#ue4-general

1 messages ยท Page 231 of 1

vale jasper
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does anyone know how to resolve my problem?

green yarrow
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is this a channel for help with ue4 ?

vale jasper
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yea

frosty copper
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the entire server is. ๐Ÿ˜›

plush yew
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anyone on here thats knows anything about blender if so i need help exporting

random sapphire
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what seems to be the problem?

vale jasper
pallid compass
#

ur spookin me

little hollow
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Why does the engine done that?
Ive build the lighting and boom. This never happend before.
Is it becouse that Ive merge the whole city as one object?

fallen plaza
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Hello everyone I have a project that Iโ€™m working on and I need some help please.

plush yew
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oh boy...

silver crown
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RIP

frank escarp
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@plush yew mate you computer from 2005

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or old intel integrated?

fallen plaza
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Hello everyone I have a project that Iโ€™m working on and I need some help please.

plush yew
#

Titan X, actually

frank escarp
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you have wrong drives then

plush yew
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it worked fine an hour ago

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๐Ÿค”

silver crown
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@Zeonova Kazama#3391 What kind of help?

fallen plaza
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@silver crown Well the game that Iโ€™m trying to work on is like God of War but different but the game plays more like Journey.

silver crown
plush yew
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phew, works

vale jasper
fallen plaza
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Well I need help getting game started I know I guess Iโ€™m in the wrong chat.

silver crown
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Have you followed tutorials?

grim ore
#

@vale jasper man you have asked that so many times. It's a preview mesh is why. It's literally in the name.

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You need to attach it at runtime or design time using a blueprint or you need to fix it in your DCC program.

vale jasper
#

can u link a tut?

grim ore
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No

vale jasper
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๐Ÿ˜ญ

quasi lake
#

Is there anyone familiar with Advanced Locomotion System V2?

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I cant find where he makes foot ik into the character bp

paper kernel
#

afaik it's not even required to use character bp for foot IK

velvet latch
#

Has anyone ever had any problems with the editor getting stuck loading after updating your UE version?

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Sorry if this is the wrong place to ask.

paper kernel
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check the log, see what's the last thing it tries to load

velvet latch
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Oh smart

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Gimme a sec

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[2018.04.28-17.11.15:609][ 0]LightingResults: New page: Lighting Build [2018.04.28-17.11.18:853][ 0]LogStaticMesh: Building static mesh ScotsPine_01...

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Is it trying to rebuild the lightning on the fly?

paper kernel
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apparently..?

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I guess you just wait for it to complete

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might take a while

velvet latch
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I'll let it sit for like an hour or so and see what happens.

paper kernel
#

10 minutes should be enough

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that, or the ScotsPine_01 asset

velvet latch
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I checked the log a few times since it got stuck at 94%, it's working. Slowly but surely ๐Ÿ˜ƒ

quasi lake
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I got it

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It has nothing to do with character bp

modern kite
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@plush yew i know how to fix it i think

plush yew
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thanks m8, I fixed it

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driver was downloaded but not installed

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it was my bad

modern kite
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@plush yew had the same issue last day i got crazy cause nothing openend then i searched for bugs and then i discovered that all gtx 1060 graphic cards that just downloaded the specific driver are dead and it could only be fixed with the previous driver lol

prisma bloom
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.

jaunty tinsel
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hey does anyone know why in a larger map when i use my ADS system, after each fire the arms position changes, this doesnt happen on a small map

velvet latch
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Does anyone know if URichTextBlock has been deprecated or something? I updated from 4.15 .0 to 4.19.1 and now when I use it it doesn't format the text but seems to behave just like a normal UTextBlock. I'm using it in C++ btw, not any form of blueprints.

heavy yew
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are there any large limitations of using blueprints over c++?

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i cant get C++ to work on unreal, so im kinda forced to use blueprints.

velvet latch
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Blueprints are great and they have little overhead as far as I know.

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The main problem you could possibly run into is not finding a blueprint function that suits your need sometimes.

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What's the problem you're having with setting up C++?

worthy fox
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How can I make a Skeletal Mesh use lighting from baked lightmaps?

cloud cobalt
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Not sure you can.

worthy fox
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When using stationary lights the lighting on the skeletal mesh looks super strange.. it receives lighting, but it doesn't look right.. so I figured I'll just bake all lights as static since I don't really need stationary lights or movable lights in the level I'm creating

heavy yew
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@velvet latch When i try to create a C++ project, it creates spits out an error and doesent launch unreal, the menu shows that the project has been created and its in the files of unreal, but when i try to launch it it spits out that same error, let me go check what exactly the error is.

plush yew
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@velvet latch that's why I use C++ to expose stuff to BP ๐Ÿ˜ƒ

cloud cobalt
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Build in VS to understand why something doesn't build.

velvet latch
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Just using blueprints in the first place has a slight overhead though, but yeah that's the best compromise.

plush yew
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it's honestly just easier to follow

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sometimes at 3 AM I don't have the necessary focus to browse through code

velvet latch
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Basically, if you have some heavy computing to do it's best to do it in C++ and spit out the result to blueprints.

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I know what you mean. Blueprints make people much more efficient.

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If you're a coding god though Slate is best for performance ๐Ÿ˜›

heavy yew
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The project could not be compiled. Would you like to open it in Visual Studio? I understand this is a common error, but the solution i allways see is that i dont have all the stuff in visual studio installed that unreal needs, however in this case i do.

velvet latch
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Open it up in MSVC then and try to compile it and see what it says.

heavy yew
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(also clicking open in visual studio says Could not edit the code editing IDE. then something about the sln file not being found)

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MSVC?

velvet latch
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Visual studio

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Try opening the .sln file manually. It should be in your project's root folder.

heavy yew
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weird.... there is no .sln file here

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its just the normal (or atleast i assume normal) folders and a .uproject file

worthy fox
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I just solved the baked lighting on Skeletal Meshes... In World Settings I changed Volume Lighting Method to VLM Sparse Lighting Volume and set Volume Light Sample Placement to 0.4 and Static Lighting Scale to 0.4 and now my Skeletal Meshes receive lighting from the lightmap.. Don't know how good this is on performance, but it works.. at least for now

heavy yew
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I guess that explains why it cant find the sln, because i guess it failed to create one

velvet latch
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Well there's your problem, no .sln file ๐Ÿ˜…

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Right click your .uproject file and try to generate visual studio files

heavy yew
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ok, i did it and it didnt make an sln

velvet latch
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Hmm.... Weird.

flat plinth
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Did you install the prerequisite sdks?

heavy yew
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yes, i have all the sdks

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thats the main reason im confused about this error

heavy yew
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wait, is there anything i have to do in MSVC before i create the project?

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or is it supposed to set up everything for me?

flat plinth
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Which version of VS do have? 2015? 2017?

heavy yew
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2017

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well, i have both

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but i use 2017

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does unreal only use 2015?

flat plinth
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I remember having to set up my work computer for UE4 and I had to download like two different versions of the Windows 8.1 SDK before the builds worked. My home computer has both 2015 and 2017, but I think when installing 2017, there's an option at add like an Unreal Engine installation package that handles everything in regards to the prerequisites.

heavy yew
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i have all the windows 8.1 SDKs installed...

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also i dont even using windows 8.1

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Should i just try reinstalling unreal / VS?

cloud cobalt
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Open the .sln file in VS

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And build

flat plinth
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The issue he has is that the .sln isn't being generated.

cloud cobalt
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@heavy yew What happens when you right click the uproject and hit "Generate project files" ?

mortal gale
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Just use GCC.

silver crown
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Why not clang?

mortal gale
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Yeah, that too, UE4 actually doesn't like gcc.

heavy yew
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@cloud cobalt Wdym?

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you mean Generate VS project files?

mortal gale
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SO LLVM Clang could work.

heavy yew
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if so, it goes through the loading thing, then it just closes and doesent create any files

velvet latch
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I feel like the best way to develop in UE is with Visual Studio because of the integration.

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Maybe you could try cloning your project and see if that will fix the problem.

heavy yew
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wdym cloning?

velvet latch
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If you go into your library in the UE launcher you can clone your project by right clicking it. Basically making a copy of it.

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With a bit of luck it might reconfigure anything that's off as it would be by default.

heavy yew
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ok, gonna try that

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ok... so something different happened

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The following modules are missing or build wiht a different engine version.

velvet latch
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Sorry I'm stumped.

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Do you have a lot of progress on your project or can you try making a new one?

heavy yew
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no, it does this whenever i try creating a project

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i dont have any C++ projects

velvet latch
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Oh I see. Well, I'm sorry I couldn't help you.

fossil ore
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Does anyone know If there is a faster way to copy group of paramteres?

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Like, for example I want to transfer informations from one camera to another

hot hare
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Will there be another UT Patch coming?

heavy yew
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im just going to reinstall both unreal and vs and see if that works

uncut pebble
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hello. Someone know how to change the number representation for have on screen : 1000 or 1 000 instead of 1,000

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there are a setting or rรฉgional parameter ?

winged crypt
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anyone here ever upgrade their Steam SDK with the binary version of the engine?

honest rune
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@heavy yew If its not generating the .sln project files its an issue with the windows 8.1 sdk. Depends on it for project generation

delicate trout
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@heavy yew If you right click your .uproject file and open it with a text editor, what does it say there?

dark sparrow
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anyone have recommendations for a game development laptop?

silver crown
dark sparrow
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hmm, not a fan of the curved monitor

silver crown
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But dual 1080 Ti!

oak tulip
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Its not a 1080 ti

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Its a 1080 in sli

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Anyway its pretty much sold out.

dapper quest
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Anyone looking to buy a high end workstation mobile

dark sparrow
worldly axle
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That's good enough, you want at least 16gb of ram as well. I still wouldn't recommend a laptop unless you really need the portability, nothing beats a desktop with duel/triple display setup for development. A single 1080p screen doesn't cut it.

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you could always plug in another monitor into the laptop, it's just a bit janky

dark sparrow
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i will be living out of my car soon so i need the portability

heavy yew
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so, after reinstalling MCVS AND Unreal, when i create a new CPP project it still spits out an error, but this time its a different error. An error accurred while trying to generate project files.

mortal gale
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I don't need MSVC.

silver crown
mortal gale
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Building UE4 right now.

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no Micro$oft bullshit required.

worn granite
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that's cool

mortal gale
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I don't like how It's only using 10 out of my 16 threads though. lmao

brave lark
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anyone here use rama's victory plugin?

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I'm having issues setting team ID's

coarse wigeon
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Cool stuff @silver crown - Might need to buy the pro version soon

plush yew
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@silver crown who made that

silver crown
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Me

plush yew
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lookin good man

silver crown
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Thanks ๐Ÿ˜ƒ

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There's a free version if you want

plush yew
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You wanna give me a license

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:^)

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do u have trials

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like a 30 day trial

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or something

silver crown
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No

plush yew
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Just to play around with it

silver crown
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But the free version is really complete

plush yew
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yeah?

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Question I have is what you plan to do with it

silver crown
plush yew
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Are you planning on making a Unity version?

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because I might know someone

silver crown
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That's doable in the free vesion

plush yew
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who would be interested

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but he uses unity

silver crown
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Yeah lot of folks use Unity

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Porting it would be too much of a pain though

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And an eventual port wouldn't meet my quality standards

plush yew
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That sucks

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@silver crown Are u the one i was talking to about voxel farm

silver crown
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Yes

plush yew
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voxel farm has some nice features

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if they actually work

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lol

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u might wanna think about getting some of their features into yours

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:P

silver crown
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I have nice features too

plush yew
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i know

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i saw it

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its not bad

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what i like about voxel farm (in theory) is the ability to generate worlds based on biomes

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and i think it even lets u spawn in prefabs

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and such

silver crown
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That's an area that I want to improve

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Adding nodes to my graph system

plush yew
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yeah?

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u got a video on it

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i'd like to check it out

silver crown
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The graph system?

plush yew
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yeah

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not sure what that means

silver crown
plush yew
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]@silver crown ok can u explain to me why someone as skilled as u

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doesnt have a discord profile picture

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You have been on here for a long time man

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get a profile pic

silver crown
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lol

plush yew
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i cant make any of that

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at least not currently

silver crown
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?

plush yew
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voxel stuff

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i just dont understand it

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the maths and stuff

silver crown
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Yeah it's an issue

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That's why I want to add higher level nodes

plush yew
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.well no i wasnt saying it was an issue on your part

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im just saying i dont have the skill to do what u did there

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you made a pretty great tool

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to create voxel worlds

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i was just saying i dont have the skill to do that yet

silver crown
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Well it's the case for lots of people

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That's why I want to add macros

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That way you can use high level functions, and look inside them to learn

plush yew
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yeah

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So like how does "multiplayer" work out

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are u just using the unreal rpc's

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to set the data

silver crown
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No, it's a custom socket

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RPCs are too slow

night tide
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anyone use cinema 4d for unreal? if so, do you know if there is something you have to set up for the units of measurement?

plush yew
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@silver crown Oh I see

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How long did you spend on it?

silver crown
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A lot

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But I was beginning with UE and C++

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So I learned a lot too

plush yew
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Well like a few years I'm assuming?

silver crown
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Ah no started in August

plush yew
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o_O

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that's some good progress then

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lol

silver crown
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I guess ๐Ÿ™ƒ

plush yew
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Im curious

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Do you have plans to add in procedural spawning

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of objects and such

silver crown
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Like underground ore?

plush yew
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Or the ability to set specific locations to have specific shader materials on specific areas (like biomes)

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well i mean just in general

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spawning small prefabs of objects

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in a procedural way

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i dont actually know what im talking about here

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so please forgive me

silver crown
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I kinda already have that

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For the voxel actors (trees)

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I want to rewrite it though

plush yew
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i see

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You know what else is missing in the ue4 community

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Something like GAIA (this is a unity asset)

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Really good asset

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but not for voxel stuff

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just regular terrrain tool

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have u seen it?

silver crown
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Yeah planning to do something like that at some point too

plush yew
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its definitely something that should be created

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im surprised no one has already

silver crown
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Kinda limited by the time though

plush yew
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yeah?

silver crown
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Yeah

plush yew
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what do you mean

silver crown
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I mean I'm not working on that full time at all

grim juniper
plush yew
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ohhh

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So I was looking at your video "in editor edits"

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you thinking about adding custom stamps?

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like based on a texture that a user picks

silver crown
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Like meshes ?

plush yew
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oh no

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this

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this part

silver crown
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Well voxel, so 3d stamps

plush yew
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instead of just projection, box, and sphere

silver crown
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= meshes

plush yew
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yeah

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is that something ur thinking about?

silver crown
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Yes

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I started working on that editor thing yesterday

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Pretty minimal for now

plush yew
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the only thing that i dislike about voxel stuff is that its very hard to include it as a core feature in a game

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in my opinion

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like

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do you know what i mean?

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Obviously minecraft is purely voxel based

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but just being able to dig holes and stuff is very fun on its own

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but doesnt really help add to a story driven game for example

silver crown
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Indeed

plush yew
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its like

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really fun tho

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if u know what i mean

silver crown
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Yep

plush yew
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because u can make like

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really crazy shit

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i might think about buying ur plugin

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ill test it tho

silver crown
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^ crazy shit

plush yew
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yeah

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have you tested performance

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something which i would worry about is like

silver crown
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ofc

plush yew
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what if u have 100 people

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all editing shit

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at the same time

silver crown
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Ah

plush yew
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Any hitching?

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i feel like there could be a problem there

silver crown
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I don't have 100 people

plush yew
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True

silver crown
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So kinda hard to test

plush yew
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the best u could do is perhaps make some sort of test case

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where like

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u have 100 actions queued up

winged crypt
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not sure where to post this, do you guys know if there's a way to adjust the default pose of a skeletal mesh's skeleton? I want them in T-pose but setting a 'new pose' in the skeleton viewer doesn't actually change it for every mesh using the skeleton ๐Ÿ™„

plush yew
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but its still not very condusive

silver crown
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Yep

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The way I'm going with this is waiting for user requests

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If someone wants to have 100 players, I'll try to make it work

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But there's lot of more important stuff to do before that

plush yew
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well yeah

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im just saying this is something i wish i did

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so my game can only handle basically 20 people

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i wanted 50 though

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but didnt even get close

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because i didnt do proper testing procedures

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which i didnt even learn until recently

silver crown
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Anyway gtg

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If you're interested you can join the server

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Link in the video description

plush yew
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cya man

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good luck

silver crown
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๐Ÿ™ƒ

grim juniper
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Does anyone know how to activate the new Cinematic DoF? I'm using the latest source from the promoted branch and I can't find it anywhere.

plush yew
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Can I make mesh in Unreal Editor or should I use special 3d-editor?

grim sinew
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No. Use another program.

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Unreal, as of right now, is terrible for making meshes from scratch.

brazen bobcat
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so uh i have a mesh and i wanna replicate it a few times in a specified direction
i can do it in houdini and use a digital asset
but im pretty sure there should be a way to do it in unreal
btw im very very new to unreal

plush yew
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Hey, is there any "code based" 3d-editor?

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I'm sick of blender and 3dmax

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I need just create points grouped in one mesh\

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position of points I wanna set myself with text, not with mouse cursor

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How to make actor smootly disapear?

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Do I need create animation for it?

fair violet
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@plush yew Houdini with VEX

plush yew
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hah

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UE4 not so powerful?

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Simply change the opacity of the material

fair violet
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Iโ€™m talking about a code based 3D editor which Houdini and VEX kind of is

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To make an actor smoothly disappear you would need a translucent material and change the opacity over time

honest vale
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@plush yew disappear how?

plush yew
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Simply

honest vale
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you could scale them down to zero scale

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you could use dithered masked materials

plush yew
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Vanishing

honest vale
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you can't really use translucent materials since they don't have depth

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so you use masked and use dithered alpha masking

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and ramp it to 1

plush yew
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how averything hard

honest vale
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it's not

plush yew
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So, I need to create special material with "alpha parameter"?

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I dunno how to use material parameters from BP

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Should I create new material every tick or just change parameter of already existing?

fair violet
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You can use a material parameter collection if you want a quick and easy way to do it

plush yew
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Or do I need some sort of "update material binding" for it?

fair violet
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Then just set the collection parameter at a fixed rate

plush yew
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I added scalar parameter for opacity

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What next?

honest vale
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have you followed any docs or tutorials on the topic?

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that's a fairly well documented area of the engine

plush yew
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Well, I'll search again

fair violet
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If you want to do it with a normal parameter, then you have to create a dynamic material instance on begin play and set a reference to it, then at a fixed interval decrement the opacity using the Set Scalar Parameter node

plush yew
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because at first sight I didn't find what i need

fair violet
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As @honest vale said itโ€™s probably best not to use translucent so youโ€™ll need to properly hook up the opacity in the shader before you decrement it

honest vale
queen thunder
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not sure where I can post this, but I cant build lighting,

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Swarm agent tells me this

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09:41:16: [Connection] Detected new local connection from same process ID as an existing one, closing the old one
09:41:16: [CloseConnection] Closing connection 4606042D using handle 4606042D
09:41:16: [CloseConnection] Connection confirmed for disconnection 4606042D
09:41:16: [CloseConnection] Closing orphaned Job ()
09:41:16: [CloseConnection] Connection disconnected 4606042D
09:41:16: [GetMessage] Safely returning to 4606042D with no message
09:41:16: [Interface:TryOpenConnection] Local connection established
09:41:16: [Interface:OpenJob] Error: The service cannot be started, either because it is disabled or because it has no enabled devices associated with it. (Exception from HRESULT: 0x80070422)
09:41:16: [MaintainConnections] Local connection has closed (4606042D)
09:41:16: [MaintainConnections] Removed connection 4606042D

fair violet
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@queen thunder are you building from source?

plush yew
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YES

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IT WORKS. thnx

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Dunno how

queen thunder
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no, straight from launcher, and opened a basic starter map to try

fair violet
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Hmmm not sure in that case, sorry!

plush yew
#

Not obvious that dyn.material is binded to oeriginal one.

queen thunder
#

the only thing I can think of has to do with this line

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[Interface:OpenJob] Error: The service cannot be started, either because it is disabled or because it has no enabled devices associated with it. (Exception from HRESULT: 0x80070422)

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when i check swarm agent it doesnt have a machine allocated to it, dont know how to set it

pearl sparrow
#

hey guys, do UE4 projects have a problem with being synced on dropbox?

grim sinew
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yes

pearl sparrow
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I've been working on both my laptop and PC using dropbox but now one of my levels crashes the editor ๐Ÿ˜ฆ

grim sinew
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Or rather, dropbox has a problem with Unreal, not the other way around. Dropbox doesn't like it when files change rapidly or get locked off mid sync

pearl sparrow
#

hmm thanks for the info

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wierdly I can load the level if I play the game in a new window and use console commands

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so I'm not sure how to fix the issue

grim sinew
#

You stop using dropbox.

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It's just how it works, it'll always get confused when hundreds of files are getting changed around

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Or you just close dropbox when you're working and re-open it when you're done

pearl sparrow
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I mean how to recover my level

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it's fucked ๐Ÿ˜„

grim sinew
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You go into Unreal's automated backups and pray.

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PROJECTNAME/Saved/Backup

exotic tangle
#

Hi folks, I hope you might be able to help me out - I am new to UE4 and I am learning - following few tutorials - I am currently learning about painting the textures and such on the level and something I don't understand is - for some reason the even viewer is not loading everything

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and I don't understand why

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it work if I go in from character perspective

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actually - that has stopped also now....

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any ideas why?

plush yew
#

So any idea why its so complicated to get a bone rotation in blueprint?

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im actually having a hell of a time with animation blueprints, i have industry standard animations, these work with root motion and at the end of the animation they will 'snap back'

#

basically its a turn animation (there's tuns more later) I'm trying to get the body to turn 90 degrees when the player looks 60 degrees to the left or right, I'll play the appropriate animation, however Unreal does not allow at all in any way shape or form I've tried to bend it to my will all day

#

but every time i hit a brick wall

#

so we have two graphs in an animation blueprint, and a fairly standard state machine setup we can optionally use. However there seems to be no way to communicate "back out", as in I can't send things between graphs, so we see here...

#

I've tried messing with the engine source, and the only solution I've gotten to work so far is to make a second exe that runs alongside the game and injects the events into the compiled game, I can package this into a launcher but it seems a hacky solution to a problem that shouldn't exist

#

in state machine we're even more limited, i can onlu pull in variables, no way to use notify the same and no way to get

exotic tangle
#

i figured out somewhat - its simply not loading the textures

#

no idea why

plush yew
#

damnit why does epic do stuff differently from standard

#

we use our own skeleton and stuff, root motion normally 'snaps back' to 0, 0, 0 as is industry standard at the start of the animation

#

I just asked on the IRQ "Unreal Engine doesn't support many industry standard animation practices, if you want turning motion you'll either need to make some big source changes or forget having a proper idle turning system, ever notice PUBG how they have no turning, same problem, what you are trying to achieve is not currently possible through traditional means, animations can't be 'got' or played from normal blueprints easily and bone translations you can just forget it outside of the animation blueprint

#

i guess we're not having a turning system then, shame because we have a tun of root motion animations as well, professionally designed by another studio no one else has them we've had them for years unused (from other projects, features that didn't make it etc.). absolutely gutted

paper kernel
#

from what I understood, orientations are basically replaced with blendspaces

#

for getting bone translation, add socket and get socket transformation

vale osprey
#

@plush yew you can get bone transform using CopyBone in animation graph, or add a custom node using c+++

worthy fox
#

How do I visualize bounding boxes for my meshes in my level? I have a problem with OC and I want to adjust the bounding box for some of the meshes...

#

HZBO didn't do the job...

urban meadow
#

@plush yew there is a hacky way to get bone rotation in bp, you can have a poseable mesh component, set same mesh for each, set its master mesh to your skeletal mesh, then you can get bone transform information from that component

white urchin
#

map retexture and animation

#

i cant find any good ones

tribal pebble
#

guys , does anyone know why this is so blurry , Bloom , Blur , Camera Focus , everything is deactivated , yet ...

white urchin
#

aired

tribal pebble
#

its for a friend of mine who's trying to animate in UE4 ,but he's got this issue anyone knows the way ?

white urchin
#

probably has something to do with the video card

#

@tribal pebble

tribal pebble
#

@plush yew can i give his contact in private? since i dunno how to invite people to this discord

white urchin
#

right click him and click "invite to server*

#

under "direct messages"

glossy flame
#

This server has invites disabled.

white urchin
#

ah

tribal pebble
#

oke thx i hope he's gonna come quick

simple pebble
#

im in need of just a little help regarding spawn actor of class. (last bit of my inventory system im making

sudden agate
#

@exotic tangle make sure your texture sampler count in your Landscape material does not exceed 16.
If it does, make sure that the Texture Sample Nodes in your Material use Sampler Source: Shared Wrap

exotic tangle
#

Hi Raildex could you advise how do I check that please?

#

just launching it back up to check

#

ok in Engine, if u could advice where do I check that - it be great

fair creek
#

uhh is there learning resources in any of the channels or pinned anywhere?

sudden agate
#

@exotic tangle go into your material and check the Texture Sample nodes

simple pebble
#

im trying to get and integer into an array get component which then transfers into and actor spawn of class. the array contains 2 classes of actors

#

i dont mind screensharing if you could help me out

exotic tangle
sudden agate
#

change it

exotic tangle
#

to what you have?

sudden agate
#

yes

exotic tangle
#

kk

sudden agate
#

advice: do this for every texture sample node in the future. You only have advantages from it ๐Ÿ˜‰

exotic tangle
#

ok

#

can you explain what the difference is

sudden agate
#

Think of a Shared Sampler as some kind of Texture Atlas. Whenever a texture is set to use a Shared Sampler, it is all "packed" into a single texture internally.
It reduces the overall Texture Sampler Count

#

it is not default because it would break legacy materials according to epic.

exotic tangle
#

Hey it seems to be working ๐Ÿ˜ƒ

#

Ty Rail ๐Ÿ˜ƒ

#

it was a minor thing, but very annoying thing

#

Cheers!

#

does any quality suffer for using Shared sampler?

tribal pebble
#

He don't wanna come , anyone knows why the video is all blurry?

#

its made in Sequencer with the Black Camera , with no Blur yet it looks like that

sudden agate
#

@exotic tangle No Quality loss ๐Ÿ˜„

exotic tangle
#

Thanks mate, really appreciate it ๐Ÿ˜ƒ

tribal pebble
heavy yew
#

Anyone know of any guides for Unreal as someone who doesent know much of anything about C++?

#

I know a bit of C# but im mostly used to Lua (As i have some experience modding GMod.)

wicked kettle
#

Hey guys! Is any1 here have a good video series about how to set up a full locomotion system in ue4? Or any1 can help here? I got all the animations just need to put it together, willing to pay!

keen birch
#

@wicked kettle I think you'll need to be a little bit more descriptive than that if you want proper suggestions

#

You want the animation-stuff for a humanoid to be set up nicely? Or also the entire character controller?

wicked kettle
#

I got the rigged humanoid with all the animations, and I need help to set it up properly in the engine

keen birch
#

But do you mean movement and that sort of thing by 'setting up'? Because that can mean pretty much anything

wicked kettle
#

I need it to put together the movement exactly

#

in ue4

#

So importing the animations to ue4 with the rigged human, setting the movement together / binded for the right key etc ( sprint = shift / walk = W / turning animations etc )

keen birch
#

Well, I mean, you could pay someone for that, or you could look at e.g. the first-/third-person controller starter project

#

And more or less replicate that

wicked kettle
#

Yeah, hopefully some1 with good experience in it will write ๐Ÿ˜„

keen birch
#

I do have experience with that stuff, but I think you'd be able to figure it out yourself as well!

wicked kettle
#

I just cant find a proper video setting it up with all the animations I have

keen birch
#

I haven't really looked at any of these

#

But once you get the idea of blend spaces and animation blueprints you can just click it all together in the same fashion

wicked kettle
#

yeah thanks, im checking these

latent moth
#

All, how can you set a physical material on a spline?

cursive dirge
#

spline isn't physics object

#

so, you can't

#

or do you mean spline mesh?

latent moth
#

i mean i want to trace a spline to understand what ground is my character walking on

#

the spline has a water mesh

#

but collision is not triggered.

cursive dirge
#

if you want to trace against spline mesh, make sure you spline mesh is using complex as simple for it's collision

latent moth
#

if i add a bounding box around the mesh then collision is triggered BUT then the character walks on water

cursive dirge
#

and that spline mesh itself is not simulating physics

latent moth
#

โ€œcomplex as simpleโ€?

cursive dirge
latent moth
#

i am familiar with that

#

the issue is that i cannot set the collision channel of a spline

cursive dirge
#

if you are familiar with that, why do you have issues with player walking on water?

#

you can literally filter the char so it doesn't walk on top of the surface

latent moth
#

itโ€™s either on or off

cursive dirge
#

anyway

latent moth
#

ok but where do i set it is my question

cursive dirge
#

complex as simple uses the spline mesh polygons as collision

#

it's expensive if your mesh is high poly

#

so use it with care

latent moth
#

i donโ€™t see the settings on the spline, nor on the mesh, nor on the material of the mesh

cursive dirge
#

it should be settable for the spline mesh

#

don't bother looking elsewhere

latent moth
#

i donโ€™t see where unfortunately

#

you can set the mesh on the components of the spline

#

collision on/off

#

and thatโ€™s that

#

btw thanks for helping out

cursive dirge
#

hmmm

#

wonder if you had to set that in the mesh you use for spline mesh then

#

it's been few years since I've done these

#

but it's definitely a thing

latent moth
#

the mesh is a static mesh

cursive dirge
#

otherwise you couldn't even make spline mesh roads as things would just fall through

latent moth
#

so you canโ€™t set collision settings there either

cursive dirge
#

sure you can

#

it's a setting in the mesh editor itself

latent moth
#

only if you drop it in the world

#

or if you add it to a bp

cursive dirge
#

that's just image I saw on google image search

#

new mesh editor should still have that

#

you see the Use Complex As Simple thing in the details panel there?

latent moth
#

i donโ€™t have it ๐Ÿ˜

cursive dirge
#

it's not on by default

#

you have to swap to it

#

you should have Collision Complexity setting there

latent moth
#

this is what I have

#

AH FUCK

#

it's in details

#

now i need to understand how to not make it walk on water

#

I do need a bounding box on the mesh, right?

cursive dirge
#

it should have one by default

latent moth
#

even with this, the character walks on water

#

no it didn't have any box on default, i've added one

#

(yes i tried with simple as complex, and also NO COLLISION)... they still collide

latent moth
#

this is beyond my understanding.

#

all is set to ignore how come a pawn collides with it.

cursive dirge
#

character itself isn't a physics simulated object

#

there could be some setting there but I wouldn't personally know about it, have barely touched CMC (character movement component)

#

technically, it's using those queries so your overrides should have an effect

latent moth
#

i donโ€™t get it ๐Ÿ˜ฆ

simple pebble
#

I have an integer with numbers 0-8, I also have a variable actor class with 0-8 actors in. How would I get integer 4 and to select variable 4 to put into a spawn actor of class

#

Anyone @here able to help sorry to be a pain.

grim ore
#

any more details on what you are trying to do? it seems like you could divide by 2 if you are trying to get the mid number?

fierce tulip
simple pebble
#

So there's the integer which is actually the I'd for items in game such as rocks sticks etc. The actor is the static mesh with descriptions on. What in trying to do is if rock (id:3) is clicked it will find the corrisponding actor class and put it into spawn actor of class

hot ledge
#

How can I do touchscreen gestures or just buttons in c++

#

Please @me

grim ore
#

@simple pebble you can use a select or switch on int node to do that

#

an alternate way might be to have the item you click on hold what should be spawned and return that back when you click on it

simple pebble
#

Switch on integer?

grim ore
#

yes

#

but if your using blueprints it's literally called "Switch on Int"

#

if you are just passing along an object tho the select node is probably easier to use

simple pebble
#

I haven't used either yet I'll give it a shot

grim ore
#

with the select you feed in your integer on the index, then feed in each class on the left or select them from the drop down in the select node. Then feed the return value out into your spawn actor from class node. If you crate the Select node and plug the output into the Spawn Actor node (class pin) the Select node will automatically change to have Class as the input types and you can just go from there.

simple pebble
#

That's perfect.

#

Thanks bud

winged crypt
#

Are we allowed to use any assets from the 'Learn' tab projects (for example the 'fog' asset in ShooterGame) in our own projects?

fierce tulip
#

yuz

obsidian nimbus
#

everything but the unreal logo i think ๐Ÿ˜›

winged crypt
#

unreal > unity ggwp

fierce tulip
#

unless permission :p

winged crypt
#

I think in commercial releases we have to include the Unreal logo, it's mandatory

fierce tulip
#

even then need to get permission afaik

winged crypt
#

Yeah you needa sign stuff

obsidian nimbus
#

should prolly read up on that B4 release ๐Ÿ˜›

winged crypt
#

Yeah ๐Ÿ˜‚ I did a while back, I forget

#

I saw somewhere the Paragon assets giveaway said "$100 million in Paragon assets", that can't be real .. $100 million?

simple pebble
#

No you don't need anything to publish. But you have to confess if you earn over so much a year because then you need to pay them a percentage

winged crypt
#

Yeah it's 5% on anything over $3k per quarter

obsidian nimbus
#

wasnt it 12 mil?

fierce tulip
#

12m

winged crypt
#

That's more believable

simple pebble
#

Which for most indie Devs is not bad

obsidian nimbus
#

and more to come i believe

#

no idea how they calculated that amount tho

winged crypt
#

it's definitely not money spent on developing the assets by paying their staff

fierce tulip
#

decent estimate of wages and software costs hehe

winged crypt
#

^

obsidian nimbus
#

lot of it is outsourced so that should be acurate

#

the facerig was bought for 50$ or something so thats 1 part of it

winged crypt
#

maybe even the potential to generate revenue through a game that uses them, being AAA-quality? Kind of how start-ups can get high evaluations with low revenue

worldly axle
#

I'd say 12 mill is reasonably accurate depending on the team size * averageyearlysalary * years of development

#
  • all the extras
boreal sierra
#

anyone have a suggestion on a good course to make a 3d platformer?

buoyant echo
#

That moment when you have a 1080 and still get this issue every now and then.. ๐Ÿค”

#

Ty epic games launcher, my graphics card is simply not powerful enough to run you! ๐Ÿ˜‚

ionic oxide
#

this is odd

buoyant echo
#

I just restarted PC for it to work again. Really don't understand why it keeps happening. ยฏ_(ใƒ„)_/ยฏ

#

(Brand new GPU, too.)

ionic oxide
#

Reinstall the drivers

buoyant echo
#

I did ๐Ÿ˜ฆ

ionic oxide
#

use DDU to remove

buoyant echo
#

Yep

#

I tried a regular reinstall/fix and then I tried full restore on PC as well as DDU.

#

ยฏ_(ใƒ„)_/ยฏ

ionic oxide
#

could be a problem with the card itself

#

from fabric

buoyant echo
#

In the time I've had it, nothing else has given me issues.

#

But you're right, it could be.

#

Might just be a small hitch on Epic Launcher's side maybe, too?

ionic oxide
#

if possible, try testing with another gpu

#

an older or from a friend

#

I still believe that this problem has to do with the gpu

buoyant echo
#

Yeah, not discarding it, but hard to believe that nothing else gives me such an issue.

#

shrugs Thanks for the help, btw.

thorn ravine
#

Hello ๐Ÿ˜ƒ

ionic oxide
#

Hi

scenic aspen
#

Have a question that I don't know where to post. Basically, I have 2 maps: A and B.

When I open map A, I can see map B (umap) in the content browser.

When I switch to map B, I cannot find map A in the content browser at all! Even though the umap file exists in the Windows explorer (file browser).

#

Map B is a duplicate of map A.

lament sand
#

has anyone used the fight game select character?

crisp fable
#

hey does anyone know if you can use rift touch controllers without the headset?

#

i mean i have the headset, but i just want to use the controllers with a monitor

#

the answer is yes

lament sand
#

@crisp fable you used it?

#

Blueprint Runtime Error: Accessed None trying to read property CallFunc_GetStreamingLevel_ReturnValue from function: 'ExecuteUbergraph_Widget_FightGame_Menu' from node: Set bShouldBeVisible in graph: EventGraph in object: Widget_FightGame_Menu with description: Accessed None trying to read property CallFunc_GetStreamingLevel_ReturnValue

crisp fable
#

yeah i just tested it

#

you need the headset plugged in

#

and you can just play it in non-vr mode and the hands work and stuff

#

wow they have 40gb ethernet now

#

I NEEDS IT

#

@lament sand it means get streaming level is null

lament sand
#

???

crisp fable
#

that blueprint error

lament sand
#

ok an blueprint error so somewhere I got to go there and fix it?

#

hmm, so it's saying it's error isn't showing the level then?

regal mulch
#

AccessedNone, just check what that error is

#

It's one of the most common errors

#

You will find hundred and thousands of threads and answerhub questions

#

You are trying to "GetStreamingLevel", and that returns a nullptr

#

nullptr simply means "empty" or "nothing"

#

And if you access that, EVEN THOUGH it's a nullptr, you get the AccessedNone error

#

So your "GetStreamingLevel" node fails to find the StreaminLevel you specified

crisp fable
#

yeah

#

run it through an IsValid

#

apparently 4.19.2 is out, but my launcher says otherwise

woeful oar
#

New to Unreal here,
Are Player Controllers gotten by UGameplayStatics::GetPlayerController(GetWorld(), i) on the server, supposed to be all owned by the server? I thought one was owned by the server and the rest by clients.

crisp fable
#

thats right, client owns their own playercontroller

narrow pasture
#

alright, my game is crashing every time i try to load a level and there isn't really a reason why and im not getting an error

kindred mountain
#

run it with the debugger attached

woeful oar
#

If the client owns their own, then all the Player Controllers are not supposed to be showing up as all server owned on the server?

#

if (UGameplayStatics::GetPlayerController(GetWorld(), 1)->Role == ROLE_Authority)
if (UGameplayStatics::GetPlayerController(GetWorld(), 1)->HasAuthority())
Are all showing as True for all Player Controllers on the server. Is this something I messed up or is it just how Unreal is?

#

Ignore that their's a 1 there for that, I loop through them all.

narrow pasture
#

the problem is that it loads the level, but crashes in the process, adding a breakpoint doesnt help

plush yew
#

Guys please

#

when I use Exclusive nativization in 4.19 and package and then stat the game, it crashes and I get this kind of error on multiple classes
-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/GameModes/BP_Deathmatch 6 Export_StartIO /Game/GameModes/BP_Deathmatch/BP_Deathmatch_C/ExecuteUbergraph_BP_Deathmatch/
[2018.04.29-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/GameModes/BP_Deathmatch 6 Export_Serialize /Game/GameModes/BP_Deathmatch/BP_Deathmatch_C/ExecuteUbergraph_BP_Deathmatch/
[2018.04.29-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/GameModes/BP_Deathmatch 2 Export_StartIO /Game/GameModes/BP_Deathmatch/BP_Deathmatch_C/
[2018.04.29-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/GameModes/BP_Deathmatch 2 Export_Serialize /Game/GameModes/BP_Deathmatch/BP_Deathmatch_C/
[2018.04.29-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/GameModes/BP_Deathmatch 3 Export_Create /Game/GameModes/BP_Deathmatch/Default__BP_Deathmatch_C/
[2018.04.29-16.55.41:991][ 0]LogStreaming: Error: Cycle Node /Game/FMapInfo -5 Import_Create /Game/GameModes/BP_Deathmatch/Default__BP_Deathmatch_C/

#

Cycle Node

#

But what does it mean?

#

When I use Inclusive nativization, it works but it only nativizes Parent classes

#

child classes of created Parent classes do not get nativized

#

But when I use exclusive nativization I get these errors even on the classes that get nativized using Inclusive method

gaunt raptor
#

is there a way to only bake light on a small portion of my map ? I just want to tweak some small parts and i dont wonna wait 16 hours baking the entire map

cloud cobalt
#

Unfortunately not

#

Light baking sucks a lot in UE4, hasn't been updated in a while

gaunt raptor
#

shit - is there a way to exclude the foliage from baking or something like that ? Its my foliage that gives me huuuuuuuge baking times. or how would i go about lighting the scene ? Its a cave scene and its really light inside my cave unless i do a bake

wary wave
#

we have partial light bakes in our environments using streaming levels

#

not sure how it works because I didn't do it, but it is using default UE4 functionality

gaunt raptor
#

i already had a look at that - but its too close to deadline to do something like that ๐Ÿ˜› What about turning off static shadows on my foliage - and then using a single lightmass on the small area i want to test ?

queen arch
#

can someone help me find the angle between 2 vectors starting at the same point?

woeful oar
#

Are Player Controllers gotten by UGameplayStatics::GetPlayerController(GetWorld(), i) on the server, supposed to be all owned by the server? I thought one was owned by the server and the rest by clients.

viral herald
#

hey guys

#

is there a way to adjust the amount unreal uses of a video?

plush yew
#

hey quick question, im doing a 2nd contract for someone, and have a custom branch of UE4 I've had to compile, it works and its all loaded and compiled shaders etc however when i try to fly around I get MASSIVE stutters with minor CPU spiking

#

these lag spikes can last a few seconds, anything i might have missed

viral herald
#

like this

queen arch
#

Thank you @cursive dirge

cursive dirge
#

np

fierce tulip
#

ahh monday, I feel good, i feel energized, and the neck/arm injury isnt obstructing me.. lets work!

opens clients project after downloading latest
"updated from 4.16 to 4.19"
"these plugins are not available on 4.19"
"these dll's need to be rebuild"
"error rebuilding crap"
"error with visual studio, need update patch"
"cannot find update patch"

Ahh monday, I feel annoyed, I feel frustrated, updates are obstructing me, f**k it.

plush yew
#

time to complain about things on the internet!

fierce tulip
#

hell yes

ember dove
#

that sounds about right with my project, Luos. Hopefully the plugins are updated since I've waited so long to upgrade the engine.

fierce tulip
#

"your account is not known with visual..."

ember dove
#

This Monday seems great so far for you.

#

Jesus I need more sleep

crisp fable
#

anyone know why GetVelocity would be returning 0 in a pawns tick function?

#

(yes its moving0

#

)

#

oh it only returns if it has a movement component or is using physics

#

thats somewhat... silly

paper kernel
#

any component that is simulating physics should be able to return component velocity

#

actor velocity however, only works when movement component is present

#

(since it doesn't inherit anything that could simulate by default)

queen arch
#

thing works perfectly with "find look at rotation" when the object is stationary. But when it rotates left and right, the angle doesn't update

#

0 degrees is still the original front of the camera, no matter how it rotates

high wolf
#

Hey guys, I'm creating an outline post processing material, in the SceneTexture node I can't find Clamp UVs. Where is it?

latent moth
#

All... I've been on this for 2 days and any help would be appreciated... Does anyone know how to make a trace by channel to a river spline work, in a way that the character does not WALK on water? i want to know that the character is in the river for sound effects, but they still should not FLOAT on the damn thing ๐Ÿ˜„

It seems that the "enable collision" setting of the splines is messing things up. I basically want to enable collision only on the VISIBLE trace channel of the static mesh used as component of the spline. It simply does not work.

cloud cobalt
#

You should use a different trace channel, really

#

Visible is for visibility, meaning all surfaces including non-collision

#

Why not use collision for the trace ?

latent moth
#

i have also tried a new channel: environment. The issue is that either no collision is returned, or my character floats on the spline.

#

the only thing that makes a difference is whether the static mesh of my components has a bounding box or not

cloud cobalt
#

Well, your water should probably have "OverlapAll" as collision setting

#

For the "in-water" detection

wary wave
#

it is ignoring all at the moment....

latent moth
#

exactly

cloud cobalt
#

The way it's set up it should ignore everything

latent moth
#

and even with that, the character FLOATS

cloud cobalt
#

What if you remove the water surface ?

latent moth
#

if i remove the bounding box on the static mesh then it goes in the water

#

you mean the mesh?

cloud cobalt
#

Yeah

latent moth
#

then I get to the ground

cloud cobalt
#

Okay, what if you set collision to "No collision" ? Instead of query only

latent moth
#

same

#

the only difference is if the bounding box is there or notรน

cloud cobalt
#

Same = get to ground ?

latent moth
#

no

#

if bounding box on mesh = float
no bounding box on mesh = ground

#

regardless of all other settings

cloud cobalt
#

Forget about the bounding mesh, really, and work with the bounding mesh existing so that you understand the issue

latent moth
#

there's no bounding box on the mesh by default: it's a river

#

i've started adding one because the trace didn't collide with anything

cloud cobalt
#

YOu should have one, if you want to detect that the player is in water

#

So that's obviously a good idea

#

You just need to get collision working

#

You should start simple, put a basic box as a static mesh, and try to get the behaviour you want. Create a dumb box, set it to OverlapAll without changing anything else

latent moth
#

yeah

cloud cobalt
#

Check that your character does go into that box

latent moth
#

that works

#

the issue comes only with the splines

#

maybe that's the thing messing up the default behavior

cloud cobalt
#

That would be a master on/off switch like there is for all meshes

#

What if you create a new spline with an engine mesh, and set it to OverlapAll ?

latent moth
#

i can try that but if collision none still blocks my character... I'm still going to have issues

cloud cobalt
#

I just want to confirm if the issue is caused by specific settings on the spline like the physical material

#

There's like 500 different collision settings that can wreck havoc

#

Auto-weld, character can step on, collision preset

latent moth
#

yeah

#

character can step on is not available as setting

cloud cobalt
#

I also remember splines to have some collision issues, but let's not assume the worst...

#

Try with a dumb mesh, see if it works :/

latent moth
#

so you mean trying a "fake" river with a box that I can walk through

#

and see what collision settings work?

cloud cobalt
#

Create a new spline with a box, set it to OverlappAllDynamic, try moving into it, yeah

#

Don't parent it to anything, don't change anything else etc.

latent moth
#

ok

#

will try and ping you, don't hate me or tell me not to ๐Ÿ˜ƒ

cloud cobalt
#

I won't ๐Ÿ˜ƒ

silver crown
#

I guess it's my turn

cloud cobalt
#

Uh.

#

Not going to install the new nvidia drivers

silver crown
#

I didn't

#

Got this after running out of GPU memory

#

But I think my GPU crashed

#

Hard to tell as I'm in RDP though

#

Yeah seems to be that

#

ffs

paper kernel
#

nvidia really messed up with latest drivers tho

latent moth
#

@cloud cobalt so: overlapalldynamic does not work, BUT if I use the SAME static mesh of the river with good settings (i.e. ignore everything except the trace) then everything works as expected

#

so it stops working when it is part of a spline

#

but if this static mesh is part of a spline.. i WALK ON IT

cloud cobalt
#

That sucks

latent moth
#

i really used the same mesh... walks perfectly if placed in world, doesn't work in a spline.

#

Any ideas of wth i could try?

#

i mean

#

i'm not the first one to want to add water footsteps sounds to a spline river, am I?

#

ANY ideas welcome

latent moth
karmic igloo
#

@latent moth Is the collision set up differently on the spline mesh?

latent moth
#

no

#

i mean

#

what you are seeing are the collisions of the spline static mesh

#

it's the same mesh

#

if I put it in the world manually, everything works

#

if it is put in the world as part of the spline, then collision gets overwritten and so the character walks on it instead of sinking in it

karmic igloo
#

Spline mesh components have their own collision, I think.

latent moth
#

how do you set it though?

karmic igloo
#

In the collision area on the spline mesh component.

#

If you're automatically generating spline meshes based on a spline, then you can click on the "Add Spline Mesh Component" node and you can change the collision there.

latent moth
karmic igloo
#

Oh you're using landscape splines.

#

I thought you were using blueprint splines.

latent moth
#

no...

#

should I?

karmic igloo
#

If you're making a river I'd suggest making the river in your landscape and then using blueprint splines to make the water itself.

#

But that's just one way to do it.

latent moth
#

well that's what I am doing, except that I am using landscape splines because that allows me to adapt the terrain quicker

karmic igloo
#

Yeah well I don't know if there's a way to set up collisions like that on the landscape splines.

#

I think it might just use the landscape's collision as the template for the spline collision.

latent moth
#

ah...

#

that's a good point

#

not clear at all, though

proven tree
#

hello

#

can someone help me with an issue

worldly axle
#

hi probably, just stick it up and hope someone answers is the usual procedure

fierce tulip
#

maybe his issue is that he has a phobia of asking questions

viral herald
#

anyone know why this isnt working out for me?

#

i have it set up exactly like this in a different project

#

though this one doesnt work

#

i have 4 different AI set up in the world all running of the same thing

#

and nothing seems to work with it

latent moth
#

ah so stuff is broken

viral herald
#

XD

latent moth
#

i can help

#

an idea would be to fix it

#

๐Ÿ˜„

viral herald
#

. . .

#

you dont say

latent moth
#

...exactly.

#

an idea for you: telling what you would like to achieve and what is broken can be helpful to help you out

#

๐Ÿ˜ƒ

viral herald
#

oh boy

flat plinth
#

Is the Tick event function firing?

viral herald
#

yea

flat plinth
#

If the Tick is running, then what's the problem. Is the logic not doing what you expect?

viral herald
#

well

#

normally the model should move around

#

and when seeing you

#

rush at you

#

and its not doing either

#

this is the second time it happened

#

the firsttime it figured itself out

flat plinth
#

Ok, so what's supposed to happen is the OnSeePawn is supposed to fire and cause the pawn to rush the player? And you've seen that happen once? What causes OnSeePawn to fire?

viral herald
#

well, the way it works is that once the player (self) gets in its pawn sensing range (slaready set up) it will go to character location

plush yew
#

ill assume many of you have been at the point "i want to make a game" quickly followed by the point "i dont know how to make games"

#

i am at that point

viral herald
#

@supple solar

#

this is how its suposed to look like

#

just the pawn sensig wont turn on as i put it behind a wall so it cant sense me

supple solar
#

O.O

viral herald
#

that one works

#

or wrong @ XD

supple solar
#

haha

viral herald
#

@flat plinth

#

๐Ÿ‘†๐Ÿป

#

and yea freshestveggies

#

though for 2 years ive been trying

#

and in the past 3-4 weeks, i started to try programming myself and got some good progress

plush yew
#

my current goal is to give the 1st person character the ability to drag around boxes somewhat simmilar to how you can move physics objects in source games i guess?

#

if anyone could point me towards some tutorial for that

#

id be thankful

latent moth
#

you mean lift or drag behind you?

plush yew
#

any will work

latent moth
#

a simple lift can be achieved with the AttachToComponent node

#

you can attach a mesh to a socket of your character

#

so for instance you can attach a mug to the hand bone or a custom socket of a character

#

you'll obviously not have any animations of your character grabbing the object, that is a separate thing

#

but it'll get you started

lone galleon
#

sup people

plush yew
#

hey we've replaced the physics engine in Unreal, an d found that velocity now always returns 0 (oddly enough it did this in the binary build as well :/), any idea how we can calculate it either in C++ or blueprint, we've gootten nowhere

#

we can do it via blueprint 'easily' however it always returns 0'd values every other frame, we made a massive (almost 700 nodes) function to do it and it did it, but our framerate absolutely hit the floor, I'm not hugely versed in C++ but we have a custom movement component, I've googled about a bit but as usual found nothing

karmic igloo
#

@plush yew If you just want to find the velocity, you can subtract the previous frame's position to the current frame

plush yew
#

we did that

#

always returns 0 every other frame

karmic igloo
#

and then divide by delta time.

#

Well that's weird. Does your object only move every other frame?

plush yew
#

so yeh we can't really do much with that its pretty useless :/

#

i even just put an add actor local offset, set it to sweep and applied a downward force for testing

#

still only returns every other frame

karmic igloo
#

Is there something else printing a vector?

plush yew
#

no I did check

karmic igloo
#

Well then I'm not sure what the problem is.

plush yew
#

I actually only found out because it was screwing our gravity calc up

#

probably crappy engine 2bh

#

it has a lot of problems like this constantly battling with it

wary wave
#

I'm pretty certain this is a case of user error

#

if nothing else is printing a vector you could be calling it twice per tick or something

plush yew
#

I cleared out the blueprint just to be sure

wary wave
#

twice per tick seems to be the case, which is why you get a zero

#

'cos current position = previous position

plush yew
karmic igloo
#

And then you have a custom movement component that's making it move?

plush yew
#

we have a custom movement component yeh and some other blueprint event function making it move

#

we tried just a basic movement in one direction in the tick for testing

#

that still returned same result

karmic igloo
#

And have you set the print string time to 0 to see if it's only printing one per frame?

plush yew
karmic igloo
#

Set it to 0 so that the message doesn't stay.

plush yew
#

print string 0 shows 2 values

wary wave
#

the other possible explanation is two actors

karmic igloo
#

Then you're printing 2 values per frame.

wary wave
#

one not moving will also print 0

plush yew
wary wave
#

you can verify that by additionally printing the name of the actor

plush yew
#

if a take the print node away ther's nothing

#

that is the only print node

karmic igloo
#

Is there only one object in the scene you're testing?

wary wave
#

this is why I said print the name of the actor at the same time

plush yew
#

I did do a branch to only print if the value is above 0 and i got one line with 0, 0, 0

#

so we tried this in our custom engine, and the binary engine and in both the same problem presents

karmic igloo
#

How many actors are in your scene?

plush yew
#

2

#

the other one isn't active though

karmic igloo
#

Delete the other one.

#

Or make a new level with only one actor.

plush yew
#

your a star yeh that's fixed it

#

wonder why even though the other actor isn't active its still active though

#

i mean its an easy problem to fix just curious

wary wave
#

it still ticks

#

unless you explicitely tell it not to

plush yew
#

had a massive problem yesterday we have our engine dude ripping out the entire animation system of the engine, since we cannot use turn rotation animations effectively

#

got it

#

i always thought it was an 'off until you tell it otherwise' system glad we got this one early

#

we have animations that are industry standard and using a custom skeleton, and we cannot say "at the end of the turn animation put the character 90 degrees to the left", the entire animation system is effectively 'one way' which seems kind of old, even source engine had a better system set up for them

wary wave
#

"at the end of the turn animation put the character 90 degrees to the left",

#

sounds like root motion

tough sierra
#

I have two questions:

  1. Is it possible to move the capsule component on a character? My characters capsule component is Z-Coordinate is at -90 units below (see Image one)
  2. How do you utilize the playerstart? My players are currently spawning at 0,0,0 not the player start.
wary wave
#

capsule is the root

#

adjust the mesh location

tough sierra
#

Still doesnt seem to fix the problem unfortunately

wary wave
#

it looks correct in the screen cap

#

as for player starts, that'll be determined by your game mode class

tough sierra
#

How do you change it?

wary wave
#

the default game mode base classes should use it automatically IIRC

#

otherwise you can override the FindPlayerStart function (and a couple of other related functions) to behave as you need it to

tough sierra
wary wave
#

that's irrelevant?

tough sierra
#

Isnt the gamemode what chooses the playerstart?

wary wave
#

yes

#

not the classes the game mode references

#

the game mode itself

tough sierra
#

ah

#

So from event begin play I would find player start etc?

wary wave
#

there are dedicated functions you can override

#

you'll see them in the drop down inside the game mode class

tough sierra
wary wave
#

no IN in the class

tough sierra
#

oh

#

nvm

#

I got it

wary wave
#

as in actually have a game mode blueprint :/

#

lol

tough sierra
#

yeah you hover over functions then override

wary wave
#

bingo

tough sierra
#

Thanks a bunch ๐Ÿ˜ƒ

wary wave
#

no problem

plush yew
#

How can I change the opacity of an Image (that is set as public variable under the "PlayerHud" blueprint) pressing a Button of the keyboard that the action is placed under the First Person Blueprints

shy heath
pallid compass
#

fix the Collison

obsidian nimbus
#

looks like the gun is too heavy ๐Ÿ˜›

shy heath
#

XD

plush yew
#

Blueprint Runtime Error: Accessed None trying to read property PlayerHud from function: 'ExecuteUbergraph_FirstPersonCharacter' from node: Print String in graph: EventGraph in object: FirstPersonCharacter with description: Accessed None trying to read property PlayerHud

#

why it gives me this error?
i have created a variable reference to PlayerHud
And when i try to call the variables of this blueprint it gives me this error

#

i have created a public variable on the Blueprint FirstPersonCharacter that is a Object Reference to another Bp (PlayerHud)
and when i press the Key Q it should set the opacity of an image (of PlayerHud bp) to 0
but the cast to PlayerHud doesn't work

fair violet
#

@brawins#6695 if the cast fails it means either the reference is null or the cast didnโ€™t succeed (like if you tried to put a key into a lock that doesnโ€™t match it).

#

In this case your hud reference isnโ€™t set properly most likely and is null

tame flint
#

hey I am working on my game and I want to know should i continue with blueprints or re-write the whole thing in C++? I just want to make sure that the game will run smoothly...

pallid compass
#

dont multi post ur question in different channels

ancient obsidian
#

@tame flint There is no simple answer to that. If you're doing game logics, formulas, scripts - you won't notice any difference between C++ and BP. Complex algorithms, like custom pathfinding, for example, better be moved to C++.

#

The best practice is to use both C++ and BP, for the same reason you'd have C++ and text scripting for other engines.

latent moth
#

you can also autoconvert BPs to C++ code

#

there are caveats but works pretty well

#

anyway donโ€™t prematurely optimize

lament sand
#

Kinda need some help. I got the a fight game in the works, but having trouble making a stage but now I'm in need of help

pallid compass