#ue4-general
1 messages Β· Page 171 of 1
i still got so many problems
the player start bad size thing
cus collision on mesh
and online solutions arent working
Well, is there DOF ?
is there a way to plug multiple nodes into one reroute node/node with one click?
@obtuse sable I mean, it does look like DOF, are you sure the post process in the viewport has it disabled ?
How can you tell with only one item that's close to the screen
omg it was the DoF xD
Well yeah
Thx xD
lol
@obtuse sable can you show the scene again without the DoF? would be nice to see that rifle too π
@obtuse sable Loving the sci fi theme, fantastic work so far π
PM me some more pics if you are feeling like sharing π I love sci fi games
does anyone have a minute for a PM? I'm supper confused with Pawn Movement Component and how collisions supposed to work with it
nothing can stop it, no walls, no floors, it just goes where it wans, is tracing and setting velocities to 0 the only way>
like things collide with it but OnComponentHit never gets called
the other object moves, things like boxes or whatever, the player object doesn't register the hits at all
both are BlockAll
Huh
If you have two blueprints that consume input, which one "wins"? Is it the one spawned first? I need to override a pawns input events but I don't want to touch the functionality if I can avoid it, if rather make another BP (this is for a tutorial so it disables all keys so they can learn the keys one at a time....)
Lets forget about hits for a sec. If the player moves, they don't collide with objects?
Get a larger hard drive ?
@plush yew ill pm u to explain, dont wana spam here
Okay
i deleted all the games i have on my computer but it didn't change a thing
empty your recycle bin...
i emptied it
then you need more disk space
Not to mention UE4 is going to require way more disk space than that
Just loading a project will generate a few GB worth of shader cache
Format C:
Install Linux
Realize you have to build engine from Source on Linux
Uninstall Linux
Buy larger hard drive
@nocturne onyx Clean up disk press windows + r write : cleanmgr.exe
π
it stands for CoolCleaner π
@nocturne onyx How big is your hard drive?
search start > diskcleanup > rightclick > run as admin > more options to delete stuff
youd be better off with CCleaner tho
ccleaner doesnt adress the files you can delete trough admin ran disc cleanup
cant even remember, been running it for 10 years or so with admin rights I dont even remember which options are available that way hehe
I do agree CCleaner helps as well
then agian, dont install shit on your c:/ drive hehe
i havent used diskcleanup in....eerm, WinXP lol π
orly
just checked the registry a few days ago, and by god you are so correct
I reinstalled on tuesday, now waiting reply on asus support how do I get my battery charging again
you must have frequent power outages
Had some issues ;3
@paper kernel whats wrong with ur battery?
wont charge past 85%
ur better off not chargint it past that
thing is, it wont charge to 100% at all
generally charging from 15-20 to 80-85 doubles batery lifecycle
I need it to 100% so I can recalibrate it
is it new?
10 months old, but only 77 cycles used
maybe asus gave you a used battery or smthin lol
no it was new
but if it's software related ive never see that happen
google suggest it's somewhat common issue among batteries
well, it may be possible that one of the cells is dead
laptop battery blox have 8 cell i think? or was it 12
point is that each cell represents a %tage
so if its screwed maybe thats the case
well, it's still under warranty
my guess would be a busted cell
Im just not feeling like sending my only computer away for up to 3 weeks
does the battery block smell of anything?
nope
well, heres a trick that might work
put your laptop in a cold, dry room
when charging you wanna drop it's temperature as low as possible without introducing moisture
tech is more efficient the colder it is
you might get a better charge
just dont put it in the fridge, its too humid there
I got freezer, and it's -4C outside
yeah, but DRY
there's no moisture in the air anyway
@paper kernel Not sure where you live, but in the EU you're legally protected from losing a product for e.g. 3 weeks if it's a major obstruction in your day-to-day life
nope, but in case I need to buy new one its 85β¬
well itd be ez to troubleshoot if u had any secondary battery
generally even very old batteries should charge to 100%, just can't hold much
unless you have some software that cuts off the charge at 85%
which is what it should do
on stock windows I previously had kept circulating it between 95 and 100
stock, as in what was installed on the factory
u not running windows atm?
unless theres some fancy powermanagement driver
yea I was wondering would linux mint from usb help me out
but since thats the case its almost certainly software related
are you sure the numbers dont lie to you?
there's the powercfg report
stranger is right, kinda spaming here
I'm pretty desperate, having such issues with FPS. if I run windowed mode in the editor, everything grinds to a halt. if I spawn 4 players I'm down to 30 fps or less, everything feels super sluggish. if I spawn all the players locally and in the main viewport, it runs stable 120 FPS.
another example: spawning 1 player in the viewport = 120 fps. spawning one in windowed = 60-70 FPS. had these issues for a long time now
and I need to use separate windows when testing multiplayer, and I can't have 20-40 fps when optimizing for it to run ultra smooth =/
so my culling doesnt work for movable objects
how can i do cull them
they have physics on
if you spawn a player in windows you now have two windows open
ergo it is slower
if you want to test multiplayer performance you need multiple machines running packaged builds ideally
hmm. but that doesn't explain why it's slower to spawn a new editor window when there is only one instance
it seems like a bug, there's stuff like.. everytime an unreal notification/popup is there, the game goes to 5 fps, regardless of windowed/viewport. hovering the mouse over editor UI elements while the game runs has the same effect.
@frozen lantern thats because the engine slows down to 5 frames whenever a window is not in focus
remove the tick from background cpu usage
anyone know a better way to trace along surfaces than this?
its the only way i though to be able to trace stuff thats higher than the current surface and also below
but seens too complicated
@urban gyro hmm that really sounds like it would be some of the cause. this might fix some of the issues I had (such as everything going to hell when alt tabbing or screen freezing for screenshots), so thanks for the tip =)
but yeah, still get low FPS from spawning a single editor window compared to playing in the viewport
So it didnt fix it?
I haven't been able to reproduce the lag when hovering over UI or getting popups, so it might have fixed that. but it didn't fix the FPS issues in windowed mode
and ur sure u dont have some crazy code on tick update that only gets executed when playing in windowed?
IIRC There was something that didn't get executed when playing in editor
but there's almost defo a differnce
have you tried packaging the game and checking ur fps then>?
the FPS seems fine when packaged, like it is in the viewport. I'm not aware of any c++ or animation stuff that would play out differently in windowed, or only when windowed.
I don't really have the opportunity to test multiplayer between separate machines for a while. perhaps there is a way to run with super simple graphics for just the multiplayer testing though.
simulation is 120 fps (with one player spawned) until I move the mouse, then it halves, or so. not any visible chugginess though, but everything is pretty static at that point anyway
i can only think of some kinda construction script, but that should be only executing in editor and be ignored in gameplay
Is there an engine macro to invert ints/floats? Im sick of multiplying by -1
yeah, would make sense. no construction script though. but thanks for the help, I feel a little more clear on the issues. I'll maybe post on reddit or something
@opal coral if its not splitscreen MP, maybe you have some problems with replication? I don't know if FPS would drop to sync clients if theres a bunch of replicating vars.
network code shouldn't directly affect rendering framerate
for the moment I haven't replicated anything, reverted all earlier test MP code
it wouldnt make much sense yeah, but i have no other ideas π
how do u have MP when ur not replicating?
is it possible ur running 4 servers and 4 clients then?
I haven't technically started implementing MP features, just letting them spawn from the editor 'Number of players' option
so its a listen server yes?
yeah. I can test spawning a client with a hidden dedicated server too though
doesn't seem to matter, 70-80 FPS in a single window
well, maybe it really is some weird bug
hmm, if I minimize the UE4 editor, I regain 120 fps
I'll try to do that. everything is red when profiling in the editor, hopefully that's just an editor side effect
the editor adds a huge amount of overhead
and it doesn't run multiplayer clients the same way as a proper client would
this makes little sense tho
why bother adding the functunality in the first place if you'll get better results after building
the idea is to lower iteration time right? A huge overhead is against that philosophy
the editor allows you to test functionality, not performance
ic
the functionality can still be used to profile other sessions than the one in the editor
btw i havent been able to find a memory allocation setting
so i dunno how much ram the engine can use
it'll use as much as it needs / can get
but maybe thats ur bottleneck
16 gb ram
maybe cpu then? i dunno if multithreading is enabled by default
cuz you have to enable it for light cooking
i suspect it may be off
so i have a question, it's likely a bit more philosophical one than any sort of unreal-specific question:
how acceptable/unacceptable would it be to have a game that mines cryptocurrency as you play it? assuming ideal circumstances, ie: never have performance impact, and completely unnoticable to the user etc. i'm just curious about people's opinions, it could potentially be an alternative to say, 'free to play' monetisation models, no need for microtransactions, since payment is done via mining...
i dont think you read that to the end..
@urban gyro you mean one of these? https://puu.sh/z4Zfa/96b6de3df0.png
i did, u wana reproduce TPB's monetization scheme
well yeah, but for the engine π i cant find it but maybe in an .ini
well it's nothing about what 'i want', like i said, it's more a philosophical question
u asked for opinion, i gave you mine
fair enough
and on that other hand, cryptocurrency is super volatile, it wouldnt be much profit, and once you get found out, cuz there will be someone who notices, itll be bad pr
oh, it would be known to users, sorry i forgot to specify that as 'ideal circumstances' just not intrusive to them in any way
oh, yeah if they are aware of it then i dont c how it could be a problem
HI!
hi, anyone knows what can be wrong? like, i migrate my project from UE4 4.18 to UE4 4.17 and everything looks ok in here (Content folder of my project in Windows) https://gyazo.com/b1764eb0309f42e8748300e95fd94f15 but i don't see anything in my project after launching it https://gyazo.com/b95d47390b0993016ae16496831b358a
Use source control to revert to your previous version
Soo...
I just noticed this...but I can't download the update to 4.18.3
Is anyone else having issues?
nvm
ok, so I have my gamemode/state, controllers, etc for my actual game. But now I want to do a character building, where none of the game mode etc apply.
do I make a new game state? or just put a Characterbuilding boolean or something in the game state?
is this a new level?
definately need a new game mode to have the new controller
Yeah, its in a seperate level, right now. unless I should do it another way?
the seperate level sounds fine and nothing wrong with using unique items in each level if needed. You know you need a new mode so it can't hurt to use completely unique items just to play it safe
especially if your using the game state as is in another level and it would contain things that would be useless/harmful in the character creation level
well the game state starts the turn-based game play on BeginPlay
easy enough to change that tho, and have the gameplay start on a command from the menu or something
the game state itself tho holds items that are not used in character creation? if so then a new game state would eliminate any potential problems
keep stuff that relates to stuff together if possible, prevent overlap or extra stuff if you can.
Right now gamestate is pretty barebones. two booleans and an array of the enemies on the current map...
Most of the logic is the pawn. probably more than is a good idea.. >_>
I'm seriously considering switching from my game being a 3D sidescroller shooter-puzzler, to a TPS shooter-puzzler. The lack of tutorials and guides regarding sidescrollers is staggering.
TPS?
Tutorials are just trash in general unless it's something super basic
Learnt almost everything just messing with stuff
any tips setting up huge amount of physical meshes?
@opal ocean keep gamestate for server-client data syncing. Logic should be in GameInstance for application-wide stuff, like global vars, important things hould be in the GameMode, its only serverside, Don't add contolrs to your pawn if it will be destroyed, better off putting them in PlayerController, PlayerState is for client specific data io.
Read this:
http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf
Holy Bibble of MP.
Oh right, I forgot about game instance. lol. Pawn is unlikely to be destroyed, for the type of game. and no multiplayer π
Iβm a noob to UE @everyone where is the best place for me to chat haha. Donβt wanna get in the way!
@jade folio Hi π Read #more-resources for descriptions of the channels
Thanks @opal ocean
@urban gyro Thank you for that link!
Holy Bible π
That it is! Time for my pilgrimage!
Can you not add points to a spline mesh component?
Follow the good book and your journey will be rewarded with success.
@mint raptor No you can not. You can, however, make a Spline Component and then make a construction script that places spline meshes between every spline. It's a little complicated the first time but after that it's pretty easy.
@karmic igloo I do that already but I wanted a dynamic system to hit and bend the spline mesh and now it seems like that hit accuracy can only be as good as the amount of spline mesh components I chain up and worse still, its going to be difficult to propagate that bend across the rest of the chain.
Are their any plugins paid or otherwise to do that?
Hi, i renamed my BP class and I cant return to the previous name
why? I see that is redirect and it give my information that this class (with previous name) still exist
Anyone have any ideas on this? https://i.gyazo.com/866983b760b3a3817e75ede879bdad90.png
@gleaming shore You don't have any variable with that name in your save game blueprint?
Thats the issue im having, there is a variable there
Im an idiot, I added the variable and forgot to compile
Hi, is there a way to group this into an object so I don't have to copy and paste and edit every value just to add another water location? https://i.gyazo.com/6a9ba97753f29914e3dda7d7edb3706a.png
is there anyway to sync to perforce without haviong to close Unreal sometimes? like a close all levels/blueprints or anything?
sometimes I'm getting conflict issues because a file is in use, is closing unreal the only way to fix it
hey guys
anyone got some advice for newbie, how to start with UE4 and maybe some tips to not make some silly mistakes?
and i'm not even thinking about open world and that large scale projects
@brisk plaza make the silly mistakes and learn from them π
Youβll run into plenty along the way
i know, that's learning path
would you suggest to try to make sample level and learn all about characters and create movement for them and after that is done, start with something else?
because i want to focus on one thing at time
@brisk plaza On Unreal Engines official youtube channel they have a few tutorial series to make simple games, if you're new to unreal engine you will learn A LOT from them
@brisk plaza start learning about whatever you want to make- if you want to make an FPS game, see how they are made up and all the various layers needed to make them work.
If you work through each feature bit by bit, youβll slowly learn all about the engine and how it works
Also of course the official vids and docs
Lots of good sample content available too, to pick apart
oh, thank you so much guys, simpel but useful points!
what about marketplace, how to access it from unreal engine? does it have inside or it's on browser?
i know unity have in engine marketplace
The launcher.
can you tell me where to look?
ooooh, epic launcher, i though unreal
stupid me lol
ty so much β€
DBBK and eoinobroin, thank you guys too! β€
Hey, is anyone able to make a lightning beam?
Like, a beam of lightning?
@here I need some help. I want to make a beam of electricity but I don't know how.
https://i.gyazo.com/7eac9eeaa1cb2750215a2379f223c4af.png anyone know a more effeicient way of doing this?
Setting variables based on level name, for example when you complete the end of a level it will set a variable in save game to say you have completed it, but obviously first it needs to know which level you're on
Switch may work, im not sure of its capabilities though, will have to look it up
@gleaming shore why don't you use a Map with Name as key and whatever your variable is as value?
For a switch or select?
so you don't have to pick variable based on name
no
what are the variables you try to modify?
Simple boolean
Once again, I need help with making a weapon fire effect!
Basically when custom event is triggered it should set a boolean, i just feel going through all the branches is ineffecient
@gleaming shore: you can create a set
you create a Name variable and modify the icon on the right to make it a set, now you have a name set
you can check if it contains a name
so you don't have to select a bool based on the name
you just add the name to the set
you can add it to it, remove it, or check if it is added
creating a boolean for each level is super ineffecient
(not regarding performance but regarding maintainance and developer time)
@unreal harness We have channels specific to particular topics. As suggested you may find better help in the #graphics channel
Or #visual-fx
Alright.
I thought because this was the UNREAL-chat people might help me with Unreal Tournament stuff.
wow I didn't even know that we have a visual-fx channel, my bad π€¦
Yes but Weapon FX isnt specific to just UT.
Thats why we break them down into specific channels that cover an smaller subset of possible chat topics
So that users can get more targeted results when asking questions.
Most people here would mute the general channels and focus primarily on channels that interest them.
For example im an Programmer. I have all of the Content Creation channels muted because i have little to no ability to properly answer questions there.
Hey I just wanna drop this here, I made a post on /r/unrealengine, maybe someone here would be able to help me out? :D
https://www.reddit.com/r/unrealengine/comments/7rncws/what_variable_type_should_i_use_to_design_my/
Hey, could someone please be so kind and give me a hand? My weapon have decided that it doesn't wan't to be on the screen anymore all of the sudden. Everything seems to be set up correctly though
@dusky vault Is the return value from the Spawn Actor supposed to be plugged into the Set node?
@storm venture So, the good news is that the weapon actually spawns the weapon..
Here are the bad news
It's really strange, it worked without any issues, then suddenly it is like it no longer recognises anything from the actor "Weapon_Base". Ammuniton seems to be gone as well, while it worked before
What Tyler asked was spot-onβlook at your set node
You set the "Equip Weapon" variable to nothingβnullβthen try to use it in a function call, when it'll be null
You probably want to set the variable to the output of your spawn actor node, as they noted
(plus, if you're trying to attach the weapon directly to the socket, you probably want "snap to target" attach rules, not "keep relative")
@dusky vault
Thanks a lot! I'm gonna have a look at it rn
So I found the exact issue. That value from spawn actor should be there as it serves as the reference for the weapon. After adding it back firing, ammo and reloading works. However it doesn't spawn the weapon in the correct place and it does not seems to be properly attached
@glossy flame
Okay...that seems like a pretty clear error to me.
It seems that the root component on your weapon class is set to static mobility, when it should be dynamic
Hey, nobody's spoken for a long time in the graphics chat.
Do you think I could get some answers here?
"a long time"? It's been about 2 3 and a half hours :p, math skills on point
If your question relates directly to graphics, it's best to ask your question there; that's the point of separate channels
I, for one, probably won't be able to give you much help, haha.
Fine.
Where can I change the mobility? I don't think I touched that settings. @glossy flame
Look in the details panel of the component. It should be near the transform slot
@unreal harness is this what you were looking for? https://forums.epicgames.com/udk/udk-development/level-design-and-creation/199246-draw-distance-of-static-meshes
Thanks.
So wait, there's no way you can get it to fade out at a certain lifetime?
question for y'all
lootboxes are a pretty touchy subject now
so what if there was a system in an indie game where you could buy a set of like 10 cosmetic boxes for 5 bucks, or simply play a single mission, even if its replayed, that takes like 10 minutes, to get the same 10?
would that be a bad feature?
Is it a free game or would the player have to pay for it?
paid game. say, 20 bucks for a solid singleplayer, moderate co-op.
I personally do not like lootboxes in paid games, but it really depends. If they are only cosmetics that won't affect the gameplay I would not have an issue with it in case you can obtain everythig through gameplay and grind.
@summer dove You should be able to answer this yourself by taking a look at what the popular sentiments on lootboxes are - why do people dislike them? When do people not mind them?
There are a lot of examples to look at - TF2, CS:GO, the whole Battefront 2 debacle, Overwatch.
And more broadly, microtransactions in "premium" games (buy to play rather than free to play).
People are generally less welcoming of microtransactions of any sort in a buy-to-play premium game.
but, even if itd be a case where you could easily get the same crates in say, 10 minutes worth of your time?
Well, from the outset, the positive part of what you proposed is that it's not necessary to spend money - the player can choose to spend money or spend time. Pay or grind. IF the grind is some combination of fun and/or reasonable in duration, that helps.
That said, the RNG factor generally is part of what people don't like.
It's bad enough you have to grind to get something if you don't want to pay, but that grind becomes more painful when you only get a chance at getting the thing you want.
One of the ways to mitigate that is to allow what I know as "directed acquisition" - give players mechanisms to increase the chances of getting the thing they want.
in that case, unlike what most games dont have, if you werent able to get duplicates?
and being indie, not like thered be too much youd even have to sift through
really im just trying to see what people think about a system thats a lot more forgiving to the players who dont pay, while still having a system thats more so almost a donation system with a little biti of benefit
That was a lot of negatives, hard to parse what you meant. Not being able to get duplicates does help to "direct" "acquisition" of what the players probably want.
ah sorry haha, i get a bit crazy with them sometimes
If you can't get the same thing twice from the RNG loot system, that guarantees that everyime you don't get what you want, you'll forever have a better chance of getting what you do want.
That, generally, is something players are likely to be alright with.
@glossy flame in the weapon_base blueprint? I went through everything .. Thanks for your help!
is .wav the only thing unreal takes?
I thought so too, im getting an error though with .ogg
Pretty sure you can only import .wav.
OGG is what it's compressed to in builds, though.
@glossy flame fixed, thanks... I should be ashamed of myself π
Got sent a level, when I move everything from the content folder into a subfolder (from within UE4), the level loses every reference and I just get a grey landscape, need to do it pre-emptively before migrating to the main project
@mint sequoia Try migrating first, forcibly saving all the migrated assets again, then relocating them to a subfolder?
I'm about to head out, but my suspicion is some redirector wonkiness is going on.
Resaving the assets should make them not need all the redirectors that make it work post-migration.
Perhaps whatever migration redirectors are responsible for the breakage later on.
Perforce is gonna be a nightmare here, but I gotta get off for a while anyway so I'll try it
Trying to get some ideas for small base map designs anyone have any suggestions where to go, new to UE and trying to learn
Sorry if this has been asked before/is a bad question. Unity seems to be more widely used than Unreal? With almost every gaming event I go to and ask, an overwhelming majority of the people use Unity. I'm just wondering why that is. Unreal seems to have way less resources in comparison as well and I'm also wondering if that's ever been an issue with someone when they're debugging or struggling through a problem.
Id say there is alot of factors that go into the answer to that question.
Unity has been more accessable for longer than Unreal 4.
You use the engine you think will fit your needs the best. End of story.
^ --don't need to get into that debate lol
A lot of hobbyists use unity because it's easier, UE4 tends to have more professionals, thats my take on it
I'm doing a small project about a game but I think I'll be mostly in the respective chatrooms for help in different area
wait is there help here or somewhere?
@plush yew Ask your questions in the channel that describes it most appropriately.
ok thanks
Please read the #more-resources for further information about each channel.
Me: "let's give structs another shot. they always screw me over but maybe it was just bad luck."
moves newly created struct from one folder to another
Unreal Engine 4 has crashed.
π
creates a BP struct and uses it in any way
changes the struct in literally any way
is surprised when UE4/BP can't handle it.
Yeah BP structs kinda suck
Aww, missed opportunity by not using the old and new logos
houdini is very old
but lately its becoming hella legit as they have been adding lots of modelling tools
community! what positions of traces (or sweeps) would you suggest to stabilize our little friend along the surfaces? I was going to try the wheeled approach (4 traces, 2 head 2 feet), but if any of you have any suggestion that could work better would be so sweet, what worries me the most are 90 degrees turns https://gyazo.com/acc3019605f41b91f89a2e065244012e
any primitive shape - trace should work if you use impact normal
however, initial overlap might not return accurate result
@cinder iron
yeah i know but im looking for positions of the traces
for example a single trace is not enough to determine where the capsule should be following
because as you can see on the gif the kitten flies up as soon as the trace loses contact with the surface because of the 90 degrees angle on the figure
so what i'm looking for is to introduce more traces (doing average and so on)
i did this before but with vehicles and hoover things
butwhen speaking about walls is a bit different because i would like the capsule to snap to the surface no matter in what angle this is
so finding locations to place traces would help
@paper kernel
that or just look for special situations and do manual transitions π€
well, in such cases as climbing over edges
a linetrace from hips to ground, offset trace end based on user input
like when facing wall, I assume W is to climb up but also move forward
so you do trace in 45 degree angle that would hit either [a wall] or [a floor]
yeah no but a single one is still not enough
because this isn't just climbing is more like a vine in all the 3D directions
so your character can be facing the ground or the sky
in a curved situation, using a sphere works really well because there aren't rought angle changes
detecting wether the surface is climbable or not is not the problem, the problem is more navigating through it (not exactly, the problem is more location of the traces haha)
angled down linetrace should still work
when I say "down" I mean negative character up vector
hips is like... center of the character right? under my belly button
sorry miss that school class hahaha
hip or head, doesn't really matter, just a place that doesn't hit world geometry
yeah i kinda see your point now i know what hips mean lol
gona try that what you say
https://gyazo.com/7c880fa1b0374a55572f062a6c2fa76c it didn't work very good, i feel like would be better and smoother calculate extreme situations of sloppiness by hand instead on relying in only one trace
you character rotation logic seems off
is just snap to surface rot, nothing fancy
it should be aligned to surface normal and gravity direction
no i don't want to have the gravity relying on the formula
but you need to have one static direction to fall back to
which usually is gravity direction
unless you do 6dof flying, then such point doesn't exist
try set the character rotation as MakeRotFromXZ, where X is negative of the trace normal, or character forward if no trace hits are present, the Z is 0,0,1
this is the main point of the system https://gyazo.com/f7f48ec13c9f82d31851474753734059
basically you are kinda attached to a moving object in the 3D space
let's say its like a state
that the player can toggle or not
if the player is in this state the physics rules are a bit ignored (let's say that)
if the character go out of this state, it will return to the normal phys works
π€
okay let's try that what you suggest up there let's see how it looks like currently im only making rot from x
not having the z at all in mind since i want the character to be kind of a bug in the back of a monster
so its like a magnetic thing more than anything
trying to remember, I did do a spider prototype some year ago
this is my first time doing this kind of funky stuff haha
just trying to be out of my shooter's comfort zone lol
it really comes down to what kind of control scheme you want for the climbing really
you could align the character rotation to either based on movement, or climb objects orientation
its really straight forward
basically that cube you saw moving right and ref
left*
represents a moving surface
basically when you press A and D
you move along your local space (based on your right vector)
right and left
same with W and S
you move up and down based on your up vector
at the same time
im equilibrating the angle of the capsule based on the surface the character is lying down
so think of a vine
in a spherical shape
actually, look at this
@cinder iron you going full zelda?
personally i think best would be to bruteforce traces
you wont have any issues even if its 20 traces
i can tell you becouse my flying drones do 20 traces/tick each, of big lenght, and i put up to 5 of them in ps4
wich has no cpu power
do a bunch of traces on the torso, as main traces, for average normal/rotation/etc
why not do 200 traces
and then do a few of them per limb, to snap IK better
i7 wont chug until 300k traces
hahahah indeed
becouse ive benchmarked it
so is the logic to handle 200 traces
yeah blanco full zelda right!!
@frank escarp thanks aswell for the input though, i think thats what i will go for, any suggestions for the locations of the traces? @paper kernel
torso in a grid
you can use max/min lenght, locations, and average angle to select the final rotation
I was thinking something like this as base for the navigation when walking on objects
but if you want to align the character to the object
yeah no i mean spheres are easy
but that looks good though haha i might do that aswell
thank you both ;)
that one is much easier to, since it orients itself based on velocity and surface normal
but orienting to unknown shaped object is rather tricky
yeah went though it before for vehicles
but since gravity is in the formula for them
is kinda of.... easier i would say?
at least for hoverables
now Im thinking old worm game
which one?=
oh hehe yeah for sure look at that snake game, but the principle is quiet different
or err you mean actual continuous snap
mkay how about this
multispheretrace in radius of the character capsule
get all results, average normal hit from each, negate and use that as X for MakeRotFromXZ
then, get Z from result [0] actor/mesh objects up vector
Can anyone help im getting this
LogSpawn: Warning: UWorld::DestroyActor: World has no context! World: output_x1_y2, Actor: /Game/MapTile/output/output_x1_y2.output_x1_y2:PersistentLevel.REINST_output_x1_y2_C_0
hi, is a way to hide all line traces?
If they are all contained on the same class you can toggle them with a variable
Maybe I misinterpreted my problem. I often use the LineTraceByChannel function in my game and set DrawDebbugMode to Duration in many places. And now I do not want to see these rays. So I'm looking for a function in the editor, something like disabling colliders.
i wrote this
a ridiculous wall of text about DWVR and how i eventually got to release a game in PSVR with zero help or publishers
I heard a friend say: "Wow, this game is laggy." I responded with: "Yeah, it looks good too, might explain it." He then said: "Then it is clearly not made in unreal engine"
making unity look good and perform well is very hard
as you need to create the shaders yourself, and the effects yourself
^
@paper kernel it turns out a multisphere trace doesn't give me a valid impact location (neither location) i could use, (v1 - v2).Size2D returns always 0 =/
It's still easy as balls to make UE4 run like shit though
And making it look bad x3
Okay so I'm looking for some straight up advice. I've been messing around with my project for the past few days and I think I've been wasting a lot of time trying to bug fix when actually I could just be working around them.
My project is an RPG on a dedicated server. There are skill points and an inventory system. This currently works perfectly without errors. The problem is, the inventory and skill system are in the player character, and not the controller. When I add player death later, the player will keep their inventory items and skills through death.
Is there any way I can keep this all in my character without coming up with some serious problems later on?
So the inventory system will drop everything that isnt equipped on the players hotbar.
@light lintel @cinder iron
I've spent two days moving everything over and my entire inventory system is screwed. Its copied over exactly the same, and changed to work for the controller. Everything SHOULD work exactly as it did before, but it doesnt. This is by far the hardest bug I've encountered in the past few months.
if everything is lootable you can create a proxy of the player which will act kinda loot box
Yeah, cant I just grab everything that is in the inventory array (which isnt the equipped array), then create an actor with the variable stored inside? And then pass the equipped array through to the fresh spawn?
exactly
basically you can do a chest like actor
and give that actor the skin you like
you can even give that "chest" the looks of the soldier you killed
it depends on how the game is
i wrote not too much ago about persistency and about gameplay situations
one should know what she/he needs in terms of how is the game
Yeah, thats kind of why I'm doing controller
But I just dont understand how everything is this broken after the migration.
Hey
any idea why my character isnt moving at all? cant move around with inputs and its not responding to gravity
the only thing i can do is look around with the mouse
If I make a new Struct type in the Content Browser, how do I make an instance of it now (in the content browser)? Like a pre-defined set of values for a character that can be swapped in and out on my pawn
I want to use a struct to store a set of Flipbooks for different characters... Instead of having a bunch of individual Flipbook variables on my pawn I'd like to just set one struct that will hold all the references
I don't think it is possible
you could do that with Data Asset based objects but... you would need to use c++ for that
(to define the class, then you could create instances in the content browser)
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What is this error?
UATHelper: Packaging (Windows (64-bit)): LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
UATHelper: Packaging (Windows (64-bit)): LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.
Have you already looked into this @bitter iris ? https://answers.unrealengine.com/questions/719170/hlod-generating-corrupted-meshes-with-0-triangles.html
There is no meshes on the landscape
other than the landscape its self
@silver crown
@silver crown any ideas?
Looks like you're generated LODs for the terrain somehow and it's causing issues
@keen birch Any ideas for a fix?
Try disabling HLOD on your landscapes
on the landsacpe streaming proxys? and the level bounds?
On all π
then repackage?
I guess
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: -----------------------------------
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Warning: [Compiler PersistentLevel.Landscape_4_18] Node Unknown is not referencing a valid level actor
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Warning: [Compiler PersistentLevel.Landscape_4_18] [0020.57] Compile of PersistentLevel.Landscape_4_18 successful, but with 1 Warning(s) [in 1 ms] (/Game/Procedural_Ecosystem/Maps/Landscape_4_18.Landscape_4_18:PersistentLevel.Landscape_4_18)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogMaterial: Warning: F:\PatientX - Survivalist\PXG2\Content\Procedural_Ecosystem\Materials\M_train_rocks.uasset: Failed to compile Material for platform PCD3D_SM4, Default Material will be used in game.
@silver crown didnt work fk
Seems so
That's fun, isn't it
nope its not
https://i.gyazo.com/8853dcffc8aa1d0dee5d503c6c807e1d.png is there a way i can check ignore player pawn via blueprints?
Yes.
(In that menu, 'Pawn' is all pawns, not only the player pawn.)
i've heard not while ago that was posible to play around on the robo recall editor without VR glasses -- is it still posible?
What node would I use for that? I cant find anything for ignore pawn, or pawn itsself
just set the pawn to ignore
Where would you guys suggest someone with no UE4 experience and hasnt touched C++ in over 4-5 years, begin making games in unreal? Right now im looking to buy a udemy course but i wanna know if theres a better alternative
i already have an idea for a 2d game and a 3d game, would it be better practice to start with the 2d?
depends on, a 2d game can be more complicated than a 3d one
also I would not call unreal a 2D friendly engine
but if your 2d idea is way smaller you should go with that first
also I would not pay for the course
if you complete the basic tutorials from epic
you are ready to start to work on your own project and learn as you go imo
also checking on C++ basics might make sense too
you can do it in a fun way, e.g. with https://www.codingame.com/
Yea the 2d game shouldnt be too complex, the hardest part will be like..combining items to make other items, i.e crafting
ill take a look at that and the tutorials, i didnt realise epic had any π thanks π
Downloading 4.19 preview, looks pretty cool looking at the patch notes
interested to try the Temporal AA Upsampling, and to check out this steam audio beta 10
I imported a scene from Maya (houses, streets, lamp posts etc) , the scene was made up of many object, but once imported into UE4 it comes in as one big mesh/object. Is there any way to un-merge this mesh ?
you can enable import as seperate meshes or whatever its called on import.
though, if you have 100 lamp posts, they'd all be different meshes
not that optimal
Is there a way to do it after once the object is on the level, after import? Then maybe I will combine objects into different clusters ?
Has anyone had Raw mesh error LOD0?
If so please tell me how to fix it, or guide me on the right way to fix it
I've been trying for hours on end it still does it
@bitter iris the typical info I saw when I read about it was to find the problem mesh and see what is wrong with it. Usually corruption of some sort
dunno
I have this weird problem where when I start unreal engine (version 4.16 -4.17 I haven't tried 4.18 yet) it takes a long time to actually start. It does this regardless of whether I open a project or just start the engine by presssing launch.
As in it takes >5 minutes to start
I haven't been able to find any helpful information online so far
slow HDD? full HDD?
My brother has the same HDD and unreal starts up in less than 45 seconds for him.
All drivers up to date?
Should be. I haven't checked in a year for some of them.
gpu drivers whens the last time you done that
But those shouldn't have updates at this point anyways
Thats pretty much the primary one I always make sure is up to date
And yes that is the same as my brothers as well
is it a big project
hdd dying?
Once it is launched it opens things fine
Unlikely
Because this is the only problem I have that could be an hdd problem
It has happened on every version I've ran so far
I don't think it is the launcher though. :l
Unless the engine always checks with the launcher
worth a try
@noble solstice 2D in unreal is really bare bones then
I wouldn't pick Unreal for this purpose myself
there are plenty of better suited options for 2D games
even with the poor 2D support, blueprints are handy for us non-programmers
Anyone here good with swarm? Having trouble getting my coordinator to be seen by my other PC. I think it might be my router, but the ports are open
Ah looks like they have the same dns and or ip for some reason
Is creating a material instance off an already material insance the same as creating one of a master material? or should I always instance off the master?
In UE4.17 are there no BSP objects, or are all Basic Objects considered now BSP ?
'Geometry' and 'brushes' are BSP.
Static meshes are still static meshes.
any1 here
Yo
do you have experience packaging projects ?
a little bit. The best I could do is probably be a sounding board/help you look up stuff
hmm, I tried, there doesn't seem to be anything like this as far as I can see
pushing on 26 hours up and can't sleep till I figure it out but
my 'On BeginOverlaps' aren't working in a packaged project
But work perfectly when I play the game through the editor
I set up print strings and nothing prints, not even when I try printing every single object it overlaps
The BeginOverlap node does not work it seems
Collision settings are set up properly (works in editor)
Ever heard of something like this?
that's super strange
post packaging the project, have you tried turning on collisions and seeing if they are their still?
like
through a command?
or a node
do you know of any universal setting that might be getting in the way of overlap detection?
Hm it might mean that they're not being included?
which part of this discord server can i ask stuff about the material editor?
ty @weary basalt
No worries
@loud phoenix can you post your build log)
Hey Folks, Everytime I open my Unreal project in another Computer, I loose all my "Folder Colors" and have to set them again ... also my Custom UI for that project won't load. is there a trick to bring these back when running in another PC ?!
Those are local settings, you can probably carry them over to another PC by copying and pasting the engine settings ini file(s) but I'd double check to see which ones carry that information π
@loud phoenix Thanks man, it would really help having seamless workflow
I just thought they should be saved inside the Saved folder in the project but seems like they're somewhere else
Yeah, the ones in the project folder are local to your project, not the engine - the ones in the engine's install are local to the engine on the PC. Unfortunately these don't get carried over a cloud, but looking into source might be useful (I've never used it I'm not sure if it offers the sharing of engine settings, though it seems ideal)
exactly, that's what Blender cloud offers and it's a quality of life
I never got into Blender, I remember when I was much younger I saw a short film with a giant bunny made in Blender - they used it to promote the software heavily
I may have tried to make a FPS in it once
Long ago haha
Ended up with 3ds Max
@loud phoenix did you try deleting all your temp project files and making a clean build of the project, then repackaging it?
I'd like to try that, will I risk bricking my project?
I'm literally about to upload the build to Steam
That's why I haven't slept haha
I'll make a copy, which temp project files do I delete exactly?
okay so in your project folder there's a few files you can delete to create a clean project, it looks like this:
So without losing all of my content etc.
Which do I delete?
I'm okay with rebuilding all the shaders and settings ofc
I did mess with settings in the .ini earlier
I used a list of suggested ones I found in a 'best practices' for VR article
I doubt they're the problem tho
Delete everything besides your .uproject file, "Source" folder, "Content" folder, and "Config" folder.
so your folder should look like this:
any bad references basically
you're probably gonna have to fix some errors after this but it's not a problem
hmm
anyway, just double click your project file and it will rebuild everything, then launch the editor
I know I'd get the errors on compile, would I now see all of them when I try to package?
okay I'll give this a shot, thank you
it looks like you just have broken references that make things difficult for when you're trying to build it
After the rebuild you'll want to right-click the content folder of your project and select "Fix Up Redirectors"
Well,
@hoary wadi Those references don't actually affect gameplay
The warnings, etc.
The problem I have is specific to not being able to detect BeginOverlaps on my main menu (its VR)
I wasn't able to find anything in the logs related to that ;/
what's the blueprint called that has the BeginOverlap in it?
it's my pawn, it's called
Menu_Pawn
and it's overlapping with blueprints called UIBP_Story
UIBP_Arcade
If you search UIBP those are generally the ones I'm trying to overlap
also did you try making a build where you didn't cook your assets?
Sorry, auto-correct
https://docs.unrealengine.com/latest/INT/Engine/Basics/Projects/Packaging/
According to this you don't want to cook for a steam release
Packaging Unreal game projects for distribution.
Do you think cooking them might interfere with overlaps?
dude there's a ton of errors for missing references in the build output file. This one caught my eye.
Those were for when I had locomotion and the player was able to fall off buildings
I removed the ability to walk around entirely
So those BPs were removed from the levels
Won't cause problems
Just finished making a backup, deleted those folders and will try now
getting this error after upgrading my UE4.16 project to 4.17, and trying to package for android
ERROR: Can't make an APK without an API installed (see "android.bat list targets")
wonder if anyone know how to resolve it, I have the 23 SDK downloaded and installed through android studio , the android SDK/NDK versions are set as "latest" and "android-19"
anyone can give me some tutorial in youtube for "Check point save" like if do some stuff already then the game automatically save..
Youtube ' How TF Save Load"
hi, what are the uses of socket and target offsets?
How to package only one level?
I googled a bit and find one answer is to use unrealfrontend.exe
But after I created a new profile,how can I use it
I have a mesh that needs to always cast a shadow, but the shadow is toggling on/off when material opacity goes past 0.5
anyone know how to do this?
as far as I can tell there seems to be no setting that does this D:
wtf, Unreal?
it seems my masked object can either cast no shadows, can cast translucent shadows using the marks, but it cannot just always cast a shadow :/
So
"Scene 900 draws 5646455 prims 5568459 verts"
How bad is that
Bit concerned on the primitives and verts, to be honest
ctrl-shift-comma, you get a visualizer which tells you crap, so once the window's there just look in the log
How many fps?
Everything on Epic?
I'm confused because I don't know what I did and I usually get better performance in other scenes
Nope
All medium with DFAO enabled manually
Ah π
That's for your foliage thing?
Looks awesome π
Normals are completly glitched though
Warned you ;3
Probably because I'm using the dx/dy thing
π
That kind of explains doesn't it then
For your verts issue I guess there's no magic solution?
Just have to decrease cull distance + LOD?
I'm just confused because afaik I'm rendering nowhere near that amount of tris
ah lol
@paper kernel there was a miss calculation on your approach, but totally understandable, very grateful for your input yesterday my dude, check this happy kitty moving around hahaha it's so funny https://gyazo.com/cfebe176f61b561f3acfd3a578e9cb9e
I was under the assumption you wanted to align the character to the objects up vector
ofc align to movement is much easier
well that would lead to another problem on the poles of the object
originally i wanted to align to the object up vector but I found this quiet funnier in a sense that player can choose completely were to climb
Now here's my biggest source of confusion @silver crown
:F
You're in 4.18?
4.17
oh btw this is the poles problem im speaking about if you didn't get it @paper kernel
Cull distance yep
yes
Had the same issue
But I actually see stuff getting culled
Guess I'll see if the project opens in 4.18 without problems
π
But at least culling gives a peformance boost now π
What kind of culling would one recommend for large outdoor environments with many instanced foliage actors
All kinds of culling are enabled by default
In the past HISMC didn't work well with occlusion culling, pretty sure they fixed that though
I was watching this very interesting talk which kinda led to my question, as precomputed visibility seems to be something you'd want to use in a small area with many actors
https://livestream.com/gnomon/unreal-engine-for-vfx/videos/168917263
Unreal Engine for VFX: Building & Optimizing Worlds for Real-Time by Gnomon on Livestream - Livestream.com
Culprit found @silver crown
It set everything to Epic xD
Minor performance gains
Went from 35 to 40
(Both with culling)
Depends
Is your large outdoor environment actually open-world?
open world, as in completely explorable / playable? That term gets misused quite often, so I'm just wondering.
Some people percieve open world as very large scale outdoor environments and not just the fact that the level is fully explorable.
In that case, yeah, you're not gonna be able to use precomputed very well, I think
So I'm now doing some 1:1 checking on performance compared to the in-engine foliage thing
I've got slightly lower FPS, but I mainly think that's because I can't match densities and that sort of thing exactly
And my stuff is spawned in a square instead of a circle
(Both without culling)
Making me think it's one particular mesh I'm using
Time to check where those LODs are kicking in and whether I can reduce the amount of materials there >.>
This mesh was honestly created by a retard
;-;
Can anyone tell me how to place an object to a specific location. Like in maya I can hold the V key to snap the object to a vertice. In UE4 I can get the object onto the map but I want to be able to send it to a location down and into my environment so I can start positioning it. I hope this makes sense ?
Hi, Unit tests in Unreal Engine 4. Does it make sense? Has any of you used it? How do you test your games? This is a question for people who work in teams and do not create games alone at home.
@plush yew Even if I work alone, in C++ I use check all the time. Might not count as a unit test though.
π
I test my unit regularly.
Does anyone here use World machine
Plenty of people, myself included
Always better to just ask your question
Us using it does't mean we know an answer, or we could just ignore your "anyone use it"
If you just ask we'll answer if we can π
Is there a way to speed the process up. My map is 8km x 8km. 4 tiles, an its taking 3 hours so far
What does WM use more? Ram or cpu
Oh and how much ram do you have?
32gb
yeah
I did a 8*8 on 16GB and it didn't make it through
lol
Though, memory usage varies based on your nodes
Wouldn't have a clue, never bothered to look into it
Anybody know hwo to make something invisible but still keep it's shadow?
I am trying to move my object in Local space but I am unable to toggle it out of World space.. Even just clicking on the icon will not toggle the coordinate from world to Local..
Anyone know how to fix this ?
Anyone know what this is LogD3D11RHI: Error: D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:(203): BackBuffer->GetResource() has 2 refs, expected 1
seems to be from two sources. 1 is a fullscreen mode error and the other is regarding calling a Clear before Super::DrawHUD()
when a sound is played constantly it eventually turns off for a couple of seconds before playing again. how could I fix this bug?
an odd thing I found out too is that when I set the pitch multiplier higher for the "play sound at location" node it fixes it until I increase the speed at which the sound is repeated
I got an idea for swimming. Basically, I would like water as an uncollidable box which when you go inside of it the camera has no rotation limits, the player follows the camera, and you move in whatever direction you are facing on any coordinate, kinda like no clip in source games. The reason I'm telling you this is cuz I wanna ask if this would be simple enough to make. Must be right?
guys anyone recognize this "player start:bad size" problem?
like my collisions is meshed up inside my room and i cant get the player start to walk in there π¦
and if i had to reimport them with different collision settings that would cause huge problems cause it's lots and lots of different mesh's already had a 40+ light bake on them
if anyone knows any other way around this id really appreciate it
sry im back at home
i use PC at cousins for free electricity
i've tried it higher, also if i move it above the ceiling
then it works ok
but anywhere inside the room it doesnt work
i also tried "triggers volumes"? and they didn't help me
i can open ue here but dont have same model
for some rtests
Hi guys, I have a little problem while loading tiled maps.
so before loading the tile position in world composition is correct and looks nice like this
After i press load, then the tiles just pile up in the center of my map. and turn red in World compositon.
Does anyone know what causes this or how to fix it?
they placement was totally fine before i saved and excited the project before
@half mango means you ffed up the collision of your building, if its one mesh, no way to get in unless you set the collision to "use complex as simple" but its very performance heavy
i tried that also
i changed lots of the mesh to that setting
mainly the ones surrounding the starting point
do i need to do every single mesh? there's 100+
I never seen the mesh, but anything the player walks in/trough/under/over probably.
does anyone have a problem with UE4 crashing the PC after updating to 4.18.3?
No
Noone canΒ΄t help with my problem?
What is it
just 10 messages above
the 2 picture things
map tiles pile up in teh center of the map after loading them
Yes I saw them
cant find anything about it on google how to fix that
It didnt do before i closed the project
Try using saving blueprint so that it would save it as a static position
That should have been done before this even happened right ?
Is it possible that applying a transparent material to an object would interfere with overlap detection?
@fierce tulip do i need to rebuild the scene for the "use complex as simple" to work?
@stone cedar no you can do this now search on google how to make a static mesh
@compact compass Meanign i canΒ΄t edit that landscape anymore in any way
I don't understand you
If i turn tiled levels into obj then i cant use the landscape tools anymore on it to change the look of the level
Yes
But i still need to edit this
Then use redo
Well only way to fix this is to reimport the level tiles then.
but i just had it set properly
Turn it into a pawn or whatever you are trying to do
https://i.gyazo.com/95cc95fcb77def250a4dceeca9ae9422.png how an i get this type of lighting in unreal?
ive give it a go and in unreal you cant light nothingness
re-read
What do you mean you can light nothingness
In my case anyway, light will only "reflect" of objects not the air so to speak
You can create a transparent sphere and then out lighting on it
@gleaming shore Those are emissive materials with a post-process bloom