#ue4-general

1 messages ยท Page 167 of 1

nova heath
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Any ideas as to why my click events aren't working on my Player Controller anymore?

worthy steppe
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Guys how do you reference from a widget inside the level blueprint...

nova heath
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Widget?

nova heath
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Like UMG?

worthy steppe
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i need the slider from my options widget

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UMG indeed

nova heath
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Wouldn't it be easier to dispatch an event on the slider and recieve it on the level BP?

fair leaf
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Hola. Is there any way to select a DataTable for multple selected CSV on import? I don't want to click the DataTable for every file

worthy steppe
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@nova heath Could you explain what i need to dispatch and how i get that info

nova heath
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Yeah hold a sec and I'll give screen shots

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First add a custom event in your Level BP

worthy steppe
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cool

nova heath
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You can make it pass a float

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Actually you might need to do this in a Game Instance

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I'm not sure if you can access the level BP outside the Level BP

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I had this same issue prior and it's why I setup a Game Instance

worthy steppe
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Im getting confused XD , Man trying to setup a volume slider is hard XD

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I can't seem to find proper information on the internet on it

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It seems like a really simple thing but not in unreal XD

quasi lake
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I worked on a level sequencer for 1 hour

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And unreal crashed

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Nothing left

vale halo
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๐Ÿ˜ฆ

quasi lake
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Damn holy junk

nova heath
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I got it working

wary wave
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oh man, if sequencer worked as intended, it would be awesome

nova heath
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@worthy steppe It's not too bad, you have to use Event Dispatchers though

worthy steppe
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this is the design i wanted

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but it just wont work as my referencing is based in the options widget

quasi lake
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Well, I'm making some cutscenes which translates into gameplay seamlessly on finish with camera blending.

nova heath
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MainHUD is just the name of my HUD class, inside your HUD class you need to add an Event Dispatcher

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@worthy steppe Not too bad right?

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Ignore the blank buttons on my UI, I disabled their code to make the slider work ๐Ÿ˜›

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As an added bonus you aren't listening on Tick which is a nice performance bonus ๐Ÿ˜›

worthy steppe
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@nova heath let me try and piece this together in my game one sec,

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don't run off

river mirage
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Hey guys, why Unreal didn't uses Group hierarchy from the 3D modelling softwares, like Unity and Toolbag 3 for example? is there any plugins for that?

nova heath
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I'll be here

surreal viper
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is there any way to stop this magnificent engine from starting a new instance of visual studio if I double click on a c++ function node?

wary wave
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unfortunately no, that feature seems to be broken

nova heath
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Any idea why my Player Controller isn't recieving mouse click events?

I have Enable Click Events and Enable Mouse Over Events enabled.

The tick event is firing but the Mouse Events are not.

tight isle
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Can you send a s of the bp for the player controller node

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Screenshot

nova heath
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Yeah

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If I replace InputAction SetDestination (set to Right Mouse in project settings) with the F key event for example it works.

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I've tried literally every combination of buttons in Click Event Keys, none have worked.

tight isle
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Donโ€™t you need to connect the key on inputaction setdestinstion to an input?

quasi lake
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Anyone knows how to close this weird cross strings?

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It's in every window

wary wave
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I already told you it's the editor grid

quasi lake
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So how to close it

wary wave
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show -> untick grid in whatever window

nova heath
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Then it works

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I.e. Presssing the F key causes the characters to move to the mouse position

quasi lake
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It doesnt appear before

ripe geyser
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Guys, I'm using 4.18 and I have a weird bug: the user interface is all scaled up (while up to 4.17 it was normal). I know that they added an option to support DPI scaling, but it doesn't make any difference if I use it or not

quasi lake
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How to close all of them?

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Seems every window I open it will show

ripe geyser
quasi lake
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@wary wave

ripe geyser
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Did this happen to anyone else?

tight isle
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@nova heath Iโ€™d try to remove that key binding and add a key event to the BP just to see what happens.

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When you debug it do you see the click event making it through your BP?

wary wave
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you untick it in whatever window you don't want to see it in

gloomy apex
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I converted a BSP into a static mesh, and now whatever I put its collision settings to it alsways ignores the player pawn

nova heath
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@tight isle When I remove the InputActions and debug even if I attach Right Mouse Button just to a print string nothing happens. i.e.:

Removing the binding in project setting doesn't seem to have any effect.

tight isle
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Thatโ€™s strange. Iโ€™m afraid I donโ€™t know enough to be helpful here. Hopefully someone else can.

nova heath
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This used to work, I assume a setting changed or something and broke it

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@worthy steppe Any progress?

nova heath
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Every other type of event works even Mouse Move.

oblique fern
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Why. TF is it I close a UE project and it doesnt really close?? EVen after 30 minutes

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cant open the window, cant close it but it sure pops up on the task bar

keen birch
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Probably crashing on being closed then

tender dome
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hi guys, i want the camera setup as shown. but when i am near any object or wall, the camera goes through it and i can see things that are inside. how can i stop it from doing that?

restive eagle
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attach the camera to a spring arm, that should be already added by default inside the 3rd person template

tender dome
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its already done. but still i happens

restive eagle
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does it clip like theres no wall or it barely clips

tender dome
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like there is no wall

restive eagle
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then try oppening that mesh and set collision presets to block all

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also when your spring arm is selected make sure there is a thick on "do collision test"

tender dome
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where can i find that option of collision?

restive eagle
tender dome
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lemme see!

restive eagle
tender dome
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im using defult mesh so there is no option for that!!

restive eagle
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then inside your map click on it and look under details panel

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which collision is set

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it can be default and it would still work, try changing to block all to see if anything changes, if not then do the thing with spring arm i wrote before

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if it still doesnt work open your character bp, click on spring arm and send an image of all your screen

tender dome
restive eagle
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when you do what?

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this is not needed

tender dome
restive eagle
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and show which wall inside your game is not blocking

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just the in game image is enough

tender dome
restive eagle
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oh a bsp

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havent done anything with them so give me a sec to test

tender dome
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even with cube static mesh from modes panel

restive eagle
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hmm by default this box is blocking my camera

tender dome
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maybe its the placement of camera!!

restive eagle
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well if you tested properly then it shouldnt be a problem

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if you are getting some kind of block looking in a lot of different directions then probably

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that it would go dirrectly to the character

tender dome
restive eagle
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your camera location should be on 0 0 0, and by setting socket offset for your spring arm you can move it arround

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honestly hard to tell whats wrong, if no one else can gie another advice i would recommend oppening a clean 3rd person template and test it there

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if it works correctly there try to look what kind of changes you made to cause that kind of problem

tender dome
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first lemme check using socket offset

restive eagle
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socket offset helps with narrow spaces, encountered that while going through a door

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but no matter what, objects were still blocking my view, in your case they dont so its another issue

tender dome
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even with cam on 0,0,0 and using socket offset it still happens

restive eagle
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ye so open a clean template and test it there

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you made smth that is causing that, for anyone else its hard to backtrack unless they encoutered the same issue

tender dome
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okk ill do that

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is it importent for mesh to be on 0,0,0?

restive eagle
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um Z shouldnt matter much, depending on your mesh. but if you move from the x,y then maybe you would get some clunky movements. mine is on 0 0 -100

tender dome
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im thinking of keeping spring arm and cam at origin and moving mesh

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didnt worked! X(

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ill use clean temp now!

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yup! still happening ๐Ÿ˜ฆ

restive eagle
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hmm very strange

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just made a clean template of my own, no some sort of problem so cant help you sorry

tender dome
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now thinking of decreasing arm length

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didnt worked either

nova heath
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I've solved my issue but I don't understand why it happens

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Other actions were happening on Left\Right Mouse Button Events

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Removing those actions caused the movement to function again.

tender dome
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any idea how can i get this kind of angle?

flat pilot
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I'd like to target a 2d render of a 3d actor ingame ( kind of hard to explain so here is a screen ), I just need a function name and I'll start digging on it, can someone help me with that ?

livid haven
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That's not really going to boil down to a single function in any way.

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You're going to want to do some fancy depth/stencil work with materials.

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I don't off the top of my head have a resource to give you. Tom Looman has something where he touches on depth/stencil writing/reading to make a see-outlines-through-walls effect.

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So you can try finding something about "outlines" or "x-ray vision" or "see through walls" in conjunction with "Tom Looman"

flat pilot
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I'd think that it's something people need a lot, was looking for an obvious function

livid haven
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?

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No, this is a pretty particular visual effect.

flat pilot
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at first I thought it was the "render 2d canvas" thing

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ok ok thanks

livid haven
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This is inherently a shaders/materials kind of feature.

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You're asking the GPU to track what pixels a particular object or set of objects were drawn to.

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Then using that to mask the drawing/rendering of other operations.

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It's not really a generic thing - it's a particular usage of low-level mechanisms for stenciling/masking.

flat pilot
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the yellow border around the actor could be something to work with ?
since drawing it for the engine is basically having access to what I want ?

livid haven
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Not exactly

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But they do use some similar low-level operations, depth/stencil reading/writing.

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Again, that Tom Looman example will give you some leads - you're not going to be able to copy-paste what he has and just tweak it, it's not what you want, but it touches on the things you'll need to understand and use.

river mirage
south ridge
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Are you building in production quality

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Are your walls two-sided

rocky portal
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is there some way to populate a list of ContextActions based on which components are present
catch is there is a set ordering of actions
right now I use a ContextMenuComponent which holds an Enum Context Actor Type and I use this to generate the ContextAction list out of a DataTable
but I end up with ridiculous ContextActorType's like: World_PickupEquipSearch
Inventory_EquipSearchDrop

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seems silly to make an Enum and literally list what context actions there are inside it

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I could use generic names like World_Backpack (Backpack being an equippable container)

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World_Consumable

keen birch
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Could just use arrays for that, right?

rocky portal
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Could also come up with Suffixes like: W_EQ_Container,

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I_Consumable

river mirage
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@south ridge yeah, its production, its not two sided because my walls has thickness

south ridge
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Are walls just touching or fully intersecting? How think is the wall?

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Can you try, as a test, making the walls intersect and increasing thickness of the wall near the leak to at least 2x the texel size on that wall

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In other words, for the test, try to cover up at least 1-2 texels on the wall where leak happens with the thickness of your wall (or some placeholder object)

plush yew
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Which chat channel is best for discussion Unreal file referencing? E.g.: files losing references to each other?

obtuse ocean
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blueprint is what?

tender dome
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@restive eagle i found the solution. i added a new spring, rotated it to camera location and it worked but a new problem arose. now i cant rotate my cam when i am not moving!!

nova heath
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I have no idea what you're talking about lol

tender dome
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i fixed my "camera clipping through objects" probllem

nova heath
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Was I a part of this conversation? I think you may have me confused with someone else

south ridge
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@plush yew this chat ๐Ÿ˜›

plush yew
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Excellent - quick question hopefully. I renamed a folder within the Unreal editor. Now I've got assets complaining that they're missing references to this folder.

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Weird things is - some assets handled me renaming the folder fine. Others did not. I have no idea why.

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I'd like to manually repair the missing references - is there a way to do this?

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E.g.: a particle system outside the folder was referencing a static mesh within the folder. I know where it needs to point after the rename, but I can't find an option to repair it manually.

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(I'm hoping I don't have to open each problematic asset, find the variable/setting causing the problem, and set the value from there.)

rocky portal
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how does the spawn collision handling work

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if you set it to adjust location

keen birch
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@plush yew First off, right click your content folder and click "fix up redirectors"

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And hope that fixes it

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If, like I'm assuming, that doesn't fix it, I'm afraid your refs are actually completely dead, so yeah, you'll have to manually redo them

south ridge
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@plush yew Roll back to an earlier version using your version control, MOVE assets to new folder (don't rename folder), then do "fix up redirectors" and move the assets into current version

plush yew
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Yeah, I did the Fix Up Redirectors and that didn't do it because there were no redirectors to fix.

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Gah. Reverting back and doing it again. Seems like a bit of an oversight to have a error message saying "Reference not found" without a path to resolve the problem easily.

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I'll file something to Unreal. Obviously my workflow was broken, but this feels like something that should be recoverable.

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Thanks for the tips though!

south ridge
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What version?

plush yew
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4.17.2

south ridge
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Yeah, that's a bug. There were known issues with renaming stuff in pre-4.16

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Generally you shouldn't rename folders

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Only move files

plush yew
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๐Ÿ‘

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Good to know. Thanks!

south ridge
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Post-4.16 I had no issues ever with just moving files (but plenty with renaming folders)

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In my case, folder renames would usually fail though

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Moving folder "Foo" to "Bar" would end up making an empty folder called "FooBar" and files staying in the original "Foo" or other stupid stuff like that

umbral trout
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Anyone else experience system slowdown while using UE4, has been happening since the other day with new Nvidia drivers that have meltdown patch. I'm on 4.17

silver crown
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"Nvidia drivers that have meltdown patch"

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Only CPU part is patched not GPU

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Shouldn't have an impact

gleaming shore
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Hey guys, was wondering if someone could point me in the right direction. Basically I want to create a super simple game (cube goes forward if it hits anything you die) however I just have no idea where to learn what I need

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for example first thing i'd need to do is make this cube go forward on its own, but google hasnt brought anything up that helps

silver crown
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The endless runner one

gleaming shore
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Ah thank you, that actually helps a lot

south ridge
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@silver crown actually the GPU drivers would be highly affected until they are properly updated (if at all)

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Any sorta talking to external hardware that has to talk a lot with OS's kernel would be affected

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But hopefully GPU drivers will be updated so they will be exempt from the meltdown/etc patches...

midnight yoke
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Guys, is the UE4 blue shield logo still used officially for something?

weary basalt
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How do you mean?

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Any Epic/UE branding logos that Epic make would always be official.

safe rose
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So

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the Blue Logo IS still allowed to be used

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For now anyway

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I just talked to legal yesterday about it

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You STILL need to submit a Trademark License Agreement Form @midnight yoke

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But no

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All logos are now the black and white flat one

south ridge
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Off-topic, but I still have no idea why would you want to use extra UE4 trademarks when you're not forced to

safe rose
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That's their new "official" one

midnight yoke
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I think it is still used in the splash animated intro?

safe rose
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@south ridge What are the cons in your eyes?

midnight yoke
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^

weary basalt
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@south ridge Id imagine some devs would like to respresent

safe rose
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I see many pros

weary basalt
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UE and Epic are amazing brands

safe rose
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Yup

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And they are really nice about marketing

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IF your product deserves

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it

midnight yoke
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Recognizability is great

safe rose
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Basically, if it can wow people and showcase the engine good

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It's a nice kickback for everyone imho

south ridge
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@safe rose No major cons. Only a single minor con

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I think it should be irrelevant to the game what engine it's made on, so the only minor con I see is that some people don't like it

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Thing is

safe rose
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?

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no way

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lol

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I can't agree with that at all sorry

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I don't have much of a comeback though

fierce tulip
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can also be done because of fanboyism. i'd be fairly proud to show that I used ue4 for my game. (but thats just me being a fanboy)

south ridge
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For a big project, you're already paying Epic a ton of money compared to other engines. I think that's totally fair, but also it's a good thing that those logos are not mandatory

safe rose
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But I think the others are going to be able to handle it just fine ๐Ÿ˜‰

weary basalt
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Engine is irrelevant if you look at it like that. But still the minority of people that would hate the engine, only an fraction of that would not play the game because of it.

south ridge
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I don't think presence or absence of the logo would be a decisive factor in any way ultimately

safe rose
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No, but it helps with promotion

south ridge
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It wouldn't affect sales unless your game looks like UE4 shovelware

safe rose
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marketing

south ridge
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Dunno

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Does it?

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It never helped us so far ๐Ÿ˜„

safe rose
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You think you can get on a MadeWithUnity website, with UE4 game?

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Or viceversa

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Some of these sites are pretty popular

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Great exposure

south ridge
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But let me say something

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In my mind I have a big UE4 project right now. For a smaller UE4 project I totally agree

weary basalt
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I would just put it down to personal dev preference really. Like you said its not mandatory so you do have an choice.

safe rose
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Smaller?

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Big?

south ridge
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Putting UE4 logo on a smaller project to aid in promotion on the basis that it's a good example of how UE4 can be used is a fair idea

safe rose
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I don't get how size would matter

south ridge
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Big - lets say with a budget of over $150k

safe rose
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Is that what you mean by "big" ?

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Just how much you have money to spend?

south ridge
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Because at that point you should have a marketing guy or even a team to help market your game

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Not just post it on UE4 websites and put an UE4 logo on it

safe rose
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I don't disagree, but that has nothing to do with placement or usage of their logo

south ridge
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That is marketing, but that doesn't really do anything after a certain threshold

safe rose
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If anything, wouldn't it just be icing on the cake to use it?

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I don't know...mine's pretty big righ tnow

south ridge
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Hey, if you can work the logo tastefully into your promo materials, it's totally fair

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We can't find a place to put the logo tastefully so we decided we just won't

safe rose
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Just make a UE4 Train?

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๐Ÿ˜‰

south ridge
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Outside of credits roll/documentation stuff

safe rose
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Black and White custom

south ridge
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@safe rose a better idea would be putting it on an advertisement then

safe rose
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If I could, I would make a B&W zombie

south ridge
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Since we have advert spots in our game due to nature of the metro

safe rose
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Ah

south ridge
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Not real advert spots haha

safe rose
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That makes sense though

south ridge
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We're not gonna be putting real ads in there, but we'll comission our designer to advertise some random bullshit there in a serious manner

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Fake products etc

safe rose
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I don't know. I like seeing it in game

south ridge
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I prefer the B/W logo stylistically

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I think blue logo - and this is not related to our discussion - is ugly

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But that's a taste thing, ignore that

rocky portal
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That laptop needs IT support

south ridge
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Point is, I'm a big fan of not having branding on everything

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I asked for no branding on my laptop ๐Ÿ˜„

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So it doesn't have the stupid-ass ugly logo on the front face. Just a clean slick panel

weary basalt
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Each to their own

south ridge
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Yeah!

coarse cradle
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anyone know why this is happening?

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the preview material is correct but for some reason the mesh is differnt

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*different

fierce tulip
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you dont have a proper uv-map on the mesh

coarse cradle
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its just a flat surface

fierce tulip
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doesnt matter, you need to unwrap your uv's for shaders to work on em

coarse cradle
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hmm alright

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back to blender

fierce tulip
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good luck!

frosty copper
coarse cradle
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well It was the unwrapping thing

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it was just a plane so all I did was go back to the model and hit "unwrap"

fierce tulip
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yea, that would work haha

coarse cradle
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then I just drag and dropped the diffuse and normal onto the imported mesh

fierce tulip
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now you can add to your resume "experienced in unwrapping" XD

coarse cradle
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works for me

frosty copper
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Does help to understand wha-.... ๐Ÿ˜‚

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Luos... why you do dis

fierce tulip
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:p

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hey its a start, a plane today, a box tomorrow, a high end super model in a year

frosty copper
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.... XD it still helps to grasp and understand what's going on. XD

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else the next question will end up being "I unwrapped this cube, but all the faces are the same... why?"

fierce tulip
frosty copper
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too late, he's already ran awaeh~!

fierce tulip
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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

coarse cradle
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lmao im still here

south ridge
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He's completely gone

coarse cradle
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but ill take a look at those vids, thanks @fierce tulip and @frosty copper

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and now im gone

fierce tulip
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waves

frosty copper
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xD

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โ”ฌโ”€โ”ฌ๏ปฟ ใƒŽ( ใ‚œ-ใ‚œใƒŽ)

safe rose
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@rocky portal lol

queen arch
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can someone help me with some vector math?

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I want to find a position in front of my character and to the right, but without changing the X and the Z

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I have the forward vector, but I don't know what to do with it

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Fuck my life, it's working... it's working and i don't know how! It shouldnt work! The rotate to face location nodes aren't even connected!

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What is happening?

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Is my copy of the engine possesed?

coarse cradle
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says in this tut that I gotta set the roughness to 1

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im assuming thats something I had to set back in blender when working with the nodes ?

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or is there anotehr roughness setting I have to work with in ue4?

grim sinew
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It's in the Unreal material

gleaming shore
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Hey guys, i made a very simple runner game however I've no idea how to make a simple points system (for example, for every 1 milisecond you're alive you get 1 point), could someone point me in the right direction?

weary basalt
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Create an looping timer.

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Simple

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If your still alive when the timer ticks over then add 1 point. If not then kill the timer and stop counting points.

gleaming shore
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Do you implement that with a hud widget?

weary basalt
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The Timer probably shouldnt be inside the HUD, an more appropriate place would be PlayerState or GameMode (depending on SP or MP)

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But you would use an Widget or the HUD to show the value of your Points yes.

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UI Elements should always grab or be fed information, they shouldnt be responsible for generating it. They are only there to display information, nothing more.

gleaming shore
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That's useful information, thank you

coarse cradle
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dumb questions but

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I dont really understand this

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I made the material and Im not sure what this next step means lol

gleaming shore
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How can I make my integer "tick up" then display on the hud, im having serious trouble with it.

worn granite
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set it equal to itself + Delta Seconds. if you really wanna, you can multiply Delta Seconds by another number (say, 2) to control how far "distance" increases over the course of a second.

gleaming shore
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How do I display that information onto my hud or widget? Thanks for the reply btw

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Ok i got it to display however the way im getting the info is wrong, im not sure how to make it "go up"

weary basalt
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Simple addition.... Just as PlaceholderName explained.

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You would benefit from watching some Basic youtube tutorials on Blueprint.

gleaming shore
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I followed a tutorial however they did not show how to do the scoring. Ive googled around and most scoring tutorials are shooter based

weary basalt
#

Your not going to find an tutorial that fits your exact use case, you need to watch tutorials and absorb the information in order to think critically about your problem in order to arrive at an solution with the information you collected earlier.

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What parts of that tutorial is similar to your issue and how did they solve it?

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How can you adjust their solution to fit your own problem?

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These are some simple questions that will help you engage with your problem solving abilities.

plush yew
#

hi

south ridge
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hi

plush yew
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i use paint

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๐Ÿค

coarse cradle
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is there a way to make my normal map stand out a bit more? I have a roughness of 1 set so i can use cel-shading and it makes the bumps in the floor non-noticeable

south ridge
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You can boost your normal map

#

tangent_normal = normalize(lerp(vec3(0,0,1), original_tangent_normal, normal_intensity))

#

normal_intensity of 0.0 will remove normal map, 1.0 will change nothing. Values over 1.0 will cause normal map to become more intense

coarse cradle
#

I see whats happening

#

so youre essentially just multiplying the blue value by whatever you set it as?

#

because RGB is a vector?

south ridge
#

No, not exactly

#

I'm interpolating between no normals (a vector of X = 0, Y = 0, Z = 1.00) and whatever normals are there by default

#

If I go beyond 0 .. 1 input range, it will start extrapolating normals

#

And if I go below zero, it will invert the normals

#

In other words, I can scale the "intensity" of normal map - set scale between no normals (vector of 0,0,1) and full normals, but it can also go beyond 1.0

coarse cradle
#

hmm

#

I think I got what you mean

south ridge
#

This basically squishes normals to make them less or more pronounced

#

If you squish your normal vector, the normals will become more intense

#

Hold on

#

I'll illustrate

coarse cradle
#

alright

south ridge
#

So to scale normals we "squish" normals (or extend them upwards), then normalize to ensure they have unit length

#

Don't forget to normalize. If you forget to normalize, it will look correct at first, but cause unpredictable issues later

coarse cradle
#

ohhhhhh

#

makes a lot more sense now

south ridge
#

lerp is simply a compact way of squishing them in a way that produces easily understandable "intensity" input

#

Instead of doing a lerp you can do what I've drawn on the picture above

#
squished.y = normal.y
squished.z = normal.z*scale
final_normal = normalize(squished)```
#

In fact...

#

Take this: tangent_normal = normalize(lerp(vec3(0,0,1), original_tangent_normal, normal_intensity))

#

And write it out in full:

#
tangent_normal.x = 0 * (1 - normal_intensity) + original_tangent_normal.x * normal_intensity
tangent_normal.y = 0 * (1 - normal_intensity) + original_tangent_normal.y * normal_intensity
tangent_normal.z = 1 * (1 - normal_intensity) + original_tangent_normal.z * normal_intensity
tangent_normal = normalize(tangent_normal)
#

While it doesn't look quite the same, if you look at it, it is proportionally doing the same thing

#

But instead of simply squishing Z it squishes X and Y while growing or shrinking Z

#

The net effect is same. Both approaches utilize same number of GPU instructions (lerp is free), in fact lerp one might be a tiny bit faster maybe

coarse cradle
#

either ways it accomplishes the same task

south ridge
#

Use the lerp approach, but consider squishing one too for learning purposes

coarse cradle
#

when else could the squishing approach be used rather than lerp?

south ridge
#

I need to boot up mathematica, but I believe the lerp method produces (I think!) linear scaling of normals, while the squishing method is a little non-linear

#

But whatever. They both give same final result ๐Ÿ˜›

#

We use lerp in our materials to adjust normal map intensity for some materials

coarse cradle
#

I understand now

#

jeez thanks for this long explanation

#

never would have guessed how to without it

south ridge
#

You would've invented squishing method eventually after thinking about it

coarse cradle
#

woudlve taken me a damn long while lmao

#

*would've

south ridge
#

It is a natural choice once you think about what tangent space normal is

coarse cradle
#

thats true

#

tbh Im still pretty new to this stuff so I'm still trynna learn all these terms lol

south ridge
#

Next time ask this sorta stuff in #graphics ๐Ÿ˜›

coarse cradle
#

true, ill be careful

#

careful-er.. this is the second time lol

south ridge
#

And you can poke me for graphics questions too

#

I love technical artistry stuff ๐Ÿ˜„

coarse cradle
#

thatd be a great help, that's definitely my weakest area, especially with lighting related topics

#

thanks again

south ridge
#

Man

#

I should post that as a blog post

#

But people who follow our game get angry if I post anything that's not about our game

#

Btw

#

I just checked with Mathematica just to be sure

#

The squishing and the lerping methods are FULLY equivalent ๐Ÿ˜„

#

The X axis is the input factor to squishing/lerping, the Y axis is relative visual intensity of normal map (as measured by how darker/brighter the relevant pixel will be, compared to original value)

gleaming shore
#

Does unreal not let you use mp3's as sound? My blueprint wont show my mp3 sound file

vale osprey
#

@south ridge interesting, are you lerping with a 0,0,1 vector?

south ridge
#

@vale osprey Yes

#

And the result is mathematically identical as woflram shows (except for the sign reversal)

#

lerping properly inverts normals with negative "intensity"

vale osprey
#

and squishing is lowering Z of normal?

south ridge
#

Squishing is just scaling Z of the normal and letting normalization fix X/Y afterwards

vale osprey
#

good to know that lerping is as valid as scaling Z

#

even has extra feature ๐Ÿ˜„

south ridge
#

Yeah, it's very useful to invert normals sometimes

#

You can invert normals by multiplying the X and Y components by -1 obviously

vale osprey
#

yes

vale osprey
#

Itโ€™s just nice that with lerp you can expose just one parameter and then both flatten and invert normal map

#

@south ridge unrelated question but maybe you have insight:
I'm trying to figure out why engineers started to skin fuselage of early ariplanes . There where couple of early airplanes that used open frames, like Wright's flyer, Demoiselle but after them pretty much all fuselage frames where completely or partially wrapped.

#

some sources say that it's to lower drag but from math point of view I don't see how that is possible

#

individual struts, wires and frames can have a higher drag coefficient because of their shape, but their area is much smaller than a fabric square attached to the side of frame

#

environmental factor makes sense for area around pilot seat and maybe some cargo section (which was rare)

#

maybe it has to do with fabric cover creating lower skin drag when airflow is parallel

#

hmm, that would make sense actually

south ridge
#

That is part of the physics reason

#

Struts, despite having lower frontal area, have higher drag coefficient

#

Drag force is Fd = <blah> * Cd * A

#

When going from struts to smooth skin, you increase A by not all that much (remember, plane has an engine and the cabin, frontal area is gonna be mostly the same-ish)

#

But you drop Cd by so much

#

In simple words, turbulence = drag

#

Smooth skin planes create little to no wake turbulence by their fuselage (most of wake is created by wing tips, followed by wings and tail etc)

#

Struts and random antennas and other junk always create turbulence behind them

#

Turbulence means inevitable loss of energy, means drag

vale osprey
#

that makes sense

#

not sure about increase in A

#

let me illustrate

floral heart
#

At higher speeds, would the increase in Cd be worse than an increase in A?

vale osprey
#

@floral heart the same factor, the are both linear

#

airdrag force equation is
D = 0.5 * ro * V^2 * A * Cd

#

only velocity is quadratic

#

to be precise, Cd depends on speed too

#

but normally calculated/approximated for a specific flight conditions

south ridge
#

@floral heart At higher speeds (transonic and supersonic, mach 0.5+) you HAVE to have a very specific smooth skin setup

#

It's completely utterly different when you get there and the only solution is literally magic

#

The Whitcomb area rule, also called the transonic area rule, is a design technique used to reduce an aircraft's drag at transonic and supersonic speeds, particularly between Mach 0.75 and 1.2.
This is one of the most important operating speed ran...

#

https://en.wikipedia.org/wiki/Anti-shock_body these are mostly magic, though there are reasonable explanations of why this works and why area rule is a thing

An anti-shock body (also known as Whitcomb body or Kรผchemann carrot) is a pod positioned on the leading edge or trailing edge of an aircraft's aerodynamic surfaces to reduce wave drag at transonic speeds (Mach 0.8โ€“1.0).

#

The basic principle is that if aircraft follows area rule, the airflow behind the plane ends up less turbulent and once again - less turbulence = less drag = less energy loss

vale osprey
#

had fully covered fuselage, I guess it lowers skin drag

#

but Bleriote was build around the same time and windtunnels where already a thing

#

yet half of it's body is left as open frames

#

and I can't think that engineer of Bleriot didn't know what he was doing as airplane has a number of clever ideas, like horizontal surface of the tail is placed such that it doesn't get into the wake of the wing

#

@floral heart I thought you mean high speeds for early airplanes ๐Ÿ˜„

south ridge
#

No skin = cheaper ๐Ÿ˜›

vale osprey
#

as Blackfox said, around 0.75 mach speed, things start to change pretty fast

south ridge
#

Later planes started to rely on aircraft skin to transfer some of the mechanical loads onto the frame itself and so on, so skin became an essential part of them

vale osprey
#

yes, that part I have sort of covered, just wasn't sure how to "penalize" player by not installing skin

#

like when you don't have access to load bearing skin yet

floral heart
#

I was indeed thinking of early planes breaking highway speeds. Got lost reading those links, though.

south ridge
#

Penalize them by increasing Cd as their speed grows

vale osprey
#

but now I get it, basically drag coefficient for a frame, doesn't depend much on angle of airflow, like it will be at 0.8-1.0 at any angle, while skinned fuselage will have something around 0.05 as skin drag when air moves in parallel

south ridge
#

With a quadratic (probably) proportion

floral heart
#

Any chance the extra turbulence could damage something?

south ridge
#

Yes

#

That's called flutter ๐Ÿ˜›

vale osprey
#

yeah, it creates drag and drag is rather strong force

south ridge
#

Flutter can be induced by turbulence/wake

vale osprey
#

"Penalize them by increasing Cd as their speed grows" I like this idea ๐Ÿ˜„

south ridge
#

Turbulence has a natural frequency (it's an oscillating process). When this flow interacts with aircraft tail, it may induce heavy oscillations if tails natural frequencies are too close

#

So this oscillating force (up-down-up-down) hits tail. If any of frequencies in the turbulent spectrum (it's not a single freq) match up with natural frequency of the tail (its bendyness), the tail EXPLODES

#

That's my favorite thing about flutter. When flutter happens, the relevant aircraft part just EXPLODES

floral heart
#

Sounds like it should be your least favorite thing!

vale osprey
#

@floral heart you have three basic forces in flight, weight, lift and drag. (thrust not relevant specifically in this case) Weight doesn't depend on speed but inertia can be a thing. The other too strongly depend on speed. When pilot of early airplane does a sharp maneuver, increase of angle of attack on the wing, creates more lift and more drag while mass of the airplane wants to move by inertia in old direction. Snapping wings was rather easy in those conditions.

#
  • lift and drag act in different directions
#

so any bear loading joint, like struts that hold wings, will be under stress at two different vectors, with different vibration and etc

#

@south ridge that looks brutal ๐Ÿ˜„

south ridge
#

Most of those examples are self-induced flutter (turbulence from the wing causes wing to flutter), but some of the tail ones are related to wake turbulence from main win g and fuselage, at least partially

vale osprey
#

but added weight was the issue

#

ok, this gets me somewhere

#

thank you guys for brainstorm!

south ridge
#

Anytime

#

Poke me if you need more aerodynamics talk

#

I started an aerospace company! Har har.

#

(it's currently so small it doesn't count though)

vale osprey
#

Thank you!

#

I'm in the process of making prototype for building early aviation - WW1 kind of airplanes from modules

#

should unload itself

south ridge
#

There are two types of levels

#

If you manually loaded level in, chances are, you'll have to manually unload it

#

That's for "blueprint" streaming levels

#

For "distance based" streaming, it's only based on distance to player and is fully automatic

#

And the distance is only measured in XY axis I believe

#

If your new level is located far away from the main menu level

#

That's assuming world composition is on

brittle gulch
#

Hi guys, I've heard somewhere that C# will be implemented in UE4 in the future, Have I dreamed?

south ridge
#

@brittle gulch pretty sure C# as a scripting extension was available for a while now?

keen birch
#

There's some community-sourced stuff happening which is adding in support for C#, F# and some other stuff iirc

cloud cobalt
#

It's not coming officially, just through community mods

keen birch
south ridge
#

Oh dear

#

Chinese programming

keen birch
#

Yeah the last one's dead I think

south ridge
#

Suddenly flashbacks to when we were fiddling with a DVB radio, turning it into a digital transmitter

keen birch
#

Think you need tjhe first one

south ridge
#

We had troubles with the drivers, so we asked manufacturer for support

#

They just sent us the driver source code and that's it

#

No more docs, no info nothing

#

The driver was mostly concentrated in a single 200 kb CPP file

keen birch
#

๐Ÿ˜›

#

Don't particularly feel like building from source though ๐Ÿ˜ฆ

south ridge
#

Ha

#

I've never not built from source

cloud cobalt
#

I've built from source for some time, never again

south ridge
#

Why not? It's great

cloud cobalt
#

We don't ever want to have changes to the engine, so building from source is just a time-consuming hassle

#

Especially while generating releases of the game - the engine just loves rebuilding half of itself for zero reason at all

#

We have to do it on Linux, since Epic doesn't provide binaries, it's a fucking pain

south ridge
#

Heh I see

#

It's not for no reason btw

brittle gulch
#

Oh okay, so it won't be inside of the engine itself. And is it viable? To program in C# in UE4?

south ridge
#

You build debuggame or something for editor, but release is shipping

#

@brittle gulch just use C++. UE4's C++ is much nicer than your average C++

keen birch
#

That C# branch seems pretty solid

#

Can't really tell you more though

#

I disagree @south ridge That's a personal thing

#

While I know how C++ works, I absolutely hate programming in it

#

I prefer C# by a really wide margin

#

There's a reason I'm building everything in BP at this point in time

cloud cobalt
#

Personally, I'd rather depend on the least possible amount of plugins that you can

#

Reasons for that include the ability to upgrade and target new platforms

wary wave
#

In UE4 I don't see any advantage over C++

#

your gameplay code is so heavily abstracted it looks borderline identical anyway

keen birch
#

I dislike pointers pretty badly

wary wave
#

I don't think the gain in adopting a third party C# plugin is worth the problems it could introduce

#

you don't really use pointers in UE4 C++ though

south ridge
#

You use ~smart~ pointers

#

They are clever you see!

wary wave
#

gameplay code is all memory managed using smart pointers.... like C#

south ridge
#

And much more like references instead of being actual pointers

keen birch
#

Well, then either I'm an idiot or I still have to use pointer syntax

wary wave
#

you just declare vars with a pointer, that's about as far as it goes

cloud cobalt
#

The problem with a C# plugin is that maybe two years from now, you're going to want to port your successful game to the PS4, and shit - the plugin doesn't work there ! Can't port the game without rewriting it entirely from scratch.

#

Or you want to upgrade to UE 4.27 that has the new Vulkan 2 API but the C# maintainer has been run over by a bus and the plugin isn't maintained.

#

Or you want to use some new engine functionality that the plugin doesn't expose well.

#

Etc

keen birch
#

YEah, that's a really valid concern

#

But that's with some in-engine stuff as well

wary wave
#

yup

keen birch
#

E.g. SOBOL is never getting documented

#

Because the guy that wrote it left

#

ยฏ_(ใƒ„)_/ยฏ

wary wave
#

SOBOL I've got working, but it seems the distribution function is actually pretty shit so don't worry about it

keen birch
#

Yeah I got it working

wary wave
#

as far as pseudorandom goes, it's pretty damned predictable

keen birch
#

It's pretty underwhelming

#

๐Ÿ˜›

brittle gulch
#

I was asking because I can't really code (I've justused a tiny bit of javascript for webdev but that's all). I do everything in Blueprints, and sometimes I see their limitation so I want to learn code. And I've heard a lot about the difficulty of C++ over C# so I was wondering if it was better to go with C#. But since the engine has been built for the use of C++, I guess I don't really have the choice. Plus I have being dependant of plugins

wary wave
#

like I said, the difference between C# and C++ would be negligable

keen birch
#

It's basically: (0.25, -0.25) (-0.25, 0.25) (-0.25, -0.25)

#

Etc

wary wave
#

UE4 gameplay code is heavily abstracted and macro heavy, it'd look more or less the same

keen birch
#

Yay for pseudo-randomisation

wary wave
#

I'll write my own psuedo-randomisation

#

with blackjack

#

and hookers

keen birch
#

Share pls

#

โค

#

Working on a cluster-based foliage generator

#

Wouldn't mind decent pseudo-randomization

wary wave
#

we implemented poisson disk distribution here

#

worth looking into for cluster foliage

#

small addition, but our foliage tools are already 500% more awesome than the defaults

cloud cobalt
#

@brittle gulch Blueprints go a long way, still. If you're not a code person, find one - C++ is definitely not beginner-friendly

brittle gulch
#

@cloud cobalt Yeah blueprints are great! I would continue make games in BP, but complement it with C++ would allow me to access to more functionality I guess. For instance, I always wanted to have access to my collision shapes informations and that's not really possible in BP because they are not exposed. I guess in C++ I'd have access to them right?

wary wave
#

we don't know because we don't know anything about your landscape - but that link will help ^

keen birch
#

You literally just got the link explaining that

wary wave
#

"Landscape is 1 vertex per meter. This is 100 UE4 units per landscape vertex. So a landscape size of 4033 vertices is 4033 meters, or 4.033 km. Pretty basic."

#

it's right there in the thread

#

(at default scale)

keen birch
#

@wary wave Can you say anything about your foliage tools? Kinda curious. Custom engine version I suppose?

wary wave
#

they're built as a plugin rather than custom engine, but I can't say much about it

keen birch
#

Figured

wary wave
#

firstly it's company stuff, rather than mine, and secondly, I wasn't actually the person who wrote them, hehe

keen birch
#

x3

primal plover
#

anyone still up? want to test a MP game with me and my friend?

flat pilot
#

do you guys also get that annoying "An Internal error has occurred" when clicking a unreal forum link ?

honest vale
#

@light lintel 8000x8000 landscape is rather large though

#

pesonally I'd probably use 4000 or so landscape and scale it up so that the vertices of the landscape are further apart

#

but your way works too

tacit harbor
#

hi all

tropic pilot
#

does anyone know of any tutorials (pref youtube) that covers how to make a character jelly like but still moveable like (Gang Beast or Stick Fight: The Game)? ----> like this https://www.youtube.com/watch?v=wsSgZn5yhKA

Welcome everybody to Stick Fight: The Game! Stick Fight is the newest game developed by Landfall Games and it pits you off against up to 3 of your friends fo...

โ–ถ Play video
wary wave
#

I don't think you're going to find tutorials for that

tropic pilot
#

that sucks :/ realy want to learn this! want to mess arround with the idea and pref make a simple game out of it to just fiddle with

wary wave
#

'change the colour of 3d objects' - err, what do you mean?

#

then you want to look at the materials

honest vale
#

@light lintel have you read the documentation at all?

#

like, any tutorials?

#

meshes don't have colours

cloud cobalt
#

@light lintel Meshes have materials, which control the color.

#

You need to create a dynamic material that has a color parameter

#

Set that material to the mesh that needs to change color

#

And change the color parameter with Blueprint

wary wave
#

not to be rude, but you should probably run through some tutorials before asking really basic questions like these in Discord, since this kind of thing is well documented

dreamy cypress
grim cargo
#

hi guys question.. i already move this 2 (yellow circle) in different folder.. and i try to delete the old one.. is there any effect of my project if i delete the old one ?

flat pilot
keen birch
#

They kinda botched the volume on that stream, didn't they

iron belfry
#

@flat pilot the origin is what? the same as the target of the line? both start and end are set to the mouse. also, the execute line from the origin is not plugged to anything

#

@grim cargo well, when you right click the folder in the content browser, there is a thing called fix up redirectors

#

@grim cargo kinda mystical, i dont know exactly how it works, but it removes the ghosts in the physical folders when moving or deleting files the content browser

flat pilot
#

I'm just starting out with bp's, am I missing something ? why would I plug the execute line on anything ?

iron belfry
#

@flat pilot if the function is not plugged it wont execute. why dont you try instead to use a function that doesnt have an execute line

flat pilot
iron belfry
#

Try to hook it up to Tick as I think what it is doing it only draw it for one frame so you might not notice it..

flat pilot
iron belfry
#

@flat pilot well, i dont know how to use the HUD either

frosty bloom
#

I strongly suggest you read some beginner tutorials & Docs

vale osprey
#

@tropic pilot GangOfBeast have characters with physics locomotion, that's not something you can teach in a tutorial. Google for physics based locomotion, there are plenty of different articles with different ideas.

#

maybe there is a plugin for Unity that implements some of that, would explain recent surge of those kind of games

tropic pilot
#

actualy i found a tutorial of this BY Epic Games on youtube ๐Ÿ˜› so there is tutorials on it

iron belfry
#

@flat pilot i see the draw line should be called within the hud blueprint

flat pilot
#

hud blueprint doesn't accept mouse imput
If I understand it well, you can't draw things on the hud after it's been loaded

iron belfry
#

@flat pilot you could try with UMG

tropic pilot
#

anyone good with the mixamo character?

#

well i've imported the "Rasta" character and i fixed the material for his body BUT!!! the eyebrows, eyes and mouth are all in a "FaceAnimMap" and well.. it looks weird :S

vale osprey
#

@tropic pilot really? which tutorial?

tropic pilot
vale osprey
#

well, that's like 10% of it

tropic pilot
#

@light lintel can you help?

#

@vale osprey well it's just that 10% i need ๐Ÿ˜ƒ the rest i can fiddle with ๐Ÿ˜ƒ

#

oh :/

#

i've never worked with the "FaceAnimMap" :S no one of the other character in mixamo has this :S

light thunder
#

Anyone familiar with Unreal Web Server? I could use some help getting it to work

urban meadow
#

@tropic pilot you're feeding the full color as opacity, i don't know how that texture is setup, but i assume you just need to feed the alpha channel (the bottom node) into the opacity output

tropic pilot
#

@urban meadow

#

this is the image

urban meadow
#

ya then just do what i said, also is your material masked?

tropic pilot
#

i have tried to switch them but didn't work :S

urban meadow
#

your material should be surface/masked as the material domain/blend mode

tropic pilot
#

dude!! i fucking love you ๐Ÿ˜› ;*

plucky axle
#

I can disable splash screens on android but not on IOS... is this intentional?

upper heart
silver crown
upper heart
#

@silver crown none of those look like what shootergame is using. So I'm still not getting it

gleaming shore
#

Why does a bool I pulled from another blueprint require a target?

#

Im having trouble stopping my score (my score counts up in seconds multiplied)

silver crown
#

@upper heart Got it

upper heart
#

oh snap how did you find that?

#

I figured they were probably using a utility

silver crown
#

Ctrl F

#

๐Ÿ˜›

#

Seems they wrote they own implementation

#

License issues probably

upper heart
#

Yeah that's what I was assuming. I just couldn't find the utility

silver crown
#

However it seems a bit long just to generate keys

upper heart
#

is it still running?

silver crown
#

Yeah

upper heart
#

Just kicked it off here too

silver crown
#

๐Ÿ˜

upper heart
#

numbers are hard alex

gleaming shore
#

Is there an event tick alternative, i need something that constantly fires but upon death stops

surreal viper
#
if (bDead)
{
     SetActorTickEnabled(false);
     return;
}
#

same works in BP

gleaming shore
#

What would I put as my target for the is dead bool or set actor tick enabled?

#

im unsure what to put as my target

surreal viper
#

target self is okay

#

but now you disable the tick if he is alive

#

also I would branch

silver crown
#

@upper heart Did it worked?

surreal viper
#

and would not call the function no matter what

upper heart
#

@silver crown no it's still munching on my cpu

silver crown
#

๐Ÿ˜

upper heart
#

did you kill yours?

silver crown
#

yep

#

Seems it doesn't work very well ๐Ÿ˜ฆ

upper heart
#

yeah, dang ๐Ÿค”

gleaming shore
#

@surreal viper A target is needed apparantly, it wont compile without one

silver crown
#

Tried to set the primes manually, still stuck

gleaming shore
#

This blueprint (self) is not a ThirdPersonCharacter_C, therefore ' Target ' must have a connection.

surreal viper
#

@gleaming shore what blueprint is it?

gleaming shore
#

ThirdPersonGameMode

surreal viper
#

I guess you copy pasted the get IsDead function call

gleaming shore
#

No i made it, its a public variable from another blueprint

surreal viper
#

and it doesn't make sense in itself cause IsDead, IsDead, but what? you need to get that value from the actor which holds it

#

if you want to reach a variable from another blueprint

#

you need a reference to that BP

cinder iron
#

@nova shoal yes you are here

tender dome
#

hi everyone, i placed new spring arm in deafult 3p character bp and rotated it few degrees and placed the cam there. but when i selected "use pawn control rotation" the cam and arm moves back to origin. how can i rotate arm and still use it for pawn rotation

plush yew
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so

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if u accidently delete ur axis mappings

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theyu are just gone

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??

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is there any way to restore it

south ridge
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Revert to older version using your source control

plush yew
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if u accidently clicked the wrong button

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epic needs to add

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a "Are you sure"

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for project settings

cloud cobalt
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Just revert to the latest commit

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We really don't need more warnings for stuff that's trivial to restore

plush yew
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i dont use

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source control

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why would i use it

south ridge
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lol

cloud cobalt
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Because every UE4 project should always have source control

south ridge
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For that exact reason lol

cloud cobalt
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Anything that's more than one hour of work should have source control, really

plush yew
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source control

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costs money

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๐Ÿ˜ƒ

south ridge
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No it doesn't

cloud cobalt
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It doesn't

plush yew
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it does

south ridge
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SVN is free

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It absolutely does not

plush yew
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if you are hosting the "source control" on your own local network

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then what happens

south ridge
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There's an SVN server one-click install solution for every platform

cloud cobalt
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I have a commercial shipped project that's got 4 years of source control over the Internet and I did not pay a single cent

south ridge
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That's free

plush yew
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if u have a power outage which corrupts everything

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๐Ÿ˜„

south ridge
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Uh

cloud cobalt
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Gitlab is free

south ridge
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Just tell us if you're serious or no here ๐Ÿ˜›

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So we know if we should spend our time and give you links to any specific software

plush yew
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i have never enjoyed

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working with source control

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its literally

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worse than anything

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i would rather copy paste shit

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to my hard drives

cloud cobalt
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You should always use it all the time

plush yew
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than use that shitty software

south ridge
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You know what happens after your power outage corrupts something (also SVN isn't Microsoft VSS)? You recover from a BACKUP

upper heart
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๐Ÿคฆ

cloud cobalt
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Source control is literally the most important tool for any developer

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It should be the essence of your workflow

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It's crucially vital

plush yew
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its ok

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i got it back

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I just really fucking hate source control

cloud cobalt
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There just isn't any real work without it

south ridge
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@Bdoom#1259 I'm gonna assume that you're serious here and play along with the joke (because if you're not joking, there's a big issue with how you approach development)

plush yew
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like i understand people like it

south ridge
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But if you really think that, you're kinda stupid

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It's not about "like"

plush yew
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but i just dont like it

south ridge
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Nobody "likes" source control

plush yew
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exactly my point

south ridge
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People don't use it because they like it dude

plush yew
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no one likes it

south ridge
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People use it because you NEED it

plush yew
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because its shit

cloud cobalt
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It's VITAL

plush yew
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:^)

cloud cobalt
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It's incredibly essential

south ridge
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You need source control and backups. That's the staple of software development in 2018

upper heart
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or 1999

south ridge
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Also power outage corruptions are something that Microsoft VSS was prone to back in 90's and early 2000's. Ever since then you don't really care about that

plush yew
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You can't say though that source control is fun to work with

cloud cobalt
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Anyway, every time someone loses work, that's always the one answer. GET SOURCE CONTROL YESTERDAY.

plush yew
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My favorite source control is probably perforce

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but i still feel like it has some problems

south ridge
cloud cobalt
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Perforce is free for small teams, keep a local Perforce server and voila

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It's still better than nothing

south ridge
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Also copying files to a second HDD in your computer DOES NOT COUNT AS PROPER BACKUP

plush yew
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bitch yes it does

south ridge
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No it doesn't

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A proper backup must be to a different computer off-site

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You do both local and remote backups. Local for speed, remote because that's the one that actually matters

cloud cobalt
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We're not even talking about backups here. Source control is incredibly more than just a backup for every hour of work you've ever done in your life

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Which is, kind of cool

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you know.

south ridge
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Well, he should start with backups at least since he hates source control so much

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Your local backup is there simply to recover files faster if local backup didn't get messed up by whatever event that happened

floral heart
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He should just stream everything he does on youtube so he can refer to it later.

mint raptor
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So from max to unreal the blueprint asset made has the components all in the wrong place even though the groupings are correct

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what can I do to fix this?

cloud cobalt
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@plush yew Look, we're not going to force you. But source control for software is like floor plans for buildings. You could technically build a skyscraper without one, but you really don't want any living thing inside it ๐Ÿ˜ƒ

plush yew
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i think its great for teams

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but not for individuals

vale osprey
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huh

surreal viper
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if you like loosing all your work then your approach is perfect

frank escarp
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well, i even use source control in personal prototypes

surreal viper
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life without source control is like playing dark souls with perma death

south ridge
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I mean

plush yew
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Yo someone link me

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to a perforce host

south ridge
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After you lose a considerable proportion of your work and give up on your project, you'll learn why you need those things

plush yew
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i doont feel like paying for it

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i mean

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setting it up

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i can pay for it

vale osprey
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yeah I go commit while I eat ๐Ÿ˜„

cloud cobalt
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Just have it on your own computer @plush yew . It won't be a backup, but when you accidentally change something, you'll have the full history for it in excruciating detail.

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Free Perforce server, done

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And copy the repo to an external drive once a week

south ridge
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Also btw

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A single copy of data isn't a proper backup either, it has to be based on days, weeks etc

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Because your corrupted data may accidently propagate into backups

merry gazelle
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Guys I have an animation question, I've asked in the correct topic but I would really appreciate what I assume would be a quick awnser. Basically I have a cine camera in level sequencer and want to capture all anims, light fx, etc as previewed in game/simulation. Currently I can only figure out how to add/configure individual assets one by one

vale osprey
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but re-doing months of work makes you code so much cleaner!

south ridge
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Few days ago I lost a 10 GB texture source file haha

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It was same-day work though, so I re-did it quick

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Since it was same-day work, it didn't end up in source control or backups yet

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(the reason was a bug in how photoshop saves files, the way it saves them is incorrect)

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Photoshop writes new file, waits for write operation to complete, then deletes old one, renames the new file

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Which is incorrect because write operation completes sooner than data reaches disk

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I had a driver failure in the short 2 minute window while data was still dumping to disk ๐Ÿ˜„

surreal viper
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any idea how could I pass a value to an animation blueprint before any update?
it's in a spawner, but there is just no way I could find to pass the value from spawner to spawned actor before the animation BP gets his first update

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even if I pass the parameter to the actor with the spawn node using the metadata specifier expose on spawn it's too late

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only way I can see now is to create a child BP which has that value setup properly but that is way too stupid ๐Ÿ˜ฆ

south ridge
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I think you can do a delayed spawn?

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You can create actor, but only spawn it in world after you've set all parameters

vale osprey
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as long as you get reference to your skeletal mesh you can set value

south ridge
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So you set your parameters in actor which get picked up by animation BP etc

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Or directly set animation BP before it starts executing

surreal viper
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delayed spawn sounds awesome, I'll take a look

south ridge
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But point is, you can spawn things with a delay and I'm pretty sure that is exposed to BP

vale osprey
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OnBeginPlay of actor with that skeletal mesh should work fine

surreal viper
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nope

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onbeginplay is way too late

south ridge
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It's same as normal spawn, but you have to call a function to finalize spawn after you set all parameters

surreal viper
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even preinitcomponent is too late

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if the spawn isn't delayed, I just tried those

vale osprey
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well, to be honest, what AnimBP can do that it needs value before OnBeginPlay?

surreal viper
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I have a glitch in the first frame otherwise

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I set the spawn animation this way

south ridge
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I know the kinda issue you're having

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I solved it by doing a child BP kinda thing ๐Ÿ˜„

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There is a weird one frame delay in animbp in my experience

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I don't know why or how to fix it, but it seemed to me that animBP's always worked with one frame delay

vale osprey
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yeah, it's updated after physics or something, one frame constant lag

surreal viper
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can't really find this delayed spawn tho

south ridge
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It's annoying since I have suspension I'm trying to animate

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But it's between two actors

surreal viper
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not in bp at least

south ridge
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It seems to work OK for suspension in actor A attached to actor A, but not for suspension in actor A attached to actor B (e.g. animating in a way that puts it into a 'slot' in actor B)

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It's not a big deal for our game, other than a minor visual weirdness

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Where when suspension springs around heavily, you can see the 'plug' part drifting a little out of the 'socket' part

vale osprey
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yeah had the same issue with tank

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I don't remember if I've fixed that

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using local space helped to not have 2 frames lag thoe ๐Ÿ˜„

south ridge
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I also am thinking about adding a little bit of extrapolation

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@vale osprey yeah, I can't do that, I have to attach a suspension element to another actor

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Since bogey & train are two different actors in our game

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For modularity purposes (and because it's the only natural solution :D)

vale osprey
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I have it attached to another component

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from what I understand, the issue there is what should be updated when?

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physics is one frame in front, if I understand correctly

surreal viper
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@south ridge any idea how should I search for this delayed spawn? I failed to find any info on it

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hmm I have a crazy idea
I could just push the parameter to a stack before spawn, and read that in the anim BP

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yeah that's what I'll do

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it's an FName, I might as well just store it in a static variable in c++ or something

vale osprey
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wheel physics position is updated forcefully from within sub-step, so it's always correct on Post-Physics

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but might not work in your case as it's in different actor

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you could call update of suspnesion from Post-Physics of parent actor, but that woudn't be too modular

south ridge
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It's not a big issue

vale osprey
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I was just curious myself ๐Ÿ˜„

south ridge
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99.99% of the time the suspension is relatively at rest

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You have to really fuck up the train to see those suspensions moving

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And I'm gonna add a linear limit to the distance joints anyway, because you shouldn't be able to pull off the bogeys too much from the train

vale osprey
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doesn't it lag when it just moves fast?

south ridge
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Yep

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I mean

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It's actor-relative animation

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So actors velocity doesn't matter

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Only relative velocity between two actors

vale osprey
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Hmm, we might be talking about different things then

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I mean generic transform lag on skeletal mesh. Like if you have a vehicle chassis static mesh component and skeletal mesh wheels

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The faster the vehicle moves the larger becomes gap where wheels are and where they should be

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If I understand update logic correctly, it happens because skeletal mesh is updated pre-physics and static post-physics

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But that doesnโ€™t make too much sense as post-physics is kind of pre-physics for next frame

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perhaps it's not the skeletal mesh itself but a root bone issue, not sure

south ridge
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It might be the same sorta issue

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I just have a different setup so I see it from different kinda point of view

gleaming shore
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Is it possible to import a new character model but use the same rigging/movement as the default one?

south ridge
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Yes

cursive dirge
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that's pretty much point of retargeting

tropic pilot
south ridge
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@tropic pilot happens due to invalid/mismatched rotations of the bones between that skeleton and reference skeleton (or animations)

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Rotations/translations

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E,g, rest pose bone transforms are not the same as for which the animations were designed

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E.g. animations were done for a T-pose, but your characters skeleton rests in a different pose. Retargeting can fix this (requires adjusting transforms to match up the two poses)

plush yew
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anyone know any good perforce hosting

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that doesnt cost $50 a month

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lmao

south ridge
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Yes

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Localhost ๐Ÿ˜›

plush yew
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Nah

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thats not safe

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what if my hdd fails

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then its pointless

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i need something external

south ridge
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I mean, you probably should be using backups for that

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Source control isn't backups

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But at least you're moving in sorta right direction

tropic pilot
plush yew
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bro i know what it is

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lol

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i even have stuff on github

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i just dont like using it

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because its a bitch

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to use

south ridge
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No, you don't like using it because you don't understand why it exists

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I mean

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It's a preference thing, nobody likes doing some things, but those things are there because everyone hates losing data more

floral heart
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And then there's people like me, who use git and rebase everything.

south ridge
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@tropic pilot can you compare it against the skeleton for which animations were made

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Have you retargetted those animations onto this skeleton etc?

tropic pilot
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i just imported the character and it came with skeleton, physics assets and all

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what im trying to achive is to make the arm's (left and right) just flop arround as you run arround with the character

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and when i simulate inside the Physics assets the arms are perfect.. but when i test play the arm is fucked up :S

coarse cradle
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cel shading is not easy lol

errant lintel
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I tried "-game -log WINDOWED" at the end of my command

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but my game start in fullscreen mode sadly

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I also tried -WINDOWED

silver crown
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That's a batch I use to launch my build in windowed mode @errant lintel

errant lintel
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ok thanks ๐Ÿ˜„

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I set a resolution to have a border and it's works perfectly:
-ResX=1280 -ResY=960 -WINDOWED
thanks again @silver crown

silver crown
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๐Ÿ˜ƒ

unique ocean
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Been working on UE4 for about a year but still a newbie

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how do I import a package to a specific folder?

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Trying to keep things clean