#ue4-general

1 messages · Page 211 of 1

idle mantle
tall pendant
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cpu since its a mesh emitter

plush yew
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@someone (∩ ͡° ͜ʖ ͡°)⊃━☆゚. o ・ 。゚ (Blackrock)

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hello sexy

safe rose
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ok

plush yew
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ok

mortal walrus
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ok

weary basalt
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I just warned him for that guys, dont push it please.

coarse wigeon
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YAY control rig is coming in 4.20

warm delta
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Hello!

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If I want to change the UI icons in editor, where I go to in source folder?

plush yew
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they're mocking us

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@weary basalt get em

rustic panther
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why

weary basalt
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LOL

plush yew
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its april fools and every programming server is doing something ironic

rustic panther
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oh ok

plush yew
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the Rust server is themed as Go, main programming server is themed as Scratch

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literally everyone

rustic panther
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and they let everyone be staff

plush yew
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yeah

rustic panther
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and it's been annoying af

odd hornet
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this must be an unreal feel

rustic panther
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I thought the admin accoutn was hacked or something

plush yew
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lol thats what I thought at first

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@weary basalt they challenge you

weary basalt
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Cant unfortunately.... Mods havent got server management rights

rustic panther
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is the unity server official?

plush yew
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aw, understood

odd hornet
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hey you know that thing where you have 3d space and you have corresponding numbers representing it's place in 3d space?

plush yew
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I don't think the unity server is official

rustic panther
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doesnt a chinese company run unity

odd hornet
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No

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It's an American company

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Was founded in Denmark tho

coarse wigeon
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It aint even april 1st for me

rustic panther
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same

plush yew
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Sirus just says "Too bad"

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and I'm done being a courier for the day lol

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I've done this between servers

coarse wigeon
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It will go back after April 1st

plush yew
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its really fun to see how their friendly competitors feel about each other

coarse wigeon
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Yeah

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I was told my experience sucks

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in terms of the unity community being immature

rustic panther
coarse wigeon
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Yep

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I mean I get it is an April 1st joke

hot ledge
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I want to put my game on my iPhone is there a way to do that without paying $100 for a developer account

coarse wigeon
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@hot ledge I do not know

rustic panther
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everyone should wait till at least 10am april 1st in australia till they start their april 1st jokes

coarse wigeon
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^

rustic panther
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that was an hour ago

coarse wigeon
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ah ok

rustic panther
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blizzard isn't going ot start theirs till like 10am pst

bitter iris
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How would I go abouts making a loading screen to cover up the level loading in

valid knoll
plush yew
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yeah I like it

worn granite
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@valid knoll H Y P E

plush yew
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need help with my c# script

valid knoll
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back to the asset store i go

plush yew
#
      
      // outputs False:
      Console.WriteLine(s == "straße");
      Console.WriteLine(s.Equals("straße"));
      Console.WriteLine(s.Equals("straße", StringComparison.Ordinal));
      Console.WriteLine(s.Equals("Straße", StringComparison.CurrentCulture));        
      Console.WriteLine(s.Equals("straße", StringComparison.OrdinalIgnoreCase));
      
      // outputs True:
      Console.WriteLine(s.Equals("straße", StringComparison.CurrentCulture));
      Console.WriteLine(s.Equals("Straße", StringComparison.CurrentCultureIgnoreCase));```
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whats wrong?

valid knoll
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Debug.Log

odd hornet
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I wanna say it's the 4th line but no idea

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i dont C++ T_T

storm venture
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Hey so if a friend and I wanted to work on the same project at the same time, whats our best bet?

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Could we set up a streaming level where we each have our own child level that we work on?

weary basalt
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Sub levels yes.

storm venture
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we tried it with google drive and it works as expected but i believe its trying to redownload the entire level everytime we make a change

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which will get bad when the level gets large

weary basalt
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Thats just how it works mate. Use source control like Perforce.

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If you use sub levels you can compose them together in the Persistent level

wintry jacinth
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Hello, for a beginner is this course good?

weary basalt
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Which enables your designers to work on different parts of an “world” seperately

storm venture
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Would perforce be more efficient than gdrive?

weary basalt
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Yes

storm venture
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does it only update changes?

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ive looked at perforce before but it seemed like a huge pain

wintry jacinth
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Is it a good course for someone just starting out?

storm venture
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a lot of stuff to download and set up just to get a shared file

weary basalt
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An proper SC solution is essential to any serious software development pipeline

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Forgoing SC is an dangerous road.

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Check the pinned messages in #source-control for tutorials and extra tips/info

storm venture
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alright, thanks!

rustic panther
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I use perforce at work with unreal

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perforce is not a user friendly program but it works

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if oyu figure out how ot set it up lol

fiery harbor
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is there anything in the character movement component for smoothing movement in Z? so when AI walk steps up/down it should be smooth and not choppy

weary basalt
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Not that i know of.

wintry jacinth
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Hello?

weary basalt
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Hello

wintry jacinth
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Does anyone recommend this tutorial?

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Or this

weary basalt
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Udemy courses are generally quite good from what ive heard.

wintry jacinth
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Yeah, they both got 4.7 ratings

odd hornet
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That looks rather good

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Tempted to buy it 😃

wintry jacinth
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And all of the courses are 11 dollars

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For 2 more days

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Which is insane

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For 56 hours

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I think I’m going to buy both

weary basalt
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If your new sure go for it

wintry jacinth
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Does anyone know anyone who’s in need or Marketing or a PR Manager

weary basalt
wintry jacinth
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Alright

odd hornet
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I was faffing about in UE4, making a level and using the shooter game example thing to get started, but.. shizzles is hard.

wintry jacinth
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I haven’t gotten a lot of success there

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UE4 is pretty easy

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When it comes to level design

weary basalt
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ShooterGame is C++

odd hornet
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Well, the BSP stuff is fine but I tried to add some assets in and make them do stuff via blueprint and it's hard

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Well, not hard, just confusing

wintry jacinth
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Yeah

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Blueprints can get confusing

weary basalt
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Follow some tutorials first if your struggling.

wintry jacinth
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But for a begginer

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It’s way easier then C++

odd hornet
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Yeah, I tried doing some tutorials but I didn't really retain any information because I didn't have an immediate use for it

fiery harbor
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@weary basalt hm, I would think there has to be some way to achieve a bit smoothed movement in Z for AIs without writing a custom movement component?

weary basalt
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Id say its part of the Mesh smoothing.

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Since the CMC smoothes the mesh movement to stop it looking choppy for replication

odd hornet
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Like, rotation and movement and re-location. In the editor it's fine to rotate a thing but in blueprint: heck you, nerd

fiery harbor
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@weary basalt not sure what you mean?

wintry jacinth
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Again I know this isn’t the most on topic, but does anyone know anyone who might need PR Work And Marketing done?

weary basalt
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@fiery harbor The CMC smoothes the position of the Mesh on the Client to avoid chopping from the Capsule position being replicated.

fiery harbor
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yes, but how is that related to the smoothing in Z that I need?

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this is also just singleplayer

uneven fractal
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kind of depressing seeing all this free paragon content on the marketplace

weary basalt
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Why is it depressing.

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That Paragon is gone?

rustic panther
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I tink he means people putting paragon assets on the marketplace and theyre trying to sell them as their work

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?

uneven fractal
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I meant it's kind of sad that paragon was such a failure that epic is just giving it's assets out for free

weary basalt
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There was an pretty large request from the community for Epic to release assets. They really havent got anything to lose by doing it. Infact why would they let that hard work go to waste by having it sit on some harddrive somewhere never to be seen again.

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Its sad that Paragon failed, i think Fortnites success had ALOT to do with that.

odd hornet
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Ehh. I think the tendancy to hunt after paydays because of a new gimmick coming along is p. sad in and of itself tbh

weary basalt
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I think the Player count of the game was declining so they really didnt have much choice. No point flogging an dead horse.

uneven fractal
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I mean they are a company it's their job to pursue profit

weary basalt
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Exactly. No point running at a loss.

livid haven
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Also, got to say, that's still a kind of ridiculous misconception people have - businesses do not "exist to pursue profit".

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Businesses exist for many different reasons. Some are publically traded and ultimately follow a doctrine of maximizing profit above all.

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Some companies are even non-profit, yet companies all the same.

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Others are privately owned and not publically traded, meaning they're even less beholden to profit as a sole motive for existence - they exist at the behest of their private owner(s).

weary basalt
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I think in the context of Epic for which we were discussing it would be appropriate to assume that is one of their main drivers

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But your absolutely right.

livid haven
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Perhaps. Really difficult to know exactly what reasons went in to it. No doubt profit was part of it.

weary basalt
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Sad nonetheless. Such a beautiful game.

livid haven
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Aye.

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Making a really high-end F2P game seems like a bad business plan though, IMO.

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You want the largest audience you can - having a super pretty game raises the barrier to entry hardware wise.

weary basalt
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Yeah i think it kind of forces you to go micro transaction route.

livid haven
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I'd consider microtransactions in F2P to be a given.

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Otherwise, what, ads?

weary basalt
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Mmm

livid haven
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WoW could be so popular as it was because it ran on a potato.

weary basalt
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Im surprised at the staying power WoW has had

floral heart
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WoW runs on a potato now
not quite as much then

weary basalt
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All the stars aligned for Blizzard with that one for sure

livid haven
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It ran on potatoes pretty far back.

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Released 2004, I remember a girlfriend playing it in 2006 on a garbage laptop that was never, ever meant for gaming.

weary basalt
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It definitely deserves all the accolades it’s received IMO.

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I played it for about a Month

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I enjoyed it. But grindy gameplay is not my cup of tea.

livid haven
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Played for a few months my self.

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I do distinctly recall, back in 2006ish, that it really did run on completely normal mainstream laptops just fine - not very pretty, but it performed.

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When it comes to free to play, you're getting like 0.1% of people to cough up a penny.

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So you need to widen that funnel as big as you possibly can. For console, no biggie, it has to run.

weary basalt
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Ohh thats right they have a free version now.

livid haven
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For PC though, if someone's even going to bother they have to think they can run it decently.

weary basalt
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Yeah true.

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F2P is tough. You really need an compelling product in order to get enough of an audience to make any money.

livid haven
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I think the hardest part is finding a game design that is compelling while supporting a healthy, respectful business model.

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It's not that difficult to do the former without the latter or vice versa.

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(Relative to making a game at all, I mean.)

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You can't design a fun game and then just hope you can shove microtransactions in there.

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And while you can just design a microtransaction system and build a generic game that caters to the monetization system, you're really risking having an uninteresting game or an ethically questionable skinner box.

weary basalt
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Well EA already pushed that over the edge with the whole BF2 fiasco lol

livid haven
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Sure, but that's because they happened to do it with such a hugely visible title.

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They're far from the first and they did it so poorly that everyone saw it for what it was immediately, rather than getting hooked and played.

weary basalt
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I cant imagine there being an formula easy to replicate that manages it consistently without being obtuse. Its something you stumble on.

odd hornet
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Woo! Made a door.

weary basalt
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👍

odd hornet
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yeah a lot of F2P games look like they have potential but then after a while you realize what it is and you just feel played

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I buy credits or w/e if I can play several hours without any problems. Except Warframe, that shizzles expensive yo.

livid haven
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Warframe's unique (AFAIK) in that you can get away without ever spending any of your own real money.

odd hornet
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Heroes And Generals was a game that I really liked with that: you don't have to spend anything.

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Just it's painfully slow to not spend stuff.

livid haven
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EVE Online is the closest to that, in that you can buy game time with in-game currency, but it means someone spent real currency to acquire it to sell it to you.

odd hornet
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Same with WoW with that actually

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WoW of course being the worst example of F2P because it's not even free smh

livid haven
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Well, yeah, neither is Eve.

odd hornet
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but they still have the audacity to advertise the shop to you

livid haven
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In Warframe, I think the only things that you absolutely can't acquire without spending real money directly is the cosmetic items that are exclusive to the Prime packages.

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And they are, after all, cosmetic.

odd hornet
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I thought that UT4 had an interesting system for microtransactions

weary basalt
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Well when micro transactions are part of your buisness model why wouldnt you take every opportunity to shove it in your customers faces lol

odd hornet
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Namely that it's a community driven market place and epic is just kinda "there i guess"

livid haven
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Tennogen are also your-own-real-money only, but that's community submitted stuff.

odd hornet
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too bad they ABANDONED IT TO THE WOLVES a year or so ago

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I guess they saw what Valve was doing with their TF2 hats and CS:GO skins

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Although you might know that the fact that CS:GO didn't have any internal currency system like TF2 meant that the only way for the marketplace to operate was via cash

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and that shizzles meant bad things

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Namely, scammers, but also scripters and viruses stealing your inventory

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and also betting and that jazz which is being sort of frowned upon now but I actually really liked that aspect because it gave me some reason to watch eSports games

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I was also really impressed because Valve was actually able to make a cosmetic, virtual item into something that had actual value

tame bluff
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I'm looking to generate a heightmap from within UE4, is that possible to generate them within UE4 and export them?

ancient escarp
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Hey again @someone ¯(°_o)/¯ (Tesrym) ^-^ I saw that you were online... Haven't seen you in forever!

rustic panther
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rude

native creek
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Is there anyone who thinks that zooming on your character is such a brilliant idea ? =p

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This sounds like a publicity stunt I know =p

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Anyone can help me with blueprint please ?

tranquil bone
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HI everyone im just wondering something, is it possible to make procedurally generated islands in blueprints

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since im trying to make a game which you have to go from one island to the next as the resources get depleted

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this would also bring up on how i would get trees, rocks and plants and animals to spawn on each of these islands, this would be highly appreciated if you could help.

regal mulch
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Generally I would say yes. It depends on how you set this up.

keen birch
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It's definitely possible

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Specifics aren't something we can say in two lines here

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😛

regal mulch
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If you create a few predefined island meshes, you could definitely put actors procedurally generated on them

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Creating the whole island from scratch might need plugins or c++

keen birch
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Or look into the procedural mesh component for proper proc gen islands

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^

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Wouldn't be surprised if you're going to have a tough time

tranquil bone
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I dont think i explained what i was meaning

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Ive made my assets but i just need to figure out how to generate them and make it random when the game is launched and started?

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@regal mulch is that what you was meaning?

regal mulch
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Yeah basically. I guess you could create an ISLAND Blueprint

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That picks a random Island Mesh

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And then does some spawning of items and trees and what not

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You could just trace downwards onto the island mesh after choosing it

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And using the hit point to spawn things on

tranquil bone
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ah okay

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how would i make it select a random mesh?

regal mulch
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Create an Array of StaticMeshes

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Put all your meshes in there

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Get a random int between 0 and array length -1

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And assign that to your static mesh component

tame bluff
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Hey Cedric, any ideas on if it's possible to generate heightmaps from within UE4?

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@ Olly if you're wondering why (array length -1) it's because array index starts at 0 but array length function starts counting at 1

tranquil bone
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yea

tame bluff
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If you want to make the island chooser prefer certain meshes (say the mesh of the island determines complexity of spawned objects) you could use a 'tiered' random chooser with % weights on each of the models

tranquil bone
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i wanna try to make it completly random

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ill do that with the resources e.g. stone, iron, wood etc

tame bluff
#
    local RNG = math.random()
    local basevalue = value
    local multiplier = 1.0
    local quantity = math.random(5,6)
    
    
    if (RNG <= 0.75) then
        multiplier = 0.85
        quantity = math.random(2,4)
    end
    if (RNG <= 0.45) then
        multiplier = 1.1
        quantity = math.random(1,2)
    end
    if (RNG >= 0.35) then
        multiplier = 1.3
        quantity = math.random(1,2)
    end
    if (RNG >= 0.20) then
        multiplier = 1.6
        quantity = math.random(1,2)
    end
    if (RNG >= 0.04) then
        multiplier = 2.3
        quantity = math.random(1,2)
    end
    if (RNG >= 0.02) then
        multiplier = 4.0
        quantity = 1
    end
    if(RNG >= 0.009) then
        multiplier = 5.0
        quantity = math.random(1,3)
    end
    
    finalvalue = basevalue * multiplier
    return finalvalue, quantity
end```
#

Apolgoies for the codespam

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but that's an example of what I mean

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This is definitely not the cleanest way to do this either... but it's what I came up with half a year ago when I was new to Lua haha.

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This would translate rather easily to Blueprints though.

tranquil bone
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ah okay

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if i want random generate to be certain distance away from one other how would i do that?

tame bluff
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You could use ranges

tranquil bone
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so some of the islands arent like 2 meters away

tame bluff
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yeah for sure so basically you need to know the size of the island

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and you need to know the range you want (farthest and min)

tranquil bone
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ah okay

tame bluff
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So lets assume this your level is it's own self contained blueprint

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which has some code in it

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On begin play, create island actor

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then on the next 'create island actor' calls, you could make sure that the islands aren't too close to each other.

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And the island actor would spawn its own child actors like trees, bushes, resources, whatever

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And the locations of those spawned child actors could be predetermined locations you know are safe or you could just literally let it choose a random location using traces casted from above the island randomly

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You might have more success with safe locations honestly.

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Or having a bunch of pre-fab islands

tranquil bone
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i want the game to be different on each island so i would rather do it with the casts

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alot of this stuff i dont even know how to do XD

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but ill figure it out

tame bluff
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for sure, whatever works for you. That being said it might not be a bad idea to have a mix of both.

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They aren't mutually exclusive, after all.

tranquil bone
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yeah i guess so

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i phrased that wrong

tame bluff
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lol

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no worries

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When you call Create Actor function in BP it returns the created Actor.

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So what you can do is immediately plug that into an array.

tranquil bone
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when you say "Create actor" do you mean spawn actor from class?

tame bluff
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Yep

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I'm literally awful at typing out code

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so I have to copy paste or I have to be in-editor

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I can't remember some of the BP function names by memory, they're so long lol

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If I were to write it would literally just be called 'CreateActor' not 'SpAwN AcToR fRoM ClAsS'

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😛

tranquil bone
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ye

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which one of these nodes since i cant get either to access the array?

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my monitor is low res sorry

tame bluff
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The monitor is fine

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It's the second one

tranquil bone
#

can i pm you since im confused?

tame bluff
#

Yeah sure.

tranquil bone
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okay

tame bluff
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Since someone might have a similar question and could use the search function to find an answer in the future

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up to yourself though I'm down for whateve

tranquil bone
#

ye okay

pallid compass
#

Is it wrong to have Data assets inside data assets? 😂

weak sigil
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Is the "Animation & Rigging Toolkit" working with Maya 2018?

pallid compass
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I highly doubt it

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Tried it few times over X years

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never had major success with it

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Problem is its delicate and not stupid proof

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I assume epic know it inside out so its fine for them, but if ur not sure what your doing its messy af

weak sigil
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Yes, I got it working to an extent, but some things give me errors, not sure why.

pallid compass
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If your in maya 2018 honestly

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your better off using there human IK

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it appears to be pretty solid right now

weak sigil
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cool, will have a look

plush yew
#

so am installing only core app and launcher seem to download only 3 gb is it right ?

glossy flame
#

Like I said yesterday, the launcher will tell you the space required for an install given a list of options.

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I believe a bare 4.18 install was about 8 GB with a 2.5 GB download

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Okay, 3 GB download ¯_(ツ)_/¯

plush yew
#

look i unchecked everything i left only the core app ... what about that option called editor for debugging is it the app editor ? or just something i dont need

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?

glossy flame
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Do you mean the debugging symbols?

plush yew
#

yes

glossy flame
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Those are needed to debug the engine on a binary build

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The download on those is much smaller than the actual space they take up on disk

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IIRC, it's something like a 2 GB download and 12 GB on disk, but I'm not on a computer to check

plush yew
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so i dont need them i think right ? the editor will run fine without it right ?

glossy flame
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Correct, but you won't be able to do any debugging of the engine or your code.

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It'll give the good ol' "you don't have the symbols to display this stack trace" :p

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I'd say they're pretty necessary for C++ development.

plush yew
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thats great, i dont need all this stuff just editor. i was wasting my time looking for torrent/portable ue 4.19.

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i hope it work after downloading this 3 gb.

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whats the difference between portal launcher and other engine launcher?

glossy flame
#

What?

plush yew
fierce tulip
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just to point out, its against the ue4 eula to download ue4 from non epic games sources

plush yew
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yeah, but fine now i know the launcher work well from now on i will use only luncher.

frosty bloom
#

Is it possible to create more pins for a single AnimNotifyState? Like 3 - 4 pins? I don't mind doing it through C++ if necessary. Or is 2 max & I would have to create another notify state? It's all really for 1 kind of animation so having multiple states feel kinda pointless

plush yew
#

man, if the engine work after download that would be the day i start learn ue 4.19. i was wrong about the luncher really.

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i used to think that the launcher will download source code 3gb then i have to build... i hope am not gonna compile anything.

glossy flame
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Correct, the launcher gives you binaries.

pallid compass
#

what.jpg

silver crown
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just to point out, its against the ue4 eula to download ue4 from non epic games sources Unless it's on github

cloud cobalt
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And it's a forke from the main repo

pallid compass
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I swear to go, random int in range is being weird af inside a function

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Spawn enemy at X Y( x and y random cords) if no collison

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its like stacking them all in the top going from left to right

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like what

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using random int in range for X and Y to spawn mobs

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look at that cluster fuck on top?

pallid compass
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anyone got any idea why random int in range is causing this pattern?

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oh wow theres loads of reports on this ;o

silver crown
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@pallid compass What's the exact random call?

pallid compass
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the map is 28,28

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theres rather alot of bug reports

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about random int in range favouring low numbers

distant narwhal
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@safe rose @pallid compass thanks guys

silver crown
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Are the borders random too?

pallid compass
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no

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just the col box's

silver crown
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Well I don't see the issue then

pallid compass
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its spawning everything atl ow index's

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constantly

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that was with a huge amoutn of numbers

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and overlapping spawns

silver crown
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Which UE version?

pallid compass
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thats around 15 spawn

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4.18.3

silver crown
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Ah

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The random things are those

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Thought they were the white

pallid compass
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ah no my bad

#

the col box's

silver crown
pallid compass
#

thats all it is

#

its the same thing

#

just printing numbers

#

try it ur self

silver crown
#

(just to be sure)

silver crown
#

Plz

pallid compass
#

thats all it is

#

is an output func for two ints

#

idk what more ur expecting

silver crown
#

And you're spawning a box at the location?

pallid compass
#

output

silver crown
#

I see thx

#

Gonna try

pallid compass
#

it dosent matter tho

#

its not anything else

#

if u print the numbers

#

there always low

silver crown
#

Not for me?

pallid compass
#

try 0 - 27

silver crown
#
LogBlueprintUserMessages: [Test_212] 27
LogBlueprintUserMessages: [Test_212] 18
LogBlueprintUserMessages: [Test_212] 22
LogBlueprintUserMessages: [Test_212] 23
LogBlueprintUserMessages: [Test_212] 1
LogBlueprintUserMessages: [Test_212] 5
LogBlueprintUserMessages: [Test_212] 18
LogBlueprintUserMessages: [Test_212] 23
LogBlueprintUserMessages: [Test_212] 26
LogBlueprintUserMessages: [Test_212] 17
LogBlueprintUserMessages: [Test_212] 27
LogBlueprintUserMessages: [Test_212] 26
LogBlueprintUserMessages: [Test_212] 22
LogBlueprintUserMessages: [Test_212] 6
LogBlueprintUserMessages: [Test_212] 20
LogBlueprintUserMessages: [Test_212] 25
LogBlueprintUserMessages: [Test_212] 23
LogBlueprintUserMessages: [Test_212] 5
LogBlueprintUserMessages: [Test_212] 7
LogBlueprintUserMessages: [Test_212] 10
LogBlueprintUserMessages: [Test_212] 0
LogBlueprintUserMessages: [Test_212] 13
LogBlueprintUserMessages: [Test_212] 18
LogBlueprintUserMessages: [Test_212] 25
LogBlueprintUserMessages: [Test_212] 27```
#

Ok too

pallid compass
#

wth i do it 30 times and get low numbers constantly

#

maybe cus its in a func? ugh

silver crown
#

That's how randomness works

#

It's random

#

So you can have low numbers

pallid compass
#
LogBlueprintUserMessages: [BP_Map_C_0] 11, 4 : false
LogBlueprintUserMessages: [BP_Map_C_0] 7, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 26, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 6, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 18, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 13, 5 : false
LogBlueprintUserMessages: [BP_Map_C_0] 17, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 5, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 4, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 15, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 10, 4 : false
LogBlueprintUserMessages: [BP_Map_C_0] 1, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 20, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 12, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 11, 5 : false
LogBlueprintUserMessages: [BP_Map_C_0] 23, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 9, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 22, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 2, 4 : false```
#

not that random

#

4,4,3,3,3,3,5,3,3,3,3,4,3,3,3,3,5,3,3,4

silver crown
#

Mmmh

#

BP?

pallid compass
#

same thing i sent you

#

checked the sizes to be sure

#

there still both 28,28

silver crown
#

I mean exact BP

#

With the print string and all

#

So that I can try to reproduce

pallid compass
#
LogBlueprintUserMessages: [BP_Map_C_0] 23, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 8, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 24, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 10, 4 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 4, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 2, 4 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 26, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 15, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 14, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 18, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 12, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 14, 4 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 2, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 11, 4 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 9, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 13, 4 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 25, 3 : 28 , 28```
#

I cant paste it

#

custom functionality

#

from c++ classes

#

all im doing is printing the strings

#

in a For loop

silver crown
#

Try to isolate it

#

In a new BP

#

That I can try

pallid compass
#

LogBlueprintUserMessages: [BP_Map_C_0] 17, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 4, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 16, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 3, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 11, 4 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 13, 5 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 26, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 7, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 21, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 20, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 26, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 12, 4 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 5, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 9, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 7, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 16, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 8, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 14, 3 : ,

#

same shit

silver crown
#

But you can send me the BP now right?

pallid compass
#

no because it still uses a custom func to check if a tile has Collison to filter them out

silver crown
#

Remove that

pallid compass
#

then thats 800 logs

silver crown
#

And they seem random?

pallid compass
#

cant tell because there is about 800+ entries

#

its no where near as bad

#

the higher the number the better it seams to get?

silver crown
#

Nah

#

It's your function

#

The one to check if it has collision

#

It's not working properly

pallid compass
#

It is working correctly

#

I double checked it

#

and checked it manually

silver crown
#

What's the code?

pallid compass
#
bool UMob_2dExpandLib::TileHasCollison(int32 TileIndex, const UPaperTileSet* TileSet)
{
    check(TileSet);
    check(TileIndex != INDEX_NONE);

    const FPaperTileMetadata* const Metadata = TileSet->GetTileMetadata(TileIndex);
    return Metadata ? Metadata->HasCollision() : false;
}```
#

if it does not work, it crashes the editor.

silver crown
#

And what do you do if it collides?

#

Pick a new random position?

pallid compass
#

If there col do nothing

#

check again for another random time

#

Its so god dam odd that its only one of them

#

i checked to make sure nothing is modifying anything and its not

silver crown
#

It's definitively an issue on your side

#

¯_(ツ)_/¯

#

Random generator is working fine

pallid compass
#

if i dont check for col it works fine, but if i do it goes ape shit weird but only on one value

stable schooner
#

@pallid compass did you try random int from stream and give it one global seed, could be that the seed resets when you call it from cpp

pallid compass
#

i managed too fix it

#

it was tile issues but not with any functions

#

something to do with the way meta data is formatted

pallid compass
#

Is there a texture file for ue4's text?

#

Anyone got a number atlas by any chance?

safe rose
#

<@&213101288538374145> some guy randomly spamming invites via PMs to join a Discord server

#

Abody | Today at 12:11 PM

#

Damn paste

regal mulch
#

@plush yew Yo Rhino, didn't people already ealier said you should stop?

pallid compass
#

that guy is god dam annoying

safe rose
#

Just boot him then. Obviously not here for this community

pallid compass
#

ur god dam annoying man

#

there should be a rule against this shiz

ashen brook
#

banned

#

no time for this

#

carry on

pallid compass
#

LOL

#

Jesus

regal mulch
#

There is actually a rule

stable schooner
#

• No soliciting. Advertisements, requests for game testers, Discord server invites and shortened URLs may be deleted by moderators for any reason. <- there is

regal mulch
#

Just saying

#

It's just not really for PMs

pallid compass
#

All praise Jan and his weapon of truth, the Ban hammer.

regal mulch
#

Yeah, (: just behave and don't annoy people. We are removing users more actively lately.

pallid compass
#

Yeah needs to be done, alot of people have started pouring in here now

#

FOr the sake of an advance material

#

If i need to break up a float in to an array say

#

936

#

to

#

0, 9
1, 3
2, 6

#

how could i do that?

silver crown
#

divide by 100 -> truncate

pallid compass
#

oh fuck yeah LOL

silver crown
#

¯_(ツ)_/¯

pallid compass
#

dam i need a slap

#

oh id need to get the number length too?

silver crown
#

Convert to int -> log10

pallid compass
#

log10?

silver crown
#

Log in base 10

pallid compass
#

function?

silver crown
#

That's the default one

pallid compass
#

I dont know what log 10 is

silver crown
#

Logarithm

pallid compass
#

IS that exposed to bp?

silver crown
#

That's a simple math function

#

Like sin or cos

pallid compass
#

well i dont see it in blueprints

#

only in material editor

#

i need it in bp

silver crown
pallid compass
#

ah

#

theres no 10 on end

#

gotcha

silver crown
#

That's log in base e

pallid compass
#

i was typing 10 😂 thank u

silver crown
#

To have it in base 10 you need to do loge(yourvalue)/loge(10)

pallid compass
#

Can you write that out in potato format s o i can understand it? i suck with math

silver crown
#

It's already in potato format

pallid compass
#

oh u mean like

silver crown
#

👍

pallid compass
#

Thank you ^^

#

now to try and piece this all together

silver crown
#

And you need to round that up

#

Ceil

#

Else 100 will have 2 digits

pallid compass
#

i think i messed it up

#

ohhh

#

that?

#

yeah works

#

woo

#

Okay i got length thats step 1

#

now to figure out the dividing

#

first number would be 10, then it be 100, then 1000, etc

#

right?

silver crown
#

Not that

pallid compass
#

oh well it works lmao

silver crown
#

Move the FCeil after the Divide

pallid compass
#

okay

silver crown
#

And add a + 1 between Incoming and Loge

pallid compass
#

works too 😃

#

fuck this is well hard

#

im not a fan of maths

silver crown
#

Works?

pallid compass
#

ye

#

im just trying to figure out

#

how to math the numbers in too an array

#

i need to ugh

#

number / 10 number the length of the area

#

like waht

#

lmao

#

if i 356 / 10

#

it gives me 35.6

#

i need the 5

#

but not the 3 and the 6

#

fuck i dont even know what to google lmao

#

whats the placement of numbers called?

#

like where they are

#

the word index keeps pulling arrays up

silver crown
#

@pallid compass Let's call your int result I

#

You need to do (I % 100) / 100

pallid compass
#

that gives me .56

silver crown
#

Oops

#

(I % 1000) / 100

pallid compass
#

okay that gives me 3.56

#

thats good

silver crown
#

And then truncate

#

😉

pallid compass
#

so how do i math this so i can get

#

First char, then second, then the third

#

etc

#

and add to an array

silver crown
#

What are you trying to do again?

pallid compass
#

so 356 becomes
0:3
1:5
2:6

#

Covert a float into an array

#

i got my length

#

now for each char i need to add that char too the array

silver crown
#

It's for a material?

pallid compass
#

yeah

#

floating text through materials

#

well

#

floating numbers

#

UMG too expensive

silver crown
#

wtf

#

No it isn't?

pallid compass
#

go try rendering 100 instances of umg in 3d space

#

and see what happens

#

UMG is very expensive when being used in the world

silver crown
#

Ah

#

Well use a text component thing

pallid compass
#

also expensive af

silver crown
#

Can't be more expensive than what you're trying to do

pallid compass
#

instance static mesh's with MI is where its at

#

this is

#

massively cheaper

#

fun fact

#

its how they handle Paragon & fortnite

silver crown
#

?

#

Source?

pallid compass
#

they use this for paragon floating dmg and text

#

and for half the HUD

#

no idea where to find it

#

it was from awhile ago

#

Dick Darnell was actually who told me about it

#

its something stupid like

#

30 drawcalls vs 1

#

or some crap

#

its massively cheaper

#

ez to do with health bars and such

silver crown
#

Interesting

pallid compass
#

but with floating numbers? eh not so easy

#

Il send u it once its finished if u want

#

iv got all the material and everything sorted with an atlas

#

im just no good with math

#

wait can i convert to string

#

then Get char [0]

nova heath
#

floor((356 - floor((356/(10^1)))*10^1)/10^0) = 6
floor((356 - floor((356/(10^2)))*10^2)/10^1) = 5
floor((356 - floor((356/(10^3)))*10^3)/10^2) = 3

Would this work?

pallid compass
#

then char[1]

#

is that a thing lmfao

#

the fuck my eyes

#

so u show me that formula in bp or broken up

#

😂

nova heath
#

It's easily incrementable at least

pallid compass
#

yeah thats what i need increment able formula for it

silver crown
#

And let's say you can send an array to your material, how do you use that?

pallid compass
#

il show u soon as iv finished this nearly done

#

Using UV cords and panners

#

and shiz

#

to control material instances

cedar snow
#
std::string str = std::to_string(356);
for(char& c : str) {
    // do something
}
pallid compass
silver crown
#

@cedar snow That's cheating 😐

pallid compass
#

I dont have this class hooked up to c++ at the moment

cedar snow
#

?

pallid compass
#

im working in a pure bp class atm

silver crown
#

You can do that in BP too actually

pallid compass
#

oh?

cedar snow
#

i would be surprised if not

silver crown
#

It's just an int to string conversion

cedar snow
#

and if not, add it to a BP function lib

pallid compass
#

i can get int to string but not sure if u can get char by string index?

silver crown
#

Ofc you can

pallid compass
#

is it get characters as number?

cedar snow
#

not in my example

pallid compass
#

well that dosent work

cedar snow
#

don't you need them as string?

pallid compass
#

string of 356 get index 1 as number returns 51

#

I need to take a number like 356

#

and add each number to an array

#

0:3
1:5
2:6

#

in bp pref

cedar snow
#

and what do you do with that array?

pallid compass
#

it will drive a ISM, MI setup

#

oh shit i think i got it

cedar snow
#

?

pallid compass
#

fuck

#

yeah

#

got it

#

"GetSubString

#

lmao

#

lmao

#

the cheesy way

stable schooner
#

there is a string as array node

pallid compass
#

ahh

#

well for some reason add instance static mesh comp is not working D:<

stable schooner
#

and isnt unique wrong?

pallid compass
#

oh shit ye

#

lmfao

#

wth adding static mesh or ISM is not doinganything D:<

stable schooner
pallid compass
#

my games gotta be broken

#

ISM is not working

#

nvm i forgot about referencing

#

@_@

nova heath
#

No math + No actual code = Boring unfun problem -.-

pallid compass
#

wayyy

#

super cheap floating text

#

need to setup a ISM worker for when theres lots of numbers tho

nova heath
#

What's this for exactly?

#

Hit splats?

reef glen
#

Hey guys! I'm an unreal engine noob looking for some help with a small problem.
I'm trying to set up animations for my character (which is the default TP character lol) but I'm having issues with the blend space for moving/running with rifle

#

It's a 2D blend space which takes speed and direction as variables. At 0 speed, there's always the idle animation. However, I have an issue. Even in the blend space editor, if I set the speed to max instantly from 0, it takes a while for the animation to blend.

#

This results in the character looking as if it's "skating on ice" for the first moments of the animation

#

I suspect it is because the idle animation and the run animation have totally different lengths, the idle animation being almost 4 times as long as the running animation.

#

And I thought that maybe it's because unreal is trying to sync the frames somehow?

#

Any help would be appreciated

stoic moth
#

guys, when i spawn a projectile with a Ribbon particle system as a child to it, due to the high speed of the projectile i end up with the Ribbon over shooting it's tail towards the player (inverse of direction of movement), any idea how to fix this overshooting of the ribbon tiles ?

plush yew
#

20 mb left for download to finish here we go... !D

#

amazing , it worked like a charm 😄

silent tangle
#

Nothing to do today let's start make a game for kids 😂

#

When I finish I will share the project

#

👀

final tree
#

Has anyone used this workflow of stylized environment props all sharing the same texture? I understand using an RGB map to get things like moss/dirt/edge wear but I dont know how you deal with specific details that can't necessarily tile like the end grain (red in screenshot)

weary basalt
#

@keen ridgegambit#9364 Try asking in #graphics you may get a more targeted response

final tree
#

thanks

#

will do

plush yew
keen ridge
#

Pinged the wrong person:P

plush yew
#

:/

#

is this project available for download ?

#

has anyone setup there maya live link yet?

#

@someone (∩ ͡° ͜ʖ ͡°)⊃━✿✿✿✿✿✿ (WouterWeynants) ಠ_ಠ (H4V3L)

grim sinew
#

@gtafaaaaan#1538 No, it is not.

elfin jacinth
#

Its not loading for me at home for some reason

floral heart
#

same

elfin jacinth
#

K

#

Thanks

floral heart
#

502 - Web server received an invalid response while acting as a gateway or proxy server.

elfin jacinth
#

Try again for me?

inland lily
#

When i try to open a unreal project it says to rebuild it and when i do it fails... What should i do?

weary basalt
#

@inland lily Did you get the project from someone else?

inland lily
#

no

weary basalt
#

Usually you will have to rebuild from Source in VS

inland lily
#

how

#

?

#

@weary basalt

floral heart
#

oh docs work, hurrah

elfin jacinth
#

Great

#

Thank you

safe rose
#

Intel is all up Unreal's ass

#

WTF is going on

#

Every day or so I get an email from Intel talking about how they have partnered up with UE4 and how awesome 4.19 is. I think I would already know this, especially after the first email 😃

worn granite
#

hey @safe rose did you know that 4.19 is pretty cool?

grim sinew
#

But what about that 4.19 though

safe rose
#

I know right

#

BTW, this is the article they keep on linking every few days for those that don't get the email: https://software.intel.com/en-us/articles/intel-software-engineers-assist-with-unreal-engine-419-optimizations

worn granite
#

btw, intel processors are a thing

#

idk if you knew.

safe rose
#

I know

#

😉

#

ikr

worn granite
#

probably be good to use them if you're gonna check out that sick af UE4.19

#

JUST SAYING

safe rose
#

But anyway, that's cool and all about UE4 doing "better Multicore support with Intel" but I am now wondering if AMD is intentionally getting sidelined

#

Only hurts us devs

grim sinew
#

If AMD had any marketshare, then it would hurt us. But alas.

safe rose
#

Please

#

I'd get Threadripper anyday

#

Probably this gen

grim sinew
#

And you'd be in the 9% of people that have it

safe rose
#

But I do have my Intel 5820K that's still kicking 😉

grim sinew
#

Steam HW survey this month is brutal

safe rose
#

link to this month?

grim sinew
#

9% have AMD CPUs or GPUs. Only 9%

#

Oh cool it went up a tiny bit. Still though..

safe rose
#

1060s

#

boo

worn granite
#

I need to upgrade this bucket of rust I use

floral heart
#

more like 0.0009% for threadripper

safe rose
#

China still rekting everyone

worn granite
#

I also need to get more money to do so

safe rose
#

52% ..

grim sinew
#

Yeah. I'm.... not really worried, at ALL, about optimizations that "only" speed up 89% of the market.

safe rose
#

So, if you don't localize your game to Chinese, you are basically... kinda sorta dumb

grim sinew
#

Yeah, China's population is massive

#

Meanwhile VR headsets. "0.4% of the market"

#

Not 4%. 0.4%.

safe rose
#

Meh

#

it's still a lot

#

It's based on what 40 million?

#

1.6 million headsets

#

that's not that bad

grim sinew
#

I'm as worried about that 0.4% as I am the 0.2% still on Windows XP

safe rose
#
  • PSVR's 2 million or so
floral heart
#

160 thousand

grim sinew
#

And the 0.3% with 512mb of vram

safe rose
#

my math sucks?

#

.4 not .04?

#

.4 %

#

oh, not 4%

#

fail

#

that's a lie

floral heart
#

we should measure every fraction in ppm

grim sinew
#

Also, wow. Look at the CPUs. More people have a 2 thread CPU than have a VR headset. Nearly triple the amount.

safe rose
#

There's definitely more than 160k HMDs out there

grim sinew
#

Meaning they're still on Core 2 Duos

safe rose
#

2cores are cheap

floral heart
#

25.5% is triple of 0.4%?

safe rose
#

yuo know how many Gamemaker and other 2d engine games you can play on 2 cores?

floral heart
#

cheaper laptops often have 2 cores

grim sinew
#

Wait, they're measuring it in real cores, not virtual ones. Not used to that. Look how few have 8 core, which would be threaded 4 core.

#

So 1 CPU is dual core.

#

Still double the VR headsets.

safe rose
#

1 CPU does not always equal 2

#

you can have 2/2 and 4/4

grim sinew
#

Let's give them the benefit of the doubt and say they're not rocking 20 year old computers still

floral heart
#

they say "physical cores" in the elaborated chart

safe rose
#

yeah, so it can be 2/2 or 2/4 then

grim sinew
#

Let's see what else has more people than VR headsets. 0.53% of users still have 1024x768 resolution!

safe rose
#

they are probably lumping them all together like that

floral heart
#

0.74% of windows users have 1 CPU
and it's been going up since Jan

safe rose
#

I'm just annoyed (well maybe in 4.19!!!!) that UE4 can't use all 4 cores

floral heart
#

where do you get a 1 core cpu?

grim sinew
#

UE4 can use as many cores as you want in everything but the game thread

safe rose
#

Aye, I mean by default

grim sinew
#

And even that, you can manually thread

safe rose
#

Right, but by default

grim sinew
#

Okay. So by default everything but the game thread.

#

Rendering multithreads a ton

floral heart
#

would it count VR headsets if they weren't hooked up?

safe rose
#

Don't know, usually it's opt-in survey?

#

I remember doing it manually

grim sinew
#

No, but monitors wouldn't count if they weren't hooked up. People don't generally unplug complex to set up peripherals

safe rose
#

Is this an automated one?

grim sinew
#

And it's automated they ask you every once in a while

floral heart
#

they don't generally plug in things to report stats more accurately either

safe rose
#

See this article, I remember reading it awhile ago

grim sinew
#

There's no secret massive cabal of VR owners that unplug at all times. It's complex to plug in, and the software will still be on the machine.

#

If it is a factor, it'll be statistically insignificant

#

Oh, reading that article, so it is accurate, PUBG just skewed the numbers a bit for a month or two there when it came out.

#

Explains the Chinese language. It used to be Russian and English at the top, then out of nowhere Chinese popped up.

floral heart
#

there's a bounce back in the stats. Simplified Chinese was even more dominant a tick ago (-11%)

grim sinew
#

Could be ban waves

#

If it's that driven by a single game, it'll do that

dire storm
#

Hello everyone. I've been awol for a month or two. I took a step back from using unreal and decided to start at the beginning.

wintry jacinth
#

Hello, what is the best tutorial you guys recommend for a level design beginner, who’s looking to make realistic environments?

grim sinew
#

Make a single photoreal room.

#

From life

#

Just find a picture online of a real room, and try to recreate it as closely as you can.

wintry jacinth
#

No but, how would I do that using Unreal? Would I have to use blender as well?

grim sinew
#

Yes.

#

Or another 3d tool

#

And you'll need to use a texturing program too

#

Photoshop or even gimp if you need something for free, standard is substance designer and substance painter though

wintry jacinth
#

Yes, that’s my problem, I don’t know how to use Blender, what would be the best way to learn?

grim sinew
#

Bruteforce, or find tutorials online.

wintry jacinth
#

Alright, I’ll look at that. Thanks!

plush yew
#

lol

plush yew
#

@someone (∩ ͡° ͜ʖ ͡°)⊃━✿✿✿✿✿✿ (Spikey2k) ಠ_ಠ (H4V3L)

#

whats the minimum amount of ram needed to run ue4

plush yew
#

ty

loud phoenix
#

If I set something to not visible, will it affect performance in any way?

latent moth
#

All, can you have a ‘cast to’ inside of a pure function that just returns the value of the cast? My understanding is yes, but would like to have somebody to confirm

oblique coyote
#

Right click on the cast to to get the thing... Don't know the proper name atm just eight click and you should habe something along the lines of pure

flat scroll
#

After turning a wall with door opening into a destructible mesh the door hole is no longer passable, its considered to be a part of the mesh, how do I fix that?

plush yew
#

guys is there a way to make ur interface refine like in photoshop ? the ui is bad

grim sinew
#

Drag things around anywhere you want.

plush yew
#

what about the size of some icons and its color i want a dark theme? i hope they renew the interface one day

steady sequoia
plush yew
#

thats what am looking for !

#

how to have it ?

grim sinew
#

You don't

regal mulch
#

The Editor UI isn't bad though

#

What you posted there is an unofficial style that someone created.

#

No idea if they ever released it

flat scroll
#

@steady sequoia Mind showing the blueprint for that ledge climbing

grim juniper
#

I thought that Editor UI was just a concept, never actually made.

steady sequoia
#

@flat scroll I'm not at my computer right now but the core idea of it is that I run a Hit event for the player every time he hits an object while jumping, and then checking if the area above the player's head + forward a bit is clear. If it is, then that means it's a valid climbable ledge. After that it's just a matter of using timelines to move the Player up and forward into the target position. The player's input and gravity is also disabled during all of this to prevent him from moving around unwanted.

plush yew
#

how do I make a particle system that emits meshes with paper like physics and random color?

plush yew
#

they should hire who ever made that ui concept and cut the bs with the gay interface that ue has.

#

what's wrong with the interface?

latent moth
#

@steady sequoia is that using jump or some kind of impulse?

steady sequoia
#

You mean the vault over the ledge?

latent moth
#

yes

steady sequoia
#

That uses a timeline along with lerp + SetActorLocation

plush yew
#

@plush yew interface need to be refined just like unity or photoshop.

latent moth
#

i’d like to do a simple vault over object

plush yew
#

lol get used to it

#

nothing needs to be refined

#

you need to get used to it

steady sequoia
#

You can try the timeline + lerp +setlocation thing

#

If you're alright with hardset movement

latent moth
#

don’t know what thing you’re referring to 😃

#

i keep on seeing tutorials of vaulting which are way over what i want to do

#

i’d like a simple “climb on table”

#

(just as an example)

steady sequoia
#

Alright ummm

#

Lemme get a real fast example

latent moth
#

oh!

#

cool

vale osprey
#

@safe rose PUBG or other install from previously non-surveyed country would explain it. But article is a bit weird - doesn’t SHS shows you bulk numbers too? Not just percentages

steady sequoia
vale osprey
#

I mean if you add few mil new users which don’t have any VR devices than surely percentage will go down

steady sequoia
#

@latent moth Here's a quick example of what I use if I want something to move to a location quick and easy

latent moth
#

is that an ontick?

steady sequoia
#

It's not ontick, it's a timeline, I'm not sure how perforamnce heavy it is exactly, but I hear it is much much lighter than tick

latent moth
#

oh got it

#

nice!

#

thank you

steady sequoia
#

Also

#

Inside the timeline you want to set up something like this

#

So that your lerp will actually work

#

What this'll do is slowly increase the float output from 0 to 1

latent moth
#

yes got it

steady sequoia
#

And feed it into the Lerp

#

👌

latent moth
#

so you basically disable character movement & gravity for that

pallid compass
#

There heavier than tick

latent moth
#

until the timeline is complete

pallid compass
#

They are just tick in a wrapper

vale osprey
#

not exactly

pallid compass
#

With more functionality

vale osprey
#

the problem with actual tick event is that a lot of things are updated under the hood

#

timeline doesn't do it

pallid compass
#

They run on same update thread dont they?

#

Or they async tasks

steady sequoia
#

I could drop a question on UDN asking Epic if I had the choice to which one would be preferable and just how much heavier one is over the other

vale osprey
#

they are two different things

#

tick is a per frame event that executes and updates a bunch of stuff, this is why it's not recommended to use it if you don't need it

#

the timeline doesn't execute anything besides what is attached to it

steady sequoia
#

Yeah that's what my initial assumption was

vale osprey
#

Timeline can be slower than Tick in some hypotetchical situation where value curve is so complex that it takes a while to get value out of it

#

or if you do a lot of stuff on each tick of timeline

steady sequoia
#

I haven't really ever used them for anything beyond easily customizable lerp curves yet

honest raven
#

Hiya guys,
Sorry for writing it down here :D, its just that Animation channel is dead :(
Basically is anyone know how to sync stop animations (distance matching) if I have both the estimated stop time, and the distance? (Paragon assets). [Once again, sorry for writing it here, if its really annoying I will delete it]

serene shale
#

Hello, I'm having a little problem trying to load my save file, when I save to file and load it works fine but when I quit game and reopen it and try to load the saved variables nothing happens.

sullen isle
#

do you save from a variable?

serene shale
#

The variable is a type map which holds a enum that stores the variable names and a structure which holds their data.

#

I'm getting the stat via a simple function which I set the enum to the stat I want and the output is the data from the struct

#

Then to set it for the load process I use another simple function that has 2 inputs 1 for the stat enum and 1 for the new value from the datastruct then it does an add from the map variable and that's it.

#

It works fine when I try to load it in the same game that I saved it but once I exit out and try to load it again it doesn't update anything.

#

Even a basic single variable doesn't want to load I.E. player level is it's own int variable.

#

That's my save logic

#

and that's my load logic

#

none of the casts seem to be failing so I really don't know what's wrong.

grim ore
#

the first check is does the save return a true on the save game?

serene shale
#

well I just did a quick load from slot on the player character and a print string for current level and health and loads them to string fine

#

but yeah let me set up that return a sec

sharp tendon
#

hey, I am new at making games and I am trying to make a voxel game :), I am not a good mapper so I would like to know if there is a way to import my mc schematics to unreal engine 4 and maybe change the textures there. Thanks everyone.

serene shale
#

@grim ore I actually followed your guide for this saving and loading logic, after adding the return it's being successful however if I use the debug check I did in the player character it's still printing the old values not the recently saved ones.

#

I also added a is valid check on when saving right after the create save game object

grim ore
#

so if you save the game, immediately quit, then go back in and load your save game, the default save game object is being returned and not the saved values?

serene shale
#

yes

#

let me check one more thing

#

Alright just tried the storing it locally like in your video that worked for the debug string but not for loading it after going back into the game.

grim ore
#

I guess the first thing to check is to verify if its the save game failing or your logic. You should try a simple save game of a single local variable in your begin play in your first level. then have it load up and check it. If this works then your logic is bad and not the save system.

serene shale
hazy birch
#

hi

serene shale
#

Well I feel like it could be my logic but I also don't see another way to do it. I've tried it with the Rama's Save System and I have the same issue I can save and load in the same game but can't load it up when going back in.

grim ore
#

yeah thats why I was curious if a simple test fails, maybe its your project.

serene shale
#

So I just tried saving and loading my level which is just an int variable and it didn't load when going back in

#

The save is being created and I can print it to string

#

I mean I've tried this in different ways of logic from the game instance. game mode and now a widget button.

plush yew
#

Does anyone have any idea how to do counter steering so that you can make a vehicle drift

serene shale
#

The only thing I could think of it being a problem might be the logic in the player character maybe.

grim ore
#

@serene shale that's why i would suggest just trying a basic setup from scratch. new save game with just one variable, call a save game on it from begin play in the level blueprint. stop it then hook up a load save game and load it up and see if it loads what you just saved.

serene shale
#

I'll try saving the player level from the level bp then it's the most basic variable I have.

grim ore
#

but isnt that using your save game? you should create a new basic one with like a simple INT or Boolean so you can verify its not your save game object causing the issue as well

serene shale
#

oh you meant my save game object

#

yeah I could one minute

jade moon
#

Someone knows if it's possible to remove post processing in just selected small area, without your actor getting inside it?

grim ore
jade moon
#

@grim ore Thanks for taking your time to write back, so... if you're familiar with the web widget, its color get washed our because of my post processing so I want to preserve them.

serene shale
#

odd

#

doesn't seem to save

grim ore
#

did you try using a difference save game slot name? just in case you happened to hook up a clear node somewhere or something odd lol

serene shale
#

I did

grim ore
#

@jade moon yeah the links i linked should help out then, you should be able to adjust the material it's using to be excluded from the post process

#

@serene shale damn. So your logic isnt the issue, your project is not saving it or its resetting it each time then somehow

jade moon
#

@grim ore Thanks. I'll save it for later because it looks complicated and my will power is almost gone for today 😃

serene shale
#

Sigh... I really need coffee today..

#

I'm blind I swear

#

Forgot to set the save game object to the save game to slot that's why it wasn't making a save just now

grim ore
#

OY

serene shale
#

when I click load after reopening it works

#

Yep I just got the value from my player's level variable and set it to the save object closed reopened clicked load and it updated the value

#

doesn't seem to load on beginPlay from the level BP

grim ore
#

oh that's weird but it's saving and loading when restarting so that's a good sign the project isnt nuking saves atleast

serene shale
#

Yep

grim ore
#

so then it seems like the actual login in your saving or loading is causing the problem but it's weird if you can load it right after saving and it works fine

serene shale
#

Yeah it's been driving me crazy I'm dreaming with ways on how to solve it lol.

grim ore
#

welp you have a working test that sorta works, try slowly replacing parts with your existing system where it is now. like switch it over to your new save game object instead of the test one

#

and try saving / loading just 1 variable

serene shale
#

Yep I'll make the functions real quick and see

grim ore
#

yep at this point it's all about just breaking it back down to basics and debugging the hell out of it. The logic seems ok from what I saw, about the only difference is I always use a variable for the save game just to keep it cleaner but you tried that.

serene shale
#

Hmm.... It's for sure an issue with the logic I'm using to set the stat value it seems.

#

I just tried it with the health.

#

as long as I don't quit the game it loads the saved value just fine.

#

But then we're back to the problem of I don't see what's wrong with it.

grim ore
#

=/

serene shale
#

I'm able to load the player level fine

random sapphire
#

I'm unable to save my project after building everything in the vieport

pallid compass
#

u got the editor open twice?

random sapphire
#

I don't think so, no

pallid compass
#

try closing and re opening

#

and try building again

#

if it happens again reboot

#

and try

random sapphire
#

but if i can't save wont i lose progress?