sand
#

I may have found an issue. maps don't allow duplicate keys do they?

upper heart
#

TMap doesn't. That would be a TMultiMap

wind sand
#

I wish we had but that's not in BP?

plush yew
#

hello

#

how does one advertise on the "looking for talent" channel?

wind sand
#

Is there a way to create a macro like branch (a different version of it) and have it available in any blueprint?

weary basalt
#

@plush yew Please read the #more-resources channel, it has an desription of how to use the Bot to post Job listings

upper heart
#

@wind sand BlueprintFunctionLibrary

wind sand
#

but function takes the exec out of the BP, don't standard macros keep it within the BP?

weary basalt
#

I think he meant, MacroLibrary?

#

MacroLibrarys need an base type to be set, if your not sure what to base it on just use Object.

restive eagle
#

When i package my game in shipping it gets a lot darker, you can bearly see anything. Everything is fine in development package though. Any ideas?

urban meadow
#

i'm going to double post because i' mnot sure if anyone is reading graphics channel. can anyone else confirm that point lights are broken in 4.18? Point lights will always cast a dynamic shadow unless shadows are disabled completley on the light. if i uncheck dynamic, and the light is static, it continues to cast dynamic shadows

#

hrm, seems to be the same behaviour in 4.15, perhaps i'm wrong baout a bug, is there a way to disable dynamic shadows on point lights?

floral heart
#

If the light isn't properly baked, lights usually resort to dynamic for preview lighting. I am not sure that's your issue.

wind sand
#

Thanks @weary basalt

plush yew
#

I've created a custom collision channel 6 times now, made sure DefaultEngine.ini is checked out and "save all". But every time I restart the project, the channel is gone

quasi lake
#

@rotund summit Are you still here bro?

#

@rotund summit That worked,thanks so much

#

This helps me understand more about the collision,thanks again

#

btw I play mgs too,awesome game.

tough flint
#

Can someone help me please : (

#

Been asking for help but nobody replies

wind sand
#

Does anyone get this bug, where when you click in the left-hand BP pane to add a variable, a blank tab is created with no content?

#

@tough flint I don't see any questions asked by you?

tough flint
#

been a few days ago, hello

#

just need helping setting attack animations by pressing a specific combination of keys

#

my character is Samus from Metroid and she attacks in three directions: front, diagonal, and up

#

I want my char to enter the front attack animation by pressing Z+right, diagonal with Z+right+up, and up with Z+up

quasi lake
#

I may help you about this

tough flint
#

I will greatly appreciate help

#

dunno if I should use state machines or blend spaces or both

#

or animation montages, but I honestly have no clue where to start or how to use them

quasi lake
#

Is it a 2D game?

tough flint
#

3d side scroller

quasi lake
#

This better use statemachine I suppose

tough flint
#

she's also supposed to not be able to move while shooting, staying in place

quasi lake
#

First you need to set an input event

#

In your input setting

tough flint
#

okay

#

yeah but idk how to set a combination of keys

#

I can only specify one key and another one being a modifier (shit, alt, etc)

quasi lake
#

Maintain a bool

#

Onpress true,onrelease false

wind sand
#

I would set keys that toggle bools on press/release, and put the condition in the main tick to look for the 3 x bool

tough flint
#

I have this so far

#

I have a bool called IsShootingFront? in that state

quasi lake
#

No

tough flint
#

it does work in the anim BP but I have to figure out how to set it on key press

#

oh

quasi lake
#

That bool is only used to save your input

#

Like isZPressed

tough flint
#

ah

#

okay

#

so first, how should I set the input?

quasi lake
#

This better saved in your character bluprint

#

Or cpp class

tough flint
#

it's BP based

quasi lake
#

In animation blueprint you just get it

tough flint
#

you mean event graph, right

quasi lake
#

Yeah

tough flint
#

okay

#

how should I start then?

quasi lake
#

In your character blueprint leftwindow, plus button of the parameter window

tough flint
#

which component do I get?

quasi lake
#

Not component

#

Parameter

#

The "+"button

#

Grey one

#

See the pic

tough flint
#

oh Macros? sorry I don't see parameter in my window

quasi lake
#

My bad

#

Variable

tough flint
#

okay

#

: )

#

so I make a bool

quasi lake
#

Yeah

#

Then you need this

tough flint
#

is this the one called IsShootingFront or IsPressingZ

quasi lake
#

IsPressingZ

tough flint
#

on it

#

the left one is the input?

quasi lake
#

Yeah

tough flint
#

and that one is the Z key

quasi lake
#

You need to set it in the input

#

Yeah

tough flint
#

but what if it has to be Z+right key?

#

not just Z

quasi lake
#

I know

tough flint
#

oh

quasi lake
#

You set this first

#

I will tell you then

tough flint
#

okay, one min

#

okay

quasi lake
#

Emmm

#

Is this the Z input event?

tough flint
#

yes

#

well

#

I called it shoot power beam FRONT

#

should it not have the Front?

quasi lake
#

Ok then show me your Left/Right/Up/Down input event

tough flint
quasi lake
#

Cool

#

Then you make this node

#

Branch your Z bool

#

After your direction input event

#

When it's true it means you are inputing both Z and direction

#

It should look like this

tough flint
#

oh

#

wait I got this:

#

lemme fix real quick

quasi lake
#

Cool

tough flint
#

manual locking is PressingZ in this case?

quasi lake
#

yeah

tough flint
#

and the left one is?

quasi lake
#

Left one is your direction input

tough flint
#

oh

#

then I think I got it

#

according to my screenshot

#

unless I got it wrong

quasi lake
#

Didnt you just say you dont want your character move when you are pressing Z?

tough flint
#

ah

#

yeah I did

#

is something wrong in my bp?

quasi lake
#

You dont need that addmovementinput

tough flint
#

oh

#

I see, so this one has to be an extra set of bp different from character movement

#

ok one min

quasi lake
#

Your character should move when you are not pressing Z right?

#

Thats what should be connected when the branch's result is false

tough flint
quasi lake
#

Connect it here

tough flint
#

yeah, she should move when you are not pressing Z

#

okay

#

oh

#

wait so this one is in the same BP as Character movement, I just add a false node of movement input right

quasi lake
#

Yeah

tough flint
#

like this?

#

I think I understand how it works

#

let me test the movement real quick

quasi lake
#

YES

tough flint
#

okay, so I'm pressing Z but this time she moves slower; or rather than slow, it stops moving when I press it but once I release it she can move

#

oh, she cannot move when I'm holding it

#

ok nice

quasi lake
#

Maybe you should stop the movement once you're inputing Z

#

There could be inertia

tough flint
#

(one sec I'm restarting the engine because ram)
yeah she's supposed to stop for a while after shooting, the shooting animation is 0.625 seconds long, so she should not move for that amount of time

#

unless I press it again, since you can shoot multiple at once and therefore restart the shooting animation

#

otherwise she just stops moving for a milisecond

quasi lake
#

I think shooting should be another button

#

Z+direction just inputs the shooting direction

tough flint
#

so the direction button should be replaced with something else?

quasi lake
#

I played metroid in 3ds

#

Z+Right+shoot

#

This simulates the fps in 2D game

#

Z is LT,direction is mouse move,shoot is mouse left button

#

It should be this

tough flint
#

ahhh

#

you mean I should add an extra key to act as a "Stance/Prepare for Shooting" input?

#

or

quasi lake
#

Yeah

#

That's a stance

tough flint
#

so by example

quasi lake
#

Since you dont want your character to move

#

Oh wait a minute

#

Maybe I misunderstood your demand

tough flint
#

Z = stance = stop moving and engage the first frame of shooting animation
Z + movement = direction where you're shooting
Z + movement + X = shoot in the direction specified
Z + X = shoot front

(thinking of using X to shoot, and must hold Z to engage in stance)

#

like this?

quasi lake
#

yeah

tough flint
#

yeah that sounds cool and easier

quasi lake
#

This is the samus return system

#

You can even modify the shoot direction into specific degree

#

With joystick

#

That's what makes metroid different from other 2D games I think

#

Well you are not limited to this though

#

I misunderstood your demand

tough flint
#

ah

quasi lake
#

Your original thought should be only walk and shoot

tough flint
#

actually my original demand was going ti make it troublesome, since the first shooting animation would always be front and then you have to switch to up or diagonal fast before the animation ends

#

adding a stance action before shooting will make it easier

#

lemme just rename the input and replace, one min

quasi lake
#

yeah

#

True

#

Thre is some problem without a stance

#

While you dont want it to move when shooting

tough flint
#

okay I fixed it

#

additionally there's another issue

#

she can shoot without a stance

#

so I should cancel the shooting (X) when she's not in stance (Z)

#

lemme fetch my shooting input

#

I forgot to mention, my Samus can charge beam too, so I have this:

#

(got the charge beam from a megaman buster tutorial)

#

how should I cancel her shooting if not in stance?

quasi lake
#

πŸ‘

#

Cancel shooting?

tough flint
#

yeah, she's not supposed to shoot if not in a stance

#

otherwise she will just shoot while in Idle animation

#

basically she cannot shoot while idle, running, jump, etc

#

only when holding Z (stance)

quasi lake
tough flint
#

yeah

#

wait

#

I got this

#

lemme try to figure it out

#

how to cancel her shooting if preparing to shoot is false

#

one min

#

i'm doing something wrong here

#

πŸ€”

#

@quasi lake sorry I can't figure it out : (

quasi lake
#

Let me see

#

You want to stop the shooting immediatly after you release your Z?

#

That seems wierd

#

At least you should let the animation finish

tough flint
#

oh, yeah

#

well

quasi lake
#

Oh I see

tough flint
#

more like, at any given moment when I'm not pressing Z/Stance, I should not be able to X/Shoot

#

when I'm in Stance, I stop moving and that's when I can activate the X input

#

then when I release Z, I get out of stance and therefore cannot shoot

#

I could also let the animation finish, but that can be solved by blending the animations

quasi lake
#

Wait a minute

#

Here,you call your shoot function

tough flint
#

oh yeah

#

that's right, I had that

#

so how do I call it?

#

I have a variable for IsShooting? but idk if I should use that?

quasi lake
#

You just use the isPreparingtoshoot bool in a wrong way

#

What is this

#

You should place your shoot function at the red arrow position ,not here

#

Nonono

#

You need to make the branch

tough flint
#

one min, on phone

quasi lake
#

in this shoot event

#

Dont name your inputZ bool "isPreparingShoot"

#

You just misunderstood it

tough flint
#

ok back

#

lemme backread

quasi lake
#

Naming is important