#ue4-general
1 messages ยท Page 222 of 1
See how we start at the top
we go
Talent
then Talent.Combat
then Talent.Combat.Warrior
yeah
I don't have a deep hierarchy of permissions tho just a list is fine
Even if it was 3 permission's id still use this
because its not Fragil
It can be expanded
its a fast system
Well that's one way of using DataTables
The only way to populate FTag system is like this
Let me show you guys
See how we have multi tables?
You can merge tables
You can also redirect
and remap
and they support fast replication
You have to provide a DataTable to these?
But good thing to cover
ok, so once I got the list of permissions in here, how would I actually be using it?
... oh
But these container's can be anything
What quests have i finished?
What mobs have i slayed?
so I'd have one of these for each role?
Oh that filling from table sounds neat
Imagine a FName array thats fast and effective
Honestly if u guys can wait till tomorrow
il write an article on them
I keep meaning to do it
Do it
TSet<FName> is extremely fast to query and probably how that thing is implemented in the first place
Just to give u an idea of what u can do
So u can have container's and just FTag's
which are just a single tag
yeah I understand what the tag container is for
But yeah
not sure where I would be putting it though
So Permissions tag container
Permissions
Permissions.Admin
Permissions.NormalUser
Permissions.NormalUser.HiddenAdmin
Permissions.Admin.CanRestartServer
Permissions.Admin.Items
Permissions.Admin.Items.CanSpawn
Permissions.Admin.Items.CanSpawn.DebugItems
just an example of what you can do
yes but
how would I now assign these permissions to a role and then that role to clients
at this point the tag container is just a fancy TSet<FName>
U would only assign the tag's default user on char creation
give ur base player tag a PermissionsContainer
Everything that has to do with permissions
U create a flexible Checker function
and it will just return a Yes or a No on anything u can try and do
if the players directly have a permissions container, where do the roles come in
HUD begin play > should we display admin UI? ownerref->PermissionsContainer do we have permissions? yes display admin
which permissions a role grants, and which role each player has, is supposed to be editable in-game by admin players
U want people too see other peoples roles right?
admin's can tap player permissions containers easily
and u just create your self some data assets
or tables
admins need to be able to see all, other players only their own
though if it's simpler if everyone can see everyone then that works too
well thats easy
Say u display roles by name colour for example?
On updating name
assign the correct colour depending on permissions
hmm, but this still gives everyone individual permissions doesn't it
also apologise i need stop saying easy lmao
What do u mean by individual permissions
Yeah or there gamestate or w/e u want really to hold it
wat how would the game state work
ah ok
u can hold there container anywhere u want
Ideally on the actual pawn
or controller i guess
but then, each player could have different permissions
ideally the player is only assigned a role, which then has the permissions
that way updating the permissions for many players is simple
I guess the roles only matter on the server side and it could mirror the permissions from it to the player for replicating
Also u can do exact check and check
U can check say
Permissions.NormalUser
and if u really wanted
u could add on everything they could do after that
Permissions.NormalUser.Trade
Permissions.NormalUser.Sell
Permissions.NormalUser.TalkInGlobal
Global
It really depends how u set your "check points" up
I know what you mean, mass editing of permissions
But really if anything u just assign your helper function with data
Like so
@pallid compass this is what I am trying to make basically https://i.imgur.com/fi89vVT.png
with everything on the right being editable in-game
so some admin could decide that now noone can build if they don't have the new "builder" role that they added one above normal user
or they could decide that for some reason, admins should not be able to build but normal users should
required Tag's
so building function requires X tag
and it checks that Tag requirement from a global container
We could say ugh
well u can just do it on the server gamemode
and have admin's be able to update the containers for things there
yeah, everything on the right basically only matters to the server
the clients only care what actual permissions they end up with from the roles
i want to have volumetric fog, but have areas in my game (interior sections,) be totally dark does anyone know how to get that? im inexperienced
basically everything that can a permission for it can check the required permission from server gamemode
what would the global container do, don't I need a container per player?
I'm even more confused now lol
u need both
then what's the global one for
but... I can check whether they have that on the per-client container
and a input of the players permissions to compare it again
The BuildFunction would get its required tag from the server gamemode
say
PermissionRequiredToBuild
then admin's can change that tag
if its normal user
it could just have its tag hard coded to require FName("PERM_Build")
or admin user
can build
yeah u can have override tag too
so its like
Player Tag container ----- Function to do ------ Required Tag for function
@bitter iris i have that one, anything you want to know about it?
db -> gm -> tagging -> cli
why would the permission it requires to use ever change
u said u wanted to change it
I'm only getting more confused lol maybe I have to read more docs on these tags
I said u wanted to be able to stop people building
So if u wanted to do that
then u change the rquirement for building
u dont change every client's tag';s
thats mental
how would u populate ur save db?
no the admin would edit the role "normal user" and remove the "can build" permission
u change the func requirement
U wann be able to stop one specific person from building?
not necessarily, unless they for some reason are the only ones with a specific role
If u want that sort of flexiability
u would use the system i have said
plus another player
BlockingTag's
Tag's that would block u from doing shit
so u can override Player permission's tag
are these checks only done when the server verifies an action?
wtf
Yes if u want
android sdk 19 on my game is so glitchy
u can sync up
how did this even happen
the checks are done on the server side but the client needs to know what it is allowed to do so it doesn't open the build menu only to have the server tell you "ooops can't build" for example
so basically zzeb
the easiest way to change permissions for an action like building
is to change the required tag for it
in the server gamemode
But if u want to stop people individually
then the server needs to propagate that info for the clients so they know
the population is going to be done once, so shouldn't be expensive
i wouldnt advice editing specific things like what i player can do in there permissions tag container, be better for overrides to be in a seperate blocker one
u can fast replicate tag's too
as bytes
would be good if you would write about it Halcy, not enough info available to be honest, it's an interesting approach
thanks !
to make these effective af
like
you want
Tag Permission's
Tag Permission Blocked
no, deffo is a curious usage of the gameplay tags
and shit like
Tag's granted, on going tag requirements to keep this tag, application for this tag's required tag, removed tag's, remove X things with this Tag
wat
so these tag containers, I can put them in arbitrary UObjects right
a good way to organise data around
ok
I use them for everything honestly
if ur using int's for any sort of data reference
then ur building ur system wrong
(too some degree)
well, stances are not incorrect
il tag u too death
it is just another approach lol
great thing about tag's is
they dont break
and u can override
and redirect decrypt ones
they dont break lol
Well
if you have a item data base or something
and u ref them by index
if u remove one u can shatter ur whole setup
aye XD
yeah ofc
We've heard that the iPad will change your life, but will it change the way you blend? Tell us what to blend next here: http://www.facebook.com/willitblend C...
anyways throw at me that article as soon as you have it, I'm defo interested
Yeah i will do, ngl i love tag's
use em for everything
im actually gonna ugh
Intergrate them in too Validation checking
Get validation check to check tag's and depending on tag's depends what rules it validate assets by
So i can change validation rules outside of having to edit every c++ class
I failed making a meme. Don't say anything pls.
U could also use them to expand ugh validation feedback or state's of things
like i guess u could do something like
hook the reference viewer, and if the ref viewer has no hits, u can set a container in UObject to set its self too State.Unused
and then u can see easily for example
instead of the validation feed back of Valid or not Valid
thats assuming it would actually save the state of the tag in the editor, im not 100% sure about that one
but yeah there great and u can get creative af
u wann go through 10k log entries?
or u wann check that non valid item and see what's wrong with it right away
I would say that abusing is.... let's say as worse as not using them
wann click*
well you probably don't have 10k errors :D
How fast can u generate errors?
very fast
i have like
2k icon's in this mobile project
hooked in too Data assets
but it would be unlikely for them to all fail validation right
imagine me searching through all them log's to define out what is specifically wrong with a broken item
Depends on your rules
If i change something then yeah
Validation system is awesome but the feedback is shit
"im valid or not valid"
dunno, I haven't used it yet
it just prints it on the front
like this
1 sec validating few undred items
for example
Thats all u get
no data validation, im valid or im not valid
and clicking them does nothing?
there the only return for the enum
oh wait
Does nothing
lol what is the point of printing "there is no validation"
ok this interface is crap
it would be much better if it printed out the error messages from objects that return invalid
and double clicking that opened the object in question
im sure they will polish it up
i can confirm for the past hour
i have written
0 char's
for my algorithm
#FeelsBad
well
at least you haven't deleted parts of it either
...
omfg
hahah
@cinder iron @worn granite
i cant even
he did it
jesus
i thought u had left
U went on a question to "prove us wrong"
omg
๐
bruh.
"aprils fools"?
@gray basin i do not care.
I didn't
am I the only one who has no clue what this is about
I was asking him why he was trying to profit from the gamme
greyholes are not as greyholes as you might think -_-
been speaking with him and friends for years \
ya
well you must be right and we must be wrong
same
now convince me rev-share is worth my time?
I am not a part of that fan game
we need a community funded lawyer i swear to god
Go see if you can scoop it from EA, I hear they pissed of Disney
@pallid compass /u/VideoGameAttorney ?
omg lmao
ay... it really hurts to be ignored when this happened to you
Mistakes have been made
but w/e I might be allucinating and we didn't get C&D
did you know that that window actually copies a stack trace in your clipboard
I found out today
when I accidentally pasted it :D
er... ue stack or windows error?
the same trace you'd get written to the output log
yeah
there really needs to be a place for collecting all these random things you will never know until you accidentally trigger them
i was a potato before i came here honestly
i couldnt even cast when i came here like 3 years ago
tbh I don't remember when I joined
let's see if I find out
you can?
iirc there are bots that let you know that info
yeah ugh
but not something I'm seeing here on overall settings
bots having access to info you can't see in the ui is infuriating
the history is limited tho
I don't think it is
@safe rose u round if so can u remember how u check ur join date
or was it on slacke, I don't rmember
๐ค
https://i.gyazo.com/a3b730e834c3e4a3470cd70245c5c1cf.gif kinda interesting
but considering there are 2282759 messages in this server in total
that's not that much relatively
oh lous thats nice, how expensive is that?
in unlit 43/31
less if I disable some other options
like a cheap noise kinda
can be whatever hehe
what is it doing, blending between the 3 channels?
it looks multi layer tho, which is nice
awww, how cute
how did u find that lmao
how'd you find the oldest one
Hue shift is using HSV I think?
@manic pawn sinceits hueshifting its technically swapping the channels
just 4 pages from the date I picked
so its going from R to G to B
is that your very first message?
yes, first first one here
my first is probably whining about discord :p
I actually joined to this discord because I wanted to integrate a gamebridge between discord and ue4 and I though this place was ideal since its a discord of ue4 devs hahahhahahahah
I am so smart XD ๐คฆ
but I don't regret any single moment I've spent here
https://i.gyazo.com/95ce5bcce8bf1916842c555dbf969a2b.gif i think if the three layers are quite the same you could have a nice smokey animation effect
Hey some of us could probably help with that ya kno
aye sure of course some of you could, but I was assuming this discord was entirely about ue4 and discord
lmao
oh fuck i like that
by the way luos, that looks sexy af
asset store 2$ effect confirmed
lol
anyone got an example of using an enum on switch to output something? instead of my spamming ElseIf
lol
sweet
asked earlier, pinging again. anyone have any ideas why exporting skeletal mesh from ue4 wouldn't export the mesh, just the skeleton? exporting the paragon characters, 2 of them won't export the meshes, the rest work fine so far
isent paragon content locked to the engine or some crap?
i remember someone saying something maybe
@urban meadow some paragon stuff seems to be locked out of exporting
even some of the noise textures are locked
only 2 characters so far, shinbi and countess, i've exported everythign else
some people claim they were imported incorrectly
i don't think it's the case
Package flag
package flag? ๐ฎ
UPackage flag
couldn't you just... turn that off
Yeah
You can do a plugin to remove it
ยฏ_(ใ)_/ยฏ
I guess it was only to make people happy
As it's not assets from Epic
guess they can't protect anything when all the code is accessible
i mean u could prob pull paragon assets from the game ur self if u wanted
hm but then you'd only get the compressed garbage instead of the source data
well, i've been making vr content out of the assets lol, just a hobby project, but countess and shinbi have some nice hands i'd like to surgically remove
@pallid compass what do you mean? Show me what you currently have?
unless they have the source data excluded anyways
that is one big sword
nothing haha, i was just wondering if there was a better way then Spamming if(thing)
{
do thing
}else if x10
switch(EnumValue)
{
case ESomething::Blah1: ... break;
case ESomething::Blah2: ... break;
case ESomething::Blah3: ... break;
}
?
ah gotcha sweet lmao
switch (count % 8) {
case 0: do { *to = *from++;
case 7: *to = *from++;
case 6: *to = *from++;
case 5: *to = *from++;
case 4: *to = *from++; /* {int somevar =0;} */
case 3: *to = *from++;
case 2: *to = *from++;
case 1: *to = *from++;
} while (--n > 0);
}```
wtf is that jesus
In the C programming language, Duff's device is a way of manually implementing loop unrolling by interleaving two syntactic constructs of C: the do-while loop and a switch statement. Its discovery is credited to Tom Duff in November 1983, when Du...
Fun stuff
Now that's a switch statement you don't see everyday
how does this switch work with the do statement only being in the first case
oh thats pretty cool
black magic*
interesting
lets see if this algo works now
make everything
cant figure out why wont work
didnt make function to actually apply the generated area's too the map array
@_@
il just slide it in too the checker function for ease..
wayy
success
now i can sleep
what is a sleep
my game is broken on other sdks wtf
i have no way of knowing if it is the sdk or my device
How do I get a blueprint (which is game settings) to show in a options planel
so widget inside of a widget
it doesnt show when i play
oh shit
fatal error: 'wchar.h' file not found
could you try "create widget" and then add to viewport with Zorder 1 for the second widget?
inside of the widget?
what are you trying to do exactly?
Basically, my options are in a widget, but i want to add my options to an "options" widget for the main menu
so there is 2 widgets overall
Like this in green is 1 widget, and the background is another. But when I click play the settings dont show up even with z order 1
@pallid compass pretty sure all I did was search for first message.. but
61k message for me
No clue how many pages. On mobile atm
Best one
how do i go to the first one
Guys how should i go about learning C++ in unreal
Go extend the BP Vm
Engine\Source\Developer\BlueprintCompilerCppBackend\Private\BlueprintCompilerCppBackend.h start here
Wot, you've got a better suggestion? 
..
There're good C++ tutorial on Udemy from what I've heard
Not that expensive
From the ground up
Zoid what's your level of experience?
@worn granite Nothingness
k so you can either start by learning UE4 (the BP method), or by learning C++ and then trying to get into UE4 from the C++ side.
That course does the latter
Either way you should learn basic C++ before diving into UE4 C++
Udemy covers basic C++
Any free suggestions other than learning blueprints first
yea
Ah ๐
I've never seen it not on sale
lol
Zoid you can try following one of the 1000s of youtube courses on C++
I personally tend to recommend thenewboston
But I think that one worth 12โฌ
I can't find any good ones they go for like 3 episodes then quit
that udemy one is great
Got like 73 videos
followed up by tom loomans if you want to go further
Yes
Alright, hope you like tuna
?
Speaking of the Udemy Course, I had to skip a large portion of the last section, due to not being able to seperate the gun code from the fp template. They are using an older version and for most of the course it's fine. Actually it was helpful for me, because I was able to remember certain things better because I had to go look it up. Anyway, what I can't seem to find is reliable info on removing the VR stuff and the gun from the 1p template in C++. Everything I find is strictly on the BP.
tom loomans project on udemy is on github and thats the first thing he did iirc is strip out the vr stuff
alot of it is in the player class then you can take out the part in the build.cs really easily too
hey, anyone know of a "OnServerTravel" event i could use?
or any event i could have my gamemode use to know that players have travelled to the new level?
the one on the right compares two floats and returns a bool, greater than 2 etc
one on the left is an animation of some sort?
first of all that's not even valid
There are multiple nodes revolving around GetRelevantAnimation___
And the right-side node is float less than float where less than can be <. I don't remember its internal name
Not sure how you got the node on the left, much less connected the pins
That's an anim blueprint, @hidden heart, @worn granite .
I don't know what to make of that first node on the left. It's clearly referring to something on an animation... but... unclear what? Some kind of scalar?
Indeed @livid haven
I've never seen that node though
its a scalar or the BP (I know its animBP but what else to call it? They're K2 nodes) is bugging out in some way
Does converting simple collision boxes to convex help with performance
any idea how to remove an invalid actor from a level
well an actor with an invalid parent class
okay is it just me or does intellisense cause a lot of problems?
for 1. its having issues with GENERATED_BODY(). 2. It wants UProperty(EditAnywhere) to have a semi colon
does anyone else have issues like this? if so, how do i fix it. i wanna learn the unreal engine but i keep running into all kinds of errors
for example i realized that having visual studio 2015 and visual studio 2017 is a bad idea because first it tries running 2015. Then when i create a class it opens up 2017
then it displays an error because two visual studios are opened with the same file
so i uninstalled 2015
and its better now but i guess intellisense just doesnt like it when im just trying to create a simple class when im just trying to learn about actors
Disable intellisense, and get VAX
And then ask in #cpp
intellisense just can't handle UE4
what is VAX?
Visual Assist
google it
its a great extension
If VAX and VS both claim a feature, VAX's is better than the default VS functionality
alright will do, thanks
Or you can just ignore intellisense and let the compiler tell you if there's an error
Pffft, self control?
Were you using the substance plugin?
No. Just migrated one of the folders from the "StrategyGame" to my current project.
Used UE4's migrate function, there were no messages or YES or NO prompts when they got imported in
project froze for a whole second, now when I try to use a material on anything it's just the WorldGridMaterial-like-thingy
Sure it's not compiling shaders in the background?
No.
Check the task manager to be sure, Unreal doesn't always tell you
No issues
Well honestly it would have been better if it was compiling shaders. Unfortunately, if it's not, and you checked the materials to make sure they're actually empty, well, you need to redo it I guess. Either that or revert in git.
Yep... Gotta revert it now.
sounds awesome
If you use that Class only on the server to manage your pool, then no
But you could just make it a component and use UE4's classes :P
Guys did you have problem capturing with shadowplay? I entered full sreen via Alt+Enter even then it does not start capturing footage
nvm, derp, had function lock
god unreal can be frustrating
ive got these trigger volumes
when you put your hand into them, the motion controller detects the class of the trigger and then changes what to spawn based on that.
but i can't get one of them to work, even though i've literally just copied and pasted the stuff that works and changed the values
If everything is the same, I would look at the changed value itself. Does that spawn if you call it manually?
@worn granite thatโs I got it
@gloomy helm the more simple the collision is the better performance it has.
@fringe olive If this is just a WIP showcase, please move it to #work-in-progress
#ue4-general Is for handling user questions about UE4
Ok, sorry ๐ฆ
Hi, I'm not sure if this is the right channel for this question:
My and my friend have the same project sync up from git hub but we are in different countries. We would like to test the multiplayer of the game playing together from the editor but we don't know how to do that. Any tips? So far I went to the advanced options in the Play menu and disable the single process option. My idea is to set my computer as server and his as client, but i can see no place to indicate the IP, just the port.
@pallid compass Well, it works for 2 simultaneous players in local. Not sure if that answers your question
Im just making sure ur multiplayer is actually setup
U should be able to find some guides online
However u could cheese it and use local 127.0.0.1 and something like hamachi? if ur not comfy opening ports and stuff
@pallid compass I don't have problem opening ports. The thing is i don't know how to tell the client Editor to connect to my server
@pallid compass is that a command to use from the editor after pressing f12?
You want your joining friend to run that
@pallid compass ok, we'll try that. Thanks
hey guys
im having a bit of trouble with this
this is my blueprint for my character
and ive been folowing tutorials after tutorials
basically, i am not at the point for moving backwards and sideways and ive been haivng trouble with it
well, this is an animation blueprint
near the top there is a IsInAir? boolean and it needs to go into 2 set speed
it does not affect movement, but instead plays proper animation for the movement
yea
thats it
though i need to somehow get the isinair to work with 2 set speed
look
animation
I don't see what's wrong with it
velocity vector length is already the correct value
surely you can drag exec pins if you want to override the speed variable
nope
its suosed to strafe aswell
This time You will learn how to set Your first character. Add strafes capabilities and death animation. I also show and explain basics about animation bluepr...
ive been folowing this tutorail for almost an hour
and at 4:49 it shows it
right, so you just reconnect the exec pins(white lines) again
if you use blendspace 2D you no longer need the velocity vector length value
but the strafe goes off
to be fair, that tutorial does it the long way
you can take the velocity, unrotate it with character rotation, plug X to forward, and Y to right speeds
I can't teach you math
don't blindly follow the tutorial, figure out how and why it works
but if you're a beginner, I would suggest sticking with the official tutorials first
woo finally data validation tutorial finished
woah where i can send 3d models ?
Why not?
I need some advice on importing havok's level collision (converted to obj ofc), because it's too complex
And by complex I mean that everything is glued - floor, walls, ceiling, small decorations and it's not even triangulated (not sure by how much tho)
Goal is to cut them into pieces, convert to suitable UCX collisions
No idea
lol
hey guys im searching Tom Looman is here?
3426 guys xD
is a big discord
@brittle tapir hi, can i talk with u ?
Yes i see that
this is the official discord of ue4?
lots of big studio members in here
i dont think it is
just a community of ue4 devs
oh ok
there is epic staff in here though
cuz' i find this discord on forum of ue
i did too along time ago
there is no official discord for UE4
but this is the server to be at if you do UE4 dev
you can dismiss the other groups for that purpose
Hi, do you know why I can't use Events twice? Like I want to make/execute 2 Things on EventBeginPlay
Do you have a screenshot of what is not working or more info on what you are trying to do. You can hook up multiple nodes after any event without issues assuming you allow the nodes to flow from eachother
Thats the problem. Each time I want to make a second line, it deletes the old one..
Search for Sequence node.
But EventBeginPlay doesn't go trough every Pin because its activated only once, does it?
Oh I tested it out and actually it does.. Could anyone explain why?
There is documentation for that purpose : https://docs.unrealengine.com/en-us/Engine/Blueprints
That should explain all the basics of the visual scripting for you to get started
The website also contains several tutorials you can follow to learn stuff. Also check out the launchers Learn tab.
ok thank you
No worries, good luck in there.
๐
hey guys... i am quite new to UE4 , i have created an actor class via C++ with a box collider as the root and an item mesh and sphere collider as a child...when i create or palce the blueprint into my level it seems taht the child components always stay at 0,0,0 worl location
here is a gif
anyone here encountered this issues before?
wait i just restarted the editor and now it si fine
nvm haha
THE MEGAWIDGET https://gyazo.com/8ee503e07c89bbc50d24b8831ce8022c
https://answers.unrealengine.com/storage/temp/6658-launch.png What are those X and + -boxes between launch character and get actor forward/up vector called?
Trying to play online with a friend online. I've routed my external port to my internal port, same number. I've double check that when I launch the game with dedicated server the port is listening.
My friend plays the game and opens the console and then types open [levelname] [ip]:[port] The level re-loads but he is not in my server. What are we doing wrong?
@austere yacht Multiply and Add
Thanks
I'll ask again, really hope that anyone knows solution to this: There is level collision, converted from havok format to .obj. The problem is that all polys are welded, floor and walls aren't separated, so I can't import it as UCX. Complex collision of mesh is wrecked, can't use it either. Reply if you have any ideas.
@unreal spoke Tell him to connect by typing only ip and port, i.e without levelname.
Hey, does anyone have any recommendations for generating semi-random material funcitons on a landscape using a mask? I already have masked out heights and slopes, just looking for a way to procedurally add variation to the grasslands, i.e mud, flowerbeds, etc.
So my friend and me are connected to my dedicated server and I can see the log and no warnings or anything and I can see in the log that my friend's ip is accepted for connection, so he is "connected". However we cannot see each other in the game. It's like we have 2 different rooms. Any way to solve this so we can play together in the same room?
can u make singletons in ue4?
yes
but you shouldn't
you should use GameInstance for that purpose instead now
@copper fable
For gameplay programmers writing C++ code.
they talk about the built in singleton thing but you really shouldn't use your own singleton things either, it's not a good pattern to use
Can someone help me? For some reason sound Occlusion is always on, even when nothing is blocking the sound.
Does anyone else have a problem with doing UNDO in material?
For Me it doesnt work at all
It only shows me an error
UNDO is a thing of pure luck
Even in BP you sometimes just don't have an undo history
^
sometimes I want to undo a cascade thing only for it to undo something in a material or other way around
https://i.gyazo.com/fa6cf2863b30d64dc5e519e86d271044.gif
yo dawg, I made a uv distortion function that allows for a distortion function to distort the uv's in a distortion function that distorts the uv's in a distortion function -error loop detected-
Hi everyone! So, for my first game, I want to make a 3D linear platformer, taking inspiration from Crackdown, Sonic Adventure, and a couple other student games I've seen online like Zineth. It'll be just a few levels, include collectables, running, jumping, and wall running.
Am I in over my head?
I've been learning the UE4 workflow for several months now, so I'm not a complete newbie.
A singleplayer game with simple character movement and some collectable is totally fine
Minus the graphics you can create something like that in a day or so if you are skilled
Wall running might take a bit
Default Character comes with jumping.
Running is a simple change of speed.
Wall running needs some more attention but otherwise it wouldn't be much of a quest for you.
Collectables are simple actors.
So yeah go for it
Hi guys. This is not related to unreal but i still want to ask since i cant find the answer on google. How can i disable all http connections on a windows and only allow https connections. Or is this even possible
Anyone happen to know where I can find the logs from the instance run when hitting Launch in editor?
@regal mulch Thank you for your response! :)
@cloud latch Is it not in the usual location?
@regal mulch well, assuming I've understood the wiki page correctly, it's not, but I'm uncertain. Looking in Saved/Logs under my project directory.
Accidently created the best hiphop album of 2018 ๐ค
4.19
Is there a way to add multiple Material Functions to a single Material?
I want to let the material know when Material Function A , B or C will be activated.
Like switch between A , B ,C
Materials can have index's
indexs?
Indices, yeah.
Wait I dont think I'm thinking about the thing you want..
I have multiple different Material Functions such as Dissolve
I want to be able to switch between
All in one material
Are you trying to set a new material?
real time or in an instance?
Instance
just static switch em
can static switch hold more than 2 ?
no, you'd need to set up a few
lerps
0 = mat function A
1 = mat function B
hmmmm
havent tried the new material layering though, not sure how dynamic you can change that
I'll check with static switches
cant do those dynamically though
hello
I've been intending to learn how to sue Unreal for a while but just now got around to installing it
good luck @white plume ๐
I was thinking of making a simple thing like a driving sim or something for my first project, I already know how to model from using blender for 3 or 4 years so I would think that a simple thing that just makes movement to build off of is a good place to begin
@fierce tulip Thanks It works
I wonder If Its possible to create a logic in BP that will switch whenever It's needed.
you should be able to
Finished downloading
How do I get assets and things like that? Do I need to make them or do I download them and are any of them free?
Hi Everyone,
I am currently working on a Golf Game and having a hard time thinking of a name.
If you are able to contribute please fill out this 1 question form ๐
Thank you!
why is my unreal not doing anything after I press launch?
There are free assets on the marketplace as well as on the learn tab
Hello
there we go
only took like 5 mins
what would be an asset for making landscape and stuff?
Landscape tool?
You have the kite demo, and that's about it. Gotta make your own.
Yep
great
I'll play around with the default ones for a bit before making my own again
I used to have really good nature assets I made myself with fully rigged trees for swaying in the wind and stuff but then my memory stick fell out of my backpack at school and now I only have my rock assets on my new memory stick which aren't very good
hmm, I can't use my foliage assets?
I installed them and put them into my project but there nowhere to be found in my actual foliage editing thing
anyone know how to shorten big numbers? like 1 million into 1M
any chance u know which function is that in blueprints?
Its not an function
oh you just divive it
Theres no "function" that does that, you have to create it yourself
That's if you want it to be in units of 1m
if you're just looking to shorten it as much as possible so you have 999 U or less....
its a bit different
By no means is my solution good lol
you don't see me providing a general solution lmao
well im dealing with huge huge numberrs but only for display
on backend, im just using floats
cause i think the engine has an int limit
if im not mistaken
Yeah damn those int limits
seems a bit counterproductive, why is there a limit to it?
Ok I'll bite, what are you trying to represent?
@mortal grail You say that, as if any data type isn't limited by it's size.
And as if the engine was responsible for the data types of its underlying language being the size they are. ๐ค
ok guys 2 things
firstly
i want to do a bit of ajoke thing with my character where it will play a animation, but when the loop finishes, it freezes at the last pose and wont go abck to being idle and moving like normal
this is my get up
how should i end the loop to make it go back to normal?
also, i finilly figured out how to make the strafe work, but it wont seem to go in reverse
and would sometimes run sideways when walking normally
any ideas
@viral herald Try asking in #animation
k
For your viewing pleasure.
How does someone even let it get that far out of control
Ubergraph
I think people are just trolling Allar at this point
HAHA its just an issue when clicking on a debug thats tied to <none>
loads the blueprint without the meta data
If i close it out and reopen the blueprint, its all normal
any ideas on how i could calculate where the middle of the screen would be through 4 vectors of player locations?
using blueprints
Add them up and then divide by 4
@plush yew
@plush yew sick i'll try it thanks
pine_tree_full_a_fol Lightmap UV are overlapping by 98.7%. Please adjust content - Enable Error Coloring to visualize. - is this something i should worry about ? I get the error when i bake my lighting - the mesh is a foliage tree from a pack from the marketplace
i guess - is it the same a the normal uv ? or a seperate one - i can see i have uv's in one than more channel
yeowch ๐
i can tell its not great ๐
๐
but does it matter ? I paid big bucks for this shit lol
looks like there's a whole island covering it
there is
yeah it really matters if you want to bake your lights
no kidding
80 euroes well spent
the first UV looks like either 1) the textures are used on multiple mesh
- they don't know how to UV properly ๐
what asset pack was it ?
its a highend pack
136 euros...
huh
I'm surprised
but it could be that their models are only used for realtime lighting
do you have access to a 3d modelling software of some sort ? Blender, Max ?
all of them ๐
well if you want to use liightmass and bake your lights, you'll need to export the meshes and at least do an autounwrap on the lightmap channel :p
auto unwrap are fine for lightmaps btw
allright ill try it out ๐
one more thing
InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component
Landscape_1 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs.
theese too - something to worry about ?
but i have no lod on my landscape
hmmm
no clue then ๐ฆ
We're not using landscapes at all here
I have very minimal knowledge of the foliage tool :p
no worries ๐ Ill go ahead and fix those UV's - thanks alot ! Cheers
o7 don't hesitate to ping me if you have another problem ๐
๐
how can i make it so that all the players give their location to the widget, and should i even be using a widget to store the locs?
widget shouldn't store information, only show it
I mean, player character locations are available in gamestate
ok
playerstate array -> foreach -> get owner -> get controller pawn -> get actor location
that's for online games, no idea does it work with splitscreen
@snake#7741 you could do an if-elseif-elseif-else thing in your blueprint
instead of a sequence into ifs
what I mean is put the "false" branch into the next branch node
question, i'm learning how to do things in UE4 after a few years on Unity.
in Unity, i've been working on a first person adventure (i guess walking simulator is the right genre), and in general I'm doing many things in Tweens in code. for example, there's an elevator. my tween sequence opens the doors, moves it to the right floor, opens the doors, etc. what would be the way of doing this in UE4 (either blueprints or code, although it looks like code is harder because C++ has no notion of async coroutines)
or simply this: i have a dummy object placed right infront of the camera that tracks the world position for where an object should move to to simulate "picking up" something and looking at it... just moving that object nicely, do i use lerps in blueprints?
like, holding the object in air infront of the camera?
well, attaching the pickup the camera or pawn is one option, but that's very static approach
adding a physics handle as spring or similar would be one approach
or just raw set actor location/rotation with interpolation
Is there a way to setup dissolve material that won't make disappear?
I want to have a dissolve line and keep the texture
@paper kernel exactly, holding an object. but i disable player look / movement while holding an object, i think its like RE7 or something, you can just rotate the object infront of you, its pretty basic
is there Easing in UE4 blueprints?
there is an ease function
ok cool
@paper kernel Just a short note: That does not work online.
"GetOwner" would return null for other clients.
Why did it mark Vostok
Man Discord is so annyoing
right
@plush yew
