#ue4-general

1 messages ยท Page 150 of 1

tough flint
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oh

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so the naming is confusing

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then I just call it IsInputZ ?

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instead of IsPreparingToShoot

quasi lake
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Yes

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When your project is huge,a bad naming would fuck you up

tough flint
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ok done

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then the thing about the branch

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I don't get it

quasi lake
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Simple,when you shoot,you should be both inputing Z and direction

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Maybe you should create another bool

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isInputDirection

tough flint
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oh okay

quasi lake
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Or you just get your lastinputvector

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Gotta have lunch my bro

tough flint
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oh

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okay

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will you be back?

quasi lake
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Watch more tutoriols in youtube

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Maybe

tough flint
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oh

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okay

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well gonna add you for the meantime

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have a good lunch and thanks for the help : )

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hit me up if you're back and can help me again, please

quasi lake
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Emm I want to give some advice

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to you

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Watch a full blueprint tutorial in youtube

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Apparently you are not familiar with the most basic nodes

tough flint
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yeah

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to be honest it's a bit complicated

quasi lake
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I recommend one serie for you

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"WTF is" serie

tough flint
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this is for a college assignment, and the teach was supposed to teach us this, but some issues happened mid-class and he decided not to teach us BP basics, more like go learn yourself and bring me a well-done videogame by the end of the semester

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so now we gotta learn by ourselves

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he only taught us matinee basics and idle/run>jump state machines

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that's all we got

quasi lake
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When I was in the college,I learn all by myself

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Learning ability is important

tough flint
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that's true

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I just got no interest in UE4 and planning to move to Unity

quasi lake
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Well you are only about 20 maybe

tough flint
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but the class is UE4 so

quasi lake
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Not too bad for this age

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Haha

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I just switched to UE4 from unity

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Most stuff are the same

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Gotta go man,I have a mage character ,two more fighters and a dragon to make

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๐Ÿ™

tough flint
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alright

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thanks for the help again : )

fleet island
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can some of you check out what I posted in the WIP channel? I just need a little feed back

tough flint
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can anyone help me out please? trying to set input keys for shooting animations

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got some progress thanks to Fish helping me out, just need a bit more help if anyone's available, thanks in advance

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: )

sage stag
sage stag
paper kernel
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you could always calculate it

tough flint
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help please

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aaaaah

paper kernel
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not quite sure what you need @tough flint

tough flint
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hello

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need to set input key conditions to trigger shooting animations

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working on a metroid game and my character must shoot front, up and diagonally by pressing a combination of keys

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can you help me out please

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@paper kernel

paper kernel
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to be fair, d-pad is not a standard anymore so you should probably do it with actual axis input

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but for the sake of authenticity you can snap it to every 45 degree angle

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if you want

tough flint
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well

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I have animations for those 3 shooting poses

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the idea is to use the Z key to get on a stance pose (which is just 1 frame long), and once Z is pressed you can shoot beams using a combination of X+right, X+up and X+up+right

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I got my character to freeze in position when holding Z, now I need to activate the stance pose and then the shooting animation

paper kernel
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this is where the input axis would come in

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input = 0,0,0 -> play stance

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1,0,0 forward

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0.5,0.5,0 upright

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0,1,0 up

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it would select animation based on the value

tough flint
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can you guide me through it? I'm quite new to UE4 so I don't know where to start

paper kernel
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not saying you can't do it with button combos, it's just 10x more labor and zero future proof

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are you doing paper 2D ?

tough flint
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3d side scroller

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sorry forgot to mention

paper kernel
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ok, so any aimspace tutorial should probably give you a good direction

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or 1D-blendspace

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@regal mulch you know any good aimspace tutorials? can't find anything official on youtube

regal mulch
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AimOffset is probably the thing you mean?

paper kernel
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yea

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that's for third person game but should be easily adapted to sidescroller

regal mulch
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Yeah, 1 dim less

chrome ivy
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How can I make a running effect like those lines which represent the air blowing in your face while running?

harsh tiger
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has anyone got any suggestions on how I should go about creating a dirt bike using physics (BP)?

whole sonnet
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Hey all

red zealot
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hey if anybody read my introduction, and has suggestions, that would be great! kinda on a time crunch haha

iron belfry
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hello, does anyone have a UE4 c++ book to share?

kindred viper
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@iron belfry there probably are some but a classic c++ book would be just as good or better. Otherwise I can recommend Tom Looman's c++ tutorial series if you need a headstart.

plush yew
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this shit pisses me off lmao

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literally copy pasted shit directly from the marketplace

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lmao

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and modified it a little

worn granite
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?

plush yew
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@worn granite some dude on steam

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lol

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like it pisses me off when someone essentially copy pastes a template from marketplace, does like no modification

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and then releases it

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and says "oh i made this"

plush yew
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4.19 news ?

gentle ivy
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its out when its out

plush yew
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@plush yew two months probably

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maybe 3

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usually seems to be about that long

gentle ivy
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If the preview isn't out yet it will be a bit

plush yew
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am checking the road map now.

gentle ivy
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go to github and get the 4.19 current if you really want it now

hexed lance
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I moved a bunch of uasset files to a different folder within the smae project and now i cant get them to show up in eidotr can soeone help?

frank escarp
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i would prefer them doing a damn 18.2 release

opal ocean
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4.19? whats in it?

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checking trello now

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ok so steam audio beta update, auto convex tool upgrade, and a bunch of stuff I dont understand/care about ๐Ÿ˜ฆ

cursive dirge
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fortnite multiplayer optimizations

sinful umbra
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4.20 GDC 2018?

opal ocean
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I would like to see some in-editor animation tools... so I can do simple skeletal mesh animations without having to mess around in blender

cursive dirge
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can't you do that already in ue4?

frank escarp
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i wonder if they will do anything interesting for 4.20

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at the very least there are memes for days

opal ocean
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better smoke physics

frank escarp
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niagara confirmed

hexed lance
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I would like to see a refresh button for the content browser and a way to delete C++ classes from the editor

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top 2 wishes right there

full coyote
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So, what is the "correct" solution to figure out why an editor is crashing on launch? :| doesn't have any useful information anywhere.

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compiled a new version from VS, then editor crashed. :P

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obviously I did something wrong, but it's not telling me what.

glossy flame
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What are you seeing on the callstack window that pops up on crash?

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If it says you need the debugging symbols, you can download them in the launcher

full coyote
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yeah need debugging symbols

glossy flame
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They're in the launcher under your engine options

full coyote
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got it

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Somewhat annoying that the editor crashes instead of isolating the bad code and rejecting it.

glossy flame
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Well, that's what working with C++ brings

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You need to be a lot more careful with things :p

full coyote
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I've had it happen with blueprints too :P

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and care doesn't come into the picture when you're trying to figure out how something works XD

glossy flame
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That's fair, it just doesn't have a lot of the nice runtime features of other scripting/interpreted languages

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It has speeeed though, hehe

full coyote
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mhm

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I'm hacking apart the procedural mesh stuff, making a heightmap for high detail hex tiles.

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its all new, and poorly documented.

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New to me I mean.

ornate girder
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what do you guys do after blocking out your level in bsps?

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do you convert to static meshes? or do you literally re-design it all over again

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i looked at processes of what people do. but it's always a jarring jump from the blocked level, to a developed level with static meshes

vapid cedar
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Blockout is for sizing and testing the general 'feel' of a level, then you start replacing bits and pieces of BSP with things like your own satic mesh walls.

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Re-design happens sometimes.. But it's usually just BSP for sizing and general rooms, replace with static over time.

ornate girder
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ah ok

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so lets take a column for example

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you have a bsp rectangle covering that area

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then when you want to move forward, you delete that bsp and import a column you made in maya?

vapid cedar
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Yeah

ornate girder
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haha ok. so this noob made an entire level out of bsps...

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rip

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it was starting to look like something until i noticed a horrible performance

floral heart
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BSP can run on pentium IIIs. I don't know how UE4 makes it slow.

ornate girder
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oh

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it makes my editor slow

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for example, when i want to use alt+drag. it takes forever

floral heart
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Ah. You can turn off the rebuild geometry whenever you move a brush thing, which might help. It's also really easy to convert brushes into a static mesh, which would probably be good for things like stairs or those hoops.

ornate girder
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youre the best

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thank you

radiant fable
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painting foliage on a landscape i just made

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i have patches i just cant get the foliage to paint on

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anyone know whats up?

hexed lance
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so I have a bunch of uasset file that I cant get to display in the editor

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all I did was move them in the eidtor to a different folder

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and I have now updated the engine version and they still do not apear

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they show out of the engine but the content browser does not pick them up. I have tried deleting intermidiate, saved, and build folder to no avail

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when I try and delete the folder they are contained in via the editor they show up in the delted items list but thats it

minor wigeon
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would a spline be the best way for me to do a player balancing system... like walking along a plank or on the top of a fense?

hexed lance
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dont know what a spline is, but if you take a value called "balance" or something and randomly move it every tick slightly then take player inputs to also change it and add an animation that would be a pretty decent balance system

minor wigeon
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to performance heavy calling it on a tick... would rather use a trigger to snap the player to the start/end of the spline then change their animation to a balance set.

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then when they hit the trigger again it unsnaps them from the spline letting them move around again

hexed lance
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to performance heavy?? thats questionable but ok, only have the animation change if its a big enough change

minor wigeon
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im trying to build up a multiplayer RPG so need to consider performance at every step

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trying to limit the amount of events on ticks

ashen frost
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i have a question

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can you comine maps in unreal?

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combine*

minor wigeon
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closest i could find on it

ashen frost
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hmm ok thnx

minor wigeon
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pretty much copy and paste <.<
you could look in to level streaming though

ashen frost
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MHM

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Thank You Catie

vapid cedar
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@ashen frost How do you mean combine?

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I think a better question is, what's your use-case?

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Do you want them to seamlessly walk from one to another, or do you just want to merge level files?

ashen frost
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@vapid cedar yea walk from one place to aother seemlessly

vapid cedar
ashen frost
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so its called level streaming? @vapid cedar

vapid cedar
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Yeah, then you'd have a Master Level that determines load for each sub-level depending on location and volumes.

ashen frost
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@vapid cedar Hmm ok

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Thank You๐Ÿ˜†

hoary brook
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๐Ÿ‘Œ

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oh

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what's this?

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I can actually send messages now?

tough flint
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hello guys

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can someone help me fix an issue in my charging beam please?

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I'm new to unreal and got this from a tutorial, but it didn't include something I need on my project and I'm lost

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I can shoot a beam and also hold the key so it charges and shoots bigger,

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however it shoots automatically right when charging is complete

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preferably it would be better if the beam stayed charged until I release the key

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thanks in advance

grim ore
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move the code that fires the beam after charging to the released part of your key?

tough flint
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it shoots after releasing, but it also shoots after charge is complete even if you're still holding the key

grim ore
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so what does charge projecticle do?

tough flint
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got this from a tutorial so literally no idea what each part of the bp does,
lemme show you how it looks

grim ore
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well that might be the first big issue, if you don't learn or know what you are doing your going to have this problem all the time.

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Since you know it fires after charging look for the firing part of the charge?

tough flint
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I agree I should have looked on this myself, but to be honest I was time pressured so I just followed tutorials

grim ore
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really come on, take a minute or two to read it

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you know what happens when you release

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look for that same stuff in that code

tough flint
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okay

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lemme take a closer look

grim ore
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it's literally even named in a helpful manner

hoary brook
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Judging from the blueprints this seems to be some sort of Metroid game.

tough flint
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it is actually

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took this beam bp from a megaman buster tutorial though

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I'm thinking it's the branch conditions?

grim ore
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just unconnect the only parts that say shoot and it should stop shooting

tough flint
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okay, lemme try it

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oh you're right, it works as intented now

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thanks a lot, I'm really lost on this

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although I have this problem where my beam pushes me backwards as if It's supposed to touch me too

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it also goes through walls but sometimes it's deflected back and shot at me for some reason

carmine wind
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guys i creating a crane but idk if i should make it able to move what do you think?

weary basalt
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@carmine wind People like moving things, make it move ๐Ÿ˜‰

carmine wind
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okaaay

hexed lance
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can someone please help

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I moved a folder containing uassets within the editor and they dissapeared

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I can see them in the file explorer, but they dont show up in the content browser, I hav tried deleting intermidieate, build, and saved. and restarting pc and even updated to anew engine version all to no avail

lusty cloak
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@hexed lance perhaps you moved it to an engine folder by accident? Try 'show engine content' by clicking the eye icon in your content browser

hexed lance
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no it shows to be in the correct spot in my file explorer

lusty cloak
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Which version was it created in?

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If you fire up an empty project of that version and place the .uasset under the content dir does it show up?

hexed lance
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4.17.1

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no it did not

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and I fired up a new one in 4.18.1 and it didnt either

verbal blaze
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I have a strange issue; if I look straight up, my particle effects get really dark/black. If I press F2 to turn off the lighting, the problem goes away

hexed lance
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@lusty cloak

unborn mantle
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what is "frame sync time"?

lusty cloak
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@hexed lance Anything in the output log when you start up and poke around in the content browser?

hexed lance
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lemme check

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nothing out of the ordinary

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when I try and delete the folder in the eiditor they show up in the deleted items list

lusty cloak
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Both message and output log empty huh? Ugh

hexed lance
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let me check message log

worn granite
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the uassets you see on disk, how large are they?

hexed lance
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about a kb apieace

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one is 400

worn granite
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k, those are probably redirectors then

hexed lance
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what are rediectors?

worn granite
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they're uasset files which only contain the minimal amount of info to point to a new location.

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So basically a placeholder (ayy) so that old paths don't break

hexed lance
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oh shit I think I deleted the old folder

worn granite
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If you deleted it on disk, you basically made things harder for yoursel f

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you gotta fix up redirectors first

hexed lance
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I deleted it in editor

worn granite
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which means that old patsh will be update to new paths and then the redirectors will be removed.

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and then you can clear the directories on disk

hexed lance
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I have right clicked and "fixed up redirectors"

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but it did not wokr

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I did that before I switched engine versions as well

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well is there anything I can do at this point to get those files tthat were deleted back? does UE4 overwrite them to delete them? or just throw away their path

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because it was a lot of files

lusty cloak
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Not sure at this point, hopefully you have a backup of the project and can submit your test project to Epic support for further investigation?

hexed lance
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well it seems there was nothing wrong with the engine, it performed as expected I guess I didnt think there would be redirectors

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I do have a backup unfortunatly I didnt make one recently I usually do it daily, but I dropped the ball this week and slacked, now its going to bite me in the ass

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I recovered my "Saved" folder from recycle bin and it has some stuff in it so lets cross our fingers

slate orbit
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just finished adjusting to new monitors, does anyone else have weird setups for coding?

hexed lance
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thank god for unreals saved folder

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idk I'm a rebel I keep my solution explor on the left. thats it

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at this point I'm so used to it I ouldnt handle moving stuff

hoary brook
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ugh, why does TinyBuild like to hide their running animations so much.

tough flint
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can anyone help me fix my charge beam?

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when I press and hold Z, my character enters stance mode and freezes in place to prepare and shoot beams

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only in this mode my character is able to charge and shoot, and outside Stance my character cannot

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but when I'm in Stance, charge my beam, and release Z before releasing X (the key used to charge and shoot), my character still has the particle system attached and fully charged

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can anyone help me find a way to disappear/dissipate my charged beam when I exit Stance?

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aka my character is running around with a fully charged beam and unable to shoot it if I didn't shoot at Stance

tough flint
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oh I made it work, I think I'm getting the hang on this BP stuff

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:cheer:

tough flint
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how can I trigger a character animation on keypress?

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need to activate a stance pose when pressing Z, do I do this in state machine?

frank escarp
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if its a stance, state machine/blend

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if its a specific animation to play, then montage

tough flint
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I'll rephrase my question then because I don't know which one to use:

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when pressing Z, my character stops all movement and enters a stance pose which is only 1 frame long,
then when pressing X and releasing, my character activates a shooting animation
additionally, if you press up, it should activate the aiming up pose, and when shooting X, activate the shooting up animation

frank escarp
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states

tough flint
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the Stances can only be triggered when pressing Z and pressing the corresponding directional keys
Stance Front = only Z or Z+right
Stance Up = Z+up
Stance Diagonal? Z+up+right

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then after pressing X, the corresponding shooting animation should play

paper kernel
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did you read the aim offset doc I sent you yesterday?

frank escarp
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if you mean normal Metroid movement, thats definitely states

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you have a normal movement state, and a "aiming" state

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the aiming state has an aim offset

tough flint
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how can I achieve this with states? the only thing I know about it idle/run>jump animations

frank escarp
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and then can play an additive animation or simillar when it shoots

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the shooting anim would be a montage

tough flint
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and no sorry I forgot to read it, will do right now

frank escarp
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btw, careful with the fan games

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nintendo lawsuits everyone

tough flint
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ah this is not for commercial release, it's a school project and planning to release for free afterwards

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so this is aim offset?

frank escarp
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releasing for free is already dangerous

tough flint
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I'll read the doc ctzn provided

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oh, I see

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sweats

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I'll be careful

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@paper kernel I'm looking at it right now, does this only work when aiming using the mouse?

paper kernel
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no need to even use additive animations if the character stands still

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well yes, but theory is the same

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instead of mouse setting the aim angle, you use button inputs

tough flint
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ah sweet

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I'll check this guide

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thanks

paper kernel
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I might add, since you are doing sidescroller, you can use the 1D aim offset

tough flint
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blendspace 1D right? sorry I'm really new to this so might not understand some terms

paper kernel
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well blendspace can achieve the same result, but aim offset is used if you want to do running animation while aiming

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but either one works, just different workflow

tough flint
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I see

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well this one is supposed to shoot when in stance (frozen in position), and not be able to when outside it (idle/running/jumping)

frank escarp
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thats other code

paper kernel
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actually, I'd go with blendspace in this occasion

frank escarp
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your anim blueprint should ONLY care about animation

paper kernel
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since using additive animations can get bit tricky

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you probably can't follow the tutorial as such, but you should get the idea how it's suppose to work

tough flint
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yeah it got confusing at some point, the idle in the case of the tutorial is an aiming_idle

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while my default idle is just an idle

paper kernel
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right

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that's not a problem

tough flint
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basically the tutorial starting pose is already aiming, mine is not supposed to

paper kernel
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you would be using your stance as idle

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then switch between regular idle and stance idle with Z? button was it

tough flint
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yes

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pressing Z triggers Stance, releasing Z turns back to Idle

paper kernel
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ok so it will work, just needs some tweaking

north nova
#

OK so I have gots a question about Xbox one and developing for it. Now what I'm wondering is I am registered as a ID@Xbox love program so do I just contact epic about getting the console code or what's the story there

tough flint
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can you help me out on it?

paper kernel
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well, I can get you started

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your 1D blendspace should have axis scale from 0 to 90

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0 being stance, 90 up

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no wait ๐Ÿค”

tough flint
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I'm not sure if the blendspace I used for idle>run is 1D

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should be I guess

paper kernel
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if it's on single axis, its 1D

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(just a line)

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2D is grid

tough flint
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oh yeah then it is 1D

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I cannot move the cursor up or down just horizontal

paper kernel
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ok so the aim blendspace should be from -1 to 90

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-1 is stance, 0 is forward, 45 diagonal and 90 up

tough flint
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is that the aim offset or

paper kernel
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yea, which ever you want to use

tough flint
#

oh so I can use the 1D blendspace too

paper kernel
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yea, since the character is standing still you dont need to blend animations together

tough flint
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alright, how should I start setting it?

paper kernel
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sure

tough flint
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oh should I make an extra blendspace? I don't think I can do it on my idle>run blendspace?

paper kernel
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yea totally new one

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and you will be switching between them

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in animbp

tough flint
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oh I see

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ok on it

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which one should be the preview base pose?

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using Idle blends both idle and stance_front

paper kernel
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I think using stance works fine for it

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but iirc it's only relevant option when blending animations

tough flint
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I set the base pose as stance_front but when I add an animation to the axis it disappears

paper kernel
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yup

tough flint
paper kernel
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yea

tough flint
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oh it won't let me set Stance_Diagonal at 45, it resets it to 44.5

paper kernel
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right, I was kinda worried about that

tough flint
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because of it diving -1 and 90 into 4

paper kernel
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I guess -45 to 90, divide by 5 should work

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nope

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-22.5 to 90, grid division 5

tough flint
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I made it -90 to 90 with 4 divisions, is this fine?

paper kernel
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I guess that works too

tough flint
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why not 0 to 90 with 3 divisions though?

paper kernel
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well you need negative value when not aiming

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and 0 is forward, 45 upward, 90 up

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and 0-90 division 3 would be every 30 degrees

tough flint
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sounds a bit odd considering the first stance mode is always front;
"-1 is stance, 0 is forward, 45 diagonal and 90 up" <--- -1 and 0 are the same stance_front

paper kernel
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oh so you will be aiming forward by default

tough flint
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yeah

paper kernel
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then 0-90 scale div 4 works fine

tough flint
#

right key should only be used for combining with up for diagonal

paper kernel
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I was under assumption you have like separate ready stance - animation

tough flint
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ah

paper kernel
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nah, the division is just snapping

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as long as the values match, it doesn't matter really

tough flint
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alright, got it

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what should I do next?

paper kernel
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right, onto the logic

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next you head to animbp

tough flint
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right

paper kernel
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jump one up from statemachine

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to the anim graph root

tough flint
paper kernel
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yea

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you need to add BlendPosesByBool

tough flint
#

okay, got the node

paper kernel
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this is what switches between movement animations and aiming

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you can promote the bool pin to variable

#

and when aiming is false, use the state machine, when true you use the aim blendspace you just made

tough flint
#

oh makes sense

paper kernel
#

and now you just make logic to control that boolean

#

or, make the anim BP look for the aiming boolean in the character

#

and you would be using the same boolean inside the character to stop it from getting input when aiming is true

#

and of, anim BP also has to get the aim angle value from the character too

tough flint
#

just need to make a bool then, I have an InputZ bool in my charBP but not sure if I should use that one?

paper kernel
#

ideally you would want you Z button to control the boolean, and use the arrow keys to set the aim angle while you hold Z down

#

not sure on what scale your aimZ value is

#
  • you probably need to add logic to switch your character rotation to opposite direction
tough flint
#

I have this on my charBP and that input is by pressing Z, do I need to call it to my animBP? and if so I don't know how

paper kernel
#

hm, do you have cast already done in the animbp?

#

I mean cast for the character

tough flint
#

oh I don't have the cast one

paper kernel
#

I just assumed you had it, since most tutorials show it

tough flint
#

got this

paper kernel
#

oh, I guess that works if you only need velocity for speed

#

either way, you need to cast the pawn to your character class

#

just after the valid pin

#

or you can replace the valid check with it, serves same purpose

tough flint
paper kernel
#

yup

#

oh

#

umm, you need to cast to your own custom character class

#

I dont know what it's called

#

in my example, my character is simply called "Move_Character"

tough flint
paper kernel
#

ok that looks right

#

so now you can pull pin from that cast As samus char, and "get IsInputZ"

tough flint
#

need to make it public first right?

paper kernel
#

if it's set as private, I think so

#

it shouldn't be by default

tough flint
#

oh now I see it

#

Ihad to turn off context sensitive

paper kernel
#

it should show in context tho, probably a mistype

#

but class variables are at the bottom of the list if you need to manually look for them

tough flint
#

it's now pinned to as samus char bp

#

then I pin it to the anim graph root?

paper kernel
#

you need to save that separate variable in the AnimBP event graph

tough flint
paper kernel
#

yea, that inputZ, right click and promote to variable

tough flint
paper kernel
#

oh you need to directly right click on the red circle

tough flint
#

right

#

now it's connected to the root too

paper kernel
#

then just connect the exec pins

tough flint
#

not sure if this is correct

paper kernel
#

yup that too

#

but I meant in the event graph aswell

#

so the variable actually gets set

#

when it runs

tough flint
#

oh that

#

do you mean setting it as variable when pressing and releasing Z or?

paper kernel
#

no I mean in the animbp

#

connect the white lines

tough flint
#

oh

paper kernel
#

and that's about it, you should now be able to switch between aim and run animations when pressing z

tough flint
#

think I'm missing something still

paper kernel
#

yup

tough flint
#

what should I connect to the right pin of the set bool?

paper kernel
#

if you hover over it, you it says you can use it as separate get node instead of adding a new get node

#

so, it's there just to save space

#

no action required

tough flint
#

oh alright

#

ok, it does seem to swittch to my AimBS but it disappears

#

after pressing Z

#

it goes back to the SM after releasing

paper kernel
#

hm?

#

you mean the character disappears?

tough flint
#

yeah

#

maybe I need an extra Stance Front

#

to act as "Idle"

paper kernel
#

you can quickly check that

tough flint
#

because I can't use the same animation for both blendspace and base pose

paper kernel
#

there's a tab "Anim Preview Editor" in animBP

#

put the checkbox of IsInputZ to true

#

does the character disappear in the preview window aswell?

tough flint
#

yup

paper kernel
#

right, did you change the additive settings on the aim poses?

#

I know the tutorial tells you to do so

tough flint
#

I did, lemme recheck quick

paper kernel
#

you can revert those changes back to default

tough flint
#

should I revert to default then?

paper kernel
#

yea

tough flint
#

since I'm no longer using an aimoffset blendspace

paper kernel
#

yup, that's the major difference between using blendspace and aim offset

#

aim offset uses additives and can break if you do the settings wrong

tough flint
#

oh it does seem to blend correctly in the AimBS

#

lemme test

#

it does work on gameplay, the only problem is that I can also change to stance when jumping

#

need to add an extra condition I think

paper kernel
#

well, most of the conditions you want you have to add in the characters end

#

but you can repeat the process for the aim angle variable

#

and I recommend checking pinned messages on #blueprint

#

that blueprint communication tutorial is really important

tough flint
#

I'm missing something here

#

oh yeah

paper kernel
#

if inputZ is false, then proceed

tough flint
#

this only adds a condition for when space is pressed, but the char is already jumping after releasing space

#

so it does nothing to it

#

I think I should add the IsInAir bool somewhere here

paper kernel
#

well, you could look it this way: if you are in air, don't allow aim stance

tough flint
#

oh right

#

lemme try to fix it

#

but I don't know if that works and how

ancient trench
#

hi, I've just upgraded to 4.18.1 as my instanced meshes were disappearing when running in standalone mode in 4.17.2.... now when I run it in the selected viewport, my cursor can't reach the bottom of the viewport anymore + it overlays the toolbar at the top. Works fine in standalone

paper kernel
#

You could add the negative condition to the animations, but eventually you will need to add it to the shooting logic as well, so you would be doing redundant checks

#

so better off handling it in the character BP

tough flint
paper kernel
#

well, probably

#

the check location is totally dependent on how you implement the shooting logic

tough flint
#

hmm

paper kernel
#

like if character is in the air, can you shoot? is character in stance, can you shoot?

#

but can you be in stance if you are in the air?

tough flint
#

ok I called the isinair bool from the animbp into the charbp, I think that's a start

paper kernel
#

that's all sorted

tough flint
#

hmmm

#

oh

#

oh yay I made it work

#

now she cannot enter the AimBS when jumping

paper kernel
#

well, that works too

#

but you need to do the same check in reverse when you want to shoot

#

in the character that is

tough flint
#

the one from charbp was only adding a condition for blocking character movement, this one blocks the animation too

#

yeah

#

because she can shoot in the air too and that's a problem

#

I'll sort that out in a while

#

how do I set animations on key press for up and diagonal?

paper kernel
#

you need to create aim angle variable to your character, and get it to animbp just like you did with the inputZ

#

except it's a float now instead of boolean

tough flint
#

oh

plush yew
#

Wanted to downgrade to 4.17 after learning about some whacky bugs in 4.18 (Visual Studio related, and wiping of changes in editor on Hot Reload)

#

What's the most reasonable approach towards this

paper kernel
#

version management

plush yew
#

Of course

#

But I've created a project in 4.18

pallid compass
#

4!back p4oject up

#

Run version changer

#

Pray

plush yew
#

I see ๐Ÿ˜…

tough flint
#

aight I got the float AimAngle to my animBP

plush yew
#

Oh and another thing ๐Ÿ˜ถ

#

How do I prevent multiple editor instances from opening up?

pallid compass
#

Dont open it more than once ?

ancient trench
#

if you mean VS, that's a bug in 4.18

tough flint
#

do I need to tweak it somehow in the charbp?

paper kernel
#

the idea is that when ever you change it inside your character, the animBP updates the animations accordingly

#

you should watch the Blueprint communication tutorial, it's really important

#

while it is 2 hours long video, it's something you should memorize

tough flint
#

yeah I think I'll give it a look once I find some time, I have a lot of issues trying to understand how it works

#

got some things working by logic alone but still getting stuck many times

pallid compass
#

That video is really good i need rewatch it

#

Havent seen it in like a year

ancient trench
#

https://imgur.com/OOHzMTM anyone knows why I can't move my cursor below the red line (it jumps to the asset browser once I go past it), and the cursor can appear in the toolbar at the top?

paper kernel
#

well, that's an odd one

ancient trench
#

happened after upgrading to 4.18.1 , works fine when I run it in standalone window

#

dpi doesn't seem off, as the editor itself appears to behave normal

tough flint
#

watching the video rn

tough flint
#

@paper kernel hi I got a question

paper kernel
#

mkay

tough flint
#

been playing around with bools and I can enter this pose by pressing Z

paper kernel
#

state machines are usually used when you gotta play certain part of animation for un-defined time

#

like running

#

same can be done using montages, but state machine is simpler

#

however, I would not use it for attack animations

#

unless we would be talking about combo-based combat system where next animation is determined by complex logic

tough flint
#

ah

paper kernel
#

sure you could find uses for state machine in shooter games too, for example you have complex movement system where under certain conditions way the character holds weapon changes

tough flint
#

well I can enter the state machine but I can't seem to be able to do anything else, tried a test key (C) for blending into aiming_up but it does nothing, however I CAN shoot with X while in front stance

paper kernel
#

blendspace I showed is just adjusting the animation pose to match the desired direction

#

if you clamp the directions to every 45 degree angles, you should have the outcome you want for diagonal aiming

#

there's a neat BP node there called Snap

#

works with float values

tough flint
#

ahh

#

I also have my aimvalue float, but I don't know what to do next

solar quarry
#

quick question. I've created a model in maya and uv mapped it. I exported it as an fbx into substance painter. The UV map texture keeps disappearing.

#

this is what I'm trying to export

#

I'm a noob at substance painter

#

on second thoughts I think I'm going about this the wrong way

ornate rock
#

Did you hand paint in maya then import it?

solar quarry
#

I created a texture in photoshop and added it to the barrel

pallid compass
#

if u did the texture in photoshop then why u taking it in to substance, substance is a texturing tool

ancient trench
#

I'd point and laugh but I hand painted a simple character 5 times in blender yesterday & was confused why "baking" would turn the UV map grey... until I realised I should've just saved the UV map as image :-p

solar quarry
#

yeah lol I sort of realised I was doing it wrong

vale osprey
#

sometime graph highlights get stuck

#

not sure when it happens or how to quick fix it

tough flint
#

I cannot move pawn sensing down or capsule component up to adjust the sight of my metroid, how should I adjust it?

plush yew
#

Guys DECLARE_LOG_CATEGORY_EXTERN doesn't seem to work, throws an error saying that the base classes used internally are not defined

#

in 4.17

torn herald
#

@tough flint If you really can't edit the location of sensing component in your actor blueprint (including a change of your component heirarchy) , You could consider on begin play setting a relative offset from your metroid capsule? Though I think there is probably a better solution such as why you can't move them around.

plush yew
#

d_d

#

Anyone wanna join my game project

#

I'm legit running out of ideas to do

#

LOL

#

And I'm held back due to lack of art.

weak kayak
#

Hello I created a class [API] AMyGameStateBase : public AGameStateBase, but I can't select it in the gamemode

surreal viper
#

seriously how the hell is it possible to debug blueprints?

#

It feels so terrible that I feel like I must miss something

#

is there something like "call stack" somewhere?

torn herald
#

@weak kayak this might be relevant, in your header declaration have this:

UCLASS( ClassGroup=(THEGROUPNAMEYOUWANT), meta=(BlueprintSpawnableComponent) ) ... actuallly thats probs only needed for components mb

if that doesn't work, try making a blueprint derived one and see if it appears in the menu then

weak kayak
#

if that doesn't work, try making a blueprint derived one and see if it appears in the menu then, already tried and that's don't appears, i'll try your solution

#

THEGROUPNAMEYOUWANT, i can named like I want?

torn herald
#

I think Custom is default, but you can name any you want

#

I don't think my suggestion will work though

weak kayak
#

ok i try to compile

torn herald
#

its for components not game states ๐Ÿ˜ฆ

weak kayak
#

doesnt work

torn herald
#

is that game mode a cpp one?

weak kayak
#

yeah

#

he need a bp ?

torn herald
#

I think it has to be bp to change the properties directly. It's why I always do bp dervied version for my gamemode

weak kayak
#

ok i'll try

torn herald
#

I think it is encouraged in most cases to have a bp derived version of most cpp so you can tweak properties with out compiling

weak kayak
#

thanks

torn herald
#

did you find out why your gamestate was not in the list?

weak kayak
#

because GM in cpp doesn't seems to allow

#

with BP_GM I found it

#

@torn herald

sturdy kernel
#

why would stat unit show ~2x frame time of stat gpu?

merry gazelle
#

Quick question: Some BP's in my scene arn't being captured but animate dynamically during gameplay. What setting should I check in the sequencer?

solar quarry
#

does anyone know how to stop substance painter from pulling up a help menu every time I press shift?

#

I understand that it's trying to tell me about all of the different shift shortcuts but it is making it really hard to use the shift click function because I can't see what I'm doing when it pops up.

uneven fractal
#

whats a good way to make a thumbnail of a static mesh with a black background?

grim ore
#

Open up the static mesh, use the new preview scene settings to disable the cube map, the floor and environment, remove the grid at the top, set the environment color to black

#

print screen and profit?

#

uhm assuming you don't want any lighting on it then you might need to just do it in your DCC program

sage stag
north nova
#

OK so I have gots a question about Xbox one and developing for it. Now what I'm wondering is I am registered as a ID@Xbox love program so do I just contact epic about getting the console code or what's the story there

plush yew
north nova
#

thanks

merry gazelle
tough flint
#

how can I add custom animations for an AI character?

plush yew
rocky crescent
#

Hey

#

Am I allowed to sell assets in here?

weary basalt
#

No, this server is not an Marketplace.

rocky crescent
#

k

weary basalt
rocky crescent
#

nah

weary basalt
#

Suit yourself.

rocky crescent
#

lol

#

doesnt say anything about that

weary basalt
#

โ€ข Spam, link shorteners and unsolicited advertisements will be deleted.

#

In other words, No

rocky crescent
#

oh haha

meager dove
#

does unreal occasionally delete derived data cache?

#

i haven't opened a project in about a month, but been working on other projects

#

i open it today and its rebuilding/recompiling everything

hoary brook
weary basalt
#

@meager dove DDC wont be removed unless you do it manually

#

If the project was updated to an new engine version it will have to rebuild it again though.

meager dove
#

the only thing i deleted was autosave, backup, stuff etc. , engine version stayed the same. maybe i deleted some config file that linked the DDC?

weary basalt
#

The ShaderCache is inside the Saved folder, so if you removed that it would have probably had to rebuild all shaders.

meager dove
#

that's probably it then

#

whoops

#

thanks

#

hmm, checking disk access shows its definitely rebuilding the DDC.

tough flint
weary basalt
#

@meager dove The DDC contains stored information about assets within the Editor, if you delete the Saved folder it would also then need to rebuild the DDC

#

Is it an issue?

#

You should only really have to rebuild the DDC once

meager dove
#

it's just a time issue

#

this project is using the open world assets, so it's going to take an hour to build everything again

#

๐Ÿ˜ƒ GWbowsuBlobGuns

weary basalt
#

๐Ÿ˜

#

You could look into using an Shared DDC

#

Here read this

meager dove
#

yeah its mostly likely because i messed with the save folder, trying to cleanup different projects to get some SSD space back ๐Ÿคฃ

#

thanks!

weary basalt
#

If i need to cleanup the Saved folder i usually only delete the Autosaves/Backups/StagedBuilds/Crashes folders

#

As the rest dont really need to be touched.

meager dove
#

thats what i thought i did but maybe not

weary basalt
#

AutoSaves and Backups will most likely be the largest folders in there

#

Cooked is whats causing you issues as you probably removed it and it needed to rebuild everything again.

magic dock
#

Hey dudes, im trying to get Game Analytics working but the "Start Session" node keeps outputing "False" when i attach a print string to it and no info seems to be getting through to the site... Any ideas why that would be? im using the plugin from the marketplace btw.

weary basalt
#

@magic dock If it is an Plugin, try asking the Author.

tough flint
weary basalt
#

Check the collision settings perhaps? @tough flint

tough flint
plush yew
umbral tartan
#

Am I the only one that didn't know this viewport shortcut ?(didn't see it mentioned in the docs), just ran into it couple days ago... In the viewport you can hold ctrl+MMB and then move the cursor and release to change the view. Right=Right, Left=Left, Down=Bottom, Up=Top, Up-Left=Front, Up-Right=Back, Down-Left/Right=Perspective.

umbral tartan
#

@tough flint What kind of beam is that? Particle effect beam?

tough flint
#

it's a static mesh sphere followed by a particle effect

#

@umbral tartan

ashen brook
#

Good morning, folks

tepid finch
#

If anyone has any good resources on creating custom animation notifiers and states that would be amazing. Making an ARPG and want to use them to controller my damage and casting logic. ( I mean the anim notifier actors btw like the particle ones)

final owl
#

@plush yew LOL

floral heart
#

@tough flint They both need to have enabled collision volumes. Apart from that, should work. "Should work." Famous last words. For some reason I have a test that uses physicsactor and blockall presets.

weak kayak
#

That's really unpleasant, XCode is always "indexing file" and it doesnt auto completing me

whole sonnet
#

Morning all

wary wave
#

anyone know any good techniques for applying objects to a grid based on density?

#

For example an object with a density of 0.33 would appear on 1 in 3 tiles, but an object with a density of 5 would appear 5 times on each tile?

#

I could do some manual fudging, but there must be a decent technique for doing this

frank escarp
#

you can use a noise and then spawn it if noiseval < density

#

if you want to have it completely coherent, you should look into dithering techniques

#

like blue noise or poisson disc or just grid

#

i have something similar for my game, spawn nodes are enabled/disabled randomly depending on how deep they are in the dungeon

#

deep nodes have a 90% chance but nodes near start are 20%

wary wave
#

cheers -was hoping for something simple

frank escarp
#

just do a rng on each tile

#

for now

wary wave
#

I'm already using cellular automata to determine which cells they can appear on, it's the distribution that's trickier

#

I've already got noise functions so I can do it that way

#

I'd use Sobol random distribution but I'm stuck in 4.16 because the Runtime Mesh Component hasn't been updated ๐Ÿ˜ฆ

#

just looked up an implementation of Sobol sequences in C to see if it was portable to blueprint

fiery harbor
#

I know that to use the UE4 logo you have to fill out that form, but what about other logos? what do I have to do to put a windows logo at the end of my trailer, and what about a steam logo?

frank escarp
#

nope

#

not even oculus/steamvr logos

fiery harbor
#

hm? sure?

frank escarp
#

and you can skip the ue4 logo

#

the only thing ue4 wants you is to put that the game uses ue4 somewhere

#

and that ue4 is a protected brand blahblahblah

fiery harbor
#

I want to use the logos though

frank escarp
#

do not put them at the start of the video

fiery harbor
#

no, I wont

#

only at the end

frank escarp
#

perfect then

fiery harbor
#

well you just said I can't use them?

#

maybe you misread my question?

frank escarp
#

no, i dont mean you cant use them, i just meant that its not needed

#

and on the ue4 logo at the start, its just a bad practise for indies, normally you want to show gameplay/world asap

fiery harbor
#

my question was what I have to do to use them

#

not if I have to use them

#

for the ue4 logo you have to fill out that form to get the right to show the logo from epic

#

and I'm wondering what I have to do to get the right to show the windows logo, the steam logo etc

royal smelt
#

Anyone around today who can try and help out with a blueprint problem I got?

fiery harbor
royal smelt
#

Channel is often just so...quiet ._.
Hence why I wanted to ask here.

fiery harbor
#

blueprint stuff should be done in #blueprint , this channel is for General discussion about Unreal Engine that doesn't fit in other channels

royal smelt
#

I know.

#

But I didn't ask my BP question in here

#

Just if someone had time to help

fiery harbor
#

@frank escarp saw what I wrote?

frank escarp
#

ah, you mean getting permission for the windows/steam logos? i dont think its needed

fiery harbor
#

sure?

#

I would expect any company to want to have control over who uses their logos, just like epic does

#

because showing a logo from a company can be seen as an endorsement by that company

#

I'm quite sure its illegal to just use some logo without having written permission by that company?

cloud cobalt
#

Pretty sure you'll need permission, yes

#

I mean what's the context ?

fiery harbor
#

game trailer

cloud cobalt
#

Steam has some guidelines for their logos, IIRC, you can use them as long as you follow them

#

Might check if Microsoft has that too

#

Check that out

fiery harbor
#

ah, thanks

#
The Logo must stand alone and may not be combined with any object, including but not limited to other logos
#

that sounds a bit weird?

#

I can't use a steam logo next to a ue4 logo?

cloud cobalt
#

Not immediately next to in a way that would be confusing

#

Like, space them out a bit.

fiery harbor
#

well yeah, thats fine

#

ok, so ue4 and steam is fine

#

still wondering about vive and oculus

#

I couldnt find any guidelines from HTC regarding the vive logo

#

also not from oculus

#

oculus terms of services says

#
Oculus, Oculus VR, Rift, and the Oculus logo ("Oculus Marks") are trademarks or registered trademarks of Oculus VR, LLC. The Oculus Marks and those of its affiliates may not be copied, imitated or used, in whole or in part, without prior written permission, including as authorized by any applicable brand guidelines. All other trademarks, service marks, logos, trade names and any other proprietary designations are the trademarks or registered trademarks of their respective owners and may not be used without permission of the applicable trademark holder.
#

oculus store publish guidelines say

#
The trademarks of Oculus, including its name, logo, and those of it or its partners' products such as โ€œRiftโ€ or โ€œGear VRโ€ must not appear anywhere in your app.
frank escarp
#

never heard of them doing anything about it tho

#

and pretty much no one asks for the permission, definitely not the mayority of indies

fiery harbor
#

you mean the majority of indies would just do illegal stuff?

cloud cobalt
#

It's common sense to not use any third-party logo in the game itself, unless it's required by that third-party. You shouldn't do it.

frank escarp
#

i guess this is in case you are doing a pron game or similar, and they have an excuse to tell you to remove the rift name from it

fiery harbor
#

I wouldn't want to use the logo in the game of course, only in the trailer to say "this game has oculus support"

cloud cobalt
#

Having the logo on boot for example is widely considered to say "this company worked on the game"

#

As to your trailer, my 2 cents : just say it's a VR game for PC.

#

Maybe in 6 months you'll add AppleVR and LolVR and you won't want to update the trailer, etc

fiery harbor
#

well its early access

#

I will update the trailer anyways

#

it will be outdated in 2 months

fiery harbor
#

I wonder if it confuses people if I write "Linux support coming in 2018" without ever mentioning before that it supports windows. I would think its kinda obvious that a game supports windows, so no need to mention it?

#

I dont want to put a windows logo in there since the windows logos are all different

pallid compass
#

U could just email oculus rift and ask them

plush yew
#

how am i still breathing to this day and age

rocky portal
#

Hi guys I'm new here how are you

fierce tulip
#

hey man, I am.. old?.. here, doing fine. how are you

rocky portal
#

Old here as well. Just got discord and I've messed around a lot over the years with Unity and Unreal. This a pretty good place to discuss/ask questions about Unreal def?

fierce tulip
#

def. though depending on the time and day it might take a bit before you get answers.
def check out
< all those channels for your specific needs

rocky portal
#

Oh I'm making a component based inventory system with multiple compartments and inventory tetris

#

using Escape from Tarkov as influence

#

Finally have something decently working with a functional, though ugly, UI

#

Designed my project around gameplay modules in C++. Can finally start working on a weapon handler and weapon system. Need to know if it's possible to have an animated skeleton for a weapon without any skeletal mesh so I can fully customize all the parts of the weapon by attaching different things to the animated bones

fierce tulip
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you can, but i personally dont know how

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sockets is a keyword

rocky portal
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Yeah I figured I could just add the property for a Skeleton to my Weapon class

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but I probably have to code how the anim bp will work with it

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since Skeletal Mesh already has that code

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I would have to pull those pieces out i guess

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What are you making?

fierce tulip
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food :p

rocky portal
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lol

fierce tulip
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you can attach sockets to skelmesh bones, and in blueprint/code you can attach the seperate weapon elements to it

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but thats all about i know

rocky portal
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yeah that would be somewhat of a workaround

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but the Skel mesh has the skeleton and takes the animations

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I just want a skeleton I can stick stuff on

fierce tulip
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that isnt a problem

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< afk, for food stuff

rocky portal
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cool

cosmic sage
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Hey you all. Does anyone wanna test out my 2d platformer game for feedback?

frosty bloom
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I got an C++ UMG issue posted in #umg , if anyone know something about how to do it I'd appreciate the help tons, been struggling with it for a few days already and can't seem to find anything on the web.

minor wigeon
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anyone know any good tutorials on creating an Exp chart for skills?

pallid compass
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define exp chart for skills

frank escarp
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on Gothic 2 (Wrpg) they just did Last Level XP + 500

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level 1 500 xp, level 2 1000 xp, level 3 1500xp and so on

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but that game had non respawning enemies, so there was a specific amount of xp you could get in a zone

obsidian nimbus
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over 9000

fierce tulip
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thats the part i'd fear the most in an rpg, all the balancing

honest raven
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Guys

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Noticed that in UE4.18 you have to used Apex for destructionable meshes

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Will apex work for mobiles?

cursive dirge
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every ue4 version uses apex for destruction

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only thing that has changed is that they've moved apex destruction into plugin in 4.18 (or 4.17)

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easiest way to find out if it works or not is to just build some test level and deploy it to your mobile

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at least android should be supported by apex, not sure if ios is or if UE4 implements those on any mobile platforms

plush yew
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Hey guys, um

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how do I get an angle between two vectors?

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I just need the angle as the float, that's all

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*as a float

safe rose
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get angle

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?

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ACos should be it

plush yew
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oh

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im dumb, thank you

frank escarp
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@plush yew dot product then acosd

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make sure the acos has the d or it willl be the radians version

safe rose
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well if you want to keep getting technical

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he'll need to normalize ๐Ÿ˜‰

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But I figured he got it

livid haven
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I thought acosd was acos... but for doubles instead of floats...

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Woops

chrome ivy
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Hello!

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I need to talk urgently to someone that handles epic wikis or to the Epic Staff.

fierce tulip
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you'll need to email them or post on the forums.

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this is not an offcial channel

chrome ivy
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ok

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but maybe I can post my issue here anyway

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I made a wiki yesterday

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and my IP got blocked by someone

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The reason given by Crowl is Autoblocked because your IP address has been recently used by "Pogotechsupport". The reason given for Pogotechsupport's block is "Spamming links to external sites"

fierce tulip
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O_o

chrome ivy
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no point in doing that...

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it will take ages

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like always

fierce tulip
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write it down, and i'll nudge Amanda on twitter for ya

chrome ivy
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ok

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thanks

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who is amanda?

fierce tulip
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she is the community person for epic ๐Ÿ˜ƒ

fierce tulip
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done

chrome ivy
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awesom

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I messaged her too just in case

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but isn't amanda on this server too? @fierce tulip

fierce tulip
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she is, but not online

chrome ivy
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ok

wild kestrel
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@chrome ivy what did you post on wiki?

merry otter
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Hi I start from scratch is I would like to add a weapon unreal engine plz

chrome ivy
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I wanted to make a wiki tutorial

wild kestrel
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do you posted any links there?

chrome ivy
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yes...

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I used the movement animset pro

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in the tutorial

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and I added a link to it

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I also added a link to Kubold's marketplace page

wild kestrel
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are you realted to that project?

chrome ivy
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what do u mean

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like if I have contribs to it

wild kestrel
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is it you plugin? :p

chrome ivy
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no

wild kestrel
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orwhatever it is

chrome ivy
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it is not a plugin

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yea

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not mine

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but

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I used it as an example only

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i thought that I should credit the author of the anim pack and send a link to the product

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seems legit

wild kestrel
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ok point that out in post you made, the reasoning of placing links, because you got accused of "spaming external links", also read wiki rules if it what you did is againts them

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i dont edit on UE4 wiki so i never readed them myself :p

chrome ivy
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ok

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will do

safe rose
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Hmmm

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So random question

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Everyone knows the performance difference between regular HDD and SSDs. Does anyone have any charts comparing those results for projects?

livid haven
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For what, like, build times?

safe rose
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Build Times, Loading

livid haven
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I definitely don't have any proper data and benchmarks

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But shoving Fortnite on to a dedicated internal SATA SSD has vastly improved my full build times and PIE startup times.

safe rose
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I have been using SSDs for awhile now, but now I got my hands on a 960 Pro M.2

livid haven
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I would have done an M.2, but the M.2 stick I own likes to go AWOL after some amount of time, until the next reboot.

safe rose
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So, basically, trying to figure out, if I should use this as my Main Drive for Windows (c:) or should I put it on my Unreal Engine Version drives (d;)

livid haven
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Ooooh, that's a tougher one.

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Having the OS and most running programs on an SSD is so nice

safe rose
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Yeah, and I obviously don't want to reinstall windows a bunch of time to find out

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lol

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I was hoping someone had some done something similar before

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But, I guess if I have some time, it could be an interesting experiment

fierce tulip
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using the m.2 myself for windows, since that benefits everything at least a bit
seperate ssd for apps/ue4 def adds to that

livid haven
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I can at least say that the HDD to SSD improvement for a big UE4 project is big.

safe rose
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I already have a Samsung 850 Evo for my Main Drive though

livid haven
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I don't have numbers. Maybe like 30 - 40% improvement in build times and load times?

safe rose
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I just grabbed up a 960 Pro because it was on sale during BD/CyberWeek

plush yew
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Anyone around to enlighten me on the way soft object references work?

safe rose
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@plush yew hmm

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That's a good question

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Basically

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They are soft

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not hard

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๐Ÿ˜‰

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Let's see, I am trying to describe them in my book later also, so this should be good practice

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So, do you know what Async Load is?

plush yew
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drawing a blank here

safe rose
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Do you know how Streaming Levels work?

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Level Streaming

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trying to come up with an easy comparison

plush yew
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I know what it looks like and what it accomplishes, but not the technicalities

safe rose
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So basically

livid haven
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Soft object references are like FStringAssetReference, but behave more pointer/reference-y rather than string-like.

safe rose
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That's what Soft OBjects are

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Instead of levels

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they are data types

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You would load them into the project when only when you need them (in memory)

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and unload them when not

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(out of memory)

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Instead of them always being in memory

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I don't know if that was a good explanation, still thinking about how to break that down

plush yew
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roger roger

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no I get the idea

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it makes sense

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You explained it well

safe rose
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Sweet

plush yew
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I'm just scrambling around trying to figure out inventory systems

safe rose
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yeah

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I think I am going to use them for my Turnbased RPG prototype