#ue4-general
1 messages · Page 190 of 1
Salut à tous et toutes !
Manquant un Discord français pour discuter de l'Unreal Engine j'ai créé un Discord que vous pouvez rejoindre via le lien suivant : https://discord.gg/aHvbHtu
Vous pourrez y présenter vos projets, demander de l'aide ou tout simplement discuter avec une communauté francophone.
Bonne journée à vous et à bientôt sur le Discord francophone 😃
I'll most definitely not figure it out by tomorrow because I won't have time to work on it today, so thanks 😄
Hello, I have a reload animation on my character but I have a gun without a reload animation. I have imported in Blender both my gun and the reload animation with the UE4 mannequin, however I am not sure on how to create the gun animation so that it matches the character movements: in the mannequin reload animation the gun is also moved around and I want to export only the magazine animation related to the gun position. Anyway to do that?
Sounds like some manual work is Required for that
Matching the animation if both are already given is kinda impossible if they aren't for each other
But animating the position of the magazine mesh to match the hand of the character shouldn't be too hard
Every generic blender anim tutorial applies to that
You move and rotate the mesh matching the hand and set key frames
guys is there a way to import model as one piece to engine as whatever i do it keep importing all elements separately and i cant place whole model like that for example try to puc car where you need to manually put all bits of engine to match as they should do
wouldnt it mess up geo ?
will do thank you 😃
Guys, I'm trying to package my project for the first time. After countless errors I managed to do it, but when I try to execute it it crashes. I can't see the error because it says "You don't have debugging tools blabla"
Thank you @regal mulch . Unfortunately the import in blender is broken because one of the arms just stays put along the body. Does it make sense to create such a simple animation in UE4 itself for the gun, because I only have to match the magazine position on every frame and I'd be done. Though, I cannot see a way to preview TWO animations at the same time (the character and the gun). Is this feasible?
The alternative is to have the gun Magazine static mesh to attach to the left hand's bone? Is that even a thing?
The thing is, in the "package settings" I did enable the "include debug files" options. From what I've seen online that ought to do it, so why isn't it working?
Am I doing something wrong?
@latent moth In UE4, no.
It's not made for making anims. The tools aren't good. If at all then for correcting minor mistakes
Attaching the mesh to the hand would work
You'll need to add an anim notify to the character Animation
And use that to attach the mesh at the right second
@faint cedar - I'm here now
Could I bother you to change the email address on my account?
phooey
rate this blueprint from 1 to 10 stars https://i.imgur.com/Nw3tQ2s.png
and rate tis one in comparison https://i.imgur.com/xoByc9i.png
can a good bp person read the top version as fast as the bottom version?
I prefer the bottom, but both could be better
hard to say, the top shows an extra delay 😛
nono. the bottom shows more executables. the top one less. because of the recall position
ahh yea, thats what i mean
but the top isn't epics recommendation for bp readability?
bot is prolly better, first thing i see its not the same tho 😛
cuz top doesnt show a float and delay less 😛
branch less
couldnt fit better?
it is the same. everything connected the same
the tops float is outside he screen <-<
yea thats first thing i see, gues both are readable, bot looks a bit better
if u start pulling lot of wires from one variable allways put reroute node!
pull em from there
is there a way to render UMG's at higher resolution? they are rather pixelated when used via WidgetComponent in VR
if u wunna use another var instead u have to link em all over again
okey
or something like that, not sure the reason for that atm, but use a reroute after if u wunna pull a lot of wires from it
even if the comment section is bigger then?
i just did it because comment is smaller then
@obsidian nimbus
?
wait
the top one, u drag 5 lines out of a variable, drag 1 line out make reroute and drag from there, it doesnt take any space at all
now u can disconnect it and it wont disconnect everything connected too it
youre right 😄 lol
i imagined it being muich biggger
o.o
thank you master owninator
the legendary huge reroute node, i have yet too find one 😄
one bad thing:
the whole bp thing isnt now readable at max zoom
if i zoom max in i see only one tihrd of comment
pastebin the nodes, and I'll show you what I'd do with it
@plush yew you know, if you use that get node again, it's the same cost
you don't have to put 4 long wires from it
oh 5 wires
I personally dislike it if I have to FOLLOW the wire to understand the BP
those wires should be always minimum lenght
hmh
like this? https://i.imgur.com/lOkuX60.png
@wary wave https://blueprintue.com/blueprint/qsbvf3qy/
last one kinda overdoes it
just don't do long wires like in the previous example
short straight lines and all four blocks of logic are completely separated
makes it much easier to work with later when it needs updating that way too
anyway, changing the topic
if you were to build a heatmap system into UE4, how do you think you'd approach it?
I'm currently looking at potentially building "lightmaps" from existing database entries and then adding a rendering mode similar to 'lighting only' in the editor
but I would certainly like to hear other approaches
yup
Anyone see any obvious causes of lag in this "foreach" macro?
(Required to use this over the regular due to adding async functionality to the body; Using a standard one will cause all kinds of wierd side affects due to not waiting until it's done before "resetting" the variable)
hmm, another alternative for heatmaps might be to build it as geometry, similar to navmeshes
🤔
wait, doesn't ADD add one to last index 🤔
heh
I am actually thinking about a heatmap system myself @wary wave
Not for gameplay though, just something for us to look at for level/game design tweaking
Not sure about "lightmaps" though
well, it's potentially for a lot of things
but it's a question of:
a) How and when to record data
and
b) How to visualise that data efficiently
using splines for individual player paths seems like a good one
Figured it would be a lot easier to just get the influence based on radius and then per pixel, whatever that number is, just have a set color
at least for individual matches
but when aggregating data from say, 10,000 matches it's a bit more tricky
Recording data is as simple as just sending it up to something like Google Firewhatever
Or gamesparks/playfab
we've already got our own database system set up for that to be fair
Visualizing efficiently is going to be the biggest issue
yup
nav-mesh style visualisation seems reasonable to me at the moment, since you can round off positions to the nearest grid coord and weight vertex colours appropriately
Yeah, it's not a huge priority, so I haven't given it too much thought yet, just bare minimum req
Ohhh
That could be interesting
yeah
Something like EQS?
not entirely unlike it
I mean, they already have weights
Could be interesting to see how EQS handles that stuff and try to reimplement into a heatmap
I'm also potentially looking at ditching the database and just saving out DemoRecs, then writing a tool to parse them for whatever info you're looking for at the time
(then being able to import and visualise that)
advantage of using net traffic is that it's stored in a fairly compressed format as it is, and contains information that you may not realise you wanted at the time
then you can build custom visualisations based on current requirements
using say, the past two weeks of saved demorec
being able to play back analytical data in real time would be nice too, for certain things
Anyone got a sec to throw me an idea why an animation is different in unreal than in maya? Kinda tried everything I could think of.
what is a heatmap? 😛
Guys, I need help! I'm just searching right now how to setup my computer, my android (Lineage OS ) and my UE4 to be able to make some Mobile games!
@gilded drum If you go into the Project Settings, Android and Android SDK, there are links to the UE4 Docs page with instructions.
ok thanks i'll look at that docs
and just let me know, the two gamepads are part of an HUD when u create a mobile game? How can i change them?
It's in the project settings again under input. There are options to enable and disable the mobile overlay
if you want something else you can rig up your own UI using UMG
ok thanks ^^
I have an issue with my third person blueprint, i made an enemy character and the camera is treating it like a wall, i've tried altering the collision settings for the enemy character in the details panel but there was no difference, any advice on where i should be looking instead?
well you could always disable the camera colision on the spring arm
though then ur camera will clip through everything
what is AD?
^
Because blender is just as bloated as maya
maya is much more thick 😄
oh yeah, without a doubt, but it does a lotta things well
like the new uv toolset is top notch
if only they had the bollz to cut old features. Frikkin 8 different ways of adding an edge loop at this point.
so you don't know?
i dont need a fancy viewport, i need speed
short: you don't want to waste your time learning a new software if the one you know does the work?
Maya seems easier to use for someone who has no clue
but le tme gues you learned probably substance or so
why is substance part of this convo 😄
kensei. the new viewport comes soon. still not released
look, i like maya cuz i made it good
kensei, blender is alone and feels so lonely with you 😭
its a funded software so the information on it is more reliable, whenever i look for a blender video i can't find anything for the current version of blender, so i cant even follow it cause the controls are different and things are in different places
this is how mine looks, and i got lots of space to work with. Blender cant do that
that is just uv? öö
no, thats everything
What can't Blender do ?
i model rig animate and uv here
with that screen
i dont want menus and other garbage
blender has modifier stacks that need monitoring all the time
it cant have the viewport occupy the entire monitor and still function
Blender does have that, really, just maximize the UV editor
this isnt about just the uvs tho..
@urban gyro so you get everything with space?
and shortcuts
You can maximize any view, or setup workspaces for "UV editing", "animating", etc
dude, this is not my uv editor, this is my vieport
:complexkensei:
the top tab is a collapsed window
theres nothing fancy, just spacebar + mouse + shortcuts
@urban gyro You can still have the same workflow in Blender, except with one click to move from 3D to 2D
believe me id love to go blender and forsake this bloated frankenmonster
ive played waround with it and it makes much more sense than maya in terms of creation method
never used maya, blender has some sick plugins tho 😛
but my entire pipeline is hooked up on maya, not to mention that UE4's ART plugin is for Maya
it seems a small gain for a lotta time invested
to swap
Yeah, that's a real concern
I struggled with blender for ages, months, but suddenly I realised I knew how to do stuff with it. I kept installing and uninstalling it again so much and kept rage quitting but yeah eventually I knew how to make some stuff
For example I find animating easy enough now
blender is free on steam, nough said 😄
oh yeah Maya's time editor is king of animation atm as well
Yeah, I guess cus it has no help at all, it's all left up to you so it's free
I can make ragdolls from a model easily enough
Weight painting is easy but also effort at the same time
i dont think theres any software that has ez skin weights
but delta mush deformers and the works rly help out alot
automatic weights usually is pretty decent
Trying not to go over onto other body parts if it's all one mesh is annoying
Auto weights doesn't work for me
I have to click that for it to work though
thats basically impossible, need correctional morphs for that
But then basically do it all myself
but GTAV and most AAA games still have those weight overlaps on ragdolls
It's time consuming but not hard I guess
i have no idea what ur talking about, ragdolls are solved engine-side
Unless something is very red/blue but you can't tell it's not fully that colour
I mean bones and mesh
Guys, how can I set the scalability settings from a packaged game? Like shadows, foliage, etc.
if ur weights are good on xtreme deforms, ur ragdol should work fine once u set its rotation limits
with an options menu 😛
I assume I have to create a .ini file in the Config folder in the packaged directory, but what should I put in and how should I name it?
dude thats an essay ur asking for
I don't need to do it in game, just set default values
get game user data and go from there
Yeah for me the rotation joint limits confuse so I set it all kinda low
Luckily I don't particularly need legs/arms not bending the wrong way
thhers a confing it /project/saved/config/window
one is gameuserdata
the other is engine.ini
where u put the custom vars u got
I just set the limits low its fine basically
But how come when a ragdoll collides with anything it throws the other object to space (sometimes including the player)
Thanks Kensei. But how should I actually put the vars in there?
lot of artists use maya for some parts and blender for other
I mean, what's the syntax to use?
engine.ini holds vars u set in editor with the Config Variable tick
guess both have their things
Like ragdolls into an object with physics
If I walk on top of a ragdoll it flips me out a bit, sometimes knocking my player over (which admittedly is quite funny/satisfying
And recently respawning whilst falling has been sending me to space
Sorry Kensei, I don't get it 😅
look at the bottom of the picture, it says config variable, hover over it
itll tell u where it will be saved
u have to open that .ini file, usually engine.ini
and add an entry under the category given to u by the tooltip
the entry must have the same name as the variable u have in the engine
and then you can give it the value you want
I simply want to apply these exact settings but in a packaged game. Not a runtime or anything, just want it to start with these settings and that's it
true/false for bools, numbers for floats/ints/bytes
you can use +Add to define an array in the config
oh
theres a thing called gameuserdata
holds all of those
also has defaults somewhere in the ini
i think
not sure
but change the dafults and should package with those
I've actually seen it, but I would like to do it in a .ini or something, without touching C++
Sadly it doesn't package these settings, as far as I could see... and I can't find anywhere what's the .ini I should use and what is the actual syntax. Weird
just set it at game start?
its a bit tedious
but it will work
just set each category
just make sure to apply settings at the end
Alright, thanks 😄 I'll do that then!
it is funny that the quality settings arent actually in the gameuserdata.ini
but then you get them from that class
Yeah, it's kind of a mess
must be another ini
Does anyone have any clue why this animation:
https://gyazo.com/4a50bfa937fb194ebb25bc9d87f37440
Plays like this in Unreal
https://gyazo.com/ecb0ce44e5ad71402274e898005cd849
Looks like a scale issue, did you reset scale before exporting?
Best way to do floating health bars over buildings in an RTS?
Was thinking of using 3d widgets, but Nick was saying on the answerhub they didnt use it on paragon as once there were more than a few enemies on screen, the cost was too high
perhaps a material instance would be cheaper so you can pass in the health of the building as a parameter for drawing the line
yeah wasnt sure how to do a progress bar type material, tho I think I may be on to something here
@latent moth thanks bro. Was moving control rig with scaling, forgot to reset. Thank you.
you could draw them using the old fashioned HUD
np 😃
@ivory gorge With multiple buildings, I'd have to make a widget on the HUD for each building, and scale/position it on the screen for each...
not a widget.... HUDs are entirely different
using UMG here
Just got a panning health bar material now, works great 😄
im pretty sure the widgets are derrived from the old HUD classes
I think UMG is an extension of slate, made to be like blueprints and a bit easier to use...
i honestly cant see slate saving you a ton
yeah it negates the need for most HUD work but there is still use for HUD classes as they contain some useful functionality
have you seen a huge impact with big numbers just using 3d widgets?
I havent, but in a answerhub post, I think nick said with 20 enemies/healthbars on screen it was .8ms just for the widgets, plus the overhead
i assume ur target aint a pc, since memory budgets are negligable generally there
My target is PC, possibly eventually VR as well. But I'm BP/UMG only.
I think you can manually paint widgets so there is no need for the tick on them for such event based cases so that would aleviate some overhead
for VR AI is gonna be ur main bottleneck anyway
you can set the tick to be 0.5s or smthing
yeah, VR is only a remote possibility.
honestly if I were you Id run a game with 20 actors with 3d widget and check the profiler results
I'm only a hobbyist, with it being unlikely I'll ever get the project to a point where I'm calculating performance costs
if u plan on Total War level of units on screen then prolly ull need some fancy codework
if not then id say stick to 3dwidget
once u have something that works, then optimise
using materials for things like healthbars is definitely the way to go for optimisation.
the dynamic material instance on a flat plane floating atop the building like in picture works pretty good
I'm sure it could look a lot better with 3d widgets, but seeing as I've never gotten a project even playable, I'd like to get things functional for now
i think it depends, afaik your just resolving ur health on the gpu rather than cpu when doing it in material
but I asked cause at the same time I dont want to implement something that is going to mess me up later to be redone
yeah but im pretty sure there is under the hood optimisation going on with material instances in such cases, where draw calls are minimised
dude, get an mvp, then refactor, dont bother getting super optimal before that
😄
Where do you think is a good place to attach an Aim Down Sights camera? If attached on the gun itself, it stay put with the gun even when it recoils. If on the hand, bone, then it will still move a lot.
Would you rather animate the camera position?
This is what I'm trying to reproduce: https://www.youtube.com/watch?v=X7a9PxSTTK8
First half shows the old ACOG. Second half shows the new ACOG with a ScreeenCapture2D. It has it's drawback in performance, but I like the look.
BTW that is great work.
Can anybody tell me the difference between ListenEndpoint and ConnectToEndpoints?
With sincere appreciation
Or diff between Listener and outgoing connections
where do you get the sound
@latent moth why not attach a spring arm to the gun? That way the camera will stay in the same position.
aye
that’s clever will definitely try that, thank you
or you could allign the scope to the original position of the camera and just change the fov
less great maybe (requires extra custom movements to match the firing animations)? but thank you these are 2 great options
with the 2nd option you wont have jankyness problems
i suspect youd have to do some interping when attaching to make it smooth
if u use a spring arm you probably don't need to attach it at runtime
most likely thats the easiest solution
right, i just blend it from the main camera to the gun one
but wouldn’t the camera move with the gun anyways if attached to spring arm?
or you could use both suggestions and have the camera never change position but has a spring arm, and u just attach the spring arm to the scope when aiming
yep that was what i was writing about
well the spring arm is there so that camera stays put relative to the origin of the arm
aye
here, read this
The Spring Arm component is used to automatically control how the camera handles situations where it becomes obstructed.
🖖
hey can anyone tell me how to get a physics volume to affect ragdoll?
doesnt it by default?
oh wait maybe try turning off physics simulation on the ragdoll when entering the phys volume, then enable when leaving
I can't work out how to make anything happen in bps when I enter physics volumes
is it possible for a collision volume to generate overlap events, yet let traces pass through?
yup
why does a trace response have an overlap checkbox in the details panel?
I need it to set swimming to true when I go into it
to not let traces pass through?
I've got my ore extractor stacked on my ore node, and I'm trying to click on the building with the mouse, but its clicking the ore node 😠
maybe i should have a closer look at FHitResult...
🤦
All about collision, collision responses, and collision presets.
response ref and overview should sort it out for ya
thanks, for some reason i stopped reading after the overview ..
time to finish that
It helps if the object you're using has collision at all... damn free infinity blade assets 😠
I love how I can copy steps of a tutorial EXACTLY and it's already got errors
three nodes
all the same
wow
i see you've been burned by this in the past @opal ocean 😄
First time I'm using the infinity blade assets, but their defaults have been causing me issues 😉
everytime i deal with collisions tho its a huge pain until I get it figured... again..
Hey guys, anyone here who can help with PS4 development? Trying to write/read files from a USB stick but cannot work out how to do it (via blueprints). If someone could give me a hand or point me to the right channel can you @ me or send a pm that would be awesome! 😃
I don't think you can
I would have thought it possible providing the USB was formatted to the PS filesystem. But then, Im just guessing
hmmm ok
any ideas on how you could transfer files easily from ps4 to say a windows pc?
i think usb is possible but the playstation needs to know where to look cos it doesnt follow the same file mapping as windows
@idle lichen if you have the SDK correctly installed, you can access the PS4 hard drive directly
for the devkit
0 becouse its off now
that allows you to see the files of your game in the hard disc, and bring out logs, profile data, or savegames
yeah so i tried writing a text file to the root directory (something you can get from victory engine blueprints) but the root directory returns nothing.. i can access the ps4 but dont know how to write files to it
@faint cedar what was the problem with splines you had
@idle lichen you can only really write stuff into the "saves" directory
as far as i know
ps4 files are pretty locked down, you cant just do whatever
definitely NOT in game folder
keep in mind game folder is going to be on a Disc
if you happen to put the game on a disk
so its read only
yeah hadnt thought of that
..............
but its a SPECIFIC folder
im excited
@frank escarp what type of folder is it? is it something that could be accessed via file browser on a host machine?
they call it download folder. I think thats created so games can download temporal patches and the like
yes
haha darn
and you dont think the USB would work? managing to access the USB on the ps4 and then write to this?
no
is it because of the access rights?
because i can see how it COULD work but cant see why it wouldnt
tryin to put a zelda savegamehack in ur game? 😛
hahaha good idea 😉
u would sell loads 😃
Im attempting to write some logs to a USB
you dont need to do that
the logs are stored in the ps4, you can then access those from windows
ohhh sorry not those logs its a custom text file
@south ridge - I am not at my PC right now, but essentially I am trying to do a vertical donut loop
and it's failing spectacularly
Been following every single example I could find of how to do it properly
LEt me get the code, 1s
@frank escarp So you cannot write files to a USB for definite? And final question: is there a way to write the text file on the host machines drive whilst running the game?
probably a dumb question, but how do I move an asset to a folder that's earlier in the path? : P
like I have thing in A/b/pancakes and would like to move it to A/b/
xD
@idle lichen no, but there is a way to store stuff in the download folder
with normal file IO
requires C++ access and all of that, you can hire me to do it and ill have it in a couple days
haha OK sounds good
but that means it can only be done on a devkit and not a consumer console? @frank escarp
yes, but its also $$$$$$
true dat
are you really just trying to log to a file or is it part of your game mechanic that users will share files?
its producing coordinates and writing them to a txt file which needs to be accessed later
depending on how many coordinates you could still log them, but use a prefix (like [MY_COORD #1]) and write a small shell script that parses them for you
though only makes sense if its up to a few thousand lines
aha it wont be over a thousand lines
i hope!
and the tricky aspect for me is writing shell scripts
im still a noob
doesn't have to be a shell script
python, ruby, hell even javascript can solve it for you 😄
so what are you proposing, in laymen terms?
writing the coordinates to the actual log that is created?
@idle lichen what game are you trying to port?
unrelated log statement
[COORD] 0.0343, 0.234235, 0.345345
[COORD] 0.0343, 0.234235, 0.345345
[COORD] 0.0343, 0.234235, 0.345345
unrelated statement
[COORD] 0.0343, 0.234235, 0.345345
write your coordinates to the regular logfile, parse it in any language for the log lines prefixed with [COORD] and write them to a file & structure of your liking
i see what you mean
if you have multiple sessions in one deploy, prefix those with [SESSION-START] and [SESSION-END]
nice trick
i'am just lazy 😛
that could work.. one question... how do you write to the log file? i know thats silly and im sure i can work it out but for sake of clarity
btw, its not that easy. as unreal allways adds the log type and the time before
so you need to parse looking for that [COORD] and then read the rest of the line
@frank escarp im porting a real basic VR from windows
@frank escarp make it even more safe: [COORD x=234234.0 y=25.3434 z=0.0] and use a regex
😄
and now you have 2 problems
@idle lichen the VR game i released on PS4 got around 30k dollars in profit, so its a pretty damn good plataform
has anyone tried using Nvidia Flex with UE4 yet?
if you need someone to get stuff done, call me
god damn @frank escarp !
Thanks for all the help @frank escarp do you want to PM me your details so we can organise some stuff?
@frank escarp yeah, god damn! you alone as dev?
is it possible to create something, like a door that only opens if the date time is correct
@cedar snow yes
good job!
depending it didn't take you years 😛 😛
true dat haha
thank @cedar snow for the help I think ill give your go a try see how far i can get
@cedar snow the port from pc to ps4 took me 6 months
good luck!
but that was a LOT of bumping into EVERYTHING possible
and having zero clue about anytihng
and having to optimize the game a lot
ps4 + VR is not exactly easy to run 90fps
na man i gotta say psvr is not great compared to vive
so while 90fps could run, it couldnt when lots of enemies are around
base ps4 doesnt do VR right?
it does
ahh i thought the pro was realeased mostly for VR
for DWVR, i did a tiny edit on the engine code, so if it detects Ps4 pro, it setups 90 fps mode
and 60 fps if its base ps4
ouch
what about nausea?
my friend just got a ps4 slim. it seems to have lower fps than a normal
like fps drop when u jump out of the bus on fortnite
the cooling could be worse on the slim?
yea, but small usually means heating probs
the ps4 pro bakes itself
haha yeah
or he just got a bad factory production?
some people reported lower fan speeds after re-applying cooling paste
did the ps4 mostly limit u in vid card or cpu?
but it obv voids your warranty 😃
and there's also a guy who water-cooled his ps4
@obsidian nimbus no idea
haha
Why do we have to upvote the thing on awnserhub?
ill never ever get a laptop for gamin again 😛
stuff just cooks itself
cant replace parts
cooling paste cracks after a while
does anyone have any idea how does Paragon make smooth transition from forward to side strafing ?
I got most of basic things working
but when switching between forward movement side strafing there is noticable hitch..
it was 20 ppl giving 1 quick tip or something like that
@devout gulch if i remember correctly, they're talking about exactly that in this video https://www.youtube.com/watch?v=1UOY-FMm-xo
Announcement Post: https://forums.unrealengine.com/showthread.php?97151 Laurent Delayen and Ray Arnett came on the stream to show how they are implementing c...
@vorxio I watched it few times
there are more
it's like 30 mins in
is there a way to change my project name ? if i change my.uproject its changed, but i canot launch it on my phone anymore :/
with this error "An entry with this key has already been added"
@timid shoal You can change the name through your ini file
I don't remember the exact setting so i would need to Google
issue is i know how to rename it but if i do so i cant package it anymore :/
@vale osprey - Heya
hi there
not sure I did, but anyway 😄
Oh?
I do it in local space only, for tank tracks
I might've mixed you up with BlackFoxthen :p
Ah, so just in an aligned Y axis?
I got that one to work too, but the moment the spline moves sideways it goes to hell
yes, it's only in XZ plane
Damn you euler
If anyone has experience using Fuse CC + Mixamo, I could really use some help identifying an issue.
I thought it was an issue with bad weights but now I'm thinking thats not necessarily the issue.
When I export from Fuse CC directly to Mixamo, the mesh deforms perfectly at the joints when crouching etc like it should.
If I download the fbx and import to Blender to add a root bone, then export to Mixamo again, this is when the strange deforms start.
Just to make sure its not the Mixamo FBX exporter from the website, I tried uploading from fuse to mixamo, downloading from mixamo and reuploading to mixamo without adding to blender and everything is fine.
Something is getting screwed up in Blender but I can't figure out what. Any idea?
should also mention, the deforms only happen during animation as well in those circumstances. The T-pose is fine
Is there anyway to find out the source file on a map output like you can do on an image? Like this
Well, 4.18.3 doesnt seem to like structs within structs. Getting all sorts of REINST/serialised ustruct errors
I have that issue but with behavior trees in 4.18
too bad I wasnt using nested structs in 4.18.1, i would know if the issue started in .3
I just upgraded yesterday :/
Interview with Ton Roosendaal, the man behind the open source 3D software Blender! We talk about: -How Blender got started 2:47 -An early design decision tha...
ok does anyone have any idea how is the delta calculated for Orientation Wraping in Paragon ?
I'm now trying to calculate rotation between Velocity Direction and Direction Vector, depending on cardinal direction.
but it doesn't really work..
is anyone here familiar with ue4 animation'?
im new to ue4 and i imported a animation and how do i make it longer https://gyazo.com/e95f09abdd47510cc4d11bc13cbd7f96
i can make it not loop easily but i need it to run for longer
Alright im having a constant crashing problem on my laptop, im getting a D3D Device lost error, anyone know anything about this? I've looked around and found a support ticket regarding it, but the fix isn't going in until 4.20
Do you have latest drivers etc? You can try building your own version from github, maybe it includes the fix
yeah its on the latest drivers.
the issue is that im currently working on a project and i'd like to not switch versions to a pre-release one
im basically crashing every 5-7 minutes on my laptop
This is the issue ticket that is closest to my problem
sorry to disturb you all but how would i preform an on cursor begin overlay event using my crosshairs?
Hey, does anyone know if gamecenter achievements give you automatic pop-ups while playing the game or do you have to develop that yourself?
if someone is familiar with matinee dm me please, it seems all 2000+ people in here are amateur
lol
Hey everyone,
does anyone know about a Compile All Blueprints feature in UE4? All that I found is this -> https://answers.unrealengine.com/questions/126263/451-is-there-a-way-to-compile-all-blueprints.html, but couldn't find any progress.
I know when you Play in Editor, the Engine compile dirty Blueprints, but I do need to recompile Blueprints--even the non-dirty ones.
i want to make a game but i have 0 ideas what i could do that i would like <- Sounds weird right? :)
i just want to do it as a Hobby to do something in my spare time a little not to big thing where i can one day look at my work and say "im finish". so i dream about game ideas one idea that i had was some zombie game wich was weird because the dream wasnt like a game it was basicly one of my weird dreams so i was behind a metal door with a window outside are tons of zombies i had 3 people with me i didnt knew them and i had a whistle around my neck and the whistle made zombies attack and also stop attack for some reason wich doesnt make sense because why would i make them attack me at first? but at some point we decided to turn back and we run back to the door we started... when i got there i was alone and was hiding my self inside the room with the door the zombies outside... and the next day i thought about this dream and it was quiet a cool game mechanik not seen before or ? but i would not make such game but still interesting 🤔
i was thinking about the whistle
what if the whistle had a "range" for the zombies just a few meters to affect them... 10m for example but they notice u on 30m and if u whistle to stop the attack and u have a few follow but not attack and the new ones come to attack u would have to whistle again and the ones following would start attacking but the new ones are then just following
any word regarding unreal livelink and 3dsmax
oh, seems like livelink in ue4 is different to substance livelink for ue4
Guys, is there a way to use the console command "r.ScreenPercentage 100" in a packaged game?
I need it because it allows me to go over 100 if needed... or is there another way to do that?
@ripe geyser there's blueprint node for feeding in console commands
"Execute Console Command"
Camera has render scale option iirc
Thanks Olento!
@floral pagoda ton rosendal for president
would definitely do a better job than any current president
basically every day when I wake up and check my inbox there are at least two of these answerhub questions asked every day.
"my particles disappear when I look away"
"why doesn't my texture scale when I make my mesh bigger"
"Why is my mesh only one color when I applied a material"
they never use the search function, and even if you had a "commonly asked questions" tab, they would ignore it and ask the question anyway
it's why Answerhub doesn't work
it makes seeing old questions hard to find, and the repeat questions bury everything else
the regular forums however show up in a Google search with some degree of accuracy, which serves to lower that repeat count
Hello. I want to create a new "viewport play window" when i press a key with a fixed size and fixed position.
Why do you want that for ? It's not going to be easy
I want to debug blueprints. That is not possible when I cannot see the flow of the pulsating nodes in the bbp editor.
standard viewport blocks everything behind it
Get a second screen, or use logs to debug
:/
Also breakpoints
Pause execution using Breakpoints to inspect graphs and the values of variables.
too complex
just seeing the flow helped me enough
after i paused thegame, moved it to the right, shrinked it to a small window, and then pressed on pause again
every single time
Then get a second screen, it's a great investment for gamedev anyway
i mean there are 4 exes. i cannot place 4 breakpoint after every exe, can I ? 😄
What do you mean, "4 exes" ?
4 executable nodes
So why can't you set a breakpoint for each ?
Not to mention Visual Studio breakpoint, if you're using C++ nodes
that is more work then watching the flow
Anyway, if you just need to have the flow of things, just print events on screen
You can't open or close viewports on demand, so that's not really an option
i can only print if a exe happens.... for example on the last exe node
the problem was the event tick was a custom event.. no idea why it wasn't a event tick... a print log would not helped me there
it would not print, that's it.
1080p monitors go for $100 now, I'd consider that seriously tbh. Wouldn't work with a single monitor myself, currently using 3
You might also be able to dock the Blueprint editor window inside the main window
not possible
Too bad
For the very little work I do in Blueprint I often use simple prints myself
If your print isn't triggered you just look what's supposed to call it and add more prints
And obviously the real-time flow on the second monitor works too
Which is part of why I'm not considering Blueprints for anything really serious, only for level scripting right now
ya but c++ is .. oh my god
python i would ay ok, lets learn that.
c++: i don't get pointers or :: stuff
It's a much more involved language, yes
no training wheels
any good unreal4 blogs?
Arguably, UE4 has training wheels for C++
true
You can go a surprisingly long way while ignoring many language fundamentals because there is a huge consistent framework that you just stick with
In the long run it doesn't always make it easier, but still
My prone animation is shaking way too much their arms. Is there anyway I can force them to stay put by adding an additive layer in the animation prone_idle itself?
@cloud cobalt problem is there are not many c++ ue tutorials
i did that where it wasn't fully released and it wasn't that good
emergency help please!
i'm in the middle of a high quality build for a meeting in several hours and my pc ran out of space during the build... i freed up some space and the build was never interrupted, but i was down to like 30MB of free space, am I going to be greeted to a bunch of errors in a few hours when this build is done? should i start over and risk the wasted time?
If the build didn't fail, probably not
Don't believe the lighting build needs to write lots of data either
(until it's done)
oh shii, apparently meshes with multiple materials will show the other materials applied to it in the material viewport. nice.
why isnt https://www.youtube.com/watch?v=4ZW1BhGMYz0 sticked in the forums as must watch?!
This talk introduces you to the classes you need to know when making a game with Unreal Engine 4, using C++ or Blueprints. It explains why we provide a ‘fram...
the basics of UE oO
tztztztz
If I had to guess it would be due to age, a few of those things are out dated and replaced so it's no longer accurate
but there isnt a alternative
what's the range of vertex 'colour' in UE4's meshes?
@wary wave 4 floats
from 0 to 1, normalized
im not sure if they are normalized in the shader, so you might be able to put them at more than 1 from code
but the painter is 0 to 1
yeah, that's what I wanted to know, whether they were normalised at mesh-level or not, hehe
thinking about storing weights in them
also, I will complain less about UE4's navmesh generation:
https://youtu.be/HuLoQf53aKA?t=537
ENG: I KNOW THERE'S A CONFIG FOR NAV EDITING, I'M JUST USED TO TYPING COMMANDS INTO THE CONSOLE :P Download here: http://csgo.gamebanana.com/gamefiles/4460 h...
what the heck
that was my response
TSharedPtr<NetPacket> curPacket = MakeShareable(new NetPacket());
TSharedPtr<NetPacket> ccc = curPacket;
curPacket.Reset();
Bros,plz check this code
Will this NetPacket object be destroyed after these 3 lines?
And is this "ccc" pointing nothing now?
Sorry for this basic question
I'm on my knees,hope anyone help me, masters.
why does source engine has no light bleeding?
and is it recommended to buy today recent gen. cpus and mainboard and ddr4 ram for the next 3 years if in 3 years there will be the new super gpu's who do cpu work and hdd who are fast as ram?
@plush yew 1) No idea, better lightmapper maybe ? Also source is a much simpler engine in terms of rendering, most lights are static and baked unless you modify it massively
UE is static light too if you want
- That question is computer hardware in a nutshell
Source's default light mapper doesn't do GI, does it?
no don't think so
I recall it being a 'new feature for L4D3 in Source 2', but well, that hasn't emerged
you had to fake ambient lighting with spotlights and such
what?
L4D3 was the base project using Source²
^
they reused assets from L4D2 and baked some levels to test out the new features of source²
hey we are talking about valve.... and l4d ....... and hl
the assets were new
meme: insert meme l4d3 and hl3
100 years ... later... l4d3 announced
wait what
source2?
you mean these @wary wave ? http://cdn.themis-media.com/media/global/images/library/deriv/670/670157.jpg
that's from the 2011 powerpoint, IIRC
yep
there was something leaked a few years later that showed lighting changes etc
that's a L4D2 map layout though
@plush yew yes Source²
@languid shard ya ok that dooes not mean theyll release these super games this or nexxt year -.-
more like in 100 yrs
there's a bunch of info from that Dota newsletter
back when they did the switch from source 1 to 2
LifeForLife🤔 - Today at 3:47 PM
L4D3 was the base project using Source²
source film maker now is using source²
pardon, 3?!
there's bugger all out there
there was a bunch of strings in the SFM and dota2 code aswell referring to source ² and L4D3
thats all right?
but at some point between 2011 and 2014 it was in development as a prototype
what happened to it after that is anyone's guess
around 2014 is more or less when Valve gave up on most games to be fair
I'm still hoping for them to use Source² for one of their VR releases
they are using Unity more and more aswell
yup
and TBH, it doesn't matter which engine they use, if the games are good...
The Lab was made in Unity
and Source 2
and it still is awesome
ONE demo was made with source²
the portal demo with glados and the bots
still part of the lab 😛
😬
Portal Stories was Unreal Engine xD
hey, any of you guys using VR and having recurring crashes for no reason with UE VR preview ?
uh wait
no portal stories is a source mod @wary wave
ah yes forgot there was two
Portal Stories: VR builds on the foundations of the award winning Portal 2 modification Portal Stories: Mel.Portal Stories: VR is a brand new mini story set in the Portal Universe. It features 10 brand new puzzles, specifically designed to work ...
739
this one ?
no
Portal Stories: Mel is a community made, free modification for Portal 2 based in the Portal universe. It tells the story of Mel, who meets a new personality core and faces an undiscovered threat to the Aperture facility. 1952, in the early years ...
9040
?
though that VR one IS Unreal 4
yeah it is
Maybe the first iterations of Mel are using UE
and they moved to source when they got the greenlight from valve to use the IP and make a mod
gonna log into my account and see if I can find it
seems to have gone walkies from the store page
can i get a free htc vive? 🦄
This is a sample import of the garden level from Portal Stories:MEL by Prism Studios, a free Portal 2 mod available on Steam (http://store.steampowered.com/a...
😄
well you can make your own now @wary wave
that's something I'd do as a fan project, port HL2 bsps to UE4 and do some VR walkthrough
weird, isn't in my steam games list either
might have been superseded by Portal Stories: VR
¯_(ツ)_/¯
¯_(ツ)_/¯
fuck I need that Hammuer plug
I remember seeing some more or less good reviews on it
but just being able to port levels from existing source 1 games I'd buy it
🙄
I am in charge to optimize materials for one project, and its rather fun to be able and reduce something with almost 450 instructions and 4 texture samples, yet it looks exactly the same.
its like getting paid to do Sudoku's :p
@fierce tulip wanna optimize an arch model for me ? 😄
same thing but with meshes
going from 4/5k drawcalls to 300 or something
hey people!
speaking of optimization, can anyone help me figure out the built in CPU profiler?
I'm a bit confused by exc and inc times
I have a bunch of functions in which exc time is much higher then the inc time
and from what I understand about profiling, inc time includes all the called functions, so it should always be higher one
@fierce tulip I admire you that you enjoy this or enjoy anything at all.
its the little things hehe.
I also think my ocd has a fieldday when doing this and thanks me with sweet sweet endorfines, zerotinines, and other sweet brain chemicals hehe
.__. i wish my brain would be like yours
it comes with time and age :p
My son turns 3 today, I turn 36 in April. #OldLife
@hazy lynx Start here: https://docs.unrealengine.com/latest/INT/Engine/Performance/CPU/
How to optimize the CPU demands of your game.
Hey what is the best way to load level for an fps?
I have
im using open level atm, but streaming doesnt seem right
docs don't explain the meaning of inc and exc times at all
Ah. Sorry!
I know this isn't strictly UE4, but has any of you guys/gals written an article on 80.lv before?
had m sort of written for me. just pick some parts of what you like to talk about in your showcase thingy and write away 😃
and how do you submit? All I can see is a Submit Post button that takes me here:
does it cost money to submit an article?...
1000 dollar o.o
crazy right?
From what I'm told, just post a bunch on polycount and the guy running it will come to you.
that's good to know, thanks
I see there's a facebook group too where he says if you tag them you might get featured on their site
life is eazzzy
the 1000 thing is for those "sponsored" posts
For a game that's similar to monster hunter/dark souls/ furi, what would be an ideal scope size for a demo? Right now I have 2 playable classes and 3 bosses, but was wondering if anyone has any opinions on this.
seems legit demo
halp! I've pressed some buttons and now when I click play it doesn't possess my character automatically anymore, how do If ix it? 😮
nvm turns out I was simulating
Alright, thanks @plush yew & @frank escarp 😄 I guess I'll aim for 30 minutes of gameplay.
@latent terrace lolz
well it's not funny when you are pressing stuff and the game doesn't react till you figure out it's not possessed lol
so
still no news on 4.19?
what happens when 4.2 gets out?
new era?
maybe 4.19 was abandoned

4.2 came out years ago
4.2 was years ago
seriously
4.20 comes after 4.19...
I still hope that one day people will understand these numbers...
counting is hard 😄
Lol
i mean 4.20 XD
uzps
@surreal viper
you know
i noticed my game literally runs better on my local machine
wtf?
i wonder if this server i bought
is just shit
for running dedi servers
lel
like literally no lag
wtf
show me your game
yeah literally no lag
wtf lmao
Anyone know a good place to purchase dedi server hosting
That isn't garbage
show me the online game o.ö
better for you locally? or better for other players?
obviously it will run better for you
i dont know
but i mean
if there were bandwidth issues and stuff
wouldnt i still be having it?
on the dedi server i had it with just a single player
but on local i have no lag
you are local to the server, read a book on networking 
heh
All im saying is
i feel like if there were issues
it would still be here
like
ok
another example
i had my friend up the street host a server
no issues
i have it on my pc
no issues
i have it on the server in texas
and i just have
everytthing fucking up
delays
..etc
everything gets delayed a few seconds
yes
or reside
lol
near texas?
@cinder iron the thing is I have connected to servers in Europe and California and didn't get such bad ping
O. O
compared with your local ping would be way more xD
anyways, which kind of issues are you suffering
Stuttering when moving, teleportation, left click may take longer than usual to actually do its action, even client sided actions may take longer like playing a sound
is it standible?
because I mean, it all depends on how much you would like to waste you could improve your experience or not
also check out how many cpu/ram are you consuming server side and what you requiere
Does have a graphics card equipped laptop really help with UE4? I'm gonna be on the road for a few weeks and want to stay productive away from home
Or would a i7 laptop suffice?
Don’t think it will work at all on integrated graphics.
You can try but chances are it won’t launch, or if it does it’ll be incredibly slow.
I run it on my Dell Latitude E7270 a lot. It runs fine on low if you aren't doing anything too crazy.
I'd probably work on particles and AI
I'm guessing if I'm just building character blueprints and particle systems, it shouldn't be too bad on integrated graphics. Thanks for the opinions everyone 😄
Yeah I do pretty much everything on integrated graphics. Particles are a little hard because they look a lot different at low quality. But if they aren't insane systems then it should be fine.
The space is mainly the issue for me when working on laptops, feels hard to work “freely”
Usually just code or do theory when I have to work away
Yes. Blueprint.
Right now I have it as a scalar parameter, but when I use this material for a particle, every particle is the same texture...
But would that work with an emitter?
Like I get how to do it per instance
but this one material is being applied in a particle system
It would work but if it’s a particle there should be a better way. The particle flip book thing should be able to do random frames.
yeah i'm stumped
@vorixo#7101 no its unbearable
hey guys, is this the ark dev kit?
https://gyazo.com/f97b20ee30203b7e79ba3d4a433cac87
in this case if you dont want to change the material, grab a "dynamic parameter" node @carmine lion
@cinder iron no its unbearable
check server side stats when you execute the game
that way you can randomize that value with the parameter module in cascade
oh
and network profiler on ue side would help
to see the heck is happening so you might have more of a clue
xD
seems normal?
@fierce tulip thanks man, i'll try some shit out
oh lel
Server provider @plush yew
pm me specs if you don't want to dirtied the chat
lol
my recommendation for you, is to ask for a trial on another company (preferably a reputed one) and under similar situations retest the thing, and then you can compare performance, if you are getting the same shitty perf. then the problem is in your side, if not then your old server was a bit bad