#ue4-general
1 messages · Page 242 of 1
y are u doing 100/1000
So that seems like my best bet
its annoying
Lol idk just to bring golds value up I guess but it would be annoying
I completely agree lol
fuck it make like 4 coins and do it 10/100/1000/1 just to fuck with the player
I’ll stick with my 100/100/1
ye
@grim ore ... lll
lol
At this point
Just add proper currency dude 😛
Like
Paper money
1 2 5 10 20 50 100 200 500 lineup of banknotes
Lol but it’s a half survival style game and medieval-ish
I think that would confuse people
Where do you live where there’s a 200 and 500 bill? Lll
I can’t seem to type lol today...
Asherons call used Coins that stacked to like 1k in a stack then you could buy notes in higher denominations like 5k/10k/etc. Buying expensive stuff suuuuuuucked.
Well, I used to live in Ukraine and they have bills up to 500
but most of the economy was player based so it wasn't too bad
make a special looking coin
See my economy is player based
Make a coin for every possible value
i can make it for ya if u want
And my coins are also created by mined materials
Coins that have 1 value, coins with 2 value, 3... and up to 999999
show me r coins
My coins? Lol
Make it as confusing as possible by having 999999 different coin types with different values
Yes lol
show
Didn't you just say you were doing medieval? Haha
I have three models for them, that’s just one. (Don’t ask questions, because I don’t have answers)
Those coins are very sci-fi
Psh
xd
Coding is my strongpoint lmao
here ill make 1 for u
They only seem sci-fi because it’s shaped like a gear lol
Well..
Not really a gear..
i see the grass
I guess it doesn’t matter
My inventory has a blown up image of it anyway lol
Lol no I cannot do that, but I’ll look at it for design ideas ? Lol
Are you any good at design normal maps from an image? I was thinking of making a normal map of the side of my characters face for the coin haha
And using it in substance painter
But I’m clueless on how to even add more hard surface materials to substance ._.
wait
xd
almost done
@drowsy fox
u can add the textures that u want
ill just add a few details
The loops and stuff how did you get the writing on there?
How do you write text.. lol I assume you don’t use blender
How do you write text?
u create a text
u add in the font that u want
and u extrude
done
now if u want to ingrave
Also did you use a live Boolean plugin of a sort or manually created the hole on the center? (I’ve yet to use any plugins)
its the same process but u use boolean
yes
i created a cube
and just used boolean
then created another cube for the outline
How do you use booleans in blender?
simple
there are 3 different types
difference
which is the one i used
union
joins them
and i forgot the other 1
i think its intersect
but i never used it
What... how do you set these up, as mods?
Modifications * the wrench?
I’m on my phone my pc is off for the night lol
Is the base representation of a person in a game the PlayerController? What if I don't want him to specifically control a pawn, but rather just control his own camera view for instance.
And last question, any suggestions on where to get font? Lol
pierce
The camera view is attached to the pawn
You don’t need a physical skeletal mesh in your pawn I don’t believe
?
Haha @fathom gale I’m fairly good at modeling, I’d rather learn to make it
xd
I’m the type that would rather learn to fish instead of being given a fish
I’ll add some roughness to it with substance, I try and keep the model as low poly as possible
I believe the coin I showed you was only 120 verts or less
Polys*
@drowsy fox So I'd just have a "CameraPawn" with an invisible mesh.... and it would just represent the player's viewpoint
I think the basepawn doesn’t have a mesh inherited
When a player enters a game, they automatically get a player controller right? there's no other access to what a player has?
You can setup a game mode to give them a player controller and an empty pawn
And switch game modes when entering the game to give them a pawn
sorry that was worded strangely, but what I'm trying to say is, is the player component the root handle for a player
player controller*
and just extend it in random shapes
A player controller owns a pawn yes
and use boolean
Where is the Boolean though? @fathom gale
modifiers
Aah
Alright I’ll give it a go tomorrow, I need rest I have a young son and I have to wake up with him in the morning haha
I know this... but what I'm asking, is whether or not there's a more primitive type of controller that doesn't have to possess a pawn. And if the "controller" is considered the root means of accessing a given player in the game.
makes me kinda happy
So after you select Boolean I assume there’s options for union or difference ?
Yes
there is the sphere and u want to engrave it to the coin
u select the coin mesh
then add the boolean
lol
Your cube for instance
lemme try and record this
I get what you’re saying I think
I just thought if you had a flat coin, and put a cube in the middle and modified the cube to be a difference bool, it would subtract it from the coin
But you’re saying that you do that, but put the modifier on the coin instead?
wait
@drowsy fox
u must click apply to see the changes
i just realised how simple i make things
i should make videos in the summer
Oooh I get it now it has a tool to select what’s subtracting
yes
That’s simple enough, and yes you definitely could 😃
;d
I was thinking of making some multiplayer tutorials considering none explain things correctly ..
xd
But I’ve never made a tutorial and I literally have 0 time. With this project, work, and my son
Yea.. lol
I make enough progress with my game everyday to be content lol. Definitely don’t have time for tutorials :b
I’m a chef/manager at a nursing home
Eventually yea lol
I spent the last couple of years learning a lot of the pipelines and how all the tools work
I learned the majority except audio and particle vertex fields
Well you’re off to a good start 😃 I’m 26 next month haha
I’d like to learn more languages as I actually only know java.. lol
My entire plan is to go blueprints only unless it’s deep multiplayer related
I understand the workflow behind text-based coding and it’s standards but I’d have to learn a lot when it comes to references and such
Not a legit game no, I made private servers for a couple of games for years in the past but it was non-profit as I didn’t have my own assets
Feel stuck with a weird behavior, anyone had problem with timer handles? Check for whether is timer active never works in BT service 😦
Should be a simple setup, yet it just wont work
next time I call QueNextStart it ignores that timer was already set because it returns that timer is not active
@drowsy fox you can't avoid understanding references by using BP 😉
Keep with it @granite canopy you will get there eventually.
Yeah
This probably will help me a lot with my studies too
It will click eventually.
and I'm really committed to this project
I want to get this done
on the summer
I mean it's still trying to make a game in 2-3 months
so I dont believe itll be done before the summer ends
but I'll probably learn a ton
What sort of project are you trying to make?
And are you on your own or are people helping you?
I got some people helping me
And I'm trying to do a FPS loot based shooter
I'm not trying to make to too complex
it'd have to be quite simple to get it done in 2-3 months
for a duration of that length, I'd be aiming at a basic arcade game, heh
But I'm trying to get a basic gun system going
I have a simple inventory system now
that can actually store data
that's something ^^
Yeah
Google helps a lot
What should we use for models?
And animating?
Any tips for that?
I'd probably look at the marketplace tbh
I was thinking of using some of the Paragon models at least
if you don't already know how to model, rig and animate characters, you're in for a ride with a deadline that short, hehe
yeah, but it's a lot of learning
Yeah
most people spend a a year or two trying to learn to model and rig characters to a basic acceptable level xD
I'm sure I'll at least get something done :D
Hey guys, has anyone seen this issue - I export a skeletal mesh fbx from UE4 and open it in Maya, but only the bones are there, the mesh didn't export
@wary wave some plugins
some youtube tutorials
and I was able to skin and rig character to acceptable level over weekend :d
never done it before
How do you turn on the cloth sim on paragon characters? poor sevarog looks so rigid
😅
Soz, I am very new to UE4.
I'll answer my own question about why persisting timer didnt work, just in case someone stumbles upon it
so yeah Service resets every timer you set on deactivation
gosh darn
and it happens only for blueprint based services
"Que" ? :D
was lazy to type 😄
Thats exactly my reaction when it didnt work, so I guess naming it Que was the way
@faint cedar is it a paragon model?
nein
does it have apex cloth?
not apex, but UE4 one
(The export actually worked in 4.18 so I got it sorted out)
But thanks for the tip I'll make sure to do that next time
and UE4 is still apex just done in unreal
hm, are you sure? I was under the impression the new cloth tool doesn't use apex under the hood
pretty sure it does
admittedly I didn't really look all too hard just something I've heard
maybe weapon collides with the mesh?
This is pretty much exactly as they were loaded in?
ah, have no clue then, but I've seen these happen in other projects where you have 2 bodies collide on start
or physics asset that isnt set right
Il try mak another project with the paragon assets and see what happens
I had issues with them in version 4.18
Its something to do with the way they had them set up
Need to make a blueprint so the animations can go across all the meshes
@obsidian nimbus NvCloth have nothing to do with apex
it says remove apex file
hey lads, how would you combine three vectors from RotateAboutAxis ?
this is my current implementation https://i.imgur.com/8pYHG0n.png
I read something about re offsetting worldspace reference for each add, but I'm not sure how to do this 🤔
What are you trying to accomplish that you can't do with one RotateAboutAxis?
can you rotate on three axis with that node ?
I think you should use Rotation from Transform structure
(this is in a material btw, no transform stuff ! 😉 )
:p
You can use inverse transform
try matrix
@plush yew material
Or even Transform node
Yes that's all in the material
There's also a custom node where you can type in mul() function
get some math info about translation
math 😱
What's the material for?
but translation only for location, I know. Dunno if it has special rotation matrix
doing a section box material function
so far I have scale, location and one axis rotation working well
Section box?
yep, sec
hm, make sense. Rotation with following viewport?
That should be easy enough passing in vectors of box and using inverse transform
hm, too hard for me
I didn't get it. is it because of material or something else?
material stuff is a bit different than BP stuff
no, I mean second gif
oh
yo
its a bit of BP and material stuff
kinda "sub-brush"
the materials are masked accordingly to the section box properties
scale, location, rotation
the BP sends the Section box actor transform properties to a material parameter collection
which gets plugged into a material function that masks the main material accordingly
and you can dismiss points based on their locations?
points ?
hehe no probs
whats this about
put simply, see a box with transform properties masking your material in 3d
Only box?
yeah
so, based on position in world space?
ha
there's a sphere mask function aswell, but the box is a bit better since we use that in CAD
Try sphere
sphere should be like in terminator2
and make points at the border emit light
like melted metal
yeah this is something I haven't looked at yet
scratched my head a lot with backface coloring too, but the results aren't looking great
All, I have a single mesh of a small house that contains two materials, one being the house's glass. I'd like to apply the destructible mesh only to the glasses, is that doable or do I have to build windows separately, then create a BP that contains both the house mesh without the window and individual windows?
@latent moth second solution
ok great thanks, just wanted to know if i was missing on existing solutions!
@plush yew https://i.imgur.com/zX0iEl3.png
wanted the cap the mesh where it cuts it, but this is only doable with procedural mesh 😦
Does material has input for light?
too costly since this is going to be used on massive CAD stuff
What if you combine two boxes?
a section box @fathom gale
what is it
why would u want that
because we need it ? 🤔
for?
this is a standard tool in building construction tools
I mean, one box can change material color/light, second can vanish it, so you will have a border with target efffect
ah
to isolate parts of a building for example
or see what is inside a wall (isolation, electricity, tubing)
ah
@plush yew yeah I see what you mean
this is a real house or u making a game
haven't tried this solution yet though, and not sure I will be able to make it
@fathom gale just example
aight
I'm working for a construction engineering company, so no games here 😉
lol
working as CAD-programmer or someone else?
Virtual Reality Designer is the title
but honestly i do a bit of everything, code, art, hardware, demonstrations
I bet you're also porter
x)
So, if you designer, you already use some soft. What soft?
why dont u use inventor
and some other softwares for archviz rendering like the Enscape plugin for revit and Twinmotion for quick and dirty jobs
thats what we use in my school
Inventor is a mechanical CAD software
Revit is the equivalent for AEC CAD
so I cant figure out how to use the inverseTransformMatrix node @plush yew , got any pointers ?
BasisX/Y/Z are the rotation axis I guess
So you wanna rotate this box?
yup
is there function to check in-border-out for point?
no idea :v
can't, objects are static
;-;
😅
if you attach static object to dynamic, whole object will be static?
you can't attach a static object to a dynamic one
Hm, you can use equality of plane for making box (6 planes) and then check if point >, = or <
@languid shard Pass in forward, right and up vectors of box as the basis vectors. VectorToTransform is pixel position relative to box position
one plane divides space into 2 half-spaces
Feed in result to A in put of Box Mask and leave B as (0, 0, 0)
And feed in your box extents as well
alright lets see
nice this is actually gonna lighten up the function too
works perfectly, thanks a lot @plush yew ! 😃
next step : make it so you can use as much section boxes as you want
this is gonna require some headscratching
NOICE
need to make a VR grabbable version too
The only thing I can think of for that is to store all parameters of each box into a render target (maybe one row of pixels for each box). Then in material, loop over all boxes to see if pixel is intersecting any
hmm could work
I'm not gonna work on that for now though
our engineers use revit, and you can only have one section box anyways
this'll be more than enough for them to cut into the models
for VR a way to change the scale with some kind of handle system would be nice
rotation and translation would update when the user moves his controller
Got some simple cloth sim working on sevarog, i should upload this somewhere so other people can use it
Otherwise he just looks stiff as a brick
in a material is there a way to select a range of colors? I can manually specify the color values or is there a way to specify all colors within two color range values?
Im sure if you google that, you'll find several ways
How can i make emissive materal keep the same amount of glow no matter the distance?
This is close
this is far away
You don't, it's a per pixel effect. You can try to make it brighter as you get further but that's just guesswork and depends entirely on screen resolution.
well fuck
thats really annoying
i meanl ike this is just ridicoulus
cant even read it
when im this close
Decrease emissive then?
Yeah just use distance fade or zdepth or something like that to control the brightness.
So it's a thing that changes on distance
@whole quarry hey ya i have got as far as being able to select several specific colors but not a color range
@topaz quest What are you using it for?
i want to select all colors in a range and use it to mask out a texture.
currently i am using a constant 3Vector to specify a color for my mask. what im trying to do is specify two values and every color in between those two values will be my mask
Use a lerp and plug in your two colors?
But you'll still need to control the lerp using something
ya thats what i thought
Might help to provide an example of what you want
im not really sure how to explain it better 😦
Well what determines which color in the range to use?
A pixel can only using one value so something must determine which value it is
ok so currently im picking one color with my constant 3vector and i then subtract that from a texture and outputting the difference.
I can specify several other colors this way and also subtract them to get there combined difference output.
does that make sense?
Not really lol
im so bad at explaining stuff 😦
got a pic ?
essentially what i want to do is replace the constant 3 vectors with a color range.
Yes but you still need something to specify which color to use in that range, right?
sure that makes sense
Lerp lerp lerp lerp, dynamic material instance and go!
lol
will that allow me to select several colors?
If you tell us why you need to do it and what you're using it on, that might help
oh crap i thought i already did, sorry 😦
i want to mask out an image of all of the colors i select
Needs to be in the range of the two colors
Which sounds a bit strange if I think about it
I guess it's possible to have a range between two vectors
but that's a really weird concept
I don't think it'll have the results you think it will either
ya i guess thats exactly what im trying to do
The thing is, you can reach a color by approaching it from two directions. You'll need a way to say which direction to approach it from
right
E.g. you can approach red coming from the purple side or yellow side
My brain isn't thinking atm so can't come up with anything
how to I invite someone here?
oh thats totally ok, im right there with you 😃
I think the problem is the flawed assumption that you can have a useful 'range of colours' in RGB space without doing something weird
what is this for exactly?
I don't have a specific use for it i was just trying to see if i could do it.
What are the perks of learning Unreal over Unity and vice versa?
@plush yew google before you spawn an endless discussion :D
yikes
Roam around here for a week and im sure you will spot several Unreal VS Unitu talks
It's ok I understand . Do you have a Unity discord server invite tho?
With usually the same end result: totally depends on what and how you want
And why wont Unreal Slackers let me invite someone? SOmeone from another server wants in
@topaz quest It could possibly work using HSV or something else
@plush yew see #more-resources and be sure to check #old-rules as well :)
Try tio ask that in lounge
@plush yew possibly i will keep trying out some stuff 😃
will do
@plush yew generally unity vs unreal discussions are rather useless. its like paint, one sticks better on wood, another on rock. it all depends on needs, desires, knowledge, skill, and finances
yea but unreal > unity as we all know
hehe no worries
Personally, I have zero programming experience. I'm a 3D artist so I rely mostly on templates to get started.
then you'll love our material editor hehe
unreal uses blueprints, which are basically libraries. it's a super simplified form of coding, you just need to know basic coding syntax to understand it. you can legit just hook bp's up together and create a game from that
yeah, Unreal is easier than unity
as Luos said depends on needs, desires, knowledge, etc, etc
I made a health system
and it looks like this:
but there's a compile error
and it actually doesnt get the health value
What's the error?
Remake the function maybe. Looks correct to me
@granite canopy just try recreate the cast node that normally fixes it for me
Yeah thanks it's working now
@plush yew yep, I got something to work by remaking the code again.
oh nvm
I had to redo the functions
XD, you know, UE just needs you to do the work again
Yeah
It's making sure you know what you're doing 😉
Yeah :DDD
So apparently if you're making a FPS game you shouldnt use the FPS template :')
Yeah, the templates don't work that well for me
I just think updates have broken them over time
if youre making something, definitely use a blank slate. templates are for references if you forgot how to do something imo
Since I'm really new to this
Also, the tutorials are being updated
uh I was actually told to use the third person template to make an fps
but they told me how to do some stuff
to actually make it first person
Yeah, I have the template for now but I will just remove it all later
I think I know what tutorial you watched
i mean you could. there's just a bunch of stuff in there that you probs won't use thatll get packaged and that personally goes against my philosophy
Was the tutorial made by virtus???
Well I've been watching random youtube videos here and there
Now I saw a few Virtus's videos
yea virtus is pretty big, love their stuff
Guys.
Is there a way to copy-paste keyframes in sequencer?
Tried there tutorial. It didn't work fully
Well
I'm gonna find out myself how these work then for those parts that dont work
It basically got to a point where I scrapped his tutorials
I just think updates broke some of the things in his examples
any simple models i can do for anyone?
I need to learn modeling stuff
A quick question, sorry to barge in
Is anyone able to access this documentation?
Giving you an error?
"You do not have access to view this page within the site."
same
at least
It did that for me
seems sketchy
I logged in and then got denied
the site is really slow
the UE docs website has been slow as fuck since they reworked it
dang
I keep thinking that there isn't really much more that can surprise me
feels bad man
but then I run into threads like this: https://forums.unrealengine.com/community/general-discussion/1475968-is-using-functions-really-necessary
Hello, can we just agree to avoid this awful lazy practice of using functions that look good but makes code totally unusable and not understandable? With everything
and I'd dismiss it as a dude doing pathetic trolling, but that post count....
This is probably more suitable for the lounge though :p
it's probably still a troll
that's some dedication then
anyone need help using blender
crappy new forum software doesn't let you look at old posts but I doubt all 1000 of his posts are trolling lol
im bored
@fathom gale i do have a blender question. do you know how to bake a procedural noise displacement texture?
@granite swift the wiki is being upgraded. Expect it to break, they will probs kill those pages
@topaz quest
Go to the shader tree dropdown
choose 'image'
in the popup select 'new'
change the effect of the new image layer to 'displacment'
make sure the new image is above them in the shader tree and make SURE than the object it is on has a decent UV map and that UV map is selected in the new image's texture locator.
then just right click on the image and select bake to texture
When it's done just turn off the displacement below the baked image
and then go to Geometry->Freeze
@fathom gale I would if I was at home. Idk how to use blender
i can teach u ;d
Thanks @silent kraken
@topaz quest did it work
@fathom gale hey trying that out now
aight
is this in cycles ?
yes
where do you get the option to change the effect to displacement?
is there anyway to import multiple LODs from blender in a single step?
@topaz quest select the object
and click that triangle thin on the right side
wait let me screenshot
what do u mean lods @latent moth
I have a blender model with multiple LODs
when I import the fbx it generates multiple assets, not 1 assets with multiple LODs
huh? Since when was that a thing?
have u tried it before
no. I always export as fbx
hmmm
im back
my dad arrived sorry for the long wait
@latent moth can u screenshot ur work
hey I found a bug with the documentation just thought it maybe someone would see it here
first link has a bunch of identical links for the array section
What do I add in the beginning of this to make it work
Am I the only one which gets the "Loading Visual Studio..." popup even after VS is loaded?
@granite canopy Tick Event
@lost ember I beleive that was a bug in 4.18.. and 4.19... and lol
Wasn't it supposed to be fixed :^)
well 4.20 is coming out next month so maybe then?
yea think you need a specific vs build for it to run smoothly
i wouldnt put that on event tick 😛
well I know if you don't use C++ you can get past that error, it's a fix 😉
hmm ok
mayB on event get hit or something 😛
any word on if they will integrate gameworks into 4.20 btw?
@lost ember it happened to me when I would load a project then call upon Visual Studio to load from within editor. However if you open the solution and run with/without debugging, then it doesn't happen
seems like a good time with niagara
4.20 the dankest of unreal engines 🔥
its smoking
the 4.19 version is a very old branch
yeah figured as much which is why I didnt switch it on :p
from what I saw in the gdc video
im hoping they integrate gameworks and you can use some of the fluid sim stuff with niagara, that would be great
xd
thing is some of the flow stuff had cascade integration but the parameters were quite limited
I guess they are making it nvidias responsibility to make it functional since they keep changing it
I'm getting tons of "LogSpawn: Warning: SpawnActor failed because we are in the process of tearing down the world" in my output log when I press Stop in the play in editor, what's the fix?
Not spawning actors when Stopping the game?
i've got actors that spawn enemies on a timer, i've tried clearing the timer on event end-play but that doesnt do anything if the function's called right before stopping
Есть кто?
Hello, does anyone know why my Destructible Mesh in a BP just flies out like this? https://gyazo.com/a8905cc1c9131d3286f16849075de8a6
these are the settings https://gyazo.com/29766cdb6fb670b91ab995c7c3e27aa6
nice gun btw
ok, do you have any ideas.
remove the mesh collider i guess
hmm
i mean, with or without it it doesnàt change
is the weapon made up of seperate parts
were are u generating this bullet
make sure its in the muzzle
but away from the muzzle
if u know what im saying
So I get a bunch of red squigglies in Visual Studio, but it compiles. Then I add "Engine/World.h" and there are no red squigglies but it still compiles (and runs the code correctly when in game).
Is this just Unreal being normal or am I completely missing something?
It runs the code correctly in game with or without the header file inclusion.
elpupper i know you are trying to help
yes but that also generates a lot of noise
if you're just trying it is not helping 😄
i use unity mainly
even though i appreciate the effort
since i can barley run ue
then don't.
questions then get flooded and the chance that someone knows how to help reduces
😃
dang
what do u do to like release the bullet or ray
do u have like a spawning point for it
Can Someone help me out with using the iron belly rig that I have from purchasing a pack of theirs I'm trying to use some of my other weapon meshes so that they can aim down sights just as good as their weapons do can someone help me with doing that?
ok
@latent moth Il problema sta nella velocità di rottura dei vetri?
yes
the issue is that it just explodes in one direction
trying to understand the best way to mae shattered windows
E l'impatto è di un proiettile/attore?
Nel senso, un attore interagisce con una Destructible Mesh (?)
@latent moth
we’re on a public channel you’re probably supposed to use english? 😃
yes, it is a projectile that interacts with a distructable mesh inside of a BP
No reason to send this cake.
Vabbè, mi sforzerò di parlare in Inglese
The issue is the velocity of shattered windows or the direction of explosion?
both
the direction is always the same and
the velocity does not make sense
it’s there even with everything disabled
it works good IF not inside a BP
guys can i ask a little question
Im new on unreal engine and i have meterials here but i can only paint a only one meterial i want paint more meterials on a one landscape
Create a material and use layers blend to connect more materials
add texture and normal maps and connect the UVs to a node called Layer Coords
Well this main material i still dont know how to add materials like these together to paint the landscape
i know how to add only texture
and normal
and layers
like this
hmm i found a video https://www.youtube.com/watch?v=cpSFeXEfm8Y
This is episode 23 of our series going over how we can create a survival horror game using Unreal Engine 4 from scratch. We'll be going over how to create va...
But i dont know how to add materials made before
you can follow this
but i still dont know how to implement already made materials
this is just for texture and normal
This kind of setup is a bit easier to make: https://gyazo.com/1976bd0d66de16c2591a06535dd4d1e6
And you can collapse material attributes into a material function for cleaner graphs
Hey guys, i have a question regarding blueprints, so what thread would it be best to ask stuff like that in, since i'm new here?
when i add layer blend
You can ask anywhere you want, you just might get people being cranky in some channels 😃
nah, it's ok, there's that channel there for a reason
yeah people get cranky when there is no order to the chaos
Oh fix it 😄
@plush yew what did you do can i see ?
@latent moth Have you tried to change the Mass of your Window Static Mesh?
yes i did
i’m starting to think the issue is that the windows are inside the simplified collision box of the cabin
i have disconnected now, will try asap
Ok
grazie 😃
Nulla, fammi sapere se risolvi
👍
Anyone else here experiencing issues being logged out immidiately when logging in?
I need help with making aim down sights for my game I bought a pack from iron belly the hk one and I have some other weapon meshes I want to use but I can't quite get them to work with the rig so that they can seamlessly work in game :/
Wanted to download the engine on a new Windows installation, but no matter what I try, it keeps logging me back out after a successful login 😐
Same issue persists when using Chrome's incognito mode, both when using the download and profile-like button on the UE4 homepage
Anyone know any tutorial how to blend already made materials from starter content and kitedemo photoscanned materials, how to use them to blend them together to use them as painting layers for landscape painting.
Its hard to find a good tutorial about that. please help.
where does compiling of shaders happen? cpu or gpu?
https://twitter.com/JKashaar/status/996849316374425600 Thanks for the heads up @ashen brook
4.20 is going to be lit
Pretty sure 4.19 is the biggest piece of crap because they put all their effort into 4.20 🤖
pretty sure that's not how that works but ok
I haven't experienced as many complaints (or experienced bugs) on any version as much as 4.19. Might just be a coincidence
¯_(ツ)_/¯
absolutely. 4.19 is disasterous
@sleek spear shaders compile on the CPU
@kindred mountain whatdo you mean you can’t avoid references by using BP? I meant understanding how references work in c++ rather than bp
I’m glad I stopped at 4.8 lol
I just want to rotate a bone I don't have any animations
Drag off of it and it’ll give you an option I just can’t remember it’s name
Oh then you’ll need your bone transformation node there
There's probably a node to get the base pose then
your generally using something like a state machine as shown here, https://docs.unrealengine.com/en-us/Gameplay/HowTo/CharacterMovement/Blueprints/AnimBlueprint_Walk
It’ll end up being 3 nodes I believe
there is no state though it's just not animated at all
But @grim ore without an animation for locomotion it would remain blank wouldn’t it?
Except I believe it needs a transform bone node
I just want to alter the rotation of a bone on a none animated skeletal mesh
if you are just working with a single item then do you even need an animation bp?
well can I rotate bones via the regular bp?
You don’t have a transform setup
It’s set to 0
In your anim graph make a variable that’s set from your pawn
And have that variable effect the transform rotation
oh gotcha sorry, I saw non animated and assumed static not skeletal lol. reading ftw.
you also need to set the appropriate transform channel to replace in the node's properties
When I try to move around inside a object I made in the viewport play mode it kicks me out of the object/building
What is your goal ? @uneven fractal
the walls and the ceiling are all one mesh
make wheels spin without an animation
@coarse cradle It's the collision
Have it affect the X bone transform rotation
@coarse cradle for testing purposes you could set it to complex collision inside the mesh editor
Right click and split it
is it good for finalized use @frosty bloom ?
Create a float variable and connect it
Then goto the anim graph (event graph) and off anim tick, cast to whatever holds the tire rotation
That’ll just set the tire to 1000 on startup
@coarse cradle Depends on soo many things. Generally I believe creating your own custom collision for things like buildings is necessary.
I just wanted to test if this setup worked
Alright
exactly that should move the wheel up 10,000
I can provide an example if you’d like
4.5 something
alright one minute
loading up my project
basically you have a pawn with a skeletalmesh of the car right?
and you have a tire attached to a specific bone right?
F_L_WheelJNT?
@uneven fractal
heres you setup for that location
just do that but make the rotation variable TireRotation
Is this suspension stuff?
simple wheel spinning
Do you intend the car to only go in one direction?
yep
Also you're re-casting to that BP with every tick
but why does your transform bone node look different to my?
ah I see
make sure you use a 1.0 alpha aswell
but if the node itself doesn't work for me in preview how does the event graph stuff help?
right but if I just set something in that variable
or even in your event graph in your anim bp do this for testing
nothing happens
oof i cant make timelines in an animation BP, okay in your pawn create a timeline
Just to confirm, is the wheel named torso?
that is 5 seconds long and goes from 0-360
and loops
no lol
thats my photo
for a reference for him
i created a quick example
by butchering my old project lol
Righto
Well I suppose you could make the timeline in your pawn / vehicle w-e
then cast to anim instance
no matter what value I set in the variable the rotation of the wheel doesn't change
is it a changing variable?
what does your note say?
node?
note
where it says NOTE
in blue
hover over it
whats it say?
notes usually arent crutial
im just curious
Note is usually just "you don't need to do this"
Are you using physics for this vehicle or are you faking susp and all that stuff aswell?
I think everything is faked
in which case I would recommend moving over to your vehicle BP and look up how to fake it.
er doesn't rotation in unreal 4 go from -180 to 180 and not 0 to 360?
not that it matters
yea youre right lol
either way it would still goto 360 i think
wait no
its still; 360 lol
oh