#ue4-general

1 messages · Page 192 of 1

paper kernel
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it's not a montage

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but I want montage-like behavior

urban gyro
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well all blendspaces are driven by a value

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change the value once and you fire it once

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generally if u want something to fire once, use a montage

paper kernel
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yea and they also sync with rest of the animations

rocky portal
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I don't know why the hell Epic doesn't release a library or w/e for simulated 2D TArrays

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just treating a 1D TArray as 2D

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with maths

urban gyro
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you could just make yourself a library for 2d's

rocky portal
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actually just modify TArray

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I could do it i just don't want to haha

simple pebble
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You know how I can left click An actor and depending what actor it will do something? I can't get the left click to get noticed.

urban gyro
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even in C++ 2D arrays don't reflect afaik

rocky portal
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right

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but 1D Arrays treated as 2D's do

urban gyro
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yup

rocky portal
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The typical formula for recalculation of 2D array indices into 1D array index is

index = indexX * arrayWidth + indexY;
Alternatively you can use

index = indexY * arrayHeight + indexX;

urban gyro
#

you could always simply make a struct with a type and then an array of that type + an array of the struct and fill those

rocky portal
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bool UItemContainerComponent::GetIndex2D(const FContainerSubCompartment InSubComp, const int32 InIndex, int32 & OutCol, int32 & OutRow)
{
    OutCol = OutRow = -1;
    if (!InSubComp.ItemSlots.IsValidIndex(InIndex))
        return false;

    OutCol = InIndex % InSubComp.Width;
    OutRow = InIndex / InSubComp.Width;

    return true;
}```
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of course you can pass in a TArray and a Width

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to make it more generic

urban gyro
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look at it this way, you make your own library of 5-10 functions once, you never have problems anymore 😄

rocky portal
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SubComp here has a TArray, Width, and Height

urban gyro
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altho i generally try to stay away from 2D's

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and that 32int lol

rocky portal
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This is an Inventory item grid

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lol

urban gyro
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thats a pretty big inventory lol

rocky portal
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I suppose it could be smaller 😃

urban gyro
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santa claus or what?

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this has to be santas bag

rocky portal
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it's his workshop

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which int is used on BP pins?

urban gyro
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i think its 16

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cuz an 8 is a byte

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and 32 is overkill

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now that i think about it i don think bp even supports 32 or 64

honest vale
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integer in BP is 32 bit

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32 bits is peanuts

rocky portal
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i think int is same as int32

urban gyro
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aight

rocky portal
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anyways, no use in worrying about it unless it causes actual problems

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and if that is the straw that breaks the camels back, it must be the most optimized project to ever exist

honest vale
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a short would be 16 bits

rocky portal
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I'm pretty sure I used int32 because it matched BP property

urban gyro
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yeah we talkin bout bp

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you can always set an int to max value and add +1 to see if it flips

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it was something like 2147xxxyyy

rocky portal
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like I don't know if you can UPROPERTY() an int16

urban gyro
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dont rmrmber teh number

honest vale
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then it's 32 bits

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last bit is reserved for the sign

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2^31 = 2147483648

urban gyro
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there you have it, its 32 then 😄

rocky portal
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There are things in cpp available that seem basic to me that are not available in BP

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like FGeometry::GetLayoutBoundingRect()

honest vale
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yeah, BP is kinda restricting

rocky portal
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FSlateRect

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using these to create a Widget overlap system

urban gyro
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i think bp is great for game logic

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at the very least you can always figure out a way to make the game work

fierce tulip
urban gyro
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at 80% minimum

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you can refactor after

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giggidy

upper heart
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yeah foliage needs a lot of attention

rocky portal
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I forget...how do you define a region where you don't need to type the scope on the C++ function call or whatever

        float xOverlap = UKismetMathLibrary::Max(0, UKismetMathLibrary::Min(DraggedRect.Right, OverlapRect.Right) - UKismetMathLibrary::Max(DraggedRect.Left, OverlapRect.Left));
        float yOverlap = UKismetMathLibrary::Max(0, UKismetMathLibrary::Min(DraggedRect.Bottom, OverlapRect.Bottom) - UKismetMathLibrary::Max(DraggedRect.Top, OverlapRect.Top));
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so you don't have to type UKismetMathLibrary:: every time

urban gyro
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namespace?

rocky portal
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that'swhat i thought i just never use them bc I'm a noob

urban gyro
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Can anyone who has been digging around UE4 guts tell me whats the difference between an Event (aka custom event) and a Function, other than the fact that functions have outputs? Is there a difference in speed when calling?

upper heart
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Events can use delay nodes/timelines. Functions can use local variables. Events can be replicated. Execution flow can flow between multiple events and merge together.

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Those are a few of the differences

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"Functions are guaranteed to execute and return immediately by limiting what kinds of nodes can be placed in a function (latent actions, timelines, etc… are all prohibited)."

urban gyro
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right, tx. So no difference if from performance when doing the same operation? Like X+1 is resolved at the same speed in event and function yes?

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reason im asking is cuz im doing some refactoring and im curious if i should swap some events for functions

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and vice versa

upper heart
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I haven't dug into what events really are under the covers in c++. My assumption is that events have a tiny bit more overhead. Even if that is the case in almost all cases it would be negligible.

urban gyro
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sweet

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ty

upper heart
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np

urban gyro
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So has anyone ever wondered why commenting on a node doesn't support Shift+Enter, but after committing the comment this behavior is supported?

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i mean this is such a small thing that is basically pointless concern, but it's just weird

paper kernel
#

🤔
no idea

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most of the text input supports it tho

grim ore
patent wren
#

Anyone have issues with Unreal crashing after installing the Render Doc plug in?

fierce tulip
shell jetty
#

the ironfoot so good

grave nebula
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@fierce tulip You now have a personal hater, Luos. Congratz.

fierce tulip
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not the first, not the last

cinder iron
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@fierce tulip how can one hate you.

grave nebula
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Forums are harsh. Either you get help.. or you get banned.

cinder iron
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like... he is luos, he is so nice with ppl XD

tall pendant
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a match betta goi

fierce tulip
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the guy spammed me on all social media, all videos, and a lot of threads asking me for a material function I sometimes use hehe

cinder iron
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kinda lame

fierce tulip
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I politely asked him not to, and he got banned because of spammage

cinder iron
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erfh

grave nebula
fierce tulip
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XD

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i even have a tutorial about it on youtube, and he posted on that one as well

cedar snow
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that must be one hell of a material function

fierce tulip
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it just distorts UV's with a normal map hehe

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but luckily he is now mach better

cedar snow
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you could put it on gumroad and charge for it 😆

fierce tulip
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XD im not that big an arse

cedar snow
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haha

cinder iron
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probably his screen fades black when he tries to see the video

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xD

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Luos selectivily cracking youtube to do that exclusively on that user end

fierce tulip
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BifImadAhmed thendo Fade2Black

cinder iron
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XDDDD

vale osprey
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"Luos and his fandom" 😄

urban gyro
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distort UVs with a normal map? Why would you do dat?

paper kernel
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for satanic rituals ofc

urban gyro
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it does seem like an occult thing to do yeah 😄

latent moth
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any recommendations on how to attach blood decals to an animated character? i don’t seem to make it work

paper kernel
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to nearest bone, as close as possible

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it's not gonna be perfect tho

latent moth
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how to i attach it tho

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i cannot make “spawn decal attached” work

urban gyro
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you talkin bout textures?

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cuz ur better off doing that in a material

paper kernel
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oh right, I had issues with attaching decals in my gamejam project too

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never solved it

cedar snow
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the current retry time for epic (launcher) account sign-in is 60 minutes 😫 😫

urban gyro
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whaaaa

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just launch the engine offline

cedar snow
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hahah i just wanted to download fortnite

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😛

gloomy pollen
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"we can make an engine, but we can't make a decent multi-platform launcher"

cedar snow
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and play obv

latent moth
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@urban gyro decals

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or anything really that works. i simply want to add blood to the hitpoint on a character

gloomy pollen
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you get decal shifting if u attach it to the skeletal mesh

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i minimized it by attaching it to the closest bone on the hit

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tom looman has a cool article about how he did it, doesnt spell everything out tho

urban gyro
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i don't get what ur askin, u mean blood particles firing off, or blood spatter on the body, or body damage layering like skin/muscle/bone

latent moth
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blood splatter on the body

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will check out tom looman

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thanks

paper kernel
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yea that tom's blood spill looked cool

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and very complex

latent moth
gloomy pollen
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yis

latent moth
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looks great but have no idea on how to achieve that

urban gyro
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there was a stream on twitch about dynamic materials i think it was

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the guy there made some seriously interesting mats that were layerd

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and he had 3 damage stats for the bot

latent moth
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do you have a link?

urban gyro
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skin, electronics and skelleton

fierce tulip
urban gyro
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i have to check, loads of em

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dat heatmap is savage

gloomy pollen
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harmless indeed

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needs more machine elf

urban gyro
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this is what you want, a hitmask

latent moth
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that’s what tom ruled out though

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but interesting thank you

urban gyro
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ruled out for what>?

latent moth
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the article i posted above included this example

urban gyro
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watch this stream

latent moth
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thank you

urban gyro
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also this

velvet ravine
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really only wanted to download a asset update,

urban gyro
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Damn now that I see how many Live Streams I've missed, It will take me 18 hours just to watch them all...didnt expect Epic to have such a speedy output. I'd much prefer modular documentation or some specific examples for generic things.

devout gulch
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is there thread safe version of DrawDebug* functions ?

shy heath
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When i try to play it only moves the edit camera and not hte charecter controller

gloomy pollen
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@latent moth if u want it to look good, its going to be difficult like tom's/GDC example, if you just want SOMETHING and dont care how well it looks then just use decal

carmine lion
#

@cursive dirge heya can you explain to me how to use the NvSamples projects?
I've followed all of the instructions on your github but can't get any of these projects to generate visual studio files or open with any content inside of them

latent moth
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@gloomy pollen i’ll give it a try

shy heath
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well lads how do i fix it

gloomy pollen
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with small decal, i attached it to closest bone on hit and it worked OK but the decal still slide/shifts around some

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without attaching to bone, it slides around a bunch and looked like shit

shy heath
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omg how do i fix dis

gloomy pollen
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omg how do i ask for help

shy heath
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idk

gloomy pollen
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nobody is going to have any clue what you are talking about from just this "When i try to play it only moves the edit camera and not hte charecter controller"

urban gyro
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its clear that he cant move the character

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so ill answer

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what you do is

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you go into your character

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and make him move

gloomy pollen
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lol

rocky portal
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Any clue why my editor would frequently crash when working remotely?

urban gyro
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you teamviewing ur workstation?

plush yew
rocky portal
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AnyDesk

plush yew
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quality

rocky portal
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lol

carmine lion
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guys is there a way to make media textures high quality?
even black and white videos as materials or decals come out blurry
is there a fix for this?

urban gyro
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what resolutiion u got them in

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i think if its not a power of 2 u gonna have a problem

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might be wrong tho

carmine lion
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i have HD res

shy heath
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omfg i am doing that!

carmine lion
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In the docs they use a 1080p video and it seems to play fine

grim ore
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is this tested in standalone or in editor only?

urban gyro
carmine lion
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thanks!

urban gyro
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👍

bitter edge
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Can someone confirm that my message is readable / showing up?

regal mulch
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^

cinder iron
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which message?

bitter edge
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(ha) 😃

cinder iron
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XD

bitter edge
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Discords been giving me some issues. (I should just restart)

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Thanks!

azure shore
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tries to make gun firing

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character gets sent flying across floor after firing without aiming

urban gyro
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heres an idea

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make the gun fire the character

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shake up the gameplay world

azure shore
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lol

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so uh gun firing is bloody hard

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it fires basic spheres but they collide with the player, so if you shoot slightly down or lower it pushes you forward

livid haven
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You can set which actors or components an actor or component should ignore collision with.

azure shore
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yeah there was no node at all that came up that I needed

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I typed ignore and there was one thing that I didnt need

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ignore actor when moving

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its not there

livid haven
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Hmmm, just a second.

azure shore
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ok

livid haven
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    void MoveIgnoreActorAdd(AActor* ActorToIgnore);

    /** Remove an Actor to ignore by Pawn's movement collision */
    void MoveIgnoreActorRemove(AActor* ActorToIgnore);```
exists in Pawn.h, so let me see how they do what they do
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    if( RootPrimitiveComponent )
    {
        RootPrimitiveComponent->IgnoreActorWhenMoving(ActorToIgnore, true);
    }```
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     * Tells this component whether to ignore collision with all components of a specific Actor when this component is moved.
     * Components on the other Actor may also need to be told to do the same when they move.
     * Does not affect movement of this component when simulating physics.
     */
    UFUNCTION(BlueprintCallable, Category = "Collision", meta=(Keywords="Move MoveIgnore", UnsafeDuringActorConstruction="true"))
    void IgnoreActorWhenMoving(AActor* Actor, bool bShouldIgnore);```
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Yeah, there's definitely an IgnoreActorWhenMoving node on components.

azure shore
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components, ok...

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wait what

livid haven
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?

azure shore
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Im in the construction script of the projectile

livid haven
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Yes?

azure shore
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where do you mean to get it from?

livid haven
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On a component. You can tell it to ignore movement against an actor.

azure shore
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I'm lost

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like how do I actually get that node

livid haven
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I don't know what to tell you. It's a function, on primitive components.

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You have primitive components.

azure shore
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top left?

livid haven
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So... call that function on the one that's colliding/moving.

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The same as how you call functions on every other object.

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Absolutely nothing special about this.

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Probably the root component.

azure shore
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Im left clicking the component, then right clicking in the construction script area and clicking the call function dropdown

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thats my only idea and its not here

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*there

livid haven
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Okay, sounds like you're newer to blueprints than I'd thought.

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Drag the component on to the construction script, so you can add a node that gets said component.

azure shore
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I've made respawning, crouching, a whole lot of stuff myself, im not exactly new

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yeah I have the sphere component there

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and I drag off and type ignore and nothing

livid haven
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Weird, should be there. Perhaps not in a construction script?

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Try in the normal event graph, for kicks.

azure shore
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idk, I think I need it

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Ill try though

livid haven
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That looks right to me?

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But, construction script is pretty early

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I don't know if you'll even have an instigator at that point.

floral heart
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Also, might have to do it for the static mesh, not the actor itself.

azure shore
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I can't copy that, since the ignore thingey doesnt come up

livid haven
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Copy what?

azure shore
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the image

livid haven
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I don't know what to tell you. :/

azure shore
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like I copy these as closely as possible until it doesnt let me do something

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maybe I'll just bloody keep self-shooting in the game, so it'll happen if you look down and shoot

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or dont aim

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so you can kinda use bullets as an extra long jump

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well heck, its original

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🤷

urban gyro
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Aight does anyone have an idea where I can get a pack of some royalty free SFX? I have loads from the marketplace, but I must use a freely available source. Freesound.org is fine, but it's a major pain searching for every sound, and since I'd like variations of the same sound, going through 10s of pages is a pain, even with advanced search.

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Anyone got a site/link for dat?

floral heart
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Mix 'em up in audacity.

azure shore
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yeah

urban gyro
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bleh i hate dealing with soundwaves 😄

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id rather pay 20-30 bucks and get good ones

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but since its gotta be free, im curious if theres a pack or smthing out there

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been googling for it awhile and all i see is redirects to sound databases online.

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🤦

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Freesound has pack downloads...

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yeah nvm

azure shore
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god this sucks sometimes

urban gyro
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What?

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what can suck more than scanning through thousands of sfx files in the hope of finding THE ONE 😄

opal ocean
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doing it with winamp

urban gyro
#

😄

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AIMP ftw

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made by the same guy anyway

opal ocean
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whats different?

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I've been using winamp 2.64 for... yeeaaars

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and I do need something better for previewing audio too

urban gyro
#

dude

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just google AIMP

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and rejoice

opal ocean
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yeah loooking at the page now, not seeing a huge difference?

urban gyro
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Yeah

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well, backend is much better

azure shore
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I never have a problem with sfx, like it doesnt bother me much

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what sucks is me being obsessed with trying to make a "game" in general

urban gyro
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sfx are added near the end of the main development cycle, so as to not infuriate you during playtestting.

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hear a theme song once and its nice, after 1000 iterations you'll just unhook it anyway

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so better do it at the end

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depending on the game of course, if u do some audio focused game then obviously sfx is first lol 😄

opal ocean
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re: Aimp, I mostly just youtube for music lately.... my mp3 collection hasnt grown in a while

urban gyro
#

same here

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but i do have a well filtered library

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and honestly, look at this

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how can u not love that skin 😄

opal ocean
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heh

urban gyro
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predator woulda been better tho

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look, give it a shot, i guarantee ull feel right at home

opal ocean
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I tried lots of skins for winamp back in the day, but I found them to be distracting and obtrusive

urban gyro
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u can always scrap it and go back to the rock

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this thing slides into the oblivion tho

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instead of docking the player

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it just leaves the screen

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only appears when you mouse over

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knda like that taskbar option

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of disappearing

opal ocean
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Hmm

urban gyro
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im tellin u man, give it a go, u aint gonna regret it

azure shore
#

uuuuAARGH has anyone (well, I guess almost everyone) made some working gun?

urban gyro
#

dude what are you having trouble with

opal ocean
#

not IRL

urban gyro
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haha 😄

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anything gun related has at least 50 tutorials on the tube

azure shore
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its just - like broken. I can't get the bullets not to collide with the player (so it pushes it back) and they keep messing up position and its frustrating as hell sometimes

urban gyro
#

you spawning projectiles right?

azure shore
#

yeah but what if I copy a tutorial exactly and theres a missing node

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yeah

urban gyro
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ur not supposed to copy those man

azure shore
#

...

urban gyro
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specially the ones from 4.8

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it just shows you a method of doing something

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theres always another way, for better or worse 😄

azure shore
#

Ive been trying to do most of this stuff myself but for some of it I have no idea in hell where to start

opal ocean
#

I just do line traces and call it a day 😄

urban gyro
#

documentation is usually the best place

azure shore
#

I made crouching and swimming animations working myself

urban gyro
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don't do hitscans, interitus is just lazy af 😄

opal ocean
#

yes

azure shore
#

I got some kind of line trace

opal ocean
#

my current project only has a view range of about 20-30meters so, hitscan is fine 😄

urban gyro
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Look, if you have trouble with collision, you can always bruteforce it

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and add a custom collision channel

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and ignore it

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oh if ur doing line traces then u rly shouldnt be spawning projectiles

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kinda defeats the purpose

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unless u want some other functionality

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on top of the usual 'damage the thing i just hit'

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but that has its own problems, means you have to simulate projectile physics on impact for destructible meshes, or send ragdolls flying etc

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like if you had a railgun ud use a hitscan

azure shore
#

uuuuhh wuut so what should I do for projectiles

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If I try and take out the linetrace I'll probably kill it

urban gyro
#

i dont know ur setup, but my guess is if you set ur projectile collision array to ignore the player, that would be the easiest solution

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well, collision matrix or whatever u wana call it

azure shore
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yeah thats the whole problem

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I just dont have any access to that NODE

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UGH

urban gyro
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dude

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collision as in the collision properties in the details panel

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honestly you should google stuff first before asking, generally youll find the answer in the docs or some answerhub question already posted

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i gots to go, remember, google is your friend and RTFD

azure shore
#

sometimes I hate these tutorials

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they jump so much

urban gyro
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i have a tutorial series

azure shore
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and nothings ever highlighted and only small areas are shown

urban gyro
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just havent uploaded the programing bit

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so cant help u with that

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and i got 20 hrs of footage to encode, so cant do it now

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im also outa time and gotz to bounce

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good luck bruh

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here one last link u might find useful

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c ya

azure shore
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ok thanks bye

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christ this "game" is gonna SUCK

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welp

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it slightly works just it only uses z rotation

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😤

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THANK YOU UGH

shy heath
#

dose eny one know how ot fix when you click play you spawn where you cliked play yet your charecter is not with you its idle

grim ore
#

it sounds like your not possessing your character, if this is a character you placed into your level. alternately you could possibly be spawning at your current location which is an option in the play menu on the toolbar.

spare steeple
#

when i package my project i get a "game module not found" error

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its a bp project but i added c++ classes and changed the engine version to a source built version in attempt to add dedicated servers but ended up reverting that

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deleted the newly generated VS files + source and switched the engine back

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and deleted saved + intermediate

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but the packaged build gives me that error on launch now

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anyone know the cause?

grim ore
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check your .uproject and see what it shows for modules, you might have it referencing one you no longer have

spare steeple
#

how can i view those?

grim ore
#

it's a text file, open it up with notepad. it's in your root directory of your project

spare steeple
shy heath
#

@grim ore no im not im a camera my charecter is standing wtill

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stilll*

grim ore
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@shy heath if you don't have a player start and you have just a character sitting in the world, not spawned in and controlled/possessed, then that might happen. You need to possess your player or turn on auto possess on the character.

shy heath
#

how od i turn on auto posses

grim ore
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@spare steeple are you still using those C++ files or did you remove them all? if so you have to clean up the uproject as well to remove those modules. If that's not the case then I'm out of ideas 😦

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@shy heath select your character, go to the details panel, search for possess and turn it on

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well turn it to player 0

spare steeple
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all of the c++ files should be removed from the project

grim ore
#

then you might want to just remove that entire modules section since you aren't using any C++ anymore

spare steeple
#

the text file for this uproject looks identical to an older backup

shy heath
#

@grim ore it sis controlling it it just wont show my arms with the animation

grim ore
#

that's another issue. I don't know how your character is set up so I can't really help with that. Is this something you created? does it have animations and an anim graph set up for it?

shy heath
#

yes it does

grim ore
#

you would have to check out the documentation or tutorials on animations, that is out of my expertise.

spare steeple
#

@grim ore deleting modules from the uproject file worked

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thanks for the help

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also thanks for all the youtube tutorials

grim ore
#

yay glad it worked. I barely work in C++ in UE4 so it was just an educated guess 😃 Glad they help as well!

azure shore
#

in my hud, none of the binds seem to be working

#

or anything much at all except for health bar and ammo count for that matter

#

*health count and ammo count

grim ore
#

it sounds like your 20% of the way there then!

azure shore
#

yeah I've had that working for ages

#

but I just got the ammo done

#

I wanna make the ammo count invisible when you're not holding a weapon, but binding it won't work

#

how else can I do it?

grim ore
#

how do you determine if you have no weapon? like do you always have one or can you put it away?

azure shore
#

yeah by default its unequipped and you press 2 to get it out

#

uses a variable or two

grim ore
#

whenever you pull out the weapon you can tell your UI to show that part of the UI. do the reverse when you put it away.

azure shore
#

?

grim ore
#

right now does your UI just ask the player every frame, binding, what the status of stuff is and set it?

azure shore
#

pretty much I guess

grim ore
#

the basics would be to create an event or function in your UI that toggles your ammo count visibility on and off. Wherever your are equipping and un-equipping your weapon it would talk to your UI, thru a reference, and call that event or function to turn the counter on and off.

#

you can get a reference to your UI after you create it

azure shore
#

sorry its so tight

grim ore
#

that would be a binding yes

#

in theory that might work, does that First Person variable change when you change the weapon ?

azure shore
#

oh sorry, this is for the crosshair, which I want to be invisible whilst in 3rd person

grim ore
#

generally bindings are frowned upon for most UI functions as UI rarely needs to update at the same rate as your FPS. Usually you would use a simple form of Blueprint Communication to tell the UI to change when it needs to.

#

regardless I am testing to see if binding to visibility would even work, I've never actually tried it but I would think it should work

azure shore
#

ok thanks

grim ore
#

nope that works fine and it looks like the right code. does that not work?

azure shore
#

Not for me, nothing happens...

#

I'll have to check it all through at some point in other areas

#

I can't think why though

grim ore
#

then you need to find your First Person boolean on your character and whenever you change it print string out the value so you can be sure it's changing

#

alternately go to the character, change the default value of the First Person variable to whatever it isn't now and run it to see if the cross hair is hidden or not. then repeat it and it should change. If it doesnt then something else is changing it possibly

#

You can go to your character, find that variable in your variable list, and right click "find reference" and it will show you all the places you are using it in that blueprint.

azure shore
#

Thanks

#

But right now I should get some sleep cus damn there's red in my eye a little

grim ore
#

yep sleep is good

weary berry
#

Is there a way to invert y-axis for in-editor fly cam gamepad controls? I'm looking through the source and as far as I can tell it's stored in the EditorViewportClient's CameraController and nothing sets it. Wanted to make sure I'm not missing anything before manually toggling it in there.

grim ore
#

There is a toggle for the mouse inversion in settings but I don't think there is one for the gamepad. Maybe it still affects it?

weary berry
#

yeah - saw that - it doesnt :/

grim ore
#

aww

#

pull request!

stiff marlin
#

Does anyone know what program I can use to open a .mesh file?

south ridge
#

What's a .mesh file

#

Where did it come from

stiff marlin
#

Marmoset

#

I need to export it to another program, but nope

#

a .mesh file was apparently made in Medit

#

and for some reason, it is Marmoset's default mesh

scarlet echo
#

I assume UE4 is going to start moving forward with per-user and multi-user licensing for plugins by the looks of things

devout gulch
#

probably nothing interesting

#

though i haven't heard any rumors

#

my guess it will be just subscription type licensing

#

for engine

#

instead of big fee upfront

#

might be aimed at mid sized studios, which can't afford full license but still need technical support and don't want to pay 5%

velvet ravine
#

maybe there gonna do what unity does, Pay upfront for engine no loyities

devout gulch
#

either way I would love to pay for access to UDN

#

answer hub is garbage

velvet ravine
#

yeah gets to something when i get most my advice from other sites lol

grim sinew
#

Could also be a new name for Datasmith when it comes out of beta

#

Pure speculation though. I'm not aware of anything else Epic is up to that would require a new license.

#

Either way, we'll probably find out at GDC

floral pagoda
#

^

#

Could also be a new launcher they could be working on

#

Since we got that survey a while back

weak harness
#

I love how people always assume the worst.

floral pagoda
#

Same @grep#1337 😛

weak harness
#

Honestly it's probably nothing to get too worked up about.

floral pagoda
#

My guess is that it is a new launcher

#

or datasmith

weak harness
#

I'm always curious what Epic is working on no matter if I agree or disagree with it.

floral pagoda
#

Yep same here

weak harness
#

Welp sleep time is in order.

floral pagoda
#

It is 1 am here so I need to do the same

weak harness
#

I really don't want to sleep though.

languid shard
#

@floral pagoda datasmith

#

Studio is the enterprise part of UE

floral pagoda
#

Ok

weak harness
#
Unreal Engine

Unreal Datasmith is a workflow toolbox we’re working on to simplify the process of moving data into Unreal Engine for architectural and design visualizations. Initially, it includes a set of extensions and plugins that enable Unreal Engine users to easily import and manipulate data from over 20 CAD/DCC sources, including Autodesk 3ds Max. Other tools will become available as the beta program progresses.

vivid girder
#

Been a while since a new engine version made it to preview 5

#

was thinking we'd get 4.19 like 3 weeks ago

#

Not complaining, just surprised

weak harness
#

I'm using it for dev atm. 4.18 was too buggy for me.

#

I mostly got tired of VS opening extra windows.

vivid girder
#

Could you verify something for me real quick?

grim sinew
#

It's better that they did, I wouldn't want a full release where material instances are 100% broken.

weak harness
#

I can try.

vivid girder
#

@grim sinew Totally agree, just surprised they hyped it up so long ago

#

@weak harness Theres this bug in 4.18 that is killing me

floral pagoda
#

Do you think that they will show off the new geometry toolset at GDC?

vivid girder
#

Go into any material Add a SetMaterialAttributes node Click the + icon a few times Click on 0 and try to change from "missing" to basecolor or something

grim sinew
#

I don't think those geo tools are going anywhere. They showed it off last year, then no word of it.

vivid girder
#

Don't try to open the window twice or anything

grim sinew
#

Whatever's going on with it, they hit some kind of block in what they wanted to do.

#

Hopefully the block was them discovering nobody cared about editing 1 polygon at a time in VR to build an entire level.

floral pagoda
#

Also as a side note - Modo indie 11 is coming out.

#

I know that @cursive dirge Already commented 😛

weak harness
#

So just change Missing to BaseColor?

#

That worked fine.

vivid girder
#

Hmm, maybe they fixed it in 4.19 already

#

Now i don't need to send the bug report

weak harness
vivid girder
#

I do wonder if it crashed for you in 4.18

weak harness
#

I don't do material stuff. ¯_(ツ)_/¯

#

am programmer

#

I'm out. Night dudes

vivid girder
#

thnx

weak harness
#

np

floral pagoda
#

Night grep

sudden agate
#

I love the new Dark Theme of the forum. Everything is easily readable ❤

floral pagoda
#

the forum has a dark theme o.O

#

You are right

grim sinew
#

It resets randomly, get used to hitting that button

floral pagoda
#

Thanks for the info

lilac cobalt
#

What is Unit ? Centimeter?

drifting bough
#

usually, unless you changed it

lilac cobalt
#

thanks

latent moth
#

I am moving a character folder which includes all meshes, textures and materials to another folder. The operation completes, but the origin folder is still there, even though in UE it looks empty. But if I go on file explorer, a lot of files are still there and are not in the destination folder.

So I close the project, reopen it, still I cannot see the files that have not been moved. I fix references, but still nothing.

How can I move those files?

grim sinew
#

right click the folder in UE, clean up redirectors

#

then you can delete it

latent moth
#

that's what I diìd (fix references)

#

the issue is that some files DID NOT get moved

grim sinew
#

Well, move the folder in windows and see if anything bad happens.

latent moth
#

Of course 😃 everything breaks.

#

I get messages asking to reimport, and then there are missing references, ...

grim sinew
#

Weird, dunno. You broke it!

#

Maybe some sort of bug, maybe corrupted assets, maybe it doesn't have read/write privileges, hard to say. In any case, it's weird.

latent moth
#

eheheh 😃 thanks anyway

#

I'm trying to implement what discussed by Tom here:

When hitting the character, we transform the world position of the hit into the reference pose position (using the BoneName info we get from point damage events) you can do so by first inverse transforming the hit location from the current transform of the bone we hit, and then transforming that location using the reference pose transform of that same bone.
latent moth
#

Context is spawning an actor on the hit point of a character, and have the spawned actor remain in the correct position of the hit even when the character moves / animates

wary wave
#

sounds like spheremasking

latent moth
#

indeed 😃

fiery bane
#

hi im filip my portfolio can be found on woggydesign and fb pages

latent moth
#

I am unfortunately not successful in trying to apply the transforms he suggests

#

if you have any pointers, they'd be highly appreciated...

#

For instance I can't seem to get the transform of the bone that is hit

#

I am using "Get Socket Transform" with the bone name

lilac cobalt
#

hi all

#

why?

#

How can I fix that?

#

Mesh I exported from Blender

latent moth
#

did you reset the scale in blender before exporting?

#

(both of your mesh and your rig?)

azure shore
#

in game you always just fire forward anyway

spare steeple
#

anyone know how to get my skeleton created with the model in 3ds max to properly import into ue4?

#

exporting as fbx

azure shore
#

maybe...

#

depends

spare steeple
#

i created the bones but i dont know the next step

azure shore
#

like what you want to do with it

#

is it all rigged in 3ds?

spare steeple
#

i import it into ue4 and the skeleton that comes with the model isnt what i made at all

azure shore
#

like it all moved fine

#

um

#

try options like mesh import and stuff

#

I'd like a bullet glow

#

dunno how to do that in material editor

harsh thistle
#

I have this problem with my door model..i have imported that door model from blender correctly and also set up uvs correctly...i cannot figure out what i missed.....can anyone help me with it. Also I dont know why that latch component has different shade than the whole model.. think thats why this error is occuring...Help me out guys!! I will add all pics down @here

#

@here

grim sinew
#

Inverted normals on the handle

#

Turn off two sided shading in blender and fix it

fierce tulip
azure shore
#

PEEKER PEEKER CHOOOOO

grim sinew
#

That seems like overkill for a pikachu material, but whatever works

cloud cobalt
#

That's also super old

#

Saw that gif like a year ago 😛

fierce tulip
#

i know its super old, but whenever a magazine/website talks about "we want X for pokemon switch" they fail to show that image and speculate its looking 5 generations older than this.

latent moth
#

Now, my understanding of Sphere Mask is limited, and what I get is that the character should be made of the material that the sphere can influence, is that correct?

#

Does this mean that my character needs to have a single material?

frank escarp
#

@latent moth its not about spawning spheres

#

the trick is that you have a material wich calculates distances from certain points, and if the distance is less than "whatever", it creates a hole/wound

latent moth
frank escarp
#

lets say you have 4 wounds max (need a low max or gets expensive)

#

ah

#

as a 3d decal

#

the other trick is what left 4 dead did

latent moth
#

he spawns sphere masks on the collision point

#

so then by increasing the radius, he is able also to "paint" the blood enlarging

frank escarp
#

the sphere masks arent actually 3d objects

#

is what i just said

#

you send 3d locations into the material

latent moth
#

yes

frank escarp
#

and then the material checks distances

latent moth
#

that part I got, I am using a BP

frank escarp
#

well, now you need to send the location of each sphere to the material somehow

latent moth
#

that has this computation in the Construction Script

frank escarp
#

just add 4 vector parameters

latent moth
#

It's in there

#

sorry if I'm not clear, learning all this stuff (and thank you for your help)

#

So: I have a system to compute the position of hit impact and attach an actor so that the animations & char position are followed properly

#

now, I built a BP that in the construction script sets the location of the material

#

However, this obviously only impacts one material, but my character is composed of 5 different ones

#

I basically don't understand how he is able to paint this red on top of the character material

frank escarp
#

read what i just said

#

but again

latent moth
#

So there can only be 1 hit location per material?

frank escarp
#

you can have a few. But there is a max limit

#

and you need to deal with that yourself

#

each hit location has to be a vector parameter

#

so you have Hit1, Hit2,Hit3,Hit4

#

and then just do material instance ->set vector parameter value with the sphere location

#

given they can be vector 4, you use the first X,Y,Z for the location, and the 4th, W, for the radius

#

then you can do stuff with it

latent moth
#

oh

frank escarp
#

there is a material node called sphere mask, wich is what the guy was talking about

#

basically it looks at the distance to a point in space, and creates a gradient

latent moth
#

yes that's what i am using

#

Ok @frank escarp I finally got what you are saying. Thank you for helping me, will report back if I succeed. 😃

harsh thistle
#

@grim sinew thanks bro

plush yew
#

hey guys

#

i just found out more information

#

unreal engine 4.19 is being delayed

#

we wont ghet it until aftter

#

4.18.3, 4.18.4, 4.18.5, and 4.18.6

#

so its going to be about 2-3 more months

#

until 4.19

#

Good news is that it's not cancelled!

cloud cobalt
#

That a joke ?

plush yew
#

Nope!

#

It's on the blog

cloud cobalt
#

4.18.3 has been out for a month or two already

#

And it's not getting updates

#

Can you share a link ?

plush yew
#

just google

cloud cobalt
#

I did

plush yew
#

there u go

cloud cobalt
#

I did not found any source, so I'm considering that a joke

#

4.18 branch had exactly two commits since 4.18.3

#

So it's definitely getting a 4.18.4 hotfix, but nothing more

devout gulch
#

nothing on epic blog

#

it will released after GDC probabaly

#

will be*

cloud cobalt
#

4.19 is getting 10 commits a day right now, it's in heavy development, so probably no release next week

#

I'd guess it will release the week after, right before GDC

#

The only reason I care is that 4.18.3 has a really strange crash that appears on a few of our clients and never in testing. Per clients who tried, it's gone in 4.19 preview

#

That never happened before and we don't even know what's crashing, it's pretty infuriating

latent moth
#

The issue that I have is that if the character moves, the sphere stays put and does not follow character / animation

#

Do you know how I can solve that? Do I have to keep drawing them on Event Tick?

fierce tulip
#

hide yo loved ones, hide yo kids, luos is attempting blueprints

plush yew
#

I have so much blueprint code

#

lOl

#

i literally use it because i hate c++ compile times

#

lel

delicate terrace
#

Hide your meemaw

latent moth
#

with the local position, nothing appears.

devout gulch
#

what

#

the

#

fuck

wary wave
#

whut

devout gulch
#

called it

#

just like Unite for unity

#

unfrotunetly it means they might not show anything of substance at GDC

#

keeping it their own conference -;-

paper kernel
#

I gave an intensive stare at my bank account it said "maybe not" when I was browsing flight tickets

wary wave
#

might not be too expensive if you're clever about route

#

where would you fly from?

paper kernel
#

Travel itself wasn't that much, about 160€

wary wave
#

fair enough

plush yew
#

yo

#

ambershee

#

u ready for the new ue 4.18.4?

fierce tulip
#

as someone who never blueprints its so confusing XD
"ooh there is a spawn emitter at location, neat, now I need a spawn actor at loc.. its not there" hehe

azure shore
#

uh someone please tell me how to remove emitters

fierce tulip
#

press delete

azure shore
#

when bullets hit surfaces I added an emitter but I only want it to be there for like 0.2 seconds

#

so I put the delay but then what

fierce tulip
#

why not just set the emitter to 0.2 seconds?

#

then destroy

azure shore
#

theres no simple options like that

#

for spawn emitter at location

grim ore
#

It’s part of the emitter itself.

azure shore
#

lemme see if theres anything else instead of that

grim ore
#

The particle has a lifetime you can set. Change it in the particle itself.

azure shore
#

apparently not

#

but how

fierce tulip
#

by changing the lifetime to 0.2

#

and set it to loop once

azure shore
#

I mean where

fierce tulip
#

in the lifetime module

azure shore
#

I dont know what you mean!

#

I got a spawn emitter at location node

fierce tulip
#

open the emitter

#

lifetime module

#

0.2 seconds

azure shore
#

I double click it, nothing happens

#

do you literally mean in content browser or something

fierce tulip
#

lol

#

please open the emitter by double clicking on it in the content browser

#

click on the lifetime module, set its max/min lifetime.

azure shore
#

ok I'll look for it

#

ah found it

#

well now what

#

for lifetime I dont know what it means

#

this makes no sense for what I want to do

#

I need the emitter just to be removed

hardy ermine
#

hey guys

#

which channel does a newb like me ask beginner questions?

cinder iron
#

it depends

hardy ermine
#

cause I have a real beginner problem right now

cinder iron
hardy ermine
#

I don't think its related to those two

#

its just something finnicky in the viewport

opal ocean
#

just ask 😃

grim ore
#

Ask it here and someone will probably get bitchy and tell you where to go lol

hardy ermine
#

yea kinda thats why I'm hesitant to ask here but here goes

#

when i drop an object, the grid just disappears

#

when i go to top view it's there though

grim ore
#

Yeah that is weird for sure. It’s still checked in the show options ?

azure shore
#

UUUUUUGH

#

I JUST WANT THIS TO GET REMOVED AFTER 0.2 SECONDS

#

please someone uuuuhh 😩

grim ore
#

If you can’t set it in the particle properties, you can get a reference to the particle after you spawn it, then you use your delay and then you can destroy the particle

azure shore
#

hrmm ok...

grim ore
#

But setting it in the particle is the correct way to handle a one off particle.

azure shore
#

when I open the particle everything in my mind melts

grim ore
#

But you basically want to adjust some of the settings in required and lifetime

#

Around the 3:50 mark he covers making it spawn once for a set time as well.

azure shore
#

my god

#

nothing's changing, its just doing what it wants now

#

YES

#

I did something else

#

I just plonked the emitter in the bullet and used visibility

plush yew
#

I want to make notes in the game as objects, and upon clicking them, they open and you can see text

#

do I literally give the objects a texture?

latent moth
#

Or create an interface

plush yew
#

how would I go about that?

#

I want the notes to open with an animation and go to the player's camera

#

OR what you said

#

I'm not sure which to do though

latent moth
#

if you want a page opened up i'd go with an interface

plush yew
#

how would I go about it?

#

the way I want it is I think in the game "a dragon, a (something), and cancer"

latent moth
faint cedar
#

Hey guys, quick question - I am building a track spline system and I position my meshes in such a way that they can't stretch (only squash)

#

the problem is - if my spline is longer than what my mesh can stretch, the mesh's tangents seem to get screwed up for some reason

#

Anyone have any idea why this might be happening and how I could get rid of it?

#

I just get my tangents with GetTangentAtDistanceAlongSpline

plush yew
#

no idea

latent moth
#

sorry DamirH 😦

plush yew
#

exactly

faint cedar
#

well that sucks

vale halo
#

Does anyone know if there is some set of screenshots/display that shows all of the slate widgets in an easy-to-browse manner? I'm trying to think how I want to build up my UI using existing elements, but really don't have a ton of experience with UI design/the widgets (beyond the super basic ones) available in slate. 😃

#

I've done some googling but that didn't really yield any results 🤔

latent moth
#

I'm sorry to get back to this but I've been struggling all afternoon.

I'm trying to specify a Sphere Mask in a material so that it does stay attached to an animated Character when it moves and is animated. The only way I could succeed in doing that is by using Local Position (excluding offsets) in the material itself: https://cldup.com/6L_LWBtgiY.png

#

However, by doing so the same effect is applied everywhere the same material is used, and I do not want that. If I use world location, then the sphere will stay put.

What can I do instead?

latent moth
#

I mean, what I don't understand is how to get different Sphere Masks on a per-character base

#

right now if one gets hit, ALL of them have the same wound

azure shore
#

guys I can't be the only one who has this annoying "bug"
Everytime I make a change to anything, it will either kind of enable or disable the first person camera at will, so after editing something in the player its stuck on third person. All I have to do then is click on the character, change one setting at random and it works fine again.

#

I have no idea why

latent moth
#

then how can we? 😃

azure shore
#

same way I do

latent moth
#

i don't have your bug

azure shore
#

nah its weird

plush yew
#

So how do I make my notes the same as in the video?

latent moth
#

What have you tried?

plush yew
#

haven't tried anything yet

#

I sent a video for a reference on how I want to do it

#

based on that, I would like tips on what to do

sleek spear
#

event tick in widgets doesnt work?

paper kernel
#

should work

#

assuming its set to tick in the first place

sleek spear
#

right, it works, my bad.

#

how can i break an event flow by the press of the button?

#

only with branches?

#

(and variables)

sleek spear
#

and how can i stop an audio 2d by the press of a button?

halcyon shore
#

How much would you pay for about 50+ lowpoly assets?

grim ore
#

if you do a simple spawn sound without a return of the sound object then you can't really stop it, that is intended for fire and forget sounds. if you want to stop the sound you need to use a node that returns the sound so you can then save it as a variable and stop it later. Alternately if you have an audio source you are using to play the sound you can just stop that

south ridge
#

@halcyon shore I'd pay ten money

halcyon shore
#

Cool

sleek spear
#

@grim ore i just want to create a skipable intro movie widget

vocal blade
#

Howdy everyone!

grim ore
#

@sleek spear how are you playing your movie?

sleek spear
#

@grim ore file media source to media player to media texture to ui material to widget image

regal mulch
#

Shouldn't UE4 have one for that?

#

I know it has the build in Loading Screens for levels

#

No idea if that counts for the movies

#

But these should also be an extra setting and not require any widgets like that

past relic
#

I cant find a way to make libraries of assets

grim ore
#

you should be able to pause the media player , then you can destroy it if you are done.

past relic
#

i guess ill create a master project with materials in it and just migrate what i need

sleek spear
#

@grim ore but i cant play the sound from the media player. i use play sound 2d for the sound only

grim ore
#

your looking to change the play sound 2D to either using an audio source and controlling that or do something like a spawn sound XXX node where you get back a sound object you can then pause/stop later

#

if you just swap out the play sound 2d with a spawn sound 2d you will get your return value as the sound itself

#

save that out to a variable then whenever you need to stop it just call stop on that variable

vale halo
#

This isn't really relevant to #paper-2d, but there isn't any other channel whic hI'd say is correct for this. Anyway, does anyone know of a simple way to create a "spritesheet" like this? Pretty much a set of images (b/w; no shading) based on a simple symbol like this?

#

Is it best to create a basic shape like that in blender & then make renders of those 16 (or something like that) "perspectives", rotating it 360/16=22.5 degrees every time? Or is there a better way?

grim ore
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there's also a blender script in there that does the "rotate X, render out, repeat" so that might help

vale halo
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Cool - I did some searching too, but didn't find that. And that's cool, I'll deffo take a look at that too 😃 Thanks!

grim ore
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and I know assetforge can do it but it's just for the models it can make

azure shore
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hey how do I get a click and hold instead of just left click

sleek spear
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@grim ore alright i will check it out later. thanks man. but i remember media player could play sound in the past in widgets, right?

azure shore
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...

urban gyro
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Is there anyone here who has animation experience? I need an idea/direction for the best approach for a bow

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i can see 2 methods of doing it, just dunno which one has less pitholes

weak harness
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@scarlet echo They hid the Unreal Studio thread. @floral pagoda @devout gulch

floral pagoda
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Awww

azure shore
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what node do I use to reset level? All I can find is open level

urban gyro
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you open the same level

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also, there is literally a node called Reset Level

azure shore
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oh, I typed reset level and nothing appeared!

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and opening the same level well how would it work for other maps idk that part

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oh never mind, context sensitive thingey

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o

regal mulch
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There is also the option "restartLevel" iirc

azure shore
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target

regal mulch
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For the OpenLevel node

azure shore
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well what on earth would the target be for reset

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rite ven

primal breach
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hey everyone. I have a question regarding materials / rendering

where would i opst that? :0

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post*

weary basalt
primal breach
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thanks 😃

azure shore
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um

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help

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I dont get it

regal mulch
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ResetLevel might be a GameMode function

cedar snow
civic seal
cedar snow
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haha tricked by the docs

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source > docs .. as usual

cinder iron
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you can use OpenLevel and open the same one

azure shore
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yeah I just don't know what the target should be

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yeah but how!?

cinder iron
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OpenLevel and pass the current map url

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if it's multiplayer you might want to look at servertravel.

azure shore
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ok thanks

cinder iron
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and you pass it the servertravel command and some arguments

azure shore
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at least I learned some things playing blood party, and unreal game

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so how do I even set open level to current level

civic seal
azure shore
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ah thanks, should work

cinder iron
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wasn't that event overridable on the gamestate?

azure shore
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it didnt -_-

regal mulch
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That only calls OnRest on your actors

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You need to properly override that on all your actors

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Just do the OpenLevel with the current map name

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It's not that hard :P

cinder iron
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aye check the event

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you need to pass the level name

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easy peasy lemon squeezy

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oh, didn't know you could hover through the properties on this mini window

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pretty sweet

azure shore
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yeah but how do I pass the level name???

regal mulch
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You write it in the LevelName input?

azure shore
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and @regal mulch mate how would I load any other maps???

regal mulch
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The same way

azure shore
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but this is the thirdperson bp!

regal mulch
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And?

azure shore
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soooo

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its the same across all maps?

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I saw that before

regal mulch
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It has nothing to do with maps

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You call the node

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You put the name of the level in there

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Either by hand

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or with a variable

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And that's it

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it loads the map

azure shore
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lets say I write open TestMap then load another map then how could I change it then

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obviously it would still load test map

regal mulch
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You can always use a Variable

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And change the variable via UI and stuff

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But that's stuff you need to kinda try and learn yourself

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Same is that you can always have different GameMode classes per map

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That allow you do have different CharacterClasses and what not

azure shore
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yeah, I just think it would be harder using a variable whilst testing

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yeah

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like if I just go to open a level without using a menu with variables then the variable would be default still

regal mulch
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Well yeah, if you put the plain name in the node or use a variabl which you never change, then it's always the same

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You would need to set the variable with a different name then

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Via TextBox, Keypress, Dropdown menu, and what else you can think of

azure shore
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ugh is there just no variable or something by default that I can connect?

grim ore
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technically you can get the current levels name and plug it in yes

regal mulch
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Yeah well then he always reloads the map

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He said he also wants to laod other maps

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:D he just needs to adjust he variable then

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which he needs to create

azure shore
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yeah that would work fine but only if I use a menu

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which would be like the last thing added to the game

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or maybe not then, since I have to use one pretty much

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I'll just make a crappy one

urban gyro
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btw if ur doing this in multiplayer, make sure the its ran on the server, u dont want players restarting levels whenever they feel like it lol

azure shore
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yeah, just servertravel

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in blood party the host can use server travel whilst in the lobby or in game

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I'd love to have multiplayer in this, but wouldnt everything have like a 2 hour delay

urban gyro
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i have no idea what blood party is, and it would be 2 hour delay if you replicate everthing under the sun

cinder iron
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I remember you saying while ago you had the same material throwing at you different numbers

azure shore
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Kensei what do you mean?

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and I mentioned blood party is a ue game...

urban gyro
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yeah well i dont read the entire chat history every time i pop in

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and i mean that ur delay depends on the how much stuff ur replicating over the network

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ur lowest speed is ur bottleneck

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you send too much stuff over, u gonna get delay

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so just dont replicate everything

azure shore
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Oh I thought that was recent

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oh, so not much luck with multiplayer then

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I mean, even in blood party even servers up country are kinda laggy, then I try playing someone from Florida, and, well, it's playable, but only just

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like you're all jolty

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and there's occasional teleports

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I always think if they can't do it, (the devs) I have no chance

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like for anything really

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but I guess it depends

urban gyro
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the only difference between devs is that some know what to google, others don't. And then there's the vets that just run into a wall every once in a year

azure shore
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yeah

urban gyro
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i dont c why u wouldnt have a chance to make better netcode

azure shore
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another thing I would love to have is some kinda of basic level editor, but seeing how buggy theirs is kinda puts me off

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really, you think so?

urban gyro
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u have the internet, the world's entire combined knowledge at your fingertips

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teach urself the stuff you need and then apply it

livid haven
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I'm late to whatever this thread is.

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There are some kernels of truth being said, but perhaps in a bit too absolutist of a manner...

urban gyro
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absolutes are just simpler to use

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cant be arsed with an essay 😄

azure shore
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hmm

livid haven
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Essay isn't necessary.

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But being able to figure out your own problems is critical.

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I'd say the difference between a lot of people who need to ask questions all the time and those who ask rarely is that the latter really do exhaust everything they know before they bother asking.

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I answer far too many questions people ask by opening up the source code and doing a symbol search with VAX.

urban gyro
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well theres always something esoteric you can get stuck on, butt generally answerhub, teh internet has the answer. if not, RTFD, if that fails, figure out , if can't , ask 😄

livid haven
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Possibly following some references.

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Never be afraid to follow the rabbit hole in to engine code.

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People draw this line with going in to engine code, which stops them from ever being able to understand anything that isn't their own code OR already answered somewhere.

urban gyro
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dude i openned up the character class once...and no thanks 😄

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digging in the engine is needed when you need something seriously exotic

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or if wana add some super basic stuff that for some reason are missing

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at least for me

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like adding a get for a volume float in the game user settings

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so that its just ez to get instead of setting it in the engine ini

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or whatever else

livid haven
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Nope. Do it anyways.

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You shouldn't be trying to look at entire class.

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And yes, Actor/Pawn/Character and Controller/PC/AIC are guilty of being god class anti-patterns.

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But you shouldn't be trying to grok the whole damn thing, just whatever immediately relevant function/property/delegate you're trying to understand.

urban gyro
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oh yeah, but generally, the net has an answer to the more general problems

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i just useed general twice..

livid haven
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🤷 I don't trust anyone on the internet to not be spouting complete and utter bullshit that they don't actually understand about UE4

urban gyro
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look, i like C#, C++ is hard to read, UE4 C++ with them macros and tags is just plain eyeball bleeding for me

livid haven
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Unless it's one of like 3 or 4 people outside of Epic.

urban gyro
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at most, id make a function library or expose smthing to bp

livid haven
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2 of which have worked for Epic, off the top of my head.

urban gyro
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yeah i spose u have a point

weary basalt
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Damn Sion them words cut deep 😃

urban gyro
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😄

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cmon, u know im right

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55 characters for a class definition, 45 of those are the name 😛

livid haven
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I've been neck-deep in UE4 for almost 6 years and in C++ for about 10, so I'm not really intimidated by C++. 🤷

weary basalt
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I can understand your reluctance coming from an C# background myself, but its just experience, once you read enough of it, it just makes sense.

livid haven
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I'm not saying no one on the internet outside of Epic knows UE4 stuff, just that 99.9% of AnswerHub is some 14 year old doing something dumb and finding a way to get the result they want... but not realizing what other problems they're causing. Or they're Rama.

urban gyro
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oh i understand it when i read it, is just overloaded imho

weary basalt
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Haha yeah i know was just pulling your leg 😉

azure shore
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lol I did notice some people ask kinda open questions

livid haven
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Saw someone ask how to make a leaderboard system the other day.