#ue4-general
1 messages Β· Page 158 of 1
Because it's getting a bit ridiculous with memory
but no point in doing that now until I need to optimize
And trying to get it on PSVR later this year
you using Actors too?
I have UOBjects
I am literally never despawning them until they break
But I have a full body slot system
@safe rose i have been using data assets and tablets, and didnt really like it
none ofthe Actors tick...just make them stop rendering, no collision
Which I forgot to mention
they are still clunky to use
Is why I do my system the way I do
my Actors really just function as Entities
for my next game ill just use json files that i load myself
Beacuse other people can steal weapons off others
I am not very well versed with JSON yet
becouse the steal is kind of instant and there is lag involved
it is jarring
very jarring
I make a "Backpack" by adding actor components: InventoryItem, ItemContainer, Equipment, ContextHandler (builds context menus and interacts between components polymorpihcally)
Going to breeze through a few things I probably should have picked up by now over the past 3+ years
Player has: EquipmentHandler (Equipment equips here)
and you link the UI Widgets to the appropriate index in Equipment TArray
Is there a better way to handle timer calculation than Get Game Time In Seconds? I want to zero this out wihtout having to forever substract the difference....
could do it dynamically but it was easier to maintain this way
if a Level can load thousands of Actors in and run fine...it seems silly to me to try to optimize this when a player might only hold 10~ Actors in their bags in a game
those Actors would have already existed in the level and you're just pointing to their memory locations through the inventory
but if you're dealing with millions of "Items" across persistent inventorys or something, you're going to have to do it in a more optimized way (like an MMO)
Is there not a Round to Decimal Place function in Unreal? I only found this: https://wiki.unrealengine.com/Float_as_String_With_Precision
Nope, there isn't
I usually just multiply by 10^x with x being the amount of decimal places, then round that, then divide by 10^x again
Why do you need it?
Mainly for display purposes
telling fire chief's a benchmark time occured at 4.8578 seconds seems a bit too much
but I don't want to round to integer
so 4.25 is fine
I'm tryign to decimal thing now, it just seems odd to have to do this much for such a simple and relatively common operation
then just use ToText for display purposes
I have done something wrong here
@rocky portal nope ....look further down on that page
ah i see..that sucks
I thought I had it too lol
@keen birch Can you see what I did wrong, I tried what you suggested
What do you get out of it?
single digit numbers so maybe too high?
I counted to myself and got 3 seconds but it returned 1.0889 ...
I pasted an image of what I did above
how do SaveGameObjects work?
You're back with another strange question π
It really helps if we could see Blueprints, Level Editor screenshots/gifs/videos
i read on tutorial unreal site that insert actor light
Your explanations are not great
why i get all this bullshit
What bullshit?
@plush yew Try getting a screenshot so we can see what's going on
where u need scrshots?
Has anyone registered a business before?
from map?
@bitter iris Nah, but I am about to
and bp?
I got the skinny if you need help
@safe rose dm
@plush yew Yes to both
Wherever you have this light at
And however you are interacting with it
wait i send
1
2
first is in editor. second in game
did all the light buildings and what not
Tapas....what is that light supposed to be hitting...there needs to be a surface for it to actually hit
just throw a cube in there next to it right under the light
yes threw
nothing happens
did all kinds of materials
and meshes
and what not
allkinds of lights with all kinds of colors
settings
default and not
why i have to keep on stumbling to this bullshit all time?
Because you haven't learned it yet,
It takes time man
I've only been messing with Unreal for 9 months and I still have no idea what I'm doing
@plush yew boost the intensity by large amount to test and put a cube right under
Build lightning and/or shadows
tapaittes - Today at 8:01 PM
wait i send
1
2
first is in editor. second in game
did all the light buildings and what not
help
ask the question xD
just write what problem you have
anyone knows how to turn glow off in?
Emissive?
Is anyone else getting compiling shaders everytime loading up the game? It's annoying as fuck (4.18.2
I haven't, but others are reporting the same issues
It's a material in the engine folder just don't know why it's having to recompile everytime
Maybe itβs not being saved if itβs in Engine folder
Replace it with a copy I where you are using it and place copy in a regular content folder
Let's say you have an Actor class "M4A1" and this Actor has a SkeletalMesh and you can attach a Foregrip, Silencer, and Scope on this M4A1...and there are many different Foregrips, Silencers, and Scopes
So my M4A1 can be entirely different from your M4A1 and I want this to be persistent
How would you represent this M4A1 in inventory and account for the swappable weapon Parts
While also using the same system to inventory simple things like "Empty Can of Coke" with just StaticMesh
And this has to also be saved for when you close the game and re-open it
Ah neverming @bitter iris just ran into it
doesn't seem to affect all my maps though, so not sure the exact issue
but can't remember if I've been on this map since 4.18.2
Is it possible to prevent decals from being on vertical objects?
I have selection circles for my characters however when my characters walk past walls the circles stretch and go all the way up the walls.
This "Rama Save" plugin...is it any good?
can supposedly save Actors and even physics objects?
wtffff
was going down from 30k...then it keeps jumping up everytime I play in vr
OP
lol
seems like it goes up 20K each time
I have just borked my program severely
Accidently deleted the character\controller blueprints so I restored them. Now I have errors I didn't have before and my selection, movement, etc. won't work.
Hello guys and thank you for the accept!
I have one little question. I need to do a 2d game for the uni and i made the menu and a prototype for the game, but for some reason the game won't load with open level node. If i use the standard map from ue4 it's working, but my map won't load. Do you have any idea what did ido wrong?
Can you please be more explicit, sorry for not understanding. I'm quite a noob with this
Do some research then
I've explained it
A How To Guide for Setting Up a Game Mode in Blueprints.
Overview of the Game Mode and Game State
Dialog for configuring options specific to the current project.
Make sure your map is cooked
Packaged
Force it if need be on Packaging settings
But your issue is probably that you don't have the correct map for packaged
but no idea
Screenshot
everything I've said
show project settings maps and modes
packaging
gamemode
I have the game mode for the level and for the main menu. The character is working fine with all the animations and the tilemap is set. The main menu is done with all the widgets and controls and in word settings i have set the gamemode for the main menu. I will just screen shot everything you said and i'll start reading those things. Ty for the help
Wait shouldnt the counter go down, not up?
PSA: "Enable Details Panel Favorites" is broken in 4.18 and causes the entire Details Panel to become a horrible broken mess.
It worked before though...
Hey, can I tweak when is falling is activated from a walkable surface
the thing is that i have a double jump, but since I am making a platformer, when i jump just at the edge of a platform, the character is detected as falling, so my double jump is kind of used
Maybe you should change your Double Jump design? Simply falling should not be the criteria for your DJ to be used up?
Pressing Jump twice should be the criteria for having used up your DJ
Uhh whats the difference?
If I was only going for a double jump I would have used Do N
but I also have an air jump thingie
so for example the character might fall of a platform, without jumping off of it
then he can jump once
mid air
Ok well then your criteria only changes slightly. To perform an double jump the first initial jump must have been when the Character was touching the ground.
Otherwise you only let them jump once
I also have sliding, so I dont use the Jump at all as it doesnt work when crouching is enabled, instead i have custom launch character nodes for the first and second jump
changeing this system is kind of not possible, as it would break other stuff
Welcome to programming.
You should be able to override CanJump in your character to allow jumping while crouching too
But yeah, this is part of programming, learning to work with what you got.
Or more importantly, biting the bullet and refactoring large amounts of code to end up with an better more flexible design overall.
I mean I would rather create trigger boxes on platforms and code them :d
its just that my lecturer mentioned something about him being able to play around with the is falling tolerance, but I cant seem to find such thing
Guys im putting together a team to create a Video Game. With Unreal Engine 4. Anyone wanna join me?
essentialy when close to the edge of a platform, not to trigger is falling yet
in the picture the "air jump" activated, even though I jumped at the edge of the platfrom
i mean I did not technically
if i let people playtest the game at 120 fps on my 120hz laptop
everything is fine
but my team has 60 hz laptops and they keep compaining that during playtests people jump after platforms
@gloomy apex wanna help me with my video game. We can make a really good game
#looking-for-talent Is where you wanna go
@gloomy apex oh u got a team already.
I am hard at work on a school project, barely get any free time myself
@white magnet masowanns help me
@gloomy apex gotcha. I just need help on my game. And i wanns make a really good game
I would like to help on your mystery project with no information
π
I think it could be the next big game
Dude just go to #looking-for-talent And actually post some details if you're actually serious about this
but yeah, @safe rose basically because our game is fast paced, soemtimes playtesters jump too late, and they cant double jump because the jump is on an is falling state
I have some good ideas
How would you handle collision for this giant circular wall
when I import it normally the center isn't hollow with collision and I end up having to use complex collision
I cant post on #looking-for-talent
you can use complex as simple
Do you mind if I ask what the difference is?
Read the pinned message in #looking-for-talent for instructions on how to use it.
umm i cant give a straight answer, just this method fixed some of my personal problems. but if you want to use only simple then best way would be add it via 3d sofware
as i understand complex is more detailed
not a single plane
Oh, okay.
Ok
Currently when I spin the exterior circle of the room and it collides with the camera the player just goes through the wall
@gloomy apex If people are jumping too late, then maybe that's a core design problem that needs to be addressed. Is the game too fast? Are platforms too short? controls too hard?
but when I otherwise walk around I can't go through anything
hmm maybe your camera and pawn has different collision settings
It's probably because I'm just rotating the object not applying any physics impulses or physics correction
It spins!?!
yeah haha
Currently, however, I'm just testing
Final level design wont just spin on its own
Could be character movement component is trash. You could get away with not spinning the wall's collision, if the doors don't need to be open. Spin only the floor's collision, no one will notice.
yeah what the fuck people put shit on market place that doesnt have documentation or any fucking tutorial
Like what?
@plush yew Google "caveat emptor".
@tame bluff also give it a read about convex, you can set accuracy for the collision. might help but not rlly sure
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/HowTo/SettingCollision/
How To Set Up Collision
did not buy anything idiot
Don't be rude
Be respectful. Personal attacks, threats, discrimination, harassment, trolling or any intentionally annoying/disruptive behavior will not be tolerated.
the only person i noticed that insulted others numerous times lol
Yeah he's done this before
why people continue helping him i have no idea
Also refuses to learn
he thinks that he's so good, but in reality is below garbage
Must be Derek Smart's cousin.
You guys need to chill out
@plush yew As others have repeated. Please dont be rude to fellow Discord members.
Man, that dude AGAIN?
Did you tell that to the other guy too?
@plush yew man, you've been on a good roll these past few days...
I've called you out a few times already
You should've seen the shitshow going on earlier in #blueprint
Shh, this discord needs more antagonists to make it interesting
Everytime you speak, you cause worse drama than I have
Aye, I have been slacking, my bad
@plush yew Im telling you now.
Work keeps me busy π
Can we go back to appreciating simple ideas built around latin phrases?
Trust me...
To be fair, as the saying goes, you started it.
Everyone gets a warning
Sometimes in private, but you can be assured, we all get a warning if we cross any line
So how do people in here feel about trains
Don't take one in Oregon
Freighters, subways
They crash
If its an train to #lounge then its great cause that isnt what this channel is for π
that'
@weary basalt the previous topic was not what the channel is for either
but I digress, I just wanted to change the subject
The previous topic was me insulting the character movement component.
What would be the ideal way to set a variable on a Pawn from the Behavior Tree? Call a function on the controller that sets the variable or just set the variable directly on the Pawn?
I dont read the channel every second π Re reading all the garbage hurts my head sometimes.
@plush yew Direct would probably be more ideal, unless design requires it otherwise
Okay thanks π
If its an specialised variable to an child probably better off going through an parent or using an interface...
But that depends on how generic you want or need it to be π
If I wanted it to be more modular, I'd move it to the controller right? So I can reuse Service/Task
Programming design always gets me. I don't know if a certain implementation is good until further along in a project
UMLs can help with that. Plan it out on paper first then you can foresee any issues with the design before you even write any code.
Even an Flow diagram
Is better than nothing
Ah yeah I remember making UMLs when I was studying
Never learned UML
I remember making a UML like 5 years ago
and that was the first time I ever actually finished something
never again though
I know people who use UML in UE$
fuck im lazy
I dont use them ALOT but they are helpful especially when first planning an large system
I don't know why though
Also great as an overview of the structure of an system as well
Doesnt have to be detailed
Just seeing what inherits what and which classes depend on others etc etc can be invaluable especially when you go to refactor the system or someone new jumps on board.
But like all documentation, it takes time and can change alot lol
There are alot of free online UML builders
I usually plan it out and then take an screenshot since most of them require an sub in order to export them lol
does trello have a UML plugin
planning to rent a vps from here https://www.vpsnet.com/en/services/vps
any suggestions which plan i should get? mostly worried about the ssd space
for source control, 2 person team if that helps
@weary basalt you just use photoshop or something?
I was gonna try a website version but with most things I assume they suck
or want $
@restive eagle 3ix
gimp is free source, photoshop can be also free π
damn thats pretty cheap
Well it's for web hosting
but I think it has VPS too
I never used that side of it unfortunately
check it out though see if they have anything for you, super nice company
ahh, for web hosting ye you dont need anything powerful
which one you mean the vpsnet?
@tame bluff No i use the online UML things and then take a screenshot of the final diagram
oh, i want to get smth inside my country. been a client for more than 5 years the one i wrote
OVH is pretty good too
Alright
Ive been using that site for an while.
3ix web doesnt look too promising :D
http://prntscr.com/hpuu6x
not even a responsive one in 2017 hmmm
For me they have almost no down time
and they have awesome support
regardless of what their front-end looks like π
They are a chinese company first and foremost and culturally that is actually very similar to most chinese style sites currently
At least once or twice when I contacted support it was chinese
y i trust you on that, that they are responsible towards their customer, but its too international for me. will stick to my own country probably. no need to have a server in middle europe or somewhere else
my last web hosting was in hong kong, when i needed to access it from china, it was internetsolutions.hk if im correct. didnt make a good impression though
still did its job, cause getting one in china you need a license probably, which is hard to get. well nvm. thanks for the tip though. will save it if i ever need it accessed from china
Yeah no prob, I think I realize you're looking for a virtual remote d esktop
is that what you were meaning?
I don't think 3ix would be good for that
What is the typically used method of saving out and inventory to load in a new Level?
for Multiplayer
each player having their own inventory and stash outside of the gameplay levels
like... Main menu with Stash and Inventory -> load into another level with other players with your inventory
Generally for multiplayer, you wouldnt store the stash contents on the client at all.
It would be saved to an Database on an server somewhere and then whenever its needed would be grabbed to be displayed.
If you dont care about that and its an local coop kind of game with splitscreen or something, you can always attach or save the contents of the inventory to the GameInstance.
GameInstance is persistent throughout the life of the games actual process on the machine.
to a SQL database?
I thought about this solution @weary basalt and really like it (I work with SQL daily)
but I'm not sure how I would go about storing in a DB what I would need to re-create my game items
as they are fairly complex
UObject has the ability to be Serialised
Serialising converts the object into an byte array which you would then store onto the database
To rebuild it you just deserialise the information
Or you can go an different way.
oh that's cool
Create entries for all items on your database and just store an tally of them for each Player
well all of my items can potentially hold other items
like a backpack holds items
a gun holds gun parts
a gun part (like a rail) might hold another gun part
a magazine holds ammo
Im not super familiar with Databases so im sure you could work out something more flexible.
I could use a SQL database to store these relationships
by storing some ParentItemID and OwnedItemID
but difficult part is going from these database attributes back to the correct class in UE4
which I could probably use a DataTable for
to relate a String like "AK47" to a Class property for AK47
binery is not quite good to work with in database :p
and each item needs a unique ID, item type (like above AK47) to find the class property value, and any values that might be unique to that object/actor instance
like Durability
i mean..does that sound like a logical design?
since you cant store directly a Class Property in a SQL table
Actully you could :> You can read property structure of class
from that you can create database structure
wait what?
so in C++ it would be TSubclassOf<AActor> ClassName
and then in Editor you could set that to BP_AK47
i write anwser on anwserhub explaing that
and SpawnActor From Class using ClassName
so if I could directly store that "ClassName" in relation to the thing in inventory
I could easily re-build my items, and it should be pretty light weight
you knwo asset system is already kind of like data base
there table property editor
which you can edit like database table
it not as flecable as SQL but still nice :p
no
you pick bluepritn asset
and edit properties of multiplke blueprints like a table
in general practice in UE4 each item should have a class and all properties should be set in defaults
Yeah I get that part
thats how it was ever since UE1
I have unique classes that will have Defaults
but where they can differ
a Pistol could have 4 different parts
dynamic
so 3 people could have same pistol
but one pistol might have a threaded barrel and suppressor
one person might have same pistol with wooden handle
Then make a addon system? :>
it's easy to make the system from a gameplay perspective
oh you mean weapon madeo ut of parts?
it's more difficult when you talk about serializing these things so they can be passed to a new level
yes Shadow
the easiest way to think about it is that any ItemClass can hold other items as if it has its own inventory
to new level? You knwo about level streaming?
if it is setup as such
this would be MP also
so like 6 clients take gear from their own stashes
into 1 instanced level
I know in theory how I could store all of this in a SQL db
or if there is a UE4 way of doing this
either way about table right click asset and open Asset Actions and Bulk edit :>
im talking about runtime stuff m8
I'm on main menu...I take a modded gun from my stash and put it into my inventory
I join a game
you do the same and end up in my game
I kill you..I take your gun
You need some persistence on an database on an server somewhere
That is the key here
That's what I'm thinking...trying to sort this out in my head lol
Shadow is completely missing what your trying to achieve.
is a new area for me to investigate
I know how to setup SQL databases and normalize tables and such
i dont know you guys been tlaking baout datbases so i siad :p
I have good idea of how I could store this in a database to recursively rebuild a players inventory
again you can get property structure and save it to database structure
and then hold gun data as entry
if that what you mean
but I have to come up with a way to go from "SQL allowed attribute types" to UE4 Actors/Classes
what is property structure
You have to store every part on the gun and their own inventories
class have oproperties right?
the gun "owns" the rail when it is attached
and then oyu can store object in database
the gun is inside a backpack
the player has the backpack equipped
so you can't just "build a gun" with properties
you need to build all the parts too
so?
so lets take the lowest level here of a Flashlight and then one level up which is the Rail that the flashlight is attached to
do those part have any atributes?
just a list of "slots" that can take parts
and the class can define what parts are allowed
but in SQL you could have record that consists of:
Rail ItemID as parentItemID, Flashlight ItemID as childItemID
do part have custom attributes or part can be declered in classes?
and a table that has ItemID's and what type/class they are to re-build them
parts will have defaults of course that affect weapon stats
but if you're spawning a new one from the Class, this should be fine
yes but part is a class right?
then you can store classes as strings
you can even some how translate them to some IDs
if oyu like
now we're onto something! ... i was trying to find how you would do that
I don't want to store a full asset path
loon UE4 config system
just something I can store in a standard DB that I can translate back to a ClassName or something to build an Actor/Object
try save cUClass ti ini config
what?
Text files containing property settings for configuring gameplay or engine behavior.
UE4 already have system that translate seemlesy properties to ini files
So I've been trying to find an explanation of what Controller/PlayerController actually is and not a high level explanation. Does the Controller actually do anything code-wise if you handle the input in the Pawn?
not really trying to just set properties for things on load
when you "loud out" of the stash screen ur writing to a database
or even when you move something if u want to have very little client trust
when you're "loading in" to any screen, it must read from the database to basically build a new inventory
what im saying is you same as ini saves data you cn make system that works with DB
oh this is how they did weapons back in the day
that goes back to reading properties
i remember they had .ini files or something for Half Life 1
or maybe it was some old dino hunter game where you could mod the .ini's to change weapon behaviors
Hes saying you can use the INI system to generate Objects and their Properties as Strings which you can then send to an DB
i would need to dive in to the code to give you anwser but im busy now :p
hmmm
look on how config system does it
Ok, that's pretty cool
You dont actually create or modify any INIs
The INI system itself can handle converting Unreal properties to Strings
An Vector for example passed through the INI system would read MyVector=(0,0,0)
Thats one way of duing this, you can take steer with GConfig
does it naturally store the ClassName to be used?
or would i just have to do this to some kind of Initializer Struct
oh those use USTRUCT
I will have to look more into this
I can use a DataTable for sure as a LookUp type thing
like a String "AK47" pulls a class property for AK47
SpawnActorFromClass< Get Class using DataTable >
look how config stores it
I'm referring to Properties like
TSubclassOf<UWeapon> WeaponClass
can you store those in a DataTable
they just limit class secletcion thats it
try save UClass* in ini config
and see how it stores it
and look in code how it retrives it to UClass*
hmm this is cool
I'd have to figure out how to go from .ini to relevate database field
and then back
relevant*
regardless of container of string, in some point of process its just string
right
so somewhere in the engine code.. UE4 defines TSubclassOf<T>
or UClass or w/e
No
Again TSubClassOf = UClass*
TSubclassOf is just template
but in C++ it function the same as UClass
ok but going form "This is just a collection of letters"
i mean it a C++ hacks with clast overload :p
to "This is just a collection of letters" being a valid Template arguement for a class
but logicly it the same as UClass*
that's deep deep down there
TSubclassOf us UClass* template, only diffrence is it limits class section to specific relation
but it work the same as UClass*
becuase technicly its UClass*
Your not getting what the INI system does. It takes in an UClass type and then outputs an String to be stored, you can feed that String back in and get out of it the UClass type again
Or any property
Oh that clears it up then
so it's easy then to say "This is an AK47!" -> String to DB
String from DB -> "Hey UE4 this is an AK47 make me a new one!"
π
time for bed though..night and goodluck
Soirry that i conused at begining :p
not a problem thanks for your help
i'd rather work through the systems Unreal has already made
Yes it makes life easier
than come up with some round-about hackish way like a DataTable to look things up
more crap to maintain then in the future
anyways...later
Reflection system is what makes everything seamless :p
It is what makes just "BlueprintCallable" all that need to be added to make a node
or config system just by adding "Config" to store whoel classes
if oyu master it you can make same as smart code as engine is doing
save time to make UI work for example
by generating UI based on reflection data of classes
Any naming conventions for BT Tasks/Services/Decorators?
I always do BTD, BTS, BTT
Sorry I meant in terms of describing what it does
I'll probably just do something like Tasks/Services = verbs and Decorators = questions
Ah yeah
Hi guys, anybody knows what happened to the last Stream about Shaders? It didn't drop on the Unreal YT channel yet?
Hi guys, anybody knows what happened to the last Stream about Shaders? It didn't drop on the Unreal YT channel yet?
mmm It was indeed in the youtube but not anymore
twitch vod is still available tho
Do decals kill performance?
@gloomy helm Erm, it depends
It's more of a question for #graphics
But each decal renders decals pixels over existing pixels of the scene, increasing total number of pixels crunched by your videocard
So yes, they can kill performance if used excessively, though they are relatively well optimized
hey
Why am I experiencing some random frame drop in UE4?
I moved from old (weak) PC to Gaming (current) PC and I still experience same things.
I'm creating a simple things and out of nowhere It starts to lag.
how is anybody supposed to be able to answer that question?
we know nothing about your hardware, or what you're running
Oh sorry.
but yeah, there are profiling tools you can use
Current specs:
Nvidia 1060
16GB ram
i7 7400
Generally speaking, you need your entire game to step all logic & graphics in less than 17ms - that's very fast. It's very easy to break that.
Use the profiler to get a look at what's wrong
And test your game as a packaged game outside the editor
How does one opens Profiler :v?
First step should be to open the console, enter "stat unit" and monitor the numbers. You'll get a "game" time and a "Draw" time - first one is CPU perf, second one is GPU perf.
Depending on which one is faulty, there is a dedicated profiling tool
ok
Again, it's important to do this with a packaged build.
UE editor is nowhere near game performance, even on good hardware
@wary wave I can't find the config setting on the shadow casting thing
sorry, I don't know what the setting is called
oh darn
Hey people!
Updating my project to UE4.17 from UE4.16. When I switch versions, Generate Visual Studio project files no longer generates a .sln file. No error, it just fails silently.
Has anyone encountered something like that?
check the saved / logs directory for an output log
no logs
The test map is set, the mai menu is done, everythign works except the fact that when i will set the open level node on the start button, it just won't load my level. I asked yesterday and i got an answear, i read and tried but won't work. Can anyone help? i can zip the project and send if needed. I really can't move on with the map and other good things for the game if i can't make the conexion between the menu and level. Sorry for bothering with stupid questions
is there a way to animate the scale of some grouped actors?
i basically want my grouped shapes to do that
does group has it's own transform?
you want to scale the actors and retain the star shape?
do you have grouped actors or you have multiple static mesh components in the same actor?
grouped actors
i'm making a surreal environment so i want the star shape to "break" (scale up) then fix itself again (scale down)
i've never animated / used keyframes in unreal tho - i usually import from Maya
you'll have an easier job controlling it as a single actor, I think
@plush yew are you sure your open level command in your blueprint in the main menu is even being called?
@grim ore yes, the node is there( i even tried with set visibility). Idk if the set visibility was a good idea but in my mind it worked, but on paper no results
anyone here ever setup and integrate MySQL with UE4?
did you make sure the node was being callled? F9 breakpoint on it or a print string before it?
also the name of that map is the same as the one in your game mode which means that would do nothing
well nothing you want lol
this makes no sense. I'm getting a message "warning : Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update the method signature."
Build.cs file referenced in the warning contains zero TargetInfo arguments.
@hazy lynx Create an empty project, look at the Build.cs syntax
^ what I did back when I updated for 4.15
The message isn't super helpful
I'm updating to 4.17
that's the issue, I already changed TargetInfo to ReadOnlyTargetRules
Hello, using the Foliage tool, is there a way to paint the same mesh with multiple materials?
(I've got different color variations of the mesh that I want to use)
I think you'd need duplicate entries in the foliage list
How are your colour variations done?
Different materials. Using a pack of trees from the market place, it has leaves in green, yellow, red, blue, etc
How do you duplicate entries in the foliage list? All I can seem to figure out is I can copy the mesh entirely in the content browser, and then add two
But that seems a poor solution.
the editor I'm using has custom tools, so unfortunately I can't refer to it, but is it not possible to create a new foliage type that references the same mesh and a different material?
I would personally take a look at those materials, and see how the colour variations are handled
for the sake of optimisation, you could potentially merge those materials into a single one, and use a single foliage entry?
and use something like PerInstanceRandom or ObjectWorldPosition to decide which variation you should be using
FoiliageType only has mesh, no material settings.
There is a FoliageInstancedStaticMeshComponent... that's interesting, I wonder if there's something that can be extended there.
Is it possible to have a HUD draw a decal at the mouse cursor?
I've implemented the blueprint code that was working on the actor but it seems the Decal component just isn't being rendered.
@royal jolt You could child/attach your objects to an invisible dummy object and scale the dummy object.
Or build it in a class blueprint / actor and scale the blueprint root - even better.
Hello everyone
hello. is there a channel for specific questions about game design? newbie here, pls no bully
Game Design.
thought so. thank you :)
Np. Lol
yeah, that wasn't a gameplay design question π
pls no bully, I'm pertty new
what you need is a ray check or a line trace
yeah, thought so :P
Anyone here a mod of the unreal engine subreddit?
I need some help
someone stole my game and uploaded it there
Anyone have an idea how to keep an object from colliding with itself?
If I allow it to collide with WorldDynamic (which it needs to do to be placed on other moveable objects) then when I go to place it collision with itself occurs.
objects don't collide with themselves, they collide with other objects/components
make sure your components inside of the actor don't collide
There's only one component
When I print out the class returned as the Hit Result it prints out the name of the blueprint though
It's a blueprint with just a StructureMesh component
Oddly enough it only happens when its directly in the middle of the viewport and only if you look at it from the side.
is it sacrilege to import a 3d model to use as a landscape rather than using unreal's gizmo/generated landscape?
Again, are there any mods for the subreddit on here?
doubt it
the Reddit community seems to be it's own beast, largely unconnected with everyone else
@vale osprey
I thought it might be colliding with the camera too, thus why I printed out the display name of the hit result.
Landscape is obviously a static object, but the "BP_Stone_Door" doesn't appear (and the issue doesn't occur) when only setting WorldStatic collision.
The blueprint seems pretty straight forward as well
all the division\rounding is just grid stuff it's not being used at the moment
print out name of the component too
ahh, you are not doing Blocking Hit test
add a branch there - always
its a first bool output of the Hit Results
So it detects if Collision is "Block" rather than overlap?
I don't understand how its related to "object collides with itself"
the Hit Result is a structure that is reused by many different functions
so if you do a blocking hit test or a collision hit then you check Blocking Hit
if you do overlap test then you check overlap
in your case, you are checking if mouse is over an object
so if you want to exclude your door from that test, you can give it a custom object type that is not WorldDynamic
np
omfg!
now you can type -16.324 + 90 in a field and editor will sum it up for you
when was this added? π
Visual studio added the same kind of stuff
You can also type times in VS and it'll give you the examples
Editors are getting better
I just realized what Blocking hit does and wow do I feel stupid
I wrote an entire other function get whether or not there was a hit lol
common mistake, if you don't do that check, you get all kind of garbage on output
I actually wrote it a weird way to get around that lol
Anyone know any procediural generation tutorials cant find any
@tranquil bone You aren't looking hard enough
Plenty from the community and one officially from Epic for UE4 itself
Even a game template to DL and pick apart under Learn tab
Mmm never thought to check offical UE4 Thanks
Where? would it be in the learn tab?
the best procedural generation articles will likely exist outside the sphere of Unreal
What does that even mean?xD
It means they exist as resources for procedural generation as a discipline itself, not unique to UE4
ah i see
A lot of the thinking in terms of that type of stuff has nothing (or very little) to do with the game engine itself, so tying it to a specific one would be somewhat of a hamper :p
https://www.gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php
Hello, is here anyone with experience or knowledge of importing high-poly architectural models from 3ds max into unreal engine?
@drowsy marten #aec-visualization woudl probably be your best place and getting DataSmith
@drowsy marten FBX it, it works
if your model is super complex, then try to join the datasmith beta as @safe rose says
datasmith can merge stuff, no?
But you're right, maybe not
i dont expect a random to know anything, really
@frank escarp Yes, i use FBX, but i also apply ProOptimizer to reduce poly count. I import every part of building as separate model. But in one FBX file.
@drowsy marten Ask any further questions you may have in #aec-visualization
Plenty of devs like yourself there
Has anyone got host migration working with listen servers?
In BP's thats not posible
Is it possible in c++? Perhaps a plugin solution
everything is possible in c++
@cinder iron hey bud
you there?
I think I do 24 bit
so try that
np
TGA's use alphas
which are just pure black
How do I get the player character as an actor?
Like I know GetPlayerCharacter
But I need to get it as an actor reference instead of a character reference
Why? A character is an actorβit can be used in anything that requires an actor reference.
I'm using an "==" node between a hit actor reference and the player reference
And since the hit actor returns an actor reference it is not seeing that as the same thing as the player reference
No, that's not why. Even if the reference types are different, if they both point to the same thing, it will still return true
I have a Line Trace by channel between two actors
And I want to see if the player is in the line
Alright, then I'd try to do a little bit of debugging on the issue. Set a breakpoint where the == node is being used, and see what each actor actually is at runtime
technically this should work too http://prntscr.com/hqaoc4
Well, how about the branch itself?
The node after the false triggered
You'll be able to see the values that are feeding into the and node
Okay, that's good to know, but breakpoints aren't only good for simply knowing if something executed π
AH i see what you mean
It essentially pauses everything right there, and you can examine local variables at that moment
Yea I know. I used them a lot with controls engineering
That's good hehe, you're already ahead of most people in terms of BP debugging
Well that's weird. The line is hitting the actor even though I have ignore self checked
I could probably just throw the actor in the actors to ignore even though that would be redundant
how to disable culling from my landscape layers which is grass
Oh I'm an idiot
or increase visibility
did that
Stop posting your question to multiple channels
why?
Because it's spam
no
Noob question: where can I find the grass associated with my landscape? There's several meshes being used, one of which is a stone, which I want to remove. I'm using landscape auto material, and it comes with stones. The stones don't have collision, and the author states this as a known issue, and I'd rather just remove the stones completely if they cannot have collision.
is it okay to get the following messages when packaging?
UATHelper: Packaging (Windows (64-bit)): LogOnline: Warning: STEAM: Steam API disabled!```
im trying to publish a game to steam and i guess i need the sdk to work with my build
i just dont know what else to do, research hasnt yielded any useful results
@muted minnow Are they on layer when u go to landscape and paint it? If so just delete layer or go to the content file and delete the rocks from there?
@plush yew - I cannot find the layer that controls it, perhaps I'm looking in the wrong location?
U dont just want to delete the rock from content folder?
I'd rather not, it's a pretty rock...
I just don't want it with no collision sprinkled through my terrain.
Ok, thank you for the suggestion, I'll consider that plan B, right now, I'd really like to find where and how it's being included so I can control.
Hey. unreal question. For some reason in my version of unreal. When I move the assets around in the scene the meshes randomly snap around etc. but I have vertex snap off..infact. When I hold v (vertex snap normally) then it allows me to freely move stuff around. What I do D: ?
There are, a dozen layers or so
well
find a landscape instance in the content folder
double click it
My project has a pack and its name is MI_landscape
there is a list where you can have the rock or not
bunch of ticks and what not
Ok, I'm pretty sure UE4 simply runs on Voodoo and I'll have to learn to accept that.
If anyone has an answer it would help me, im really struggling with my current work due to it
I have a Set Blackboard Value as Vector node and have connected a TargetLocation variable that is the same name as the one found in the blackboard. However, no matter what I set it to it ends up being "invalid"
It is public
Inside your behavior tree did you set up the variable to the blackboard key on the service?
Not entirely sure what you mean
The bottom part of the picture is the blackboard which has TargetLocation initialized
Coming from a C# unity background what you guys think the best video tutorial series is? reading is completely not an option
I'd say reading is going to have to be an option
Your behavior tree has stuff in it. One of those stuffs is your service yes?
Oh god you're right
yea couldent find any video tutorials myself this suciks
I see what you mean
Also
I recognize your avatar. You have a YouTube channel don't you?
welp hopefully i can at least find some
Found it, for me, it was on this asset. I removed the Stone grass type from the Material asset. https://www.screencast.com/t/0HRN8WBT
@next ivy I do and yep it's very common to forget to assign the variable in the BT lol
yeap looks like your right I suppose I can try watching normal C++ tutorials? would that be the same @next ivy
Yea I kind of wish it didn't automatically fill in because that makes me always glance past it. I remember I used to watch your intro videos xD
I know C# so i guess it wont be too hard compared to complete beginner
You should probably learn C++ if you plan on tackling code in UE4 although you can do most things with blueprints if you really want to
I know basic C++ been learning about 2 weeks
Introductory information for developers starting out creating games with Unreal Engine.
Start there. There is even a coming from unity section.
Thats fine you can still start there and go to the videos
bro thats like all reading?
Well you're going to end up having to use reference material that is in writing. But yea you can learn the bulk of it from videos
well shit how long is referance material you think?
Most of the reading has pictures if that makes you feel better
I hope
actually fuck it don't even know why i've bothered the past 2 weeks
no way im gonna be able to learn it no matter how long i try if i will have ot read
All the sections have a small related videos link. You can just skip to that if you want.
you think ill get the same as if i read
But even then your going to be reading in the editor so you can't skip that
yea i know i can manage that most of the time
at least I can in C#
but syntax is a lot simplier
yea this has probably been a massive mistake wasting my time tbh
Alright setting the variable in the service node didn't really help. The TargetLocation variable still shows up as invalid in Blackboard and my AI never gets past the check for TargetLocation "is set"
Hey lushen
Yes?
do you think looking at the code in C++ is harder to remember than C# if its much harder there is absolutely no point of me attempting
cuz C++ is weird syntax and harder to remember than C# i think
honestly question
Learning different programming language stacks on one another. Every programming language you learn will be easier and make future languages easier to learn.
not what im asking thank you though
C++ is a lot lower-level than C# as far as I know
well shit
meaning weirder syntax?
thats what it seems at least
also do you think I can learn everything by watching videos and not reading? not to sound dumb but its completely not a option
Yea lower level does not mean less difficult as some believe. It means the language is more mathematical and less like english
oh
Like Python is high level
It doesnt have weird snytax. You're just referencing different things
ok will it be more?
like wil i have to referance more things getting the same job done?
In Python you might write someting like:
set variable to 5
in c++ it might be:
variable=5;
Yea bro I know what you mean
I know C#
aight sorry for the questions I just get really frusterated with not being able to read anything
more then a paragraph
Most would say low level programming languages like C++ are harder to learn than high level programming but I think it really depends on your brain
Honestly you need to learn to make documentation material your friend no matter what programming language you're doing
this probably isnt for me sadly
And really no matter what you do in life
Low attention span?
Then I dont see how you cant read
i can read
if i read something no matter how many times I will forget it instantly after i read it i get about 5% of what i read because of Post-traumatic memory loss
its really weird
and i'd do absolutely anything not to have it im not even in the right english class i should be in
im in high school
You should be able to follow written tutorials since they tell you to do things. If you have trouble remembering what you're reading thats fine because you'll be following along
It might tell you to click on this and then that and you can go and do that
what
Written tutorials have steps that you can follow. And following those steps should make you remember how to do it
i wish
Even if reading it doesn't
i have to watch 3 videos to understand that a normal person would get in one
watching it 3 times over
once i get it i remember it ok
I could watch a video tutorial on something 5 times and not understand it. You have to follow along with the video and do it yourself to understand whats going on.
We don't learn through osmosis xD
I used to read like stuff on some history websites and now if i do i dont remember what i read 10 seconds ago
lets say a video says water is blue (just an example) i will watch it and repeat in my head the water is blue the water is blue water is blue i instantly forget what i was thinking
and i wasnt always like this
thats what i meant
had to explain myself because you made me sound dumb haha
thanks though i think im gonna watch some videos
hopefully we talk again
hey guys how do i add snow to my level
Put some clouds and lower down temperature until it snows
Can this game just die now? https://gyazo.com/a16bf559603808b321ef3fea16b81951
I love PUBG
Why would you want poor pubg to died
man, that's on Steam home page
like the game really needs more publicity
I suppose it made Valve a lot of money
More than Epic
6x more...
yarp
But they need to fix curation
and discovery
But I am glad UE4 games are doing so well this year
y
I don't personally agree with epic making money off of fortnite
the whole idea is obviousely playgerised
the only difference between it and pubg is graphics and the building feature
I think the only way fortnite would take players away from pubg is if it was a better game
last man standing is a gamemode that goes back to quake
only similarities is that you fly in and parachute, but I though there was a game before pubg that did that aswell
before pubg was H1Z1 which was made by playerunkown as well
he said it didnt live up to his dream or what he had in mind
so he partnered up with another studio and set out to accomplish what he really imagined for his true idea of battle royale
the battle royale idea was around before all that though, and I'm not really sure if you can copyright a gamemode, I mean CTF or defuse etc etc are all game modes that came from somewhere, different games just put their own spin on it
same goes for mobas, you got many mobas now with almost identical setup, but no one is going to say that league of legends is the only one allowed to make money because the creators made the original dota or something like that
players usually decide who makes money in the end
i agree with that but the fact that its a little more obvious that fortnite had the intent of cloning PUBG
they could've at least made it a little more unique
The only argument against Epic doing battle royale is that they made the engine PUBG runs on and may have had some proprietary information from Bluehole. That's it. Anyone else making it could have easily taken anything they wanted from the Arma 2(?) mod.
right
I got a marketplace asset that I'm actually really impressed with
it's like dynamic weather that can simulate the weather from where you live
it takes input from the users time and date on the computer
wo
and it randomely generates weather based on that
that sounds pretty cool
it is
it looks very nice, I threw it in a map I just made
and I think it can change the tides along with the time of day and day and weather
they have a nice star system
I can't wait till my vive gets here, then I can make amazing VR stuff
"docjor: I think the only way fortnite would take players away from pubg is if it was a better game"