#ue4-general

1 messages ยท Page 194 of 1

plush yew
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why my text is red??

wraith saddle
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Hey all, i was wondering does anyone else have the annoyance of VS opening twice when ever they open a c++ class through unreal ?

teal tulip
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I think that is a bug fixed in the lat 4.18.x ?

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or probably was the 4.19 mmm

wraith saddle
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ah ok :p as long as i know it isnt specific to me, i will look into it thanks

sudden tendon
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hey guys i have a question about using unreal engine for rendering things

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i've recently saw this one guy who speicifcally used UE4 for rendering out his characters which is very weird.

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why would he use ue4 over a traditional rendering software?

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are there some advantages i am not aware of?

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this is the guy im talking about here

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how many polygons can ue 4 take without droppign below 30 fps at highest settings?

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cuz im thinking of trying out using ue 4 for small animated scenes for my daz figure renderings

frank escarp
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@sudden tendon if you use sequencer, you can render one frame a png at whatever FPS you want, to then composite

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so you can have like 5 fps and just export it as a video secuence at 30 fps

sudden tendon
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@frank escarp does taht affect image/render quality

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so if I'm getting this right, does that mean you can "increase" quality of the "render" by decreasing fps???

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sorry im not too familiar with how real time rendering works here

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so if my character model has about a million or so polygons would that probably require something like that?

plush yew
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@sudden tendon A million polys is fine it'll run fast

sudden tendon
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@plush yew at what point will it drop below 30 fps if im running a 1080 ti sli

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im trying to see how high of a poly model i can bring and still animate

plush yew
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Depends on many things

tall pendant
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polys are pretty much irrelevant nowadays

plush yew
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Your scene complexity, post process FX, animation complexity, light count etc

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Also UE4 doesn't support SLI afaik

urban gyro
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UE4 doesnt support SLI

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i think the NVIDIA branch does, but don't quote me on that

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but then again if u wnana render

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you probably wouldnt mind having VXGI

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so give it a shot

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also make sure to have all ur settings on Cinematic

obsidian nimbus
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if he wants to render it doesnt matter what fps u get and a billion poly is fine

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well a billion might be a tad high

urban gyro
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LODs will kick in

obsidian nimbus
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it will just take longer to render the video, the fps wil be whatever amount u set no matter what hardware u run

urban gyro
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1 billion polys and 120 fps , let it render and go to sleep ๐Ÿ˜„

obsidian nimbus
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no idea what time it would take

urban gyro
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running on GeForce 4

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a year

obsidian nimbus
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doubt it would take that long to render infiltrater demo on 120 fps

urban gyro
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rig specific so its anyones guess

obsidian nimbus
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yea

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it renders hella fast compared to blender

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I think it wil render it faster than it compiles the shaders

urban gyro
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where does it happen?

obsidian nimbus
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sequencer

urban gyro
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no i mean shaders are on cpu right?

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but rendering should be on gpu

obsidian nimbus
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hmm, im not sure, my vid card is underpowered for my rig tho

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i think both are a bit of a combo

urban gyro
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would be nice to know, but i cant be arsed digging for it

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imma go play some mankind divided and suffer the Dawn Engine's atrocious level streaming.

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cya

plush yew
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4.19!

bleak elk
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CTRL+ALT+\ makes it show up..

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Shocked me.

grim ore
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It's just the \ key, it shows the preview mesh

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by default it's the color calibrator thingy

bleak elk
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ahh thanks for that

azure shore
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Hi, would anyone know how to have custom body sizes in physics assets?

plush yew
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@bleak elk what is this cube?

azure shore
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Because I have problems with body parts that won't let me make them smaller than a massive ball

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So I'm not able to have a head body or fingers meaning they still animate and don't collide whilst ragdoll

bleak elk
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@plush yew colour checker thingy

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ยฏ_(ใƒ„)_/ยฏ

versed pawn
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Hey guys! I've imported a bunch of 4k textures and I try to make a material for them, but it shows blurred for some reason. I'm on 4.18. Any one else encountered this?

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I have never encountered such thing before

oblique sorrel
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So, my launcher stopped working

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First I had to wait a few minutes to switch tabs

azure shore
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Could you not try right clicking the icon in the task bar and then clicking unreal engine?

oblique sorrel
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Okay, I restarted it again, and it logged me out. I logged back in, and now the launcher at least shows something.

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Still can't open Learn, Community or Marketplace

spare steeple
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is there any reason packaging my project for windows on a source built engine would take literally hours and start taking up significantly more space than the project size?

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literally ran out of hard drive space after over an hour packaging a project that usually took 10 minutes

plush yew
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how do I get click events working on first person char bp?

grim ore
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clicking the mouse on objects? you need to make sure mouse click is allowed on the player controller you are using for that character

plush yew
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it is

grim ore
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then click events should work and any objects you click on should receive the clicked event.

plush yew
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but I'm not

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which is weird

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wait, on the player controller?

grim ore
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yes on the player controller

plush yew
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yeah, so using event begin play and get player controller and a set enable mouse click event should work

grim ore
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Player Controller -> Class Defaults -> Mouse Interface -> Enable Click Events

plush yew
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but where do I find the player controller with the first person blueprint?

grim ore
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I beleive setting it like you are doing as well should work. You would create a new controller and assign it in the game mode

plush yew
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I just tested on a new project

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same thing, it doesn't work

grim ore
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and the object that is receiving the click event?

plush yew
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that should work, shouldn't it?

grim ore
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It certainly seems like it. I have never used the node to change it tho, only ever thru the controller

plush yew
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then how do I make a controller?

grim ore
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I just checked, what you are doing should work.

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how are you enabling the mouse cursor?

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Are you setting it to UI mode? if so that will not work.

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as for creating the controller you would create a new BP and choose player controller

plush yew
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no

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I am not setting it to UI mode

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unless that's the default, I guess

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do I have to have a pawn for a player controller to work?

grim ore
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nope the default is game only

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how are you showing the mouse cursor?

plush yew
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I'm not showing the cursor

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it's an ingame object

grim ore
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then click events wont work

plush yew
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what?

grim ore
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its mouse clicks or touches from mobile

plush yew
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what do you mean?

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I thought it should work without the cursor being shown

grim ore
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it would have no idea where the mouse cursor is if it's not shown

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if you mouse over the On Clicked event it will tell you the requirements

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but yes you need the mouse enabled and showing in order for it to detect the click

plush yew
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that's.. weird, I got it working before without the mouse being shown

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the mouse is not supposed to be shown for this to work

grim ore
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are you using the center of the screen as the "mouse point" ?

plush yew
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uh, what do you mean?

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I am not referencing anything like that

grim ore
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well I mean how do you know you are clicking on the item?

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if you have no visual indicator of what is being used to click on it

plush yew
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well, I thought that it will work like raycasts work

grim ore
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ok, the raycast needs a point to start from. How are you determining that point?

plush yew
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the camera

grim ore
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what part of the camera?

plush yew
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middle of the screen

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I'm getting confused

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because I got it working without showing the mouse cursor before, this way

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I just can't remember how

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it was with the first person too

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not custom

grim ore
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technically you can get it to work without showing the mouse cursor but it uses the cursor, even if hidden, to determine where the click even it firing from

plush yew
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so, how do I do that then?

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how do I let it know the mouse is in the middle of the screen?

grim ore
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what you are doing does that, the problem is the mouse cursor is moving even if it's not being shown

plush yew
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I thought the mouse was locked in the middle of the screen

grim ore
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it's not

plush yew
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can I lock it then?

grim ore
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maybe? I really have never tried. You can always set the mouse position on each frame to the center and that would "lock" it

plush yew
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it's only for widgets

grim ore
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you can use the Set Mouse Position node

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then set it to the center of the screen every tick

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normally tho people would just actually use a raycast event from the center of the viewport when trying something like this. The click event is usually used for the mouse when choosing items visually and such.

plush yew
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didn't know that

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so, how do I use a raycast in blueprint?

grim ore
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line trace

plush yew
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never got to that, it's time I guess

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for objects?

grim ore
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channel or objects. It just depends on what you want to accomplish.

long comet
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is there a way to know how many units sold a game on consoles like steam spy?

plush yew
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well, I want to click a mesh

grim ore
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objects if you want to filter by object type, channel if you want something like visibility or a custom channel

plush yew
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well, how exactly would I use it for clicking a mesh?

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do I even put the linetrace inside of the first person blueprint in the first place?

grim ore
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line trace from the center of the viewport, get the item you hit, tell the item you hit it with a custom event. probably the easiest. You can expand this using interfaces to have it only items that you want to be clicked.

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you would probably put the line trace wherever you want the input to be as your "fire/click/interact button" event would be what would cause it to happen

latent moth
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How would you do it?

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I already have recoil on the gun

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I was wandering if playing on the field of view would make any sense, but what I've tried is not achieving this at all

plush yew
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That is likely an arm / gun rig animated

latent moth
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so add the camera on a spring arm?

plush yew
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No you animate the weapon and arms in a package like Maya and bring in the animations to UE4 and play them back

latent moth
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ah

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I have an FPS indeed, but full body render (it's an MP)

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I want my character to see their feet, their shadow etc

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ok will try to get creative

plush yew
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Like that

latent moth
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yes i know what you mean ๐Ÿ˜ƒ

plush yew
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You can still get them to see their feet etc but you'll still have to animate to get good looking kickback

latent moth
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got it

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thank you

plush yew
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@grim ore

grim ore
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those are the blueprint functions that are above that screenshot in the other screenshots.

latent moth
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๐Ÿ˜„

plush yew
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OH

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I thought it was referencing it

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yeah alright

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and what is that hit actor thing? @grim ore

grim ore
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The Hit Actor Variable? Just a variable they are setting based on what actor was hit.

plush yew
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oh

grim ore
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that is mainly just an example of how you would use a line trace from the players camera out and then do something based on what you hit.

plush yew
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oh

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and what's that pickupobject thing?

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also, I don't think I can actually reference an ingame object as a hit actor, can I?

grim ore
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that pickup object is just a custom function he is using.

plush yew
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could you explain how I'd use the raycast for clicking a mesh?

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I know how to send out the cast

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but I don't know how to reference what to look for

grim ore
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make an event on your blueprint called "WasClicked" or whatever you want to call it and have that do whatever you want.

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then you take the actor that was hit, cast it to whatever your blueprint is, and call the "WasClicked" event

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if you want to make it generic where multiple blueprints can react then you would look into using interfaces

plush yew
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what blueprint?

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oh

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so create a script component or make the objects a blueprint?

grim ore
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alternately if this is all too much you can just look into doing it like you did before and just make sure the mouse is set to the middle of the viewport every frame so your click event fires from it like before

plush yew
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the concept is: 12 notes

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all notes clickable

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notes draw text on the hud

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I want it to detect which note I clicked

grim ore
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are your notes not blueprints? you have a click event already that you showed

plush yew
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that's not the game

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this was just a new project to test click events on

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and, no

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they are not blueprints

grim ore
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they are going to have to be if you want them to do something when you click on them, else you have no where to put the code to do something when you click on them.

plush yew
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they're a skeletal mesh (I was trying to actually use an animation to open them up and make the text visible, but abandoned the idea because of the lack of knowledge on the how to)

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how do I make them all a separate blueprint?

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they're all spawned from one mesh

grim ore
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You can make one master blueprint and make the skeletal mesh configurable and any other custom stuff configurable then put one blueprint into the level for each item and set them up in the editor

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or you could make one unique blueprint for each item

plush yew
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which should I go with?

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all that I want it to do when clicked on, is to draw text on the hud

grim ore
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generally if things are going to be similar you would use one blueprint and then just customize it. It sounds like you have the same item just 12 items so 1 blueprint that you use 12 times would be better.

plush yew
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but all the notes each have different text

grim ore
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and that text would be just a variable that you set on each note individually

plush yew
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a variable?

grim ore
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yes

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at this point you might want to go to the learn section and go thru some of the UE4 basics videos. It might help clear up a few of these issues.

plush yew
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I know what a variable is

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but why use one?

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I thought just using a draw text node was enough?

grim ore
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yes but then you would be setting the text inside the blueprint which means every copy of that blueprint would have the same text. If you used a variable to set the text instead you can make that variable editable and each copy of the blueprint could have it's own unique text.

plush yew
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Youโ€™re kinda confusing me here

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How would I draw the text then

grim ore
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How do you draw it now? where do you set the text, the actual words being shown, at?

plush yew
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Well, on the level blueprint

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When the object is clicked, it draws text on the hud

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The text is simply written there

grim ore
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the text you write tho should be part of the node that has an input

plush yew
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The draw text node has an editable section for it

grim ore
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which means a variable can be used there

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and you can then set the variable to whatever you want

plush yew
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Oh so just swap variables based on the object?

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But I still donโ€™t really know how it would detect the object thatโ€™s being clicked on

grim ore
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It's not making much sense right now because you don't have the concept of blueprints understood yet. If you get that down you would see how you can just drop a blueprint into your world, change a few things on it, and it would just work

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getting the part where you can detect what is being clicked on is part of that as you would do the line trace, talk to the item you hit, and have it do whatever you want.

plush yew
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But thatโ€™s not detecting it

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And yeah itโ€™s quite weird and doesnโ€™t make much sense

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Iโ€™d normally see if the object that I hit with the cast is the object I want

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Or just some random wall

grim ore
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yep you can do that by casting or by using interfaces

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based on the line trace and the hit actor

plush yew
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Interfaces?

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Casting?

grim ore
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Casting is when you ask the item that you hit if it's a specific object. Interfaces are when you ask the item you hit if it can do something specific.

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technically your asking for a specific type of object when casting and your asking if something "can" do something specific with an interface but close enough lol ๐Ÿ˜ƒ

plush yew
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So which should I be using there?

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Hey guys I got an error that don't know how to fix, this is after downloading and opening my packaged game file

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Did anyone get a similar problem?

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or has a solution

plush yew
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@grim ore

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so which should I be using?

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where do I even start?

grim ore
plush yew
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I know communications

grim ore
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as for what you should use both works, you just choose one based on what you want in the end

plush yew
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it's just using cast

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cast to blabla_blueprint

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I'm more interested in the casting, I think

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the other seems to be full of useless avoidable shadow work

grim ore
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IF you are only ever going to want to talk to 1 or perhaps 2 items on your line trace then casting will be fine. If you want to be able to talk to many many different types is when an interface is useful.

plush yew
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also, what do I do about levels being created in projects?

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useless levels, I mean

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well, again, 12 items

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so

grim ore
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IF you are using 1 blueprint class for them all then it would be casting against 1 class so cast would be fine. if you end up making 12 blueprint classes then an interface would be easier.

plush yew
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well then, how do I create that one blueprint class?

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what do you mean by that?

grim ore
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you would add a new blueprint

plush yew
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well, how do I connect all the items though?

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just drag in, that's it?

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and what is it supposed to be?

grim ore
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Again this is all stuff that is explained in the introductionary documentation and videos. Your trying to jump in without understanding the basics

plush yew
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actor?

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I learn better by myself

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and by the help of others

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rather than videos

grim ore
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you havent done it by yourself, and reading the documentation or videos IS help of others

plush yew
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yeah, but I am asking direct questions right now

grim ore
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your focusing narrowly on getting just the 1 thing done and skipping the rest, the how and why, for how it is done.

plush yew
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I'm asking directly what to do though

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should the script be actor?

grim ore
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I've explained the how. You would make a new blueprint, you would add in what you want in it (your mesh, your text), you would populate your level with these blueprints and set them up individually. You would then have your character line trace out when you hit your action button, talk to whatever it hit and see if it's the correct items to interact with, then have that item do whatever you want it to do.

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the blueprint probably should be an actor if it's going to just sit in the world

plush yew
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but before, you said only one blueprint

south ridge
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What's the question?

plush yew
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how to use ray tracing, really

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ray casting*

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line tracing* whatever lol

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I have 12 objects in the world (all the same mesh) to be interacted with, line trace should hit one of them, detects which, and acts upon the detected route

south ridge
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Just do it

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What's the specific question ๐Ÿ˜›

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You just call the line trace function and handle the results

plush yew
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well, how to get it to detect what I'm looking at

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well, what I'm trying to interact with*

south ridge
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It's all in the result of the line trace, in the struct

plush yew
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the result of the line trace?

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should the line trace even be in the first person blueprint?

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and also, I don't think I can reference a mesh for the hit actor

south ridge
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You can get the hit actor & component and go from there

plush yew
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but, again, I can't just put the mesh inside there and connect it to hit actor

south ridge
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Put mesh inside where?

plush yew
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the blueprint

south ridge
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You can

plush yew
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to reference it

south ridge
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You can reference pretty much any objects in UE4 from blueprints

plush yew
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should I use by channel or object?

south ridge
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It depends on what is your target goal

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They are good for different purposes

plush yew
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target goal is just detecting my mesh

teal tulip
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@weak harness @floral pagoda I read you found some Unreal Studio thread ? I think Unreal Studio will be something related with cinematics, some new engine version with plugins and datasmith probably

plush yew
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which mesh/item I'm hitting out of the 12, if any

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I use break hit result, right?

teal tulip
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@grim sinew as you said that Studio version sounds like that new closed version or something with datasmith and paid plugins or like that

plush yew
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I can't add the mesh into the blueprint @south ridge

south ridge
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@plush yew you can

plush yew
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it's a skeletal mesh, by the way

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I literally can't

south ridge
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No, you can

plush yew
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how

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it doesn't let me drag and drop it into there

south ridge
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Press "add variable" or "add component"

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Depending on what exactly you want to accomplish

plush yew
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which is?

south ridge
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A button

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Two buttons, rather

plush yew
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buttons?

south ridge
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Yes

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In the UI

plush yew
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it's not a UI though?

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it's a game object

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so why would I be making buttons in the UI?

south ridge
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You're not making buttons

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You're clicking buttons

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In the editor UI

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To add a component or a variable to your blueprint lol

plush yew
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oh

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but, again, how do I go about checking if it's hitting one of the twelve objects

south ridge
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You check which object you hit and then react based on what object it hit

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lol

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The object it hit (and the component it hit) are both in the struct returned from line trace

plush yew
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well, how do I add the objects into the class?

south ridge
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You press the add variable or add component button

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Depending on what you want to achieve in the end

plush yew
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what can I achieve in the end

south ridge
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Anything you want

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It's up to you

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If you told me what you want to achieve in the end, I could possibly suggest what to do specifically

plush yew
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well

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alright, I'll explain again

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12 notes, aka meshes on the map

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the ray cast should look for if it hit a note

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and if it did, which one

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based on which one, different text gets drawn to the HUD

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or if you want to, you can suggest how else I could make text appear

south ridge
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Line trace. Take the resulting struct, get actor (or component) out of it. Get mesh of that actor, then show text based on mesh

plush yew
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well, all notes are the same mesh

south ridge
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You can give all of those actors different tags

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And then check which tag actor has

plush yew
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hey, finally someone who speaks my language

south ridge
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Or you can have all notes be of a same blueprint class and just have a variable that defines what note it is in that class

plush yew
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well, I made a class

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that's why I asked how to attach the notes to the class

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because from the hit actor I would cast to the blueprint

south ridge
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You can do that, yes

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If you want to

plush yew
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well, I don't know what I want

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lmao

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isn't it the same as what you said last

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about the same blueprint class and all

south ridge
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There are multiple ways to solve the problem you're having

tall pendant
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so Datasmith gets out of beta?

teal tulip
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Can be

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or can be a suite new pack of UE4

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with that plugin and others more

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for Cinematics as said before

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What I won ?

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A banana ?

tall pendant
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who knows ๐Ÿ˜„

teal tulip
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RenderDoc is included

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as plugin

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seems like was in 4.18 aswell

frank escarp
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@teal tulip you need to have renderdoc installed

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and that plugin existed before, but it wasnt included

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its a great tool when you want to know wtf unreal is doing rendering your scene

teal tulip
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glTF is here as plugin aswell

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Niagara Still beta

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and have a sub plugin

frank escarp
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yup, gltf as plugin is how i tested it

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what are you using, Master?

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its all on the 4.19 preview

teal tulip
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You can import dollars aswell

frank escarp
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thats disney format

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for whole scenes

teal tulip
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No what i show is the 4.19

plush yew
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@south ridge hey

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I want it so if I get into a trigger, (actorbeginoverlap), then text shows

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the text is hidden by default

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I want it to show

teal tulip
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There is a new Resonance Audio plugin by Google @tall pendant

plush yew
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the text is a component of the note

south ridge
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Cool

plush yew
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so how do I make the text show?

south ridge
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You show it

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lol

plush yew
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in the blueprints

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lol but how

south ridge
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It has a flag called "visible"

plush yew
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yes?

south ridge
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And functions to show it and hide it

teal tulip
#

Python thing is here aswell for Editor scripts @frank escarp

plush yew
#

I can't seem to find it?

#

how do I even reference the text render component

#

and after that, how do I set the visibility

south ridge
#

Dude

#

Seriously ๐Ÿ˜›

#

You just go ahead and set visible to true or false on that text component. That's it

#

There's nothing to it

#

There's no special "get reference to it" and set visibility is a simple function

plush yew
#

oh but

#

Is there a console command to set the new 3D resolution in 4.19 from 100 to 200 for example?

south ridge
#

r.ScreenPercentage 200?

plush yew
#

this happens

south ridge
#

@plush yew I don't see what happens

teal tulip
#

@tall pendant @frank escarp baker system for meshes to bake the materials into a single one for lods or something like that

plush yew
#

"cannot find corresponding variable"

south ridge
#

?

#

No, that's not related

plush yew
#

but it's in the level blueprint

south ridge
#

You should be setting it on text render component

plush yew
#

not inside

#

so I can't use self

south ridge
#

I never said you need to use self

#

Also self would be wrong anyway

plush yew
#

yeah

#

so then how do I reference the text render component of note1?

#

and attach it to the visibility node

south ridge
#

It will be more useful for you to find that out yourself without anyones help, you know

plush yew
#

I mean, I thought it'd just work

#

I guess it just doesn't work and I have to use a text render actor?

south ridge
#

That's a basic concept and explaining it would be a bigger investment of time on my part than you just doing it

grim ore
#

None of the notes are blueprints so that's an issue. Second you would need to reference the NoteX objects if you are using the level blueprint then get the component from it. This all goes back to not understanding how the UE4 editor and blueprints work tho =/

south ridge
#

@plush yew Wrong. You can toggle visibility of the component

teal tulip
#

Screen Space landscape lods means vertical logic @frank escarp awesome bananas

plush yew
#

so I get children components of note1?

south ridge
#

No

#

Holy shit ๐Ÿ˜„

plush yew
#

xD

south ridge
#

Have you tried actually looking on what kinda things are accessible for you from the actor that contains the text rendering component? Though this is probably the wrong way to approach solving this in the first place

#

If your notes are custom blueprint actors, you should just give them (or their parent class rather) a function that shows or hides the text or something like that

plush yew
#

what the hell do I do I thought I could just frickin do it xD

#

they aren't a blueprint actor

#

they are just meshes

#

skeletal meshes

south ridge
#

Cool ๐Ÿ˜›

plush yew
#

so wtf do I do

#

xD

south ridge
#

You do blueprints

#

And

#

Look up basics of how to do blueprints

plush yew
#

specifically? lol

#

seriously, like, come on

south ridge
#

Specifically the part about blueprints and the basics of blueprints

plush yew
#

just tell me xD

south ridge
#

I'm telling you outright - you want part 1 of the tutorials on blueprints

plush yew
#

just tell me

#

how to fix it

#

not to use tutorials

#

xD

south ridge
#

Fix it by reading books about UE4 which are not tutorials

#

And watch videos which are not tutorials but are about blueprints

plush yew
#

oh my god xD

south ridge
#

You can also try reading the wiki and documentation

#

But not the tutorials part

plush yew
#

dude

#

what am I missing

south ridge
#

Just look at screenshots for suggestions on how to experiment with blueprints and how to find different stuff in them

plush yew
#

what am I supposed to know

#

that I don't know

south ridge
#

Like how to find variables inside blueprints and the such

#

You don't know how to search for variables and functions inside blueprints apparently

plush yew
#

what

#

it's on the sides

#

side*

south ridge
#

Well sure. Now find the variable for text component in there

#

And the function for set visibility

weak portal
#

BlackFox you re too nice. @plush yew have the decency to learn the basics through the documentation available before asking questions that shows you re in over your head atm

plush yew
#

I have this but

#

I can't quite assign it to it xD

south ridge
#

@plush yew No that is not the right place to search for variables and functions

#

Try again

plush yew
#

oh my god

#

it asked for a corresponding variable

#

I made a variable

#

tried assigning it

#

this makes no sense

south ridge
#

It makes no sense because this isn't what you're supposed to do

#

You need the variable for the text rendering component and then a function for set visibility

plush yew
#

then explain what you mean by "search for variables and functions"

#

I just made the variable

south ridge
#

I said

#

"search for variables and functions"

plush yew
#

and tried assigning it to the text rendering component

south ridge
#

I did not say

#

"create a variable or a function"

#

There is a difference between two

#

You need the search for variables and functions part right now. We'll get to adding variables later

#

Adding variables is like, part 2 of blueprint tutorials

plush yew
#

x.x

grim ore
#

this is absolutely not the way to do it but I was curious if you skipped the BP route if you could do it and yes you could. Take this for what it is, the completely wrong way of doing it but it works https://i.imgur.com/y6h8pZi.png

weary basalt
#

@plush yew You really need to stop, take an step back and go and research (youtube perhaps) how to navigate the editor.

plush yew
#

I understand

#

but I'm not native english

south ridge
#

@grim ore That's pretty good. That is a conceptually right solution, but will not work as-is. @plush yew should definitely study that picture

plush yew
#

and I don't get what he means by searching

grim ore
#

well yeah it won't work for him as he is using SKM not SM but it does function based on what he showed

south ridge
#

Yep!

grim ore
#

I just couldnt be assed to find a SKM to used instead of a cube lol

plush yew
#

he's getting child component

#

which is totally not what I wanted to do in the first place

grim ore
#

hey I said this wasn't the right way to do it

south ridge
#

Yes. That's the part that you need to replace to make it work for your case @plush yew

plush yew
#

so, replace with what

grim ore
#

yeah if he just copied it as is in his FP character and replaced the Cast to StaticMeshActor to Cast to SkeletalMeshActor it would atleast function

#

I've just literally never set up anything in a level before that was not a blueprint lol. well nothing I was going to actually do anything with.

south ridge
#

@plush yew you replace it with the right blueprint nodes

#

Specifically...

#

You search for variables and functions relevant to what you want to do

#

And then use them

#

๐Ÿ˜„

#

Using the search variables & function bit

#

of blueprint editor

plush yew
#

._.

#

you mean that big ass search right there?

south ridge
#

Wrong, try again

plush yew
#

wtf

south ridge
#

That lets you manage variables & functions of current class

#

You want to look for variables and functions of other classes

frigid pike
#

In class settings ?

plush yew
#

other classes?

#

why am I suddenly searching for crap of other classes?

south ridge
#

A text render component is a class (not a blueprint one, but a C++ one) that can be used within blueprints

plush yew
#

wouldn't this just work

south ridge
#

You know about as much as I do about chances of this working

plush yew
#

0%

south ridge
#

It might work, I don't know the exact hierarchy of your note actor

round quiver
#

what is a unreal engine "preview"

#

is it like a beta

#

mine automatically installed 4.18.3 after a few months of not using unreal

#

and I'm not sure I want to use an unstable version

plush yew
#

child index should be the number of the component?

south ridge
#

@round quiver there are four levels of engine

#

Release, Preview, Promoted, Master

grim ore
#

4.18.3 is not a preview version, it just might be a bug. try relaunching if it shows preview for that. 4.19 is in preview 5 right now however.

south ridge
#

Stability decreases from left to right

round quiver
south ridge
#

You'll be fine with preview versions

#

The difference between Preview and Release is in maintanence

grim ore
#

One thing I realized when I tried testing against a SKM is your going to have to make sure your collision is working for it lol. Stupid gun in the FP Template does not have the physics asset turned on by default

south ridge
#

You can expect that release version will not get any major updates and only most important fixes

round quiver
#

anyone here use CLion with Unreal?

plush yew
round quiver
#

I dont want to use that plugin to get intellisense working since I dont want to buy it yet

south ridge
#

@plush yew wow you're getting somewhere, congratulations ๐Ÿ˜›

grim ore
#

I don't know of how much more help anyone can be directly @plush yew . I gave an example of a line trace that would toggle the text render on an item in the scene using the same setup you had. beyond that I dunno. I can say using the Level Blueprint to try and manage all of this is going to bite you in the butt if you actually turn this into a full project

south ridge
#

Now there are just a dozen more questions for you to solve that can be answered faster by any tutorial or any video of people working with blueprints

plush yew
#

dude

#

you could literally take a screenshot

#

and show me what you mean

weary basalt
#

Or you could have searched Youtube for the exact same thing except in video form....

south ridge
#

@plush yew I could but that would require me to expend more effort than you

plush yew
#

I am putting effort into this

south ridge
#

And with most people who are eager to help you, the only basic condition is that you must be expending more effort than the person helping you

plush yew
#

I am trying

#

but you're not helping, you're just being sarcastic

south ridge
#

You're spending your effort on wrong things

#

You should look up videos of people working with blueprints

#

Not tutorials

#

Just videos of people working in the editor

#

I'm sure you can learn from their example to see what kinda tools there are

#

And then come back to us and we'll answer specific questions

plush yew
#

dude, I'll never get what is "searching for variables and functions"

#

I just do things

#

I don't work with words

#

I work with what I see

weary basalt
#

....

#

Then go and watch YOUTUBE

plush yew
#

I don't frickin know what I'm supposed to be looking for

south ridge
#

Doing a screenshot for you would involve at very least me getting off the couch

#

And then I'd need to turn on my work computer and stuff

plush yew
#

facepalm what am I supposed to be looking for

round quiver
plush yew
#

it doesn't matter if it's a video or a screenshot, I still won't know what I'm supposed to be looking out for

round quiver
#

`If You're a Help Vampireโ€ฆ

Now you know. Stop. Of course, it's not just that easy, or nobody would ever be a Help Vampire at all.

Before you ask a question in a community, try to find the answer elsewhere. This way you help yourself by stretching your mind and research abilities, and you learn things more thoroughly too. Plus it's good karma.`

plush yew
#

or looking at

round quiver
#
Keep troubleshooting. Often we learn that it's easier to give up and ask for help rather than persistingโ€”when we'd get our breakthrough if we'd only delay giving up for another 10 minutes. Respect yourself, go a little further before giving up.
Google, of course. Try at least 3 or 4 searches before you give it up as hopeless.
Mailing lists, forums, and newsgroups. Chances are, you're not the first person on the Earth to have this problem. Luckily we live in an age where we can search the past. Check out these resources next.
Docs. Sometimes they seem impenetrable, but give it a whack. The more you learn, the easier the documentation will be to understand and decipher.
Ask your questionโ€”but phrase it differently. Instead of asking your question directly, ask "Has anyone has seen this problem?" or "Can anyone point me in the right direction?" Likely as not, someone will have been there before, and they might know a blog posting or other resource which can help you out. This way, you show you are respectful of their time, and understand your problem is (probably) not unique.```
south ridge
#

watch some youtube tutorials even if the sound is off just to see what kinda actions people are doing

plush yew
#

but I don't know what is searching for a variable or function damn it

#

facepalm

south ridge
#

It's something you'll see any blueprint person doing

#

Because it's what they explain in part 1 of blueprint tutorials

plush yew
#

see?

weary basalt
worn granite
#

Yeah its explained countless times, and watching somebody work in BP you can't avoid them searching for variables/funcs

weary basalt
#

Watch please

worn granite
#

BUT

weary basalt
#

For your sake

plush yew
#

if it's a UI thing, I probably used it already

#

I just don't know what you mean

worn granite
#

You can also describe this as utilizing the context menu and filtering the valid actions of that graph

#

You literally cannot use BP without this feature

south ridge
#

You probably did. It's not just the thing we want you to find, but you need to understand how to use it to find variables and functions so you can start looking for them yourself

#

You need to understand the principle of looking for functionality in blueprints on your own

worn granite
#

^

plush yew
#

but that's not on my own

south ridge
#

And then once you don't find it, you can ask us about specific actions and we'll tell you what they are called

plush yew
#

it's seeing someone use it and not even noticing they're using it

#

because I don't know what I'm supposed to be seeing and looking out for

#

so I don't know when they use it

round quiver
#

ok I have a question

weary basalt
worn granite
#

Yeah but you can work towards being able to know what to look for

weary basalt
#

Watch both those

round quiver
#

how do you C++ guys handle it

weary basalt
#

Series

round quiver
#

the compile times are pretty slow even on my 6700k

worn granite
#

you'll never reach a perfect understanding

round quiver
#

the intellisense is awful

worn granite
#

But you can have a good starting point

south ridge
#

@round quiver VAX instead of intellisense

grim ore
#

Don't use C++ was my solution to intellisense lol

plush yew
#

okay I give up, I'll just go to sleep xD

south ridge
#

And SSD speeds up compiling a lot

worn granite
#

@round quiver I don't compile all the time, and I use VAX

round quiver
#

yeah I put my project on an m.2 ssd

weary basalt
#

Disable intellisense, get VAX

round quiver
#

argh

worn granite
#

Also I can function without either its just a pain

south ridge
#

You'll be CPU-bound for actual compiling, but you'll be I/O bound for starting the build process

round quiver
#

I wish Unreal would just buy VAX out and integrate it

weary basalt
#

Aye

round quiver
#

the best thing would be to fully support CLion like Unity does with Rider

worn granite
#

IDK if you buy like 2/3 AAA games and don't play them more than you develop I'd say there's a strong argument for VAX there

round quiver
#

yeah that's true but I'm just messing with Unreal

#

I'm not committed yet

worn granite
#

Oh fair enough

round quiver
#

I'm working on a 2D game anyway

#

which Unreal wouldn't be too good for

#

I was exploring using 3D voxel environments with pixel art

#

and I was doing it in Unity

#

but the map editors are straight cancer in Unity

worn granite
#

So I'm guessing you use CLion already?

weary basalt
#

If your new to UE4, get used to the process and how long it takes, its just part of having such an large and complex piece of software completely accessable to you

round quiver
#

I mean I prefer CLion yeah @worn granite

#

I'm not much of a C++ guy really

#

I'm more of a game designer than a programmer

worn granite
#

I've been kinda curious about it but haven't stepped into it yet

grim ore
#

pretty much what they said tho. Don't use intellisense, it's garbage in UE4 and will make you want to kick puppies.... sad little puppies...

round quiver
#

It's basically a lighter version of visual studio

#

that doesn't have all the crap

worn granite
#

How's debugging with it?

round quiver
#

I mean it's on-par with VS at the least

#

it has everything you need

south ridge
#

Btw

round quiver
#

I'm not that experienced with C++ though, so I wouldn't know the nuances

south ridge
#

Shift+Ctrl+F opens up solution search

#

Which is much more useful than intellisense for UE4

#

If you don't wanna do VAX, at least use that search thing

round quiver
#

in every UE project you make

#

is the engine's source code also a separate project in the solution?

worn granite
#

As far as I know

#

Never seen the game and engine be the same project

round quiver
#

I would kill for a basic scripting language in Unreal

south ridge
#

It will be a separate project, yep

round quiver
#

hopefully microsoft hits that C# project with more funding

worn granite
round quiver
#

yeah I know about skookumscript

#

but it's not really for game logic is it

#

it's more like basic AI scripting type stuff

worn granite
#

sure

frank escarp
#

@round quiver the reverse

#

its precisely about game logic

worn granite
#

It is?

frank escarp
#

yes

worn granite
#

I'm sure you can use it for AI

frank escarp
#

of course

round quiver
#

so you can do things like define a player controller system in it?

frank escarp
#

and its great at it

worn granite
#

But I'd think its perfect for game logic

frank escarp
#

its just a in-general thing

weary basalt
#

@round quiver Blueprint is scripting?

frank escarp
#

its a replacement to script basically

round quiver
#

not visual scripting @weary basalt

worn granite
#

But you gotta open the editor and hope BP hasn't shit itself

round quiver
#

I'll admit blueprint is very useful though

worn granite
round quiver
#

oh wow

#

do people actually use that?

#

is it maintained?

worn granite
#

idk

cinder iron
#

โ†ช

worn granite
#

seems kinda dead tbh

#

Just knew about it offhand

round quiver
#

yeah it's dead

#

arghhhh

#

3 solutions would be perfect: C++ for the nitty gritty, LUA/C# for the easy scripting, Blueprints for prefabricated objects

cinder iron
#

good ol LUA

#

BP just does it job for artists

south ridge
#

Lua plz

worn granite
#

let's be fair to BP: You can do a lot with it, even a good deal of complexity. It might even be stable enough that you can start selling your spaghetti without too much issue.

cinder iron
#

this video sumarizes it

#

XD

#

the only problem I have with BP's is var reset that hasn't ben completely fixed (but improved) since 4.15

worn granite
#

LUL

#

I've had that problem as well, but I tend to find other problems that are a bit more serious as well

cinder iron
#

ayee I can talk to you long enough about unsolvable BP problems w/o touching the engine

#

as async loading big 2D textures on BP

#

XD

worn granite
#

Yeah

#

Oh the var reset thing doesn't just effect BP only stuff

cinder iron
#

yeah, it's now about subobjects not being properly dealt on the engine, target fix would be around 4.20 or so

#

but yeah, it's funky because several bugs end up with the same result

#

BP var reset

worn granite
#

Yeah that'd make sense

#

I was a bit surprised when I saw a C++ UPROP drop its value tho

cinder iron
#

at least now Epic is aware of that

#

I have no clue how would I fix that, at least a friend of mine could reproduce the problem on a 100% bases

#

and he has the callstack

#

so that might help a lot

meager dove
#

anyone know if the tool to find unused assets had been added yet?

gloomy pollen
#

so it turns out scene capture component is fairly performant if you turn off a bunch of the show flags that you dont need ๐Ÿ˜

short dagger
#

does epic have any sort of support or email i can use? i tried help/accounts@epicgames.com but they say they don't monitor those accounts. someone has been trying to get into my account

grim juniper
#

So I built the geometry branch because I'm curious about the Advanced Programmatic Mesh Creation shown on the roadmap and I am excited to try this out. This is only some of the BP nodes...

dawn linden
#

Is this related to Geometry 2.0 or whatever they called the proposed CSG update? Seems like a totally nuts thing to expose to blueprint.

grim juniper
#

I think it is.

#

Once this is complete and in a stable release it'll be an extremely powerful tool

dawn linden
#

But those function names seem like things that would just be done through the editor UI. What use case would there be for doing things like bevelling and extruding stuff from Blueprint?

grim juniper
#

I imagine it like a non-destructive workflow similar to Houdini where you build the mesh using nodes and you can go back and change anything at any time.

#

So you can build tools to do complex mesh creation automatically without needing to do everything yourself every time

#

I've been wanting to build an in-depth road tool and recently looked into the Procedural Mesh Component. The problem with PMC is you need to do all the math for entire mesh yourself where as these new mesh tools take care of that for you.

dawn linden
#

Yep, that all sounds good. I can totally see the benefit of a nice procedural mesh toolkit. Just surprised it would have been exposed to blueprint script is all - my personal limit for complexity before going to C++ is pretty much anything beyond a 'for' loop ๐Ÿ˜‰

grim juniper
#

lol

floral heart
#

I've used a procmesh with a 'for' loop. Or two. Three.

grim juniper
dawn linden
#

If anyone ever writes a blueprint that genuinely makes use of that node, I want to see it ๐Ÿ˜ƒ

grim juniper
#

You never know ยฏ_(ใƒ„)_/ยฏ

left steppe
#

Hi all. Previously I was able to work with datasmith plugin when I was on Windows 7 but now I upgraded my machine to windows 10 and cannot find datasmith for unreal. I searched under library using my login which i used to download. My plugin for 3 ds max is working fine. How can I get the plugin for datasmith installed ?

teal tulip
#

Don't know if you checked that

#

But the System is like a time line and there you add the Emitters

#

Parameters are that list of parameters global or to share between the FX

#

And the scripts you make an idea as are more or less like the Blueprint ones

#

Still don't looks complete

frank escarp
#

@teal tulip they might actually update the niagara code for final 4.19

#

given they are showing niagara in gdc

#

and might want to keep the secret

teal tulip
#

they said will show it this GDC ? @frank escarp

#

There are some commits from the last weeks

#

And this still need many changes

#

as the whole icons missing and the errors at compile

frank escarp
#

@teal tulip this is about runtime procedural mesh

#

its kind of an extension to the runtime mesh component and that kind of thing

paper rampart
#

Tits

polar zephyr
#

Edgy

devout gulch
#

4.19 unlikely

#

but I expect big dump into master around GDC

frank escarp
#

@devout gulch they are very clearly keeping some features secret

#

have you seen the fortnite stuff, like the 3d impostor tool

#

or a fuckton of optimizations on distance fields

devout gulch
#

I have seen that they are working on World composition

#

ie. added third dimension support

frank escarp
#

lol

#

what i need is a way to load a map multiple times

#

for my procgen

devout gulch
#

or I heard from friend that they started work on collaborative level editing

frank escarp
#

epic plz

devout gulch
#

(like Hero Engine)

frank escarp
#

@devout gulch that sounds awesome but i dont really see it

sinful umbra
#

4.20

#

or 4.21

#

i'd say 4.21

devout gulch
#

I don't see it for foreseeable future, but I guess it's something they like for Fortnite

#

working on map bigger than 2x2 km is pita without it

#

either way the World Composition is in need of overhaul

#

that system is uterrly pain to work with

buoyant pine
#

Hey hey, if anyone with UE C++ knowledge is available, do check the cpp chat, really need help with this one

polar zephyr
#

Anyone know how to make deformable grass that stays down?

#

or a rough idea of how?

frank escarp
#

@devout gulch true, it would be a big boost in fortnite

#

to just allow multiple people to work on the same map to tweak/place stuff

#

but seems a very, very big feature

#

not something you just add no issue

#

i see ways of making it easier, but then someone has to push the "final" level into perforce

devout gulch
#

yeap if fortnite will stay as popular as it is, I expect it on GDC 2019 (;

#

I'd imagine if you have collab level editing

#

you also roll your own source controll just for levels

#

with central server

#

or

#

person which started hosting level editor session has right to commit changes

frank escarp
#

yeah that would make sense

#

essentially the level is shared as some kind of multiplayer game, and one guy hosts

#

they do work, and host periodically saves

#

when its all over, host puts it on perforce and rest of people download it

devout gulch
#

yeah, and when working over big levels it's not like more than one person would need to do it

#

I can imagine splitting level designers into groups

#

with one of them dedicated as host

grim juniper
#

I'm re-watching the feature highlights stream from last year and Mike Fricker said an early version of the mesh editing tools would be in 4.17. RIP that plan.

cloud cobalt
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Though I think a few plugins are at least in the works on that, or available

grim juniper
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I know of a paid mesh editor plugin, but I don't think it's scriptable like the geo 2.0 stuff is

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I'm really surprised we haven't seen much progress on this recently.

cloud cobalt
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Mostly it's because it doesn't mesh with modern workflows, and it's seen as a legacy feature

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The intersection of objects that need more editing than a scaled cube and don't need UVs or baking is small

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So mostly people just go up with a full asset in their prefered 3D tool

grim sinew
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If they made the new mesh tools basically zmodeler from zbrush, I think it would do well. Just have it do things like automatically cut holes and make bridges if you extrude negatively so far it penetrates past the backface, stuff like that. All the functionality BSP had, just with meshes.

grim juniper
grim sinew
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Oh god why

grim juniper
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Super smooth LUL

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That's just the default cylinder after a few quick tweaks using the mesh editor

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After re-watching the stream where they had shown this off, they said they had also built a script for the lighthouse in blueprints using these tools. So that means they do work, at least partially. I just don't know how to get the blueprints to work.

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It crashed when I was trying to select multiple edges, and accidentally clicked off of the mesh.

grim juniper
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So, what's here works. It's just basic stuff, but if it were to be polished a bit and added maybe as an experimental feature to 4.20 or something I could see people doing interesting stuff with it. Programmatically building meshes can open a new door to level creation in Unreal.

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Is there even a forum post for discussing this feature?

devout gulch
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in 4.20 there is experimanl option to enable text based assets

wary wave
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'text based assets'?

sudden agate
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text files maybe?

devout gulch
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bad word

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mergable in perforce would be better(;

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essentialy text

frank escarp
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@devout gulch 3d text?

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oh hell yes

wary wave
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no

frank escarp
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or you mean text bllueprints

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hell yes too

wary wave
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yeah, that's more the case

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not sure how useful that'd be really

devout gulch
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usefull

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when you changed class in C++

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and shit has gone to hell

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you can at least try to attempt fixing blueprints by hand editing them in text editor

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but actually

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why blueprint with invalid C++ class just doesn't rever to default UObject

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or show dialog to select new parent class ?

spare steeple
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has anyone opened a map to find the bsp surface alignment was randomly adjusted without actually touching anything?

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actually i think i know what it is...

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i built the map with a base 2 grid and the editor reset to 10

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opening the map probably messed everything up

wary wave
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had a quick look at it, and it's perfectly decent code for what it does

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the doubling-back sections are early exits / break conditions, so it's all perfectly reasonable

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but bugger does that look awful in BP

mighty oak
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Has anyone had to deal with this problem? I just opened the editor today to be greeted by this view, when last night it was working just fine....

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To be clear the view settings are default and "lit", perspective mode.

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The widget icons appear 2D facing up

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and most materials are pure white or some sort of see through, like on the mannequin.

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Maybe an issue with setting camera near clip plane to 0.0

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I changed it back to 1.0 and re-opened my project and it looks fine now.

silver crown
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near clip plane to 0.0

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Is that even possible? ๐Ÿค”

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Should have a div by 0?

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Maths are beautiful ๐Ÿ˜ƒ

wary wave
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seems somewhat uneven?

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using vertex locations rather than pixel?

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(even then it doesn't look right?)

silver crown
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It's marching cubes

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With flat shading

wary wave
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fair

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I'm still not convinced it's quite right though ๐Ÿ˜‰

silver crown
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Why? ๐Ÿค”

cloud cobalt
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Looks pretty rough

wary wave
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well, using the math above you should get a fairly clean line

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but in your image I can see islands of orange in the yellow

silver crown
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Ah

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That's an issue with my LODs

wary wave
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gotcha

silver crown
cloud cobalt
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Preview 6

sudden agate
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I like the new Tessellation LOD

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prior 4.18, I had to put Tessellation Multiplier to >= 8 to reach full tessellation. Now I have to put it between 0 and 1 and it automatically reduces Tessellation after some distance ๐Ÿ˜ฎ

turbid sand
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maybe this bug has already been reported or resolved, but is there any reason why my imported sockets get altered when importing a new lod for a static mesh?

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I've encountered the issue with multiple sockets as well as single-socket meshes

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My attempts to search for this bug left pretty bare results

plush yew
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nvm, solved with a for each

azure shore
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can anyone tell me a node which detects if a key is pressed at a time?

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like not the normal red one

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like a true or false

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ah never mind I just made a variable to make things simpler yay

azure shore
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ugh I hate this hud thingey

devout gulch
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Ok I opened Niagara

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andI don't even know what to click -;-

ruby robin
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Hey guys. How to check number of draw calls? Not only mesh drawcalls in SceneRendering, but all current rendering drawcalls

devout gulch
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btw, how does sequencer in Niagara works ?

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is it editor only (I don't see any reference to Sequencer in runtime)

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and sequencer Events/Curve is baked ?

frank escarp
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@devout gulch you can use that sequencer to put events and stuff

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the exact way how? wel...

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the way i see it is that later, you will be able to do effects that have multiple emitters, and control exactly when each emitter fires, for example

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but that view is probably as preview or similar for when you are editing a single emitter

devout gulch
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before Niagara was moved into plugin

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there were references to Sequencer Player in Niagara runtime

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now it's all removed only left in editor

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I'm curious if the exact timing from sequencer are used at runtime

frank escarp
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pretty sure yes

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it compiles into GPU shaders

devout gulch
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I would love to implement something similiar in my ability system

frank escarp
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thats why its designed like such a thing

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with the "stacks" of functions

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wich honestly is weird as fuck

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so much indirection

devout gulch
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Olaf is here he might know ;d

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yeah I guess the Sequencer is somehow baked

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but idk if to shaders

frank escarp
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they probably just bake the parameters

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the UI/workflow is just so weird

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ridiculously weird

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with all the parameters and the function stacks and stuff

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have you tried to open one of the functions?

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you go to its node graph

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(double click)

devout gulch
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yeah I will wait for GDC I need some idiot proof exaplanation how to use it

frank escarp
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the functions at the right of the emitter/effect ui

devout gulch
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ok

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opened Emitter Life Cycle

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da fuq

frank escarp
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pure functions m8

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but that get parameter by name and stuff is weird

devout gulch
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It would be easier to actually code

frank escarp
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i guess its becouse the shader ends up like: params1 = EmitterLifeCycle(params0)

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params2 = NextFunction(params1)

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and so on

devout gulch
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it's definetly not artist friendly, but then I doubt most FX artists will be creating those functions

frank escarp
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they will just use them

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then all the parameters can eventually be exposed to blueprints i think

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wich is the fun part

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but honestly, a node graph would have been better

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than that stack weird shit

devout gulch
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Yeah you can finaly have only few effects and morph them at runtime

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without loosing quality

frank escarp
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not a full blueprint node thing,but something more limited to only those nodes and that

devout gulch
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if you need big explosion just change some params instead of scaling entire ffect

frank escarp
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or have multiple colors of sparkles easily

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or amount of sparkles

dark basalt
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are information about OpenVDB coming on 4.19? I found today some libraries but not found nothing about it

plush yew
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Hello, is is possible to make a hole into a mesh with a drilling machine? and how? with blueprint?

rocky portal
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For Equipment things that attach to Character...like a backpack

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would that be a standard Actor with a Backpack mesh

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or something with no direct Mesh that adds a meshcomponent to whatever it's equipped to (some things don't attach)

obsidian nimbus
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could switch the entire skel mesh

weary void
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Yo

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I do have a strange bugs with foliage

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The bricks on the ground are foliage

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When I get to close

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Pop ! It disappears

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Any idea how I could fix this please ?

azure shore
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*too
Sorry sorry sorry

weary void
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?

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My bricks have no LOD

bitter iris
grim sinew
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Either WM or Unreal flipped one of the axis. Should be a checkbox somewhewre on importing about it

jovial nova
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Is anyone here familiar with cry engines alpha test slider? Is there a way to replicate that in a shader?

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essentially what it does is shrink the alpha map (for foliage for instance)

sleek spear
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anybody uses 3d coat?

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i need some workflow help

brave lark
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anyone know how to migrate assets without pulling every other asset in the game with it? I want to migrate a UI blueprint, but it's pulling all meshes and stuff too. I don't need that

south ridge
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@brave lark migrate to a temp folder and then remove meshes you don't need

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This will create errors about missing references you'll have to fix afterwards

safe rose
brave lark
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the meshes and textures it wants to bring are not used or associated with this asset at all

honest rune
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for a semi-modular character creation mechanism, I'm thinking about just making default character models and designing noses, ears, lips, hair, etc models that get attached to sockets on the default mesh. Any problems with this I'm not seeing? (no plans on facial animation)

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figured this way, on the character creation screen, player just cycles through the noses etc and Michael Jacksons it on for a fairly custom look

grim ore
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If it's non realistic then that seems doable. A few mmo's do things like that. basically swap in entire faces as well, think like my sims or other cartoony games. If doing a person then morph targets are generally easier and give you more options

honest rune
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I'd make swappable heads too if I could but I'm using customized mixamo animations and I wouldnt have the slightest clue how to skin weights on the fly

grim ore
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about the only thing I could see being an issue is maybe seams being obvious for each part

honest rune
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true. I could just inset them into the head a bit. No need for collision on the mesh itself anyway in my case

wicked vessel
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when making a material, if i preview a node that isn't linked to anything, what exactly am i previewing? does it show what it would look like linked to a specific part of the result node, like the base color?