#ue4-general

1 messages ยท Page 261 of 1

plush yew
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"Install it"

vivid girder
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That's more of a custom pathfinding approach

obsidian nimbus
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you could have the navmesh not be blocked by the door when enter triggerbox do the door open thing

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if door is closed

vivid girder
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Only thing i'm worried about with using triggerboxes is the pawn entering the triggerbox and opening the door when walking past a door they shouldn't be going in

obsidian nimbus
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if wunna go to next room true

vivid girder
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That still seems difficult to manage

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The rooms would need to be hand created out of n number of volumes

obsidian nimbus
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nah he is doin x task in the room he is in, when he goes next task set enter room something true

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kinda depends on the situation

vivid girder
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Say the room he's in is a hallway

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And he needs to enter the door at the end, but there are 10 other doors along the way

obsidian nimbus
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depends on the situation i guess, does he ever go into one of those 10 doors?

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stuff like that

vivid girder
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yea, the npc can go into any door

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Is there anyway to pathfind through doors? Knowing that when you get to one you'll be blocked by the collision volume?

obsidian nimbus
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yea have it not affect navmesh

viral marten
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is there a setting to enable showing grid units on the viewport

marble spire
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want to make it my character in the 3rd person game

strange fog
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You'd need to rig it to a skeleton

lavish glacier
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where can one get official rigged paragon characters?

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actual maya files

grim sinew
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don't think you can, you can only export the end result from unreal back out as fbx but it won't have any of the maya specific data

lavish glacier
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@grim sinew what would be the process to rig it?

grim sinew
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well you can rig it the way you rig anything else

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you can export the skeleton from unreal, but you might need to fix the skinning

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and you wont have any of the controls, just the bones, so you need to make stuff like IK from scratch

lavish glacier
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is that easy with ART?

grim sinew
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wouldnt know, i dont use ART

lavish glacier
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i see

grim sinew
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I make my own rigs

lavish glacier
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thank you @grim sinew , i am trying to learn the process

fossil oracle
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guys i have a question, i have serval static lights on my scene, but after i built the light, all the static lights went dark, they seemed just stop working.....im sure there is nothing wrong with the meshes, because meshes are not black, only static lights. does anyone know how to fix it?

small oar
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Can i call a function from sequencer?

snow tendon
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LOADSAMONEY!!!!!!!!!!!!!!!!!!!!!!
This is a journey from to money
Load to money
Money Money Money

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I like the money...

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No...I love the money

whole quarry
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@snow tendon do that in #lounge , not here ๐Ÿ˜‰

snow tendon
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Tanks

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The French langage is good for you ?

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You like ?

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Discuss !

whole quarry
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this channel is for ue4 related chat only

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hence the name unreal-chat

snow tendon
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Sorryyyy I did not understand

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Bye

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The Unreal Engine can superted the 8k ?

cloud cobalt
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It supports any resolution your hardware supports

storm venture
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i am incapable of moving folders in ue4 and it's taking up way too much of my time

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is there some secret technique to moving a bunch of folders without everything breaking?

wary wave
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don't move anything in windows explorer

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do it in the editor

cloud cobalt
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@storm venture Move a few of them at a time

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Moving assets is no joke - every reference to them has to be updated everywhere

plain nebula
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Dont forget to fix redirectories too

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Right click on the Content folder > Fix up redirectories

storm venture
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yup, been doing all of that

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moved a single folder with just a dozen or so materials, fix redirectors, crash

plain nebula
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Yes, this happened a lot to me before

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Now I move partly stuff > fix redirectors > move other part > fix redirectors etc

cloud cobalt
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@storm venture Crash while fixing redirectors ?

storm venture
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yeah but when i restarted it was fine

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ive been moving only a few files and its working so far but verrrryyy slowly

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theres hundreds of assets so this will take a while, lol ๐Ÿ˜„

snow tendon
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@cloud cobalt That beautifull

marble spire
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Guys

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someone know a way to fix

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a problem with "3d shapes"

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like, ive boned my 3d model

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but when i try to animate him, for example

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if i move his arm

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some part of the finger stays in place

whole quarry
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boned my 3d model eww

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where are you trying to animate it?

grave nebula
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Must have been a pretty good-looking model.

cloud cobalt
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That's not exactly helpful to joke about, especially on something that's hard to parse from a non-english-speaking perspective

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@marble spire You should investigate the weights of bones in vertex groups

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Does it work well in your 3D software ?

whole quarry
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its not like he will ever reply

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like many questions, the question is dropped, someone replies, but the questioner is absent for eternity

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with a joke like that, you can test first if hes still here

digital anchor
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thats because you tell people to google it

whole quarry
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well ye, google first, cant find it, then ask

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ยฏ_(ใƒ„)_/ยฏ

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else we'll just google it for you

cloud cobalt
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Still not helpful to answer legitimate questions with trolling, especially when OP is obviously not a native speaker and discussing stuff here isn't easy

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Please keep things serious and professional ? It's not like we have any shortage of the opposite

whole quarry
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well, I followed up with the serious question where are you trying to animate it?

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So im not really sure why you're ramping on a joke

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also, joke != trolling

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trolling is giving misinformation with malicious intent

grave nebula
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Stranger does have a point, but it was too hilarious to just pass by.

sand stratus
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How can I view the world in the editor from my pawn's camera component?

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whatever, I managed to get a preview of what the camera sees, this works

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Is there anyone here that could help me with the Sequence Recorder? I'm having some troubles with that

remote roost
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can I make a game in UE4 without using any blueprint

grim sinew
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Yes.

manic pawn
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you can but it is a bad idea

plush yew
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The more common question is, can I create a game without C++

remote roost
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why would it be a bad idea

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i'm coming from unity and don't like visual scripting

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babbys first ""coding""

manic pawn
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you don't necessarily have to use the visual scripting part, but blueprints are also a good way to separate data from code

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(make c++ base classes, create blueprint instances with default values)

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reference assets in a way that doesn't break all the time

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etc

remote roost
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okay so i'm making a framework right, could I lay stuff out in BP so people who buy/download the framework can edit things

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C++ stuff

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and what's like the limit to that

grim sinew
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You get some benefit with blueprints with stuff like UMG where it's a full UI editor with its own UI, but nobody's going to put a gun to your head and force you to use blueprint unless you're working with others.

remote roost
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I don't want to make my things in blueprint but I'd like to lay some stuff out in there so people can easily edit things like skills

low hinge
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how do you make it where when you tap the spacebar once you jump but if you double tap it you like boost kinda like Black Ops 3

grim sinew
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If you're working with others, you should expose all your C++ stuff to blueprint, every time. If it's just for yourself, everything in the engine, even blueprint, is made with C++ anyway.

remote roost
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@low hinge Apply a velocity probably

low hinge
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oh ok

remote roost
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Once one jump is pressed set jump count to one

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or set "hasjumped" to true

low hinge
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ill try and see what happens

remote roost
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but yeah, so laying things out in BP

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should I lay all of my C++ stuff in it?

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because I want people downloading the framework to be able to edit it

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and most people don't know C++

grim sinew
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"I want to work with other people" So what you want to do is expose all your C++ stuff to blueprint. It's really easy, just do it in the header for all the variables and functions they should be able to change.

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It's fine working with C++ and just exposing the end result to blueprint, but the point of blueprint is that you can have a game designer for instance, that knows nothing about coding, make changes without waiting on you while you do other things.

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If you don't expose the ability to make changes in blueprint, you're harming your team needlessly.

remote roost
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I don't have a team

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I'm gonna release this as a framework

grim sinew
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Is it for others to use? If the answer is yes, then everything I just said still applies.

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Nobody cares how awesome your code is if nobody can use it. When coding for anything else, you always need to keep the user experience in mind and this is no different.

waxen wedge
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If you want to avoid blueprint but still make it editable by users you might be able to drive things using Data Tables, which for the user would mean editing a CSV file, and from your end would mean creating structs that inherit from TableRow so that it can be easily loaded into the editor.

plush yew
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if anyone reading is familiar with adding .keystore to APK for google play, i just posted a question in #mobile

next badger
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Can someone test a bug in ue4?

silver crown
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@next badger ?

next badger
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sorry haven't sent ๐Ÿ˜›

grim sinew
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Well there's your problem, you're using Unreal lens flares

next badger
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@grim sinew huh?

grim sinew
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Exactly

next badger
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@grim sinew there are others?

grim sinew
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There is no point where the lens flares in Unreal looked good, no matter what you do to them

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That's why it went unnoticed for so long, if it even is a bug

next badger
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@grim sinew probably cause some people have no one...as you may notice

grim sinew
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I... have no idea what you just said

next badger
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It's working for me in every engine version from 4.17- 4.20.

timid seal
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just your friendly reminder how easy humans are to manipulate and how nice lights are for that: while prototyping a level layout i just noticed some light shining through a door in a corridor looking all weird and almost like artifacts combined with the lighting in that corridor. good thing i want the player to go there anyway: replace the corridor lamp nearest to the door with a broken version and voila, instant "soft hint" through lighting ๐Ÿ˜›

languid shard
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I've got a very weird case of variable disappearing in a BP, but sill being referenced after migrating some blueprints from 4.19 to 4.20, anyone already had this kind of bug ? ๐Ÿค”

timid seal
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ok i mean the wall right in your face if you choose not to go through the door is another very obvious hint where to go, but that's just because of bad prototype phase design and actually only feels half as bad when combined with the light to lure you that way anyway

languid shard
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now I cant build the bp ๐Ÿ˜ข

grim sinew
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4.20 won't even show material instructions, I've given up on it until a full release

languid shard
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so much needed features are 4.20 only ๐Ÿ˜ข

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aaaah FFS they forgot to add the scripting utilities in the 4.20 build...

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the C++ classes are here, but all the associated BP functions are missing

next badger
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@languid shard the plugin one?

languid shard
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yeah @next badger

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in 4.19 it was available in the engine content folder

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now we can only see the C++ classes

timid seal
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stupid question maybe but: i'm on 4.19.2, just created an actor component by accident, removed it and replaced it with a scene component of the same name, but now when i open it it doesn't show me the actual scene to edit, just the blueprint editor, is there an easy way to fix that?

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it does show the correct parent class as a Scene Component though

digital anchor
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this?

timid seal
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doesn't show up

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neither components nor viewport, just the usual blueprint editor stuff

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it seems to still think it's an actor component without a scene

digital anchor
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Are youi talking about a scene component, or a scene component inside an actor

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components have no scene to edit

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only code

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thats normal

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and components cant have components, so the components tab wont show eighter

timid seal
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ummm but scene components should?

digital anchor
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only actors, thats what you probably want

manic pawn
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components can have children but the blueprint editor only lets you create a hierarchy on actor blueprints

timid seal
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or am i brainfarting here and actually want a real actor? essentially i'm trying to make a thing containing a pawn sensing component and a spotlight and the associated logic to drop into all kinds of camera props, ai characters etc to make them sound alarms/notify AI guards/etc if they spot the player

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essentially a "stay out of this cone if you know what's good for you" component to add to different actors

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which requires both a scene and a blueprint.

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do i really have to use sub-actors for such a thing? i thought that's why there's a distinction between actor components and scene components?

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even the short description for scene components says "a component to attach to other scene components" which kinda implies i can attach something to it, right?

digital anchor
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thats a problem i had when i tried blueprints, on C++ its trivial to make a componnent, to spawn an arrow static mesh compnent, a rotator component and make it a "point this actor" arrow component, i still have no idea how to make nested components in blueprint to be honest =d

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i actually think its a flaw, not sure

timid seal
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oh so i would use a plain Actor for that and just attach it to the other's scene?

digital anchor
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you could, but i think you lose some perks of it being a direct component such as getting the owner actor

timid seal
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don't want to convert everything to a C++ project though, because they take for ages to compile on my rig ๐Ÿ˜›

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oookay and now my engine forgot about its own content folders restarts /o\ ๐Ÿ˜›

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after this endless loading time i'm gonna try the Actor approach, thanks :3

digital anchor
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np, tell me if u find a better approach

timid seal
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ugh, still takes for ages... one should think my hybrid HDD's 120GB cache would have the engine cached by now.... ๐Ÿ˜›

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well shit... folder shows up empty, but if i want to create the actor it (correctly, because the file is physically there) tells me the name is already in use... validating the folder does nothing

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oh nope correction: validating it removed the file from disk, but it's still "already in use"

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ok, validating it AGAIN fixed it, i don't have to understand that do i? ๐Ÿ˜›

digital anchor
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๐Ÿ™ƒ

timid seal
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whoops wrong screenshot, brainfart, that's actually worse

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but that other screenshot reminds me i wanted to ask: as you can CLEARLY see that light shouldn't exist ๐Ÿ˜› it's a temporary fix because the engine refused to bake my "use as static lighting" emissiveness on the Sphere, is that a known issue with a fix? ๐Ÿ˜›

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to answer the obvious questions: yes everything involved is set to static, and the material is set to emit into the lightmass

remote roost
grim sinew
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cool jpeg

remote roost
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thx

timid seal
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@grim sinew that's a paradoxical sentence.

grim sinew
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What, cool jpeg? Don't be racist against jpegs

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They're a great image format, sometimes.

timid seal
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jpegs, by design, are almost always horrible ๐Ÿ˜›

grim sinew
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Hey, lossless jpegs exist

timid seal
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i'm not racist, i'm fileformatist ๐Ÿ˜›

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since when? 0.o

grim sinew
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Lossless JPEG is a 1993 addition to JPEG standard by the Joint Photographic Experts Group to enable lossless compression. However, it might be used as an umbrella term to refer to all lossless compression schemes developed by the Joint Photographic Expert group. They include ...

remote roost
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there is nothing wrong with jpeg lol

timid seal
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ooooh ok that kind of "exist". like voice over XMPP "exists" ๐Ÿ˜‰

grim sinew
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He's just a jpegist

timid seal
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*she

remote roost
timid seal
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and agreed, nothing wrong with jpeg, just with many use cases people use it for

remote roost
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or sorry fuck thats jpg as well

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hold up

grim sinew
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pff

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I was about to say, I hope your png isn't like that!

remote roost
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lol

timid seal
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and there you see another great benefit of PNGs ๐Ÿ˜„

grim sinew
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"See, I resaved this jpeg as a png and now it's a png, right?"

remote roost
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nah, it's not

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๐Ÿ‘€

timid seal
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oooh you mean the high-res.tga.bmp.gif.jpeg.png.tiff?

grim sinew
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"Why isn't this 32 bit EXR file high quality? I only got the source from a super compressed jpeg!"

cloud cobalt
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I see your PNG vs JPG discussion, and I raise you the image format that outperforms both at their own best situation - WEBP

remote roost
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meme format

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no thx

grim sinew
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WEBP for game textures is the best format

remote roost
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hard pass

timid seal
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just think how great it would be if that actually worked: just have the GPU invent all of the detail without designing it ๐Ÿ˜›

leaden garnet
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WEBP?

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time to look it up

cloud cobalt
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WEBP is the best at everything really, it compresses better than PNG when lossless, better than JPG when lossy, and it's got actual alpha too, unlike PNG.

grim sinew
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When are we getting a WEBP to gltif to dds converter?

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It must pass through two meme formats at least before it's usable

leaden garnet
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question is... can unreal use .webp?

grim sinew
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No of course not

leaden garnet
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rip

cloud cobalt
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Yeah, for Unreal you just use TGA

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Only file format you'll need

grim sinew
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^Not exactly wrong

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TGA is pretty much universally impossible to screw up

timid seal
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@cloud cobalt what do you mean by "actual alpha" as opposed to png? how's png's alpha wrong?

grim sinew
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PNG has two types of alpha

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Alpha channel and just straight up no pixel data

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The latter breaks in Unreal

cloud cobalt
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@timid seal PNG allows removal of data in zero-alpha parts of the image, yeah

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Which you don't wan't if you're using alpha for something not a transparency

timid seal
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uh didn't know that, ok yeah that's ugly

grim sinew
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TGA is safer to use since it can't do that while supporting all of PNG's features

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You can have RGBA in TGA if you want

cloud cobalt
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TGA is basically a bitmap with alpha support, it's dumb, implemented in 100 lines of any language, and it just works

timid seal
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i use alpha for other kinds of things (like "emissive intensity") all the time, don't even want to know how much that'd break /o\

grim sinew
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Generally only use alpha if you have absolutely no need for any other packed channels in the textures. Alpha takes as much memory as a full second texture.

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Diff+A and Normal is just as much memory as Diff and packed and normal

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You toss out two channels for nothing

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Only saving a texture sample

timid seal
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off topic question: does PawnSensing::OnSeePawnEvent trigger multiple times at once if multiple pawns are in the sensing cone?

sudden agate
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afaik Pawnsensing is deprecated

timid seal
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not according to my engine 0.o what should i use instead?

sudden agate
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Ai Perception, but it is more difficult to setup

timid seal
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okay i'll have to look into that. but my engine version doesn't know anything about deprecation yet so i'm just gonna continue (ab?)using it in my prototyping phase until i want to improve it (which i'll do anyway)

wary wave
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but also, those don't really sounds like progression stats

frosty bloom
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A true, ill remove and repost in there ๐Ÿ˜„ What category would they fall under? (moving now)

wary wave
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they're just general game stats

frosty bloom
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Yeah I guess I can't really argue there. I currently call it ProgressionComponent though, to handle Stats that require visual representations.
Don't want it to sound miss leading though, but GeneralStatsComponent would be to vague / broad for anyone to understand what I'm trying to sell ๐Ÿ˜›

timid seal
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so you're reselling the PlayerState class?

frosty bloom
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No?

timid seal
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but that's the thing that handles the kinds of non-progression-related stats your thing handles

frosty bloom
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How is experience & the others not STATS ?

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they develop alongside any player in any game

timid seal
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can you read instead of shouting?

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never said they're not stats.

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just nothing progression related because that implies your component actually tracks progression

frosty bloom
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It does track progression though

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and handles the visual representation

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with color interpolations, lerps, delays, timers, animations etc

timid seal
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not a single thing you just mentioned has anything remotely to do with tracking progression

frosty bloom
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No, of course it don't. I mentioned features for the visual representation

timid seal
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ok how does it track progression then?

plush yew
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is anyone doing audiovisualizations with ue4?

timid seal
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(setting aside for a minute the fact that combining stats collection and HUD in one component isn't the greatest thing to do)

frosty bloom
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I don't think I've mentioned HUD once, or that i have any kind of Widget inside a component?

timid seal
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[4:45 PM] Erik Hasanof: with color interpolations, lerps, delays, timers, animations etc

frosty bloom
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And?

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It's a plugin. I can have more than one c++ class lol

timid seal
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"colors and animations" for "visual representation" sound very much like UMG if you ask me

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earlier you said it's "a component", which is a type of class, guess i took that description too literal then?

frosty bloom
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The way you write I would almost assume you have something relatively close to what im about to sell already on the marketplace lol.

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a component is a class, if you didnt knew that.

timid seal
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exactly

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so if it's "A component" then it's not "more than one class". that's what i literally just said.

frosty bloom
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that combining stats collection and HUD in one component

timid seal
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yes, because you literally said "a component" before so i thought it's just one

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as i said, mistook you there before.

frosty bloom
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Unfortunately I cant go into technical detail how it works, as you surely understand. But it works perfectly fine i assure you

timid seal
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[4:52 PM] Erik Hasanof: The way you write I would almost assume you have something relatively close to what im about to sell already on the marketplace lol.

actually i don't have anything on the marketplace currently, i'm just wondering what it actually does and yes of course i get you want to be secretive about its inner workings before you release it but can you tell me an example maybe?

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because from what you said (or i understood) it could be either a HUD widget or a database or pretty much anything in between ๐Ÿ˜„

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so of course don't tell me how it does it but i'd be interested in what it does

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should also help identifying those stats you're looking for

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because pretty much everything could be represented as a float and then graph somehow

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(which btw isn't a bad thing necessarily, maybe you don't actually want to focus on specific stats but let your users decide sometimes?)

plush yew
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@timid seal i would rather try to produce something meaningful, and apply to unreal development grants

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they usually make some awesome stuff

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sorry they usually hand people money that allows to compel meaningful efforts towards developing meaningful projects

timid seal
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@plush yew um what's the context there? if it's the stats/visualization thing, that was Erik's, not mine ๐Ÿ˜„

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i'm just trying to understand what it actually is he's building so i can answer his question ๐Ÿ˜„

plush yew
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you guys were talking on marketplace

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๐Ÿ˜ƒ

timid seal
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because i only know so far he's looking for a bunch of different names you could give a variable "that can be visualized" (which are pretty much all variables, even the player position could be heatmapped to aid the level designers for example) for a thing that somehow tracks those but i don't know what it's actually supposed to do in the end ๐Ÿ˜›

pallid compass
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i read names

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my first reply

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FGamePlayTags

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ez

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someone give me tldr thats alot to read while im working ๐Ÿ˜ฆ

timid seal
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the examples were things like "Health", "Experience", "Stamina", ... which essentially just amount to float so far.

pallid compass
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that combining stats collection and HUD in one component```
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ERIC U MAKE ME SICK

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WE DONT PUT STATS IN HUDS

frosty bloom
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I dont do that :C

timid seal
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@pallid compass tl;dr: Erik made a thing that visualizes "progression" through "values that can be visualized" and wants to know which values to look at.

pallid compass
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u know the rule dam it, data driven representation only D:<

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oh

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thats pretty nice eric

timid seal
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oh no he quoted me there because i mistook him there because he's so secretive about what it does

pallid compass
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oh dw same

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i got like 4 fucking awesome things on there way to the market place at some point

frosty bloom
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I haven't actually written a document about it yet, so I am having a hard time explaining it fully to be completely honest.

pallid compass
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DO u remember the secret technique i taught u eric

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If u cant write it

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BLUEPRINT IT

frosty bloom
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๐Ÿ˜‰

plush yew
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๐Ÿ˜‰

pallid compass
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write all the doc in blueprint comments

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oh eric

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u wann know what iv been working on

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u know the GAS system right?

frosty bloom
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Yeah

pallid compass
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imagine gas

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But inventory version of it.

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Containers u can define and use for anything

frosty bloom
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Man, imma steal that idea

pallid compass
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that are insanely customizable and with with anything

frosty bloom
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joke

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๐Ÿ˜„

pallid compass
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its gonna be awesome af and super cheap

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lemi show u a SS

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to give u an idea

frosty bloom
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Please do, it sounds awesome

pallid compass
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So thats default paramaters for 1 container / bag

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u can use them for anything, item bags, spell book, blah blah etc

frosty bloom
#

Nice! And you are making it for MP? I finished my own InventorySystem a while back & i'd say that SS looks way more advanced tbh

pallid compass
#

Yeah im thinking about fixing it up for MP

#

its also super BP user friendly

#

i mean i dont use it in bp but

#

it like has 3 Main commands for anything you want to do

#

Try, Check, Force.

#

so

#

Try add item, Check if can add item, Force an item

frosty bloom
#

Lol, i love it. Force all the way

pallid compass
#

and there is also enum feedback as well, that tells u why stuff didnt go well or something etc

#

so yeah force bypass's all checks and stuff

#

and will literally act like a force

#

then some func's that can force come with extra paramters too

plush yew
frosty bloom
#

Will it be a Jigsaw inventory? or 3d or DragDrop or click etc etc ?

pallid compass
#

Right now its just array supported

#

anything u can do with an array

#

i have 0 exp in jigaw type inventories

#

When you define your bag, there is also a bag content array in there

#

and that is your actual content

#

the settings are basically a wrapper

#

so u can shift settings during runtime

#

ie, bag size etc

#

And ofc

#

It comes with post and pre system events

#

Ie, post inventory change can mark ur hud as dirty

#

Post item added calls event and gives u a copy of the item added

#

So u can drive ur HUD

frosty bloom
#

Nice, so this is all created with MP in mind? The system im about to finish is an improved version of the one im using for my game & let me tell you.. It wasn't created with MP in mind so there was a lot of adjustments to do ๐Ÿ˜‚

#

Inventory systems is usually very big, very much support required and so forth

pallid compass
#

Not with it in mind, could it work with it yes

#

Could enable the derived class u use for items to have index support

#

For fast replication

#

Then again

#

Whats the size of a data asset replication?

#

Does it just send the path or what

#

Could prob map stuff to data table actual

#

That way u got a non fragil index system

#

For fast rep

timid seal
#

dat spam... you do realize you can actually think about an idea before typing it out in tiny snippets? ๐Ÿ˜›

pallid compass
#

And u can also yse that to drive sql database

#

Rather fnames than numbers imo

marble spire
#

anyone knows if its possible to make AI for 2d platform?

#

want to make a fighting game

pallid compass
#

I type how i talk

#

Yes it is

timid seal
#

@marble spire sure.

marble spire
#

ive only found it for 3rd person or shoting

pallid compass
#

Just constrane 1 axis

#

U need bit practice with 2d and ai firsy

#

First

frosty bloom
#

Damn, yeah you have quite the system going. Do you make videos and stuff? Would be a +1 subscriber here if so ๐Ÿ˜„

pallid compass
#

Ue4 does not have good 2d support tn

#

No i dont sorry :( still consider my self a jr engineer

#

Never went to education for this so

#

Still got alot to brush up on

frosty bloom
#

I'm in the same boat. Out of curiosity, is this a old project you are picking up again? Or did you finish the 2D grid system and then started this inventory? If the later I'm seriously impressed

timid seal
#

@pallid compass that's not stopping you though ๐Ÿ˜› some of the biggest UE4 tutorial channels do stuff like int InventorySlot[1..5] combined with a million if (Slot1==0) Slot1=item elseif(Slot2..... and have me screaming "ACTOR ARRAY" at the screen all the time ๐Ÿ˜›

pallid compass
#

can use GAS system
can reverse engineer games
only just learned difference in ref & ptr lmfao

#

vomits

#

ew

#

erm i cant even remember wtf i use for this game

#

lmao

frosty bloom
#

<- died

pallid compass
#

oh this is 2d game sp so

#

I only use data assets with modifier wrapper, so its just struct searching here

#

u know i actually nearly made a system to mark items and dirty for HUD refresh lmao

#

but that seam'd too far

#

I actually built in too my HUD, a system where u just mark a bool as dirty for a refresh, but then the system is limited to refreshed 4 times a second

#

or w/e u change it too

#

I find inventory super fun tho

#

except for the art

#

screw that lmao

#

actually erik u might like this

#

another system i have

timid seal
#

oh oh oh and the BEST so far from that same channel: the idea was to provide !isCrouching for an animation transition gateway function. implementation in pseudocode (original was about a screen full of BP):

local boolean isNotCrouching;
setIsNotCrouching(getPlayerController(0)->getControlledPawn()->isCrouching == 0);
return getIsNotCrouching();
frosty bloom
#

I'm all ears, you are up to some cool stuff for sure by the sound of things!

pallid compass
#
/* 
The ItemMovementSystem is is a visual feedback system designed to allow you
to pass off visual information in too the user in a clear manner
the display data slides up a defined side of the screen and is subject to rules & perks
1)Two pieces of data can not be added to the screen with X amount of time, to avoid
any sort issues, visual overload or multi items vanishing at the same time
2)The system will fade out a VisualDisplayWidget After X amount of time after it has reached 
its first target destination
3) when stacks vanish the cluster will collapse and shift up always keeping the oldest member
 at the top who is going to vanish first
4) the system is also limited to X amount of items on screen at once, but it contains a backlog
*/```
#

okay its a little much

#

but i pasted my own comments in the class .h

frosty bloom
#

@timid seal you should stop watching that channel haha

pallid compass
#

Its a system for handling HUD data being added too the screen

#

trys find gif

timid seal
#

i keep watching it when i'm bored just to facepalm at the "tutorials" ๐Ÿ˜›

#

something else entirely: why would a PawnSense not do it's ONLY JOB of sensing pawns?

frosty bloom
#

@pallid compass Nice, is it for the inventory System? Looks very nice. I do all UI protective code within the master class myself

timid seal
#

I have a PawnSense (in a plain actor without controller, just stuck to a camera-ish-looking prop) that i'm clearly walking through, and it never triggers its OnSeesPawn event for some reason

#

EnableSensingUpdates and SeesPawns are on, and the cone is set up correctly in my map

pallid compass
#

ugh

#

I cant find the full GIF

#

of it working properly

#

but gives you an idea

#

Backlog, Limit to how many items on screen at a time, limit to how fast they can come in, fade out down, location, direction, etc

#

Its not related to my HUD

#

its a stand alone system that you can pump payload's in too

#

so its basically drag it in too your HUD, setup its settings

frosty bloom
#

@timid seal Never used it, is there a reason you need that one? AIPerceptionComponent is what UE4 wants to replace the PawnSensing with if I understand it correctly

pallid compass
#

then call the function too send it payload data

#

So you can use it for anything, items, buffs?, gold going in too a bag, etc

timid seal
#

@fathom perch because i was too lazy to figure out the AIPerception ๐Ÿ˜›

pallid compass
#

isent pawnsensing broken af?

#

or something

frosty bloom
#

Nice, so a lot of over optimizing? @pallid compass ๐Ÿ˜„

pallid compass
#

Imagine nearly every system you make

#

Being able to take it from game to game

frosty bloom
#

Sounds like something you'll be able to use forever

timid seal
#

also because it sounded a bit overkill for a "turn this spotlight red when i move into it"

pallid compass
#

Because there all modular, self sufficient & contained

#

I have something else as well another example

#

TLS

#

Translocation System

#

But its only useful for 2d games

timid seal
#

but yeah i'll look into AIsensing. maybe then i don't even have to hack my own StopsSeeingPlayer event anymore ๐Ÿ˜›

pallid compass
#

It loads and unloads map, dungeon's, handles setting up nodes that would take u from X to Y place(doors, entrances etc), loads and unloads correct tilemaps, sets them up, supports my Path finding for click to move,

frosty bloom
#

@timid seal AIPerceptionComponent is very powerful, I do recommend it. It should be put on a Controller though & not the actual pawn

pallid compass
#

why is it so ?

#

its 100% data driven

#

You define everything in data assets

#

last thing and then il shutup and let u talk i swear ๐Ÿ˜‚

timid seal
#

well that'd be a problem, i don't like the idea of having an AI controller for each dumb spotlight hanging off a wall all day

frosty bloom
#

Does it work with the DA? @pallid compass procedural that is

timid seal
#

doesn't strike me as too efficient ๐Ÿ˜›

frosty bloom
#

Either way sounds awesome. If you get it working with DA you have the next WizardOfLegends haha @pallid compass

pallid compass
#

Yes there is procedural support

#

So thats a basic DA for driving the system with a static map

#

So on the bottom is the actual tilemap it loads

#

then the rest is 1 entry to another map

#

So we have like

#

Where we are going, what the entrance looks like

#

and a bunch of difference condition's and markers

#

Tags required to enter, stuff that stops you, thins to be applied, things to be removed

#

at the top you have the location of the node and then the output location for the map it leads too

#

and the thing circled in green

#

is actually a ptr to the same type of data asset you are seeing

#

They all ref back too the same type of asset, so its like a giant spiderweb network

#

with out any dependency loops ofc ๐Ÿ˜‚

#

prob my fav thing iv done recently

#

mfw normally people would be like > on event overlap, teleport to this map, load map if not loaded

#

lmao

frosty bloom
#

Nested over 9000. Sounds like you got it in the bag though. I always wanted to create a 2D game but couldn't force myself to do what you've done, Having procedural support and the amount of customization it looks like your DataAssets provide is very nice.
Far above Demo Quality if you know what I mean

pallid compass
#

Yeah hah, thanks alot! means a big bunch

frosty bloom
#

Once it's done it's done though. When a system of that size is done you don't really have to do it ever again, which i guess is what motivates you ๐Ÿ˜„

pallid compass
#

the worst thing though was integrating auto tiling in too the editor,

#

Yeah haha

#

Plus its kinda fun

#

To push your own engineering skills above and beyond

frosty bloom
#

Yeah, specially in UE4. Which isn't know for it's 2D games & support in that aspect

pallid compass
#

no the 2d support is trash lets be honest

#

However, since it kinda fastet than 3d... to some sense of assets, its been a really good learning experience only about 15% of the stuff i have made is bound to 2d only.

frosty bloom
#

Sell your stuff to them and make some bank, don't think they have much objections, 1 day of fortnite will cover the costs

pallid compass
#

lmfao

#

I wish.

#

Even if they where like

#

"hey boi, sort out paper2d system out for us"

#

It pains me to say i couldn't, i dont have the slate or engineering experience

frosty bloom
#

Slate is fine once you get the hang of it, the engineering experience can be rough though

pallid compass
#

Yeah there both true, once i can steady my income and im not having too stress about rent i would like to sit down and spend afew weeks messing about with slate and build some interface stuff for the editor.

frosty bloom
#

I just now figured I'd start selling stuff. May not be the greatest earnings but every penny is more than welcome. 2 year long learning curve, should be able to reap a slight change in income

#

Doing MP & freelancing while working on your own stuff doesn't sound to bad

pallid compass
#

Yeah totally true, any sort of ease you can get to help with thing

#

I guess its all about being able to pay your rent and not having to worry, with out doing killer work so you can keep improving.

frosty bloom
#

Yeah, gotta start somewhere, I got quite the support though so I won't stand or fall depending on how the Game Dev goes. Always good to have backups

pallid compass
#

Ahh that is pretty nice tbh

frosty bloom
#

Yepp, & now it's time for lunch so i'll be heading out ๐Ÿ˜„

plush yew
#

mmmm, Arbyโ€™s

marble spire
#

any ideas

#

of how to make the projectile grows bigger

#

in the route?

#

like, start small, but getting bigger

manic pawn
#

just change the scale over time?

lean turtle
#

Hello people sorry to bother you but where do I post stuff for help with errors like mesh stuff.

digital anchor
lean turtle
#

but it's just the mesh itself

#

it's having troubles importing

digital anchor
#

what troubles

lean turtle
#

I think it's a degenerate (joke)

#

zero bi-normals and degenerate tangent bases

digital anchor
#

is it unwrapped? i always get that error if i dont unwrap

#

also check for floating/double vertices/faces

pallid compass
#

First thing you should do is make sure you clean up all history and such

lean turtle
#

It's unwrapped

#

weird

twilit hill
#

darn .. ue4 doesnt automatically detect new material slots after an existing mesh is being reimported

#

is there a trick to that?

pallid compass
#

It does.

digital anchor
#

not for me, deleted slot doesnt update eighter

twilit hill
#

oh now after the 5th reimport it actually recognized the new slot

#

unfortunately it duplicated the first 2 slots as well

digital anchor
#

๐Ÿ‘บ

twilit hill
#

somebody at epic cant count

fiery bane
#

Hey, so we got 3 methods to port assets from 3D packages like 3ds max, maya etc. to unreal engine

#
  1. unreal studio
  2. v-ray
  3. ts_tools
#

which one in your opinion is best, moreover my target opinion here is best solution in the case of 4.18.3

#

if v-ray is your deffinitive answer for aforementioned version, what does Chaos Group say about full release of the plugin in UE, will they later charge its use, as i know now it completely relies on license server connection to import into unreal

#

otherwise making it obsolete

rose quartz
#

Where do i post if i have a question about a building for a game?

#

Because i dont know if i have to make it in a Blender or do something else

pallid compass
#

u can ask anywhere that sounds related

green gate
#

Hi there, I know this is proberly been asked before, but I am not able to get any clear answer for it. Why there is no support for linux users (as in the Epic Launcher)?, so its easier for developers who use linux to get assets, and for linux users to play games such as Fortnite, or Unreal Tournment .

tall pendant
#

Thats a good question to which unfortunately only Epic knows an answer. We had the exact same question here earlier (in a different channel). Personally i would love to see solid Linux support ๐Ÿ˜„

#

It's up to epic.

marble spire
#

guys

#

fast and clear

#

whats the key to unpaint height in blender?

digital anchor
#

weight*, there is a Subtract brush, near the top left

#

but, blue means 0, so theres nothing to subtract, its not needed to remove paint, if its 0 weight, it wont affect that vertex

marble spire
#

the part on the mask

#

a little green

digital anchor
#

oh, i see, yeah, use the subtract brush

marble spire
#

the automatic did that

#

well, thanks man

#

im just mad

#

the automatic paint did a really bad thing i think

plush yew
#

@marble spire my hero academia?

green gate
#

@tall pendant So, there is no future plan from Epic about making linux version ??

marble spire
#

Yes

#

Trying to make a simple game

#

just 4fun

pallid compass
#

if only games where simple sob

marble spire
#

i know that

#

but i think u uderstand what i want to say haha

sharp crest
#

Whens the next Marketplace sale? @ me please

uncut musk
#

@everyone

sage nova
#

yes

sharp crest
#

lmao

#

gotta love those people who try to @ everyone in a server with thousands of people

uncut musk
#

Sorry i'm very unknowledgeable when it comes to discord.

strange fog
#

I have an item that Im trying to socket to a hand but want to rotate the base mesh to be in the correct position when its socketed. I thought I found the correct rotation choice but changing the value didnt seem to do anything. What am I doing wrong?

#

It was base 0 in the various rotations, I plugged other numbers in to test but the mesh didnt move

plush yew
#

hey guys, i'm curious - are you able to stay productive while using flux?

#

i sometimes find that when flux activates it's much harder to do work in general on the computer. not sure if it's supposed to be like that or it's just me

idle briar
#

hi

glacial arch
patent hornet
#

As long as I'm not doing texture work or something that uses colors, flux is fine

#

Otherwise, I disable it for a bit or do the texture work earlier in the day

plush yew
#

hello guys

digital anchor
#

read pinned of that channel

plush yew
#

okay

#

thank you ๐Ÿ˜‰

visual hollow
#

hey guyz I applied my video texture to the mesh on my level but I can only hear the sound no video

small oar
#

in c++ how can i get a component

#

of an actor?

bold aspen
#

If I were to make a map as big as the pubg one what numbers for the x and y scale would I need to put?

blazing shell
#

It would help if you were being more specific about your question, Lordship.

#

You are talking about map size without giving any values, how could anybody know which x and y to put

paper kernel
#

Question on TimeDilation: are Actor- Custom and Global Time Dilations linked at all?

plush yew
#

its not possible to move joints in UE right?

terse skiff
#

Hey guys. I really need some help. I've been trying for a while to figure out my problem.
Okay, so I installed Paragon: Phase. I applied a cel shade post process material using an unbound post process volume. Her skin is now the same color as the shading, but everything but her skin is shaded properly. I cannot for the life of me figure out why. I've changed instance parameters, dug around in the original material's blueprints, altering things to see if they work, nothing has fixed it. If someone could help me figure out what's going on I would be so grateful.
Pics: https://imgur.com/a/b2XsaE2
Cel Shade method: https://forums.unrealengine.com/development-discussion/rendering/114452-tutorial-simi-celshade-postprocess-material-work-with-light-color-point-lights-and-skybox

fossil ore
#

How can I get Cloth Ripping effect in UE4?

sinful mesa
#

did anyone had issue with UE4 not running shader compiler ?

#

the amount of shaders to compile is stuck

terse skiff
#

I've had that happen to me too. I was forced to force close after several hours

#

sometimes I get negative shaders to compile, idk if that's related tho

sinful mesa
#

;/

terse skiff
#

Why are you posting a google question in UE? Like, not trying to be abrasive, I just think you'd get a better answer if you contacted google about it @plush yew

#

Unless I'm just misunderstanding the problem

plush yew
#

for all i know it's an issue with UE. and EPIC and GOOGLE must be in a relationship so if it's something an unreal dev wants to pursue with a google team that's fine with me. Google support is shit anyway for an end user

terse skiff
#

yeah, that's pretty true

plush yew
#

i posted it on here in case anyone else has run into this before. but for now the playstore URL for my game is just going to say YOURCOMPANY. lol whatever

#

thanks for all the help to get this far you dweebs โค unreal engine is best engine

mighty pivot
#

Hi

fathom frost
#

Is it possible to call c++ functions from blue prints ?

night shale
#

Can anyone suggest me good video tutorials, or textbooks ... or something that would help me learn UE 4 ( as e level designer ). Please write me on a direct massage

stuck chasm
#

How can I make a companion app for a game?

cinder iron
#

@fathom frost yes

#

You need to expose them to BP's from C++

#

Using UFUNCTIONS and metas as BlueprintCallable

fathom frost
#

Okay thanks a lot

rocky kayak
#

answer's probably yes but just to be safe, if i delete indices 0-5 on an array then try to get them, i'm getting the previous indices 6-11 correct? or are 0-5 nulled until more are added to the array?

sinful mesa
#

Any idea why this happens by using world aligned texture and normal ?

#

it is then plugged into normal previously doing normal power calculations

sinful mesa
#

๐Ÿ˜ฆ

bitter iris
grim sinew
#

Because you're moving the UI around and it's asking where you want to snap it to.

bitter iris
#

ahh okay thanks, i just opened the engine an it done that

cloud cobalt
#

Sometime it bugs

bitter iris
#

fair enough

cloud cobalt
#

Alt-tabbing usually resolves it

bitter iris
#

Has everyone seen the plugin that Scene Fusion are making?

fast sigil
#

Hey guys, can you please help me out a little bit? I've been following this tutorial https://www.youtube.com/watch?v=Q45HW6hsJzQ trying to achieve the same results (5th try), create a simple emissive material, then a instance and bang! Sadly im stuck with this. What I would like to achieve is the same as in the tutorial, "white-ish" inside, and emitting a color. What am I doing wrong...?

In this tutorial I show you how to create an emissive material with unreal engine 4 (ue 4.15). I also explain how to use material instacnes of a material. Se...

โ–ถ Play video
digital anchor
#

looks like u got it right, just increate the emissive?

whole quarry
#

just increase the emissive?

#

set it to 100 or something

fast sigil
#

guess it works

whole quarry
#

in the tutorial he sets it to 50, so i'm not sure how you got 'stuck'

digital anchor
#

๐Ÿ™ƒ

light bone
#

Does anyone know why 'Run as a dedicated server' causes everything to break?
In the editor options?

digital anchor
#

everything what

light bone
#

(Running steam)

#

Level blueprint does not work?

whole quarry
light bone
#

I did ๐Ÿ˜ƒ

dim merlin
#

Hi, anyone could explain the difference between a single and multi trace?

rocky kayak
#

hover over the two, it tells you exactly what you want to know. line gets the first thing* hit, multi gets you an array of hits up to and including the first hit

dim merlin
#

right okay thanks

sudden agate
#

Multi Trace finds everything from start to end, single "stops" after the first hit

mint raptor
#

I'm playing with the MIDI Plugin and I can't tell how to get the note pressed. Is this possible with the current state of the plugin?

sudden agate
#

Anyone else think the Geo Tools are useless af

#

?

bitter iris
#

Its coming to UE4, just wondering if there is anything like it

turbid sand
#

Intel Core i7 6700k
GTX 1080 ti
32gb Ram

Can't run an empty scene ๐Ÿ˜ญ

grim sinew
#

Obvious question, but is that when the editor is in focus or in the background

#

It's designed to throttle if it's not in focus

turbid sand
#

in focus

grim sinew
#

Make a new map with the default stuff to see if it happens in other maps

marble spire
#

what can i do

#

when a model i downloaded

#

are in diferent parts?

grim sinew
#

Put them together.

marble spire
#

i mean, the entire body are separated from the face

#

can i do that in blender?

turbid sand
#

I did

grim sinew
#

Yes.

#

@turbid sand Show a screenshot

turbid sand
#

My in editor performance is nuked on all platforms

grim sinew
#

Cool, but show a screenshot anyway.

marble spire
#

at least i think

turbid sand
grim sinew
#

There is no such thing as an outdated model

turbid sand
grim sinew
#

What version of the engine?

turbid sand
#

4.19.2

grim sinew
#

Well good news is what you're reporting should not be possible. Bad news is I have no idea what could be causing it.

#

Hopefully someone else has an idea

#

Is it only in the editor? Or in packaged games in Unreal too?

turbid sand
#

like stat gpu just reports 1ms, what the hell is giving me the other 213ms?

#

all my projects are unuseable

grim sinew
#

Know what, maybe something's dragging focus away. Let me find the checkbox for you one sec

marble spire
#

yes there it is zero

#

not the model but the asset of fbx

#

is outdated

#

gonna try a conversor for that ive found it on reddit

grim sinew
#

Congrats, you have the only outdated FBX on the planet

turbid sand
#

I'm gonna nuke intermediate

grim sinew
#

Anyway, find and uncheck this button Yadda

plush yew
#

That's a beautiful circle

grim sinew
#

I know, can you tell I'm an artist?

#

Drawing circles with a mouse is fun

turbid sand
#

It's worse now

grim sinew
#

...there's no possible reason why that would make it worse

plush yew
#

If you're on a laptop, maybe your charger isn't plugged in lol

turbid sand
#

I'm on a desktop

plush yew
#

Happened to me once...

grim sinew
#

1080 ti, it's not a laptop

#

6700k cpu

#

32gb ram

#

He's more than capable, it's just being weird

turbid sand
#

I'm actually really at a loss here

#

all my projects are affected, so clearing intermediate doesn't do anything

plush yew
#

What does your stat unit show?

turbid sand
#

this is in an empty scene

plush yew
#

Have you used ProfileGPU?

pallid compass
#

dam that gpu ms lmfao

turbid sand
#

no

#

I gotta do some digging something really messed up happened to my projects

light bone
#

Hey is it possible to change the location of the mouse and start a drag and drop while the mouse is not visible ? I want the object its dragging to "be" the mouse?

turbid sand
#

Okay this is pissing me off all my projects using 4.19.2 are unuseable right now, really sucks

#

I'm gonna reinstall

pallid compass
#

try doing some profiling

toxic hatch
#

hi I am new to using unreal. I have a room that I am trying to light. I'm using lightmass. I setup my reflection capture spheres. I have a directional light going through a window and I have a default skylight. It looks okay but the room is very dark. I was told in this situation you should not use "the tonemapper" to make your scene brighter you should instead increase your light intensity. My question is how do I bring more light to the scene and have the light bounce around more as opposed to using filters to brighten up the scene. Its also worth mentioning my lightmass settings are close to default I just put my bounces and quality up some and made the environment color white. I was also wondering what the purpose of the skylight is and when you should use it. It helped brighten up my scene a little bit but I don't know if cranking up the intensity on that would be counter productive like they said using the tonemapper would be. My goal with this scene is more about making it look pretty rather than being functional. Thank you for any insight you have!

viscid fern
#
  1. indoor scenes on an exterior world map require a lot of attention to how you light your world, there are countless resources that help set up your lighting to fit the bill. Some of those process use a seperate post effect area volume than the exterior world, others change the lighting style altogether, either way, it is a known caveat to building a level.
toxic hatch
#

Thank you for the help Kallvin I will try that

opaque salmon
#

I'm trying to modify the default 2d sidescroller template to a more traditional top down style where you can move along x and y (rpgs) vs gravity sidescroller (mario), I've got what should be the right input components but my character will just not move vertically, I even dropped one of these in to the tick: AddMovementInput(FVector(0.0f, 0.0f, 1.0f), 1.0f); just to see and it still won't move in that axis, any idea what could be blocking it?

#

I thought maybe the world direction vector was wrong but the other ones are in out on the z axis and the other was the working x axis

opaque salmon
#

hmm, the jump one was on, but I had the other off, gravity should be all off otherwise as my character won't move without input and it's technically in the air at start from a side scrolling perspective

#

still won't move up and down

bold aspen
#

@blazing shell well there is the default character you can place so measuring with that what would the x and y be?

#

I basically had this answered on reddit though

lean turtle
#

why does it say unreal editor now

high wolf
#

Hey guys

#

I created an simple Leaning system and I'm using capsule colliders to tell the player when it can lean or not aaannnnd I'm using an Automatic door that uses colliders too (both of it overlaps all) but they generate overlap events on each other

#

how can I fix this

#

?

#

(I can't lean when I'm in front of the door)

#

(and the door opens when I'm leaning)

wary fern
#

I keep forgetting this is not unity

#

I would have blessed you with my knowledge of c#

#

But I donโ€™t really know blueprints or c++

high wolf
#

Okay, no problemo

plush yew
#

@high wolf you can just use one capsule collider object. if the door one has in built functionality it uses for the door itself, you just target the native door capsule via a reference and bind an on overlap event to that in your blueprint code.

high wolf
#

ok, thanks

trim granite
#

Guys, how easy is it to import a map to unreal? I hand sculpted a test map that's decimated to about 20K. I will tell straight of the bat that I am an artist, so I only know bits and pieces., but as far as I understand it needs a collision mesh so you don't fall throuhh the floar. I know this is something Unreal can calculate or would it be better to hand craft an optimized version or is this even possible importing my own map at all?

plush yew
#

export as fbx

#

import

#

ez pz

trim granite
#

haha

#

That's what I like to hear, however a bit of info would be nice?

trim granite
#

I am trying t odrive around in the car, but but it hangs or something when pressing play.

trim granite
#

I figured it out./

#

Had to change the collision to simpel and complex in the geo editor and it works. Driving around like a boss now.

lean turtle
sinful mesa
#

video is just to validate

#

๐Ÿ˜‰

small oar
#

@sinful mesa u da ๐Ÿ

sinful mesa
#

btw <@&213101288538374145> It would be cool to have a resources channel where we can link only links to some free assets

weary basalt
#

The server isnt an repository. Its realtime messaging nature doesnt lend well to that type of thing, the forums or more appropriately the wiki is where those types of things should be held.

sinful mesa
#

ok

glacial arch
#

hey guys, since ProceduralMeshComponent is multithreaded, is there a callback or a function that would let me check when its' done doing work?

#

pardon, I mean for the CreateMeshSection function

opaque salmon
#

I figured out my problem earlier, what I wanted was to set movement mode to fly no walk, apparently walk by default is basically just x axis

#

or something

golden idol
#

@sinful mesa they work in UE4?>??? if so this will be awesome

sinful mesa
#

its typical pbr textures

turbid sand
#

I think I'm going insane, my gpu is profiling 3ms to draw a scene, and yet editor performance is 90+ms

#

I have reinstalled the engine, all of my projects using 4.19.2 are unuseable

#

I've cleared intermediate, started completely blank projects and performance is still horseshit. I can run projects that use earlier versions with no performance hitches why this and why now?

#

pardon my french but I'm really at a loss

rocky violet
#

๐Ÿค”

terse skiff
#

Is anyone available to help atm?

void palm
#

has anybody here any experience with packaging for Android?

#

i just got it to boot

#

but the joystick controls don't want to work

#

also it is like 15 fps for some reason even though i don't have any lightning or anything that could impact the performance

leaden garnet
#

There is a lot of missing info here ^

void palm
#

what information do you need?

#

the default joysticks which UE4 generates don't move

leaden garnet
#

Hardware, project file settings , what OS is your phone

void palm
#

like the little circle

#

should move

#

but it doesn't

#

Android 7

leaden garnet
#

Have you referred to the ue4 documentation?

#

Device?

#

@void palm Alright, here's the deal, answer the questions so I can help you out, otherwise I can't even think what the problem is right now.

Are there any errors given to you by the editor during packaging?
What type of a project is it? Top down? TPS? FPS? Which?
What is the OS version specifically? Android 7 doesn't make sense. Give me a clear version number such as 7.0.0 or whatever.
What is the device that you're using? Samsung S6? HTC?
Send me a screen shot of the following:

Project Settings > Android
Project Settings > Rendering > Mobile
Project Settings > Input > Mobile

Another thing. Send me a screenshot or video of the game running on android as well.

void palm
#

@leaden garnet No errors
Custom
7.1.2
Elephone P9000

#

i will send the rest later

leaden garnet
#

Alright. If the joystick is the default engine one and really the only issue, I suggest creating a new mobile project, then export the new project's input joystick using UE4's migrate tool @void palm

void palm
#

does it have to be a mobile project?

#

because the default joysticks do appear

#

they just don't move

#

also

#

the bar at the bottom of Android, you know the < O and the task manager button

#

they don't go away

small oar
#

Anyone know how i can override the multiplayer PlayerStarts

#

or how to fix the multiple spawning issue?

leaden garnet
#

They're called Software Navigation buttons. To make them go away during the game, go into project settings, into android, under apk packaging, "Enable Fullscreen Immersive on Kitkat and above". @void palm

void palm
#

thanks

#

๐Ÿ˜ƒ

leaden garnet
#

Just use the search function and type enable fullscreen and it should pop up @void palm

void palm
#

i currently don't have the engine open

leaden garnet
#

That's alright ๐Ÿ˜„

void palm
#

lol

winged crypt
#

Is this an Unreal Engine bug or something already known to be an issue?

#

Let me know if I should submit a bug report or something.

#

I'm using 'AddLocalRotation' on this revolver's drum and lerping the rotation by -50 on the X axis using a 0.1 second long timeline.

#

It works in real-time but when I drop time dilation down to 0.02 and do it, the drum spins around constantly and doesn't stay rotating on the X axis either.

#

Using this at 0.02 time dilation, the drum can even end up sideways.

sinful mesa
#

any idea why world aligned texture and normal causes such artifacts ?

lament kraken
#

how much money you need to give to epic

#

how much of your profit?

plush yew
#

atleast thiiiiis much

bitter iris
#

So i just restored some parts of my map from autosave

#

The roads that were made with splines have merged to the landscape :/

#

is there anyway around it

tall pendant
#

5% of your gross revenue (not profit)

rocky violet
#

wait

#

is there an nsfw channel

#

how do I opt in for that

bitter iris
#

Does anyone know of a program that more than 1 person can work on UE4 project real time

lament kraken
#

what?*

silver crown
bitter iris
#

Yes im waiting for that

#

Just wondering if there is anything like it

tall pendant
#

IIRC Yannick Lange did an multi user thingo. I dunno how that panned out tho

bitter iris
#

multiedit?

lament kraken
#

lol I have 4.19.2 version of ue4

#

lol

plush yew
#

whats so funny about that?

bitter iris
#

o.O

lament kraken
#

nothing

#

๐Ÿ˜„

plush yew
#

๐Ÿคฆ

#

@bitter iris svn or perforce

#

Forget about all the git plugins its a trash

bitter iris
#

i dont wanna use svn or perforce

#

last time i used perforce it ruined my whole project

pallid compass
#

fuck git lmfao

#

ud have to be stupid af to use git

#

causes a million issues

bitter iris
#

never crossed my mind to use git, never will

#

I'm just gunna wait for Scene Fusion

#

as what they have done is huge

pallid compass
#

pretty sure scene fusion is not source control

bitter iris
#

I didnt say it was

pallid compass
#

Well your implying something similar by saying you dont want to use svn or peforce, then replying about git and then saying "im gonna wait for scene fusion"

#

So you better redefine what you mean then

bitter iris
#

Well I said, I'm not going to use svn or perforce, then I said im not gunna use git. Then I said im gunna wait for Scene Fusion

#

o.O

plush yew
#

yeah
implying that you think of Scene Fusion as source control

unreal spoke
#

How to make a scope widget? I already have an square transparent texture for the scope itself but how can I fill the sides with black color? I guess there is a better way than making a bigger texture...

#

I figured it out

unreal spoke
#

My character has 2 cameras, how can I use them? Set View Target with Blend doesn't seem to work with camera components...

bitter iris
#

Is there anyway to rename the whole project?

viral herald
#

Go to the folder and rename the .uproject

#

Didnโ€™t mean to send a pic XD

#

@bitter iris

#

Also I wanted to ask, when using modular bodies (such as in the game spore character creator menu),saw I want to do the same and have it right on the joints (say a arm and a body, the place they would be separated would be right on the shoulder) if I used modular bodies, would that make the seams along the desperate parts merge into each other or would it remain as separate parts?

brazen notch
#

Quick question. Does anybody know if Nintendo Switch supports UE4 past version 4.16? Search engine kinda fails me on this, aside from the official version notes which I think allow it to be so but I'm just not sure.

frank escarp
#

@brazen notch it does i think

brazen notch
#

Ok cool cause having 4.19 available for use would be perfect

frank escarp
#

epic games has ported fortnite to switch, they have been improving it a lot

#

so grab the latest version possible

cloud cobalt
#

@brazen notch FWIW that kind of info isn't official, all console-related stuff is hidden behind NDAs

#

Just log in to the Switch dev portal with your IDs and look at the UE section

brazen notch
#

@frank escarp Right, and I believe the newest version of Fortnite is running on 4.19, or atleast that's what I hear.

@cloud cobalt Can't be a Switch dev until I release my first game ^^'

For now I can probably just hope that it's okay since PC is my first platform choice for the game

cloud cobalt
#

Fortnite does not use official engine builds, if past Epic practice is any guide

#

So they're probably running on some kind of hybrid pre-4.20

frank escarp
#

fortine is probably like Paragon

#

they use the "Promoted" branch

#

the way unreal engine works is basically:

#

Dev-Whatever -> Master -> Promoted -> Version Preview -> Full version

#

for their games they use the Promoted stage

cloud cobalt
#

Yup

frank escarp
#

they also have Dev-Fortnite branch

#

where they implement fortnite specific stuff

#

and eventually merge it

sinful narwhal
#

how is everyone

queen arch
#

I need to learn vector math :/

#

I'm tired of feeling lost every time i need to calculate an angle between 2 vectors

pallid compass
#

same

fair violet
#

Same

frank escarp
#
#

yall need certain indian teacher

fair violet
#

Those are really good

#

Just fall asleep after a few vids

#

Wish I could be more interested in the theory

dim merlin
#

so any change that unreal editor will be themeble in the future?

fair violet
#

Mmm that would be nice

cloud cobalt
#

@dim merlin It's already themable to a huge extent, internally

#

A good 90-95% of widget display has its colors & brushes defined in theme files

#

Someone just needs to make a user feature out of it

#

(and fix the remaining un-themable parts of Slate widgets, looking at you, list items)

pallid compass
#

god that sounds horrible to do

#

so much to hook in too

grim sinew
#

I hope those icons never become standard

#

The trend of "let's have our entire UI become progressively more monochrome and harder to read on higher resolution displays" is terrible

mighty pivot
#

Hi

dim merlin
#

@cloud cobalt that sounds nice, great..

opaque salmon
#

wat, my character component deleted itself from the level?

lilac citrus
#

you cant get the UI Ingame text to be emissive right..? ๐Ÿ˜ฎ

kindred viper
#

no but you can create textures emulate it

plush yew
#

wait is that screenshot @dim merlin put possible for the editor?

grim sinew
#

I think it's an old mod that doesn't work anymore

#

It's a ton of work to maintain

plush yew
#

awww i love the look of it

grim juniper
#

It'd be neat to have the editor themeable, but I think most people including myself would rather have engine improvements

grim sinew
#

The UI is maybe the most stable part about the engine, that doesn't need to change just because a small segment of people think it would look cool.

grim juniper
#

I'm just glad the editor doesn't look like it came straight out of the 90s

grim sinew
#

When bugs are introduced over trivial things like an editor skin, it has a real negative impact on studios trying to get work done.

#

See: Maya 2017 and how it's universally hated

grim juniper
#

If they do change the editor's appearance then they'd need to have reason to change things as well

bitter iris
#

Is there anyway I can export a part of my level stream or convert it to a static mesh?

fair violet
#

Yeah very true, the UI is absolutely fine. Itโ€™s just one of the many low priority โ€œwould be niceโ€ future improvements

boreal veldt
#

If anyone needs to UI done on photoshop HMU.

plush yew
#

hey can someone help me out?

grim sinew
#

I know you made engine changes since you said so in the past, so I would guess it's one of those.

marble spire
#

is better for my model

#

to have the hands not conected on the same model

#

or all together as one?

pine parcel
#

Hey folks... looking for some general direction here. I'm creating a "right click to move" pawn, and was wondering if there's any kind of built in functionality that might help with this. I basically want the pawn to have acceleration/deceleration and also a specific minimum turning radius so they can't just immediately turn around in place. Any thoughts on how I might approach this?

pallid compass
#

char movement comp has all them sub settings for movement

pine parcel
#

@pallid compass I'm using a pawn though not a character

pallid compass
#

Pawn movement comp might have some similar stuff

#

but if u want stuff like that you need to add the functionality your self

pine parcel
#

Ok, I'll experiment with simple move to location and see about calculating a turn radius. If anyone knows a better way let me know ๐Ÿ˜ƒ

lament sand
#

Greetings, Sorry to interrupt but I really need some help, I'm trying to make an options screen for my game I wanted to use datatables for time and other functions. I can operate the functions via options but when displayed I get nothing can anyone help?

grim ore
#

I've got to say I want to try and help on that one but I can't quite figure out what you are asking ๐Ÿ˜ฆ

lament sand
#

sorry, but I'm glad someone answered was losing hope

#

ok, What I wish to do is get a data table array and get a variable set then put variable to a widget

grim ore
#

ok so you have a data table with stuff in it, can you get that item already?

lament sand
#

yeah

grim ore
#

ok so the problem is you can't set that variable on the widget? what do you have so far

lament sand
#

ok one sec, I got to get them.

#

ok did you get them?

grim ore
#

Don;t think so, I don't read my private messages. you would have to put them in here

#

or in #blueprints or whatever channel is appropriate

lament sand
#

ok I'll post in blueprints to be appropriate

grim ore
#

interesting change in 4.20, the selected BP wire when you are dragging is now larger, kinda cool

grim ore
#

ok so when did they add "tick prediction" to UMG widgets? is this a new 4.20 thingy...

#

I think it is new for 4.20, I think there is alot of neato smaller stuff for mobile UMG hidden in here ๐Ÿ˜ƒ

manic pawn
#

tick... prediction?

#

what is it supposed to do

grim ore
#

it seems to predict if a widget will tick or not for optimization purposes. If you have no tick event, or you disable tick it will be false. If you use your tick event and have it on auto it will be true. Also seems to track bound properties now

manic pawn
#

interesting

#

there are a lot of new widgets too

#

the list and tree view from slate have been exposed

grim ore
#

man I don't have 4.19 installed so I can't check half this stuff lol. I think the cooking filepath length is new as well

manic pawn
#

and the rich text thing is no longer experimental

plush yew
queen arch
#

I can get the world(not relative) rotation of a bullet (From -180 to 180)
I can get the world rotation of my player character (Again from -180 to 180)
I want to calculate the angle the bullet hits the player.
If the player looks the bullet head on, I want the angle to be 0. If the player is hit from behind I want the angle to be (+-)180. If the bullet comes from the right of the player the angle should be 90. Left should be -90.

quartz grotto
#

is it possible to make it so that on the map / scene preview window clicking stuff does not select it?

#

forcing you to select via the world outliner window

pine parcel
#

Does anyone know why my pawn's forward transform in-game is opposite what it shows in the blueprint viewport?

glacial arch
#

Hey guys do I have to initialize FCriticalSection in my AsyncTask?

#

Sorry if im interrupting

slow relic
#

guys wasn't there an internet search bar present in the engine before? Is it taken out from 4.19?

#

@plush yew how did you get that transparent editor window?

glacial arch
#

@plush yew I second that question

#

I want me some sexy transparent windows

quartz grotto
#

I just want my animation class blueprint to work ๐Ÿ˜ฆ

plush yew
#

hey guys. I'm trying to implement a very large map. hundreds of km's. Is there anything in the engine which helps me to do this or do I have to program it myself?

lost river
#

Yes the engine allows you to import height maps as tiles for large terrain

grim sinew
#

It'll work fine in singleplayer. In multiplayer, may god have mercy on your soul with how much work you would need to do, in any engine, to get that working.

grim juniper
#

World composition allows you to technically make an infinitely large landscape. Right click on a level with a landscape and choose "add adjacent landscape level" then pick which side to add it. This will add a new level with a landscape that is considered the same as in the original level allowing you to edit them at the same time.

grim sinew
#

Worth noting - Your project is going to be absolutely massive if you have a map that large

plush yew
#

hello, does anyone know how to create an animated pause menu, i want to recreate something like this

visual hollow
#

So I want to show text/info about object when user grab it in VR. What should I use?. I used text renderer but the info is large so it is coming in straight line.

plush yew
#

I cant package my games :/

#

my computer is too weak

cloud cobalt
#

@plush yew What's the actual error ?

plush yew
#

the is no error

#

just my computer gonna freeze

#

when packageing