#ue4-general
1 messages Β· Page 210 of 1
Get Instigator controller is the only
Victor I am already redoing a bunch of stuff I'd like to take advantage of some features already there..
that gets the playerstates and then the player pawns
from there, if I wanted to (but don't) I can get owned controller
pawns are not spawned yet
I just said
OnPostLogin if you want to get it fast
AddToArray
pretty sure exi has an example in his comp, maybe not
oh god
lol
You are asking for help, not sure what you want
States != Controllers
If you want controllers from PlayerStates, you'll need to do it like I just showed
not sure how to say it more clearly: GameState exposes a list of all connected player states, I was hoping for a State -> Get controller.
ok, thanks.
If you just want the Controllers before anything else, you get them from PostLogin
except that then there's the persistancy problem there
?
Better to talk about this in #multiplayer
If you want to continue, lots of good people in there
ok
that can chime in
thank you.
so it just pins my character in the air by his root, I cant make it do anything else
a little help?
I just want the aim offset to be applied whilst ragdoll
to the arms only
UUUUHH
the soooound of silence
literally never used ragdoll system btw
I can offer emotional support :D
use Animation IK node with effector when you enter ragdoll?
shouldn't be to hard to make that happend
@azure shore sometimes I get the impression that you first ask, then try to solve the issue. This attitude results in many people stopping responding in these chats because they get spammed. Please take it as a suggestion for improvement. A simple search can return what you need to know regarding ragdolls and bones: https://www.youtube.com/watch?v=6pG9SZQ0o7w
Good luck π
Hey everyone! In this Let's Create we'll be developing physical animations. This allows you to combine that ragdoll style movement from gang beasts with anim...
yea, chat sux for indepth explanations anyways
its good to ask where a checkbox is, or get keywords u can use in ur fav search engine
Totally depends on subject & who is answering tbh. When people ask questions that takes 30 second to find on google i tend to ignore the question completely. If I see someone asking regarding a subject that might be a bit harder to understand by researching alone and I see on the question they ask that they truly have tried to solve it by themself first I will go out of my way to help them.
oh, I tried searching
I'm not talking about any specific individual. I'm talking about all of these channels & the people in them as a whole
yeah
well physical animation will prolly work here, make a profile and set hand strengt to super high
The more effort one puts into solving their issue the bigger the chance that someone will help out once you reach out
I have been trying I just don't mention it
if someone is not willing to spend 5 minutes searching or formulating a proper question with context, but keeps on writing all the time, then they will get ignored. You give this impression sometimes. The issue is then that people stop responding because of all the issues that arise here.
Just want to add this too : Asking in a channel were your question fits increases the chance of replies as well
Anyway: watch the video I sent you, itβll give you a good basic understanding of dynamically applying physics to bones. π
thanks I'll try
kinda seems like the opposite of what I'm doing
like his character is walking with body parts using physics, but I want the ragdoll to have non physics body parts
Blend by bone and leave the bones you wanna keep animation pos on out of it is the first thing that pops to mind
I haven't done what your trying to do myself, hence I can not do more than guess
ok here, set simulate physics all bodies below on root or pelvis too true
put another node set simulate physics false and plug hands in there
there will be weirdness
I can't work out how to even assign the bones on those nodes
the set simulate below nodes
the in bone name part how do I access the bone there
ok, the answer to that is literally in the video i sent you.
You know at this point I am going to have to mark the epic emails about my account being locked as spam lol
damn π
really? you are locked out?
i have removed all payments and enabled 2-factor
hmm, my account never got locked, bet they just guessed 1234 in one go and got in π
found 12 mil $ of paragon assets in my account and started selling em π
eheh
my old account keeps getting locked out yeah, it's amusing its like clockwork
oh man I can't even make a godamn - I mean stupid physical animation
Announce Post: https://forums.unrealengine.com/showthread.php?121376 The "Physical Animation Component" is a new feature in UE4 with a lot of applications. I...
never seen that video, i seen this1
WHAT - I just did a thing
there have been a few updates since but most is still valid
oh dear lord - another thing that's only doing it in the physics asset and not in the game window
its super fun yo
just mess around with the physics
you need to activate it in the char BP
oh that yeah later
oh my GOD - Cant play in editor while performing move element operation
wow
idek at this point
blindly following this tutorial that probably isn't what I even want tbh
its the opposite
yep now its just getting WORSE
breaking what little I have
jesus its not even worth it
just wanted hands to use aim offset
Game development is like the dark soul games. Git gud, or die trying
@frosty bloom that should be the definition of game development!! "Git gud, or die trying"
The dark souls of little big planet 
Lol
Im just crying without tears right now
Can anyone help me, Im trying to do foot step sounds upon grass / rock. It doesnt work for some reason
this thing jesus christ
oh good I got that to look forward to as well
am I allowed to swear by any chance
asking for a friend
@everyone plzzzzzzzz can you share ue4.19 via torrent ??????
No.
but i cant have its free tho ... if it was pirated sure i would find it in any torrent site... the irony π¦
icant have it via launcher cuz of slow internet.
Torrents don't magically speed up your download speed. You're still limited by your end of the connection.
And it's against the EULA to redistribute it, so nobody bothers since it's free.
You might want to look at the source version of the engine; you trade off download time for build time.
torrent dont get interrupted as the launcher and i can stop them when i want its not about net speed
Well, too bad, it can't be done.
You need to deal with the launcher.
The launcher should be able to resume downloads just fine.
so tell me does the launcher download source code or full app ?
Full app, compiled already, with the source included if you want it.
You just can't edit the engine source on the launcher versoin.
really ? and how much gb for core app with no project ?
Well, the difference there is that you're not actually downloading 50 GB.
A lot of it is generated in the build.
lol 20 gb ? i used to download some ue4 repacks for 6 gb only
Cool, doesn't matter. The engine is bigger than some games made in it.
i am actually downloading a repack now except its 4.18 .... iwant to try vray 4 so badly
i wish epic consider adding full compiled torrent in future.
Nobody has this problem but you, so it's clearly not a big problem.
The launcher should work just fine, it just sounds like you haven't even tried and just went straight to pirating it.
nah trust me alot of users who forbidden from using a free ap maybe cuz of slow net or they cant compile using vs.
It doesn't matter if you have slow net, a download is a download. The launcher can pause and resume downloading even across launching it another day entirely.
This is a problem you invented in your head.
FWIW, the launcher reports a total size of 8.15 GB for 4.18 if you don't include starter content and extra platforms
Linux and Android both tack on 4+ GB
(2.93 GB download)
u mean i can download only 8gb that i need for ue 4.19?
Yeah just uncheck what you don't need if you don't need the full engine's feature set and supported platforms.
The launcher has a button to let you do that
ok, but what about interruptions or when i want to use browser? will it resume from where it finished
Yes
There is no browser download, only launcher. So it shouldn't matter.
Personally, I don't really see their request as malicious. Plenty of open-source software distributes via torrents. That said, this is because they often lack funding, whereas Epic provides a launcher and download servers that work perfectly well for the download π
UE4 isn't "open source" anyway. You still need a license, it's merely trivial to get one.
True, and unity use torrent to download all core app and other features.
Yeah, that's a big part of it too @floral heart
Epic wants to control access to their engine.
That's why you need to be in an organization to even access the repo on Github
Not that you can't distribute a closed source game via torrent. You might need to create your own torrent app, though. (Blizzard once did.)
unity is getting better check the new HD pipline.
Go develop on unity then.
Torrent tech is pretty good
i use both UE and unity but am good with unity yet ue 4 graphics always impress me
If we weren't already using Steam, I'd consider using torrents for distribution with a customized client
Not like a proper torrent client, just a thing that pokes our servers or something
btw am just a hobbyist. if ue4 had a good car game physx i would use it.
@plush yew what is your opinion on godot ?
nah, i cant even look at cry engine ... if its not unity then it should be unreal.
so you didn't even try the engine? (not trying to start beef)
apparently Godot has real 2d unlike unity
and its has c# support but its not stable
Big problem with torrent is the number of seeders. Even for something like Blizzard, I think they resorted to ftp servers seeding everything before moving away from torrent entirely.
i only care about car games. and unity gave me all i need. i wish unreal did but am giving it a try every new version
Sad to see the same Unity VS Unreal arguments here. This conversation / argument is not useful. Each engine has strengths and weaknesses. Trying to determine which one is better is a waste of effort.
This isn't really an argument, did you just start paying attention in the last 3 lines?
unity makes my dog puke
^^^
i have to clean
What are you feeding your dog?
We were discussing gtafa torrenting UE4, not really comparing engines. It was just a side topic that got brought up briefly.
Yeah just trying to steer the convo back towards something productive. A lot of forums seem to devolve into this conversation. I may have some PTSD from that. π
To steer it towards something productive, you need something to steer it towards, like a new topic.
Comparing engines is something productive a lot of the time. When it doesn't devolve into fanboy wars, there are legitimate discussions to be had on the subject.
but lumberyard looks nice. played a little bit with it
And now it's going on. And on.
It can be useful yes but given this is an Unreal forum I would hope we could focus on solving Unreal related issues.
this is my car game inside unity using hd pipline :D
https://www.youtube.com/watch?v=-FSX4jypbQ4
Hi i just joined the server and im getting used to unreal but i need a little help with something tht is pretty confusing to do if anyone would be able to help tell by tagging me and its dealing with moutains π thx
what's bad about unity is that interface that make my dog shed tears
but that car looks nice
Yea the car does
tbh
if the same car phys x were used in unreal i would switch to unreal cuz i know the graphic is insane.
but with vray 4 support unreal will be epic... i imagine baking with vray.
yeah, i bet you can accomplish realistic car beahivour if you get into it and extend current's unreal component
thats the probleme, i learn by imitation i just replace things and unreal was hard to learn.
to me it seems much easier than others
you learn with blueprints, you perfect with c++
that nasty c# both unity and lumberyard uses made me come to unreal
you can code without being math expert. but you can't create complex aglorithms
but you can create all the logic behind it
everybody is coding nowadays
even kids
π
@patent crater u work w unreal ?
yes man, but i don't think i can help you with mountains. i believe you want some layerd snow on top. i'm not good with materials
its not tht
Hello new here is there anyone that is good with vfx that could guide me through how to go about doing a specific effect
go
@plush yew so in your opinion, stock unity cars are good?
yes, unity is good for automotive.
ok, you know that both Unity and UE4 are based on same physx vehicles?
Unity has little better default values but it doesn't make it great
anyone know if UE4 is getting native windows mixed reality support?
The default RobotoDistanceField font has an arrow character i'd like to use, any idea how to?
I don't remember who it was on this chat that shared this the first time around
But I feel like re-sharing it because it leaves me awe-struck every time
I think my HUD is blocking my player controller from receiving Right Click events. When I connect Right Click to anything in my HUD it causes player movement to stop working.
I can connect as many things to Right Click in HUD as I want and they'll work, but I can't connect Right Click to anything in my HUD and Player Controller and have them work simultaneously.
@faint cedar Holy fuck
I don't get any errors during play either, it's literally like the HUD is just swallowing the event entirely
@nova heath
Block Input is off for the Player Controller and the HUD has no such option.
If I remove the event from the HUD the character can move on right click.
If I don't the hud event fires but the character won't move.
Wow
^^ what he said
I didn't even know events had properties!
π hilo
Thanks for that Joseph
Works perfectly, I have no idea why that was so hard to find an answer for.
I guess "consume" is a keyword I need to learn.
The details for specific abstract nodes aren't very standardized
I especially have issues with SetxxxxProperties
Is there a way to overlap 2 Fill Screen Widgets? So I can click on both.
@safe rose those are very easy. Now how about Unreal vs RPG Maker!
Unity vs Cube
anyone down to try and help me out with the launch error (0x0000007)
nvm
wth
i got a could not launch ue4
please verify instalation
error code LS-003
ls-0013*
k i guess i will verify
just finished verifying and i get the same message
Honestly I'm not sure what to say about this community at first when i joined i thought this community was sick and it is, people communicate nicely all that but a couple days ago I asked the question and only got 2 people to answer 1 didnt help and the other tried to help but hasnt responded to me in a couple days <- ofcourse he is not to blame for not responding what im saying is I have asked for help many times in this community over 2k people get online each day Lots and lots of staff get on but no one takes a minute or so out of their day to respond to me
so many times have a i tried
people just ignore me
why is it so hard for someone to answer a call for help?
is it really time consuming
at this point there are 2.5k people on
i bet u the most responses from this comment im gonna get is 2 or 3
which is sad for a place that has 2.5k members on
ofcourse not everyone can help
and ofcourse
im not saying that you must help
but i know someone of these 2.5k people online has the time and effort to help me
but they still wont
thats all i have to say
and if u dont beleive me for the past week or so i have asked for help atleast twice a day
and only got 2 comments back
scroll up if u dont beleive me
its true
try launching the launcher in administrator mode
did
i tried so many things
I understand that the comment i made was selfish
but im just desperate to get started with game developing
and i cant even get past the first bug
Hey guys! I was wondering if the Udemy courses are worth it? The price seems really good for such extensive guides.
I took a few Udemy courses for UE4 and they were great
Really? That's great to hear
apparently the C++ course is really tough for some, not surprising though because it's C++
Yeah, so I've heard
if you have no experience programming I would start easier first possibly
I learned python in a few weeks and that helped a bit
learning blueprints can actually help learn the C++ easier too
C# is easier than C++
could take a C# class for Unity first
I've got beginner experience with C#
you can always start the C++ course and see how far you get
But really only beginner stuff
it'll be worth it at some point imo
Hahah
it's always like 5 hours left for this sale!11!!1!!
Smart, i would say
then the next day theres a new one of the same sale
theyve also been caught directly copying free tutorials and putting them up for sale
Ooh
That's rough
But still, if I can have professional guidance from the same source and with consistent quality, it's worth paying for
Keeping tons of separate bookmarks is what brought my focus down last time.
ya and you can track your progress etc
Ahh, I like that
and you get 1 to 1 communications with the course director
some have discord servers
Really? Sounds great!
Any other courses from them that you'd recommend for a beginner? I saw they had a Blender course. I used 3DS Max back in early Gmod days so I'm not completely fresh at modeling, but yeah, that was probably 12 years ago since last.
only done those few ue4 courses
any idea how to fix this
i uninstalled my antivirus
i found out the problem
its my launcher
but idk how to fix it
cuz when i open that
i get this
one sec lemme get the picture
It says Verify it
What drive?
C:
do you have another drive other than your OS drive to put it on?
no
i am
cuz i changed it to that
How?
Right clicked what?
Uh no
You need to make sure you have Admin Rights
in Windows
Google it
Ensure you have full read/write/special/full sexy admin rights all the way for your user
Aether Engine is a game development platform built ontop of HadeanOS an operating system that removes the need for bloated middleware solutions.
looked into my logs
and
here is when i go into that file
any ideas
and yes
i just checked and i do run as administrator
im down for any help
note i have tried many things
Well, the poor guy is probably asleep
Oh this is the unreal chat lmao im dumb
Does anyone know how Hierarchical Instances Static Meshes work with Remove Instances?
I store instance IDs with objects representing them (because the meshes need to be instanced to not tank performance, but the meshes need to have health, defense, etc. associated with them).
When I remove the instance ID it jumbles the array and it doesn't make any sense how it happens.
If you remove a middle item it seems to decrement the ID of the item at the last index and swaps it in and then shrinks the array.
If you remove at the end it just shrinks the array.
I have no idea what happens when you remove the first element (0 somehow ends up as the last element id?)
I believe it's backed by a TArray if that's useful at all.
Is there a better way to associate Actors with Instanced Meshes? Am I just being stupid? Is there a way to track the index changes?
in one of the twitch streams I think Ryan B explained it, it was somewhat unintuitive
Hello there. I hope someone can help me with my problem. I need to have Unreal Engine on a Build Server which has limited disk space (and can only be extended by network storage). The disk is 80 GB big and already I tried to git clone the source code and compile that, but I would run out of disk space. Has anyone in here faced such a situation before? If yes, how did you solve it?
Using the binary version doesn't work as the Epic Games Launcher won't start without a GPU
nvm, turns out that my Epic Games Launcher was outdated and the new version does indeed work without a GPU.
So I've made a game, and am trying to build it for web. However, in the web version there's no shadows/lighting it seems, which makes it pretty much unplayable. Anyone know why this would happen/how to fix this?
Are you using static lighting?
iirc dynamic lighting doesn't work (very well) on HTML5 builds.
I have both, I'll try setting them all to static
@fair leaf made them all static lights, still looks exactly the same in the webbuild
This is how the web build looks
vs how it looks in-engine
Ah, found out why it wasn't working, I hadn't build the lighting yet
Still have some problems where UI isn't working, particles aren't working, and I can't turn lights on/off
The falling in the 3rd person template seems way too slow, even though gravity is set correctly to 9.8m/s. Any trick to it?
Feels about right with 1.5 the gravity, but I'd rather not make such arbitrary changes
Actually ok, looks much better with a lower jump velocity
well, there's also the linear damping that would affect falling speed
or, responsiveness
I have a fairly random question. If i'm using git, and i'm trying to compile a dedicated server via source. Do i need to copy a project every time a push is made
or can i pull over the overridden project?
@nova heath this is by design to keep good performance. You can look at the source of foliage painter, they duplicate logic in their code to mirror behavior of the HISM when item is removed
So you can do the same
And yes, the way it works is just by moving last element in a place of deleted element and then shrinking
This is much faster than updating all indexes
But better check code or that stream, I havenβt done it myself , just how I remember it
Hello guys, i really need your help, do you know a good Voice chat Plugin for Windows and Mac please ?
I know why it's done, I've seen the HISM bomberman stream as well if that's what you're referring to (In fact I believe you're the one who initially linked me to it when I initially learned about HISMs), and I know it's more performant.
I was confused because I was printing the values in the Instances Array and it returned them out of order:
i.e it would print
1,2,3
which was actually:
ID 1 at index 1.
ID 2 at index 2.
ID 3 at index 0.
I expected:
3,2,1
When I printed it as "# at index" that's when it made sense, I have no idea how the array prints disordered though.
is there a maya link live plugin for 3ds max?
@nova heath interesting
@idle mantle nope. But theo. one could make an live link to max.
I wonder what its like trying to ship your game to switch, i can imagine Nintendo to be rather strict
they are. thankfully.
otherwise switch would be a cesspool of trashgames like steam is.
omg jesus
Good point
Could u imagine LOL
at least u cant ship rpg maker games to switch
can we just praise the select node for a moment
π
can I have some help plz
I can not do that my character looks behind him when he goes back
yet I did it
Can you try typing that again, im not sure what your asking
when u realise u cant do a ForEach for Maps D:<
@pallid compass want to get your project maps ?
basically yeah
hmm I made a complex BP a while ago using TMaps and IDs as keys
it was blazingly fast to get an item compared to an array with a loop
yeah there faster than arrays by far
what kind of stuff do you want to get from this TMap ?
a selection of values, one particular value ? All of them ? :p
for sure
Equipment struct with enum for key
im not actually sure if this is gonna work tho,
with multi slots
like rings
etc
an enum ?
just gonna give it a try
isn't that dangerous to work with enums
nope why would it be
well you have to rebuild your BPs everytime you add a new category
enums have GetTypeHash func's
just gotta make sure u getup your foundation properly
yeah
and no u dont
as long as u use c++ enums
then u dont get that destructive crap
when ever u change anything
Unless you use hot reload, then it's pretty much the same if not worse
i can add and remove stuff with out it having a bitch fit
anyone else ever had an issue of buttons staying hilighted?
Is having a lot of multicasts bad for performance?
In general yes
i guess an example would be
Dont multi cast the vfx of a gun muzzle firing every round
I doing it more in terms for abilities to happen both on server and client side so it reps to other clients
I'm*
well just test it and watch bandwidth and see what happens
Yeah I'll have to keep an eye on it. Don't plan to have more than 5 clients on at a time though.
It's like a 5 player co-op
unless you doing a couple hundred or thousand a tick don't even fret about line traces
physics collisions yes, traces no, in terms of worrying
I think I'll just make them all run on server instead of multicast and I'll have the client make an event that runs on client to check if has auth and run the on server event
traces can fuck your frames real bad tho. its around 1000 traces per milisecond
but if you are doing mass traces, you can async them
and if you do them as "async trace", you ship them off to the physics threads
I am doing complex traces too
u also got to ask ur self
client hosted
then u should optimise to fuck
what im doing is that my game is going to let clients do a lot of stuff
im literally going to allow clients to damage stuff clientside
and server will go "ok then"
yeah I thought about doing a dedi but I've never gotten around to storing save files dedi side.
at the moment im writing a projectile system wich isnt replicated at all
when a player shoots a projectile (magic), he does a Server call
funny enough I'm actually doing a projectile system right now
for "im spawning projectile at this location with this direction and this initial stat"
and then server multicasts it
but if the client receives a multicast from the projectile he just launched, he ignores it
when a projectile hits something, its going to have to hit on the client that launched it
if you hit something in your screen, you hit it
becouse coop servers
i dont care about cheating
I also want to do checks because I don't want a player to be able to cheat to easily
Actually I have a question does UE4 use p2p?
yeah...
hmm alright
oh ye u dont need to worry about shit then lmao
good luck hacking on a PS4 first, and even better luck hacking on a VR game with the headset on, and even better
no one is going to care about my little indie game
I aim to launch on PC then move to PS4/VR and Xbox One.
#theDream
then u need dedicated servers hands down
I'm running checks on pretty much everything
dont bother about it just yet
just get your game actually running well
and feeling well
you worry about hackproofing it a bit later
its an indie game, no one is ever going to bother one bit
Well the thing is it'll be a single player at launch then once it's out there I want to enable co-op
just a heads up
that doesnt work
if you want to have coop, do it at launch
in single player letting people hack doesn't matter for even a sec tbh
the difference between an apple and a brick
That's why I'm building it with multiplayer in mind
adding MP later is going to be very rough.
@pallid compass my game is eternally Listen server lol
if its even doable π
^ this
i added coop to DWVR for a while after launch and no one saw it
for the coop to work, it needs to be when people are playing. So at launch
Well the thing is I plan for modular releases for the level to keep getting extended and so on the story.
i just warn you that i did a coop update for DWVR and no one ever tried it
so at the end i didnt finish it and scapped it
How u gonna market that?
launch with coop from day 0 or just dont bother
if its boring on start people aint coming back
You all make good points
well u just gotta think about it
Have u ever ur self gone back to a game that u got bored of because of X promise?
haha.. World of warcraft at every new expansion for the first 5 years
Only because of friends but not for myself and yeah wow...
damnit π
yeah u gotta consider the big picture and always play it as if worst case
Then your always preped
I'm also on the fence about doing early access
Early access is like a double-edged sword imo
it is
im not a fan of easy access,
Most of them time people destroy there rep
even more so as indie devs
to be fair using early access now is a stupid thing
but thats just me
yeah...
nah just dont do early access. i dont recomend it any more
early access is trading criticism for less sales
every early access game sells less, it also gets less criticism
atm I'm working on a 5 hour gameplay demo for investors and crowdfunding
you want to sell so dont early access
there was a time where you had 2 launches with early access
Gamers sees the Early access pattern as a way of selling unfinished games now days, so I would take these advices
but now steam is such shit that you have zero launches
I mean Ark relaunched a couple of times
imo early access should only be used when you're in beta stage and have about 3-6 months to release
just polishing some last things
Ark the perfect example of a disaster
Not really, I would say do early access if you have to do it to stay alive, #Money . The rep of early access among gamers outweights any reason I can come up with to do an early launch
Well I need funding but I also want to give people what they paid for.
Time is money friend and so is paying VA, Artists, Animators and Programmers so that's why I'm on the fence about doing early access because I do need the money but I also don't want to corner the game in nor myself.
So I'm hoping with a good 5 hour gameplay demo there will be enough content to get proper backing, also to note the game will have a lot of replayability.
So back to the topic I had asked about I think I'll just have all the multicasts I made run on server and instead of calling them directly with an action I'l have the action call an event run on the client and check if has auth and if so run o nthe server.
Now if I recall correctly having to many reliables is bad yeah?
Hmm, guys where should I write math questions? π
Here π
Cool :D,
I've been trying to figure out how to predicts my stop location if the player is stopping (so PrevMovementInput == true && MovementInput == false)
But for some reason I got funny results π¦
Been using the
velocity^2 + 2*breaking acc * s = 0
To be more specific, been using the the : v^2 = u^2 + 2as
To predict where my character will stop
But the results wont match with the my results on the paper π
They arent too accurate :/, like its 10-15% higher in the paper (20.5 in UE4, and 22.5 on the paper)
I think physics aren't that accurate, might be normal
Hmm so its should be fine.
Lets hope its wont cause any problem
I just want to try creating a Distance Matching like in Paragon π
So I'm trying to build my project and I've updated it from 4.16 to 4.19 and I get no packaging errors but do have warnings. One such warning is warning CS0618: 'UnrealBuildTool.TargetRules.CPPEnvironmentConfiguration.Definitions' is obsolete: 'CPPEnvironmentConfiguration.bEnableOSX109Support is deprecated in the 4.19 release. Modify TargetRules.GlobalDefinitions instead.'
Anyone know what I need to modify in TargetRules.GlobalDefinitions?
what the hell, for event dispatchers for checking if button is clicked twice in arow this is saying every button click is different o_O the left button clicked intake is a self ref
@silver crown Figured it out, gonna see if it packages now
Hmm
How should I calculate the Ground Fraction
Into this equ?
s = (-u^2) / 2a
If I set the ground fraction to 0, the calculations are kinda working accurates
so into this:
(velocity^2) / (2*breaking acc) = s
why is there no umg focus information pages D:<
It sounds like Epic needs to focus more on that....
I think you have a company that has too many things to focus on
im actually rather mad
sending self references to what called a event dispatcher for umg does not work
hey anyone, how can I make a mesh show backfaces/inside faces?
yes in material settings
Oh wow, this sounds interesting
i was just wondering if there is anything that can change the editor style.. hhm
is there perhaps a plugin that would do anything with the layout
i really wouldnt mess with the editors layout in terms of plugins
you are playing with fire
yeah
ive found that to
however i mean, there's no actual out of the box solution to it, i might even like to create my own..
Hmm sorry for "reposting" it, just worth a try :D
So basically anyone know a formula what can help me predict the stop location of a moving character?
Ive been using
The 4th formula
And its working IF there isnt Friction just Braking Acceleration.
Do anyone know a formula which can handle the friction as well?
Might be easier to visualize if I send a formule picture in bp
This one here work perfectly if the Ground Friction is 0
But ofc I want to use Ground Friction π¦
If the friction is constant, you should be able to add that force into the total acceleration, but I'm not sure how the CMC calculates the force exactly
Yeah, but not sure in what way should I add it into the acceleration
If the friction isn't constant (e.g. you're moving across two separate surfaces), you'll either need to break it up into multiple kinematic equations or integrate over the entire thing
Friction is generally a coefficient, and therefore is dimensionless
Hmm so the friction in ue4 is the ceffecient?
Hmm, let me try smth then
Hmm so now I have to calculate with the mass as well? :/, Characters even has mass?
OH they have
lol
That's the part I wasn't really sure of.
I'm not sure if the CMC calculates it on its own separately from physics (I imagine it does, but not 100% sure)
Lets hope π
Thanks anyway :), I will write about the result in a few minutes π
someone help me?
with?
@glossy flame Hmm can't really get my head over it :/
I mean Breaking Acceleration is cm/s^2 (maybe?)
And the ground friction is 8 so I do not think it coefficient
As its a number between 0-1
I thought then its might be just a negative acceleration of cm/s^2, but the results are strange that way
The coefficient of friction can be over 1. That said, it's probably not realistic in this situation
But what can be the applied force?
I mean the braking acceleration is the applied force I think
Correct.
But then do I have to convert the braking acceleration into Fapp ?
So I can use the (Fapp - coeff * mg) / m? :/
So: a = (Fapp - Β΅sliding Γ mg) Γ· m
So I just need to exporess the braking accel in Fapp?
typically, friction expessed as a force proportional to velocity and some friction coefficient
as friction effects velocity and depends on velocity, the resulting motion of the object can't be solved analytically
Hmm then how could I solve it? :(,
I can't make a simple predicts stop location
I am so nob for this :d
integrate it
Is that how friction is calculated in UE4? Pretty much of all the classical mechanics I've seen just express it as u * normal, but I haven't personally dug into UE4 physics/CMC code
Surface friction, at least
that would be friction limit
Hmm, do you think its would be a bad try to set the ground friction to 0, and just play with the Braking Accel?
F <= Cf * N
which just means that friction force is always the same or lower than friction coefficient * by load
So if something slipery I just set the stop accel to a less number
The effects are the same, but not sure if its "againt" the rule
@glossy flame how it's calculated inside of the character I have no idea, in PhysX it's done with constraints and etc.
I just mean that generic expession uses either velocity or applied force
@honest raven yes it could work as you can define braking acceleration as part of your calculations
Cool!
Thank you guys :)
@glossy flame @vale osprey
Hi, newbie here. Is there no way for UE4 to relocate missing content? I accidentally imported into the wrong directories (some meshes went into the texture folder) and couldnt figure out how to migrate properly inside the content browser.
@final tree if you go to window menu on top-left corner you can open another content browser
just drag&drop whatever you misplaced
assuming I got your problem right, that should be an easy solution
here's what I mean
thanks, will try it out and report back
the transferring of files isnt so much the issue currently. It's just that I already have mesh actors placed in my level but they're all looking in the old directories still.
Is there any way to automatically scan folders for files (or even just remove the actors with the errors)?
@fluid stone managed to move my meshes into the proper folder but as the error log shows, actors still are looking in the texture folder
when u have a working inventory system and items dont go missing, Feels gud
@final tree
right click the content folder
and click fix up directories
the things you learn reading random channels here, lol
ah sounds promising @pallid compass thanks
u really shouldnt move stuff around outside the editor unless u know what your doing
yeah, still new to ue4. I thought it'd be as simple as just ctrl+c/ctrl+p inside content browser to move files around but I'm noob as hell apparently
ue4 site down? not letting me login....
just people trying to steal fortnite accounts
and thanks to the shared accounts they get developers ones...
god dam it when can i not find any pixel icons for leg armour D:<
Can anybody tell me why we can't export textures for Paragon characters from UE
my guess is engine copy right
is there any chance of getting it to work on 4.18
4.19 Opening console crashes UE4
Any idea why theres so much volumetric scattering from a regular spotlight?
I hid the ExponentialHeightFog
Oh wait...
Nvm
can someone give me info or tips , abouts how can i research videogames to know if exist any like my idea about a videogame to do?
Well, what's your idea
So here's a conundrum, if your function executes on a server, but it doesn't do anything, adding a delay will fix it. What's interesting is that even with a 0s delay, it still works, but not without the delay. Anyone got a clue why this happens?
it only seems to be happening to functions at the begining of the game
i have a theory but im curious if somebody knows a definitive answer
just a begin play on a player controller
can u show
what ur doing
also begin play on player controller on server and client
do not fire at the same time
yeah prob out of sync
also u prob dont wann send that data
to the serbver
that looks like important information
what?
the client sends a target from controller to the server
yeah cuz i want the camera assigned to the player
shared camera
top tip, dont send control data from a client to a server
u know controller exists on the server too?
u should assign the player controller to the camera on the server
then once its done
send the relevant data to the client
thats what im doing
not by the looks of that
get player controller returns servers controller
so i send it from client
its only once anywya
why arent u sending to the client and saying hook ur controller up to X camera
no need to go
either way it works
client server client
instead of server to client
i mean i doubt anyone would ever do this but
u could send index reference to other players controllers prob
and fuck other peoples camera's up
but thats not really the point im making, its bad habit to take any important data from clients
yeah it probably isnt a good habbit, but i have 1 camera shared so i don't rly care, plus what I'm making is not gonna be high profile by any stretch of the imagination π
yeah im aware, its just good to keep up good habbits thats all
i was gonna do it in the level bp but that thing crashed meh engine
yeah i spose i could run on owning client and be very happeh
or just multicast but at the end of the day result is the same
i still dont get why the delay does that
or custom event
and just have the server say hey
target with blend at X target with ur controller
thats a framework i dont need, i think.
i mean u never know what ull wana do next, but i rly dont plan on having more than 1 camera
just a better version of what ur currently doing
yeah i could have a function library with tons of utilities too, but i don't bother with that π
thanks for the tip anyway
might do it ur way, now that u lambasted me for wasting bandwidth lol
someone here to answer a stupid question for me? if I open a blendspace and see this, what's wrong and how do I get to the real blendspace editor? https://puu.sh/zSMyN/c3d8292894.png
@fiery harbor thats a 1d blendspace
nothing wrong with it
its just a single dimension blendspace instead of a 2d one
I'm used to it being vertical
not horizontal
so I'm wondering how to get that vertical view
I think there was some setting somewhere to switch between horizontal and vertical view
and I can't find that
afaik older versions it was a square
never seen it vertical
1d always been horizontal, then again it's just a vague memory
isnt that from 4.7 or smthin?
I'm currently using 4.15, so my current version is already over a year old
i don't know if u can revert the ui
ok, I thought there was a setting to switch...
I never used the horizontal blendspace editor, so would be strange if I never used the blendspace editor for over a year that I'm working with 4.15 now
ive checked all editor prefs and i havent found anything, so i'd wager that u cant revert
ok, thanks for you help π
I was wondering if it was worth using vulkan?
In term of performance Unreal Studio will not be a probleme?
Those engine contributor badges on epic forums.. did they go out for 4.19?
yolo
anyone alive today ?"
having some issues with the unreal editor pausing for half a second every second
@swift spindle Dual Monitors?
GSync?
Make sure you disable Windows Defender, ive had issues with it causing the Editor to lag.
Next GDC, unreal needs native udim support, and Ptex
Can anyone teach me how to master unreal engine ?
@weary basalt yeah.. checked all of these already...
@slender monolith there is always Granite for unreal.
??
anyone know how to fix
nvm i fixe
https://cdn.discordapp.com/attachments/412519559333937154/429505208695914496/Capture.PNG something wrong can anyone help ?
Hey guys, if me and my teammate are working remotely on the same map (let's say a very big overworld map) is it possible for us to put hand to the same map at the same time and see each other changes?
perforce force us to check-out the map so only one can change it at a given time
which is less than optimal
@inland pagoda Usually you split your Level up into many smaller sublevels and then compose it together into an Persistent level. This helps with multiple designers working on the same "world"
Each designer can checkout the sublevel they are working on and not interfere with eachother
I'm yet not sure how you get to see the overall world map from a sublevel if you split it into many parts :\
how's that done?
Ah, must be the "compose it together" part you mentioned
Thanks guys π
similar thing. except rather than having a huge map ,you just have yours overlaid and split into things like Meshes, triggers, lights or whatever method you prefer for sharing work~
Is CTRL-C CTRL-V making an instance of a mesh or is that a copy thats a new drawcall please, I'm not sure I understand how that works, I'm making a floor that going to be quite a lot of tiles
New drawcall, instanced meshes are a different data type.
As long as you're not doing something like making each individual tile in the floor separate though, you should be fine.
Anyone know why im geting these errors
You never set the CharacterRef variable to a valid reference to a character.
one of these?
the type of the variable isn't the issue
you're just not setting it
So
imagine you had an int variable
And you checked if the int variable was equal to 42
but you never set the int to be 42
anything after your check doesn't happen because you've not set it to 42
it defaults to 0
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
should there be something on that drop down
This is often linked in such topics
on character ref
There can't be
its too complex to explain other than, that box only works on instances
turns out i forgot to promote this to a variable
@grim sinew Thank you
unreal engine copy collision custom data.
how?
@worn granite hello fry
Is it possible to export a UE4 asset to edit it on blender (As an .FBX) ? I know it's possible in the other way.
@native creek some assets may be locked for export
@native creek but in general - yes
I'm only interested in the ThirdPerson geometry , the stairs and that small thing you play around to make it look better , so , how do I do it ? If you don't mind showing me
I'd apreciate it thanks p
@native creek
Thanks =p , Peace π
Hi, is there a way to automatically select/remove all actors that have errors?
Hey everyone, I would have a question I am trying to get a landscape like the one thin matrix uses in his current game project simple fied poly landscape. Is there any easy way to make it in unreal and if no how much of an impact will it have if I would completly model the landscape by hand
Thin matrixes video : https://youtu.be/pROBg4ReDuM
Devlog videos of my low-poly game "Equilinox", the nature simulation game that I'm currently developing in Java using OpenGL. Polishing up the game in prepar...
Blender is better for that imo
@plush yew already thaught about it but wasnt sure (im presonally anyway better as a 3d artist lol) what is the best way for the unwrapping
Third account lock in about 5 days.
Can somebody do something about the fortnight people who want in on random accounts?
captcha/two factor?
Hmm, anyone know how can I make a proper orientation warp? (Like in Paragon)
I trying to figure out what inputs its really needs, but no luck so far lol.
I should looks smth like this.
But not sure what Delta Angle N-E-S-W means :/,
First I thought its might be the delta angle compared to the Cardinal Direction, but nope :/
I never tried orientation warping, so kinda don't know how to handle this lol
If anyone have a lilbit experience, or an idea, let me know π
i swear to god, umg buttons staying highlighted is so god dam annoying
I'm confused why in editor begin play fires twice
Also the order in which fires twice is inconsistent?
Guys, do you think Epic will have another live stream about Paragon animation system?
I mean a more in depth one
?
I mean they already had one at 29th, but that was kinda just the very basics, for those who are new to UE
Unless they stated that they would I believe they covered what the wanted to cover in the last one & is going to leave it at that
Hey guys , how to save the data retrieved from mysql server into variables?
@distant narwhal promote to variable, set?
Then use save game if you want to well save them
ur doing it backwards
ur ment to call GetDatabaseInfo when running a Set Var data
then set the output of the data to w/e ur doing
u dont want to load the whole data base at once
u only pull what u need
guys whats the exact unreal engine path folder ?
hey guys question, I'm fairly new to game engines and programming in general, somewhat
What do you guys think I should start off doin?
Learning C++ or just head straight into Unreal Engine?
Blueprint to start out is probably going to make it a lot easier for you
What is blueprint exactly?
Visual scripting system in Unreal
is it sort of like an ez way of programming?
sort of like drag n drop in Game Maker?
Kind of, but no. You still need to program normally, it just helps you along the way and eliminates any complications from learning C++ syntax.
ahhhh
@grim sinew thanks
can you plz give me registry key for ue 4? its not detected as installed
@grim sinew
No.
Just use the launcher π
i will try to install the launcher instead of the old portable launcher yeah.
so I'm just going to @modern oracle , and ask, do you have a pencil I can borrow?
...
No
I want you to stick it through your throat if anything -_-
You're pinging a person who's getting spampinged by everyone
cause they think he's the command
but is actually a person streaming at the moment
oh well sux to be you then
you seen the new discord update, ot's a odd thing to release on April 1st..
Well lets see @modern oracle (β© Ν‘Β° ΝΚ Ν‘Β°)βββΏβΏβΏβΏβΏβΏ (TehObLiVioUs) does @ roulette
yes and he never did borrow me his pencil
i think its an april fools bot and the at roulette killed it
if you saw the "whatsnew" there's a hint of a link between em
go on a random server and do a at someone, it calls him
guys i cant register unreal , vray 4 cant detect installation nor substance plugins
if i install unreal 4.19 via luncher how much is core app size ?