#ue4-general
1 messages ยท Page 173 of 1
It's not a matter of arbitrary, I made the distiction about BP struct because UDS are absolutely not BPs at all.
UE4 dev that creates BP structs is a user
Then I'd also say UE4 dev that creates CPP structs is a user
The same user, for that amtter
matter*
Either way
there are technical differences between a raw POD C++ struct and a "BP Struct"
"BP enums" /s
The editor classifies them as BPs
You can't just say "lol they're both structs, they're both users"
Er, not as blueprints, but in the blueprints category, as in related to blueprints, which is largely accurate. ๐คท
UDS will imply a bunch of stuff, and Sion could tell you far more than me.
It definitely involves understanding the plumbing underneath it.
the name is meaningful, you can't just arbitrarily reassign it to structs.
It's like a debate I had with some dinosaur fans
my structs would largely work outside of UE4. I might have to change types. I might have to implement types. But a BP struct would have a hell of a time being used outside of UE4.
The fact that people call it that while it isn't doesn't mean you can't call it that
Because common and scientific definitions of words vary
Like the fact that you don't instantiate BPs, you don't have instances of a BP in a map... you have instances of the class created by the blueprint asset. The blueprint is really the asset that describes how to generate a class. But none of that is apparent or really all that meaningful unless you're looking at native code and trying to understand it.
Ok, but you don't take scientific words and then apply them to different things arbitrarily.
So like. congrats.
That's kinda what people do though
That's what Epic did in this case
And by extension the users are running with it
It's contextual.
Think we're kind of arguing past each other tbh
Not going to pretend the naming schemes aren't flawed or inconsistent sometimes.
I think we all see each others' points
Not really an argument.
We're just standing by our own points either way
I may see your point, but I will never agree with it.
But then I try to explain why and you're like "w/e"
So it's pointless to continue the discussion tbh
In any case, coming from the native side, point is that UDS are literally not blueprints, they are analogous in that they are an asset that generates a reflected data type.
Should they even be called structs, then?
Sort of. Shit. Even that doesn't quite hold up.
Sort of not? :X
Ugh.
So, a UBlueprint is the object that holds the skeleton of a class that you can edit.
It creates a UBlueprintGeneratedClass, which is a subclass of UClass (the same class that is instantiated and filled out for any C++ class you mark with UCLASS)
The UBlueprint object is the root object in the UPackage that gets saved as an asset (the actual uasset file).
UUserDefinedStructure doesn't work anything like that.
UUserDefinedStructure is analogous to both UBlueprint and UBlueprintGeneratedClass.
It's derived from UScriptStruct, directly, and it is what gets saved directly in to the root of the UPackage that gets saved as a uasset file.
To follow that tree up further...
UStruct -> UScriptStruct -> UUserDefinedStruct
But also
UStruct -> UClass -> UBlueprintGeneratedClass
UStruct is the base class for reflection objects that have data members (UField objects)
And UField -> UProperty
(and far less intuitively... UField -> UStruct.... and UStruct -> UFunction...)
UFunction is derived from UStruct because the parameters for a function are fields of the function.
UField is the base class for all reflection stuff - not a lot going on in it.
no edit option for texture size via bulk matrix :OO wtf
The property matrix, while awesome, kind of falls apart when trying to edit things that have a drastically customized UI. :X
Hello youu! omg i forgot to send you happy xmas and new years messages!
I can't imagine what would happen if you tried to look at, for instance, a dialogue wave asset in the property matrix. Probably an utter and total clusterfuck of nonsensical looking properties and text spew.
iv been super busy and only just got back in to work
No stress. I don't really send those myself anyways - it's implied, I don't need everyone I know or care about saying the obligatory thing. ๐
ofcourse! did u have a good holiday time?
Without derailing too much: Yes and no. I was in bumfuck nowhere Mississippi, freezing my ass off, being uncomfortably aware of exactly how the US's political climate got to where it's at.
Oh lordy il dm you actually so we dont cluster fuck ue4 chat, also dam you properly matrix
Fault's kind of distributed between the property system and the way they're visualized and the authors writing customizations (which definitely includes me)
has anyone succesfully gotten a linux server to package and run properly?
Hey. Is it possible to reset a blueprint so that the actor and all it's variables return to the state they were in at startup?
That statement doesn't quite make sense. Engine doesn't run independently, it's either part of an editor/server/client session, etc.
In game, definitely not.
Think we need more context to understand your question.
OK I'm not too familiar with the nomenclature for Unreal. So in laymans speak:
when I run my game, my actor has a set of positions and variables etc. I then make changes to those variables and positions etc. How can I reset it back to the way it was when the game started?
Probably best to speak in terms of intent, in lay terms. Esoteric terminology can end up miscommunicating if we're not on the same page.
Oof. Still kind of a rough question... er. So, how is this actor created?
Are we talking an actor that was placed in the map in the editor?
And you want to put it back where it was?
Or something that was spawned by blueprint/C++ during gameplay?
An actor yes. I just want to reset it to exactly how it is when "Event BeginPlay" first triggers in it
It is placed in the editor, not created at runtime
You can Get the default object if they are initialised on the constructor (for things like HP)
I suspect this isn't feasible in your case, but if it's something that was placed in the map using the editor, then you could programmatically find that actor in the level asset and read its values. :X
The CDO probably wouldn't do them any good - that'll be the Class Default Object, not the "default" values for the template object saved in to the map asset that was loaded up.
Honestly
So there's no easy function to reset to starting positions then?
No, not anything out of the box.
But
You could easily just make that level blueprint or the blueprint for that actor store off where it is on Begin Play and, when you want to "reset" it, read those values you stored off.
But that depends on how he has structured his class, if its data driven or composition he could access to the defaults aswell of the formant. Or just, save init variables and then reset it whenever you want.
If we want to get fancy, you could make a component that does this, so you can plop it on to any actor, do some configuration, and have it automatically store off whatever is needed for that type of actor and know to fully reset it when desired...
Like a SaveMe component, that could work really well
@cinder iron I'm taking a wild guess that they're entirely in BP and not C++, which makes all of this much, much, much more manual and tedious.
So even my componentized idea is probably barely servicable from BP. :/
I think I'll just skip doing this - it sounds too laborious
Aye, I always assume C++ lol
https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/Reset/ what is this referring to?
Reset actor to initial state - used when restarting level without reloading.
May or may not be possible from BP. It probably is possible though.
Er...
Well, looks like not.
You would need to get its phone number first if you want to call it.
Afaik there is an equivalent on gamemode or gamestate to reset things on your level for GameSaves situations so this migjt be the same, but you will need to override it (at Least in the gamemode/state class there is no implementation...)
Ironically not exposed to BP, but the 'OnReset' event is.
@floral heart Technically, OnReset isn't BPCallable. So you can override/define it, but can't call it directly. Not that that's really a problem - have OnReset call your custom function that you, yourself, can call. But none of that lets you trigger any kind of deeper "reseting" logic.
Hi peeps! Quick question. Where should I ask profiling related questions?
@wanton mauve That reset won't do you any good.
So best call would be saving variables at statup and apply them whenever you need @Simon
@Simon
God dang it!
XD
A) You can't trigger that Reset method and B) all that Reset method does is call OnReset, which you can override in your actor to do whatever you want.
It's a very shallow bit of machinery so that, when you do tell the level to reset, each blueprint can decide what that means.
Yeah sounds a lot to what I saw on the gamestate for resetting gameplay variables... Actually does the same
Think, like, your character dies and you want to reset the level somewhat.
You still have to do all the heavy lifting yourself - you need to actually create the properties holding the values from when BeginPlay happened and then use those values inside of OnReset to "reset" them.
I meant it's ironic this is here when you can't call Reset from BP. Except maybe by proxy if there's something else that calls reset.
@floral heart I think that's exactly what it is.
So you will need to handle the logic yourself
You can't call Reset on an actor, but I think you can call some kind of level-wide reset, which in turn will call every actor's OnReset.
Reset does the trick, used it while ago on a BP project to reset a door thingie
There was another thing someone had an issue with in #blueprint, where he wanted to call 'Hit', which wasn't possible from blueprint. Said he solved it, didn't say how that I recall.
And while that's probably what @wanton mauve is trying to do, it's still just providing a trivially implemented framework for calling OnReset on every actor, which does nothing unless you override it and you have to do all the work yourself.
So I assumed. Using a line trace.
Well hit gets called on BP whenever it does
But as far as I recall force a delegate on Hit is not possible on BP's
So anyone can help out with issues related to profiling? ๐ Namely got no idea what the hell is going on in the profile
Have you seen Epic videos about profiling?
Those are very divulgative and you will get a good chunk of it
Is there a guide line sort of list for texture sizes anywhere?
like
Chars X MB, grass X MB, small scenary X MB
just a good general idea
To be honest, I'm pretty sure I did not see them. The problem is, I'm looking for a very specific issue, and going through the videos would take a huge amount of time, when I'm already a month late with this issue ๐ฆ
@fathom elm Just ask whatever you need to ask
@cinder iron "divulgative" - I don't think that's English. :X Or if it is present, it's super archaic.
If people can help they'll help
I mean, I can figure out what you mean from context clues, but it seems to be Italian?
"divulging"
So I guess it's just a derivative of that
Its archaic english, thing is that I think that word comes from the romanic old lenguage, so the word in Spanish is "divulgativo" very similar to the one in english "divulgative" which means "good resource to learn"
@livid haven
Well, we are developing a VR game. It's a multiplayer game with Server sided physics calculation, and client side replay system. It works wonders, and it's smooth as hell. However, when there is an FPS drop, ofc the replay stutters as well. The whole project is set up in a way that it easily pushes 130-160 FPS, but locked to 90 for Vive, ofc. Now there are SOMETIMES huge FPS drops, for the blink of an eye. Like if I wasn't playing back the recorded video frame by frame, I wouldn't have noticed it. Frame Render (using stat UnitGraph) goes from 10-11ms to 21 for a split second, and then goes back. And we cannot figure out what's causing this, even after recording a StatFile
The times increasing are GPU and Draw (pretty much both the same amount)
Well
If you don't notice it unless playing back the recorded video frame by frame
Is it really that much of an issue?
Check out Robo recall epic livestream when they speak about performance @fathom elm
They drop some tricks as async programming
That might be useful for you
Yeah, that makes sense. I figured it was related but couldn't actually find the term defined online, as an English word. Fair points.
Yes, because it's so fast, that actually watching the FPS counter, you cannot see it decrease, but since it's physics driven, the velocity drops if there is a stutter. Hence the robots (that are moved via physics) need time to regain velocity, and it's really really visible.
@fathom elm I can't walk you through the whole profiling process, but I just do a capture using the Profiler tab of the Frontend.
Reproduce the hitch.
Tell it yes, save the thing locally, yes, open it up
I got the Frontend fired up here, as well as the file but it's not telling me much
Look at the linegraph for frame time, click on the frame where the time was highest, then look at the "callstack" below.
And drop down list festival
Yep
Ever considered fixed timestep?
Huge tree of threads and their "callstacks" (not real callstacks, just what is made available to the profiler).
Yeah, the Hierarchy is what I got no idea of ๐
A huge ass drop for example looks like this
So far I got that Red = Bad. ๐
Huh, so some kind of file transfer seems to be taking the most time. Weird.
Just extend the big red papa and see where that is coming from
I almost always ignore anything other than Game Thread
"CPU Stall. Wait for Event"
Oh yeah booting up the profiles takes a good boing xD
Super not familiar with FFileTransferRunnable
45.987ms for the stall
I am familiar with FRunnable which lets you basically create a class to do some async work on another thread.
It's definitely the FFileTransferRunnable
And CPU0 is casually waiting for that to finish
That's what the profile is calling out.
So it can continue its work
Actual gameplay code is taking less time than whatever is happening with that file transfer runnable.
You guys using media textures or anything like that? @fathom elm
But, as for who/what code is initiating that FRunnable? I don't know. Perhaps some of your own code is doing that? Or maybe it's some engine code triggering that?
Looks like it
Well we did no manual Async code as far as I can remember
I'm thinking some mysterious engine code being triggered for some reason
If only because that'd probably be the first place you would look for CPU stalls if you did async stuff yourself
We got Media Textures on the AdminUI which is not present in the game at the time of the recording
What ticking operations are you doing?
Is it triggered by an specific Gameplay event
Because media textures are (or used to be) batshit broken for CPU usage
For no apparent reason
Causing mysterious stalls
Widget created, not added to viewport
But it's just an image of the character, nothing fancy
See if it happens if you don't create the widget
Well yeah, playing an mp4 isn't anything fancy and still takes 70% CPU on a quad-core
(Again, that used to be the case, never really looked at it, maybe they fixed that)
Will check
Just for shits and giggles, let's say that's not the issue. Where should we start looking next?
I'd say timers
K then not researching Matter
Maybe sort of relevant
If you dont trigger any timer/gameplay event does it still happen?
So thread is waiting for gpu is waiting for game thread in their case
Do "stat unitgraph" to have a live action graph to what is going on so you will have something in your face showing you numbers
If one of the three numbers excedes the rest is that you've got a nice bottleneck
He can't see the numbers though because it's too fast
Replicating a variable based on a timer could cause issues like this?
Does the issue persist on the server?
Because the server is replicating the states every 250ms for the physics driven actors
Server (client)
Try disabling it and see if the problem remains
Or set the replication to be e.g. every 2000ms to see if that's better
If the server runs fine but the clients arent then that variable is the problem
Problem with that, is they have a really well calculated force-driven movement, and increasing the rep timer would cause the robots to reach the last target before they get their next state from the server
Also as a reminder, transform operations are heavy to do on BPs so if you are doing any kind of interpolation have that in mind
It's done in C++
Okay then
Doesn't matter for debugging purposes though, right?
We've had enough issues with BPs as it is, no need for more pain ๐
Well if they reach their target, and have to wait for the next one to arrive, they are stopping there, so essentially we cannot see if they stopped because of a lag or because of the new state being late
And scrolling through 5-10 minutes of recording frame by frame would take years ๐ (I might have exaggerated a bit)
5400 frames, here I come! ๐
Enjoy โค
I'm going to sleep
Can one of you two tag me here so I can read this back?
Me 2 I'm done today xD
@keen birch
Thanks for the help! Won't forget to drop the bomb here in case it gets solved ^^
Good luck, man.
Timezone frieeend!
And good night to you Goosey.
Spain
I think
Aaaanyway
1:30AM here as well, but you know, being a programmer is like:
Eat
Sleep
Code
Repeat
good night all haha
Slow coding is better than no coding! ๐
How can I make something "keep doing whats its doing" while in a box, I have an on component begin overlap which only works when i leave and re enter the box, there is no while overlapping
For basically anything where you have some kind of begin/end events but no "while":
On Begin: Set some bool true
On End: Set that bool false
Tick: Branch on that bool, do the thing.
@keen birch Increasing the rep timer seems like to have solved the issue. We will keep experimenting with it
Can someone advise the proper way to delete HLOD's? Do you jstu use the HLOD indow and delete clusters? Does that automatically remove the LOD actors from the content browser?
can anyone help me figure out why rotation snapping on divisions of 360 doesn't work with 5.625?
been building an environment using rotation snapping and I only ran into a problem when I went from 11.25 degrees to 5.625 degrees
Not sure what you mean precisely.
Definitely seeing 5.625, which is half of 11.25, in both cases.
Hmmm
Well, it's not a floating point error, or at least not an obvious one
IEEE-754 can, in fact, store both 11.25 and 5.625 with perfect precision
yeah, it seems to snap at 5.63, but I don't want to continue with that haha
I maunally tried different values and that was the closest thing to a perfect snap
Humor me, try viewing it in UE4 with the wireframe view mode
Hmmm. Interesting. Not really sure what's up with that.
Maybe the pivot point is slightly different?
It could still be a floating point math issue somewhere along, who knows where, but I'm not very confident in that answer. :X
if the pivot point was at all off, it would be even more messed up
that's whats strange to me
hey so cpp noob question. if i avoid the bp struct bugs by making USTRUCT(), can it still be of BlueprintType?
asking here because of the discussion from earlier
Absolutely.
would that avoid the bp struct issues?
Native structs with USTRUCT(BlueprintType) can be used identically to UDSes.
Pretty much
cool
That said, any time you have stuff exposed to reflection, it bears remembering that you must be precautionary with changing the names of things.
How will i know when its too late to rename?
Any time an asset (like blueprints) references something from native code, it does so by name. If you save that asset and go change the name of that thing in code, the asset will be somewhat broken.
http://blog.sheevok.com/ini-redirectors
Password: Ishimura
but it should be reversible right?
For some definition of reversible - the references are saved by name. If you change the native code and fire up the editor and open the asset, the asset may be broken in some way, but until you actually save the asset again, the reference is still there.
Once you save it, yeah, that reference will be cleared because it's invalid.
btw im completely new to cpp. Does the USTRUCT() have to be made inside every class that is to use it or can it be its own asset like the bp struct?
A lot of subjects involved here
i see
You ONLY need USTRUCT() on a struct if you need to expose it to blueprints (using BlueprintType) or if you're going to make properties UPROPERTY() anywhere using that struct type.
Otherwise, no.
well the reason i need to make a cpp struct is because the bp structs are currently too fragile, especially with nesting, defaults, updating, etc
It's possible to get a lot done somewhat wrecklessly without really understanding the underlying systems in UE4 while using C++. Worth nothing.
Im just trying to avoid broken structs lol. Currently, my setup depends on it heavily.
Please leave a like or comment to show appreciation, it is motivating. This really needs to be enabled by default. I saw no easy tutorials on this topic so I...
Figured i'd contribute to something needed.
hi all, so no idea what the right channel to ask this in. Where abouts in the editor can I find what's going on with attachments? I've got some components attached to other components in the same actor, which is stopping me from building, but they're persisted in the level so I'm having trouble tracking it down based off the error message.
hey uh how do you open a asset? my friend sent me a asset as a file so i have no idea how to open it up in ue4
Drop it in the content folder
hey guys,
any idea how to deal with non uniform scale of a character ?
main character of my game has non uniform scale(1.2 , 1.2 , 1) (otherwise, it will look so thin) dont want to change the rig now, as lots of animation has done according to this scale..
right now, problem is, if i attach some object to character hand (wrist bone socket) , and move it around , object will not rotate perfectly... it will keep sliding slightly ..
any idea how to fix it ?
p.s: i know its not recommended to use non uniform scale to rig, looking for alternatives right now ..
clipping is visible
moved hand in different position n rotation ... not cliping anymore
not a weight paint issue ... working perfect on uniform scale (1,1,1)
Scale objects that you attach by 1/1.2, 1/1.2, 1
Aka inverse scale of what parent have
I'm attaching object to character hand in a way , they are not changing their scale ...
character scale not affecting the object scale
if I attach something in Blueprint Editor , that will get scaled according to character ...
since I'm picking objcets dinamically , its not affecting
@vale osprey
Anyone know why a lot of things don't work in standalone game? Trigger boxes for example
That's not...
I mean if you do spline meshing on Construction script (the C++ equivalent) on 4.16, when you ship the game the mesh wont be there
So between standalone, pie and shipped unreal's YSWYG is not relatable
You need to make sure you are not using EDITOR exclusive scopes
But even though if its a bug be sure to report it
I found a bit disturbing my problem with the spline meshes
Had to redo all the code
@frail robin scale still effects things like position vector transformations.
There is no such thing as โpickingโ objects. At the end it will be either an attachment, a position update on each tick or physics handle/physics constraint
is the source code from git stable enough to run
need it for a project
cant be having it crashing every few minuites
If you're working on a real project, you should use releases (whether from the Git repo or the launcher)
Each release has a Git tag that matches
its a college project
like i set it up following there instructions about it but i was just wondering cause i did here that it can crash quite often
the project from git
@north nova Just use a release from the launcher
im not crashing im only launching it yet
If you use Git, be sure to checkout a release tag
Oh the ue4 project,,,,
yes
the "live" UE code on git might contain unstable features, but the releases on git should be as stable as the launcher releases
ah ok
in other words, download the release instead of pulling from git
Omg I understand now your question, yes use releases
the only reason i downloaded it was because there was some shader stuff i have to change from blueprint to c++
You can download the zip straight away
Okay gl then
alright thanks guys
Hello guys! I was working on an unreal project earlier on and wanna pick up again. Want to make it rather realistic, it'd my first serious (kinda) unreal project, would love to hear your thoughts and suggestions. I'll post it when I can.
Running into a bit of a pickle here
Spawning an actor, the location at spline point is a proper location, setting the actor loc to that location, print actorloc returns 0,0,0
So for some magical reason I'm not allowed to set the actor's location
Actors spawn, location input is correct, actor output is valid...
I really don't know what's happening here
Just realized something
Why are you setting its location instead of spawning it at that location?
Could it be they're spawning in another persistent level which is bugging out?
Because debugging - it didn't work when I spawned at that location
So I was wondering if setting it afterwards would work
hi is there some default name for unreal armatures?
I mean does it matter if its named metarig or armature?
alright I found my answer it does matter
There used to be a bug where your root bone would be the armature's origin and name when importing a skeleton from Blender. They've since fixed it, supposedly, but I haven't had the pleasure of importing anything since.
if you name it as "armature" unreal fix douple root bone problem we had previosly
yeah you are correct everyone just name it as "armature" and you save lot of frustration ๐
If that means I can use it in the 'bugged' state, I'm happy. It seemed manageable.
"armature" is the default name
the thing is, how do you do root animation?
i havent tried since they did that change
man cant wait till gltf for animations is done
trying to import/export animations from blender is such a total pain
Do you have root bone in your armature?
I'm using blender too and if you have correct skeleton hierarchy with root bone and armature named correctly with world unit scale settings 0.01 metric it works like charm
but you gotta remember to apply unit scale inside blender first before you start rigging
bad bone size means that it goes to shit
when doing physics
getting everything right is finniqy
good scale, good orientation, root motion working as it should, and bone size being correct
thats why im hyped for glTF animations
glTF has everything in meters and in one axis, so there is no need to fiddle with scales or orientations
wich fucks the anims
it will be the correct settings every time (already works like that on static meshes)
yeah its alot to remember, my workflow currently is modelling like normal, when I start to rig I first make sure I have correct unit scale (0.01) and scale my mesh after to right size. Then you gotta apply scale (ctrl+a) and then you are ready to start building rig but never ever scale it in object mode ๐
i always have to spend a while testing to get the correct settings
I also hate alot that when you set unit scale to 0.01 inside blender you have to deal with clpping distances....pain in the ass
You can change the clipping distance. Still, small things weird out if you send the far clip to 100 meters.
thats usual, you need to change min clipping too
there is only so much precision to work with
ue4 actually uses a reversed z depth
to have more precision near the camera, but less at the distance
exactly its never good enough in that unit scale you start to see backface wireframe when zooming close or you start to clip too close if you have set it to too less
i dont know about blender
i know GL default is the opposite
there is more precision at distance than up close
but I think they fix that with blender 2.8
yeah, blender 2.8 reworks all the graphics
how is the roll calculated at a spline mesh? in the spline its 0-360 but in the spline mesh it seens 6.3 does a full revolution
i had to multiply by 6.3 and divide by 360 to get the correct roll
@digital anchor pro tip
Pi number is 3.14
do you see where that 6.3 number comes from?
Is there a way to clear all console commands used that are cached?
In the outputlog in-editor, right-click, clear log
Besides that, don't think so
Anyway, I'm looking for a few people that are interested in the development of open-world games with a large amount of nature-y scenes. I'd like some testing and feedback for my current foliage spawning system as I need to start wrapping up a paper about it for school
Drop me a PM if you're interested
Hey guys!
I'm wondering what do I have to do to get those handy options on .uproject rightclick menu (set engine version, generate visual studio project files etc) when I build the engine from source
I installed epic launcher but that does not do the trick. Do I need to install a pre built engine to get those optinons?
hey any wise super masters here?
I was thinking what would be the economical way to make cubes appear when player goes near them. like make a whole house of cubes just by running around some perimeter? I dont want to trigger /on overlap thing because it would take so much time
hide them based on distance?
but i want them animated to appear
then animate them while they appear
do it in the material shader
and that doesnt help that if im in some parts of the house long away the cubes get disappeared again if based on distance
well think about how you want to hide them
and when you want them to be visible
Masked material, multiply the opacity mask which varies per cube depending on distance, nice cuby transition
Enjoy using distance-calculations and then having all the cubes manually animated to get into position when the distance threshold is triggered, then ๐
exactly what i was doing
I wanted economical approach
but i guess no mister master super duper hacker blasters here to help me
Anyone have any experience with the new Material Layer nodes in 4.19? Trying to find a practical use for them in real life that I could use to learn from. IE: Here is why you would use them when making X material(s)
there are artists in the graphics chan that should be able to help @grim ore as material layers are not a new thing to them, they are in a few artists apps
Has anyone worked with BP structs that have arrays in them? More specifically, modified arrays inside structs.
yeah
Or more specifically, will it work with just "drag ping from array and add to it"
will that modify it inside the struct or will it create a copy
no that works as a copy iirc. You need to set the member in the struct with the array
blargh
Ok. Right now player controls 2 pawns. One of the pawns carries an item that has an "aura" that provides an effect in a range. Previously, I had it check for an "aura" when it needed to, such as during a defense check to see if it had bonuses
Hey guys
I need serious help
If a umap was created on an older version of unreal, let's say 14.6, could it still be opened in the latest version?
but now I want to know at all times if theres an aura, so I can display an icon on the HUD. So I'm thinking to do a OnOverlap, better to do the OnOverlap on the pawn, looking for all Auras, or on the item, looking for pawns?
@hoary brook Depends, but generally, yes
Older to newer is generally fine, though there may be (minor) issues, or not-so-minor issues if the version gap really is that big
New to old will kill everything
Oh good
A few months ago there was a modkit released for Hello Neighbor (Yes, hello neighbor, don't judge me.) and there will be an update soon updating the modkit to the latest UE4 version, me and a few friends have been working on a huge project so this is good news.
my son loves hello neighbour. Hes got a couple of hundred hours on it so far. I dont get why people put it down really.
Honestly the full game is kinda crap
rushed
I even play the first ever demo more than the full game xd
but the concept is great
most games are rushed though. I dont mind it being buggy or having unreal errors blatently in the game still. It's fun
Yeah I suppose
Too bad there aren't many people who knows their way around Ue4 in the HN community
๐ฅ ๐
is there any tutorial on setting up physical asset for a character from scratch? i've tried to fix the Mixamo character physics asset so it work's like the ue4 mannequin but failed :/
Landing page for the Physics Asset Tool how-to section.
what the hell is a manipulator?
No thoughts on my "Aura" or area of effect?
a manipulator in terms of UE4? it's possibly the gizmo you use to move/rotate/scale a selected item.
Guys i have a question
Can i animate 2d textures in unreal or like the uv offset without a panner node method
I have 2d eyes on this character, and i want to move them around by offsetting the uvs
In maya i used the 2dplacement node and offsetting uvs to animate the eues, but idk if i can export the 2d texture anims to Unreal baked ready for a final build and render.
Noob question: How do I make a character be controllable ( not the actual mapping out keys just so the engine recognises it as the character )
Is it possible to swap player controllers at runtime?
is that good smothing ?
Any reason why opening up a clone of my project in a newer version gets rid of a lot of my materials etc.? I set up a bunch of dynamic material instances and they're all gone along with the materials themselves.
Can anyone tell me a more efficient way of doing this (working with dynamic materials, theres 16 objects in the blueprint) https://i.gyazo.com/7288eecf7c8a65a6381a08d533bae384.png
You could use a Material Parameter Collection instead of a regular parameter
Although it would only work if all objects need to have the color changed at the same time
Yes thats exactly what I need, thank you
@keen birch We actually removed the timer, and doing tick with custom timestep, seems to have fixed the issue ^^
Awesome, congrats ๐
Is it possible to somehow automatically update a plugin? a plugin I really want is 1 version behind
If you have the source you can, if not ๐ฆ
I do! how can I do it?
Miscommunication. Automatically? No, not quite.
Manually? Most def.
Assuming you mean that the plugin was built for a previous engine version, all you need to do is build the plugin again, which should happen automatically if it's out of date AFAIK.
If the plugin's source code has errors when building against the new engine version, those must be fixed.
Manually.
It's either two clicks, or a few clicks and a bunch of typing for fixing errors
Generally plugin compile errors from version to version are really easy
Aye
If it's some undefined function or variable, they've probably been renamed to something somewhat similar.
Stuff like that.
Or maybe an added argument.
^
Or just changing the uclass properties
That's the most common one in my experience
While I'm loathe to offer manually walking through stuff instead of teaching, if you can't figure it out try asking for help in #cpp.
Most likely to be a trivial thing to walk you through.
^
They've done it for me more than once
#plugin-dev in my case iirc
Either's fine, really
Didn't know about that one, but yeah, either works. I doubt there'll be anything specific to plugins, it'll likely just be generic C++ compilation errors.
#cpp probably has a broader audience (that knows how to help with the errors you may encounter)
Heyo! Tech here. Are there no free textures on the marketplace?
I thought they atleast had a free grass texture.
Am I wrong? Do they only set prices and disallow free items? New to this engine here and I can't seem find anything on the marketplace.
I am used to Unity, that's where I come from. xD
There are free things on the marketplace. Mostly Epic's projects, which contain many assets including textures.
I can't find a single thing.
Besides $100 grass stuff.
Unity has a bazillion of free high-quality grass textures if setup right unless Epic Game's category searcher is setup wrong or authors don't categorize their items right.
Not sure lol, you think you can link me?
You have to choose a category before the filter option shows up.
I chose texture
And then you can filter by price.
There are no free texture only projects.
Try other categories.
Hmm okay.
Are there any free asset projects that at least have animated grass?
Or is that Infinity Blades as DevilsD recommended?
"Infinity Blade: Grass Lands" ?
Go and get InfinityBlades. Its free. It has 3 packs total
Gotcha mate
From memory
Thank you
I was wondering for a second why I couldn't find anything free
When it was recommended as the top engine on multiple sites regarding the marketplace
I can find some now, thanks.
Just cause stuff is free doesnt mean it will be good. Even if its hoghly recommended.
The engine is good. I suppose. The marketplace is still immature.
I more meant marketplace stuff, the engine is amazing in my opinion lol
If only they curated it as well as they claimed to.
I find it silly to distribute models and textures with the Unreal-only licensing attached, but that's just me and my royalty-freeloading desires.
The marketplace in my opinion is in disarray. Its become the bastard child side project for Epic. They just dont seem to give an shit about it.
From an buyers and sellers perspective its horrible
I wish there was more marketplace stuff, like free
Used UE in the past
I think I used Unreal Engine 3
Free assets might seem like an good idea in principle but in practice (which is whats happeneing now) low quality low priced assets just drags the overall quality of content on the marketplace down even further.
@weary basalt I don't have much to compare it to, but I've found I really like the UE4 Marketplace... can you expand on why you think it's horrible?
The main idea behind the MP was to curate high quality stuff
@muted minnow The search tools are so minimalist and missing simple features they are painful to use.
@weary basalt Yeah, I agree, searching is a pain. During the most recent two big sales that Epic had I spent a lot of time scrolling through the content to find everything.
Anyone can comment on packs creating false and even bad comments to ruin packs ability to reach an audience genuinely
On the other hand... I got like $1k worth of marketplace assets for $300, so I was scrolling like a mofo.
Yeah the marketplace is a goddamn mess
The problem is that the categorization is awful. I don't mind a marketplace having low quality stuff, or easily spammed stuff, so long as it can be easily separated from the good stuff.
This is a general problem with marketplaces, of course, but it's a particular problem in this case because it's theoretically easy to buy something that's near useless for your purposes.
As opposed to Amazon where your intent is to buy something useless to begin with.
Sellers have to MANUALLY search all their packs for new comments. There is no way to be notified AT ALL when an new comment is made
The review system is in complete shambles. Reviewers make up random rules and personal approaches to asset guidelines which makes it impossible to not have your pack be rejected multiple times.
The list goes on mate.
The MP lacks basic features and its nearly 5 years old
Epic takes 30% from every sale and Sellers dont get listened to when giving feedback on critical issues that were brought up during its inception.
Its horrible.
Buyers can refund for no apparent reason an Epic will not communicate with sellers about it. It won't inform them about the fact that there was a refund, let alone the reason for it
I stopped all development on my packs and i dont update them anymore either. Its not worth my time.
What kind of packs did you do?
An few spawning packs and an gametypes pack that i never fully finished cause of how rediculous the review process became (it was still released i just dont update it anymore)
What's the easiest way to disable motion blur in a camera component
Disable MB in the Render settings project wide? ๐
anyone good with mixamo characters?
thanks @weary basalt
One other question I had: for a top down game, the initial project has the camera has a component of the character and the camera follows the player around
if I am wanting the character and camera to not influence each other's location, do I have to make them separate actors?
or is there a way I can get the character to move without updating the camera location
By default your PlayerController has an Camera. So your Character doesnt need to have one attached to it. You can just use the Controller they are able to move independently
do you mean use the controller as the camera?
Yes
Gotcha, so in generall in unreal, if you have an actor with components attached and you give these components their own locations, moving the underlying actor will move all of the components?
since they are positioned relative to the actor?
In truth, it goes like this
Actor Components (base type of component, bare bones, doesn't have any kind of 3D spatial information, no physics or graphics or collision or any such)
Scene Components (introduces 3D spatial information, a transform)
Primitive Components (introduces rendering/collision)
An Actor is made of Components
An Actor has exactly one, root scene component
(Primitive components are a subclass of Scene components)
the root scene component gives the actor it's 3D information?
So all of the scene components that make up an actor are either the root component or attached to the root component, directly or indirectly (through a chain of other components)
Exactly.
The root component must be a scene component (or subclass of) and that is actually what gives the actor any kind of 3d spatial information.
Legit, if you look at the source code for GetActorLocation, it just asks the root component for it's location.
This is also why you cannot translate, rotate, or scale the root component of an actor.
I thought you could do stuff like AddActorWorldOffset
doesn't that translate the location of the actor?
AddActorWorldOffset is just some fancy shortcut for sliding an actor along some direction until it hits something, in world space.
It does translate the location of the actor, which in reality is just translating the location of its root component.
Uhh why does SteamVR & Oculus startup for no reason when I open up Unreal Engine
Check your project's plugins.
@livid haven little confused on the last statement. You said you cannot translate the root component of an actor but then you said that function is translating the root component
Ah, I see the confusion.
If you open a blueprint for an actor.
And select the root component
You can not translate, rotate, or scale it.
Because there is nothing to translate, rotate, or scale relative to. When you have an instance of an actor, then you are translating/rotating/scaling relative to the world or whatever that actor is attached to.
Ah I think I see. I'm only doing C++ for the time being, and I'm assuming since most of the time I'm dealing with an instance of an actor, I'll always be able to transform it
In the context of an World sure you can translate it where ever you like. In the Context of itself you cant translate it lol
Correct
Ah gotcha gotcha, thanks for the explanation
@quasi lake for the most part, just use what you're comfortable with ๐
@livid haven Thanks, I found the plugins and disabled them
Personally, I would choose something like Go since it makes concurrency super easy (a big draw for server applications), but if you know a certain language, that's probably your best bet
Because my project wont be a giant online mmo
I just need server to record some simple data
Like character level,items etc
Python could take care of that
Can I use Infinity Blade assets if I were to let's say release a game?
@quasi lake Rust actually has some SWEEEET server libraries
like really damn awesome ones
but Rust is super hard
as a lenguage
@dusty cypress yes.
Wwww would you like to share it?
As long as its built with Unreal
Cool
๐
I am surprised by how much space it takes up.
The Grass Lands pack.
And I'm saying it's not a lot lol
Wow never heard this before
this thing returns a "hello world" style thing when you go to server.com/hello/person/age
@dusty cypress Its optimised for Mobile
Looks like html or basic
Oh that makes sense.
lol, nothing of the sort
What's the primary coding language for UE4?
this is one of the most complicated lenguages right now
That most people use?
but it has some sweet stuff
Time to learn hehe, I just know a bit of plain Java and that's the only language I attempted to learn.
That most people use for coding here at UE4?
C++
C++? Ight.
Are there good programs that have their own C++ editor?
Or support the language?
Why,what's the necessarity
Me?
Yeah we have visual studio
no
Visual Studio is the ideal IDE
Hail Bill gates
I thought it said my subscription ran out or something
Unless I am talking about something entirely different lol
Thought it was Visual Studio
There is an Community Edition
Wait does it come w/ Windows?
I don't remember getting the software
Oh right Microsoft releases the builds
Is the language easy to learn if I know Java?
kinda but not really
Java is super easy
u will see some similar things
I love Java
My favourate language
Java holds your hand C++ does not
Yep same here
C++ is not easy to learn. It certainly helps if you know another programming language already, especially an OOP-ish one.
If you know Java there's little in the way of stopping you to learn C++
For one, C++ hails from a much, much, much older era and it has a lot of legacy about the way you even have to write it.
Json is more modern
JSON is also more concise and easier to parse.
true
Okay good Vatyx.
But protobufs are better if you don't need your data to be human readable all the time
I know a little Java so I guess I know how some things go? Got no knowledge with C++ so maybe some things are a little familiar?
While knowing Java helps to learn something like C++, definitely expect a big learning curve.
Oh my first project uses protobufs
And I do mean big.
What's UE4's other built-in feature? It's not coding, but you like put things into place and link it to other tables or whatever?
Blueprint
Sion lives for BP ๐
It's "easy" and decently capable.
Nice
It is by no means in any way a replacement or alternative to C++.
It's Mega Blocks or Duplo, compared to C++ being Lego Technics.
xD
You can make a game in blueprints, so can you c++ but depending on project c++ would be more optimal in 95% of cases
Yeah
I'ma mess with blueprints until c++ really becomes ideal in certain scenarios, right now I'm messing around with the engine and saying hello to the terrain system
remember Robo Recall is like 90% blueprints
Yeah, you're fine learning the basics of UE4's frameworks in BP.
Really...?
and its a VR game super high performance
you can download it
best way to learn C++ is outside of any kind of project or engine
and dissect it
Dang
and just learning bit by bit
So how does C++ relate to the engine? Is it much different to use it within UE4?
best way to learn c++ is to go write your own game engine in C++
Than other places
git gud
dam that hardcore soluction vblanco ๐
(the "go write your own engine" thing is actually for real)
you really increase skills
Like seriously
you also will fail quite a bit and probably have to destroy everything you make a few times
its the dark souls approach to learn to code
Oh vblanco i have a question for you regarding peformance
Oh I see
xD
but you still learn
When I was at university, I tried to write my own "engine" over and over and over
Was it hard?
yes
Would u class it as bad idea to use two layer blend for general objects in the world? id like to use tiling textures for everything, but is it pushing it even to use tiling textures for objects like say, steal girder, rust layer and a steel layer with a mask to show where rust is?
And every like month or so, I'd realize "Oh, this works like shit, I can't expand on this, I should have done this differently, restart".
yeah
@pallid compass do it, if its bad, go to substance and bake it down
that sounds statisfying.
re-doing everything so many times
wich is even better
Yeah im trying to avoid baking everything down haha
despite the work you put in
keep your fancy material for LOD0, and use cheaper one for LOD1+
Even working on Fortnite, I've reinvented the same systems half a dozen or more times, improving on it everytime we need to make dramatic changes to it.
im gonna dance through my room rn
writing my own engine is why i can tweak some shader stuff in ue4
or i know precisely how ue4 renders stuff
Oh?|
for optimization
becouse a shitty engine is a shitty engine, but you learn how game engines "in general" work under the hood
I think when my c++ is better il look in too that, but im not ready for it yet i dont think
when i wrote my first "engine" i barely even knew how to use pointers
i grabbed Ogre, and a bunch of other libraries (like bullet), and went to make a quake clone
and i did make a shitty quake clone
steam assetflip level of quality
but it tought me a lot about design and made me understand memory well
later down the line i went to write my own actual game engine
with OpenGL and shaders and stuff
thats the one i rewrote 9 times
You write the engines to test your knowledge right?
and to learn
When I did it, I was literally learning this stuff in college in the first place.
jesus
the gameboy emulator worked, kinda
on homebrew it was fine
but i did the timing part horribly wrong
so no real game actually worked
I don't do that anymore, but that's sort of cheating because I got to do it for UE4. :X
btw how do u bake materials down i ue4? i want to go take a look ๐
Hey guys how do you do overlays? Screen overlays?
4.19 i think
crap rip
Overlays in what sense? Like, when a separate application/process overlays?
#prayingfor4.19
Process overlays
Dunno. Probably some OS API hooks.
Ah
Could probably find tutorials talking about it. I can almost promise you it'll be raw C or C++.
essentially you overwrite the "directx" dll of the game
Nah like a HUD*
to use "your" directx dll, wich is tricked
That's not normal
Wait, like a HUD? I'm confused, I asked if you meant like a separate process/application adding an overlay and you confirmed as much
Not sure how to explain it, never did anything like it. Just a general overlay that goes over the screen, like a helmet.
thats a HUD
Nothing fancy
That's just plain old UI.
google UMG
There's literally a HUD class in UE4, but you would use UMG to make the individual UI elements (called widgets)
UMG = Unreal Motion Graphics
It's the framework for designing UI via the editor.
Uses blueprints for the logic part, but a WYSIWYG editor for layout and such.
Not to be confused with Slate, which is both the actual underlying C++ only framework and system for UI (rendering it, ticking it, managing it, routing input, all of that) as well as the APIs for creating UI in C++.
Hello is it possible to migrate CineCamera actor in betwen projects ?
Ohh okay
I'm probably gonna learn more about this
Also, is there a keyboard shortcut to slow/speedup your camera?
Without doing it on the viewport?
Mousewheel
yay new free stuff https://www.unrealengine.com/en-US/blog/soul-city-soul-cave-assets-released-for-free
lol that lightmap baking error in the city screenshot
Right in the middle of the screen
It's like every other day, when I'm active on here, that I debate whether I need to somehow tag myself as whatever-it-is-I-am-with-respect-to-UE4/Epic/Fortnite.
But would that really help? Lol
If you want to be Epic Staff i can assign you the roll. Up to you.
i dont see the lightmap error am i blind af
with great power, comes great responsibility sion
I want the tag of "Kamehameha"
Maybe. Like, it might filter the 90% of people who might be like "Let me not be a total shithead about it, this guy might actually a) know what he's talking about and b) worth not being a complete dickhead to".
take up your throne sion, its about time
Not like that.
Yeah but the flip side is you will probably get hassled alot more lol
At the same time, if it takes the "Oh, they've got special status" to decide to not be a dick... isn't it better that they out themselves? It's like people being a dick to the waiter, y'know?
Inspiring
u cant see it, but theres a picture of all us normlies below tagged with Pesents
I don't know how to read that image, but... ๐?
haha
I think you need that title though on serious note
the amount of people iv been argue the living crap out of basically anything with you
its rather high
and im in another time zone so, idk how many i would have missed
Bah. None of that hierarchy shit. I'm on here to try to help people learn this stuff. I don't like the idea of being tagged specially because I don't want special status. And there are a few other people on here who have that same status.
by that i mean the people like, "u wrong i right"
And Epic devs flying under the radar on here, who I won't out because if they don't want to be identified, they shouldn't be.
I really need a 'subscribe' button for Sion's messages.
Same reason i applied to be mod. Its not about being special its about being able to help the community become better
It's just cringey when someone decides to make an ass out of themselves because they forgot that the people on here are actual people - people in the industry, not all of whom have "no influence" and "no consequences" for being dicks to.
Yep there are those special few
yeah its kinda sad
however im glad this discord is here
The amount of information circulation this discord provides is amazing, in term its actually helping to increase the quality of all games released in ue4
Which again rolls back around to... if you're only being respectful because someone has some perceived power over you, you're a dick by default and civil by exception, which tells everyone else all they need to know about interacting and working with you.
True that, can kinda make people a little shakey too i guess
The source of experience and knowledge this server has given not only myself but everyone is amazing and it needs to be held to high standards
Aye. I've only been around on Discord servers for UE4 and Game Dev for maybe like a year, but in that time I've seen a number of people release stuff or land jobs, it's great.
At least one of which is now working with Epic now (again, won't out)! ๐
I remember when i first started speaking to you, and a few days later u mentioned u worked on fortnite and i thought u where joking
oh wow thats awesome
Be what it is like it do. Tagged via nickname feature.
Can someone help me with a simple hitbox issue? PM me.
Will the Soul City & Soul Cave pack only be for 4.18 and forward or will they add support for earlier versions too?
doubt it
The good part is they are meshes and materials with textures so it's easy enough to just export them out of 4.18 and pull them into an older version if needed.
Yeah. This far the free packs have comed with pre set Showcase maps though. I was mostly interested in that, for demo purposes
Not Complaining though, still awesome
Yeah. Hoping it helps quell the incidence of popcorn worthy moments of asshattery.
What plus sign?
Wow the graphics are so good
I'm so happy to be using the engine lol
Maybe in the Manage tab?
And holy crap the overlapping prefabs and models don't cause too much of an issue
It just blends in all neat
gentlemen
Probably. I think everything on the launcher's okay for commercial use in Unreal.
Except for the modding tab and the UT4 assets
So everything in the Unreal Engine tab. Not the other stuff.
Guys not sure where to put this. Does the unreal frontend actually work for pc over network ?
wo with new oculus menu i can finally use desktop in it ^^
im writing from it while playing
Anybody have a completely transparent texture I can use for a mesh that has mobility?
holy crap, I did it
my custom character movement can no longer squeeze itself out of the map
Cause celebre!
@livid haven You're a dev? I didn't know it was possible for Epic people to be active here :O
I've been active here for something like a year, though I was pretty absent for the holidays. Note: FWIW I am not an employee of Epic Inc.
I operate as Sheevok LLC entirely on my own and have never been an employee of Epic Inc. I've been working with Epic for about 5 years now, about half of that as an employee of Phosphor Games LLC and half on my own as Sheevok LLC.
Sneaky sneaky lemon squeaky
Well, that's fun to know, now I'll never be able to have an equal conversation with you again
There are a handful of people on here with similar experience levels besides Epic staff, but not exactly many. :X I'm not some kind of universal expert though.
to be fair you do give pretty much the most technical information around here
Universal expert please help me fix everything?
Perks of having plumbed the system for years and being an engine dev in general. ๐คท