#ue4-general

1 messages ยท Page 184 of 1

cinder iron
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because the print would print "false"

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xD

pure depot
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yeah thats what i mean

floral heart
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Are you seeing a case where the actor runs back to its original position? I encountered that before and it was a flaw in the behavior tree that you're instructed to make.

pure depot
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so not sure why it's not getting called

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nope

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it just never stops following

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once it sees you, it always follows o_o

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watching the behaviour tree variables though it never appears to unset follow target

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hence i'm assuming my issue is in the agrocheck , but all that does is sphere trace for the initial find, then raytrace to the player if it's found, if it then fails to raytrace the player it should unset the followtarget i believe?

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this highlighted condition is always true basically

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so it's always moving to player

floral heart
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If something else is wrong in agrocheck (AI con ref is null or cast fails), it won't get to the point where it unsets the followtarget.

pure depot
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is there any way to see the blueprint evaluation in the service blueprint?

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so i can see where it's failing?

floral heart
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Hilariously, if the sphere never detects anything in radius, it won't clear the follow target either.

pure depot
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yup checked there too with the bool print

floral heart
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Eh, maybe it will. I'm not sure if foreachloops run at least once even when there's nothing.

pure depot
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i'm guessing it doesnt?

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but i dont even get a print output off the sphere trace exec

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actually that's not true, think i just missed something last time

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aha, so that's fixed that issue

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i've added a branch that unsets the follow target if it doesnt get a sphere output

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now he just doesnt return home, but that's a separate issue i guess

worldly comet
livid haven
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That doesn't look like lag at all

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That looks like you've got an animation that moves the character forward relative to their root.

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The fact that the camera isn't "rubber banding" suggests as much.

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Pretty sure you're just playing a walk animation that actually moves forward, rather than walking in-place.

worldly comet
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Well this isnt my video but its the closest thing ive found to the issue im facing. But ill go over my animations and make sure i have the right one in the correct spot.

livid haven
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If we're not getting actual details on your specific problem, we won't be able to give you actual specific solutions. :/

worldly comet
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I understand ill show what I have

livid haven
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Er, I really don't understand that blend space at all

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Oh, nevermind, I do. The axes are labeled. ๐Ÿ˜„

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Bit odd, but alright.

worldly comet
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Yea im just following the tutoral ๐Ÿ˜‚

livid haven
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That works, just not how I'd have thought to set it up - totally fine.

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But you still need to show us the actual problem.

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Preferablly without using your cell phone to take photos or video of your screen.

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Please use the snipping tool on Windows or even Nvidia Shadow Play to capture a snippet of video.

worldly comet
livid haven
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Don't upload the Shadow Play video to Discord.

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Put it on something like Google Drive or Dropbox, at worst. Something like giphy works too

fierce tulip
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"at" everyone!
wish @wicked tiger a happy bday!

worldly comet
frosty bloom
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@wicked tiger Happy Birthday! ๐ŸŽ‚

wicked tiger
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Thanks ๐Ÿ˜ƒ

worldly comet
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@wicked tiger Happy Birthday ๐ŸŽ‰

livid haven
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@worldly comet Yep, looks like the exact same issue. Pretty sure your animations actually move the mesh, as a whole, away from the root - which they shouldn't in this case.

worldly comet
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Ohk that makes sense so how would I go about fixing this?

hybrid depot
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Happy birthday @wicked tiger ! im late my bad

honest rune
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@wicked tiger Happy Birthday!!! ๐ŸŽ‚

floral heart
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๐ŸŽŠ

sterile stream
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would a veteran spare a few mins to answer some questions for me

grim juniper
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I searched for "get forward vector at distance along spline" but it doesn't exist because it's called "direction" not "forward vector"

frosty bloom
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Create a duplicate of the function in a blueprint library, same inputs and outputs, put that node in there -> hook stuff up and rename it to Forward vector

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OCD solved ๐Ÿ˜„

grim juniper
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True

half eagle
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I has question. In fortnite how long do the battle passes last for??

grim ore
wicked tiger
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@hybrid depot thanks! Early actually ๐Ÿ˜ƒ

half eagle
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@grim ore I still don't get how long the battle pass lasts for

blissful reef
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@half eagle DEC 14 - FEB 20

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After that the season ends and we start a new season, with a new battlepass and sweet new content

half eagle
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Wait do I have to pay for a new battle pass in the new season?

plush yew
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Hey guys, quick question. What are your opinions on 3DS Max or Maya, which is better for game development?

grim ore
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@half eagle it appears that way. Itโ€™s a season similar to the way smite does it. A certain amount of time for you to earn stuff by playing them it repeats. You donโ€™t need the pass to get some stuff tho.

blissful reef
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Correct

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New battlepass = new purchase

half eagle
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Fu****

blissful reef
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Game's still free - battlepass will always be an optional purchase

fossil ore
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how can I quickly preview material node part?

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rather than whole thing?

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RMB >_>

dawn linden
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@silver crown Not my work. I'm doing the programming on James' game, and he uses a lot of stuff from his ballistics fx pack in the dev videos he uploads for the game. But that's all his work.

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But I'll pass on the feedback to him, @livid haven, thanks.

devout gulch
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if I send bug report will I ever get response if it was acknowleged or scrapped ?

weary basalt
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@devout gulch Its rare that you will hear anything from them. Unless the team needs further information from you about it.

paper kernel
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QA are busy folks

sudden agate
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Since 4.19 Preview 1 I cannot write anything in the Console, since the Editor crashes.
I wrote a Crash Report what happened. And it still isn't fixed in 4.19 P4. So No, I don't think they are even looked at.

paper kernel
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there are some issues with the console

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I noticed in 4.18 that if you don't open it and work for several hours, you're in for a pretty hefty thinking break

hidden burrow
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When will the 4.19 ver be released?

cloud cobalt
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No one knows ๐Ÿ˜ƒ

sudden agate
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Does 4.19 even have major features that are worth an update?

hidden burrow
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I was wondering should I wait for the update or not, because I'm going to make a new project that quite big

frank escarp
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@sage valveildex#6923 in my case, yes

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updates in vr stuff all around, and MSAA for ps4

cloud cobalt
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Doesn't 4.19 also make Vulkan faster ?

frank escarp
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yes, but not fast enough yet

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it does bring a good amount of networking improvements from Fortnite

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if vulkan ever gets to performance parity with PS4/xbox renderers, we are going to see a huge boost

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essentially, drawcall numbers are going to stop mattering (almost)

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i was pushing 3000 drawcalls/frame at 60 fps on psvr on the base ps4

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and 90 fps on the ps4pro

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PC struggles with that many drawcalls

cloud cobalt
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We've had good feedback from Vulkan users on Linux with 4.18, so it's getting there

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For us it's a stopgap for the failed AMD drivers, but I hope it'll be the default at some point

devout gulch
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@frank escarp I somewhat doubt we will get to that point

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there is already DX12 and multithreaded renderer implementation on PC

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and ir improves nothing

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and it*

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the entire PC renderer is build around DX11 and everything else looks like second category

frank escarp
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they are working to fix that

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for vulkan/dx12

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they do want to make vulkan the default linux renderer

devout gulch
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btw. there was once command to enable multithreded rendering

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can't find it now

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now there are multipile console variables for pararelizing different stages of renderer

static viper
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What do you guys do when you need a settings menu in your project?

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like

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main menu > Options

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how do you do it?

devout gulch
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and it seems multithreaded renderer is enabled by default

frank escarp
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in the ps4 it was super obvious that its working

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i have a scene where one view has low drawcalls, and you turn 180 degrees and its a fuckton of drawcalls

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you could see the bump in all cores

devout gulch
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oh well, I'm waiting for fixing it

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and making it work as fast as Doom Vulakn renderer

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Vulkan*

static viper
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WOW

frank escarp
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doom vulkan renderer is also superfast becouse they have like 600 total shaders

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due to megatextures and stuff

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an empty project in unreal has more shaders/pipelines than that

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wich makes vulkan hardeer to manage

cloud cobalt
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@devout gulch DX12 is super low priority too on PC

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Vulkan is required for other platforms, and it can do what DX12 does

frank escarp
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DX 12 is default xbox RHI tho

cloud cobalt
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Eh, from what I've heard, it's not even the same DX12

frank escarp
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but given next gen consoles use low level apis, and vulkan is low level too, they are upgrading the engine to be "native" to next gen APIs

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for multithreading RHI and stuff like that

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it was original a DX11 engine, with the singlethread rendering it has

cloud cobalt
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@static viper I did my menus with Slate myself

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Pretty low level and brute-force approach, but we have boatloads of menus with incredibly complex widgets shared all over the place

static viper
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but

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are you always doing that?

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for every project?

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its the same code in the end :/

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i dont want todo 90% of tht over and over again

cloud cobalt
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@static viper I have only one project, and any other game would have significantly different menus

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Plus it's C++, so if I did keep the same menus I could easily copy all of it

static viper
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well that answers my question

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you could do the same for blueprints, just make a standart modular widget and DONE

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i will prolly buy myself one of the MP and modify the shit out of it

cloud cobalt
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I could, but our menus amount to something like 40,000 lines of code

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We definitely don't want any of that to be in a binary assets that we can't merge

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FWIW it's open-source, if you're curious about it or want to see how we do some settings

static viper
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nono its ok ๐Ÿ˜ƒ i will be fine

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i just asked myself in general cause i have had like 5 projects in the last 12 months and... they all needed settings menus

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at some point i need to make something modular that i can always use

cloud cobalt
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This is exactly where a C++ approach has merits, it's much easier to track, update, merge changes from one to another

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Like, adding five audio settings in game A, one physics slider in B - you can instantly add the two changes to C

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Anyway, I don't do 5 projects a year, or just one, so

static viper
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well im just pretty busy all the time with people ๐Ÿ˜„

cloud cobalt
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A universal settings / main menu in C++ is something I considered before, but well

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Lots of work to make it marketplace-worthy

static viper
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oh i wouldnt make mine mp

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i just want to have something ๐Ÿ˜„

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building that up every time with de fucking checkboxes and slider menus and shit is SUPER annoy

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its bad

ebon harness
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Hey guys, doing a little research for our UE4 game. Would really appreciate anyone filling out our questionnaire. (Mods let me know if this is alright)

cloud cobalt
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@static viper Well just get the one you did before to your new project

static viper
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its not done and crappy and full of prefixes from the old project XD

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nono

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i have a plan

devout gulch
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blueprints merges cloud be easier to manage

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if they were saved in some sane format

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(with strict rules and formatting)

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right now it's all custom bable of text, impossible to read (in editor) and binary assets when saved..

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they were working on text format for assets

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last I heard there was working prototype

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but so Niagara ;d

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so is*

cloud cobalt
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@devout gulch tbf I don't expect Blueprints to be mergeable ever. Stuff like moving nodes around has to be in the file, and in the real world, substantial changes to Blueprints would end up being unmergeable anyway, even with a sane format.

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More to the point, they don't need to be mergeable. No one really wants to write years of work in a proprietary graphical language

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That's what code is for

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Blueprints are great for stuff that doesn't need lots of maintainance

devout gulch
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true but then, code you written in unreal is protably only between unreal

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portable*

bleak elk
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by far the most obnoxious username I have ever seen.@static viper

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congrats.

static viper
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thank you :3

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i keep pride in it โค

bleak elk
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๐Ÿคข

static viper
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HAHAHAH ๐Ÿ˜„

cloud cobalt
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@devout gulch Eh, much of UE code is at least translatable to something else. You have a constructor, private & public methods, a tick with a delta time

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Stuff like that is going to be everywhere, even though the specific classes and methods aren't

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Translating Blueprint to any other game engine though ? You need the engine installed just to read it.

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Granted that's not something people usually do

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But at least if you write a super specific game thing that you want back in another engine one day... Hell, I did that with UDK Unrealscript, that I got back into UE4 trivially

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It was just some math & geometry

plush yew
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Does anyone know if UT source will build on VS 2017?

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I tried a few weeks ago and it didn't work but I might have just missed a step or two in between

cloud cobalt
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If it builds with a recent engine version it should, since VS is backward compatible in pretty much every way

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The engine is the main sticking point

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Haven't tried though

plush yew
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Ok thank you I will give it another try

fierce tulip
static viper
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i did more once ๐Ÿ˜„

tall pendant
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tough luck hehe

fierce tulip
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guess its time to do grocery shopping

celest creek
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Hey guys, so I'm trying to setup a dynamic material on a particle system - do I have to setup particle parameters in the particle system, or should I be able to just access my particles dynamic material in the same way as I'd normally do with mesh materials?

fierce tulip
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back from grocery shopping, still compiling hehe

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@celest creek depends on what you dynamically want to change. you can do quite a lot without the need for changing stuff trough blueprint.

celest creek
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I have a lens flare (actually stolen from the infiltrator demo) that I'd like to change color of at runtime.

fierce tulip
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ah, then yea you'd need to talk to it trough blueprint, should be the same as updating color on a mesh

celest creek
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hmm.. yea that doesn't seem to work actually

fierce tulip
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you can also use a particle parameter

celest creek
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ah, missed that post in my hunt.. I'll check it out thanks. I did assume that once you captured the dynamic material used in the particle system you should be able to change it the same way as a mesh material though - without having to add anything in the particle system? As in, not even thinking of adding parameter names in the particle system..

fierce tulip
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that should be a thing, ive seen it done before. but im no bp-person

celest creek
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ah ok, thanks though.

tame delta
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anyone else getting sudden CPU or GPU spikes for no reason? I'm just sitting there in the editor and suddenly UE uses 99% of my gpu for about 10-20 seconds, even if I was doing something as mundane as tweaking physics constraints

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happens every few minuts

safe rose
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Use Multiple Processes: Is that a 0-1? (so 0 off, 1 on) Or how many cores/threads to use?

tame delta
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same as your screenshot on my end

wary wave
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0_o

keen birch
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Doing one more round here

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(If so, drop me a PM)

tame delta
random holly
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Does anyone know what my problem is? With my AI once an enemy spots me it starts chasing me but no matter how far away from it I run it still chases me ๐Ÿ˜ฆ

keen birch
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Well.... Did you put a check in there that stops it when too far away...?

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You need to tell the engine exactly what to do

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It can't just magically smell what you want to achieve

random holly
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Who said anything about smelling what I want to achieve ๐Ÿ˜‚

keen birch
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Well...

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You're not explaining anything about what you wrote

random holly
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Donโ€™t worry about it

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No need to be rude Iโ€™m just asking for help thatโ€™s all

keen birch
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So my bet was that you just haven't programmed it to stop chasing

random holly
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I tried adding a timer but still nothinf

keen birch
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Don't mean to be rude, but ya know... Can't really help out if there's no context or reference

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Adding a timer to what?

random holly
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Iโ€™m pretty new also so

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For it to stop chasing after X amount of seconds

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Well I thought thatโ€™s what it was but it still didnโ€™t work so yeah lol

keen birch
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We don't know what your code/blueprint looks like

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So we can't tell you what you're missing

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To me it sounds like you don't exactly know what you need to tell the engine, so it's not doing what you want

random holly
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Okay well Iโ€™m AFK atm so could I send it to you when Iโ€™m back for you to take a look?

keen birch
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(Again, not trying to be rude here, just saying what I'm seeing. I want to help, but I can't without reference/context)

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Sure

random holly
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Yeah I know like i said Iโ€™m not at my computer at the moment so when I am I will try explain better

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Iv read my message back and realised yeah I didnโ€™t really help myself by not elaborating sorry dude

keen birch
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It's alright, just want to make sure you get why I'm saying stuff like this

honest vale
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uh

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precomputed visibility requires project to have static lighting on?

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also enabled in level settings?

plush yew
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wtf xd

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i get 1000 fps on standalone game

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xd

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oh and i set the max fps to 1000

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lets remove the cap

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1200 fps XD

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its 10x higher than i usually get in 3d

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its forward rendered and materials are unlit

cursive dirge
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forward is pretty snappy

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I get over 200fps on older system with simple scene in forward

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altho, some unnamed competitive game engine renders 1500fps on deferred for me ๐Ÿ˜„

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on basic scene that is

honest vale
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hm, can't cook my project and the error call stack points to an empty line in one of my cpp files...

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Ensure condition failed: MyOwnerWorld [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp] [Line: 1030]

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apparently it's because I'm calling registercomponent

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in constructor

west tundra
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Good evening :) Does anyone have experience with the community Ocean Project? I'm trying to figure out why my ocean reverts to its original settings evertime I restart the engine. In fact, no when changing the settings again they have no effect. Any ideas? Any help would be greatly appreciated.

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In fact, when *

plush yew
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Hello everyone!
Can't build the game for IOS.
engine version 4.18 ( version 4.17 works well)
mac OS 10.13.3
I'm using a template from a ThridPerson blueprint.

please help
Thanks

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The engine is build in Xcode 8.3 and Xcode 9.2, same error

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Build the project under MacOS passes without error

spare blade
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When I import the starter content into a project should it be placed within the Content folder or on the same level as the content folder?

fierce tulip
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migrating should always point at the content folder

spare blade
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@ Luos Because I just want to reference the contents of the โ€œstarter contentโ€ and I donโ€™t really want it in my project. Is it possible to import it so that it is at the same level as the content folder?

sudden agate
bitter iris
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Anyone got any tips on how to reduce the amount of triangles (there is hardly anything on the landscape atm

sudden agate
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"anything on the landscape"

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the landscape is literally covered in foliage

grave nebula
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26 megatris!

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5.4 kilodraws !

sturdy walrus
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who provides best tutorials on unreal engine 4 ??

fierce tulip
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god, running ue4 in opengl is slow af

tender dome
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hi, my static mesh which i made from combining multiple meshes in editor are turning into black after buildiing light. how can i solve it?

bitter iris
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@sage valveildex It's culled to vision

fierce tulip
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cull it more agressively hehe

bitter iris
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is it?

fierce tulip
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its an insane amount of calls/polygons for such a simple scene

bitter iris
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the map size is 8km x 8km

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so far half is filled

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but culled so it spawns at a distance

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guess im doing it wrong

sturdy walrus
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it looks nice tho ๐Ÿ˜‰

fierce tulip
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instacing, LOD-ing, merging meshes, make sure you arent using transparancy for flora, culling volumes, etc.

bitter iris
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Everything is on auto lod shouldnt be that, havent merged no meshes

fierce tulip
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i dont have too much experience with terrains itself, but i'd look into/google about "ue4 terrain/landscape optimization" stuff

bitter iris
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Okay

fierce tulip
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good luck ๐Ÿ˜ƒ

restive eagle
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try checking without your fooliage, maybe terrain is the main issue here

bitter iris
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my terrain has 22 million tris

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that seems a crap ton

grim sinew
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That's around a full AAA game's poly budget.

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Just for the landscape. So yeah, that's pretty heavy.

fiery harbor
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any idea where I find the CPU-Z EULA?

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its not the official website, but it seems to be the EULA

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and it says

1. CPUID CPU-Z PRODUCT LICENSE 

CPUID CPU-Z is a free software : you can freely use it and distribute it.
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(I want to ship it with my game)

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I would just like to find that EULA on some official website...

regal mulch
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Can't you contact the people via the off site?

fiery harbor
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well I would like to not wait a week for an answer. the EULA is surely easily available somewhere

regal mulch
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You can always search while waiting on the answer

fiery harbor
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ah I found it ๐Ÿ˜„

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its in the installer of course

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(I only used the portable version before)

plush yew
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do these work for anyone else?

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theres a 1gb zip download in the description nothing builds right in my 4.18.2

bitter iris
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@grim sinew any ideas how id reduce it

grim sinew
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Yes. Less polygons in view. You know, cut off the grass at a certain distance and stuff. Maybe use billboards.

floral heart
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I believe in this instance "terrain" refers to the landscape. I wonder if tessellation is involved.

sturdy walrus
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umm is there no pack that provides sound effect for free ?

bitter iris
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@grim sinew There is no grass that is out of the players sight

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Need to find someone who is able to render a world machine map out for me

restive basalt
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When is 4.19 supposed to be officially out?

floral pagoda
frank escarp
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the 6 core guys

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are absolute legends

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bretch single handedly created Cycles

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and then went to work with Octane for a while

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and then came back to Cycles (TRAITOR)

floral heart
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SPY

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Then again, what has Octane done.

honest raven
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Guys do anyone has any idea how to rebuild a plugin into a newer engine version?

livid haven
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Enable plugin. Build. Done.

honest raven
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Hmm I want to rebuild Substance's plugin into 4.19 but no luck :/

frank escarp
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substance is a complicated plugins

livid haven
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Obviously, if there are engine changes that break the plugin, you need to fix those.

frank escarp
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depending on plugin complexity, you will get problems or not

safe rose
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You have to wait for substance

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Unless they have given out source

livid haven
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And if you don't have source, obviously you can't build it, period.

safe rose
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But I don't think so

frank escarp
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for example, im using Prefab Tool on 4.19

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but i had to fix a crash

safe rose
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@frank escarp prefab plugin?

frank escarp
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i just commented out the code that was crashing (a random tooltip) and go

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yes

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its pure gold

safe rose
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never heard of it

honest raven
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Hmm I see

frank escarp
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it helps my need a LOT

safe rose
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Like Unity?

frank escarp
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better

safe rose
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hmm

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I thought I saw a BP thing

frank escarp
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and it can convert to blueprint

safe rose
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Not plugin though

frank escarp
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with a click

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so you can edit it in world space, as a normal actor with hierarchy

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and click a button and it refreshes the blueprint

safe rose
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Anyway @honest raven TLDR: you can't with substance

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They don't provide the source

frank escarp
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they dont provide source?

safe rose
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If you have source, you can easily just rebuild it in the newer version

frank escarp
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every marketplace plugin has to come with plugin source

safe rose
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I don't think so, and no they don't

frank escarp
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of course the substance API engine would be closed

safe rose
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That's definitely a lie

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lol

frank escarp
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its actually on guidelines

safe rose
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Is it?

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Maybe new

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Because I know I've used some with no source

frank escarp
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all plugin code that uses UE4 classes has to be open source

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plugins all come with a DLL built

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but they come with source

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all of them

#

some bastards put the "important" code in a dll

#

and then interface with the dll with an open source blueprint

#

Epic does that so you can easily update the plugin yourself if its needed

#

let me check substance

honest raven
#

Hmm thanks mate

#

๐Ÿ˜„

safe rose
#

hmmmmmmmm

#

Actaully

#

I just found it on github

honest raven
#

oh

safe rose
#

yeah lol

honest raven
#

404

#

xd

frank escarp
#

same with with Houdini

safe rose
#

but that's 4.14...

frank escarp
#

they have a fully open source plugin

#

wich btw is HUGE

safe rose
#

so that shit isn't even updated

livid haven
#

@honest raven Because you don't have permission.

safe rose
#

you need to sign into github

honest raven
#

Ah make sense

frank escarp
#

and the plugin calls into your installed "houdini engine" installation

safe rose
#

Yeah don't worry about that anyway @honest raven

#

It's old and useless

honest raven
#

Yeah, way too old :/

frank escarp
#

being an open source plugin has helped me. Becouse if something breaks i can see wtf happens

#

i also cant use ANY plugin that has a closed source dll

#

becouse ps4

safe rose
#

oh

#

thanks for reminding me

#

I need to bug them about my permissions again

frank escarp
#

this means several of the IK plugins are impossible

#

becouse the bastards put the IK implementation in a dll

safe rose
#

oops

#

When you try to login into DevNet and realize you forgot your login/pw

frank escarp
#

rip in pieces

#

they gonna add the DevCon call like this or next week

#

nvm you USA

#

you have your own conference, different one, there

#

ill try to go to the conference in London next month or so

safe rose
#

Nice

frank escarp
#

last year was great

safe rose
#

They do any promotions?

#

Or marketing stuff?

frank escarp
#

no but they give tons of free swag and free knowledge

#

also free beer

#

its GDC style with lots of technical talks

#

mostly technical and business

#

NDA-d of course

#

becouse PS4 stuff

#

last year i was the only spanish guy that came from spain

#

and i think the youngest

#

@floral pagoda i was looking into the blender thing

#

8 gb pendrive

#

in fucking 2018

#

where i just bought a 256 gb pendrive for 60 euros

#

its a cute thing, but 8 gb

#

8gb are the absolute garbage free pendrives you get in marketing places

#

at least give it 32 or 64 gb, even if its a big higher in price

#

no artist ever is going to buy a 8 gb pendrive

floral pagoda
#

@frank escarp - It is more about getting the 2.8 done by the end of the year

frank escarp
#

honestly a direct donation would be more worth it

floral pagoda
#

Agreed

frank escarp
#

if it was 32 gb at least i would buy it (even if it costed more)

#

but at 8 gb its literally worse than some garbage free usbs i got from random places

livid haven
#

I think the idea is that it's got particular content loaded on to those 8 GB

#

But, still.

floral pagoda
#

^

frank escarp
#

it comes with nothing

#

its to sponsor the foundation

#

oh, nvm

floral pagoda
#

I can give you guys with the direct link to the dontation

frank escarp
#

it does come with stuff

#

i think the rocket is cute as fuck

#

but damn 8 gb i literally cant give it an use

floral pagoda
#

There you go

frank escarp
#

i could send them a bit of my bitcoin/ethereum

floral pagoda
#

You could

#

I am acutally suprised that they accept crypto

frank escarp
#

with crypto i can currently send them a nice chunk of money with no fee

#

paypal takes a bit and banks take more

floral pagoda
#

Oh nice

#

Did not know that

frank escarp
#

also, keep in mind how hardcore blender userbase is

#

tons of hackers and linux people there

floral pagoda
#

Ah good point

frank escarp
#

wich is the kind of people who gets into crypto, and who did at the start

floral pagoda
#

Yep

frank escarp
#

bruh

#

they have 11 full bitcoins

#

and, right now, they have 1 whole bitcoin in their wallet

#

so i guess they traded them for money

#

52 transactions into the blender donation wallet

#

you can hover over the green icons

floral pagoda
#

How much is a bitcoin currently worth?

frank escarp
#

to see how much it was worth

#

at the time of the transaction

floral pagoda
#

ah ok

frank escarp
#

some random donated 1000 dollars in bitcoins last month

floral pagoda
#

Woah

frank escarp
#

actually, last month that would be 2000 dollars in bitcoin or so

#

in a donation

floral pagoda
#

oh wow

sleek spear
#

how do i blend with landscape without disabling cast shadows?

#

do i need to use a blueprint for every mesh, with two instances of the same mesh, one for blending material and one for casting shadows?

#

can anyone see my messages?

grim sinew
#

Yes. I just don't have a good answer since blending meshes into the terrain is hard.

#

Distance fields and pixel depth offset is the one most people do, but it's prone to ghosting artifacts and self occlusion. There's also heightmaps, but that's more difficult to set up.

#

Epic's solution with the Kite demo, after looking at it, was just to put a bunch of foliage and hope for the best. They -did- have mesh blending, but they never used it.

floral heart
#

Needs a way to paint bent normals to vertex color.

midnight mantle
#

any laptops you guys recommend for learning UE4 on?
I have a capable computer at home, but I am rarely home
If not, what effects should I turn off and minimum RAM?

floral heart
#

Surface Pro if you hate battery life. kappa
I don't know how you use UE4 on a small screen. It's uncomfortable.

grim sinew
#

I completely broke my old laptop by running too many lightmap builds on the UDK. Just be careful and make sure the temperatures don't get too high when you work on it.

#

CPU got heat stressed and even with a full cooler replacement, it shut down immediately if it was in a game for more than a few minutes.

midnight mantle
#

hmmm

#

battery life I'm not too worried about

#

just something I want to bring with me to work

#

I can plug it in

floral heart
#

That seems to be a thing with tablets/laptops recently. Either they're underbuilding for TDP since everyone wants thin objects, or the TDP is a lie.

midnight mantle
#

I also have extra monitors

sleek spear
#

thanks @grim sinew

#

i saw this terrain blending rocks in the marketplace. i guess they do it with distance fields etc.

#

right?

analog cedar
#

outside of unreal forums, what platforms have you guys found useful for shareing your projects to the community?

livid haven
#

Not that I've done it, but Reddit probably.

#

/r/gamedev at least.

#

Don't just go running about posting links to your game on /r/games or /r/gaming blindly, of course. You'll probably get chewed out and banned for that.

#

Definitely get a read on a subreddit before you effectively self-advertise to them.

#

Some will welcome anything relevant to their community, some will not appreciate feeling like they're being advertised to in a social space.

analog cedar
#

Alright, ill keep that in mind ๐Ÿ˜„

lethal star
#

hey guys, is there a way to slightly alter the animation of the default FPS character to hold something one-handed? or would i just have to animate a whole pose from scratch?

woven raft
#

anyone know if preview versions of unreal block full access to Steam? I am moving from 4.16 to 4.19 and I found out that 4.17 and 4.18 work just fine with my Steam leaderboard code but 4.19 will not (although it has the steam overlay). I even imported the full steam API directory from older version of unreal with no luck

loud phoenix
#

Does a post-process volume's blend weight affect performance? For example, if I decrease it, will it be less costly?

strong shoal
#

hey i was trying to use the imported offset animations from the marketplace learn project "shooter game" however when i put them in the blendspace, it says "invalid additive anim type". what sprt of problem is this?

woven raft
#

@loud phoenix no its still using the post process so unless its off you'll take the full performance hit (if you set it to 0 it should be off but im not sure)

loud phoenix
#

@woven raft Thanks, it might be a transparency issue it turns out. If I have some fading text with a translucent material and an opacity parameter being adjusted, is that very costly?

#

I know transparency is costly in general but

#

How much, really?

woven raft
#

depends on what it is in front of.. can depend on a number of things

jaunty tinsel
#

hey guys, sorry to bother you all

#

but i imported an skeletal mesh, and for some reason it off setted one bone on all animations, i cant understand why

brave drift
#

Hello

#

Do we have release date for 4.19?

cloud cobalt
#

Nope

#

Bugs are still being reported

brave drift
#

So cant move project yet :/ having problem with C++. When i create new cpp it always open in new visual studio instance and impossible to work with :/

devout gulch
#

/random rant

#

one time I learn tha setting master pose component on clothing sub mesh is big NON ONO

#

not supported not intended to work etc

#

I should use Animation Blueprint with Copy Pose on such componenets

#

it worked for 2 engine releases

#

and then out of fucking nowhere stoped working

#

guess what now setting master pose component on clothing doesn't crash and works!

#

idk maybe that's bug and will start crashing next major release..

static viper
#

why

#

the set master pose works absolutly well ๐Ÿ˜ฆ

devout gulch
#

I don't remmeber exactly

static viper
#

im using it for clothing/armor :3

devout gulch
#

but it had problem with matching bones

static viper
#

works well

#

i nver had

devout gulch
#

with indexes

#

in array

static viper
#

what array

#

what are you doing

devout gulch
#

it was hard crash in cloth simulation code (;

#

tl;dr

static viper
#

youre not using apex?

devout gulch
#

there is no apex clothing anymore

#

only NvCloth

static viper
#

but it has nothing todo with bones

#

thats why i ask

devout gulch
#

to make master pose component work, all slave meshes must have exactly the same bone structure that the master element

static viper
#

yes

devout gulch
#

for clothing (before) for some reason unsimulated bones were skipped

static viper
#

err

devout gulch
#

so slave cloth component didn't have exactly the same bone structure

static viper
#

that confuses me

devout gulch
#

you probabaly never digged into this code that's why ;d

static viper
#

no i only used the node :3

devout gulch
#

tl;dr setting cloth as slave didn't worked very early it just been going bonker, later it just startd to crash

static viper
#

but i also never simulated cloth physx XD

#

i never will

#

i dont think its important

#

i find gameplay important

devout gulch
#

for me i's deal breaker

#

skirts/coats/robes without cloth simulation look crap

#

and it's cheap enough to not bother

livid lotus
#

Ok I will literally pay someone right now to get in discord chat with me and help me go through some code on a marketplace pack and figure out how to do something I'm trying to do with it. I've been at this for a week and can't figure it out

cloud cobalt
#

Just ask your questions here

livid lotus
#

Using the action RPG inventory kit from the marketplace, the developer is taking some time off and isnt available. Im trying to figure out how in his code to change up the equipment slots where i can equip a main hand weapon into the offhand slot as well for duel weilding, and im hitting a block and can not figure it out. ive looked everywhere i can for information and done all the research i can handle on it >_> time to ask for help

paper kernel
#

I'd assume there's a class filter what you can equip in each slot

#

find the variable, add mainhand class to offhand slot

livid lotus
#

lol i wish it was that easy

regal mulch
#

I know that he compares at some point if you can equipped

#

And he has a function to convert a slot to a type iirc

#

Cause the first x slots in his inventory are for equipment

#

@livid lotus

fiery ridge
#

need help c++

#

how to call chanel 2 uv coordinates of an actor

wary wave
#

a) There's a #cpp channel for programming help
b) You're going to want to be a bit clearer about what you do

urban flare
#

Quick Question: Is ECC RAM recommended for a 3D Workstation? Couldn't figured out by a small google search.

static viper
#

<@&213101288538374145>

#

Magic

#

WOA

fierce tulip
#

already on it

static viper
#

works!!!!!

fierce tulip
#

guess he isnt on discord to win it

random holly
#

Iโ€™m so sorry people I hadnโ€™t read the code of conduct it was just me being a nob doing what my friend had asked me

#

I wonโ€™t make the same mistake

#

Sorry if I annoyed anyone

grim sinew
#

@urban flare If your motherboard -and- CPU don't support it, it won't do anything anyway. Only a very tiny amount of 3d rendering workstations have ECC memory, and even that's just relegated to servers or render farms. For day to day rendering, it doesn't matter and from what I understand may even slow things down a bit.

fierce tulip
#

s'all good @random holly

urban flare
#

@grim sinew Thank you. Just bought a new PC, and forget to think about it.

#

*forgot

dense dew
#

what's up community

#

im a complete noob in unreal and in game developping

sudden agate
#

If you know how to google, everything will be fine ๐Ÿ˜„

dense dew
#

the thing is i dont know where to start

#

XD

urban flare
#

Just check out the beginner videos/ tutorials on youtube.

fierce tulip
#

take small steps, find simple tutorials, check out learning tab, and ^^ what @urban flare said

urban flare
proud prism
#

Gentlemen.

floral pagoda
#

and they are live ๐Ÿ˜ƒ

floral pagoda
#

@frank escarp - The USB Drive will be 16 GB

frank escarp
#

ok now im getting one

#

holy shade man

#

they especifically mentioned autodesk killing XSI, and that blender will be better than XSI soon-ish

static viper
#

Can i draw 2D debug lines between actors?

#

should be possible cause there is debug points

#

but i dont want todo a trace

#

just a debug ray

frank escarp
#

draw debug line

static viper
#

ah i see

#

mh

#

lets fiddle around a bit

#

mh that one has a delay

#

mhmhmh

#

i want lines to be constant

#

mh

#

i could fake a line

#

i could just scale a tiny cube in the direction

#

ohhhh

#

so much effort again!!!

spare steeple
#

is there a reason my game always starts on my secondary monitor? happens to my friends too

#

cant seem to find a fix

wary wave
#

it's a Windows thing, I believe?

spare steeple
#

not sure

#

ive had some dual monitor software try labeling monitor 1 as monitor 0 but its setup properly in windows

#

no ue4 game ive played gives me the issue though

#

ideally id like to include a setting in the options menu

restive eagle
#

@spare steeple i know this is not a long term solution but you can windows key+shift +left/right arrow

fierce tulip
#

@spare steeple I hadto change your name because rules.

#

please keep any new names civilized, would be appreciated. thank you

upper heart
earnest cape
#

I was wondering if anyone has made a transparent material that checks if there has been say 2 or more layers of transparency between it and the player camera, and then becomes opaque dynamically. Preventing overdraw and improving performance.

wary wave
#

I don't think that's possible

fierce tulip
#

would mean a material swap, not to mention what to do with transparent particles etc. the checking alone might be heavier than workarounds

earnest cape
#

I was thinking for something like a glass building

wary wave
#

the problem is you'd need to do the alpha testing / depth sorting, then change the materials, then render

earnest cape
#

Would it be better to have a bubble around the player?

#

That just turns them on and off

wary wave
#

it wouldn't just be a shader, you'd need to rearrange some of the renderer

#

that would probably work better

earnest cape
#

I'll try that then

#

Probably will use two bubbles for far and very far

#

Actually that won't matter

#

Thanks anyway

spare steeple
#

@upper heart thanks for the notice

#

my secondary monitor is on the left

upper heart
#

np

restive eagle
#

Hey maybe someone could answer whats wrong. So during run time i am saving some refferences into an array
While game is running it saves and loads correctly
https://prnt.sc/iepr87

Lightshot

Captured with Lightshot

#

Any ideas why this could be happening only when closing and running the game again? The item that dissapeared its labeled as invalid

#

Ok saving class instead of refference did the trick, but really strange that the first method was setting the refference as invalid...

lean kernel
#

what to do when the moon is misaligned and ~ doesn't open the console?

cinder iron
#

Guys for a thing like fire control (round-burst, automatic, semi-auto) would you rather have it embeded on the firing code so you can mutate it as you go, or have it decoupled in another class? (Con on second is that mutating wouldnt be posible at runtime w/o changing the FiringControl class which could be a bit sketchy)

#

I'm getting into an area inside my ShooterGame extension that is more about game specifics rather than generic code lol

frank escarp
#

@cinder iron swappable components

#

have different FireMode components, and then you just call ->Fire() on the correct one

cinder iron
#

Thing is that the firing code is already a component

#

If anything would be doing something similar to the FireState UT does, like a class helper

#

But the fire component shouldnt need to rely on other components giving the point that all the firing weapons will have a at least one fire mode

#

So the weapon having a fire control component would me make things like

#

GetOwner()->GetComponentByClass() and then call the fire

#

So the firing control would need a weapon owner anyways and it would need from a firing component

frank escarp
#

@cinder iron ive experimented a few times

#

with componentized weapons

cinder iron
#

Me too

frank escarp
#

my latest system is overkilll to an extreme limit, but allows me to generate nearly ANY weapon out of the base set

#

have a FireMode component

#

with a StartFire() and StopFire() function

#

nothing really else needed

#

you could have alt fire, but maybe that should be its own component

#

i also like to have a MuzzleComponent, wich is the component that spawns the bullet and fires

cinder iron
#

Alt fire would be a control fire subclass

frank escarp
#

it has a Fire(ProjectileData) function, and thats about it

regal mulch
#

@lean kernel ProjectSettings -> Input -> Scroll to bottom -> setup console key that works

frank escarp
#

just so it plays the correct FX and spawns the bullet on the correct place

lean kernel
#

thx

frank escarp
#

but thats due to some stuff i was doing with editable weapons

#

FireMode component works fine

#

just add another one of them, and then switch beetween them

cinder iron
#

Then I would be limited to the ones I add to the weapon anyways, also FireMode component would need of another component to do the actual fire. On my case I have an InstaHit component and a projectile component

#

Both inheriting from FiringComponent

#

Rn the control fire stuff is inside the component since all the weapons can fire at least in once Mode

#

I manage it with an enum

frank escarp
#

thats what im doing

cinder iron
#

So you can put in a weapon a projectile component and a insta hit component and swap between them

frank escarp
#

i do have a muzzle component that takes the firing data and "actually" fires

#

so i can do projectiles or instahit

#

the fire modes eventually just call "Fire" on the muzzle component

#

my fire modes also checked for proper ammo into a Magazine component

#

but in your case you can use the muzzle component better

#

its kind of a better place to hold it

cinder iron
#

this is a framework

#

So I'm looking for something that people could take

#

And extending it as they please

frank escarp
#

in that case, componentize EVERYTHING as much as possible

#

that way people can mix and match

#

with some failsafes that show an error if the weapon isnt "correctly assembled"

#

and leave everything as components

#

not actors

#

so people can make random things "shoot"

#

for example a turret

#

in my game the turret was just a "infinite magazine" component, and a "auto fire" component, and then the turret logic just fired if it had line of sight

cinder iron
#

Rn each firing component defines its own muzzle so you can have different muzzles According which fire component you are chosing, so you can have a flamethrower and a projectile in the same weapon, each one with its own muzzle and effects

#

Yeah thats the thing, you need to failsafe a lot

#

Because per say

#

You cannot have a health regen component with a health component

#

Or... You cannot have a muzzle component without a fire mode compoment

#

Thats why I'm trying to do the same as you are doing, but a bit more aliviated

#

So yes, I'm using composition, but not abusing of it

frank escarp
#

yup

#

failsafe is needed

#

or just give an error

#

for example, a muzzle component does not really need a firemode component

#

but a firemode component DOES need a muzzle

cinder iron
#

Thats what I didnt want to do, I want to define where are the limits of my framework

#

To be acceptable in massive performance cases

#

And ofc to not create too much coupling between pairs of components

#

What you are doing is the pinnacle, and conceptually the best, but maybe too much for my case

restive eagle
#

is it better to re-create save file on save or to get the existing one and update it?

frank escarp
#

creating a new one tends to be simpler AND less error prone

#

what if the save you loaded was wrongly loaded? or there was a bug

#

the bugs would persist

static viper
#

but its a problem loading savefiles

frank escarp
#

personally, (in my very simple cases) i recreate it every time

static viper
#

i havent found a way to list saves yet is there one?

cinder iron
#

I recreate em aswell

restive eagle
#

i have my settings recreating every time, so was thinking if that was the correct way. ok will stick to recreating then, wont need to check for an existing one

#

cause was thinking if i use the existing one, i would need to clear all the arrays etc

static viper
#

mhhhh

#

i just realized something

#

even tho i want to have multiple save files

#

i could techniquly create a struct and have a struct array

#

and every save creates a new entry...

#

wouldnt that be smart...

#

stupid idea

restive eagle
#

maybe the biggest downside of recreating that you need to update everything, but as vblanco said it will probably avoid getting some errors and you only will need to have 1 main event for that, instead of adding bunch of them for every single thing you want to update

static viper
#

how will you load a save file without a slot name

#

how does ue4 know

restive eagle
#

theres a node for that

#

does game slot exist

static viper
#

yee but you still need names

#

slot names

restive eagle
#

manually enter it

static viper
#

hahahah

#

no XD

#

theres no system for that case

#

ue4 cant load sav game file names as array

#

for some odd reason they didnt think of that

restive eagle
#

well mine gets created when you make a character, each of the character has its own slot, so it wont be a problem in my case

static viper
#

so you manually type in the name of the slot

restive eagle
#

no, it checks character name

static viper
#

from where does it get those

restive eagle
#

and uses the same slot as the name

#

theres another save file

#

with their names

static viper
#

ok

#

now imagine you want to import a character

#

or you loose that sav file

#

what then

restive eagle
#

well in any case if you loose your save file you are fcked

static viper
#

thats my issue

#

i will need to write a function for this

#

i will work on this problem @restive eagle

#

your system will just make you trouble. Owl find an easier way

#

i need that in my game to

restive eagle
#

but how else you would save that data?

#

if its gone then its gone, no? ๐Ÿ˜„

obsidian nimbus
#

put it in the cloud

restive eagle
#

well ye, but it would be better to have it working offline

obsidian nimbus
#

do it both ๐Ÿ˜›

restive eagle
#

then it would be better to make a backup

obsidian nimbus
#

I fail to see the problem here, why cant you have multiple saves?

#

can make multiple accounts with multiple saves

restive eagle
#

dunno, for some reason owl wants to invent smth new ๐Ÿ˜„

obsidian nimbus
#

whats wrong with string arrays?

static viper
#

@restive eagle i will build a node where you can simply read the entire save folder

#

and get a list of slot names

#

then you can create a loading menu

#

and simply click the saveslot.

restive eagle
#

thanks for looking after other people, but i wont have import save system

static viper
#

then you only need a single file for one save

#

its also about corruption ๐Ÿ˜„

#

i wil have my save system โค

restive eagle
#

ye about reading the file names i would probably be able to do that myself, but you also asked what I would do when i loose my save files, theres probably no solution for that right? without syncing with cloud server. also these two problems you mentioned are not really relative to my game. thanks again though for being very enthusiastic ๐Ÿ˜„

#

and i think rama already did smth like this

static viper
#

oh i am all egoistic here ๐Ÿ˜„

obsidian nimbus
#

you can json save files

#

store all save files in twitch chat ๐Ÿ˜›

restive eagle
#

i will better use my floppy disk

obsidian nimbus
#

damn, no love for my twitch chat save system :/

regal mulch
#

icq save system

half moon
#

Hello everyone ! ^^
I'm new on this server and I'm an unreal engine users since a looong times now
Sorry for my bad english I'm french

Can I ask for help about my epic games account here ? ๐Ÿค”
Because I've actually several problem with it I think its about a hack on my account

regal mulch
#

Nope, we are unofficial.

#

Please contact Epic Games directly.

obsidian nimbus
#

tell ur account name and passw, ill stop those nasty hackers

half moon
#

It's already done but is it normal they didn't respond after 3 weeks... ? ๐Ÿค”
And I've just noticed there are epic staff here too...

#

Yes you can completly copy and paste it and to be sure about certain settings I recommend you to erase the intermediate folder and autosave/backup folder in saved
And Binaries

regal mulch
#

You need to make sure you copy the following folders and files:

BP ONLY

  • *.uproject File
  • Config Folder
  • Content Folder

C++

  • Source Folder
#

Intermediate Folder and sln file can be regenerated by rightclicking the uproject file and hitting regenerate project files.

#

Binaries get regenerated by simply compiling your project in C++

#

And Saved folder gets created when you start the project

#

(In BP only this also creates the Intermediate folder)

#

@half moon The Epic staff here is not really active. We had some activity a few months ago but they mostly left and are only in here for their hobby projects.

#

Please make sure to not ping them about Epic Games related issues, but rather contact them via Email.
And no, it's not really normal, but then again, idk if they respond at all that fast for that.

half moon
#

Alright thanks for giving me more information ๐Ÿ‘Œ๐Ÿฝ
So I think I just have to wait more and hope to get an answer

Have a nice day! bye !

obsidian nimbus
#

Because I've actually several problem with it...

#

might help if u say what problems

pure depot
#

if I require LPVs, is the most recent working version in 4.16.0?

keen birch
#

It it just me or is the Add Controller Yaw Input framerate-dependent?

#

The low my framerate goes, the slower the characters turn

#

(Using the character class as base)

paper kernel
#

if you run it from tick, yes

keen birch
#

It also is running it from an input axis event

#

Not sure how they see that working, tbh

#

I suppose it sort of makes sense that it's not compensating for it

#

Now that I think about it a bit more

#

Never mind me x3

#

Except it's not giving consisten results when multiplying the input by deltatime either

#

So it's doing some kind of compensation, but not the right way

#

.>

#

Actually it's seeming more like the inputs are being scaled by framerate...

#

Going to look into this more soonโ„ข

paper kernel
#

the value should be normalized

keen birch
#

Just replaced the controller yaw node by just manually adding rotation, issue persists

paper kernel
#

input value * multiplier ratio * deltatime should be accurate

keen birch
#

Exactly what I'm doing

paper kernel
#

however, tick deltatime and world deltatime afaik might not be same

keen birch
#

But it's not doing what it should be doing

#

Calling this stuff in tick, it's not giving consistent results with varying framerate

paper kernel
#

well, there's always the option of using looping timer to do the work

#

that should be consistent

keen birch
#

This should just be working, correct?

paper kernel
#

except the boolean check is WS, and input is AD

keen birch
#

(Just making sure that my "Why is this not working" eyes aren't being weird on me)

paper kernel
#

so you dont get AD input unless there's some WS input in the mix

keen birch
#

That boolean check is just there to make sure that if WS is negative the turning axes are inverted

paper kernel
#

and mind you, input axis goes from -1 to 1

keen birch
#

Input axis goes from whatever you tell it to go from, afaik

#

Depends on the scales you tell it to use, right?

paper kernel
#

these are very very very tiny values

#

you can't achieve absolute 0 or above consistently

keen birch
#

You think it's floating point errors?

paper kernel
#

well those are just a bonus

#

but I can tell even your fresh controller from a store has at least 0,001 error out of the box

#

mouse gives that kind of values if you give it a nasty stare

#

so you can't use it for boolean checks really

keen birch
#

It's worth noting this is just keyboard input

#

So it's 1/0 stuff at the moment

#

Which is why I was surprised when you mentioned floating point

#

But even so, when I ignore that check, the problems still there

regal mulch
#

So I wonder, when you want to make plug and play logic with components (so you create your own component) and you need another component to make stuff work, you'd probably inherit from that.
But what if your whole idea needs 2+ components that are already existing.
Like a combi of Widget and StaticMesh Component.

Is there any way to make a "REQUIRED" component when putting one of the two on a actor?

keen birch
#

I'm just being confused about why my input*deltatime isn't working

#

:/

#

@regal mulch Run a check in construction script

regal mulch
#

Without Actors

keen birch
#

Problem is that stuff you add in-editor in construction isn't exposed in the details panel

#

Ah

#

Hm

regal mulch
#

Put one of two components on the actor and it places the other

#

Unity is the Required thing

#

Where if you place one script it needs and places the other one

keen birch
#

Right

#

So you have an actor, right?

regal mulch
#

Some random actor, yeah

keen birch
#

Ah, like that

#

Hm

paper kernel
#

one adds another component?

regal mulch
#

Yeah, however a component can't add a component, can it?

keen birch
#

Could just make an "initialize" button with blutility in blueprint, for instance

paper kernel
#

not that I know of

keen birch
#

If you have a way to call that function, it can

#

The problem here is in reliably calling that logic

paper kernel
#

You can check for other components of the parent, but you'd need an interface for adding the missing piece

keen birch
#

Anyway

regal mulch
#

Bluetility button would also mean I modify the actor

#

Hmm

#

Alright, will see if I find a hacky way :D

keen birch
#

If anyone has any idea about my input problem thingy, ping me please โค

#

Off to bed now

#

o7

paper kernel
#

and I'm not 100% sure how the execution would go when component adds another, since it all kinda happens mid-construction

#

cue McGyver song ยฏ_(ใƒ„)_/ยฏ

urban meadow
#

anyone ever have any problems with setting a variable with an enum type during play, and it doesn't change from the default value? this is the second time i've run up against this, first in 4.15 and now in 4.18

paper kernel
#

I don't even remember a version I didn't have issues with BP enums

urban meadow
#

i thought this problem woulkd have been fixed, they revamped the enums in like 4.16 or 17 i thought

paper kernel
#

but you can replace it with generic byte

urban meadow
#

oh i'll try that

#

thanks @paper kernel dunno why it never came to mind, but it fixed it

plush yew
#

Still cant figure this out lel

#

Obviously it's a custom solution lol

#

The only solution I have currently

#

Is hook onto some native windows class

#

and play a sound

#

lmao

#

why in the world is sound "LOCKED" to actor components

#

Is there a place to make feature requests to epic lol

cursive dirge
#

is it really?

#

I thought it was a scene component

plush yew
#

yeah but it requires a world

#

what i need is to be able to persist a sound between level load

#

because all USceneComponent, AudioComponents, ActorComponents are destroyed when u load a level

cursive dirge
#

so, load loading level

#

and additive load for the new level

#

it's good practise to keep something on the screen anyway if the wait is long

cloud cobalt
#

Just fade the sound in & out like games do

plush yew
#

i want to do it like ARK does

#

i feel like there should be a feature to play a sound

cursive dirge
#

then use the intermediate level in the middle

plush yew
#

that isnt attached to a component

#

but to the like

#

"default audio device"

#

like there has to be a way to directly tell the audio system

#

"Play this, no matter what"

#

Until "X"

cursive dirge
#

so, you can work around that, or just not do it because it's not implemented the way you prefer ๐Ÿ˜ƒ

plush yew
#

no i mean

#

i dont actually know how to do it

#

lol

cursive dirge
#

ARK has loading screen

plush yew
#

I have a loading screen, but it doesnt persist my sound

#

lol

#

I need to find a way to persist a sound

#

between level load

#

lel

#

thats literally it

#

it cannot be done via any component

cursive dirge
#

if you say so ๐Ÿ˜ƒ

plush yew
#

lol

#

u know all Components are linked to UWorld

#

right?

#

lol

cloud cobalt
#

Or use clientplaysound

plush yew
#

idk what that is

#

is that a thing

#

lel

#

lemme look it up

#

i dont think so

#

its attached to APlayerController

#

So I'm pretty sure it would still get destroyed

#

but not sure

#

well not "attached" its just a method on player controller

#

lol

cloud cobalt
#

I am fairly sure PC is never destroyed over the lifetime of your UE4 instance

#

So try that first maybe

cinder iron
#

I'm not sure if what I'm saying will make any sense, but have you considered a multithreaded loading screen?

cloud cobalt
#

You did ask for "non component sound"

#

Here's that

plush yew
#

@cinder iron it would work if you could have a sound playing withouht a world lol

#

the issue is that, from w hat i can tell... ALL sounds are linked to Components

#

which means, whenever you call any Open Level() to open a new world (not talking about streaming) you will lose those components

cursive dirge
#

your loading screen level has world

#

just saying

plush yew
#

Does it though?

#

lol

#

How

cloud cobalt
#

Just use ClientPlaySound

cinder iron
#

if its a level, it will have world

cloud cobalt
#

Or a regular sound component tied to the PC

#

Opening a level does not remove all components ever

cinder iron
#

I'm not sure if PC would be ideal

#

I would suggest more dirty your hands in the viewport class

#

since its the most persistant class on the engine

#

which you can have control

cloud cobalt
#

sigh

#

Viewport has nothing to do with sound

#

PlayerController has plenty to do, it's just as persistent

cinder iron
#

lol I know, you can access flag properties about sound (which would need to be done custom'd), but anyways... PC as persistant as the viewport?

#

let me doubt that xD

plush yew
#

@cloud cobalt you sure that will work though lol

#

so heres why

#

APlayerController::ClientPlaySound will play that sound, correct?

#

however,

#

im connecting to a dedi server

#

wouldnt it kill my contorller

#

and attempt to spawn a server auth one

#

or would that be

cloud cobalt
#

No, it wouldn't

plush yew
#

AFTER level load?

cloud cobalt
#

As far as I know your PC is persistent

plush yew
#

mmmm...

#

i dont think it would work

cloud cobalt
#

You login on the remote server

#

With your PC

plush yew
#

From what i understand

#

PC is created

#

in PostLoad()