#ue4-general
1 messages Β· Page 182 of 1
if its running high with bad performance, then there is an issue.
do these nodes even work?
well when its running at 100% my frames drop to below 20 fps and im barly getting 35 frames now adays
Any good books for ue with cpp?
all outdated
whats the part you lack most? c++ or UE4?
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
Can you attach a static mesh socket to a socket in the skeletal mesh?
cant get gun to point at center of the screen
cry.jpg
@sacred smelt I've been doing Ben Tristem's course on Udemy and have been really blown away with how helpful it has been
It's specifically CPP for UE4
what C+ Primer was great at was getting my syntax understanding going
what it didnt help w was the other aspect of that
connecting to ue4
also there is a great book
Beginning C++ through Game Programming
really helpful for absolute beginner
Hey guys, Just wondering, would anyone here give me a 1-on-1 lesson in beginner UE4?
@mighty timber Im sure we'd love to if we had the time but a lot of folks are working on projects π BUT! There are really great resources for learning Unreal, regardless of your experience.
Do you have development or programming experience?
Well. Yes, but assume no.
ok
either way I'd reccomend starting with the infinite runner tutorial on Epuc
epic*
This will get you up and running π its like having a step by step, 1 on 1 teacher
I'm aware of the various resources, and I have made projectiles shoot at my cursor. I just need someone to ask questions.
Thanks for the recommendations.
no problem
do you have specific questions now? or are you just looking for a resource where you can ask questions?
9 times out of 10, "what does this do?" on the docs just tells you what the inputs and outputs are.
The reason I wanted 1 on 1 is because explaining blueprints is **** Difficult.
I understand
I can't help out remotely like that right now unfortunately I am at an office
when do you finish work? I can remain online until you're prepared to help, (If you're prepared to help)
I wo
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
Once you have a basic understanding, I am sure you will be able to follow the video guides
they are really very useful and helpful
i can follow video guides, but I've found them of 0 use for me.
Given most of them are outdated
how so?
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
it's a very basic template
What do you hope to accomplish with unreal?
that might help determine where you should start
I'm making an ARPG
And do you know C++?
Nope.
I see, an ARPG is a very challenging project for a new developer and designer
I think you will be able to acheive your goal in time, but Unreal is a complex engine
can I show you what I've got so far? its very basic but its taken my DAYS to get to this point.
The smaller features build on each other
Sure, can you send a video? Im going to PM you
.
wait, how do u swap to another camera inside the player pawn?
Anyone want some sounds made? add me/call me/mension me/get my attention and i'll make you sounds/music for free.
What does this mean and how can I fix it? https://i.gyazo.com/7434431889e45612a2d71e544b1c0b61.png
Anyone know of an easy way to select a set of StaticMeshActors in a scene and turn them into a blueprint actor
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
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
like what this guy did lol
Maybe I can just figure out a way of coding it myself lol, not sure how ill figure it out yet though
Any reason you dont want to convert all the meshes into a single mesh, then add that to a blurprint?
@plush yew
no
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.
@rough garnet yea i found that
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
Anyone happen to know what would cause this?
@tame bluff go to #packaging
I did, but no one is there.
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
It doesn't appear to be there.
In my engine, installed in the default place, my UnrealPak is here:
C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\Win64
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.
I can't imagine why it wouldn't have the unrealpak.exe
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.
Mind sending me yours?
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
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
If you know any good templates or builders please let me know!
Save up and drop $75 on Generic Shooter. Its so worth it.
https://www.unrealengine.com/marketplace/generic-shooter-sample-project
Hello
Hello, to yourself aswell
So I have a question
This may sound silly, but it weird to switch from Unity to Unreal?
@surreal skiff
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
I remember the good old days when it was easily around $30
Ok I thought so
@raw spruce Switch to UE4 if you want
But if you know Unity the best and like it
There's no reason to
@safe rose I do have a UE4 question
?
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?
How do you do that?
Additive loading
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
https://docs.unrealengine.com/latest/INT/Engine/LevelStreaming/HowTo/StreamWithBlueprints/
https://docs.unrealengine.com/latest/INT/Engine/LevelStreaming/HowTo/StreamWithC%2B%2B/
How to stream levels with a custom streaming Actor created with Blueprints
How to stream levels with a custom streaming Actor created in C++
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
@upper dock
It can totally be two separate scenes. You're additive loading/unloading.
You can have 1 scene, that you dynamically load/unload other scenes into.
Mustache Girl's Master Plan against the mafia
Go to 0:20
you'll see what i mean
where they go is in the same place they were before @upper dock
So?
Could have either been another scene they loaded into that scene, or simply disabled assets they they then enabled.
Honestly, if you're asking that question maybe start with some more basic tutorials.
sorry
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.
Is UE4 hard?
Game dev is hard.
No more than other big engines.
Would it be harder to get started than Game Maker? Probably.
The only time I use it is when I mod Hello Neighbor
Although Blueprints are a nice way to ease in.
Not sure what you mean by that.
Blueprints is a visual scripting language.
Unity uses C#
They're both programming languages.. if that's what you mean.
but you dont code?
In UE4 you can either use Blueprints or C++.
in UE4
I mean, do you still have to actually program your blueprints?
I thought it was just drag and drop
It is, that doesn't mean it's not programming.
It's structured very much like other programming languages.
There's the concept of classes, structs, functions, interfaces.. etc
It's just presented more visually
I would love a Skript game engine
Blueprint is still programming; instead of writing text, you connect nodes on a graph.
^
I strongly suggest you start with something like this https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56/hRO82u1phyw/index.html
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!?).
Haha
imo anyone who says that is being a bit of an ass
I definitely prefer C#/C++, but to say Blueprints isn't programming is just dumb
There will always be elitists on a lower level language lol
How can I gain employees for my game?
Pay money.
Okay you're either a troll or 12 lol
Money is money. Except when it's fictional money.
no im neither of those
i honestly thought i could pay them with the money the game makes
Game dev is like
As hard as it gets
The chances of you making profit is like
0.00001
im actually 19. I just dont have any game experience or how companies work
game companies
well, i know how game companies work, duh
I doubt that. Not even EA seems to know that.
Either that, or they work better when you close them. 
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.
so, obviously i pay them but i dont have to first
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.
Well*
lol
If you're a hobbyist you don't need pay.
If you're an employee and you're not getting paid, something is wrong.
I worked every night
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.
I gave myself 2 hours of sleep then repeated
I learned everything i could and it worked our for me
@patent siren youre a game maker right?
Yuppers
ok
Been doing it since high school
ill try that
I may need to turn on alarms because i am a bit of a sleeper
But its worth it
I feel this will be a snowball, ima faux-afk for 10 mins.
Lol
@patent siren what have you learned now?
I know a lot about unreal
Colby, wanna work together like hobbyists?
I dont have time buddy
And, you could take much of yuour base knowledge to other engines.
Yeah i know a lot about software development in general
Eg: Once you know what vecLength is, you don't need to learn that shit twice, on any engine.
Like you could give me c++ and id know what to do with no external libs
But im in constant state of practice and repeat
If im not working im re learning how the stack and heap work
My Unreal installation is 80% and i started it 20 mins ago
Or certain programming patterns
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.
Last night* missed that part.
@patent siren how many years or months did it take you to learn?
Ehhh
Ive been programming for over 10 years
It took me like 8 months to learn unreal real well
could i learn unreal in 5 months?
What happens in 5 months?
I started at 2 like litterally but now im lazy
How can I find other hobbyists that i can work with?
Just check this discord
hello guys im new on this server, this is the right place to get some help about unreal ?
Yes
Look on the left and see if a channel suits your type of question.
https://puu.sh/zkyZ3/e4ba3d4bc8.jpg i have made a static mesh where it needs to be stacked to make a modular wall, why when i go too far of the wall it looks like this ?
i mean, look at the edges, why it has shadows on it ?
https://puu.sh/zkyYu/fed91b6f74.jpg here it looks almost normal, its already built, i dont know what im doing wrong and on the viewport its 'perfectly' snapped between each other
Thanks for the help anyways!!
@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
Baked lighting doesn't react well to modular meshes. You can mitigate it, but not eliminate it.
Spliness
and what do you recommend @floral heart ? make the whole wall into a static mesh?
Youll come to find theres about a 100 solutions to a problem
90% completion
@lament dagger If you can, that will work.
This page has some tips on mitigating it... With noisy/detailed meshes that's usually good enough. The trouble mainly occurs with clean regular meshes.
https://wiki.unrealengine.com/LightingTroubleshootingGuide
Thank you for the help
@patent siren Does UE4 support controllers?
ok
think android and ios have virtual thumbstick or something
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?
Not sure anyone could answer that. Depends on so much. Game type, ability, time to put into it, what you consider full-fledged.
etc etc
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
do you honestly think i could be a dev, or do you think i am just a joke?
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
i know you didnt say anything about that, just asking
hey man, anyone can if they want to. π 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
it gets easier once you get comfortable
2 words though: start small
One thing i DO NOT LIKE is how UE4 settings are laggy at high
Unity doesnt have any graphics settings and its not laggy at all
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
Well, i have a crappy card. UE4 better do good
gotta remember, some of the best games out there right now are made right here on this engine
actually, you just might run into some of the devs that work on those games from time to time in here too!
lot of good people here
some devs are here?
10'000 people as of recent. Lots of pros
I bet you could answer that yourself π
nah, curiosity is a good thing. you'll need it
but yes, UE4 is one of the best tools you could have at your disposal to dev games.
yay UE is done downloading
well good luck and enjoy! π
To answer your question about Unreal games getting promoted on Steam.
Many of the top-selling games are Unreal games.
^
BTW, how is my setup?
I know my screen seems bigger
my screen seems bigger than it is with the taskbar on the bottom. You recognize that too @honest rune
Needs more screens. π
How how long is the damn prequistities going to take
DAMNNNNNNNNNNNNNNN @rough garnet
Prefer multiple 1080/1200's over a single 4K, easier to divide things up.
hey wont UE4 launch after prequistities?
even if you have 4 more, you'd end up needing more lol we always find a way to use it all up
do I need to lanch again?
Steps for installing Unreal Engine.
but DAAAAAAAAAAAAAMN @rough garnet
is the mic for yelling at people that come to the door?
why doesnt this discord have any VC?
Just never liked headsets too much. Lost many coffees.
heh
Shure SM58, can't go wrong on voice quality for disco.
@raw spruce We used to have voice channels, but they rarely got any use so we got rid of them.
The name sure sounds familiar.
I think I remember my son mentioning it a while back when cupheads came out
Oh can I share a game ideas I had?
just aged myself abit there lol
Oh can I share a game ideas I had?
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
his attacks are throwing knifes and people on unicycles
How's my idea?
Sounds like a fun start to something π Just think, if its something you'd like to play, you're on to something.
brb
is it wrong to make the boss fights like cuphead bosses?
I'm sorry, Van Helsing is on. Kate Beckinsdale making an intro for her fine little self...
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 π
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.
well how do i disable it?
If you want your player character to look or behave differently from the default, you need to create your own.
So i cant quit flying until i make my own character?
That flying character is just the default character loaded by the engine.
ok so I DO have to make my own
Well, yes.
how do i do that, i mean, i know how to import models, but how to i make it fuse with player start?
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.
This place is a lot more effective once you have a grasp on the basic concepts of Unreal. π
yes i am
Try going through this video tutorial series. It's a great start for learning how to create your first character for a game. https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56/hRO82u1phyw/index.html
If you have a character created already, you need to set up a game mode to tell the engine to use it.
This is all covered in the tutorials I linked.
i got in details theres no world settings
If I say something down the line like, you're being a dick, please excuse me. I get that why when im frustrauted
Everyone is treated equally here. If you behave aggressively, I'm going to punish you like I would anyone else.
well, i need to be told what to do
Then do the tutorial series I linked for you. They will guide you through the entire process of setting up a basic game.
It's a good series, and it's aimed at beginners.
ok sorry
why is it @maiden swift when I import models, they all import one part of the entire model instead ofthe one model
grrrr π
I don't know. I'm guessing it depends on how your models are set up and what import settings you're using.
litterally i imported one model, and a;; the parts took up all my space in my project view
Search for: Mesh import ue4, you'll get a tutorial
thanks!
Every single beginner aspect of the engine is docummented
That's also covered in the tutorial series I linked... but, oh well.
You can check out training videos by Unreal Engine
Its on their youtube channel
Yes, also what pfist said
Thats a very good playlist
I'm heading to bed. Good luck and have fun, folks!
have a good night
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?
SimpleParallel nodes?
Hello people π if i have a problem with my VR editor mode, do i ask for help in the #virtual-reality ?
Probably a good spot yeah
@floral heart yes, in a behavior tree, under Composites
did anyone try new built-in clion plugin in 4.19?
because whenever I try to "generate clion project" , nothing happens
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
pls, no caps
I feel like capsing too
how does one register component hits from trace result, but excludes duplicates
along with hit locations
Maybe put them into array with βuniqueβ option?
I get that much, but the issue becomes with the hit locations
I'm curious about everybody learning blueprint or c++ or both in UE4
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 π ), 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
personally I prefer BP over c++ since I end up spending more time fixing compile errors than the actual code
π¦ 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
maybe I should go get myself checked do I have dyslexia π€
- 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 π
I find that blueprint are harder to navigate through than code
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++
is there anything like rich text in ue (UMG)?
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
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
that sounds awfully inconvenient
@tawdry narwhal couple? I'm currently working with 42
...variables in a single bp?
that's a pretty good sign for refactoring
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
If you are attaching from an equipped point to a holster point, do you need to detach before attaching to the new point?
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
@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?
@silver crown - if you try to generate too many random numbers in one tick, it stops working
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
makes sense
you are running the rng stream out
but the rng stream should just loop
not go to zero
do c++ rng
or just don't generate 100k+ randoms in one tick xD
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
@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
rotator + rotator is a thing..
hehe
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
@lethal star I suppose it ain't just the simple FindLookatRotation that you're looking for?...
hmm certainly a step in the right direction(i think)
or not
this is how im messing with it right now
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
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
no, not facing the mouse
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
nah, i think im explaining it completely wrong
then again, im not sure im understanding my own problem either
"Player picks up object, and i want it to keep facing the player rotation wise" --> is this what you want?...
well yes/no
thats just part of it
which i do have
but i want to be able to add to it
do you want to spin it or something?
yes
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
ehh..
thats still missing my issue i think
i basically have everything i want working
mehh... i suck at explaining
screenshot :P
screenshot what?
screenshot the thing you have and draw some lines or some such on it so we see what you want
does that make sense?
?
anyone ever played garry's mod? (or any other source game i guess)
yes
no
its not rotating
hey guys
I'm using a timeline for my morph targets
but the animations stutters or snaps a bit
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
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?
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
this kinda works
but it resets back to its old position again when the mouse isnt moving
try setting world rotation after that
like this?
y
nop, still resets
ahh, dunno then. havent tested much myself
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
yea, its a good step in the right way
just gotta figure out how to retain that rotation
Ah, I upgraded to 4.18.* and now play in VR works... strange
first game? make a mario clone
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)
I use replicated speed variable of float that can change and in event tick just set max walk speed to it
ah
And to set it I use run on server to multicast
run on server to multicast?
Like just (event) - > run on server - > multicast - > set var
Key calls run on server, and run on server calls multicast
i mean, setting replication on the float variable
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
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?
Mhmm
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
Don't use is authority
why not
So only server changes the speed and not clients?
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
@sturdy walrus if it works, why not? unless you find out a more effective way
I'm using Nick Darnells loading screen however this shows up every time I open my project, it works flawlessly despite this. Does anyone know how to get rid of it? https://i.gyazo.com/9fead0c56ecf8ae206d2647ea01b7264.png
Your probably trying to use it in an later version. Try recompiling the plugin
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(?)
@lethal star thanks
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
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?
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
@WorldEnigma#1218 You want whats called SourceControl. We have an channel specifically for it with lots of resources pinned. #source-control
If anyone has time, please check out #work-in-progress and give some honest feedback
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
https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimMontage/ and scroll down to Looping
Info detailing what AnimMontages are and how they are used in UE4's animation system.
still cant get my rotation problem to stick, it keeps resetting back to its old position
@grim ore thanks apparently i messed up the position of my Notify
when i adjusted it it worked prefectly
yay
oo fixed it
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
anyone knows where i can find combat animations that are worth for free or cheap
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
Don't use editor to open VS2017
@sturdy walrus maybe mixamo
It's full of glitches and generally useless
Hot reload has very limited use and you can just run editor from VS2017
I could swear I saw an issue for that
@pseudo solstice but isn't mixamo for creating characters? or does it work also for animation combat? (wants more details about mixamo)
@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
i see i will give it a try tho thanks
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 ?
@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.
What was broken?
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
π
honestly. it looked intentional... all conspiracies aside lol
no. thats for creating the characters. then you use mixamo to animate them from their premade animation library
sorry, have company at the moment
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?
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
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.
The cam is under the map
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
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
trying to bind jump to UMG touch button and it's not considering my max jump count. any idears?
what i was messing around with trying to get it working
What happens VS what do you expect to happen? @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
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
so i have a touch screen/spacebar button which gives player 3 total jumps and want a mouseclickable/touch button which does the same.
this is what i thought would work
it's a 2d/3d platformer, so they just hit the ground and can jump again
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.
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
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
Hi folks π What's the best channel to ask about building an editor plugin?
general 4lyfe
haha
sinn i feel as though my current blueprints should be referencing the max jump count
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
the pics i uploaded is everything controlling jump, and the max jump count is located in charactermovement under the 'defaulttoon' details
Oh is that a default variable? I do VR so I never use the Character BP, always Pawn
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
guys
has anyone ever designed any puzzle?
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?
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
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.
I am pretty sure the same questions come up all of the time, but I havenβt figured out a way to make prone work with uneven surfaces (i.e. characterβs head should not go under a hill). Does anyone have a pointer for me?
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 β
Oh and set location to back hit loc
i was thinking more in terms of physical animations... no?
yours is a good suggestion but youβd still have a βstiffβ person more or less following the slope
Just throws a ragdoll at the ground
eheh
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
i basicallyhad to replicate the same functionality on client
i guess iβll have to buy ikinema
yeah, itβs close source etc
ok that method isnt good
π
π
π
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
Anyone knows wtf is thunk?
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.
thank you dementiurge that was a good call. I used one too many has authority.
ye, it looks nice
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?
been at 100% for 5 minutes now wtf :<
restarted editor, tryign again..
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
sounds a bit technical, what are you trying to do see if something fits somewhere?
I'm doing this for a cover system actually
@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
yeah that's what I'll probably do, see my "alternative"
How do I add a local offset to GetActorLocation() and get the resulting location?
@upper heart wouldn't that be simply GetActorLocation() + LocalVector?
That would offset it in world space right?
getactorlocation is world space, so yes
Right, I want to offset it in local space. But get the resulting world location.
Okay, yeah I thought I would probably have to use transforms.
GetActorLocation() + Transform(LocalVector, WorldTransform)
yup
I assume that is pseudocode?
yes
GetActorLocation() + Transform(LocalVector, GetActorWorldTransform())
more correct
what is that Transform? Is that a function or are you creating a FTransform there?
GetActorWorldTransform() will give you that transform
I meant the + Transform( part
FTransform WorldTransform;
WorldTransform.TransformPosition(YourActor->GetActorLocation());
what is that?
function, called just like that
there is transform direction and transform location in BP
I'm in c++. I just can't find a Transform function.
X.TransformPosition()
where X is FTransform
okay, so hopefully something like this
FTransform WorldTransform = GetActorTransform();
WorldTransform.TransformPosition(ExplosionOffset);
const FVector AOELocation = WorldTransform.GetLocation();```
no
cpp
FTransform WorldTransform = GetActorTransform();
const FVector AOELocation = Actor.GetLocation() + WorldTransform.TransformPosition(ExplosionOffset);
TransformPosition returns vector
ahhh π
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);
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 π
No, I'm not doing anything with velocity.
const FVector AOELocation = WorldTransform.TransformPosition(ExplosionOffset);
In front. As in in front of your face π
oh, let me try that out
in relation to camera?
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.
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
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 π
Thank you! Sorry for my bad explanations.
with...?
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
this is quite fascinating, doing a BP out of c++ tutorial yields very different looking spaghetti π€
how does one change the size of a planar reflection actor?
Hey guys, looking for the Buoyancy on the Component menu for my static mesh, Ive already made it moveable
anyone here done some char building and rigging in to ue4? i got a quick question
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
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?
no dont ever move the skeleton
i see that the skeleton is not in 0 pose
and
that half of the mesh is missing
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
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
if you havent binded yet
just remove the entire skeleton
and grab it again
"go to bind pose"
its not a bind pose issue
the model its self just does not match the skeleton default pose
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?
ah
that a serious case of different poses
ok
you could for this case move the skeleton... but
yeah i didnt realise the hands and legs where so far off
2017
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
alright
if i shift the bones in too the model and rig it
and i feel with you
what issues can i expect?
a sec
ok
so
the main thing you need to look out for is symetry
and then bone rotation
also mirror symetry bones is not working for movement
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
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?
damn the prefab plugin is LITERALLY what i needed
its going to be a huge boost to my workflow
is it working fine?
yes
even with many objects?
is the new taa worth it?
it's same TAA
im looking forward to it actually...
just with upsampling
antialiasing itself it looks 100% same in my eyes
same ghosting too
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
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?
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:<
@restive eagle it should be in this menu ??
@pallid compass that can happen when the bones dont match
@indigo compass i havent done anything with that component, but in editor it says that this variable is from character movement component
im pretty sure that the original skeleton has a root bone
yee that means that it cant read the skeleton
could be an export error
open the fbx with maya
ok i see
im looking at this site
An overview of the Skeleton asset and how it applies to animation in UE4.
have you tried creating a new skeleton?
like
in ue4
just import it as new for test
mh
Ah
oh
oh
i need to verify that
XD
cant be trusted
wait
its funny that the skeleton works tho
if level stream is unloaded is it still possible to get refferences for specific actors inside that unloaded level?
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
same thing i was getting before
An overview of the Skeleton asset and how it applies to animation in UE4.
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
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
i read what u wrote
But there is obviously an issue if the engine is adding the mesh as a bone as well
I dont want to ignore, i need to find what the issue is, not good to live bumps in pipeline
production
alright
yee but this bump could be made on the other end
i got rid of the bone
you dont know that XD
having the ground above?
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
ah damn
must of been making the engine think the skel mesh was part of the bones due to it being a child of the ground
yes this skeleton stuff is really annoying at times
yee theres a ruleset to exporting
begins with first selecting the mesh then the bones π
groups can have transforms
Anyone used the gfur plugin? Itβs not working in a packaged build for us (it fails an ensure in the editor but carries on regardless)
is this the lounge?
no this is patrick
Anyway does anyone have a fix for the ue/ut processes staying in the background?
wich process
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"
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?
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 ?