#ue4-general
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That's more of a custom pathfinding approach
you could have the navmesh not be blocked by the door when enter triggerbox do the door open thing
if door is closed
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
if wunna go to next room true
That still seems difficult to manage
The rooms would need to be hand created out of n number of volumes
nah he is doin x task in the room he is in, when he goes next task set enter room something true
kinda depends on the situation
Say the room he's in is a hallway
And he needs to enter the door at the end, but there are 10 other doors along the way
depends on the situation i guess, does he ever go into one of those 10 doors?
stuff like that
yea, the npc can go into any door
Is there anyway to pathfind through doors? Knowing that when you get to one you'll be blocked by the collision volume?
yea have it not affect navmesh
is there a setting to enable showing grid units on the viewport
can i make a character from this? if yes, is there any tutorial?
want to make it my character in the 3rd person game
You'd need to rig it to a skeleton
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
@grim sinew what would be the process to rig it?
well you can rig it the way you rig anything else
you can export the skeleton from unreal, but you might need to fix the skinning
and you wont have any of the controls, just the bones, so you need to make stuff like IK from scratch
is that easy with ART?
wouldnt know, i dont use ART
i see
I make my own rigs
thank you @grim sinew , i am trying to learn the process
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?
Can i call a function from sequencer?
LOADSAMONEY!!!!!!!!!!!!!!!!!!!!!!
This is a journey from to money
Load to money
Money Money Money
I like the money...
No...I love the money
#lounge @snow tendon
this channel is for ue4 related chat only
hence the name unreal-chat
It supports any resolution your hardware supports
i am incapable of moving folders in ue4 and it's taking up way too much of my time
is there some secret technique to moving a bunch of folders without everything breaking?
@storm venture Move a few of them at a time
Moving assets is no joke - every reference to them has to be updated everywhere
Dont forget to fix redirectories too
Right click on the Content folder > Fix up redirectories
yup, been doing all of that
moved a single folder with just a dozen or so materials, fix redirectors, crash
Yes, this happened a lot to me before
Now I move partly stuff > fix redirectors > move other part > fix redirectors etc
@storm venture Crash while fixing redirectors ?
yeah but when i restarted it was fine
ive been moving only a few files and its working so far but verrrryyy slowly
theres hundreds of assets so this will take a while, lol ๐
@cloud cobalt That beautifull
Guys
someone know a way to fix
a problem with "3d shapes"
like, ive boned my 3d model
but when i try to animate him, for example
if i move his arm
some part of the finger stays in place
Must have been a pretty good-looking model.
That's not exactly helpful to joke about, especially on something that's hard to parse from a non-english-speaking perspective
@marble spire You should investigate the weights of bones in vertex groups
Does it work well in your 3D software ?
its not like he will ever reply
like many questions, the question is dropped, someone replies, but the questioner is absent for eternity
with a joke like that, you can test first if hes still here
thats because you tell people to google it
well ye, google first, cant find it, then ask
ยฏ_(ใ)_/ยฏ
else we'll just google it for you
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
Please keep things serious and professional ? It's not like we have any shortage of the opposite
well, I followed up with the serious question where are you trying to animate it?
So im not really sure why you're ramping on a joke
also, joke != trolling
trolling is giving misinformation with malicious intent
Stranger does have a point, but it was too hilarious to just pass by.
How can I view the world in the editor from my pawn's camera component?
whatever, I managed to get a preview of what the camera sees, this works
Is there anyone here that could help me with the Sequence Recorder? I'm having some troubles with that
can I make a game in UE4 without using any blueprint
Yes.
you can but it is a bad idea
The more common question is, can I create a game without C++
why would it be a bad idea
i'm coming from unity and don't like visual scripting
babbys first ""coding""
you don't necessarily have to use the visual scripting part, but blueprints are also a good way to separate data from code
(make c++ base classes, create blueprint instances with default values)
reference assets in a way that doesn't break all the time
etc
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
C++ stuff
and what's like the limit to that
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.
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
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
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.
@low hinge Apply a velocity probably
oh ok
ill try and see what happens
but yeah, so laying things out in BP
should I lay all of my C++ stuff in it?
because I want people downloading the framework to be able to edit it
and most people don't know C++
"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.
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.
If you don't expose the ability to make changes in blueprint, you're harming your team needlessly.
Is it for others to use? If the answer is yes, then everything I just said still applies.
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.
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.
if anyone reading is familiar with adding .keystore to APK for google play, i just posted a question in #mobile
Can someone test a bug in ue4?
@next badger ?
Well there's your problem, you're using Unreal lens flares
@grim sinew huh?
Exactly
@grim sinew there are others?
There is no point where the lens flares in Unreal looked good, no matter what you do to them
That's why it went unnoticed for so long, if it even is a bug
@grim sinew probably cause some people have no one...as you may notice
I... have no idea what you just said
It's working for me in every engine version from 4.17- 4.20.
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 ๐
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 ? ๐ค
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
now I cant build the bp ๐ข
4.20 won't even show material instructions, I've given up on it until a full release
so much needed features are 4.20 only ๐ข
aaaah FFS they forgot to add the scripting utilities in the 4.20 build...
the C++ classes are here, but all the associated BP functions are missing
@languid shard the plugin one?
yeah @next badger
in 4.19 it was available in the engine content folder
now we can only see the C++ classes
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?
it does show the correct parent class as a Scene Component though
doesn't show up
neither components nor viewport, just the usual blueprint editor stuff
it seems to still think it's an actor component without a scene
Are youi talking about a scene component, or a scene component inside an actor
components have no scene to edit
only code
thats normal
and components cant have components, so the components tab wont show eighter
ummm but scene components should?
only actors, thats what you probably want
components can have children but the blueprint editor only lets you create a hierarchy on actor blueprints
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
essentially a "stay out of this cone if you know what's good for you" component to add to different actors
which requires both a scene and a blueprint.
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?
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?
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
i actually think its a flaw, not sure
oh so i would use a plain Actor for that and just attach it to the other's scene?
you could, but i think you lose some perks of it being a direct component such as getting the owner actor
don't want to convert everything to a C++ project though, because they take for ages to compile on my rig ๐
oookay and now my engine forgot about its own content folders restarts /o\ ๐
after this endless loading time i'm gonna try the Actor approach, thanks :3
np, tell me if u find a better approach
ugh, still takes for ages... one should think my hybrid HDD's 120GB cache would have the engine cached by now.... ๐
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
oh nope correction: validating it removed the file from disk, but it's still "already in use"
ok, validating it AGAIN fixed it, i don't have to understand that do i? ๐
๐
well that's better.
whoops wrong screenshot, brainfart, that's actually worse
but THAT's better
but that other screenshot reminds me i wanted to ask: as you can CLEARLY see that light shouldn't exist ๐ 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? ๐
to answer the obvious questions: yes everything involved is set to static, and the material is set to emit into the lightmass
sneak peak at what's comin
cool jpeg
thx
@grim sinew that's a paradoxical sentence.
What, cool jpeg? Don't be racist against jpegs
They're a great image format, sometimes.
jpegs, by design, are almost always horrible ๐
Hey, lossless jpegs exist
there is nothing wrong with jpeg lol
ooooh ok that kind of "exist". like voice over XMPP "exists" ๐
He's just a jpegist
*she
here's a png for ur png fetish then
and agreed, nothing wrong with jpeg, just with many use cases people use it for
lol
and there you see another great benefit of PNGs ๐
"See, I resaved this jpeg as a png and now it's a png, right?"
oooh you mean the high-res.tga.bmp.gif.jpeg.png.tiff?
"Why isn't this 32 bit EXR file high quality? I only got the source from a super compressed jpeg!"
I see your PNG vs JPG discussion, and I raise you the image format that outperforms both at their own best situation - WEBP
WEBP for game textures is the best format
hard pass
just think how great it would be if that actually worked: just have the GPU invent all of the detail without designing it ๐
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.
When are we getting a WEBP to gltif to dds converter?
It must pass through two meme formats at least before it's usable
question is... can unreal use .webp?
No of course not
rip
@cloud cobalt what do you mean by "actual alpha" as opposed to png? how's png's alpha wrong?
PNG has two types of alpha
Alpha channel and just straight up no pixel data
The latter breaks in Unreal
@timid seal PNG allows removal of data in zero-alpha parts of the image, yeah
Which you don't wan't if you're using alpha for something not a transparency
uh didn't know that, ok yeah that's ugly
TGA is safer to use since it can't do that while supporting all of PNG's features
You can have RGBA in TGA if you want
TGA is basically a bitmap with alpha support, it's dumb, implemented in 100 lines of any language, and it just works
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\
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.
Diff+A and Normal is just as much memory as Diff and packed and normal
You toss out two channels for nothing
Only saving a texture sample
off topic question: does PawnSensing::OnSeePawnEvent trigger multiple times at once if multiple pawns are in the sensing cone?
afaik Pawnsensing is deprecated
not according to my engine 0.o what should i use instead?
Ai Perception, but it is more difficult to setup
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)
A true, ill remove and repost in there ๐ What category would they fall under? (moving now)
they're just general game stats
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 ๐
so you're reselling the PlayerState class?
No?
but that's the thing that handles the kinds of non-progression-related stats your thing handles
How is experience & the others not STATS ?
they develop alongside any player in any game
can you read instead of shouting?
never said they're not stats.
just nothing progression related because that implies your component actually tracks progression
It does track progression though
and handles the visual representation
with color interpolations, lerps, delays, timers, animations etc
not a single thing you just mentioned has anything remotely to do with tracking progression
No, of course it don't. I mentioned features for the visual representation
ok how does it track progression then?
is anyone doing audiovisualizations with ue4?
(setting aside for a minute the fact that combining stats collection and HUD in one component isn't the greatest thing to do)
I don't think I've mentioned HUD once, or that i have any kind of Widget inside a component?
[4:45 PM] Erik Hasanof: with color interpolations, lerps, delays, timers, animations etc
"colors and animations" for "visual representation" sound very much like UMG if you ask me
earlier you said it's "a component", which is a type of class, guess i took that description too literal then?
The way you write I would almost assume you have something relatively close to what im about to sell already on the marketplace lol.
a component is a class, if you didnt knew that.
exactly
so if it's "A component" then it's not "more than one class". that's what i literally just said.
that combining stats collection and HUD in one component
yes, because you literally said "a component" before so i thought it's just one
as i said, mistook you there before.
Unfortunately I cant go into technical detail how it works, as you surely understand. But it works perfectly fine i assure you
[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?
because from what you said (or i understood) it could be either a HUD widget or a database or pretty much anything in between ๐
so of course don't tell me how it does it but i'd be interested in what it does
should also help identifying those stats you're looking for
because pretty much everything could be represented as a float and then graph somehow
(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?)
@timid seal i would rather try to produce something meaningful, and apply to unreal development grants
they usually make some awesome stuff
sorry they usually hand people money that allows to compel meaningful efforts towards developing meaningful projects
@plush yew um what's the context there? if it's the stats/visualization thing, that was Erik's, not mine ๐
i'm just trying to understand what it actually is he's building so i can answer his question ๐
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 ๐
i read names
my first reply
FGamePlayTags
ez
someone give me tldr thats alot to read while im working ๐ฆ
the examples were things like "Health", "Experience", "Stamina", ... which essentially just amount to float so far.
that combining stats collection and HUD in one component```
ERIC U MAKE ME SICK
WE DONT PUT STATS IN HUDS
I dont do that :C
@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.
u know the rule dam it, data driven representation only D:<
oh
thats pretty nice eric
oh no he quoted me there because i mistook him there because he's so secretive about what it does
oh dw same
i got like 4 fucking awesome things on there way to the market place at some point
I haven't actually written a document about it yet, so I am having a hard time explaining it fully to be completely honest.
DO u remember the secret technique i taught u eric
If u cant write it
BLUEPRINT IT
๐
๐
write all the doc in blueprint comments
oh eric
u wann know what iv been working on
u know the GAS system right?
Yeah
imagine gas
But inventory version of it.
Containers u can define and use for anything
Man, imma steal that idea
that are insanely customizable and with with anything
Please do, it sounds awesome
So thats default paramaters for 1 container / bag
u can use them for anything, item bags, spell book, blah blah etc
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
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
Lol, i love it. Force all the way
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
https://github.com/tmm2018 feel free to check my github repositories guys
Will it be a Jigsaw inventory? or 3d or DragDrop or click etc etc ?
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
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 ๐
Inventory systems is usually very big, very much support required and so forth
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
dat spam... you do realize you can actually think about an idea before typing it out in tiny snippets? ๐
anyone knows if its possible to make AI for 2d platform?
want to make a fighting game
@marble spire sure.
ive only found it for 3rd person or shoting
Damn, yeah you have quite the system going. Do you make videos and stuff? Would be a +1 subscriber here if so ๐
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
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
@pallid compass that's not stopping you though ๐ 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 ๐
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
<- died
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
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();
I'm all ears, you are up to some cool stuff for sure by the sound of things!
/*
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
@timid seal you should stop watching that channel haha
i keep watching it when i'm bored just to facepalm at the "tutorials" ๐
something else entirely: why would a PawnSense not do it's ONLY JOB of sensing pawns?
@pallid compass Nice, is it for the inventory System? Looks very nice. I do all UI protective code within the master class myself
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
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
@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
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
@fathom perch because i was too lazy to figure out the AIPerception ๐
Nice, so a lot of over optimizing? @pallid compass ๐
Sounds like something you'll be able to use forever
also because it sounded a bit overkill for a "turn this spotlight red when i move into it"
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
but yeah i'll look into AIsensing. maybe then i don't even have to hack my own StopsSeeingPlayer event anymore ๐
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,
@timid seal AIPerceptionComponent is very powerful, I do recommend it. It should be put on a Controller though & not the actual pawn
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 ๐
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
Does it work with the DA? @pallid compass procedural that is
doesn't strike me as too efficient ๐
Either way sounds awesome. If you get it working with DA you have the next WizardOfLegends haha @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 ๐
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
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
Yeah hah, thanks alot! means a big bunch
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 ๐
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
Yeah, specially in UE4. Which isn't know for it's 2D games & support in that aspect
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.
Sell your stuff to them and make some bank, don't think they have much objections, 1 day of fortnite will cover the costs
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
Slate is fine once you get the hang of it, the engineering experience can be rough though
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.
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
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.
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
Ahh that is pretty nice tbh
Yepp, & now it's time for lunch so i'll be heading out ๐
mmmm, Arbyโs
any ideas
of how to make the projectile grows bigger
in the route?
like, start small, but getting bigger
just change the scale over time?
Hello people sorry to bother you but where do I post stuff for help with errors like mesh stuff.
here, if its about the material, #graphics, if its about animating it #animation
what troubles
is it unwrapped? i always get that error if i dont unwrap
also check for floating/double vertices/faces
First thing you should do is make sure you clean up all history and such
darn .. ue4 doesnt automatically detect new material slots after an existing mesh is being reimported
is there a trick to that?
It does.
not for me, deleted slot doesnt update eighter
oh now after the 5th reimport it actually recognized the new slot
unfortunately it duplicated the first 2 slots as well
๐บ
somebody at epic cant count
Hey, so we got 3 methods to port assets from 3D packages like 3ds max, maya etc. to unreal engine
- unreal studio
- v-ray
- 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
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
u can ask anywhere that sounds related
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 .
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 ๐
It's up to epic.
guys
fast and clear
whats the key to unpaint height in blender?
my arm bone has some in face
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
oh, i see, yeah, use the subtract brush
the automatic did that
well, thanks man
im just mad
the automatic paint did a really bad thing i think
@marble spire my hero academia?
@tall pendant So, there is no future plan from Epic about making linux version ??
if only games where simple sob
Whens the next Marketplace sale? @ me please
@everyone
yes
lmao
gotta love those people who try to @ everyone in a server with thousands of people
Sorry i'm very unknowledgeable when it comes to discord.
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
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
hi
kinda shot in the dark here but does this sorta error look familiar?
happens when i stop my simulation
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
hello guys
why I haven't got permissions for the channels: #looking-for-talent and work?
hey guyz I applied my video texture to the mesh on my level but I can only hear the sound no video
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?
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
Question on TimeDilation: are Actor- Custom and Global Time Dilations linked at all?
its not possible to move joints in UE right?
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
How can I get Cloth Ripping effect in UE4?
did anyone had issue with UE4 not running shader compiler ?
the amount of shaders to compile is stuck
during shader compilatin
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
;/
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
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
yeah, that's pretty true
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 โค unreal engine is best engine
Hi
Is it possible to call c++ functions from blue prints ?
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
How can I make a companion app for a game?
@fathom frost yes
You need to expose them to BP's from C++
Using UFUNCTIONS and metas as BlueprintCallable
Okay thanks a lot
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?
Any idea why this happens by using world aligned texture and normal ?
it is then plugged into normal previously doing normal power calculations
๐ฆ
Why does my sidebar look like this
Because you're moving the UI around and it's asking where you want to snap it to.
ahh okay thanks, i just opened the engine an it done that
Sometime it bugs
fair enough
Alt-tabbing usually resolves it
Has everyone seen the plugin that Scene Fusion are making?
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...
looks like u got it right, just increate the emissive?
in the tutorial he sets it to 50, so i'm not sure how you got 'stuck'
๐
Does anyone know why 'Run as a dedicated server' causes everything to break?
In the editor options?
everything what
try asking in #multiplayer
I did ๐
Hi, anyone could explain the difference between a single and multi trace?
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
right okay thanks
Multi Trace finds everything from start to end, single "stops" after the first hit
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?
Is there anything similar to this http://www.kinematicsoup.com/scene-fusion/
Its coming to UE4, just wondering if there is anything like it
I have an empty scene and I'm getting 6fps, what
Intel Core i7 6700k
GTX 1080 ti
32gb Ram
Can't run an empty scene ๐ญ
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
in focus
Make a new map with the default stuff to see if it happens in other maps
Put them together.
I did
My in editor performance is nuked on all platforms
Cool, but show a screenshot anyway.
There is no such thing as an outdated model
What version of the engine?
4.19.2
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?
like stat gpu just reports 1ms, what the hell is giving me the other 213ms?
all my projects are unuseable
Know what, maybe something's dragging focus away. Let me find the checkbox for you one sec
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
I'm gonna nuke intermediate
Anyway, find and uncheck this button Yadda
That's a beautiful circle
...there's no possible reason why that would make it worse
If you're on a laptop, maybe your charger isn't plugged in lol
I'm on a desktop
Happened to me once...
1080 ti, it's not a laptop
6700k cpu
32gb ram
He's more than capable, it's just being weird
I'm actually really at a loss here
all my projects are affected, so clearing intermediate doesn't do anything
What does your stat unit show?
Have you used ProfileGPU?
dam that gpu ms lmfao
no
Uh okay so one project in 4.18 has normal performance wtf
I gotta do some digging something really messed up happened to my projects
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?
Okay this is pissing me off all my projects using 4.19.2 are unuseable right now, really sucks
I'm gonna reinstall
try doing some profiling
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!
- try a lightmass portal on your windows https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/LightmassPortals
- 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.
Thank you for the help Kallvin I will try that
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
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
@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
why does it say unreal editor now
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)
I keep forgetting this is not unity
I would have blessed you with my knowledge of c#
But I donโt really know blueprints or c++
Okay, no problemo
@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.
ok, thanks
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?
I am trying t odrive around in the car, but but it hangs or something when pressing play.
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.
https://cc0textures.com/home
https://www.youtube.com/watch?v=AzKX9UuxlCo
Bare the Unity video, those will work in UE too :), some are substances some are just pbr maps
This is a showcase of: https://cc0textures.com/home Showing their library of 170 awesome free PBR materials upto 8k in quality. Free to use in anything you w...
video is just to validate
๐
@sinful mesa u da ๐
btw <@&213101288538374145> It would be cool to have a resources channel where we can link only links to some free assets
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.
ok
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
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
@sinful mesa they work in UE4?>??? if so this will be awesome
its typical pbr textures
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
๐ค
Is anyone available to help atm?
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
There is a lot of missing info here ^
Hardware, project file settings , what OS is your phone
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.
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
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
Anyone know how i can override the multiplayer PlayerStarts
or how to fix the multiple spawning issue?
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
Just use the search function and type enable fullscreen and it should pop up @void palm
i currently don't have the engine open
That's alright ๐
lol
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.
atleast thiiiiis much
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
5% of your gross revenue (not profit)
Does anyone know of a program that more than 1 person can work on UE4 project real time
what?*
@bitter iris http://www.kinematicsoup.com/scene-fusion/ ?
IIRC Yannick Lange did an multi user thingo. I dunno how that panned out tho
multiedit?
whats so funny about that?
i dont wanna use svn or perforce
last time i used perforce it ruined my whole project
never crossed my mind to use git, never will
I'm just gunna wait for Scene Fusion
as what they have done is huge
pretty sure scene fusion is not source control
I didnt say it was
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
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
yeah
implying that you think of Scene Fusion as source control
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
My character has 2 cameras, how can I use them? Set View Target with Blend doesn't seem to work with camera components...
Is there anyway to rename the whole project?
Go to the folder and rename the .uproject
Didnโt 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?
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.
@brazen notch it does i think
Ok cool cause having 4.19 available for use would be perfect
epic games has ported fortnite to switch, they have been improving it a lot
so grab the latest version possible
@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
@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
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
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
Yup
they also have Dev-Fortnite branch
where they implement fortnite specific stuff
and eventually merge it
how is everyone
I need to learn vector math :/
I'm tired of feeling lost every time i need to calculate an angle between 2 vectors
same
Same
yall need certain indian teacher
Those are really good
Just fall asleep after a few vids
Wish I could be more interested in the theory
Mmm that would be nice
@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)
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
Hi
@cloud cobalt that sounds nice, great..
wat, my character component deleted itself from the level?
you cant get the UI Ingame text to be emissive right..? ๐ฎ
no but you can create textures emulate it
wait is that screenshot @dim merlin put possible for the editor?
awww i love the look of it
It'd be neat to have the editor themeable, but I think most people including myself would rather have engine improvements
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.
I'm just glad the editor doesn't look like it came straight out of the 90s
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
If they do change the editor's appearance then they'd need to have reason to change things as well
Is there anyway I can export a part of my level stream or convert it to a static mesh?
Yeah very true, the UI is absolutely fine. Itโs just one of the many low priority โwould be niceโ future improvements
If anyone needs to UI done on photoshop HMU.
hey can someone help me out?
im getting this error every 5 minutes https://cdn.discordapp.com/attachments/188758350756839424/458028492077006860/unknown.png
I know you made engine changes since you said so in the past, so I would guess it's one of those.
is better for my model
to have the hands not conected on the same model
or all together as one?
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?
char movement comp has all them sub settings for movement
@pallid compass I'm using a pawn though not a character
Pawn movement comp might have some similar stuff
but if u want stuff like that you need to add the functionality your self
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 ๐
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?
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 ๐ฆ
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
ok so you have a data table with stuff in it, can you get that item already?
yeah
ok so the problem is you can't set that variable on the widget? what do you have so far
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
ok I'll post in blueprints to be appropriate
interesting change in 4.20, the selected BP wire when you are dragging is now larger, kinda cool
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 ๐
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
interesting
there are a lot of new widgets too
the list and tree view from slate have been exposed
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
and the rich text thing is no longer experimental
just finished putting together my mars colony https://i.imgur.com/1cIThrV.jpg
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.
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
Does anyone know why my pawn's forward transform in-game is opposite what it shows in the blueprint viewport?
Hey guys do I have to initialize FCriticalSection in my AsyncTask?
Sorry if im interrupting
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?
I just want my animation class blueprint to work ๐ฆ
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?
Yes the engine allows you to import height maps as tiles for large terrain
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.
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.
Worth noting - Your project is going to be absolutely massive if you have a map that large
hello, does anyone know how to create an animated pause menu, i want to recreate something like this
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 What's the actual error ?