#ue4-general

1 messages · Page 242 of 1

drowsy fox
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It was 100 copper to silver. And 1000 silver to gold but that was a friends suggestion. My original design was 100/100/1

fathom gale
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y are u doing 100/1000

drowsy fox
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So that seems like my best bet

fathom gale
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its annoying

drowsy fox
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Lol idk just to bring golds value up I guess but it would be annoying

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I completely agree lol

grim ore
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fuck it make like 4 coins and do it 10/100/1000/1 just to fuck with the player

drowsy fox
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I’ll stick with my 100/100/1

fathom gale
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ye

drowsy fox
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@grim ore ... lll

fathom gale
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that seems better

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;D

drowsy fox
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Lol*

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Thanks guys 😃

south ridge
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lol

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At this point

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Just add proper currency dude 😛

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Like

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Paper money

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1 2 5 10 20 50 100 200 500 lineup of banknotes

drowsy fox
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Lol but it’s a half survival style game and medieval-ish

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I think that would confuse people

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Where do you live where there’s a 200 and 500 bill? Lll

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I can’t seem to type lol today...

grim ore
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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.

south ridge
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Well, I used to live in Ukraine and they have bills up to 500

grim ore
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but most of the economy was player based so it wasn't too bad

fathom gale
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make a special looking coin

drowsy fox
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See my economy is player based

south ridge
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Make a coin for every possible value

fathom gale
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i can make it for ya if u want

drowsy fox
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And my coins are also created by mined materials

south ridge
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Coins that have 1 value, coins with 2 value, 3... and up to 999999

fathom gale
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show me r coins

drowsy fox
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My coins? Lol

south ridge
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Make it as confusing as possible by having 999999 different coin types with different values

fathom gale
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yes

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xd

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do u have models

drowsy fox
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Yes lol

fathom gale
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show

drowsy fox
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That is a stack of my coins.

south ridge
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Didn't you just say you were doing medieval? Haha

drowsy fox
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I have three models for them, that’s just one. (Don’t ask questions, because I don’t have answers)

south ridge
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Those coins are very sci-fi

drowsy fox
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Psh

fathom gale
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xd

drowsy fox
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Baba

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Haha*

fathom gale
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thats true

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xd

drowsy fox
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Coding is my strongpoint lmao

fathom gale
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here ill make 1 for u

drowsy fox
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No -.- rude

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Lol

fathom gale
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tough

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gonna make it

drowsy fox
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They only seem sci-fi because it’s shaped like a gear lol

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Well..

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Not really a gear..

fathom gale
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lol

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its not the shape

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its the inside

drowsy fox
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Hm

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Do you realize how small those coins are? Lol

fathom gale
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i see the grass

drowsy fox
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I guess it doesn’t matter

fathom gale
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yes it does

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;d

drowsy fox
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My inventory has a blown up image of it anyway lol

fathom gale
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ur gonna take it

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and say u made it

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k

drowsy fox
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Lol no I cannot do that, but I’ll look at it for design ideas ? Lol

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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

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And using it in substance painter

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But I’m clueless on how to even add more hard surface materials to substance ._.

fathom gale
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wait

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xd

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almost done

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@drowsy fox

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u can add the textures that u want

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ill just add a few details

drowsy fox
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How do people model like that.. lol

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What’s your poly count?

fathom gale
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just comes to mind

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lol

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i just now subdivided the circle

drowsy fox
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The loops and stuff how did you get the writing on there?

fathom gale
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lol

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the writing is just text

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but extruded

drowsy fox
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How do you write text.. lol I assume you don’t use blender

fathom gale
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i do use blender

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xd

drowsy fox
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How do you write text?

fathom gale
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u create a text

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u add in the font that u want

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and u extrude

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done

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now if u want to ingrave

drowsy fox
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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)

fathom gale
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its the same process but u use boolean

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yes

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i created a cube

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and just used boolean

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then created another cube for the outline

drowsy fox
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How do you use booleans in blender?

fathom gale
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simple

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there are 3 different types

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difference

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which is the one i used

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union

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joins them

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and i forgot the other 1

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i think its intersect

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but i never used it

drowsy fox
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What... how do you set these up, as mods?

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Modifications * the wrench?

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I’m on my phone my pc is off for the night lol

pine parcel
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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.

drowsy fox
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And last question, any suggestions on where to get font? Lol

fathom gale
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pierce

drowsy fox
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The camera view is attached to the pawn

fathom gale
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u can litteraly have this model for free

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i dont need anything

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not even exposure

drowsy fox
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You don’t need a physical skeletal mesh in your pawn I don’t believe

fathom gale
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?

drowsy fox
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Haha @fathom gale I’m fairly good at modeling, I’d rather learn to make it

fathom gale
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xd

drowsy fox
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I’m the type that would rather learn to fish instead of being given a fish

fathom gale
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xd

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dont forget to add details

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like dents and all that

drowsy fox
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I’ll add some roughness to it with substance, I try and keep the model as low poly as possible

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I believe the coin I showed you was only 120 verts or less

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Polys*

pine parcel
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@drowsy fox So I'd just have a "CameraPawn" with an invisible mesh.... and it would just represent the player's viewpoint

drowsy fox
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I think the basepawn doesn’t have a mesh inherited

pine parcel
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When a player enters a game, they automatically get a player controller right? there's no other access to what a player has?

drowsy fox
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You can setup a game mode to give them a player controller and an empty pawn

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And switch game modes when entering the game to give them a pawn

pine parcel
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sorry that was worded strangely, but what I'm trying to say is, is the player component the root handle for a player

fathom gale
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lol

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@drowsy fox create a uv sphere

pine parcel
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player controller*

fathom gale
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and just extend it in random shapes

drowsy fox
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A player controller owns a pawn yes

fathom gale
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and use boolean

drowsy fox
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Where is the Boolean though? @fathom gale

fathom gale
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modifiers

drowsy fox
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Aah

fathom gale
drowsy fox
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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

fathom gale
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xd

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the fact that im 15

pine parcel
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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.

fathom gale
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makes me kinda happy

drowsy fox
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So after you select Boolean I assume there’s options for union or difference ?

fathom gale
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or intersect

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but u gotta make sure

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u select the right object

drowsy fox
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Yes

fathom gale
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before u use boolean

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eg

drowsy fox
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@pine parcel

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I will @fathom gale 😃

fathom gale
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there is the sphere and u want to engrave it to the coin

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u select the coin mesh

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then add the boolean

drowsy fox
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Oh?

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So your tool isn’t the bool?

fathom gale
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lol

drowsy fox
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Your cube for instance

fathom gale
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lemme try and record this

drowsy fox
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I get what you’re saying I think

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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

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But you’re saying that you do that, but put the modifier on the coin instead?

fathom gale
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wait

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@drowsy fox

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u must click apply to see the changes

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i just realised how simple i make things

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i should make videos in the summer

drowsy fox
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Oooh I get it now it has a tool to select what’s subtracting

fathom gale
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yes

drowsy fox
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That’s simple enough, and yes you definitely could 😃

fathom gale
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;d

drowsy fox
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I was thinking of making some multiplayer tutorials considering none explain things correctly ..

fathom gale
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xd

drowsy fox
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But I’ve never made a tutorial and I literally have 0 time. With this project, work, and my son

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Yea.. lol

fathom gale
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dang

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feelsbadman

drowsy fox
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I make enough progress with my game everyday to be content lol. Definitely don’t have time for tutorials :b

fathom gale
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xd

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whats ur job

drowsy fox
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I’m a chef/manager at a nursing home

fathom gale
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o

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u planning on making gamedev ur future job?

drowsy fox
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Eventually yea lol

fathom gale
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xd

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that would be cool

drowsy fox
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I spent the last couple of years learning a lot of the pipelines and how all the tools work

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I learned the majority except audio and particle vertex fields

fathom gale
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o

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thats noice

drowsy fox
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What do you do?

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Or plan to do rather

fathom gale
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im just 15

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lol

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but im gonna learn some c++ over the summer

drowsy fox
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Well you’re off to a good start 😃 I’m 26 next month haha

fathom gale
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oh dang

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only languages ik atm is some c# and python

drowsy fox
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I’d like to learn more languages as I actually only know java.. lol

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My entire plan is to go blueprints only unless it’s deep multiplayer related

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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

fathom gale
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have u made a game

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yet

drowsy fox
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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

leaden onyx
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Feel stuck with a weird behavior, anyone had problem with timer handles? Check for whether is timer active never works in BT service 😦

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Should be a simple setup, yet it just wont work

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next time I call QueNextStart it ignores that timer was already set because it returns that timer is not active

kindred mountain
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@drowsy fox you can't avoid understanding references by using BP 😉

granite canopy
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mfw I cant understand shit about UE4 yet

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Learnt a lot of things already though

weary basalt
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Keep with it @granite canopy you will get there eventually.

granite canopy
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Yeah

weary basalt
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It wont happen overnight

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But persistence is the key.

granite canopy
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This probably will help me a lot with my studies too

weary basalt
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It will click eventually.

granite canopy
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and I'm really committed to this project

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I want to get this done

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on the summer

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I mean it's still trying to make a game in 2-3 months

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so I dont believe itll be done before the summer ends

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but I'll probably learn a ton

steady sequoia
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What sort of project are you trying to make?

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And are you on your own or are people helping you?

granite canopy
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I got some people helping me

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And I'm trying to do a FPS loot based shooter

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I'm not trying to make to too complex

wary wave
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it'd have to be quite simple to get it done in 2-3 months

granite canopy
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Yeah

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This'll take much longer though

wary wave
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for a duration of that length, I'd be aiming at a basic arcade game, heh

granite canopy
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But I'm trying to get a basic gun system going

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I have a simple inventory system now

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that can actually store data

wary wave
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that's something ^^

granite canopy
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Yeah

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Google helps a lot

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What should we use for models?

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And animating?

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Any tips for that?

wary wave
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I'd probably look at the marketplace tbh

granite canopy
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I was thinking of using some of the Paragon models at least

wary wave
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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

granite canopy
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It's not a deadline really

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It's just a project I wanna do myself on the summer

wary wave
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yeah, but it's a lot of learning

granite canopy
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Yeah

wary wave
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most people spend a a year or two trying to learn to model and rig characters to a basic acceptable level xD

granite canopy
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I'm sure I'll at least get something done :D

faint cedar
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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

devout gulch
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@wary wave some plugins

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some youtube tutorials

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and I was able to skin and rig character to acceptable level over weekend :d

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never done it before

idle sail
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How do you turn on the cloth sim on paragon characters? poor sevarog looks so rigid

silent kraken
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You don't @idle sail ]:)

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Naaaa, kidding. Idk. XD

idle sail
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😅

silent kraken
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Soz, I am very new to UE4.

leaden onyx
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I'll answer my own question about why persisting timer didnt work, just in case someone stumbles upon it

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so yeah Service resets every timer you set on deactivation

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gosh darn

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and it happens only for blueprint based services

whole quarry
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"Que" ? :D

leaden onyx
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was lazy to type 😄

leaden onyx
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Thats exactly my reaction when it didnt work, so I guess naming it Que was the way

obsidian nimbus
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@faint cedar is it a paragon model?

faint cedar
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nein

obsidian nimbus
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does it have apex cloth?

faint cedar
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not apex, but UE4 one

obsidian nimbus
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ok remove it B4 export

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you cant export a mesh with cloth

faint cedar
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(The export actually worked in 4.18 so I got it sorted out)

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But thanks for the tip I'll make sure to do that next time

obsidian nimbus
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and UE4 is still apex just done in unreal

faint cedar
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hm, are you sure? I was under the impression the new cloth tool doesn't use apex under the hood

obsidian nimbus
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pretty sure it does

faint cedar
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admittedly I didn't really look all too hard just something I've heard

idle sail
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Lol anyone care to explain what ive done?

leaden onyx
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maybe weapon collides with the mesh?

idle sail
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This is pretty much exactly as they were loaded in?

leaden onyx
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ah, have no clue then, but I've seen these happen in other projects where you have 2 bodies collide on start

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or physics asset that isnt set right

idle sail
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Il try mak another project with the paragon assets and see what happens

silent kraken
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I had issues with them in version 4.18

idle sail
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Its something to do with the way they had them set up

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Need to make a blueprint so the animations can go across all the meshes

silent kraken
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I plan on making my own

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God save me now

devout gulch
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@obsidian nimbus NvCloth have nothing to do with apex

obsidian nimbus
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it says remove apex file

granite canopy
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Is this where it begins

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UE crashed the first time

languid shard
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hey lads, how would you combine three vectors from RotateAboutAxis ?

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I read something about re offsetting worldspace reference for each add, but I'm not sure how to do this 🤔

plush yew
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What are you trying to accomplish that you can't do with one RotateAboutAxis?

languid shard
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can you rotate on three axis with that node ?

plush yew
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I think you should use Rotation from Transform structure

languid shard
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(this is in a material btw, no transform stuff ! 😉 )

plush yew
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I tried to translate rotation from world to relative - failed

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a

languid shard
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:p

plush yew
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You can use inverse transform

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try matrix

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@plush yew material

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Or even Transform node

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Yes that's all in the material

languid shard
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There's an inversetransformmatrix node

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gonna check how to use it

plush yew
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There's also a custom node where you can type in mul() function

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get some math info about translation

languid shard
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math 😱

plush yew
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What's the material for?

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but translation only for location, I know. Dunno if it has special rotation matrix

languid shard
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doing a section box material function

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so far I have scale, location and one axis rotation working well

plush yew
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Section box?

languid shard
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yep, sec

plush yew
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hm, make sense. Rotation with following viewport?

plush yew
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That should be easy enough passing in vectors of box and using inverse transform

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hm, too hard for me

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I didn't get it. is it because of material or something else?

languid shard
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material stuff is a bit different than BP stuff

plush yew
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no, I mean second gif

languid shard
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oh

fathom gale
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yo

languid shard
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its a bit of BP and material stuff

plush yew
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kinda "sub-brush"

languid shard
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the materials are masked accordingly to the section box properties

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scale, location, rotation

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the BP sends the Section box actor transform properties to a material parameter collection

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which gets plugged into a material function that masks the main material accordingly

plush yew
#

and you can dismiss points based on their locations?

languid shard
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points ?

plush yew
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too hard, as I said

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sorry, I've began learing 3D with OpenGL

languid shard
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hehe no probs

fathom gale
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whats this about

languid shard
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put simply, see a box with transform properties masking your material in 3d

plush yew
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Only box?

languid shard
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yeah

plush yew
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so, based on position in world space?

languid shard
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using the "box mask - 3D" function

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yep

plush yew
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ha

languid shard
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there's a sphere mask function aswell, but the box is a bit better since we use that in CAD

plush yew
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Try sphere

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sphere should be like in terminator2

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and make points at the border emit light

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like melted metal

languid shard
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yeah this is something I haven't looked at yet

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scratched my head a lot with backface coloring too, but the results aren't looking great

latent moth
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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?

plush yew
languid shard
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@latent moth second solution

latent moth
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ok great thanks, just wanted to know if i was missing on existing solutions!

languid shard
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wanted the cap the mesh where it cuts it, but this is only doable with procedural mesh 😦

plush yew
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Does material has input for light?

languid shard
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too costly since this is going to be used on massive CAD stuff

fathom gale
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im extremely confused

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on what ur trying to get here

plush yew
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What if you combine two boxes?

languid shard
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a section box @fathom gale

fathom gale
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what is it

languid shard
fathom gale
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why would u want that

languid shard
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because we need it ? 🤔

fathom gale
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for?

languid shard
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this is a standard tool in building construction tools

plush yew
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I mean, one box can change material color/light, second can vanish it, so you will have a border with target efffect

fathom gale
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ah

languid shard
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to isolate parts of a building for example

fathom gale
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is it like a level box?

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or something

languid shard
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or see what is inside a wall (isolation, electricity, tubing)

fathom gale
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ah

languid shard
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@plush yew yeah I see what you mean

fathom gale
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this is a real house or u making a game

languid shard
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haven't tried this solution yet though, and not sure I will be able to make it

plush yew
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@fathom gale just example

fathom gale
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aight

languid shard
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I'm working for a construction engineering company, so no games here 😉

fathom gale
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lol

plush yew
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working as CAD-programmer or someone else?

languid shard
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Virtual Reality Designer is the title

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but honestly i do a bit of everything, code, art, hardware, demonstrations

plush yew
#

I bet you're also porter

languid shard
#

x)

plush yew
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So, if you designer, you already use some soft. What soft?

languid shard
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well, UE4 is my main software

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also use Revit, Max, Substance Designer

fathom gale
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why dont u use inventor

languid shard
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and some other softwares for archviz rendering like the Enscape plugin for revit and Twinmotion for quick and dirty jobs

fathom gale
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thats what we use in my school

languid shard
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Inventor is a mechanical CAD software

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Revit is the equivalent for AEC CAD

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so I cant figure out how to use the inverseTransformMatrix node @plush yew , got any pointers ?

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BasisX/Y/Z are the rotation axis I guess

plush yew
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So you wanna rotate this box?

languid shard
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yup

plush yew
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is there function to check in-border-out for point?

languid shard
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no idea :v

plush yew
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don't rotate box, rotate house

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and rotate camera

languid shard
#

can't, objects are static

fathom gale
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;-;

languid shard
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😅

plush yew
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if you attach static object to dynamic, whole object will be static?

languid shard
#

you can't attach a static object to a dynamic one

plush yew
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Hm, you can use equality of plane for making box (6 planes) and then check if point >, = or <

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@languid shard Pass in forward, right and up vectors of box as the basis vectors. VectorToTransform is pixel position relative to box position

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one plane divides space into 2 half-spaces

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Feed in result to A in put of Box Mask and leave B as (0, 0, 0)

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And feed in your box extents as well

languid shard
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alright lets see

languid shard
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ah nice

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was going the right way 😄

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almost finished

languid shard
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nice this is actually gonna lighten up the function too

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works perfectly, thanks a lot @plush yew ! 😃

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next step : make it so you can use as much section boxes as you want

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this is gonna require some headscratching

plush yew
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NOICE

languid shard
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need to make a VR grabbable version too

plush yew
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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

languid shard
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hmm could work

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I'm not gonna work on that for now though

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our engineers use revit, and you can only have one section box anyways

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this'll be more than enough for them to cut into the models

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for VR a way to change the scale with some kind of handle system would be nice

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rotation and translation would update when the user moves his controller

idle sail
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Got some simple cloth sim working on sevarog, i should upload this somewhere so other people can use it

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Otherwise he just looks stiff as a brick

topaz quest
#

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?

whole quarry
#

Im sure if you google that, you'll find several ways

obtuse sable
#

How can i make emissive materal keep the same amount of glow no matter the distance?

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This is close

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this is far away

grim sinew
#

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.

obtuse sable
#

well fuck

#

thats really annoying

#

i meanl ike this is just ridicoulus

#

cant even read it

#

when im this close

plush yew
#

Decrease emissive then?

grim sinew
#

Yeah just use distance fade or zdepth or something like that to control the brightness.

#

So it's a thing that changes on distance

topaz quest
#

@whole quarry hey ya i have got as far as being able to select several specific colors but not a color range

plush yew
#

@topaz quest What are you using it for?

topaz quest
#

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

plush yew
#

Use a lerp and plug in your two colors?

#

But you'll still need to control the lerp using something

topaz quest
#

ya thats what i thought

plush yew
#

Might help to provide an example of what you want

topaz quest
#

im not really sure how to explain it better 😦

plush yew
#

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

topaz quest
#

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?

plush yew
#

Not really lol

topaz quest
#

im so bad at explaining stuff 😦

languid shard
#

got a pic ?

topaz quest
#

essentially what i want to do is replace the constant 3 vectors with a color range.

plush yew
#

Yes but you still need something to specify which color to use in that range, right?

topaz quest
#

sure that makes sense

whole quarry
#

Lerp lerp lerp lerp, dynamic material instance and go!

topaz quest
#

lol

whole quarry
#

Or just use Set Vector Parameter

#

And choose color from the BP

topaz quest
#

will that allow me to select several colors?

plush yew
#

If you tell us why you need to do it and what you're using it on, that might help

topaz quest
#

oh crap i thought i already did, sorry 😦

#

i want to mask out an image of all of the colors i select

wary wave
#

exactly those colours?

#

and those colours only?

plush yew
#

Needs to be in the range of the two colors

#

Which sounds a bit strange if I think about it

wary wave
#

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

topaz quest
#

ya i guess thats exactly what im trying to do

plush yew
#

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

topaz quest
#

right

plush yew
#

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?

topaz quest
#

oh thats totally ok, im right there with you 😃

wary wave
#

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?

topaz quest
#

I don't have a specific use for it i was just trying to see if i could do it.

plush yew
#

What are the perks of learning Unreal over Unity and vice versa?

whole quarry
#

@plush yew google before you spawn an endless discussion :D

plush yew
#

yikes

topaz quest
#

now thats a hard question 😄

#

im glad i didnt lead with that 😄

whole quarry
#

Roam around here for a week and im sure you will spot several Unreal VS Unitu talks

plush yew
#

It's ok I understand . Do you have a Unity discord server invite tho?

whole quarry
#

With usually the same end result: totally depends on what and how you want

plush yew
#

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

whole quarry
plush yew
#

thanks

#

Lastly, can someone invite me to the unity3d discord server?

whole quarry
#

Try tio ask that in lounge

topaz quest
#

@plush yew possibly i will keep trying out some stuff 😃

plush yew
#

will do

fierce tulip
#

@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

rocky kayak
#

yea but unreal > unity as we all know

plush yew
#

Well I know both are capable engines

#

I didn't want to start a war or anything

fierce tulip
#

hehe no worries

plush yew
#

Personally, I have zero programming experience. I'm a 3D artist so I rely mostly on templates to get started.

fierce tulip
#

then you'll love our material editor hehe

rocky kayak
#

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

wary wave
#

Blueprints are classes

#

fairly normal programming paradigm

silent kraken
#

yeah, Unreal is easier than unity

#

as Luos said depends on needs, desires, knowledge, etc, etc

granite canopy
#

I made a health system

#

but there's a compile error

#

and it actually doesnt get the health value

plush yew
#

What's the error?

granite canopy
plush yew
#

Remake the function maybe. Looks correct to me

#

@granite canopy just try recreate the cast node that normally fixes it for me

granite canopy
#

Yeah thanks it's working now

silent kraken
#

@plush yew yep, I got something to work by remaking the code again.

plush yew
#

oh nvm

granite canopy
#

I had to redo the functions

silent kraken
#

XD, you know, UE just needs you to do the work again

granite canopy
#

Yeah

plush yew
#

It's making sure you know what you're doing 😉

granite canopy
#

Yeah :DDD

#

So apparently if you're making a FPS game you shouldnt use the FPS template :')

silent kraken
#

Yeah, the templates don't work that well for me

#

I just think updates have broken them over time

rocky kayak
#

if youre making something, definitely use a blank slate. templates are for references if you forgot how to do something imo

granite canopy
#

Since I'm really new to this

silent kraken
#

Also, the tutorials are being updated

granite canopy
#

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

silent kraken
#

Yeah, I have the template for now but I will just remove it all later

#

I think I know what tutorial you watched

rocky kayak
#

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

silent kraken
#

Was the tutorial made by virtus???

granite canopy
#

Well I've been watching random youtube videos here and there

#

Now I saw a few Virtus's videos

rocky kayak
#

yea virtus is pretty big, love their stuff

granite canopy
#

these are cool

#

and he really tells like what everything exactly does

fossil ore
#

Guys.
Is there a way to copy-paste keyframes in sequencer?

silent kraken
#

Tried there tutorial. It didn't work fully

granite canopy
#

Well

#

I'm gonna find out myself how these work then for those parts that dont work

silent kraken
#

It basically got to a point where I scrapped his tutorials

#

I just think updates broke some of the things in his examples

fathom gale
#

any simple models i can do for anyone?

granite canopy
#

I need to learn modeling stuff

granite swift
#

A quick question, sorry to barge in

#

Is anyone able to access this documentation?

granite canopy
#

Giving you an error?

granite swift
#

"You do not have access to view this page within the site."

granite canopy
#

It's just waiting

#

for me

#

Yeah it's telling me to log in

fathom gale
#

same

granite canopy
#

at least

granite swift
#

It did that for me

fathom gale
#

seems sketchy

granite swift
#

I logged in and then got denied

granite canopy
#

the site is really slow

fathom gale
#

maybe its phishing

#

careful

granite swift
#

the official unreal site phising?

#

that'd be sad

fathom gale
#

idk it can be fake

#

anything is possible these days

languid shard
#

the UE docs website has been slow as fuck since they reworked it

fathom gale
#

dang

faint cedar
#

I keep thinking that there isn't really much more that can surprise me

fathom gale
#

feels bad man

faint cedar
#

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

manic pawn
#

it's probably still a troll

faint cedar
#

that's some dedication then

fathom gale
#

anyone need help using blender

manic pawn
#

crappy new forum software doesn't let you look at old posts but I doubt all 1000 of his posts are trolling lol

fathom gale
#

im bored

topaz quest
#

@fathom gale i do have a blender question. do you know how to bake a procedural noise displacement texture?

silent kraken
#

@granite swift the wiki is being upgraded. Expect it to break, they will probs kill those pages

fathom gale
#

@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

silent kraken
#

@fathom gale I would if I was at home. Idk how to use blender

fathom gale
#

i can teach u ;d

granite swift
#

Thanks @silent kraken

fathom gale
#

@topaz quest did it work

topaz quest
#

@fathom gale hey trying that out now

fathom gale
#

aight

topaz quest
#

is this in cycles ?

fathom gale
#

yes

topaz quest
#

where do you get the option to change the effect to displacement?

latent moth
#

is there anyway to import multiple LODs from blender in a single step?

fathom gale
#

@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

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

fathom gale
#

are u using ue

#

@latent moth

latent moth
#

of course

#

as said, from blender

fathom gale
#

ok

#

u can just drag the whole blend file

#

into ue

#

and bam

kindred viper
#

huh? Since when was that a thing?

fathom gale
#

have u tried it before

kindred viper
#

no. I always export as fbx

fathom gale
#

lol

#

certain things need to be exported as fbx

#

eg

#

terrain entities

#

weapons

latent moth
#

no

#

BAM you end up with all separate lods, hence my question

fathom gale
#

hmmm

#

im back

#

my dad arrived sorry for the long wait

#

@latent moth can u screenshot ur work

dim arch
#

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

granite canopy
lost ember
#

Am I the only one which gets the "Loading Visual Studio..." popup even after VS is loaded?

#

@granite canopy Tick Event

granite canopy
#

Alright thanks

#

forgot completely

grim ore
#

@lost ember I beleive that was a bug in 4.18.. and 4.19... and lol

lost ember
#

Wasn't it supposed to be fixed :^)

grim ore
#

well 4.20 is coming out next month so maybe then?

dim arch
#

yea think you need a specific vs build for it to run smoothly

obsidian nimbus
#

i wouldnt put that on event tick 😛

grim ore
#

well I know if you don't use C++ you can get past that error, it's a fix 😉

dim arch
#

hmm ok

obsidian nimbus
#

mayB on event get hit or something 😛

dim arch
#

any word on if they will integrate gameworks into 4.20 btw?

kindred viper
#

@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

dim arch
#

seems like a good time with niagara

kindred viper
#

yeah cant wait for 4.20

#

although there is a niagara in 4.19 if you switch it on

dim arch
#

4.20 the dankest of unreal engines 🔥

kindred viper
#

its smoking

dim arch
#

the 4.19 version is a very old branch

kindred viper
#

yeah figured as much which is why I didnt switch it on :p

dim arch
#

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

fathom gale
#

xd

kindred viper
#

gameworks will be added externally.

#

usually quite quickly after release

dim arch
#

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

rocky kayak
#

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?

whole quarry
#

Not spawning actors when Stopping the game?

rocky kayak
#

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

verbal thorn
#

Есть кто?

latent moth
fathom gale
#

nice gun btw

latent moth
#

ok, do you have any ideas.

fathom gale
#

remove the mesh collider i guess

latent moth
#

why

#

without it it cannot generate the impact.

fathom gale
#

hmm

latent moth
#

i mean, with or without it it doesnàt change

fathom gale
#

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

woeful oar
#

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.

latent moth
#

elpupper i know you are trying to help

fathom gale
#

trying

#

xd

latent moth
#

yes but that also generates a lot of noise

#

if you're just trying it is not helping 😄

fathom gale
#

i use unity mainly

latent moth
#

even though i appreciate the effort

fathom gale
#

since i can barley run ue

latent moth
#

then don't.

#

questions then get flooded and the chance that someone knows how to help reduces

#

😃

fathom gale
#

dang

#

what do u do to like release the bullet or ray

#

do u have like a spawning point for it

sonic pagoda
#

which way is up in the chat

#

okay this way

sonic glacier
#

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?

lament kraken
#

@latent moth what is the problem with it?

#

dm me about problem

latent moth
#

see video

lament kraken
#

ok

wild glacier
#

@latent moth Il problema sta nella velocità di rottura dei vetri?

latent moth
#

yes

#

the issue is that it just explodes in one direction

#

trying to understand the best way to mae shattered windows

wild glacier
#

E l'impatto è di un proiettile/attore?

#

Nel senso, un attore interagisce con una Destructible Mesh (?)

#

@latent moth

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

plush yew
#

No reason to send this cake.

wild glacier
#

Vabbè, mi sforzerò di parlare in Inglese

#

The issue is the velocity of shattered windows or the direction of explosion?

latent moth
#

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

plush yew
#

guys can i ask a little question

cursive dirge
#

don't ask if you can ask

#

just ask

plush yew
#

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

vivid oar
#

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

plush yew
#

where should i add

vivid oar
#

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

plush yew
vivid oar
#

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

plush yew
#

And you can collapse material attributes into a material function for cleaner graphs

vivid oar
#

do you have a tutorial for this

#

so

#

wait

plush yew
#

how did he do this?

#

base color is not have a another output

long mango
#

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?

plush yew
#

Meterial died

long mango
#

uf

#

tnx

#

somehow missed it

plush yew
#

when i add layer blend

grim ore
#

You can ask anywhere you want, you just might get people being cranky in some channels 😃

long mango
#

nah, it's ok, there's that channel there for a reason

grim ore
#

yeah people get cranky when there is no order to the chaos

plush yew
#

Oh fix it 😄

vivid oar
#

@plush yew what did you do can i see ?

plush yew
#

and learned how to do it

#

yes wait

#

just dont forget to make preview weight 1

wild glacier
#

@latent moth Have you tried to change the Mass of your Window Static Mesh?

plush yew
#

something was wrong...

#

meterial is looking weird on landscape

latent moth
#

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

wild glacier
#

Ok

latent moth
#

grazie 😃

wild glacier
#

Nulla, fammi sapere se risolvi

latent moth
#

👍

vale halo
#

Anyone else here experiencing issues being logged out immidiately when logging in?

sonic glacier
#

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 :/

vale halo
#

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

vivid oar
#

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.

obsidian nimbus
#

its callled vertex painting

#

lot of tuts on it

sleek spear
#

where does compiling of shaders happen? cpu or gpu?

coarse wigeon
ashen brook
#

😃

#

so excite

coarse wigeon
#

4.20 is going to be lit

frosty bloom
#

Pretty sure 4.19 is the biggest piece of crap because they put all their effort into 4.20 🤖

ashen brook
#

pretty sure that's not how that works but ok

frosty bloom
#

I haven't experienced as many complaints (or experienced bugs) on any version as much as 4.19. Might just be a coincidence

#

¯_(ツ)_/¯

grave nebula
#

absolutely. 4.19 is disasterous

grim ore
#

@sleek spear shaders compile on the CPU

drowsy fox
#

@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

vivid oar
#

needs alot more work xD tho

uneven fractal
#

how do I get the first pose in an animation blueprint?

#

or do you not need one

drowsy fox
#

You need one

#

Create one

uneven fractal
#

I just want to rotate a bone I don't have any animations

drowsy fox
#

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

livid haven
#

There's probably a node to get the base pose then

grim ore
drowsy fox
#

It’ll end up being 3 nodes I believe

uneven fractal
#

there is no state though it's just not animated at all

drowsy fox
#

But @grim ore without an animation for locomotion it would remain blank wouldn’t it?

#

Except I believe it needs a transform bone node

uneven fractal
#

I just want to alter the rotation of a bone on a none animated skeletal mesh

uneven fractal
#

I've got this but it doesn't rotate the bone in the preview

grim ore
#

if you are just working with a single item then do you even need an animation bp?

uneven fractal
#

well can I rotate bones via the regular bp?

drowsy fox
#

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

grim ore
#

oh gotcha sorry, I saw non animated and assumed static not skeletal lol. reading ftw.

ashen brook
#

you also need to set the appropriate transform channel to replace in the node's properties

drowsy fox
#

@ashen brook that’s what I was sort of explaining

#

At least attempting to explain lol

coarse cradle
#

When I try to move around inside a object I made in the viewport play mode it kicks me out of the object/building

uneven fractal
drowsy fox
#

What is your goal ? @uneven fractal

coarse cradle
#

the walls and the ceiling are all one mesh

uneven fractal
#

make wheels spin without an animation

frosty bloom
#

@coarse cradle It's the collision

coarse cradle
#

I thought so

#

ill check over it, thanks

drowsy fox
#

Have it affect the X bone transform rotation

frosty bloom
#

@coarse cradle for testing purposes you could set it to complex collision inside the mesh editor

drowsy fox
#

Right click and split it

coarse cradle
#

is it good for finalized use @frosty bloom ?

drowsy fox
#

Create a float variable and connect it

uneven fractal
drowsy fox
#

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

frosty bloom
#

@coarse cradle Depends on soo many things. Generally I believe creating your own custom collision for things like buildings is necessary.

drowsy fox
#

With what you’ve posted

#

10000*

uneven fractal
#

I just wanted to test if this setup worked

drowsy fox
#

Alright

uneven fractal
#

and the bone is still in the same spot in the preview

#

so I don't think it did

drowsy fox
#

You set the location though

#

Something is really setup wrong lol

uneven fractal
#

exactly that should move the wheel up 10,000

drowsy fox
#

I can provide an example if you’d like

uneven fractal
#

sure

#

I'm in an ancient version though not sure how helpful it will be

drowsy fox
#

Let me finish this smoke and I’ll head inside

#

What version?

#

It should be the same

uneven fractal
#

4.5 something

drowsy fox
#

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

uneven fractal
#

yeah

drowsy fox
#

heres you setup for that location

#

just do that but make the rotation variable TireRotation

granite swift
#

Is this suspension stuff?

drowsy fox
#

simple wheel spinning

granite swift
#

Oh.

#

Wait are you rotating a bone instead of playing an animation?

uneven fractal
#

don't have an animation

#

making do with what I have

granite swift
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Do you intend the car to only go in one direction?

uneven fractal
#

yep

drowsy fox
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set that up in your event graph

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not using thirdperson casting obv

granite swift
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Also you're re-casting to that BP with every tick

uneven fractal
#

but why does your transform bone node look different to my?

drowsy fox
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okay maybe not do that

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lol

drowsy fox
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on the right side you can toggle whats viewed

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like thisa

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the As Pin toggle

uneven fractal
#

ah I see

drowsy fox
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make sure you use a 1.0 alpha aswell

uneven fractal
#

but if the node itself doesn't work for me in preview how does the event graph stuff help?

drowsy fox
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it will work

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lol

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in your pawn, setup something to drive that variable

uneven fractal
#

right but if I just set something in that variable

drowsy fox
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or even in your event graph in your anim bp do this for testing

uneven fractal
#

nothing happens

drowsy fox
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oof i cant make timelines in an animation BP, okay in your pawn create a timeline

granite swift
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Just to confirm, is the wheel named torso?

drowsy fox
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that is 5 seconds long and goes from 0-360

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and loops

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no lol

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thats my photo

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for a reference for him

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i created a quick example

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by butchering my old project lol

granite swift
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Righto

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Well I suppose you could make the timeline in your pawn / vehicle w-e

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then cast to anim instance

drowsy fox
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just for testing

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to show it works yea

uneven fractal
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no matter what value I set in the variable the rotation of the wheel doesn't change

granite swift
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Only one thing to do

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start debugging

drowsy fox
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is it a changing variable?

uneven fractal
granite swift
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eliminate emotions until your find the source

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...emotions?

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Freudian slip

drowsy fox
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what does your note say?

uneven fractal
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node?

drowsy fox
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note

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where it says NOTE

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in blue

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hover over it

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whats it say?

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notes usually arent crutial

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im just curious

granite swift
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Note is usually just "you don't need to do this"

uneven fractal
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was visible but ignored

frosty bloom
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Are you using physics for this vehicle or are you faking susp and all that stuff aswell?

granite swift
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I think everything is faked

frosty bloom
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in which case I would recommend moving over to your vehicle BP and look up how to fake it.

uneven fractal
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er doesn't rotation in unreal 4 go from -180 to 180 and not 0 to 360?

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not that it matters

drowsy fox
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yea youre right lol

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either way it would still goto 360 i think

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wait no

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its still; 360 lol

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oh

uneven fractal