#ue4-general
1 messages ยท Page 184 of 1
yeah thats what i mean
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.
so not sure why it's not getting called
nope
it just never stops following
once it sees you, it always follows o_o
watching the behaviour tree variables though it never appears to unset follow target
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?
this highlighted condition is always true basically
so it's always moving to player
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.
is there any way to see the blueprint evaluation in the service blueprint?
so i can see where it's failing?
Hilariously, if the sphere never detects anything in radius, it won't clear the follow target either.
yup checked there too with the bool print
Eh, maybe it will. I'm not sure if foreachloops run at least once even when there's nothing.
i'm guessing it doesnt?
but i dont even get a print output off the sphere trace exec
actually that's not true, think i just missed something last time
aha, so that's fixed that issue
i've added a branch that unsets the follow target if it doesnt get a sphere output
now he just doesnt return home, but that's a separate issue i guess
Hey im having a lag issue with my character. Is there any way to fix this? https://youtu.be/AjA7OSxj2zA
That doesn't look like lag at all
That looks like you've got an animation that moves the character forward relative to their root.
The fact that the camera isn't "rubber banding" suggests as much.
Pretty sure you're just playing a walk animation that actually moves forward, rather than walking in-place.
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.
If we're not getting actual details on your specific problem, we won't be able to give you actual specific solutions. :/
Er, I really don't understand that blend space at all
Oh, nevermind, I do. The axes are labeled. ๐
Bit odd, but alright.
Yea im just following the tutoral ๐
That works, just not how I'd have thought to set it up - totally fine.
But you still need to show us the actual problem.
Preferablly without using your cell phone to take photos or video of your screen.
Please use the snipping tool on Windows or even Nvidia Shadow Play to capture a snippet of video.
Im attempting to but its saying the file is too large so im working on that now
Don't upload the Shadow Play video to Discord.
Put it on something like Google Drive or Dropbox, at worst. Something like giphy works too
"at" everyone!
wish @wicked tiger a happy bday!
@wicked tiger Happy Birthday! ๐
Thanks ๐
@wicked tiger Happy Birthday ๐
@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.
Ohk that makes sense so how would I go about fixing this?
Happy birthday @wicked tiger ! im late my bad
@wicked tiger Happy Birthday!!! ๐
๐
would a veteran spare a few mins to answer some questions for me
I can't be the only one bothered by this...
I searched for "get forward vector at distance along spline" but it doesn't exist because it's called "direction" not "forward vector"
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
OCD solved ๐
True
I has question. In fortnite how long do the battle passes last for??
@hybrid depot thanks! Early actually ๐
@grim ore I still don't get how long the battle pass lasts for
@half eagle DEC 14 - FEB 20
After that the season ends and we start a new season, with a new battlepass and sweet new content
Wait do I have to pay for a new battle pass in the new season?
Hey guys, quick question. What are your opinions on 3DS Max or Maya, which is better for game development?
@half eagle it appears that way. Itโs 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 donโt need the pass to get some stuff tho.
Fu****
Game's still free - battlepass will always be an optional purchase
@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.
But I'll pass on the feedback to him, @livid haven, thanks.
if I send bug report will I ever get response if it was acknowleged or scrapped ?
@devout gulch Its rare that you will hear anything from them. Unless the team needs further information from you about it.
QA are busy folks
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.
there are some issues with the console
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
When will the 4.19 ver be released?
No one knows ๐
Does 4.19 even have major features that are worth an update?
I was wondering should I wait for the update or not, because I'm going to make a new project that quite big
@sage valveildex#6923 in my case, yes
updates in vr stuff all around, and MSAA for ps4
Doesn't 4.19 also make Vulkan faster ?
yes, but not fast enough yet
it does bring a good amount of networking improvements from Fortnite
if vulkan ever gets to performance parity with PS4/xbox renderers, we are going to see a huge boost
essentially, drawcall numbers are going to stop mattering (almost)
i was pushing 3000 drawcalls/frame at 60 fps on psvr on the base ps4
and 90 fps on the ps4pro
PC struggles with that many drawcalls
We've had good feedback from Vulkan users on Linux with 4.18, so it's getting there
For us it's a stopgap for the failed AMD drivers, but I hope it'll be the default at some point
@frank escarp I somewhat doubt we will get to that point
there is already DX12 and multithreaded renderer implementation on PC
and ir improves nothing
and it*
the entire PC renderer is build around DX11 and everything else looks like second category
they are working to fix that
for vulkan/dx12
they do want to make vulkan the default linux renderer
btw. there was once command to enable multithreded rendering
can't find it now
now there are multipile console variables for pararelizing different stages of renderer
What do you guys do when you need a settings menu in your project?
like
main menu > Options
how do you do it?
and it seems multithreaded renderer is enabled by default
in the ps4 it was super obvious that its working
i have a scene where one view has low drawcalls, and you turn 180 degrees and its a fuckton of drawcalls
you could see the bump in all cores
oh well, I'm waiting for fixing it
and making it work as fast as Doom Vulakn renderer
Vulkan*
WOW
doom vulkan renderer is also superfast becouse they have like 600 total shaders
due to megatextures and stuff
an empty project in unreal has more shaders/pipelines than that
wich makes vulkan hardeer to manage
@devout gulch DX12 is super low priority too on PC
Vulkan is required for other platforms, and it can do what DX12 does
DX 12 is default xbox RHI tho
Eh, from what I've heard, it's not even the same DX12
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
for multithreading RHI and stuff like that
it was original a DX11 engine, with the singlethread rendering it has
@static viper I did my menus with Slate myself
Pretty low level and brute-force approach, but we have boatloads of menus with incredibly complex widgets shared all over the place
but
are you always doing that?
for every project?
its the same code in the end :/
i dont want todo 90% of tht over and over again
@static viper I have only one project, and any other game would have significantly different menus
Plus it's C++, so if I did keep the same menus I could easily copy all of it
well that answers my question
you could do the same for blueprints, just make a standart modular widget and DONE
i will prolly buy myself one of the MP and modify the shit out of it
I could, but our menus amount to something like 40,000 lines of code
We definitely don't want any of that to be in a binary assets that we can't merge
FWIW it's open-source, if you're curious about it or want to see how we do some settings
nono its ok ๐ i will be fine
i just asked myself in general cause i have had like 5 projects in the last 12 months and... they all needed settings menus
at some point i need to make something modular that i can always use
This is exactly where a C++ approach has merits, it's much easier to track, update, merge changes from one to another
Like, adding five audio settings in game A, one physics slider in B - you can instantly add the two changes to C
Anyway, I don't do 5 projects a year, or just one, so
well im just pretty busy all the time with people ๐
A universal settings / main menu in C++ is something I considered before, but well
Lots of work to make it marketplace-worthy
oh i wouldnt make mine mp
i just want to have something ๐
building that up every time with de fucking checkboxes and slider menus and shit is SUPER annoy
its bad
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)
@static viper Well just get the one you did before to your new project
its not done and crappy and full of prefixes from the old project XD
nono
i have a plan
blueprints merges cloud be easier to manage
if they were saved in some sane format
(with strict rules and formatting)
right now it's all custom bable of text, impossible to read (in editor) and binary assets when saved..
they were working on text format for assets
last I heard there was working prototype
but so Niagara ;d
so is*
@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.
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
That's what code is for
Blueprints are great for stuff that doesn't need lots of maintainance
true but then, code you written in unreal is protably only between unreal
portable*
๐คข
HAHAHAH ๐
@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
Stuff like that is going to be everywhere, even though the specific classes and methods aren't
Translating Blueprint to any other game engine though ? You need the engine installed just to read it.
Granted that's not something people usually do
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
It was just some math & geometry
Does anyone know if UT source will build on VS 2017?
I tried a few weeks ago and it didn't work but I might have just missed a step or two in between
If it builds with a recent engine version it should, since VS is backward compatible in pretty much every way
The engine is the main sticking point
Haven't tried though
Ok thank you I will give it another try
i did more once ๐
tough luck hehe
guess its time to do grocery shopping
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?
back from grocery shopping, still compiling hehe
@celest creek depends on what you dynamically want to change. you can do quite a lot without the need for changing stuff trough blueprint.
I have a lens flare (actually stolen from the infiltrator demo) that I'd like to change color of at runtime.
ah, then yea you'd need to talk to it trough blueprint, should be the same as updating color on a mesh
hmm.. yea that doesn't seem to work actually
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..
that should be a thing, ive seen it done before. but im no bp-person
ah ok, thanks though.
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
happens every few minuts
Use Multiple Processes: Is that a 0-1? (so 0 off, 1 on) Or how many cores/threads to use?
same as your screenshot on my end
0_o
Doing one more round here
Any people interested in helping me out with testing the procedural-foliage thing I've shown around here a few times? (https://twitter.com/Mr4Goosey/status/957288852363804677)
(If so, drop me a PM)
actually it's about every 30 seconds now, https://puu.sh/zmUIE/d7a9bd89a5.png
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 ๐ฆ
Well.... Did you put a check in there that stops it when too far away...?
You need to tell the engine exactly what to do
It can't just magically smell what you want to achieve
Who said anything about smelling what I want to achieve ๐
So my bet was that you just haven't programmed it to stop chasing
I tried adding a timer but still nothinf
Don't mean to be rude, but ya know... Can't really help out if there's no context or reference
Adding a timer to what?
Iโm pretty new also so
For it to stop chasing after X amount of seconds
Well I thought thatโs what it was but it still didnโt work so yeah lol
We don't know what your code/blueprint looks like
So we can't tell you what you're missing
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
Okay well Iโm AFK atm so could I send it to you when Iโm back for you to take a look?
(Again, not trying to be rude here, just saying what I'm seeing. I want to help, but I can't without reference/context)
Sure
Yeah I know like i said Iโm not at my computer at the moment so when I am I will try explain better
Iv read my message back and realised yeah I didnโt really help myself by not elaborating sorry dude
It's alright, just want to make sure you get why I'm saying stuff like this
uh
precomputed visibility requires project to have static lighting on?
also enabled in level settings?
wtf xd
i get 1000 fps on standalone game
xd
oh and i set the max fps to 1000
lets remove the cap
1200 fps XD
its 10x higher than i usually get in 3d
its forward rendered and materials are unlit
forward is pretty snappy
I get over 200fps on older system with simple scene in forward
altho, some unnamed competitive game engine renders 1500fps on deferred for me ๐
on basic scene that is
hm, can't cook my project and the error call stack points to an empty line in one of my cpp files...
Ensure condition failed: MyOwnerWorld [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp] [Line: 1030]
apparently it's because I'm calling registercomponent
in constructor
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.
In fact, when *
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
The engine is build in Xcode 8.3 and Xcode 9.2, same error
Build the project under MacOS passes without error
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?
migrating should always point at the content folder
@ Luos Because I just want to reference the contents of the โstarter contentโ and I donโt really want it in my project. Is it possible to import it so that it is at the same level as the content folder?
we like Light Build, don't we?
Anyone got any tips on how to reduce the amount of triangles (there is hardly anything on the landscape atm
who provides best tutorials on unreal engine 4 ??
god, running ue4 in opengl is slow af
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?
@sage valveildex It's culled to vision
cull it more agressively hehe
is it?
its an insane amount of calls/polygons for such a simple scene
the map size is 8km x 8km
so far half is filled
but culled so it spawns at a distance
guess im doing it wrong
it looks nice tho ๐
instacing, LOD-ing, merging meshes, make sure you arent using transparancy for flora, culling volumes, etc.
Everything is on auto lod shouldnt be that, havent merged no meshes
i dont have too much experience with terrains itself, but i'd look into/google about "ue4 terrain/landscape optimization" stuff
Okay
good luck ๐
try checking without your fooliage, maybe terrain is the main issue here
That's around a full AAA game's poly budget.
Just for the landscape. So yeah, that's pretty heavy.
any idea where I find the CPU-Z EULA?
I found this: https://www.coursehero.com/file/21888399/cpuz-eula/
its not the official website, but it seems to be the EULA
and it says
1. CPUID CPU-Z PRODUCT LICENSE
CPUID CPU-Z is a free software : you can freely use it and distribute it.
(I want to ship it with my game)
I would just like to find that EULA on some official website...
Can't you contact the people via the off site?
well I would like to not wait a week for an answer. the EULA is surely easily available somewhere
You can always search while waiting on the answer
ah I found it ๐
its in the installer of course
(I only used the portable version before)
Free unreal engine 4 Animals Thank you guys so much for watching! Switch to HD Please! SUBSCRIBE Here: https://www.youtube.com/channel/UCBR8waQ8C-HtCye8jW_w4...
do these work for anyone else?
theres a 1gb zip download in the description nothing builds right in my 4.18.2
@grim sinew any ideas how id reduce it
Yes. Less polygons in view. You know, cut off the grass at a certain distance and stuff. Maybe use billboards.
I believe in this instance "terrain" refers to the landscape. I wonder if tessellation is involved.
umm is there no pack that provides sound effect for free ?
@grim sinew There is no grass that is out of the players sight
Need to find someone who is able to render a world machine map out for me
When is 4.19 supposed to be officially out?
https://www.blender.org/2-8/quest/ Lets get Blender 2.8 done faster
the 6 core guys
are absolute legends
bretch single handedly created Cycles
and then went to work with Octane for a while
and then came back to Cycles (TRAITOR)
Guys do anyone has any idea how to rebuild a plugin into a newer engine version?
Enable plugin. Build. Done.
Hmm I want to rebuild Substance's plugin into 4.19 but no luck :/
substance is a complicated plugins
Obviously, if there are engine changes that break the plugin, you need to fix those.
depending on plugin complexity, you will get problems or not
And if you don't have source, obviously you can't build it, period.
But I don't think so
@frank escarp prefab plugin?
i just commented out the code that was crashing (a random tooltip) and go
yes
its pure gold
never heard of it
Hmm I see
it helps my need a LOT
Like Unity?
better
and it can convert to blueprint
Not plugin though
with a click
so you can edit it in world space, as a normal actor with hierarchy
and click a button and it refreshes the blueprint
they dont provide source?
If you have source, you can easily just rebuild it in the newer version
every marketplace plugin has to come with plugin source
I don't think so, and no they don't
of course the substance API engine would be closed
its actually on guidelines
all plugin code that uses UE4 classes has to be open source
plugins all come with a DLL built
but they come with source
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
oh
same with with Houdini
but that's 4.14...
so that shit isn't even updated
@honest raven Because you don't have permission.
you need to sign into github
Ah make sense
and the plugin calls into your installed "houdini engine" installation
Yeah, way too old :/
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
this means several of the IK plugins are impossible
becouse the bastards put the IK implementation in a dll
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
Nice
last year was great
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
@frank escarp - It is more about getting the 2.8 done by the end of the year
honestly a direct donation would be more worth it
Agreed
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
I think the idea is that it's got particular content loaded on to those 8 GB
But, still.
^
I can give you guys with the direct link to the dontation
it does come with stuff
i think the rocket is cute as fuck
but damn 8 gb i literally cant give it an use
i could send them a bit of my bitcoin/ethereum
with crypto i can currently send them a nice chunk of money with no fee
paypal takes a bit and banks take more
also, keep in mind how hardcore blender userbase is
tons of hackers and linux people there
Ah good point
wich is the kind of people who gets into crypto, and who did at the start
Yep
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
How much is a bitcoin currently worth?
ah ok
some random donated 1000 dollars in bitcoins last month
Woah
oh wow
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?
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.
Needs a way to paint bent normals to vertex color.
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?
Surface Pro if you hate battery life. 
I don't know how you use UE4 on a small screen. It's uncomfortable.
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.
hmmm
battery life I'm not too worried about
just something I want to bring with me to work
I can plug it in
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.
I also have extra monitors
thanks @grim sinew
i saw this terrain blending rocks in the marketplace. i guess they do it with distance fields etc.
right?
outside of unreal forums, what platforms have you guys found useful for shareing your projects to the community?
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.
Alright, ill keep that in mind ๐
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?
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
Does a post-process volume's blend weight affect performance? For example, if I decrease it, will it be less costly?
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?
@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)
@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?
depends on what it is in front of.. can depend on a number of things
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
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 :/
/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..
I don't remmeber exactly
im using it for clothing/armor :3
but it had problem with matching bones
youre not using apex?
to make master pose component work, all slave meshes must have exactly the same bone structure that the master element
yes
for clothing (before) for some reason unsimulated bones were skipped
err
so slave cloth component didn't have exactly the same bone structure
that confuses me
you probabaly never digged into this code that's why ;d
no i only used the node :3
tl;dr setting cloth as slave didn't worked very early it just been going bonker, later it just startd to crash
but i also never simulated cloth physx XD
i never will
i dont think its important
i find gameplay important
for me i's deal breaker
skirts/coats/robes without cloth simulation look crap
and it's cheap enough to not bother
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
Just ask your questions here
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
I'd assume there's a class filter what you can equip in each slot
find the variable, add mainhand class to offhand slot
lol i wish it was that easy
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
a) There's a #cpp channel for programming help
b) You're going to want to be a bit clearer about what you do
Quick Question: Is ECC RAM recommended for a 3D Workstation? Couldn't figured out by a small google search.
already on it
works!!!!!
guess he isnt on discord to win it
Iโm so sorry people I hadnโt read the code of conduct it was just me being a nob doing what my friend had asked me
I wonโt make the same mistake
Sorry if I annoyed anyone
@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.
s'all good @random holly
If you know how to google, everything will be fine ๐
Just check out the beginner videos/ tutorials on youtube.
take small steps, find simple tutorials, check out learning tab, and ^^ what @urban flare said
For example: https://www.youtube.com/user/UnrealDevelopmentKit/playlists?sort=dd&view=50&shelf_id=17 @dense dew
Gentlemen.
https://www.youtube.com/watch?v=Tqo-MVKnbFg The Blender foundation is about to go live
Check out the Code Quest https://www.blender.org/2-8/quest/ In order to be as transparent and clear as possible about the status and the scope of this projec...
and they are live ๐
@frank escarp - The USB Drive will be 16 GB
ok now im getting one
holy shade man
they especifically mentioned autodesk killing XSI, and that blender will be better than XSI soon-ish
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
draw debug line
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!!!
is there a reason my game always starts on my secondary monitor? happens to my friends too
cant seem to find a fix
it's a Windows thing, I believe?
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
@spare steeple i know this is not a long term solution but you can windows key+shift +left/right arrow
@spare steeple I hadto change your name because rules.
please keep any new names civilized, would be appreciated. thank you
@spare steeple https://issues.unrealengine.com/issue/UE-54135
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.
I don't think that's possible
would mean a material swap, not to mention what to do with transparent particles etc. the checking alone might be heavier than workarounds
I was thinking for something like a glass building
the problem is you'd need to do the alpha testing / depth sorting, then change the materials, then render
Would it be better to have a bubble around the player?
That just turns them on and off
it wouldn't just be a shader, you'd need to rearrange some of the renderer
that would probably work better
I'll try that then
Probably will use two bubbles for far and very far
Actually that won't matter
Thanks anyway
np
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
But once I press stop and run the game again, one of the refferences dissapear
https://prnt.sc/ieprka
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...
what to do when the moon is misaligned and ~ doesn't open the console?
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
@cinder iron swappable components
have different FireMode components, and then you just call ->Fire() on the correct one
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
Me too
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
Alt fire would be a control fire subclass
it has a Fire(ProjectileData) function, and thats about it
@lean kernel ProjectSettings -> Input -> Scroll to bottom -> setup console key that works
just so it plays the correct FX and spawns the bullet on the correct place
thx
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
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
thats what im doing
So you can put in a weapon a projectile component and a insta hit component and swap between them
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
this is a framework
So I'm looking for something that people could take
And extending it as they please
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
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
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
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
is it better to re-create save file on save or to get the existing one and update it?
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
but its a problem loading savefiles
personally, (in my very simple cases) i recreate it every time
i havent found a way to list saves yet is there one?
I recreate em aswell
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
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
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
manually enter it
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
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
so you manually type in the name of the slot
no, it checks character name
from where does it get those
ok
now imagine you want to import a character
or you loose that sav file
what then
well in any case if you loose your save file you are fcked
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
put it in the cloud
well ye, but it would be better to have it working offline
do it both ๐
then it would be better to make a backup
I fail to see the problem here, why cant you have multiple saves?
can make multiple accounts with multiple saves
dunno, for some reason owl wants to invent smth new ๐
whats wrong with string arrays?
@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.
thanks for looking after other people, but i wont have import save system
then you only need a single file for one save
its also about corruption ๐
i wil have my save system โค
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 ๐
and i think rama already did smth like this
oh i am all egoistic here ๐
i will better use my floppy disk
damn, no love for my twitch chat save system :/
icq save system
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 ? ๐ค
Because I've actually several problem with it I think its about a hack on my account
tell ur account name and passw, ill stop those nasty hackers
It's already done but is it normal they didn't respond after 3 weeks... ? ๐ค
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
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.
Alright thanks for giving me more information ๐๐ฝ
So I think I just have to wait more and hope to get an answer
Have a nice day! bye !
Because I've actually several problem with it...
might help if u say what problems
if I require LPVs, is the most recent working version in 4.16.0?
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)
if you run it from tick, yes
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 soonโข
the value should be normalized
Just replaced the controller yaw node by just manually adding rotation, issue persists
input value * multiplier ratio * deltatime should be accurate
Exactly what I'm doing
however, tick deltatime and world deltatime afaik might not be same
But it's not doing what it should be doing
Calling this stuff in tick, it's not giving consistent results with varying framerate
well, there's always the option of using looping timer to do the work
that should be consistent
except the boolean check is WS, and input is AD
(Just making sure that my "Why is this not working" eyes aren't being weird on me)
so you dont get AD input unless there's some WS input in the mix
That boolean check is just there to make sure that if WS is negative the turning axes are inverted
and mind you, input axis goes from -1 to 1
Input axis goes from whatever you tell it to go from, afaik
Depends on the scales you tell it to use, right?
these are very very very tiny values
you can't achieve absolute 0 or above consistently
You think it's floating point errors?
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
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
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?
I'm just being confused about why my input*deltatime isn't working
:/
@regal mulch Run a check in construction script
Without Actors
Problem is that stuff you add in-editor in construction isn't exposed in the details panel
Ah
Hm
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
Some random actor, yeah
one adds another component?
Yeah, however a component can't add a component, can it?
Could just make an "initialize" button with blutility in blueprint, for instance
not that I know of
If you have a way to call that function, it can
The problem here is in reliably calling that logic
You can check for other components of the parent, but you'd need an interface for adding the missing piece
Anyway
Bluetility button would also mean I modify the actor
Hmm
Alright, will see if I find a hacky way :D
If anyone has any idea about my input problem thingy, ping me please โค
Off to bed now
o7
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_(ใ)_/ยฏ
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
I don't even remember a version I didn't have issues with BP enums
i thought this problem woulkd have been fixed, they revamped the enums in like 4.16 or 17 i thought
but you can replace it with generic byte
oh i'll try that
thanks @paper kernel dunno why it never came to mind, but it fixed it
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
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
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
Just fade the sound in & out like games do
then use the intermediate level in the middle
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"
so, you can work around that, or just not do it because it's not implemented the way you prefer ๐
ARK has loading screen
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
if you say so ๐
Or use clientplaysound
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
I am fairly sure PC is never destroyed over the lifetime of your UE4 instance
So try that first maybe
I'm not sure if what I'm saying will make any sense, but have you considered a multithreaded loading screen?
@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
Just use ClientPlaySound
if its a level, it will have world
Or a regular sound component tied to the PC
Opening a level does not remove all components ever
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
sigh
Viewport has nothing to do with sound
PlayerController has plenty to do, it's just as persistent
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
@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
No, it wouldn't
AFTER level load?
As far as I know your PC is persistent