#ue4-general

1 messages ยท Page 222 of 1

quiet harness
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holy shit my dad made bacon gtg

pallid compass
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See how we start at the top

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we go

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Talent

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then Talent.Combat

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then Talent.Combat.Warrior

manic pawn
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yeah

pallid compass
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hierarchy

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Why is this so useful?

manic pawn
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I don't have a deep hierarchy of permissions tho just a list is fine

pallid compass
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Even if it was 3 permission's id still use this

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because its not Fragil

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It can be expanded

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its a fast system

regal mulch
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Well that's one way of using DataTables

pallid compass
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The only way to populate FTag system is like this

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Let me show you guys

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See how we have multi tables?

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You can merge tables

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You can also redirect

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and remap

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and they support fast replication

regal mulch
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You have to provide a DataTable to these?

pallid compass
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Yes

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You can generate them from config files too i believe

regal mulch
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But good thing to cover

pallid compass
manic pawn
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ok, so once I got the list of permissions in here, how would I actually be using it?

pallid compass
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So here is a typical container

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This container Hold's all a player's "Talents"

manic pawn
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... oh

pallid compass
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But these container's can be anything

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What quests have i finished?

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What mobs have i slayed?

manic pawn
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so I'd have one of these for each role?

pallid compass
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What shops have i been too?

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U can track EVERYTHING

worn granite
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Oh that filling from table sounds neat

pallid compass
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Imagine a FName array thats fast and effective

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Honestly if u guys can wait till tomorrow

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il write an article on them

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I keep meaning to do it

worn granite
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Do it

manic pawn
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TSet<FName> is extremely fast to query and probably how that thing is implemented in the first place

pallid compass
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Just to give u an idea of what u can do

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So u can have container's and just FTag's

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which are just a single tag

manic pawn
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yeah I understand what the tag container is for

pallid compass
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But yeah

manic pawn
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not sure where I would be putting it though

pallid compass
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So Permissions tag container

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Permissions
Permissions.Admin
Permissions.NormalUser
Permissions.NormalUser.HiddenAdmin
Permissions.Admin.CanRestartServer
Permissions.Admin.Items
Permissions.Admin.Items.CanSpawn
Permissions.Admin.Items.CanSpawn.DebugItems

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just an example of what you can do

manic pawn
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yes but

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how would I now assign these permissions to a role and then that role to clients

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at this point the tag container is just a fancy TSet<FName>

pallid compass
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U would only assign the tag's default user on char creation

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give ur base player tag a PermissionsContainer

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Everything that has to do with permissions

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U create a flexible Checker function

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and it will just return a Yes or a No on anything u can try and do

manic pawn
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if the players directly have a permissions container, where do the roles come in

pallid compass
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HUD begin play > should we display admin UI? ownerref->PermissionsContainer do we have permissions? yes display admin

manic pawn
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which permissions a role grants, and which role each player has, is supposed to be editable in-game by admin players

pallid compass
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U want people too see other peoples roles right?

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admin's can tap player permissions containers easily

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and u just create your self some data assets

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or tables

manic pawn
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admins need to be able to see all, other players only their own

pallid compass
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Linking what tags do what

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and u can display it

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yeah thats easily done

manic pawn
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though if it's simpler if everyone can see everyone then that works too

pallid compass
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well thats easy

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Say u display roles by name colour for example?

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On updating name

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assign the correct colour depending on permissions

manic pawn
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hmm, but this still gives everyone individual permissions doesn't it

pallid compass
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also apologise i need stop saying easy lmao

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What do u mean by individual permissions

manic pawn
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like

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what has a tag container in your example

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the player?

pallid compass
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Yeah or there gamestate or w/e u want really to hold it

manic pawn
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wat how would the game state work

pallid compass
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not gamestate lmao

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my bad

manic pawn
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ah ok

pallid compass
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u can hold there container anywhere u want

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Ideally on the actual pawn

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or controller i guess

manic pawn
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but then, each player could have different permissions

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ideally the player is only assigned a role, which then has the permissions

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that way updating the permissions for many players is simple

pallid compass
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Thats where your universal function comes in

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for handling

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CanDo

manic pawn
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I guess the roles only matter on the server side and it could mirror the permissions from it to the player for replicating

pallid compass
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Also u can do exact check and check

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U can check say

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Permissions.NormalUser

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and if u really wanted

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u could add on everything they could do after that

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Permissions.NormalUser.Trade

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Permissions.NormalUser.Sell

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Permissions.NormalUser.TalkInGlobal

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Global

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It really depends how u set your "check points" up

manic pawn
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uh

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let me draw something real quick

pallid compass
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I know what you mean, mass editing of permissions

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But really if anything u just assign your helper function with data

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Like so

bitter iris
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Has anyone got the Quality Game Settings on the ue4 market?

manic pawn
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with everything on the right being editable in-game

pallid compass
manic pawn
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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

pallid compass
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well u could do something like

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Give Skills or functions

manic pawn
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or they could decide that for some reason, admins should not be able to build but normal users should

pallid compass
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required Tag's

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so building function requires X tag

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and it checks that Tag requirement from a global container

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We could say ugh

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well u can just do it on the server gamemode

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and have admin's be able to update the containers for things there

manic pawn
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yeah, everything on the right basically only matters to the server

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the clients only care what actual permissions they end up with from the roles

glass yarrow
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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

pallid compass
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basically everything that can a permission for it can check the required permission from server gamemode

manic pawn
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what would the global container do, don't I need a container per player?

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I'm even more confused now lol

pallid compass
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u need both

manic pawn
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then what's the global one for

pallid compass
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everything u need permissions for,

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say BuildFUnction

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has a required tag

manic pawn
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but... I can check whether they have that on the per-client container

pallid compass
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and a input of the players permissions to compare it again

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The BuildFunction would get its required tag from the server gamemode

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say

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PermissionRequiredToBuild

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then admin's can change that tag

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if its normal user

manic pawn
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it could just have its tag hard coded to require FName("PERM_Build")

pallid compass
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or admin user

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can build

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yeah u can have override tag too

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so its like

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Player Tag container ----- Function to do ------ Required Tag for function

spare steeple
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@bitter iris i have that one, anything you want to know about it?

pallid compass
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then because the func gets the info from game mode

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u can easily change it

cinder iron
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db -> gm -> tagging -> cli

manic pawn
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why would the permission it requires to use ever change

pallid compass
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u said u wanted to change it

manic pawn
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I'm only getting more confused lol maybe I have to read more docs on these tags

pallid compass
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I said u wanted to be able to stop people building

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So if u wanted to do that

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then u change the rquirement for building

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u dont change every client's tag';s

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thats mental

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how would u populate ur save db?

manic pawn
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no the admin would edit the role "normal user" and remove the "can build" permission

pallid compass
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u change the func requirement

manic pawn
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this is basically supposed to be a clone of roles in discord

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have u ever used those

pallid compass
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U wann be able to stop one specific person from building?

manic pawn
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not necessarily, unless they for some reason are the only ones with a specific role

pallid compass
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If u want that sort of flexiability

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u would use the system i have said

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plus another player

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BlockingTag's

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Tag's that would block u from doing shit

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so u can override Player permission's tag

cinder iron
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are these checks only done when the server verifies an action?

quiet harness
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wtf

pallid compass
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Yes if u want

quiet harness
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android sdk 19 on my game is so glitchy

pallid compass
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u can sync up

quiet harness
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how did this even happen

pallid compass
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shhh xmanning

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take it to mobile

manic pawn
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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

pallid compass
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so basically zzeb

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the easiest way to change permissions for an action like building

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is to change the required tag for it

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in the server gamemode

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But if u want to stop people individually

cinder iron
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then the server needs to propagate that info for the clients so they know

pallid compass
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U have a second container for blocking

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yeah u just replicate there tag container

cinder iron
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the population is going to be done once, so shouldn't be expensive

pallid compass
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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

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u can fast replicate tag's too

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as bytes

cinder iron
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would be good if you would write about it Halcy, not enough info available to be honest, it's an interesting approach

pallid compass
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Yeah il start it tomorrow

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U have to really think out side the box so too say

cinder iron
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thanks !

pallid compass
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to make these effective af

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like

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you want

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Tag Permission's

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Tag Permission Blocked

cinder iron
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no, deffo is a curious usage of the gameplay tags

pallid compass
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and shit like

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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

manic pawn
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wat

pallid compass
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Sorry haha

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My point is

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you can make your system's very flexible

manic pawn
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so these tag containers, I can put them in arbitrary UObjects right

cinder iron
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a good way to organise data around

pallid compass
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u can put them anywhere

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its just a struct

manic pawn
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ok

pallid compass
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I use them for everything honestly

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if ur using int's for any sort of data reference

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then ur building ur system wrong

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(too some degree)

worn granite
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I'm using ints for a thing

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FITE ME

cinder iron
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well, stances are not incorrect

pallid compass
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il tag u too death

cinder iron
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it is just another approach lol

pallid compass
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great thing about tag's is

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they dont break

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and u can override

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and redirect decrypt ones

cinder iron
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they dont break lol

pallid compass
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Well

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if you have a item data base or something

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and u ref them by index

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if u remove one u can shatter ur whole setup

cinder iron
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aye XD

pallid compass
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"You want your system to blend but not break"

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bend*

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jesus

cinder iron
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but usually you would avoid that kind of cases

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blend works aswell haha

pallid compass
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yeah ofc

worn granite
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No, I want my system to blend

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If I can't get juice out of it, its pointless

silver crown
cinder iron
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anyways throw at me that article as soon as you have it, I'm defo interested

pallid compass
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Yeah i will do, ngl i love tag's

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use em for everything

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im actually gonna ugh

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Intergrate them in too Validation checking

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Get validation check to check tag's and depending on tag's depends what rules it validate assets by

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So i can change validation rules outside of having to edit every c++ class

cinder iron
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I failed making a meme. Don't say anything pls.

pallid compass
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U could also use them to expand ugh validation feedback or state's of things

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like i guess u could do something like

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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

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and then u can see easily for example

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instead of the validation feed back of Valid or not Valid

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thats assuming it would actually save the state of the tag in the editor, im not 100% sure about that one

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but yeah there great and u can get creative af

manic pawn
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isn't logging errors to console good enough to give feedback from the validation

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lol

pallid compass
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u wann go through 10k log entries?

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or u wann check that non valid item and see what's wrong with it right away

cinder iron
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I would say that abusing is.... let's say as worse as not using them

pallid compass
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wann click*

manic pawn
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well you probably don't have 10k errors :D

pallid compass
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How fast can u generate errors?

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very fast

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i have like

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2k icon's in this mobile project

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hooked in too Data assets

manic pawn
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but it would be unlikely for them to all fail validation right

pallid compass
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imagine me searching through all them log's to define out what is specifically wrong with a broken item

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Depends on your rules

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If i change something then yeah

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Validation system is awesome but the feedback is shit

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"im valid or not valid"

manic pawn
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it has an out array for collecting errors

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doesn't it do anything with it?

pallid compass
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does it o_O

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oh that

manic pawn
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dunno, I haven't used it yet

pallid compass
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it just prints it on the front

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like this

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1 sec validating few undred items

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for example

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Thats all u get

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no data validation, im valid or im not valid

manic pawn
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and clicking them does nothing?

pallid compass
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there the only return for the enum

manic pawn
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oh wait

pallid compass
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Does nothing

manic pawn
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lol what is the point of printing "there is no validation"

pallid compass
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idk its annoying

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it also prints is valid too

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lmao

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system needs work

manic pawn
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ok this interface is crap

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it would be much better if it printed out the error messages from objects that return invalid

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and double clicking that opened the object in question

pallid compass
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im sure they will polish it up

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i can confirm for the past hour

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i have written

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0 char's

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for my algorithm

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#FeelsBad

manic pawn
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well

pallid compass
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now its 12 at night

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oops

manic pawn
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at least you haven't deleted parts of it either

pallid compass
#

true

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SINNER

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UNITY SINNER

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"BURN THEM AT THE STAKE!"

silver crown
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...

pallid compass
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can u imagine if we where all actually like that tho

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jesus

gray basin
pallid compass
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omfg

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hahah

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@cinder iron @worn granite

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i cant even

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he did it

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jesus

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i thought u had left

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U went on a question to "prove us wrong"

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omg

cinder iron
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๐Ÿ™„

worn granite
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bruh.

cinder iron
#

"aprils fools"?

worn granite
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@gray basin i do not care.

pallid compass
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i am not gonna lie i laughed hard

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The fact that he got that guys skype

worn granite
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I didn't

manic pawn
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am I the only one who has no clue what this is about

gray basin
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I was asking him why he was trying to profit from the gamme

pallid compass
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Hes indirectly profiting from it

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still grounds for C&D

cinder iron
#

greyholes are not as greyholes as you might think -_-

gray basin
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been speaking with him and friends for years \

pallid compass
#

spookie

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years u say

gray basin
#

ya

pallid compass
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well you must be right and we must be wrong

worn granite
#

glad to be wrong!

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I'll sit over here and be wrong about fan games

pallid compass
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same

worn granite
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now convince me rev-share is worth my time?

gray basin
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I am not a part of that fan game

pallid compass
#

we need a community funded lawyer i swear to god

worn granite
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Go see if you can scoop it from EA, I hear they pissed of Disney

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@pallid compass /u/VideoGameAttorney ?

pallid compass
#

omg lmao

cinder iron
#

ay... it really hurts to be ignored when this happened to you

pallid compass
cinder iron
#

but w/e I might be allucinating and we didn't get C&D

manic pawn
#

did you know that that window actually copies a stack trace in your clipboard

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I found out today

pallid compass
#

OH SHIT

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thats fab

manic pawn
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when I accidentally pasted it :D

silver crown
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wut

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Really

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That's awesome

pallid compass
#

i think i just null ptr'd

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ops

cinder iron
#

er... ue stack or windows error?

manic pawn
#

the same trace you'd get written to the output log

cinder iron
#

oh, interesting

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and handy

manic pawn
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yeah

cinder iron
#

the amount of things one doesn't know....

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this discord is being great so far

manic pawn
#

there really needs to be a place for collecting all these random things you will never know until you accidentally trigger them

pallid compass
#

i was a potato before i came here honestly

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i couldnt even cast when i came here like 3 years ago

cinder iron
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tbh I don't remember when I joined

pallid compass
#

u can check

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i cant remember how lmao

cinder iron
#

let's see if I find out

manic pawn
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you can?

cinder iron
#

iirc there are bots that let you know that info

pallid compass
#

yeah ugh

cinder iron
#

but not something I'm seeing here on overall settings

pallid compass
#

u do a search

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or something

manic pawn
#

bots having access to info you can't see in the ui is infuriating

cinder iron
#

the history is limited tho

manic pawn
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I don't think it is

pallid compass
#

@safe rose u round if so can u remember how u check ur join date

cinder iron
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or was it on slacke, I don't rmember

manic pawn
#

it I search for myself I see all 4123 messages

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in this server

silver crown
#

๐Ÿค”

manic pawn
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๐Ÿค”

silver crown
#

That's a lot

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Well nvm

pallid compass
#

ye LOL

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oh fuck 30k

fierce tulip
pallid compass
#

WHAT THE FUQ

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LOL

manic pawn
#

but considering there are 2282759 messages in this server in total

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that's not that much relatively

pallid compass
#

oh lous thats nice, how expensive is that?

fierce tulip
#

in unlit 43/31

pallid compass
#

dam thats nice

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texture res?

fierce tulip
#

less if I disable some other options

pallid compass
#

like a cheap noise kinda

fierce tulip
#

can be whatever hehe

manic pawn
#

what is it doing, blending between the 3 channels?

pallid compass
#

it looks multi layer tho, which is nice

cinder iron
pallid compass
#

how did u find that lmao

manic pawn
#

how'd you find the oldest one

silver crown
#

Hue shift is using HSV I think?

cinder iron
#

looked for a date

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and went to the last page

fierce tulip
#

@manic pawn sinceits hueshifting its technically swapping the channels

cinder iron
#

just 4 pages from the date I picked

fierce tulip
#

so its going from R to G to B

worn granite
#

is that your very first message?

cinder iron
#

yes, first first one here

fierce tulip
#

my first is probably whining about discord :p

pallid compass
#

furthest i can find is

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2016

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but i joined 2015 im sure of it

cinder iron
#

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

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I am so smart XD ๐Ÿคฆ

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but I don't regret any single moment I've spent here

fierce tulip
worn granite
#

Hey some of us could probably help with that ya kno

cinder iron
#

aye sure of course some of you could, but I was assuming this discord was entirely about ue4 and discord

pallid compass
#

lmao

fierce tulip
pallid compass
#

oh fuck i like that

cinder iron
#

by the way luos, that looks sexy af

pallid compass
#

asset store 2$ effect confirmed

fierce tulip
#

lol

pallid compass
#

anyone got an example of using an enum on switch to output something? instead of my spamming ElseIf

silver crown
#

Found it!

fierce tulip
#

lol

pallid compass
#

omfg

#

hahah

fierce tulip
#

sweet

silver crown
urban meadow
#

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

pallid compass
#

isent paragon content locked to the engine or some crap?

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i remember someone saying something maybe

fierce tulip
#

@urban meadow some paragon stuff seems to be locked out of exporting

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even some of the noise textures are locked

urban meadow
#

only 2 characters so far, shinbi and countess, i've exported everythign else

cinder iron
#

some people claim they were imported incorrectly

silver crown
#

No

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New 4.19 thing

cinder iron
#

i don't think it's the case

silver crown
#

Package flag

pallid compass
#

package flag? ๐Ÿ˜ฎ

silver crown
#

UPackage flag

manic pawn
#

couldn't you just... turn that off

silver crown
#

Yeah

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You can do a plugin to remove it

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ยฏ_(ใƒ„)_/ยฏ

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I guess it was only to make people happy

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As it's not assets from Epic

manic pawn
#

guess they can't protect anything when all the code is accessible

silver crown
#

Yes

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Even without the code actually

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At least for textures

pallid compass
#

i mean u could prob pull paragon assets from the game ur self if u wanted

manic pawn
#

hm but then you'd only get the compressed garbage instead of the source data

urban meadow
#

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

worn granite
#

@pallid compass what do you mean? Show me what you currently have?

manic pawn
#

unless they have the source data excluded anyways

urban meadow
manic pawn
#

that is one big sword

pallid compass
#

nothing haha, i was just wondering if there was a better way then Spamming if(thing)
{
do thing
}else if x10

manic pawn
#
switch(EnumValue)
{
case ESomething::Blah1: ... break;
case ESomething::Blah2: ... break;
case ESomething::Blah3: ... break;
}

?

pallid compass
#

ah gotcha sweet lmao

silver crown
#
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);
    }```
pallid compass
#

wtf is that jesus

manic pawn
#

wait

#

what's happening there

silver crown
#

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

frosty bloom
#

Now that's a switch statement you don't see everyday

pallid compass
#

we have summed Erik with the power of unusual c++

#

summoned*

#

my god im tired

frosty bloom
#

Hahahaha

#

We lured him in

silver crown
#

And you're still not using the Up arrow

#

Is that so difficult?

manic pawn
#

how does this switch work with the do statement only being in the first case

pallid compass
#

oh thats pretty cool

silver crown
#

case are just jumps

#

ยฏ_(ใƒ„)_/ยฏ

pallid compass
#

black magic*

manic pawn
#

interesting

pallid compass
#

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

manic pawn
#

what is a sleep

quiet harness
#

my game is broken on other sdks wtf

#

i have no way of knowing if it is the sdk or my device

bitter iris
#

How do I get a blueprint (which is game settings) to show in a options planel

#

so widget inside of a widget

quiet harness
#

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?

bitter iris
#

inside of the widget?

quiet harness
#

what are you trying to do exactly?

bitter iris
#

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

safe rose
#

@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

silver crown
#

That's a nice first message

safe rose
#

Best one

quiet harness
#

how do i go to the first one

silver crown
#

Nice one too

distant gull
#

Guys how should i go about learning C++ in unreal

worn granite
#

Go extend the BP Vm

#

Engine\Source\Developer\BlueprintCompilerCppBackend\Private\BlueprintCompilerCppBackend.h start here

silver crown
#

๐Ÿ˜‚

#

wtf

worn granite
#

Wot, you've got a better suggestion? kappa

silver crown
#

I would write my own engine

#

To understand the design choices

distant gull
#

..

silver crown
#

There're good C++ tutorial on Udemy from what I've heard

#

Not that expensive

#

From the ground up

worn granite
#

Zoid what's your level of experience?

distant gull
#

@worn granite Nothingness

grim sinew
worn granite
#

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++

silver crown
#

Udemy covers basic C++

distant gull
#

Any free suggestions other than learning blueprints first

silver crown
#

Is it always discounted?

worn granite
#

yea

silver crown
#

Ah ๐Ÿ˜ƒ

worn granite
#

I've never seen it not on sale

grim sinew
#

It's on sale 24/7

#

Just varying degrees of sale. I've never seen it below 80% off

silver crown
#

lol

worn granite
#

Zoid you can try following one of the 1000s of youtube courses on C++

#

I personally tend to recommend thenewboston

silver crown
#

But I think that one worth 12โ‚ฌ

distant gull
#

I can't find any good ones they go for like 3 episodes then quit

worn granite
#

Try thenewboston?

#

Tell bucky I sent ya

hidden heart
#

that udemy one is great

worn granite
#

Got like 73 videos

hidden heart
#

followed up by tom loomans if you want to go further

worn granite
#

The man has like 25+ programming playlists

#

@distant gull find it?

distant gull
#

Yes

worn granite
#

Alright, hope you like tuna

distant gull
#

?

wet spire
#

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.

hidden heart
#

tom loomans project on udemy is on github and thats the first thing he did iirc is strip out the vr stuff

hidden heart
#

alot of it is in the player class then you can take out the part in the build.cs really easily too

storm venture
#

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?

viral herald
#

what are the name of these 2 nodes?

hidden heart
#

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?

worn granite
#

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

hidden heart
#

yeah what

#

u haven urself a giggle there mate

#

blueprint youre drunk go home

livid haven
#

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?

worn granite
#

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

gloomy helm
#

Does converting simple collision boxes to convex help with performance

patent siren
#

any idea how to remove an invalid actor from a level

#

well an actor with an invalid parent class

desert bronze
#

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

worn granite
#

Disable intellisense, and get VAX

#

intellisense just can't handle UE4

desert bronze
#

what is VAX?

worn granite
#

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

desert bronze
#

alright will do, thanks

grim sinew
#

Or you can just ignore intellisense and let the compiler tell you if there's an error

worn granite
#

Pffft, self control?

leaden garnet
#

wtf, unreal just broke all my materials

#

all my input textures have gone missing

grim sinew
#

Were you using the substance plugin?

leaden garnet
#

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

grim sinew
#

Sure it's not compiling shaders in the background?

leaden garnet
#

No.

grim sinew
#

Check the task manager to be sure, Unreal doesn't always tell you

leaden garnet
#

No issues

grim sinew
#

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.

leaden garnet
#

Yep... Gotta revert it now.

leaden garnet
#

sounds awesome

regal mulch
#

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

leaden onyx
#

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

narrow pasture
#

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

zenith flower
#

If everything is the same, I would look at the changed value itself. Does that spawn if you call it manually?

viral herald
#

@worn granite thatโ€™s I got it

thorny cipher
#

@gloomy helm the more simple the collision is the better performance it has.

regal mulch
#

@fringe olive If this is just a WIP showcase, please move it to #work-in-progress

fringe olive
#

Ok, sorry ๐Ÿ˜ฆ

unreal spoke
#

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
#

Morning

#

@unreal spoke u have replication setup for 1 right?

unreal spoke
#

@pallid compass Well, it works for 2 simultaneous players in local. Not sure if that answers your question

pallid compass
#

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

unreal spoke
#

@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
#

open level ip:ports

#

is basically how simple it is

#

too some degree

unreal spoke
#

@pallid compass is that a command to use from the editor after pressing f12?

pallid compass
#

You want your joining friend to run that

unreal spoke
#

@pallid compass ok, we'll try that. Thanks

viral herald
#

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

paper kernel
#

well, this is an animation blueprint

viral herald
#

near the top there is a IsInAir? boolean and it needs to go into 2 set speed

paper kernel
#

it does not affect movement, but instead plays proper animation for the movement

viral herald
#

yea

#

thats it

#

though i need to somehow get the isinair to work with 2 set speed

#

look

paper kernel
#

animation

viral herald
#

or would it be better in animation chat?

paper kernel
#

I don't see what's wrong with it

viral herald
#

it wont walk right

#

the strafe doesnt work

paper kernel
#

velocity vector length is already the correct value

viral herald
#

but look

#

one sec

paper kernel
#

surely you can drag exec pins if you want to override the speed variable

viral herald
#

?

#

as how

paper kernel
#

yes, it works as it is set up

#

nothing wrong with it

viral herald
#

nope

#

its suosed to strafe aswell

#

ive been folowing this tutorail for almost an hour

#

and at 4:49 it shows it

paper kernel
#

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

viral herald
#

but the strafe goes off

paper kernel
#

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

viral herald
#

uhh can you do a small example?

#

still dont get it

paper kernel
#

I can't teach you math

viral herald
#

And the profile picture fits with it

#

K will try to figure it out on my own

paper kernel
#

don't blindly follow the tutorial, figure out how and why it works

viral herald
#

I just asked as Iโ€™m stil new XD so some things I donโ€™t really understand

#

Ok

paper kernel
#

but if you're a beginner, I would suggest sticking with the official tutorials first

pallid compass
#

woo finally data validation tutorial finished

unreal shore
#

woah where i can send 3d models ?

night wigeon
#

Why not?

viral herald
#

?

#

What do you mean send?

night wigeon
#

I need some advice on importing havok's level collision (converted to obj ofc), because it's too complex

viral herald
#

Like I do

#

Drag and drop

night wigeon
#

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

viral herald
#

No idea

night wigeon
#

Too bad

#

Because I wasted whole weekend on this thing

viral herald
#

lol

faint sphinx
#

hey guys im searching Tom Looman is here?

patent siren
#

maybe

#

TomLooman#6066 may be him

faint sphinx
#

3426 guys xD

patent siren
#

is a big discord

faint sphinx
#

@brittle tapir hi, can i talk with u ?

#

Yes i see that

#

this is the official discord of ue4?

patent siren
#

lots of big studio members in here

#

i dont think it is

#

just a community of ue4 devs

faint sphinx
#

oh ok

patent siren
#

there is epic staff in here though

faint sphinx
#

cuz' i find this discord on forum of ue

patent siren
#

i did too along time ago

faint sphinx
#

nice

#

he is away, maybe soon i can talk with him

cursive dirge
#

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

rapid ridge
#

Hi, do you know why I can't use Events twice? Like I want to make/execute 2 Things on EventBeginPlay

grim ore
#

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

rapid ridge
#

Thats the problem. Each time I want to make a second line, it deletes the old one..

frosty bloom
#

Search for Sequence node.

rapid ridge
#

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?

frosty bloom
#

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.

rapid ridge
#

ok thank you

frosty bloom
#

No worries, good luck in there.
๐Ÿ˜ƒ

copper fable
#

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

cinder iron
austere yacht
unreal spoke
#

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?

grim ore
#

@austere yacht Multiply and Add

austere yacht
#

Thanks

night wigeon
#

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.

mint umbra
#

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.

unreal spoke
#

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?

copper fable
#

can u make singletons in ue4?

cursive dirge
#

yes

#

but you shouldn't

#

you should use GameInstance for that purpose instead now

#

@copper fable

#

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

queen arch
#

Can someone help me? For some reason sound Occlusion is always on, even when nothing is blocking the sound.

fossil ore
#

Does anyone else have a problem with doing UNDO in material?

#

For Me it doesnt work at all

#

It only shows me an error

pallid compass
#

UNDO?

#

u on 4.19?

regal mulch
#

UNDO is a thing of pure luck

#

Even in BP you sometimes just don't have an undo history

fierce tulip
#

^

#

sometimes I want to undo a cascade thing only for it to undo something in a material or other way around

slow orbit
#

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.

regal mulch
#

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

boreal meteor
#

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

cloud latch
#

Anyone happen to know where I can find the logs from the instance run when hitting Launch in editor?

slow orbit
#

@regal mulch Thank you for your response! :)

regal mulch
#

@cloud latch Is it not in the usual location?

cloud latch
#

@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.

gleaming lotus
fossil ore
#

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

gleaming lotus
#

Materials can have index's

fossil ore
#

indexs?

gleaming lotus
#

Indices, yeah.

fossil ore
#

indices

#

verts , vertices

gleaming lotus
#

Wait I dont think I'm thinking about the thing you want..

fossil ore
#

I have multiple different Material Functions such as Dissolve

#

I want to be able to switch between

#

All in one material

gleaming lotus
#

Are you trying to set a new material?

fierce tulip
#

real time or in an instance?

fossil ore
#

Instance

fierce tulip
#

just static switch em

fossil ore
#

can static switch hold more than 2 ?

fierce tulip
#

no, you'd need to set up a few

fossil ore
#

Few Static Switches

#

ok, is there a way to do it Real time?

fierce tulip
#

lerps

fossil ore
#

Material Functions... with lerps?

#

Is it even doable?

fierce tulip
#

0 = mat function A
1 = mat function B

fossil ore
#

hmmmm

fierce tulip
#

havent tried the new material layering though, not sure how dynamic you can change that

fossil ore
#

I'll check with static switches

fierce tulip
#

cant do those dynamically though

pallid compass
#

it works but its expensive af

#

lots of layers & switches

#

not so good

white plume
#

hello

#

I've been intending to learn how to sue Unreal for a while but just now got around to installing it

fierce tulip
#

good luck @white plume ๐Ÿ˜ƒ

white plume
#

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

fossil ore
#

@fierce tulip Thanks It works

#

I wonder If Its possible to create a logic in BP that will switch whenever It's needed.

fierce tulip
#

you should be able to

white plume
#

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?

raven gust
#

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 ๐Ÿ˜ƒ
Thank you!

https://goo.gl/szAzTZ

white plume
#

why is my unreal not doing anything after I press launch?

grim ore
#

There are free assets on the marketplace as well as on the learn tab

upbeat eagle
#

Hello

white plume
#

there we go

#

only took like 5 mins

#

what would be an asset for making landscape and stuff?

river gazelle
#

Landscape tool?

white plume
#

ah

#

is there any good free foliage packs?

#

I can't find any when I search for them

grim sinew
#

You have the kite demo, and that's about it. Gotta make your own.

white plume
#

ah the starter kits

#

I can import them from blender right?

grim sinew
#

Yep

white plume
#

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

white plume
#

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

mortal grail
#

anyone know how to shorten big numbers? like 1 million into 1M

weary basalt
#

@mortal grail if(Num>=1000000) { NumText = (Num/1000000).ToString() + "M"; }

#

lol

mortal grail
#

any chance u know which function is that in blueprints?

weary basalt
#

Its not an function

mortal grail
#

oh you just divive it

weary basalt
#

Theres no "function" that does that, you have to create it yourself

mortal grail
#

divide*

#

thanks, got it

worn granite
#

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

weary basalt
#

By no means is my solution good lol

worn granite
#

you don't see me providing a general solution lmao

mortal grail
#

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

weary basalt
#

Yeah damn those int limits

mortal grail
#

seems a bit counterproductive, why is there a limit to it?

gray dragon
#

Ok I'll bite, what are you trying to represent?

livid haven
#

@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. ๐Ÿค”

viral herald
#

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

weary basalt
viral herald
#

k

languid mica
grim sinew
#

How does someone even let it get that far out of control

weary basalt
#

Ubergraph

grim sinew
#

I think people are just trolling Allar at this point

viral herald
#

i am lost for words man

#

what were you even making @languid mica ?

languid mica
#

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

plush yew
#

any ideas on how i could calculate where the middle of the screen would be through 4 vectors of player locations?

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using blueprints

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Add them up and then divide by 4

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@plush yew

plush yew
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@plush yew sick i'll try it thanks

gaunt raptor
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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

languid shard
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@gaunt raptor 98.7% is a fucklot

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can you show us your lightmap UV ?

gaunt raptor
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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

languid shard
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nope, its supposed to be in the UV1 or UV2

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by default UE4 generates one at import

gaunt raptor
languid shard
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yeowch ๐Ÿ˜‚

gaunt raptor
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i can tell its not great ๐Ÿ˜›

languid shard
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๐Ÿ˜„

gaunt raptor
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but does it matter ? I paid big bucks for this shit lol

languid shard
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looks like there's a whole island covering it

gaunt raptor
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there is

languid shard
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yeah it really matters if you want to bake your lights

gaunt raptor
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its the messiest uv of all times

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fuck me

languid shard
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no kidding

gaunt raptor
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80 euroes well spent

languid shard
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the first UV looks like either 1) the textures are used on multiple mesh

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  1. they don't know how to UV properly ๐Ÿ˜‚
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what asset pack was it ?

gaunt raptor
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its a highend pack

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136 euros...

languid shard
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huh

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I'm surprised

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but it could be that their models are only used for realtime lighting

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do you have access to a 3d modelling software of some sort ? Blender, Max ?

gaunt raptor
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all of them ๐Ÿ˜ƒ

languid shard
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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

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auto unwrap are fine for lightmaps btw

gaunt raptor
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allright ill try it out ๐Ÿ˜ƒ

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one more thing

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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.

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theese too - something to worry about ?

languid shard
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hmm

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looks like you'll risk some weird lightmap differences when LODs kicks in

gaunt raptor
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but i have no lod on my landscape

languid shard
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hmmm

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no clue then ๐Ÿ˜ฆ

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We're not using landscapes at all here

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I have very minimal knowledge of the foliage tool :p

gaunt raptor
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no worries ๐Ÿ˜ƒ Ill go ahead and fix those UV's - thanks alot ! Cheers

languid shard
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o7 don't hesitate to ping me if you have another problem ๐Ÿ˜ƒ

gaunt raptor
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๐Ÿ‘Œ

plush yew
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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?

paper kernel
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widget shouldn't store information, only show it

plush yew
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ok

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would i put it in the game instance?

paper kernel
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I mean, player character locations are available in gamestate

plush yew
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ok

paper kernel
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playerstate array -> foreach -> get owner -> get controller pawn -> get actor location

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that's for online games, no idea does it work with splitscreen

plush yew
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ok nice thanks so much

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working amazing ๐Ÿ˜„

wispy vault
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@snake#7741 you could do an if-elseif-elseif-else thing in your blueprint

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instead of a sequence into ifs

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what I mean is put the "false" branch into the next branch node

zealous depot
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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?

paper kernel
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like, holding the object in air infront of the camera?

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well, attaching the pickup the camera or pawn is one option, but that's very static approach

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adding a physics handle as spring or similar would be one approach

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or just raw set actor location/rotation with interpolation

fossil ore
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Is there a way to setup dissolve material that won't make disappear?

I want to have a dissolve line and keep the texture

zealous depot
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@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

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is there Easing in UE4 blueprints?

paper kernel
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there is an ease function

zealous depot
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ok cool

regal mulch
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@paper kernel Just a short note: That does not work online.
"GetOwner" would return null for other clients.

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Why did it mark Vostok

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Man Discord is so annyoing

paper kernel
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right

regal mulch
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@plush yew