#ue4-general

1 messages Β· Page 182 of 1

pallid compass
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god dam why is there no up to date beam particle tuts D:<

whole sonnet
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if its running high with bad performance, then there is an issue.

pallid compass
north nova
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well when its running at 100% my frames drop to below 20 fps and im barly getting 35 frames now adays

sacred smelt
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Any good books for ue with cpp?

cursive dirge
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all outdated

honest rune
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whats the part you lack most? c++ or UE4?

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I'd go with something like c++ primer or effective c++ current editions + UE4 documentation to get started. once you get far enough that you "should" be looking under the hood, you'll be able to through the source

gleaming shore
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Can you attach a static mesh socket to a socket in the skeletal mesh?

pallid compass
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cant get gun to point at center of the screen
cry.jpg

pseudo solstice
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@sacred smelt I've been doing Ben Tristem's course on Udemy and have been really blown away with how helpful it has been

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It's specifically CPP for UE4

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what C+ Primer was great at was getting my syntax understanding going

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what it didnt help w was the other aspect of that

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connecting to ue4

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also there is a great book

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Beginning C++ through Game Programming

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really helpful for absolute beginner

mighty timber
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Hey guys, Just wondering, would anyone here give me a 1-on-1 lesson in beginner UE4?

pseudo solstice
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@mighty timber Im sure we'd love to if we had the time but a lot of folks are working on projects πŸ˜ƒ BUT! There are really great resources for learning Unreal, regardless of your experience.

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Do you have development or programming experience?

mighty timber
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Well. Yes, but assume no.

pseudo solstice
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ok

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either way I'd reccomend starting with the infinite runner tutorial on Epuc

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epic*

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This will get you up and running πŸ˜ƒ its like having a step by step, 1 on 1 teacher

mighty timber
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I'm aware of the various resources, and I have made projectiles shoot at my cursor. I just need someone to ask questions.

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Thanks for the recommendations.

pseudo solstice
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no problem

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do you have specific questions now? or are you just looking for a resource where you can ask questions?

mighty timber
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9 times out of 10, "what does this do?" on the docs just tells you what the inputs and outputs are.

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The reason I wanted 1 on 1 is because explaining blueprints is **** Difficult.

pseudo solstice
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I understand

mighty timber
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Sharing a screen 1000000000000000x easier

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Do you have a microphone?

pseudo solstice
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I can't help out remotely like that right now unfortunately I am at an office

mighty timber
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when do you finish work? I can remain online until you're prepared to help, (If you're prepared to help)

pseudo solstice
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I wo

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I won't be home until later tonight, but could help you over the weekend and get you started on one of the video series

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Once you have a basic understanding, I am sure you will be able to follow the video guides

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they are really very useful and helpful

mighty timber
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i can follow video guides, but I've found them of 0 use for me.

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Given most of them are outdated

pseudo solstice
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how so?

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the endless runner tutorial is made for unreal 4.10 but I can't think of any reason 4.18.3 won't follow similarly

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it's a very basic template

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What do you hope to accomplish with unreal?

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that might help determine where you should start

mighty timber
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I'm making an ARPG

pseudo solstice
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And do you know C++?

mighty timber
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Nope.

pseudo solstice
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I see, an ARPG is a very challenging project for a new developer and designer

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I think you will be able to acheive your goal in time, but Unreal is a complex engine

mighty timber
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can I show you what I've got so far? its very basic but its taken my DAYS to get to this point.

pseudo solstice
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The smaller features build on each other

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Sure, can you send a video? Im going to PM you

plush yew
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I missed all the giveaways.....

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How many are left?

glossy flame
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Well, like you said, you missed all of them

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πŸ˜„

plush yew
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.

pallid compass
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wait, how do u swap to another camera inside the player pawn?

mighty timber
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Anyone want some sounds made? add me/call me/mension me/get my attention and i'll make you sounds/music for free.

gleaming shore
plush yew
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Anyone know of an easy way to select a set of StaticMeshActors in a scene and turn them into a blueprint actor

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like, I have manually setup this modular building set but I would like to make it into a BP so I can just drag+drop the entire object anywhere in my scene

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Obviously, I could do this manually, and if I have to I will... I'm just wondering if there is a feature already developed for these situations

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like what this guy did lol

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Maybe I can just figure out a way of coding it myself lol, not sure how ill figure it out yet though

rough garnet
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Any reason you dont want to convert all the meshes into a single mesh, then add that to a blurprint?

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@plush yew

plush yew
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no

rough garnet
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Well I just got 4 mesh cubes on the map, selected them all, "right click, convert to static mesh actor. Then the new actos that saves is your entire house, click that and make a blueprint out of it.

plush yew
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@rough garnet yea i found that

tame bluff
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UATHelper: Packaging (Windows (64-bit)): ********** STAGE COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Creating Staging Manifest...
UATHelper: Packaging (Windows (64-bit)): Cleaning Stage Directory: C:\Users\SupaCURE\Documents\Unreal Projects\OneMechanicGame\Saved\StagedBuilds\WindowsNoEditor
UATHelper: Packaging (Windows (64-bit)): Creating pak using staging manifest.
UATHelper: Packaging (Windows (64-bit)): Running UnrealPak *******
UATHelper: Packaging (Windows (64-bit)): ERROR: BUILD FAILED: Couldn't find the executable to run: C:\Users\SupaCURE\Documents\LocalRepos\UE4-FLEX\UE4\Engine\Binaries\Win64\UnrealPak.exe
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\SupaCURE\Documents\LocalRepos\UE4-FLEX\UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
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Anyone happen to know what would cause this?

plush yew
tame bluff
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I did, but no one is there.

rough garnet
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Well, they are there because erveryone here is there.. Does it exist?

C:\Users\SupaCURE\Documents\LocalRepos\UE4-FLEX\UE4\Engine\Binaries\Win64\UnrealPak.exe

tame bluff
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It doesn't appear to be there.

rough garnet
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In my engine, installed in the default place, my UnrealPak is here:
C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\Win64

tame bluff
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I see, I'm using a custom build of UE4 that has NVIDIA's Gameworks stuff merged in, and I've built it from source.

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I can't imagine why it wouldn't have the unrealpak.exe

rough garnet
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I could only suggest copying it over from another engine, but in saying that who knows what else is missing.. Thats as far as I go with this one unfortunately.

tame bluff
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Mind sending me yours?

tame bluff
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@rough garnet worked

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ty

chilly geyser
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Think I should go through the trouble of making double chambered guns in my realistic mil-sim? I guess im just looking for motivation lol

plush yew
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I was thinking of making a multiplayer multiteam pvp game. I would add a pretty extensive character customization instead of a main story or world. Are there any good templates i can use? I havent coded and dont have much time to learn but any builders i could add would be a massive help to get started

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If you know any good templates or builders please let me know!

chilly geyser
raw spruce
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Hello

surreal skiff
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Hello, to yourself aswell

raw spruce
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So I have a question

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This may sound silly, but it weird to switch from Unity to Unreal?

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@surreal skiff

safe rose
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wtf

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GS is 75 now? lol

surreal skiff
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im not really in the programming business, im more of a modeller, but i'd say Unreal is Quite better in my opinion @raw spruce

safe rose
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I remember the good old days when it was easily around $30

raw spruce
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Ok I thought so

safe rose
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@raw spruce Switch to UE4 if you want

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But if you know Unity the best and like it

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There's no reason to

raw spruce
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@safe rose I do have a UE4 question

safe rose
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?

raw spruce
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you know how like in games, the developers switch from one scene to another while hiding the fact that the new scene is in the previous scene?

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How do you do that?

upper dock
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Additive loading

raw spruce
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Like I was watching a review of a UE4 game, and after you talk to this girl, you instantly switch scenes, but if you go into the console, you'll see that that scene is in the previous scene and dissapears in the blink of an eye

upper dock
raw spruce
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but its not two seperate scenes, its like a backdrop while the girl is talking and the camera hides it where it looks like its not in the same place

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@upper dock

upper dock
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It can totally be two separate scenes. You're additive loading/unloading.

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You can have 1 scene, that you dynamically load/unload other scenes into.

raw spruce
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Go to 0:20

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you'll see what i mean

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where they go is in the same place they were before @upper dock

upper dock
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So?

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Could have either been another scene they loaded into that scene, or simply disabled assets they they then enabled.

raw spruce
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oh yea

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yea possibly

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but how would I do that?

upper dock
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Honestly, if you're asking that question maybe start with some more basic tutorials.

raw spruce
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sorry

upper dock
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Oh don't be, and I didn't mean to be rude, just honest. Start with some stuff that will eventually cover the foundations that you need.

raw spruce
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Is UE4 hard?

upper dock
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Game dev is hard.

raw spruce
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sorry im just now swotching

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No is UE4 itself hard?

upper dock
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No more than other big engines.

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Would it be harder to get started than Game Maker? Probably.

raw spruce
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The only time I use it is when I mod Hello Neighbor

upper dock
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Although Blueprints are a nice way to ease in.

raw spruce
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but now im getting the full thing

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Are Blueprints like Unity3D scripts?

upper dock
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Not sure what you mean by that.

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Blueprints is a visual scripting language.

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Unity uses C#

raw spruce
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like in Unity3D scripts areC3 you code

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ok good

upper dock
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They're both programming languages.. if that's what you mean.

raw spruce
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but you dont code?

upper dock
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In UE4 you can either use Blueprints or C++.

raw spruce
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in UE4

upper dock
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Idk what you mean by that

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Programming = coding

raw spruce
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I mean, do you still have to actually program your blueprints?

upper dock
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Yes.

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You program in Blueprints.

raw spruce
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I thought it was just drag and drop

upper dock
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It is, that doesn't mean it's not programming.

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It's structured very much like other programming languages.

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There's the concept of classes, structs, functions, interfaces.. etc

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It's just presented more visually

raw spruce
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I would love a Skript game engine

maiden swift
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Blueprint is still programming; instead of writing text, you connect nodes on a graph.

upper dock
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^

raw spruce
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yea i meant that

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you dont write text

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that what i was trying to ask

upper dock
floral heart
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It's only barely programming.
Though I suppose some people would have said the same thing about C++ when it came out (you don't have to make your own class tables!?).

upper dock
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Haha

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imo anyone who says that is being a bit of an ass

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I definitely prefer C#/C++, but to say Blueprints isn't programming is just dumb

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There will always be elitists on a lower level language lol

raw spruce
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How can I gain employees for my game?

floral heart
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Pay money.

raw spruce
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would they acceot the kickstarter game funds?

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accept*

upper dock
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Okay you're either a troll or 12 lol

floral heart
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Money is money. Except when it's fictional money.

raw spruce
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no im neither of those

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i honestly thought i could pay them with the money the game makes

patent siren
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Game dev is like

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As hard as it gets

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The chances of you making profit is like

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0.00001

raw spruce
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im actually 19. I just dont have any game experience or how companies work

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game companies

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well, i know how game companies work, duh

floral heart
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I doubt that. Not even EA seems to know that.
Either that, or they work better when you close them. kappa

rough garnet
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People are human and don't just work for pay first. I'm doing a project with someone else, in our free time. If it makes money, yay for us. If it does not, we some out with more experience. Provided you're making enough money to live, play it that way.

raw spruce
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so, obviously i pay them but i dont have to first

rough garnet
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He was very much in the same boat "Will I work and have a lot of stuff to do during the days so I can only put night hours in" - Why cares? If they enjoy it, there is no issue if it doesn't make money.

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Well*

patent siren
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Fritz

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We’re the same age

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Heres what i did

raw spruce
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lol

floral heart
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If you're a hobbyist you don't need pay.
If you're an employee and you're not getting paid, something is wrong.

patent siren
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I worked every night

rough garnet
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Well, you only have to if you agreed to pay them first. All human, some are not after "Pay me upfront so I have to care a lot" either. Some want to ease their way into a new project and learn it as well. This way everyone wins regardless.

patent siren
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I gave myself 2 hours of sleep then repeated

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I learned everything i could and it worked our for me

raw spruce
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@patent siren youre a game maker right?

patent siren
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Yuppers

raw spruce
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ok

patent siren
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Been doing it since high school

raw spruce
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ill try that

patent siren
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Theres nothing you cant learn

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And it isnt going to be a cake walk

raw spruce
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I may need to turn on alarms because i am a bit of a sleeper

patent siren
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But its worth it

rough garnet
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I feel this will be a snowball, ima faux-afk for 10 mins.

patent siren
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Lol

raw spruce
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@patent siren what have you learned now?

patent siren
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I know a lot about unreal

raw spruce
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Colby, wanna work together like hobbyists?

patent siren
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I dont have time buddy

rough garnet
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And, you could take much of yuour base knowledge to other engines.

patent siren
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Yeah i know a lot about software development in general

rough garnet
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Eg: Once you know what vecLength is, you don't need to learn that shit twice, on any engine.

patent siren
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Like you could give me c++ and id know what to do with no external libs

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But im in constant state of practice and repeat

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If im not working im re learning how the stack and heap work

raw spruce
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My Unreal installation is 80% and i started it 20 mins ago

patent siren
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Or certain programming patterns

rough garnet
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I came from few years of gmod devwork in lua. Much of that fell in place in blueprint. Not all of it, but I had a clear indication what I needed to get done. First build compiled for friends to test, we spent about 3 hours playing it, and it was just a test level, good fun.

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Last night* missed that part.

raw spruce
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@patent siren how many years or months did it take you to learn?

patent siren
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Ehhh

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Ive been programming for over 10 years

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It took me like 8 months to learn unreal real well

raw spruce
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could i learn unreal in 5 months?

rough garnet
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What happens in 5 months?

raw spruce
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I started at 2 like litterally but now im lazy

patent siren
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If you tried hard enough

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You need to learn basic programming stuff first

raw spruce
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How can I find other hobbyists that i can work with?

patent siren
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Just check this discord

lament dagger
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hello guys im new on this server, this is the right place to get some help about unreal ?

patent siren
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Yes

rough garnet
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Look on the left and see if a channel suits your type of question.

lament dagger
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i mean, look at the edges, why it has shadows on it ?

patent siren
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It could be lots of things

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Throw that in graphics maybe

lament dagger
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Thanks for the help anyways!!

raw spruce
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@patent siren when game dev's make a game, hoiw do they make the meshes repeat? For example, let's say you put a tain down, once you reach the end of the train, the back mesh dissappears and reappears infront of the train

floral heart
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Baked lighting doesn't react well to modular meshes. You can mitigate it, but not eliminate it.

patent siren
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Spliness

raw spruce
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oh

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that is done by Spliness?

patent siren
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Splines

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Yes

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Well thats a way of doing it

lament dagger
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and what do you recommend @floral heart ? make the whole wall into a static mesh?

patent siren
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Youll come to find theres about a 100 solutions to a problem

raw spruce
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90% completion

floral heart
raw spruce
#

with the taskbar

lament dagger
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Thank you for the help

raw spruce
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@patent siren Does UE4 support controllers?

honest rune
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yeah

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I can't speak for other platforms but for windows, xbox, ps4 yeah definitely

raw spruce
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ok

honest rune
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think android and ios have virtual thumbstick or something

raw spruce
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umm depending on one's skill level and how fast they learn, what is the set amount of time that i can go from tutorial setup to a full-fledged game?

honest rune
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Not sure anyone could answer that. Depends on so much. Game type, ability, time to put into it, what you consider full-fledged.

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etc etc

raw spruce
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do you know A Hat In Time?

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I think that is like 1hr 2hr game

honest rune
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If you're really eager to get started, check out some Getting Started tutorials from the UE4 channels and once you can play a little bit on your own get involved in some game jams, that would probably give you a sense of the answer you're looking for too

raw spruce
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do you honestly think i could be a dev, or do you think i am just a joke?

honest rune
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game jams give you a chance to work with and learn from others and do things fast. plus you do end up with a complete game to an extent

raw spruce
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i know you didnt say anything about that, just asking

honest rune
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hey man, anyone can if they want to. πŸ˜ƒ I won't lie, its gonna be challenging and you're gonna wanna rip any hair you have out at times but hell yeah you can do it if you want it

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it gets easier once you get comfortable

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2 words though: start small

raw spruce
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One thing i DO NOT LIKE is how UE4 settings are laggy at high

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Unity doesnt have any graphics settings and its not laggy at all

honest rune
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UE4 is a very large engine. when you develop on it, you are running an uncooked, unoptimized game in-progress. It wont run as well as a finished thing. Don't worry about that part as long as you can run the engine enough to develop

raw spruce
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Well, i have a crappy card. UE4 better do good

honest rune
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gotta remember, some of the best games out there right now are made right here on this engine

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actually, you just might run into some of the devs that work on those games from time to time in here too!

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lot of good people here

raw spruce
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some devs are here?

honest rune
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10'000 people as of recent. Lots of pros

raw spruce
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so hey. Question?

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Does Steam care about UE games enought to put it in their store?

honest rune
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I bet you could answer that yourself πŸ˜‰

raw spruce
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i know, im dumb

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sorry

honest rune
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nah, curiosity is a good thing. you'll need it

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but yes, UE4 is one of the best tools you could have at your disposal to dev games.

raw spruce
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yay UE is done downloading

honest rune
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well good luck and enjoy! πŸ˜„

raw spruce
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i can start making games now

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xD

maiden swift
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To answer your question about Unreal games getting promoted on Steam.

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Many of the top-selling games are Unreal games.

honest rune
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^

raw spruce
honest rune
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Mine will be too! πŸ˜ƒ lol

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damn well better be...

raw spruce
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I know my screen seems bigger

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my screen seems bigger than it is with the taskbar on the bottom. You recognize that too @honest rune

rough garnet
raw spruce
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How how long is the damn prequistities going to take

honest rune
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best kinda realestate there is :p

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screen realestate

raw spruce
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DAMNNNNNNNNNNNNNNN @rough garnet

rough garnet
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Prefer multiple 1080/1200's over a single 4K, easier to divide things up.

raw spruce
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hey wont UE4 launch after prequistities?

honest rune
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even if you have 4 more, you'd end up needing more lol we always find a way to use it all up

raw spruce
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do I need to lanch again?

honest rune
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mmm probably not. let it do its setup thing

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something will pop up when its ready

rough garnet
raw spruce
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but DAAAAAAAAAAAAAMN @rough garnet

honest rune
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is the mic for yelling at people that come to the door?

raw spruce
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why doesnt this discord have any VC?

rough garnet
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Just never liked headsets too much. Lost many coffees.

honest rune
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heh

rough garnet
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Shure SM58, can't go wrong on voice quality for disco.

raw spruce
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IT was made with UE3

maiden swift
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@raw spruce We used to have voice channels, but they rarely got any use so we got rid of them.

raw spruce
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But does anyone know dat game?

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^^^

maiden swift
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The name sure sounds familiar.

honest rune
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I think I remember my son mentioning it a while back when cupheads came out

raw spruce
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Oh can I share a game ideas I had?

honest rune
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just aged myself abit there lol

raw spruce
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Oh can I share a game ideas I had?

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So I was thinking for my first game, i have 15 bosses. It sorts from easy to EXTREMELY hard. I got a idea for a boss. No name yet, but he's a mind twisted clown and you fight him in a circus

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his attacks are throwing knifes and people on unicycles

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How's my idea?

honest rune
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Sounds like a fun start to something πŸ˜ƒ Just think, if its something you'd like to play, you're on to something.

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brb

raw spruce
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is it wrong to make the boss fights like cuphead bosses?

honest rune
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I'm sorry, Van Helsing is on. Kate Beckinsdale making an intro for her fine little self...

raw spruce
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so?

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you gotta go?

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oh you said sorry for brbing

honest rune
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I lied. Going for a cigarette (and Kate Beckjinsdale is on too) but you seem like you might be younger and I don't want to corrupt you with terrible bad habits πŸ˜ƒ

raw spruce
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no

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im 19

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@honest rune Why do I fly when I press play?

honest rune
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That's the default pawn. It flys without any collision by default. Just gives you a way to jump in quick to the project to check things out.

raw spruce
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well how do i disable it?

maiden swift
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If you want your player character to look or behave differently from the default, you need to create your own.

raw spruce
#

So i cant quit flying until i make my own character?

maiden swift
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That flying character is just the default character loaded by the engine.

raw spruce
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ok so I DO have to make my own

maiden swift
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Well, yes.

raw spruce
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how do i do that, i mean, i know how to import models, but how to i make it fuse with player start?

maiden swift
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It sounds like you are very new to the engine. I highly recommend reading the official documentation and going through some tutorials before asking questions here.

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This place is a lot more effective once you have a grasp on the basic concepts of Unreal. πŸ™‚

raw spruce
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yes i am

maiden swift
raw spruce
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i did that

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all i want to do it find out how to get my character to be default pawn

maiden swift
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If you have a character created already, you need to set up a game mode to tell the engine to use it.

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This is all covered in the tutorials I linked.

raw spruce
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i got in details theres no world settings

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If I say something down the line like, you're being a dick, please excuse me. I get that why when im frustrauted

maiden swift
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Everyone is treated equally here. If you behave aggressively, I'm going to punish you like I would anyone else.

raw spruce
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well, i need to be told what to do

maiden swift
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Then do the tutorial series I linked for you. They will guide you through the entire process of setting up a basic game.

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It's a good series, and it's aimed at beginners.

raw spruce
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ok sorry

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why is it @maiden swift when I import models, they all import one part of the entire model instead ofthe one model

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grrrr 😠

maiden swift
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I don't know. I'm guessing it depends on how your models are set up and what import settings you're using.

raw spruce
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litterally i imported one model, and a;; the parts took up all my space in my project view

cinder iron
#

Search for: Mesh import ue4, you'll get a tutorial

raw spruce
#

thanks!

cinder iron
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Every single beginner aspect of the engine is docummented

maiden swift
#

That's also covered in the tutorial series I linked... but, oh well.

cinder iron
#

You can check out training videos by Unreal Engine

#

Its on their youtube channel

#

Yes, also what pfist said

#

Thats a very good playlist

maiden swift
#

I'm heading to bed. Good luck and have fun, folks!

cinder iron
#

have a good night

maiden swift
#

You too! o/

#

😴

tawdry narwhal
#

if I have multiple SimpleParallel nodes running at the same time, do they all execute on the same (extra) thread, or do each get their own thread execution context?

floral heart
#

SimpleParallel nodes?

gentle pagoda
#

Hello people πŸ˜ƒ if i have a problem with my VR editor mode, do i ask for help in the #virtual-reality ?

rough garnet
#

Probably a good spot yeah

tawdry narwhal
#

@floral heart yes, in a behavior tree, under Composites

eager robin
#

did anyone try new built-in clion plugin in 4.19?

#

because whenever I try to "generate clion project" , nothing happens

plush yew
#

how can i move copies of assets to another folder inside my content?

#

AND WHY UNREAL ENGINE STOPPED SHOWING MY FOLDERS THAT I ADD IN CONTENT?

#

AND WHAT THE FUCK ALL SUBSTANCE FILES GO TO SAME PLACE NO MATTER WHAT FOLDER I PUT THEM IN

#

WTF

cursive dirge
#

pls, no caps

paper kernel
#

I feel like capsing too

#

how does one register component hits from trace result, but excludes duplicates

#

along with hit locations

vale osprey
#

Maybe put them into array with β€œunique” option?

paper kernel
#

I get that much, but the issue becomes with the hit locations

snow copper
#

I'm curious about everybody learning blueprint or c++ or both in UE4

vale halo
#

I personally use them both, I'm not really actively trying to learn any of them anymore as I've been using UE4 forever now (still learn small new things every day though πŸ˜ƒ ), but I'd say you can best use the best tool for the job, which works especially well as UE4 allows you to combine them

#

As for learning, blueprints may be easier if you're new to programming as a whole. Also, for fast prototyping blueprints can sometimes be faster due to not having the compile times (though this depends on your system) + sometimes being faster for small things anyway

paper kernel
#

personally I prefer BP over c++ since I end up spending more time fixing compile errors than the actual code

vale halo
#

😦 I personally tend to prefer c++ for larger things because it gives me more things I can do & I personally find it easier to oversee my code there

paper kernel
#

maybe I should go get myself checked do I have dyslexia πŸ€”

vale halo
#
  • some things are simply faster to do in c++, but I guess that's mainly due to being able to type pretty fast, and thus not needing to drag a billion things (taking up more time for a few tasks)
#

eg. FText::FromString(SomeString); is generally faster for me in c++ than BP, though that example doesn't represent a heck of a lot πŸ˜›

spare kettle
#

I find that blueprint are harder to navigate through than code

tawdry narwhal
#

true dat

#

bp is great for simple things and prototyping

#

if you start having more than a couple of variables then it's probably time to switch to c++

eager robin
#

is there anything like rich text in ue (UMG)?

eager robin
#

I have tried this few minutes ago but got many compilation errors, I was trying it on 4.19 preview 4 so I don't know if it could be because of this fact

wary wave
#

today I learnt UE4's random number generator craps out after generating a fixed number of randoms in a given tick

#

it then starts just producing 0s

#

doesn't even repeat

paper kernel
#

that sounds awfully inconvenient

#

@tawdry narwhal couple? I'm currently working with 42

tawdry narwhal
#

...variables in a single bp?

paper kernel
#

yea

#
  • the local ones for functions
tawdry narwhal
#

that's a pretty good sign for refactoring

paper kernel
#

something shady going on with the BP array nodes

#

I keep removing any elements past desired size, then inserting 0

#

the 0 doesn't get added

plush yew
#

If you are attaching from an equipped point to a holster point, do you need to detach before attaching to the new point?

lethal star
#

I feel like im going to ask a super noobish question but..

Player picks up object, and i want it to keep facing the player rotation wise

buuut the way i did it now is that it keeps asking for the player rotation and applies that

#

what i want is that it keeps its original rotation, and adds whatever rotation the player does

silver crown
#

@wary wave today I learnt UE4's random number generator craps out after generating a fixed number of randoms in a given tick it then starts just producing 0s doesn't even repeat

#

What?

lethal star
#

fix what?, i havent yet

#

still trying to wrap my head around it

wary wave
#

@silver crown - if you try to generate too many random numbers in one tick, it stops working

silver crown
#

With which function @wary wave ?

#

FMath::Random?

wary wave
#

I was using Random Int in Range when I spotted the problem

#

needs a lot of randoms to hit the limit, but it's there

frank escarp
#

makes sense

#

you are running the rng stream out

#

but the rng stream should just loop

#

not go to zero

wary wave
#

aye

#

it however does not loop

frank escarp
#

do c++ rng

wary wave
#

or just don't generate 100k+ randoms in one tick xD

plush yew
#

holy shit

#

this guy

#

has been trying to apply to my job applications for my game paying like minimum wage

#

for almost 4 months now

#

lmao

#

talk about dedication

lethal star
#

@light lintel yea thats the issue, i dont know how to change its rotation while building on its original rotation, the most i can get is that it either follows the player rotation only(so when you pick it up it imediatly rotates to that) or keep a 0.0.0 rotation

#

and rot+rot isnt a thing

wary wave
#

rotator + rotator is a thing..

lethal star
#

vector + vector is

#

either way, havving issues wrapping my head around it

wary wave
lethal star
#

huh

#

lets try that then πŸ˜›

wary wave
#

hehe

lethal star
#

doubt it will work though, i think my angle on this is all wrong

#

scratch that, that went horribly wrong, it started to launch itself into everything

#

XD

#

exponentialy spining faster

tawdry narwhal
#

@lethal star I suppose it ain't just the simple FindLookatRotation that you're looking for?...

lethal star
#

hmm certainly a step in the right direction(i think)

#

or not

#

but because its ticking to get a fixed rotation the whole time

#

i cant offset, or add to it or something

#

what i want is when holding alt, the player stops moving and moving the mouse around rotates the held object

#

i know how to do that individually, just cant get a fix on how to bring it together

tawdry narwhal
#

if you want the object to face the mouse then you'd have to project its screen coordinates to world coords

#

but I might be misunderstanding your problem

lethal star
#

no, not facing the mouse

tawdry narwhal
#

generally, it should be as simple as getting the "look at" rotation to the actor you want your object to face, and on tick to check if whatever condition you have holds true e.g. alt is held down and then just applying the rotation you get from the "find look at rotation" to your object's world rotation

lethal star
#

nah, i think im explaining it completely wrong

#

then again, im not sure im understanding my own problem either

tawdry narwhal
#

"Player picks up object, and i want it to keep facing the player rotation wise" --> is this what you want?...

lethal star
#

well yes/no

#

thats just part of it

#

which i do have

#

but i want to be able to add to it

tawdry narwhal
#

do you want to spin it or something?

lethal star
#

yes

tawdry narwhal
#

like a... fidget spinner?...

#

:)

lethal star
#

XD

#

not uncontroably

tawdry narwhal
#

ok so why don't you attach the object to a socket on the character

#

and make it only inherit location

#

then you could just rotate it any direction you want

lethal star
#

ehh..

#

thats still missing my issue i think

#

i basically have everything i want working

#

mehh... i suck at explaining

tawdry narwhal
#

screenshot :P

lethal star
#

screenshot what?

tawdry narwhal
#

screenshot the thing you have and draw some lines or some such on it so we see what you want

lethal star
#

does that make sense?

#

?

#

anyone ever played garry's mod? (or any other source game i guess)

#

yes

#

no

#

its not rotating

mystic fjord
#

hey guys

#

I'm using a timeline for my morph targets

#

but the animations stutters or snaps a bit

lethal star
#

new location = 0.0.0 of the object

#

i know

#

i know

#

my issue is, i dont know how to : old rotation + mouse rotation + lookat rotation = new rotation

#

i know how to do all those parts individually, but adding them like that doesnt work

#

hold on

#

yes

#

like that?

#

doesnt wrok

restive eagle
#

sec i will post smth

#

this works fine, just tested

sudden ore
#

Hey folks, I recently got a Rift and am tinkering with the VR Template. If I try to run the game from VR Mode, everything works as expected (which btw is so cool), if I play in vr preview, it renders in the headset but the motion controller buttons do not do anything but they do detect my hand movements. If I play in standalone preview, it doesn't render at all in the headset. Any advice?

restive eagle
#

i had problems myself with set target rotation, so decided not to use it at all

#

and another thing just noticed if add controller yaw/pitch are receiving inputs then it wont work hmm

#

but there are plenty of workarrounds for that ofc

lethal star
#

this kinda works

#

but it resets back to its old position again when the mouse isnt moving

restive eagle
#

try setting world rotation after that

lethal star
restive eagle
#

y

lethal star
#

nop, still resets

restive eagle
#

ahh, dunno then. havent tested much myself

lethal star
#

dont know if theres a word for it but when it comes to anything rotaion related I completly draw a blank

#

all of a sudden i completely forget how to math

restive eagle
#

well atleast you got it rotating now

#

hopefully will figure the rest πŸ˜„

lethal star
#

yea, its a good step in the right way

#

just gotta figure out how to retain that rotation

sudden ore
#

Ah, I upgraded to 4.18.* and now play in VR works... strange

plush yew
#

Idk about what to make a game. πŸ˜›

#

Someone wanna suggest something indie

lethal star
#

first game? make a mario clone

plush yew
#

Second

#

I made a top down ttt ripoff

#

In wild west

latent moth
#

All, i am a little confused on replication. I am calling from a client the server so that it will set the max speed on the character. I have created a custom event, replication is set to Run On Server and in the server event there's an AUTHORITY switch, but still the event runs both on client and server (I can see it with a print screen)

plush yew
#

I use replicated speed variable of float that can change and in event tick just set max walk speed to it

latent moth
#

ah

plush yew
#

And to set it I use run on server to multicast

latent moth
#

run on server to multicast?

plush yew
#

Like just (event) - > run on server - > multicast - > set var

latent moth
#

ah ok

#

isn't it what replication does anyways?

plush yew
#

Key calls run on server, and run on server calls multicast

latent moth
#

i mean, setting replication on the float variable

plush yew
#

Idk

#

It has to be set on all machines tho

#

It works atleast

latent moth
#

thanks for your input, but still i don't understand why my event is firing on all clients even though I have an AUTHORITY switch

plush yew
#

No authority switch needed

#

1 sec

latent moth
#

with your solution I get it

#

but it requires an ontick setting of a variable constantly

#

it is actually an event, so it should only happen when it happens

#

unless PRINT SCREEN runs on all clients automatically?

plush yew
#

Mhmm

latent moth
#

I have a replicated "RUN ON SERVER" event that, when triggered, checks IS AUTHORITY and then PRINT SCREEN. I can see the string on all clients

plush yew
#

Don't use is authority

latent moth
#

why not

plush yew
#

If authority then only on server it works

#

If it doesn't have multicast

latent moth
#

well that's what I want

#

I want speed to be set only on server and then propagated

plush yew
#

So only server changes the speed and not clients?

latent moth
#

the copmutation, yes

#

it is to avoid cheating clients to set the speed they want

plush yew
#

Have to go to sllep

latent moth
#

eheh ok πŸ˜ƒ

#

thsanks

sturdy walrus
#

guys i need to ask atm i am learning Unreal engine 4 while am learning and i am applying ..for example the walk run punch for a charater i am applying it ..now for a new project cant i just take the same things i learned and put it in that new project or should i make it unique for each project ?i am not talking about the value of movement speed or how fast the character punches and such i am talking about the method

lethal star
#

@sturdy walrus if it works, why not? unless you find out a more effective way

gleaming shore
weary basalt
#

Your probably trying to use it in an later version. Try recompiling the plugin

gleaming shore
#

Ok, would that be in VS or UE it's self, Ive tried updating via a C++ project (usually works) but ive no idea how to import the source into VS to compile the .dll(?)

sturdy walrus
#

@lethal star thanks

weary basalt
#

Yes you need to compile it again from source.

#

There are plenty of tutorials on how to do this and im sure he has the source code for the plugin on github

tawdry narwhal
#

in a behavior tree, if I have multiple SimpleParallel nodes running at the same time, do they all execute on the same (extra) thread, or do each get their own thread execution context?

rugged viper
#

Hello guys I have a question. can you do game engine sharing? So that our team can work in the same game together

#

Btw tag me if you know and thanks a lot

weary basalt
#

@WorldEnigma#1218 You want whats called SourceControl. We have an channel specifically for it with lots of resources pinned. #source-control

plush yew
#

If anyone has time, please check out #work-in-progress and give some honest feedback

sturdy walrus
#

i am having a problem i want my chracater to punch in aloop when press my left click on my mouse .. atm it just does the animation once and stops while pressing my left click

grim ore
lethal star
#

still cant get my rotation problem to stick, it keeps resetting back to its old position

sturdy walrus
#

@grim ore thanks apparently i messed up the position of my Notify

#

when i adjusted it it worked prefectly

grim ore
#

yay

lethal star
#

oo fixed it

spare blade
#

Could anyone advice where I could find a Lighting Materials mentor? I got a new job working in UE4 and am struggling a bit and could do with some help. Since I am the only one using it at my studio

sturdy walrus
#

anyone knows where i can find combat animations that are worth for free or cheap

pseudo void
#

The editor is opening multiple instances of vs2017 for me. It seems if you have the editor and the project in different drives then it won't happen, but does anyone know a work around with them in the same drive? It's annoying

south ridge
#

Don't use editor to open VS2017

pseudo solstice
#

@sturdy walrus maybe mixamo

south ridge
#

It's full of glitches and generally useless

#

Hot reload has very limited use and you can just run editor from VS2017

cursive dirge
#

I could swear I saw an issue for that

sturdy walrus
#

@pseudo solstice but isn't mixamo for creating characters? or does it work also for animation combat? (wants more details about mixamo)

pseudo solstice
#

@sturdy walrus there are some preset free-to-use animations that should work depending how your character is rigged

#

im not sure how extensive their combat animations might be

sturdy walrus
#

i see i will give it a try tho thanks

pseudo solstice
#

yep ! np

#

it looks like they have a decent selction actually

spare blade
#

If I am lighting an enclosed environment (in a box) can I use directional lights with shadows ?
Or will the roof of the building shadow the whole environment ?

honest rune
#

@sturdy walrus Mixamo's bread and butter was animations. I say was because right now they don't make anything because it is all free now.

#

If you want a real quick head start for animations, scrap the mannequin and go for mixamo animations. I published a fix for the Fuse CC client last week so its fully usable now as well for quick character creation.

silver crown
#

What was broken?

honest rune
#

the client wouldnt launch after the first run after install. They screwed up their adobe license version config. had 1 config file telling it to use cc license model 6 and another telling it to use model 7

#

just had to modify the one config file to tell it to use license model 6

silver crown
#

πŸ˜‰

honest rune
#

honestly. it looked intentional... all conspiracies aside lol

sturdy walrus
#

so i can use fuse cc to create animation ??

#

@honest rune

honest rune
#

no. thats for creating the characters. then you use mixamo to animate them from their premade animation library

#

sorry, have company at the moment

loud phoenix
#

Is there a way to keep my dynamic material instances when opening a project as a copy with a newer version of Unreal?

#

So far every time I try to do this, all of the work I put into creating dynamic instances disappears. Every material goes with it. I can't accept that in cases like this, we're forced to re-create all of that just to upgrade the engine version.

#

Is it the case?

obtuse sable
#

Has anyone imported camera track from C4D to unreal?

#

I managed to do it jsut fin

#

but the track is huge compare to level im doing

#

U can see the key frames

#

are way off the level

rough garnet
#

From what is looks like, the actual cam is still above the map? Maybe you need to limit travel till the edges of the map reaches the edge of the cam, as the edge of the cam reaches the edge of the track.

south crane
obtuse sable
#

The cam is under the map

oblique vortex
#

unreal tournament is gigantic

#

omg

upper flame
#

hey guys, does anyone know what the units for character movement walkspeed is? like is it m/s or m/s^2 or what? please @ me if you reply

plush yew
#

anyone know what this is for lol

#

its literally a class built into the engine

#

but it doesnt seem to act any differently from a normal character

plush yew
#

trying to bind jump to UMG touch button and it's not considering my max jump count. any idears?

loud phoenix
#

What happens VS what do you expect to happen? @plush yew

plush yew
#

i expect a max of 3 jumps, it gives me infinite. my current jump (default tap anywhere on screen) is alterted to an infinite jump instead of the normal 3 after my umg button is pressed

loud phoenix
#

Every time you press the jump key, you're setting the max jump count to 3. If you keep trying to jump, you'll keep resetting it to 3

#

Based on your current set-up

#

Hence infinite

#

Actually, sorry - let me re-look

#

Are you trying to give the player 3 jumps in total, or 3 air jumps or what

plush yew
#

so i have a touch screen/spacebar button which gives player 3 total jumps and want a mouseclickable/touch button which does the same.

loud phoenix
#

What happens when their jump count reaches 0

#

Game over?

plush yew
#

it's a 2d/3d platformer, so they just hit the ground and can jump again

loud phoenix
#

This is fairly simple, why not do it like this?

#

Default value = 3

#

You can detect the landing in a few different ways, doesn't matter how you do it so long as you trigger the custom event to reset the jump count.

plush yew
#

i might have to

loud phoenix
#

There may be more sophisticated ways to achieve it but all you're really doing is controlling and referencing a float value. As long as your landing detection is set up properly, you won't encounter any bugs

plush yew
#

nav mesh good for that?

#

sucks about your import to differnt unreal versions issue. tried googling it doesn't seem like anyone is talking about it

gloomy merlin
#

Hi folks πŸ˜ƒ What's the best channel to ask about building an editor plugin?

plush yew
#

general 4lyfe

gloomy merlin
#

haha

plush yew
#

sinn i feel as though my current blueprints should be referencing the max jump count

loud phoenix
#

I can't grasp the entirety of your set-up so I'm not sure where and how you're setting the jump counts, so I can't say for sure

#

Where the problem is

plush yew
#

the pics i uploaded is everything controlling jump, and the max jump count is located in charactermovement under the 'defaulttoon' details

loud phoenix
#

Oh is that a default variable? I do VR so I never use the Character BP, always Pawn

plush yew
#

it is a default variable for character bp. i never use pawn. I feel as though my game would look cool in VR so i plan to release for it, never put on a headset yet myself though

#

at least i havent been using pawn

#

i probably should for something

#

yeah default is set to 1. so if you tap spacebar it's one hop

sturdy walrus
#

guys

sleek spear
#

has anyone ever designed any puzzle?

sturdy walrus
#

when i applied the material to the face thiis happened

rough garnet
#

You should explain what the problem is instead of us trying to decipher and guess what it is in an image.

IE, looks fine to me?

sturdy walrus
#

whoops

#

i forgot

#

mm i have the texture of the face

#

interfering with the texture of the eyes

#

like the texture of the face is kinda entering the eyes

rough garnet
#

Ah yeah that does look a bit funky. I could only assume there is facial geometry above the eyes. Might be a good #graphics question.

latent moth
#

I am pretty sure the same questions come up all of the time, but I haven’t figured out a way to make prone work with uneven surfaces (i.e. character’s head should not go under a hill). Does anyone have a pointer for me?

plush yew
#

You can use line trace at front of character (at head) and at back (legs) and then find look at rotation from back to front and set rotation of the mest to that

#

And use interpolation better because without it that can be stuttery

#

@latent moth ☝

#

Oh and set location to back hit loc

latent moth
#

i was thinking more in terms of physical animations... no?

plush yew
#

Umm

#

Then no :P

latent moth
#

yours is a good suggestion but you’d still have a β€œstiff” person more or less following the slope

plush yew
#

Just throws a ragdoll at the ground

latent moth
#

eheh

plush yew
#

ragdoll glitches out and flies away as it happens to me all the time

#

I have done normal physics for my characters only once and don't remember how

#

And did you get the speed setting working?

#

Cuz if no it could be set at client and implemented some VAC 2.0 into it, my idea is if velocity is more that a threshold you get kicked from the game

#

But if there are glitches like with any physics object that you step on it and probably fly away, then check for velocity when not falling

#

And just cuz y not could add if is in air with 0 velocity for 3 or 5 seconds then get kicked again

#

Or auto killed

latent moth
#

i basicallyhad to replicate the same functionality on client

#

i guess i’ll have to buy ikinema

#

yeah, it’s close source etc

plush yew
#

ok that method isnt good

floral heart
#

πŸ˜„

latent moth
#

πŸ˜„

plush yew
#

πŸ˜„

latent moth
#

Hey all, I hope you can help me solve this. I have set up all animations & movements and everything looks fine in SP. Now, I am trying it in MP and also there speed and everything works fine EXCEPT the walking animation ON THE CLIENT the controls the player. That is: if I control the server player, no issues anywhere. If I control a client player, issues ONLY on the client itself where the walk animation is jiggering . No issues with Sprinting or crouching.

#

Walk animation is in a BlendSpace, and I set the speed to half of the run speed.

#

Crouch is also OK

quasi lake
#

Anyone knows wtf is thunk?

floral heart
#

Maybe... The client is trying to use both the server's version of events as well as its own, and the two differ for whatever reason.

latent moth
#

thank you dementiurge that was a good call. I used one too many has authority.

sturdy venture
#

I hope they wont cancel UT4

#

It a great game .

#

its*

flat dragon
#

ye, it looks nice

loud phoenix
#

I thought this would be a lot simpler but I need to be able to Pause and Unpause the game, why is the console command 'Pause' not working?

vast pine
vast pine
#

restarted editor, tryign again..

tawdry narwhal
#

How would I go about predicting a given socket's world position at a particular location on the map? Can I project a Character onto a specific location on the map without actually having to render it there? Or, alternatively: 1. get the socket's location in actor space; 2. find point on navmesh where I want the projection to happen; 3. add relative socket location to point on navmesh. What do you think?

#

don't be shy :P

vast pine
#

sounds a bit technical, what are you trying to do see if something fits somewhere?

tawdry narwhal
#

I'm doing this for a cover system actually

vale osprey
#

@tawdry narwhal you can get relative location of the socket and transform it by character world transform - that will give you a world space position of socket in relation to character's position

tawdry narwhal
#

yeah that's what I'll probably do, see my "alternative"

upper heart
#

How do I add a local offset to GetActorLocation() and get the resulting location?

tawdry narwhal
#

@upper heart wouldn't that be simply GetActorLocation() + LocalVector?

upper heart
#

That would offset it in world space right?

tawdry narwhal
#

getactorlocation is world space, so yes

upper heart
#

Right, I want to offset it in local space. But get the resulting world location.

tawdry narwhal
#

what are you trying to do?

upper heart
#

Okay, yeah I thought I would probably have to use transforms.

vale osprey
#

GetActorLocation() + Transform(LocalVector, WorldTransform)

tawdry narwhal
#

yup

upper heart
#

I assume that is pseudocode?

vale osprey
#

yes

#

GetActorLocation() + Transform(LocalVector, GetActorWorldTransform())

#

more correct

upper heart
#

what is that Transform? Is that a function or are you creating a FTransform there?

vale osprey
#

GetActorWorldTransform() will give you that transform

upper heart
#

I meant the + Transform( part

tawdry narwhal
#

FTransform WorldTransform;
WorldTransform.TransformPosition(YourActor->GetActorLocation());

upper heart
#

what is that?

vale osprey
#

function, called just like that

#

there is transform direction and transform location in BP

upper heart
#

I'm in c++. I just can't find a Transform function.

vale osprey
#

X.TransformPosition()
where X is FTransform

upper heart
#

okay, so hopefully something like this

#
 FTransform WorldTransform = GetActorTransform();
WorldTransform.TransformPosition(ExplosionOffset);
 const FVector AOELocation = WorldTransform.GetLocation();```
vale osprey
#

no

#
 cpp
 FTransform WorldTransform = GetActorTransform();
 const FVector AOELocation = Actor.GetLocation() + WorldTransform.TransformPosition(ExplosionOffset);
#

TransformPosition returns vector

upper heart
#

ahhh πŸ˜ƒ

upper heart
#

hmm that didn't work the way I was expecting. I'm just trying to offset the location of the AOE based on ExplosionOffset. So if I have an offset of (100, 0, 0). The AOE should always be 100 units in front of the projectile, regardless of the projectiles rotation. Maybe my logic is flawed.

#
FTransform WorldTransform = GetActorTransform();
const FVector AOELocation = GetActorLocation() + WorldTransform.TransformPosition(ExplosionOffset);
vale osprey
#

how it can be 100 units in front regardlee of rotation? how do you define "in front" then?

#

by velocity?

#

ohh wait, that thing is BS ^ actually πŸ˜„

upper heart
#

No, I'm not doing anything with velocity.

vale osprey
#

const FVector AOELocation = WorldTransform.TransformPosition(ExplosionOffset);

upper heart
#

In front. As in in front of your face πŸ˜›

vale osprey
#

you don't need actor location

#

what does that mean?

upper heart
#

oh, let me try that out

vale osprey
#

in relation to camera?

upper heart
#

No sorry. In relation to the projectile. I'm just trying to offset the location of the AOE the same regardless of which direction I'm shooting the projectile. It's actually really simple. I'm just having a hard time explaining it.

vale osprey
#

well, I don't know how you can code it if you can't explain it

#

what is "In relation to the projectile."?

#

because if you say you don't care about rotation than you have to define direction

#

if it's offset in world space, like always 100 units in X in world space then just add it to actor location

upper heart
#

Yeah that's what I originally did. But then it's offset on different directions based on the rotation of the projectile. I just wanted the AOE to always be in front of the projectile.

#

As in always right here

#

which is exactly what it does now πŸ˜ƒ

#

Thank you! Sorry for my bad explanations.

wary stream
#

Guys

#

I need help

#

I already tried to contact Epic but it's been like a month

upper heart
#

with...?

wary stream
#

So basically

#

BEFORE the windows creators update or whatever the epic games launcher refused to open along with uplay and other stuff

#

I then updated windows and everything started working again

#

But now like

#

I can't launch the UE and UT

#

The unreal engine's "launch" button goes back to "launch" while unreal tournament's stays on "running"

#

The processes are there but nothing comes up

#

I tried reinstalling the launcher and reinstalling ut/ue at least five times

paper kernel
#

this is quite fascinating, doing a BP out of c++ tutorial yields very different looking spaghetti πŸ€”

wary wave
#

how does one change the size of a planar reflection actor?

indigo compass
#

Hey guys, looking for the Buoyancy on the Component menu for my static mesh, Ive already made it moveable

pallid compass
#

anyone here done some char building and rigging in to ue4? i got a quick question

static viper
#

May i post a video here with contents of a game that is finished but will not be selled? :3 Its a student project that got finished yesterday

#

I can answer you @pallid compass

pallid compass
#

I just went to rig up and weight a new char over to the ue4 skel

#

and i just realised

#

posing is not the same

#

like it dont fit in

#

but i cant move the skel can i because it fuck up the anim?

static viper
#

no dont ever move the skeleton

#

i see that the skeleton is not in 0 pose

#

and

#

that half of the mesh is missing

pallid compass
#

well i know that

#

thats not my concern right now, im just wondering how i am ment to weight it up

#

when pose is not matching ue4 default

static viper
#

yes

#

the skeleton needs to match

#

and

#

i looked at the skeleton once

#

and this on the picture is not it

#

the root bone is missing

pallid compass
#

i know i reimported it to

#

forgot to export the root from another rig

static viper
#

if you havent binded yet

#

just remove the entire skeleton

#

and grab it again

#

"go to bind pose"

pallid compass
#

its not a bind pose issue

#

the model its self just does not match the skeleton default pose

static viper
#

oh

#

i thought you did the model? err

#

let me reread

pallid compass
#

The model has been maid, but the default pose for the model is not in line too the default pose of the skeleton, so how do people compensate for this?

static viper
#

ah

#

that a serious case of different poses

#

ok

#

you could for this case move the skeleton... but

pallid compass
#

yeah i didnt realise the hands and legs where so far off

static viper
#

you need todo that symetric

#

what maya version is that

pallid compass
#

2017

static viper
#

great!

#

open up the modelling toolbox

#

in its uper half is an option for symetry

#

if you put that on you should be able to move the bones mirrored

pallid compass
#

alright

static viper
#

sadly you need to move the bones

#

wich sounds really bad

pallid compass
#

if i shift the bones in too the model and rig it

static viper
#

and i feel with you

pallid compass
#

what issues can i expect?

static viper
#

a sec

#

ok

#

so

#

the main thing you need to look out for is symetry

#

and then bone rotation

pallid compass
#

also mirror symetry bones is not working for movement

static viper
#

so freeze transform always

#

theres the possibility that you are basicly. Fucked.

#

i fear that it is easier to just redo the model

#

bones are critical with higher priority

#

if you change the skeleton now then you could experience some odly rotating in accurate rotations of limbs

indigo compass
#

Hey guys, looking for the Buoyancy on the Component menu for my static mesh, I've only got four options in the movement list has it been renamed?

restive eagle
#

as far as i can tell its a variable for movement component

frank escarp
#

damn the prefab plugin is LITERALLY what i needed

#

its going to be a huge boost to my workflow

static viper
#

is it working fine?

frank escarp
#

yes

static viper
#

even with many objects?

frank escarp
#

now wait to 4.19

#

havent tested

static viper
#

is the new taa worth it?

cursive dirge
#

it's same TAA

static viper
#

im looking forward to it actually...

cursive dirge
#

just with upsampling

#

antialiasing itself it looks 100% same in my eyes

#

same ghosting too

static viper
#

only fix currently is to raise the screen res to 200

#

wich creates really sharp stuff but... lags

#

i could live without it... if it wasnt for water reflections

eager robin
#

I would like to ask something, I'm trying out networking. I'm creating UI widget in PlayerController beginplay and in that widget constructor, I'm trying to assign playerid from replicated playerstate to text. Problem is that when player didn't get replication before or by the time that constructor is called, the id is 0. Is there any way to protect that?

pallid compass
#

wth.. ue4 is adding my skeletal mesh to my bone list as an extra bone and failing to import

#

man wtf ue4 keeps saying there is missing bones when there is not D:<

indigo compass
static viper
#

@pallid compass that can happen when the bones dont match

restive eagle
#

@indigo compass i havent done anything with that component, but in editor it says that this variable is from character movement component

pallid compass
#

everything is the same

#

its the same skeleton

static viper
#

im pretty sure that the original skeleton has a root bone

pallid compass
#

it does have a root bone

#

its all the same

#

its adding the mesh as a bone wth

static viper
#

yee that means that it cant read the skeleton

#

could be an export error

#

open the fbx with maya

pallid compass
#

opened the fbx

#

appears to be fine

static viper
#

ok i see

#

im looking at this site

#

have you tried creating a new skeleton?

#

like

#

in ue4

#

just import it as new for test

#

mh

pallid compass
#

wth

#

ticking toaref pose fixed it

#

However

#

its still importing mesh as a bone?

static viper
#

Ah

pallid compass
static viper
#

oh

#

oh

#

i need to verify that

#

XD

#

cant be trusted

#

wait

#

its funny that the skeleton works tho

restive eagle
#

if level stream is unloaded is it still possible to get refferences for specific actors inside that unloaded level?

static viper
#

holds the weapon tight

#

@pallid compass

#

remove it all again

#

and import it with a certain option ticked

#

something called "use pose 0"

#

oouf i cannot visualize that window right now

#

maybe under mesh

pallid compass
#

erased it all

#

tried again

#

same crap

static viper
#

AHHHH

#

progress

pallid compass
#

same thing i was getting before

static viper
pallid compass
#

do u want a copy of the fbx?

#

i cant see anythin wrong with it

static viper
#

i ask myself if you are trying to create a new thing

#

or if you already have a working skeleton inside the game

#

this error can only be happening with an existing skeleton

#

in wich case you should import it as standalone

#

and fire up retarget

#

that will shou you exact the error

pallid compass
#

even trying a new piece

#

its still adding the mesh as a bone

#

i dont want to retarget right now, there is obviously an issue if its adding an extra bone in

static viper
#

you need to retarget

#

read what i wrote ^^

pallid compass
#

i read what u wrote

#

But there is obviously an issue if the engine is adding the mesh as a bone as well

static viper
#

yee but ignore that for now

#

this could be fixed with the skeleton

pallid compass
#

I dont want to ignore, i need to find what the issue is, not good to live bumps in pipeline

#

production

#

alright

static viper
#

yee but this bump could be made on the other end

pallid compass
#

i got rid of the bone

static viper
#

you dont know that XD

pallid compass
#

Aparently, having the ground above the bone with a bind pose

#

was causing it

static viper
#

having the ground above?

pallid compass
#

Group*

#

This has fixed all the issues

#

i had a group

#

holding the mesh and skel together

#

i noticed it had bind pose, removed it

#

fixed all issues

static viper
#

ah damn

pallid compass
#

must of been making the engine think the skel mesh was part of the bones due to it being a child of the ground

static viper
#

yes this skeleton stuff is really annoying at times

#

yee theres a ruleset to exporting

#

begins with first selecting the mesh then the bones πŸ˜„

#

groups can have transforms

sand nova
#

Anyone used the gfur plugin? It’s not working in a packaged build for us (it fails an ensure in the editor but carries on regardless)

velvet fern
#

is this the lounge?

wary stream
#

no this is patrick

#

Anyway does anyone have a fix for the ue/ut processes staying in the background?

static viper
#

wich process

wary stream
#

Unreal engine and unreal tournament. They get launched when I press launch but nothing else happens

#

Unreal tournament's button stays on running the unreal engine's stays on "launch"

static viper
#

odd XD

#

kill the launcher

pure depot
#

So given they seem to have broken a lot of the LPV functionality recently, are there any work arounds to get them working fully in 4.18? Or is there a way to at least backtrack my project to 4.16 where it sounds like everything was working?

raven sphinx
#

Hello everyone ! Im a total noob in Unreal4. I just started last night and im having a lot of fun but now i have a little problem. When i want to drag a tree ( from the KiteDemo ) Unreal4 freezes to death and i cant do anything ..im the only one with this situation ?

static viper
#

the tree is very high detailed

#

with 8k textures

#

importing it hurts alot of people