#ue4-general

1 messages · Page 268 of 1

steady owl
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UE4 will use it

plush yew
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4 ram xDDDD

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But i can upgrade

steady owl
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I recommend at least 16

plush yew
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omg

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I'm not rich xD

cerulean nova
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😂

manic pawn
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it might work with 8 but not well

steady owl
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Work and save up I guess?

cerulean nova
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its funny how people want to use powerfull engines on toasters and expect it to run 😄

manic pawn
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^

plush yew
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xD

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How old are u NetPeggle ?

cerulean nova
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if i would have the money i would go for a super tasty workstation 😬 but the cpus start at 1000 gpu 1000 ram 500+ dont get me started with m.2 and all that neat stuff 😻

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im 24

plush yew
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Yeah so u can buy a pc for u easily

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Im 15

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I don't have 1000$ in my pocket money

steady owl
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You could mow lawns, get part time job etccc

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OR

cerulean nova
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u have from expectations of bein adult mate

steady owl
#

get the comp you have

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Deal with the limitations

plush yew
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It's not like US

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I live in French

steady owl
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And then save up later

plush yew
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See how my life is bad

steady owl
#

I worked on mac with unreal for months

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It was horrible

plush yew
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xD

steady owl
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IT crashed every 5 mins

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But I used it

plush yew
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oh no

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xD

steady owl
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And then got a pc and it's great now

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So you can run it on a toaster for a while and it will make you appreciate power later on

cerulean nova
steady owl
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What really matters is that you learn what you are doing

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And get better

cerulean nova
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i come from a realy cancer engine where having 10+ loops the game will have 25fps max and then more players join then less fps u get and at the end u had 15-20 fps wich got better over the last years now it runs with opimized scripts and ~30 people at ~40fps but still its a joke

#

and stuff like "\part\to\Folder" would not work because it needs to be all lowercase even tho it may is upper case

#
    while {true} do {
        allMissionObjects "";
    };
};
player addAction ["VM", "vm.sqf"];
player addAction ["nonVM", "nonvm.sqs"];

//vm.sqf
_frameNo = diag_frameNo;
_tickTime = diag_tickTime;
for "_i" from 1 to 100 do {
    allMissionObjects "";
};
hint str [diag_frameNo - _frameNo, diag_tickTime - _tickTime];

//nonvm.sqs
_frameNo = diag_frameNo
_tickTime = diag_tickTime
for "_i" from 1 to 100 do {allMissionObjects ""}
hint str [diag_frameNo - _frameNo, diag_tickTime - _tickTime]
```  Try not to get cancer lol
manic pawn
#

looks similar to the cancer that is skookum script

cerulean nova
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that is called "SQF" its a c++ syntax kind of cripple

frank escarp
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@manic pawn i find skokum script super interesting

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sadly, it not being on ps4 means i cant use it

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but its extremelly interesting for everything that works "over time", due to its async nature

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for things like mission design or AI is pretty much unbeatable

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also magic powers/arcade guns

manic pawn
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it has really cool ideas but the syntax is just 👎

frank escarp
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this article shows skokum in practise

manic pawn
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read that a while ago

frank escarp
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and its fucking awesome

manic pawn
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it's nice

frank escarp
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btw, if C++ gets async/await, and ue4 every supports it

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you will be able to do the stuff that article shows

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in C++

manic pawn
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wait, is that a thing they're planning to add?

frank escarp
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yes

manic pawn
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holy shit

frank escarp
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its about "repeatable" functions

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like

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stopping a function mid-way

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and continuing later

manic pawn
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yeah

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like coroutines in c# and js I assume

frank escarp
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yes

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thats pretty much it

manic pawn
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that'd be really awesome

frank escarp
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they are working on it

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i think they wanted it for c++20

manic pawn
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so it will only take 10 years for it to be usable in unreal

frank escarp
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pretty much

manic pawn
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:(

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or unreal decides to completely disable the feature because they can get 1% more performance by writing it manually

frank escarp
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cant write that manually

manic pawn
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hm

frank escarp
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there are some similar things being made for rust

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and what ive seen

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is fucking amazing

manic pawn
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I mean sure you can

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it would just take 100s of lines of boilerplate code for every line or normal usage

frank escarp
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becouse you can do that exact kind of thing as in the gamasutra skokum article

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where you have 1 function

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that runs over time

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a guy i know showed me a demo for webgl where you clicked, and a flower grew

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a random flower

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the code for thte growing was 20 lines

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total

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becouse it was done with rust async/await stuff

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so the code was like

#
{    
    Flower flower(pos);
    
    for(int i : 1..10)
{
flower.grow();
wait 0.1 seconds
}

vector<petals> petals = new petals[random int]

for(1 .. 10)
{
foreach(petal)
{
grow
}
wait 0.1
}


}
#

the whole growing sequence was in a function

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and thats it

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and the flower growed in "realtime", as that function took a couple seconds to run

manic pawn
#

coroutines are really great

frank escarp
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blueprints can also do this stuff by using delay nodes and such

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but they arent nearly as good as just text

manic pawn
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they also don't have the await thing

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or well

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I guess they do with the async node base thing

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but it's annoying to make

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and you can't make it in bp itself

frank escarp
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there is also one with with skokum

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you can edit stuff live

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this, on a console workflow, is a huge boost

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becouse you can just edit stuff runtime in the devkit itself

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but the free version is for pc not consoles

manic pawn
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so like hot reload except it works?

frank escarp
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yes

manic pawn
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that's nice

frank escarp
#

they also show compiling the whole sleeping dogs game in 3 seconds

manic pawn
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wow that's fast

fossil ore
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T___T

frank escarp
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i would like to use this for the different tasks in a behavior tree

fossil ore
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Hope It saved

frank escarp
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or things like multi-stage spells

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feels bad man

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Contact Us license is basically "too expensive for a random indie"

manic pawn
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I mean

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you never know

frank escarp
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200 dollar per seat to access a debugger

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so probably the full thing is expensive as fuck

manic pawn
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oof

fossil ore
#

When I try to decrease or set specific LOD for the Robots

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It doesnt do anything

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Note: fixed it by removing some odin files

regal mulch
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And don't tag me for that crap

chrome ivy
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it isn’t a job but I figured that probally someone will help me for money xD

steady owl
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What is the issue @chrome ivy

atomic forge
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Is it possible to delete things automatically that aren't referenced to anything in UE4?

chrome ivy
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@steady owl Dedicated server not showing up in server browser

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Though it shows up in steam Master list

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i have a custom appid

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but first I followed Sebatnik’s video on steam dedicated server

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and only when I saw it isn’t working I started following that guide

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I am using 4.18.3 source

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and I just cannot get it to show up in Steam Server Browser

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I get 3 warnings in the dedicated server log

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I am using Zap hosting

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however from my knowledge those warnings shouldn’t affect anything

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and I get no warning in the CLIENT log for when I try to search for servers

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only that the Results array length is 0

small oar
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How can I cast in c++? Or get two c++ files to talk to each other

chrome ivy
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you get two c++ files to talk to each other by including them using #include

small oar
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Yeah but idk how to call the method or variable

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Other than ClassName::MethodName which complains about it being static

chrome ivy
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to cast:

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AFirstPersonCharacter* OtherCharacter = Cast<AFirstPersonCharacter>(OtherActor);

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for example

small oar
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Yup but the OtherActor is how I get lost

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How can I reference the other file

chrome ivy
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what do u want the other actor to be?

small oar
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It’s a game mode

chrome ivy
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well then make a variable called MyGameMode or whatever and set it using

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(ASomeGameMode*)GetWorld()->GetAuthGameMode()

small oar
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It always returns null

chrome ivy
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do you have the game mode class set in your world settings?

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also

regal mulch
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@small oar It works the same in cpp as in BPs

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You need a reference to an instance of the class if you want to call a function

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Or declare the func as static if that is something you need

chrome ivy
#

@small oar did u try to #include SomeGameMode.h

#

?

regal mulch
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If the whole idea of getting references isnt getting to you yet, check the #blueprint channel

small oar
#

@chrome ivy that might be it ill check

regal mulch
#

There is a video pinned

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That talks about bp communication

small oar
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@regal mulch im using c++ though

regal mulch
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Same thing works in cpp

small oar
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oh ok cool

regal mulch
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Bp is a child class of cpp

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And it is ue4 after all

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So tracing, overlaps, etc. Are working in both

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You can later still search for how to perform the bp stuff in cpp

chrome ivy
#

yea just that blueprints don’t have the same accesibility as cpp

regal mulch
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And in addition, somr classes have static accessors

small oar
#

its pretty much just the object i need to pass in like in this example AFirstPersonCharacter* OtherCharacter = Cast<AFirstPersonCharacter>(OtherActor);

#

ill check my game mode now

regal mulch
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Yeah but you need to learn how references or pointers work

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And what ue4 offers to get those

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And it doesnt matter of you learn that in cpp or bp

chrome ivy
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well it is a bit different to be honest

#

@regal mulch

small oar
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im pretty comfortable with both ref and pointers i think

#

booting up unreal now ill see if i can send some code

regal mulch
#

I mean you need to learn what ue4 gives you to access other class instances

chrome ivy
#

really? and I thought I was comfortable in my chair

regal mulch
#

Just watch that stream. If you still have questions, come back

small oar
#

bp communications?

regal mulch
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Yes

small oar
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awesome, thanks

chrome ivy
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there goes my problem at the top of the chat 😂😂😂

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Whenever I post something in here nobody helps me 😂😂 it is so frustrating

regal mulch
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It depends on how complex you problem is

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DedicatedServers not showing up is a pain

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People that dealt with it don't want to spend time (on a sunday) on helping

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Others might just not know how to solve it

chrome ivy
#

do you know how to solve it?

regal mulch
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Not really. I only did that once.

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Like a year ago or so

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It's important that your DedicatedServer properly returns the session data

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You def want to log verbose Net and Online

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To make sure you see enough debug logs

chrome ivy
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I have that Core.Log in defaultengine

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also when I create the session, on succes I have a print string

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and it seems to create the session

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and the results array length is 0

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when searching for servers

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and I use Advanced Session plugin

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@regal mulch I heard rumor that you have a wiki on Dedicated Servers but I am having a hard time finding it.

chrome ivy
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@steady owl I sent the reply earlier. Please check above these messages.

steady owl
#

@chrome ivy That is indeed a problem that many people have but there isn't much docs and help on how to solve it

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I can't personally help you but good that it's in the discord if anyone can

chrome ivy
#

don't think anyone will show up. this is the 2nd time I asked

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xDD

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@steady owl do you have time for 2 questions pls?

#

I am thinking that this might be the problem

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in Project.Target.cs

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I didn't add UEBuildConfiguration.bCompileSteamOSS = true;

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instead I added bUsesSteam = true;

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and I saw this article here

#

Compiling UE4
If you're compiling UE4 from source, the following steps should be taken:

Open OnlineSubsystemSteamPrivatePCH.h (being located in ....\Plugins\Online\OnlineSubsystemSteam\Source\Private), where you'll find the following line of code, defining the root location of the Steamworks SDK:

#define STEAM_SDK_ROOT_PATH TEXT("Binaries/ThirdParty/Steamworks")
You'll want to modify the line to read:

#define STEAM_SDK_VER TEXT("Steam[Current Version]")

#

I tried but I get a tone of errors when I do it

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in project.build.cs I didn't add this as Allar said cuz the article is pretty old

#

if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux))
{
if (UEBuildConfiguration.bCompileSteamOSS == true)
{
DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
}
}

steady owl
#

All I know is that it isn't an easy thing to do and requires additional knowledge

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Which very few have

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Not me unfortunately sorry

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I wish there were proper docs or a guide from epic

chrome ivy
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yea well I have a friend who uses same Unreal version and didnt do any additional steps as I had to do and for him it works perfectly. for @zealous sonnet works perfectly too and didnt do any additional steps. what am I cursed or what?? 😂

zinc bison
#

I havent gotten to the part where i add steam to my game yet, so Im not any help Im afraid

#

are you asking in multiplayer channel?

chrome ivy
#

I already asked in multiplayer no answer though

#

@regal mulch Though, do you remember any important steps you did to solve the issue? (sorry if I am bothering you, I am just a lil desperate)

regal mulch
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I don't have any docs on it

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I think we are currently using 4.18, without any changes to the engine in regards to Steam

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Servers are showing up, however need a couple of minutes (15 or so)

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Iirc we create the session in the GameSession::RegisterServer function

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That's all I remember

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I can ask again ,cause I haven't touched it recently

honest rune
#

anyone have any links to sample projects or examples that show setting up character movement not depending on PlayerController rotation and behaves well with animation states still?

#

getting tired of fighting with this damn thing.

regal mulch
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In what form not depending on PC?

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You can toggle if you want to use the Pawns Control Rotation or not

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Think that's pretty much all

honest rune
#

not allowing control rotation to influence movement whatsoever

regal mulch
#

So, disabling the booleans doesn't help?

honest rune
#

not at all lol you still have to set up the movement.

#

I've got what should be working just fine and movement itself is great but the blendspace doesn't like velocity length for input now to determine speed for walk/run/backwards etc

chrome ivy
#

@regal mulch If I am using the Advanced Sessions plugin do I still have to GameSession::RegisterServer?

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cuz I think it does the same thing not sure though

regal mulch
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Idk. I can only tell you what I use

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I never used that plugin

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But I assume as long as you properly create a session for the DedicatedServer, with the right session settings, it should work?

chrome ivy
#

you assumed right, but it doesnt work 😂

storm venture
#

hey so UE4 is taking 44GB in my AppData/Local/ folder, what gives?

#

It's all just numbered folders, can I just delete them?

small oar
#

watched the videos and i understand the idea of casting especially in blueprint but in c++ im still lost 😦

#

after i import the file (which is a user widget) how can i access that class' info?

zinc bison
#

casting is the same in C++

sinful narwhal
#

has anyone...seen incredibles 2?

zinc bison
#

lets say you have a Character actor. But you use CustomCharacter that you made. You cast the character to a CustomCharacter to get the information that exists on the CustomCharacter class (assuming it is in fact a CustomCharacter)

#

If its not a custom character the cast will result in a nullptr

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aka, its not valid

sinful narwhal
#

ooh videos games

#

are there new ones coming out?

zinc bison
#

no, they decided to make video games illegal

sinful narwhal
#

wait rly?

zinc bison
#

actually its probably dangerous being in this discord

#

you might get arrested

sinful narwhal
#

...

#

w-why?

#

you guys aren't in some governent CO-OP agency are you?

#

okay imma just go

idle stump
#

I have a particle system where the particles are going up over time with a Velocity by Life module. But I want these to radiate from the center. I tried adding a Initial Rotation module at the top, and they do rotate, but this doesn't affect their velocity. How do i make the velocity relative to rotation?

#

I tried setting Screen Alignment to Velocity but I see no difference

idle stump
#

Hmm, using a Sphere location module with Velocity checked seems to kinda get where I want but now I don't have control of the velocity over time. I want it to start out quick and get slower. If I add a Velocity by Life again I get weird results, again because this velocity is not relative to the direction the particle is already moving.

fiery harbor
#

did anyone notice this issue with HISMCs in 4.19?

#

when you add a new instance, the wind on all existing instances gets reset

#

can't find any reports about that

#

can only find me reporting that issue for 4.7 more than 3 years ago 🙃

#

but it was definitely fixed back then

chrome ivy
#

OMG He actually left the server @zinc bison

fiery harbor
#

thats 4.18

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so its a bug that was introduced by 4.19

silver crown
#

How does the wind work?

chrome ivy
#

like a charm

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dont know how they don’t pay the old guy for all that work

plush yew
#

trees looks so good

fiery harbor
#

@chrome ivy which old guy? lol

#

@silver crown what do you mean? just placed a wind directional source in the level, thats all

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wind is managed by speedtree stuff

silver crown
#

Ok, haven't used that yet

fiery harbor
#

I guess I should test it in 4.20. but I dont have that installed and no disk space for it 😄

silver crown
#

¯_(ツ)_/¯

idle stump
#

Is it possible for a particles Initial Color to be somewhere between 2 colors. Like white -> gray. I feel like I've tried every variation of the distributions and can't seem to get the right result.

#

if i try getting uniform curve, the settings don't make any sense to me. But using v1 and v2, whatever those mean, I can at least actually see a variation of colors. The problem is: I have set it between white and gray and i get a bunch of different colors. I want just a gray scale

tepid plover
#

Quick question! I'm looking for a blueprint node to "fade out" textures based on distance. So that you don't see the texture on the mountains but a color. What is it called? Remembered seeing it but I forgot.

grim sinew
#

It wouldn't be blueprint, it would be in the mateiral

#

There's a ton of ways to do it, usually around the pixeldepth node

tepid plover
#

uhm yea that's what I meant

steady owl
#

In the game PT where the infinite loop happens with changes in the map, how do you think they dealt with it? level streaming to load in the same segments of the level?

tepid plover
#

ah ok

#

thanks @grim sinew 😃

fiery harbor
#

I just downloaded 4.20 through the launcher, and when starting it for the first time, UE4 just force rebooted my PC without any warning 🤔

manic pawn
#

it also does that when you run the setup.bat for 4.20 for the first time

#

the prereq setup is doing it for some reason

tepid plover
#

Yay it works. Simply used the setup from the PixelDepth Wiki page and customized it a bit 😃

idle stump
#

@steady owl My guess (and I never played that demo and haven't seen the video in awhile)... is that they use portals. This is not exactly something built-in to Unreal... I've seen people do it but there's some tricks you have to do to get it to be completely seamless.

sharp crest
#

Build or rebuild a project?

#

What's faster GWllentThinkPika

idle stump
#

There's probably other tutorials too, i think this guy doesn't explain it only demonstrates it. I feel like i saw him or someone else doing a really similar project explaining some stuff on the forums, you should track that down

steady owl
#

Thank you!!

idle stump
cerulean nova
#

in the Epic Github the "release" == 4.19.2 ?

grim sinew
#

Just use the 4.19 branch to be safe

#

The un-versioned branches aren't the most trustworthy all the time

zinc bison
#

yeah that kinda confused me too at first

grim sinew
#

Just checked, yeah it is up to date currently, if you want to though.

zinc bison
#

i would stick with the version branches myself, Ive had problems where release wasnt actually the most up to date

#

and i was like "wut"

cerulean nova
#

hmmm 🤔

storm venture
#

hey does anyone know of a nice way to select long edges like this in maya?

#

Before triangulation, I would just double click a line for it to extend all the way, or just select one, and then shift+double click another and it would select both + all in between

#

After triangulation, I have to select each one separately... very tedious

zinc bison
#

loop

#

select loop

potent wing
#

Hi, i need help, if someone available, please Tag me. A voice chanell?

#
  • AI
    -Anin Montage
jaunty briar
#

hey guys I have trouble understanding how i should use GameState And GameMode exactly.

  1. Should I use my GameState to store "economical" values for a strategy game?

  2. Should I use my GameMode to manage what the player should currently do?

digital anchor
#

On gamemode store stuff that the server will need, as its only accessible for the server, such as rules, when does a match start, when does a match end, which player's turn is it....
on gamestate clients can acess so u can have the players, the teams and everything related to the team, whos winning, the economy of each team, etc
@jaunty briar is it single player or multiplayer game?

jaunty briar
#

single player

digital anchor
#

then it gets a little easier, as in multiplayer only the server can see the gamemode

jaunty briar
#

without map switching (you just create one randomly and play on it)

#

ah ok

#

good to know

digital anchor
#

then try to have on gamemode, whats specific to that gamemode, then in case you decide to create a new gamemode (such as Free for all, Team deathmatch...) you can just swap between them

jaunty briar
#

but if i got certain quests or something similar, would i manage active quests and so on via the game mode?

digital anchor
#

humm... yeah i think so

jaunty briar
#

okay

#

thanks 😃

honest rune
#

Hey, when you configure InputAxis, are they continuously polled with 0.0f as input every single frame?

#

I was testing something and placed a GEngine->AddOnScreenDebugMessage(-1, 1, FColor::Red, TEXT("MoveX called!")); inside a function that's bound to an input axis A and D keys and it spams every single tick

worn granite
#

yup

honest rune
#

well shit

#

lol okay thank you

worn granite
#

check Val != 0.f

honest rune
#

yeah I know, I just didn't know that. no biggie.

worn granite
#

💯

honest rune
#

You! 😃 Hey sooo wanna help a brother out with something?

#

I was trying like hell to setup movement input that would be completely independent from PlayerController rotation and was like you know when you see those memes of someone beating their face against a keyboard repeatedly? yeah, that

#

No matter how low level I went with the moment, it still somehow was effected by rotation from the controller I think'

#

Character would spawn: I walk forward, all good, I strafe, all good. As soon as I start turning and adding yaw to the rotation things get weird. If the character rotates 180 so hes facing backwards from the start rotation, the blendspace that controls walk/run forward/backward starts treating forward velocity as if its backward velocity and vice versa. If character is turned only 45 degrees, the effect is somewhere between the two rotations if that makes sense.
I supply the movement speed (and direction derived by either negative or positive for forward/backward) by taking taking the vector length of the velocity

queen arch
#

Is there a list with all the maps of a project, so I can call the next one?

manic pawn
#

there is not, you'd have to create it yourself

modern sinew
#

Hey everyone

chrome ivy
#

@queen arch Make an array with names and add as many map names as you want. When you want to change the map, you just GET the next index from the array. Example: First map - GET 0, Next map - GET 1

#

@green flame hey

visual hollow
#

Resizing the assets at once in the level make their position wrong is their anything I can do to resize everything in the level at once without making their location weird

honest rune
#

If the assets have a bueprint you could adjust position and size in the construction graph maybe, i dunno. Just random idea

#

Based on scale values i mean

#

Or you mean at runtime?

visual hollow
#

The problem is in the editor everything is perfect size ,etc but when I play it in VR all assets everything in the level is much larger than player

honest rune
#

oh, my knowledge of vr is like, zero lol sorry man

visual hollow
#

np

potent wing
#

How do i update Nav Mesh Bound Volume every delta second? the problem is, when i open a door, the AI cant enter the room

idle stump
#

@potent wing I'm no expert... but maybe try disabling "can ever affect navigation" on the door, but then manually manage a Nav Modifier Volume at the place of the doorway in the door script.

wet ingot
#

I feel like I'm doing something extremely simple very wrong, because I can't find any mentions of an issue like that in Google. 😄

Can someone walk me through correct way to make Unreal recognize new or modified assets in the Content folder? I have a Unity background and I'm learning UE to help with user interfaces on an Unreal project, but I'm getting blocked by a surprisingly trivial thing - none of the texture assets I planned to use for UI exercises (PNG/PSD images) show up in Content Browser.

In Unity, you just drop content in the Assets project folder, and Editor automatically detects new files or changes. When some are found, Unity refreshes in-engine representation of involved files (e.g. every new/changed PNG gets an DXT texture generated for it). You could also force an asset refresh manually, or specifically tell Unity to reimport a folder from Project View.

As far as I understood initially, Unreal is pretty similar - drop files into the folder called Content and get updated in-engine representations - except, in contrast with Unity, in-engine format is stored alongside the original files as .uasset files (instead of being hidden into a separate Library folder). Everything new or changed should appear in the Content Browser.

Except for me, it doesn't seem to work. I drop a folder full of PNG files into Content, and in Unreal, there are no changes in the Content Browser, no .uasset files are being generated. There is also seemingly no "refresh" or "reimport" button to force UE to rescan the Content folder. What am I missing?

idle stump
#

@wet ingot Right click the asset and hit Reimport. Or most assets also have a button for this when you are viewing it in the appropriate window (like an animation in the animation editor)

wet ingot
#

There are no assets in Content view, and there is no such option on root folder context menu, as far as I see

#

Deleting Intermediate/CachedAssetRegistry.bin seemed to help, found an advice to do that on answer hub

#

Should I do that every time a new folder or file is added to Content?

#

As in, if no pre-existing asset exists so Reimport context option is not possible

idle stump
#

Oh wait i see, so you are talking about a whole folder you manually moved into the project folder outside of the editor. I don't think people really do that. You should hit the import button. I think from there you can select multiple assets at once. But it won't automatically do it i don't think

gloomy helm
#

Anyone here used instanced meshes much before?

#

I can see ISM in my viewport but I have to go to game view to see HISM

wet ingot
#

That's the usual case with version control, though. For instance, I might pull an up-to-date state of the Content folder from a Git repository, which might contain a new folder inside.

fiery harbor
#

@gloomy helm I've used a lot of HISMCs

gloomy helm
#

I have to enable this to see them, really annoying

idle stump
#

@wet ingot I don't have experience with it, but I would think if you are updating your source files from version control maybe you should restart the editor

fiery harbor
#

I think there is some view flag like HideFoliageInEditor, but completely differently called @gloomy helm

idle stump
#

There is a source control button in the editor. I have never used source control yet tho

#

For UE anyway

wet ingot
#

Restarting the editor didn't make it pick up new folder, unfortunately, as far as I see

idle stump
#

ah

wet ingot
#

I just tried import button, and it's a bit unclear to me how it handles .uasset file generation - it works for adding assets to the project, but I can't see .uasset elements anywhere, like I did when cache was reset

fiery harbor
#

@wet ingot if you add a new folder to the content folder and then start the engine, the engine should totally see it

wet ingot
#

Hmm, interesting

fiery harbor
#

it only works if the engine version the stuff was imported with is the same as yours of course

wet ingot
#

Yeah, I'm assuming a very simple case of new project started on one engine version

#

Could editor running and unchanged folder names affect things? I just did a test: adding a folder A while UE is running seems to make the editor fail to detect the folder content even after restart - as if it was detected as empty immediately, and subsequently ignored on next startups; while adding a folder B while UE wasn't running seemed to make UE import the contents on startup

#

.uasset location question when using "Import" instead of modifying Content directory directly still stands. Import seems to create a static link to a file anywhere on my PC and creating a hidden .uasset in an unknown location (instead of copying a file to the Content folder and creating .uasset alongside it). The .uasset file being hidden somewhere and lack of original file being present in Content makes source control problematic.

#

If I'd like to add, say, T_UI_Button_Background.png to Content/UI/Textures/, what's the correct workflow for getting it imported with .uasset (metadata/DXT version for in-engine use) sitting next to it?

warm mountain
#

hey guys i've been reading a bit on texture density and have a few questions

#

I noticed that most asset packs in unreal seem to follow the tex density on the left in which most of the texture packs in turbosquid and so on seem to cater towards the left

#

but the problem with the lest side is that those smaller circles would need individual UVs to be in sync with larger modular pieces

#

while on the right it seems more optimal that the texture density and UV's a in synced with all smaller planes sharing the same UV

#

but because area that is textured also becomes tiled and a lot more repeatable

#

i'm guessing in that sense although the right reduces the number of meshes needed to keep textures in sync its not practical?

grim sinew
#

I've read your question 3 times now and still have no idea what you're trying to ask.

#

Can you give an example with anything except a generic black and white checkerboard?

warm mountain
#

i guess i'm kinda confused

#

i just don't get this texture density thing

#

like am i supposed to map and scale all my texture files by 1 meter?

#

i noticed almost not a single asset pack in Unreal does this

idle stump
#

@warm mountain I wouldn't lose sleep over it. I think it's generally a guideline not a hard rule. Yeah it would be great if the texel density of everything was uniform... but in reality you want higher density on things you're going to see up close and/or things that have more detail. Otherwise you want less density for performance. Maybe I'm wrong, but that's my guess.

warm mountain
#

gotcha

#

it scared the crap out of me

#

i'm half way in texturing my assets referencing from asset packs when i saw this haha

#

i thought i had to conform to a 1x1 meter rule. Right now i'm doing it by 3x3

wet ingot
#

https://docs.unrealengine.com/en-us/Engine/UMG/HowTo/CreatingWidgets

To follow this example, do I need to do anything else? My UI doesn't show up at all so I might be missing some compile/save action somewhere.

  • using the Blank project
  • created a UI widget, filled it with some large centered text, clicked Compile, then Save in Graph view
  • opened level blueprint for Minimal_Default level in the Blank project
  • replicated the blueprint from Unreal documentation above (where Enter creates a linked UI widget), clicked Compile, then Save
  • clicked Save Current in main level toolbar
  • clicked Play
  • clicked in viewport in case it wasn't in focus, pressed Enter and... nothing
#

huh, wait, Play Standalone works

#

I guess the problem is with Keyboard inputs when the game plays inside the editor

#

maybe they are disabled by default? if so, how to I enable keyboard inputs inside editor play mode?

#

ah, I think I had Simulation mode selected as in-editor default

#

that explains keyboard inputs not registering

grim sinew
#

@warm mountain You don't need to make everything 1x1 meter, but you do want to try and have uniform texture quality across a whole scene

#

That's more what they were getting at

#

You don't want to have a situation where you have low resolution textures right next to high resolution ones

ivory veldt
#

hi all i wish information

#

will there be a possibility that the laying system will be implemented, ie to create the poses on the 3D scene in real time without going into the animation menu?

stuck spade
#

Getting lighting right in Unreal seems to be hardest part of the entire ordeal

#

having a really hard time getting my night campfire scene to look right

wet ingot
#

What node can be used to execute something in the level blueprint at the start of the game? Something similar to Start, Awake or OnLevelWasLoaded from Unity. Dragging a line out of left Exec input of a node and searching through node list, I wasn't able to find anything relevant using "start", "begin" and other related names

manic pawn
#

beginplay

wet ingot
#

thanks, this works well!

#

how can I modify the pivot of UI elements like Text? there is a Pivot property under Render Transform section of element inspector, but it seems to affect only things like rotation application - text still grows out of top left corner, like this:

#

I can move the element using Position properties to get something approximating a centered pivot, like this:

#

but that is a brittle fix and pivot changes are probably not intended to be done that way, since modifying anything about the content won't update Position accordingly

#

so, how can you get a Text widget to "grow" out of center, or bottom left corner, or top right corner etc.?

#

to illustrate, here is what I'm talking about done in Unity

#

this is different from text justification, which just changes how text inhabits same rectangle with same position origin

whole quarry
#

there is an alignment x and y you can set

wet ingot
#

hell yeah, that was it!

manic pawn
#

expand the stuff on the anchor and mess with it

wet ingot
#

thanks!

#

nah it's not anchors, alignment was exactly what I wanted 😃

manic pawn
#

isn't it part of it? 🤔

whole quarry
#

x 0.5 and y 0.5 is center

wet ingot
#

looks like alignment and anchor are neighbours on same hierarchy level, I think?

#

yup, value range makes sense

#

just like pivot value range in Render Transform

whole quarry
#

you can use the Anchor to fixate the item in the viewport

#

then the Alignment to center it around the Anchor point

wet ingot
#

yeah, it's just a different tool in the box, anchor system is definitely super useful

whole quarry
#

with the XY position you can give it a offset from the Anchor

wet ingot
#

I was just wondering specifically about this

#

by the way, is there a way to make children inherit opacity of parents as a base, ala hierarchical blending in PS, or do you need to iterate over each child and override their alpha colors separately to fade out a group of UI elements?

#

ah, nice, found Render Opacity on Canvas

warm mountain
#

@grim sinew gotcha!

grim sinew
#

Generally, you want to avoid scaling the texture up or down more than 30% of your target texel density

warm mountain
#

alrighty, so far it looks quite clean

#

at least most of my files work the way it should haha

thorny cipher
whole quarry
#

fixated on pixels?

thorny cipher
#

?

whole quarry
#

i.e. widget build on a fixed 1024*786 so it cant scale to the user screen resolution

thorny cipher
#

No i mean the window size itself

#

You can see my desktop bg

#

This is fullscreen mode

#

I moved all my config stuff to the 'Game user settings' system build into UE and it does this

#

When I turn the res down, and put fullscreen

whole quarry
#

so its in Windowed Fullscreen?

thorny cipher
#

I think I got it

#

The order of my saving was incorrect I believe

thorny cipher
#

Is there a way to make the engine ignore the engine.ini file in the user's directory?

#

Because this works 😄

#

It's an unfair advantage if players modify this

manic pawn
#

you can't stop them from modifying it

#

only make it slightly harder

thorny cipher
#

Pubg did it

#

I may have to edit the engine code to not read this file

potent wing
#

@idle stump this doesnt work...

#

anyone know how to update a nav mesg whenevr i open/close a door?

thorny cipher
#

Set your nav mesh to dynamic in project config

potent wing
#

you mean in the project settings?

whole quarry
#

Seems like it

thorny cipher
#

Yes

potent wing
#

there's no settings regarding that

thorny cipher
#

Runtime generation

#

Dynamic

potent wing
#

Holy...

#

Thx alot sir

thorny cipher
#

No problem

#

It does add an extra cost, but it's needed if you want dynamically changing nav meshes

potent wing
#

i had this problem for days and now you fix it in seconds

thorny cipher
#

😃

#

You are welcome

potent wing
#

i havr another question. How do i change alot of object into another type of object? for example i have 84 Target point. and i want to change all of this Target point into a Actor blueprint?

whole quarry
#

my brain just had a fatal error from reading that

potent wing
#

xD

#

i am sorry

#

its a bit hard to explain

#

and im not really good at english

polar hawk
#

select actor

#

right click

#

replace all with

potent wing
#

let me explain it again. I have a Blueprint called "Target_Point_Battery". and i have 84 Target point (not blueprint) and i want to replace them with "Target_Point_Battery"

polar hawk
#

select target point

#

right click

#

replace all with target point battery

potent wing
#

i can find "Replace selected actor with" but i cant find "Target_point_battery".

#

i can only replace them with Lights and Primitives

languid shard
#

you need to select your new object in your content browser

potent wing
#

Cheers

#

its wotk

languid shard
#

😉

potent wing
#

thx all

#

i almost lost hopes and try to replace them 1 by 1

#

Holy i glad i join the Community

thorny cipher
#

This is my issue.. the game is meant to launch into fullscreen but it doesnt

#

I have to go into windowed fullscreen and then back to fullscreen for it to work

whole quarry
#

are you applying changes upon launch @thorny cipher ?

thorny cipher
#

no

whole quarry
#

is it a packaged build?

thorny cipher
#

Yes

whole quarry
#

GetLastConfirmedFullscreenMode == GetFullscreenmode, if false set fullscreenmode to LastConfirmed ?

thorny cipher
#

It is going to fullscreened but it's not locking correctly

whole quarry
#

from what i found in the past is that Windowed Fullscreen works better than Fullscreen

languid shard
#

anyone knows how to read the crash reporter stuff ?

thorny cipher
#

Fullscreen reduces player input lag

#

So many players use fullscreen mode

languid shard
#

trying to pinpoint where things are going wrong

thorny cipher
#

But using any other res other than current screen res causes it to not full the whole screen

cloud cobalt
#

Windowed fullscreen = non-exclusive, Windows-compositor enabled

#

Fullscreen = game takes exclusive control of the monitor

#

You can have non-native resolution in fullscreen (which is annoying and usually resizes other windows, reorders desktop icons etc)

thorny cipher
#
bUseVSync=False
bUseDynamicResolution=False
ResolutionSizeX=1280
ResolutionSizeY=768
LastUserConfirmedResolutionSizeX=1280
LastUserConfirmedResolutionSizeY=768
WindowPosX=-1
WindowPosY=-1
FullscreenMode=0
LastConfirmedFullscreenMode=0
PreferredFullscreenMode=0
Version=5
AudioQualityLevel=0
FrameRateLimit=0.000000
bUseDesiredScreenHeight=False
LastRecommendedScreenWidth=-1.000000
LastRecommendedScreenHeight=-1.000000
LastCPUBenchmarkResult=-1.000000
LastGPUBenchmarkResult=-1.000000
LastGPUBenchmarkMultiplier=1.000000
bUseHDRDisplayOutput=False
HDRDisplayOutputNits=1000
DesiredScreenWidth=1280
DesiredScreenHeight=720
#

This is my config in gameuser settings

#

fullscreen is 0, which is the right mode

#

But when I start the game, it creates a window in the top left of the screen that acts like fullscreen but doesnt actually fill the screen

grim sinew
#

We know

thorny cipher
#

For it to properly lock and fill the screen I have to change to fullscreen windowed then back to fullscreen

grim sinew
#

Have you tried just having it run on the main menu level's begin play?

thorny cipher
#

The set res thing?

whole quarry
#

Game window fullscreen mode 0 = Fullscreen 1 = Windowed fullscreen 2 = Windowed

grim sinew
#

No, just setting the fullscreen mode

thorny cipher
whole quarry
#

seems to be the right one

thorny cipher
#

Like this?

#

This is the enum

#

0 = true fullscreen

whole quarry
#

tho after setting it and applying it, when relaunching the game you shouldnt need to load it again

thorny cipher
#

Exactly

whole quarry
#

since the screen goes full black when you start it, it seems to be starting in Fullscreen but then switch back to windowed or something

thorny cipher
#

But windowed has border

#

So it's definitely not

whole quarry
#

Windowed Fullscreen has no border

#

look like it wants to be 1.5 😛

frosty copper
#

I prefer games with windowed fullscreen. xD makes tabbing to other things much easier. :p

thorny cipher
#

Ok ill try this

#

If it doesnt work it's definitely a engine bug

whole quarry
#

if the game is in fullscreen and you change it to fullscreen, prepare for crash

frosty copper
#

🤔

thorny cipher
#

Doesn't work

frosty copper
#

shouldn't you load first, then get?

thorny cipher
#

lol

#

No

#

This works

#

Changing it to windowed fullscreen then back to their prefered fixes it

#

(╯°□°)╯︵ ┻━┻

frosty copper
#

... 😂

bitter iris
#

quick question if someone deletes a project is it recoverable ?

frosty copper
#

depends on if source control is being used; and to an (expensive) extent, hard drive data recovery.

potent wing
#

that's why always make a Backup every week

thorny cipher
frosty copper
#

source control, backups, and not fucking up & deleting your project are your best friend. 😉

thorny cipher
#

This is my solution for epics janky user settings 😂

frosty copper
#

🤔 I guess that explains why some games I play seem to change to windowed then whatever i picked~!

whole quarry
#

@thorny cipher why apply 2 times resolution?

thorny cipher
#

I have to set it to windowed fullscreen

#

And then to the desired

#

for it to not launch in a weird window

ivory veldt
#

Can I ask you a question?

whole quarry
#

No. alex

thorny cipher
#

@whole quarry After doing some digging people are reporting issues with fortnites fullscreen mode too

#

So idk

potent wing
#

meanie alex

ivory veldt
#

how can you create the poses on unreal engine as on unity as long as I put a model and I saw the biped in real time with unreal engine I do not see this thing I can do? to do the poses

whole quarry
#

T-pose?

#

The guy is spamming his question all over the place

potent wing
#

yep

wary wave
#

I have a math question for those that are mathematically inclined

potent wing
#

oohh fancy

wary wave
#

short of rejection sampling, can anyone think of how to obtain a random point that is within the intersection of two circles?

#

it seems like something that should be fairly achieveable

frosty copper
wary wave
#

that article gives me the area (as in 'meters squared' or whatever) of the intersection space, which isn't really what I'm looking for

frosty copper
#

o. I tried. DX

wary wave
#

you also can't really get a 'random point' in an undefined area, hehe

cloud cobalt
#

That's a surprisingly involved question

wary wave
#

yeah, it's nasty, hence asking

#

I haven't been able to find much through google

frosty copper
#

🤔 I s'pose... there's always getting a random between the two intersect points for Y, not sure how you'd manage the curve on the X though

cloud cobalt
#

I'd probably narrow it down by generating inside the circle defined by the two intersection points, and then do rejection

#

But you specifically said no rejection sampling

wary wave
#

that's one way of doing it

#

I'd like to avoid rejection testing if possible, but if it has to be that way, it has to be that way

#

I don't like having an indeterminate number of calculations, hehe

cloud cobalt
#

What @frosty copper said would work if you don't need uniformity across various shapes, but you probably do

wary wave
#

depends on what you mean by uniformity?

cloud cobalt
#

Well his suggestion is : first random number along the axis between intersections points, gives you an "X", and then another random on the orthogonal axis, between the two curve segments

#

If you do that, it works predictably, but a very narrow shape will be much denser on one axis than the other

#

I mean, technically you'll have infinite density at the intersection points

#

So that will generate points there more often

frosty copper
#

plus if need be ,you chould easily check if the point it generates is actually in both circles; and if not, discard and run again~?

wary wave
#

yeah, I read that thread already, hehe

#

it does seem like rejection testing the 'intersection-circle' is the easiest approach

frosty copper
#

xD personally, I'm not mathematically inclined, and would probably get around this by creating a "square" using the intersect points, and then the distance from the center of said points to the furthest point on the intersect circle, then use those values as a random min/max.

wary wave
#

getting a random point in a circle is pretty easy tbh

#

vector location + (random unit vector * radius)

#

so using one circle then testing against another is not so hard

frosty copper
#

🤔

cloud cobalt
#

@wary wave thinking back about it, here's another idea. Just use the regular circular random with a twist : pick one circle at random and get a random angle between the two intersection points

#

You probably should weight the randomness against the circle area

wary wave
#

that sounds like it would actually work

cloud cobalt
#

Not sure if great idea or stupid tbh

wary wave
#

I think it might have problems at the edges of the intersection area?

cloud cobalt
#

Ah well, it's stupid, you still need to subtract part of the other circle

#

You can't just take any radius after that

digital anchor
#

im bit late to the party but have you considered taking a third sphere, that wouldnt be hard

wary wave
#

@digital anchor - you lose half the area if you do that

#

just drew the angle idea out on paper, and yeah, for that to work you still end up doing rejection testing anyway xD

cloud cobalt
#

Yeah, I still can't find any algorithm that yields both uniform random density, reasonable performance and constant time.

#

My latest take was : random angle between two intersection points, and then a random radius between the circle radius, and (complicated part) the intersection point between the random radius ray & the other circle

#

This works and should be constant in time

#

But I suspect, as previously, that this creates density attractors at the intersections

#

If you're looking for perfect density, I'd go for circle defined by intersection points, random, rejection sampling

frosty copper
#

still feel like this would be the easiest way of getting around it. 🤔

cloud cobalt
#

Sure

#

Still has a uniformity issue though

#

For each value of Y, you have the same range of X to pick from

manic pawn
#

wouldn't it be perfectly uniform since you're just generating points in a rectangle?

cloud cobalt
#

Basically it's not a realistic random distribution

#

Well no @manic pawn - he wants to generate Y, and then X inside the bounds of the intersection, if I understand well

manic pawn
#

randomize both, then reject to be inside both circles

cloud cobalt
#

Well if you do rejection, using a circle is even easier

frosty copper
#

xD

whole quarry
#

im just glad I can do 1+1=2

frosty copper
#

already sent him that, not what he needs.

whole quarry
#

oh lo,l didnt see that 😄

#

trying to do some work while slacking

wary wave
#

haha

#

Stranger gets the idea, and I'm sure there's a sound way of doing it, but I'm not mathematically inclined enough to solve it xD

frosty copper
#

x3 but, yeh. I s'pose if you want to optimize on rejection, if it fails to generate a point in the intersection X amount of times, shrink the bounds~?

whole quarry
#

I thought you were trying to find the surface area of the intersecting area of the overlapping circles and then find a random location in that surface area

frosty copper
#

and @cloud cobalt yeah. more or less. Except using UE4's Random(min, max) function. So you get a random point along the Y, and the X; because 2D stuffs~

#

so the output of the two randoms is the Vector2 of the random point

whole quarry
#

math is hard when it gets interesting 🤔

wary wave
#

you can't find a random location 'in a surface area' by only finding the physical area - you basically need to find equations for both X and Y

whole quarry
#

how do you get the circels? are they already excisting or are you making them?

wary wave
#

they already exist

#

but case in example, if I tell you that a triangle has an area of 45cm^2, you can't calculate from that much else 😉

whole quarry
#

so you have their location and radium?

wary wave
#

yup

#

they're circles, so they're known

whole quarry
#

so you can get vector length?

wary wave
#

vector length, of what?

whole quarry
#

the 2 center points of the circels

wary wave
#

you mean the distance between the two circles?

#

yes

cloud cobalt
#

@frosty copper Computing the square box is much harder than computing the circle box

whole quarry
#

if you know how far they are from each other and what their radius are, you can calculate the largest line of overlapping area

wary wave
#

I can calculate the intersection points without too much difficulty, so I can get both the height and width of the intersection area

frosty copper
#

heh, I gathered @cloud cobalt :p from what I can see though; a circle has a lot more room for failed points.

#

🤔 but then I ain't a math whizz, so knowing my luck it's probably the same. xD

cloud cobalt
#

Depends on the shape really

#

If most intersections are barely intersecting then yeah

#

If most intersections are almost entirely intersecting, then no

frosty copper
#

point. 🤔 would be good to know the maximum amount of overlap.

#

I s'pose if you really wanted to optimise, you could do something akin to "if circle overlap is more than X%, use the circle itself, else, use the square".

#

but shrug am just throwing ideas around. :p

wary wave
#

I'm going to just do basic rejection testing for now

#

but if I have time, I'll come back to it

#

it's an interesting problem for which it seems nobody has really come up with a proper solution

#

though I'm pretty sure there must be one

frosty copper
#

well I guess all solutions have their place~

manic pawn
#

what's a good mod editor to download and get an impression how modding in unreal is meant to work?

#

I just started loading them from the top, ark requires a fucking nasa computer and ran out of ram on 32GB, bus simulator editor is completely broken

#

now trying the next one ..

raw crypt
#

Hi, I'm kinda new to unreal and I was wondering if it is normal that it needs to compile thousands of shaders every time I make a chance in a material, no matter how small

#

My project only contains the starter pack and a terrain I added

cloud cobalt
#

Thousands, no

#

Dozens, sure

wary wave
#

Ark is horrendous, don't use it as an example xD

#

maybe Robo Recall?

frank escarp
#

@manic pawn Robo Recall is fairly decent

#

but a lot of it is messy blueprint

#

it has a "core" of good C++, and nearly everything else is blueprints

manic pawn
#

downloading robo recall next then

#

this is going to be my single highest bandwidth usage day ever

#

already 200GB wasted on garbage

warm mountain
#

@raw crypt i'm having this as well

#

it seems like everytime i edit a material it compiles all my shaders for some reason they are into the hundreds right now

#

i've yet to try it

frank escarp
#

@manic pawn feels good to have fiber, doesnt it?

#

when i got my 300 mbps unlimited

#

i decided to just install every game in my steam account

#

300 games

#

downloaded like 1 tb of games in a day

manic pawn
#

I only have 100 mbps over vdsl actually

#

but the connection is perfect

#

never drops and always full bandwidth

cloud cobalt
#

I have fiber-to-the-curb and coaxial, 100Mbps - honestly not even sure I'd want more

frank escarp
#

@cloud cobalt there is nothing like Downloading Doom out of nowhere in very little time

#

60 gb or so

#

its so fast i dont even have to keep stuff installed

#

most games download in under 15 minutes

#

it actually bottlenecks my older hard disc

raw crypt
#

Thanks @warm mountain, I'll try it out

plush yew
#

@frank escarp i get 2mbps max download

raw crypt
#

Yeah I have no idea @cloud cobalt, it somehow kept increasing and at one point it had to compile more than 2000 shaders per change

#

Which was when I realized something was up

whole quarry
#

2 mbps ? thats like... 0.25 mb per second 😮

#

e-mails are like >1MB these days 😄

frank escarp
#

i had 6 mbps 10 years ago

#

worked fine for me

#

when i pirated a game, i would just let the download go overnight

cloud cobalt
#

I remember 2Mbps and downloading HD movies

#

Fun times

frank escarp
#

i literally have never had less than 6 mbps speed

whole quarry
#

We were pretty soon on 4mbit after 56k, never been any lower than 4mbit

#

when you went over 400 kb/s it was like "super speed!"

#

But then Napster was still a big thing too

cloud cobalt
#

I live in Paris and the ADSL here is legit 2Mbps tops

#

Granted, we have gigabit fiber available too now

whole quarry
#

ADSL can go up to 20mbit iirc? 😮

#

1gbit is awesome 😛

cloud cobalt
#

It can, but not when the routing node is 5 miles away on century-old copper lines

whole quarry
#

then the fiber is useless

#

thats worse than trying to download with 100 mb/s to a HDD

cloud cobalt
#

Well everyone just gets fiber here since DSL is so incredibly bad

#

Just a fun fact about speeds 😃

dim arch
#

tfw I am tethering from my phone

#

U_U

manic pawn
#

huh, didn't expect robo recall editor to come with the source code

#

it even supports c++ mods? (yay security)

velvet ravine
#

any round here with Steam ID based in UK just a quick question about setting it up

cloud cobalt
#

Not in UK, but ask away

velvet ravine
#

just setting mine up saying there gonna pay me In USD just wondered if that was normal or is my breaking stuff superpower is back

cloud cobalt
#

Yes, Steam will pay you in USD

#

You'll get some conversion fees at your bank probably

velvet ravine
#

ok Brilliant thank you, now to break steam

tame delta
polar hawk
#

ahhhh

fiery harbor
#

looks like Epic forgot to add some if there

wary wave
#

if you're not using it, you can just disable it

fiery harbor
#

you mean its a plugin that can be disabled? @wary wave

wary wave
#

should be

fiery harbor
#

ah, right

wary wave
#

I mean, not every one wants to use the Apple AR kit

fiery harbor
#

no idea why thats enabled by default

wary wave
#

lots of random stuff is enabled by default!

fiery harbor
#

feel free to tell me about other things that I didn't know that I should disable 😃

wary wave
#

just go through the plugin list

#

there's also some absolutely retarded stuff in the engine content you can fiddle with

#

for example the depth of field blur kernel texture is something like 32MB by itself

fiery harbor
#

I dont care about executable size at all

#

or content size

#

I care about things that take time every frame

wary wave
#

it's loaded into memory, and it's an asset, so it's nothing to do with executable size, but it does affect loading time / GPU memory and asset package sizes

cursive dirge
#

well, knowing Epic, chances are that you can't disable all plugins you'd never use

wary wave
#

I think you can get rid of quite a lot of them though

#

you can get a blank project down to about 20MB with a bit of effort

cursive dirge
#

we've seen funky things happening with older UE4 versions where things broke on standalone builds if you disabled a) leap motion b) oculus c) TCP/UDP plugin

#

those three are only ones I've found out myself the hard way

#

I'm sure there are more 😄

#

I think the TCP thing is still ongoing issue

vivid girder
#

Any ideas why my capsule collider always floats ~2.2cm off the ground?

gaunt raptor
#

i never thought to check for myself might be intended

vivid girder
#

If your capsule colliders are floating?

#

It's introducing errors to all our interaction animations

cursive dirge
#

@vivid girder I'd guess Project Settings->Physics->Simulation->Min Contact Offset

#

it's set to 2cm by default

vivid girder
#

That to prevent Hits from firing?

cursive dirge
#

nah

vivid girder
#

?

cursive dirge
#

it's not there to prevent hits from firing

vivid girder
#

I mean...why wouldn't you want the collider on the floor by default?

cursive dirge
#

it's a physics thing

#

you wouldn't want objects constantly penetrating each others

vivid girder
#

So that line traces don't go through an object when traveling at high speeds?

cursive dirge
#

I'm sure UE4 docs explain these, but you can get some tip of what happens from the tooltips when you hover mouse over

#

at least contact offset multiplier has some explanation

vivid girder
#

Not sure what the difference is between contact points and Hit results

#

I'm about to set this min contact offset to .25

cursive dirge
#

contact points are internal thing on physx, when two physics shapes collide, physx generates 1-4 contact points and uses those to resolve the collision, hit result mainly gives you one generic hit

#

I actually don't know how it computes that hit result data, never checked

vivid girder
#

ah, gotcha

#

do most devs just move their mesh down then?

cursive dirge
#

probably

#

I would

vivid girder
#

Cause 2.5 cm is HUGE when you're doing multiskeletal interactions

cursive dirge
#

physics collisions and visuals are almost never in perfect sync

#

you need to fake things to look good

vivid girder
#

Really surprised i haven't run into this problem earlier

cursive dirge
#

I'd check the ue4 third person sample

#

see how it's setup

vivid girder
#

alright

#

LOL

#

@cursive dirge

#

.0001 min contact offset

#

In content examples

cursive dirge
#

most of those samples are fine

#

only some float in the air

vivid girder
#

Only 2 have capsule colliders

#

The rest are just statically placed

cursive dirge
#

those animation examples aren't showcasing perfect alignment

#

most of those are rushed examples on how to use certain feats

vivid girder
plush yew
#

hey guys.. does anyone know why splinemesh does not trigger overlap events? I'm creating it dynamically at runtime with the following code

    USplineMeshComponent* SplineMesh = SurfDataArray[LoopIndex].SplineMesh = NewObject<USplineMeshComponent>(this);
    
    //SplineMesh->CreationMethod = method;
    SplineMesh->SetupAttachment(RootComponent);
    SplineMesh->SetMobility(EComponentMobility::Stationary);
    SplineMesh->SetStaticMesh(SurfElementMesh);
    SplineMesh->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
    SplineMesh->SetCollisionResponseToAllChannels(ECR_Overlap);
    SplineMesh->SetCollisionResponseToChannel(ECC_Pawn, ECR_Block);
vivid girder
#

Why would the colliders in Animation.umap be like 4cm off the ground, but the ones in NavMesh be 1?

cursive dirge
#

it could be just difference in the animation itself

vivid girder
#

I'm only looking at the capsule colliders

cursive dirge
#

could be some CMC setting too

vivid girder
#

<@&213101288538374145> my non-explicit message was blocked as explicit

snow crown
#

by discord?

vivid girder
#

yea

snow crown
#

that's... odd

vivid girder
snow crown
#

i have no way to see what it was

ashen brook
#

😄

snow crown
#

discord at least tells you they are mostly accurate XD

#

🤷🏽

vivid girder
#

I'll PM it

snow crown
#

k

vivid girder
#

Yep, it's definitely the picture

snow crown
#

can confirm, was definitely not obscene

vivid girder
#

gonna try something

snow crown
#

try resizing it or painting on it

#

it could be some kind of hash mapping to know obscene images

vivid girder
snow crown
#

or some kind of machine learning gone awry

#

sick tats yo

vivid girder
#

Made him a badass with tattoos

worn granite
#

Apparently a picture of my kneecap was explicit

snow crown
#

skin man

#

so obscene

worn granite
#

I just never bothered to complain

vivid girder
#

He was too pure

snow crown
#

might be worth reporting that to discord

vivid girder
#

well...back to the issue
This technically works, but seems more like a hack than anything. Can't think of what issues it might cause down the road though

#

Mesh is translated 2cm below the collider

steady hinge
#

Can anyone point me in the direction of some articles or videos about making an interactive interface in Unreal?

I'm trying to make something along the lines of the dialogue ui in Mass Effect.

I'm trying to improve both with blueprints and C++, but I'm just not really sure where to start my research on interacting with the interface.

grim ore
#

well what do you mean by interacting with the interface? it sounds like you want just buttons and stuff that do stuff when you do stuff with them?

#

if so the UMG system is what you would use to create the widgets you interact with

steady hinge
#

UMG to create the widget, and then what do I use in blueprint to control said widget?

grim ore
#

well I would assume you would use a button for interacting with so the button has an OnClicked event you can use to then do something when you click on it.

#

if you mean populating the widget with data you can look into using a data table to store/retrieve the data and then fill it out

#

or design some custom systems for dialogue trees and other parts of conversation

#

googling UE4 Dialogue System pulls up a few example videos and projects that might help to tear apart to learn from

steady hinge
#

Ok, cool. Time to start my research.

storm venture
#

Is Maya broken or what? Why can this not be deleted?

#

Is it not a transformation? I cleared my history and froze all transformations and it wont go away

grim sinew
#

It's just a group.

#

Probably.

storm venture
#

yup, it was, i wish the devs had the common sense to use a different icon for that, oh well, thanks!

marble spire
#

any idea why i cant set my post_process material to before translucency?

#

i cant even change the option

grim sinew
#

Maya doesn't have real groups, they're just empty transform nodes, so it doesn't actually know the difference

marble spire
#

do anyone know a video about cell shadding?

#

im trying to follow a tutorial about a anime style one

#

but cant do that propher

plush yew
#

hey can someome help me

#

I have a slight issue

grim ore
#

Have you tried turning it off and on again?

marble spire
#

Guys

#

while making a animation in Ue4

#

can i make something happen after some point?

#

for example, put my hands up, and after that i open my hand

#

i was only able to do things like, starts already with hands open

regal mulch
#

You usually don't make animations in UE4

#

So either you worded that wrong or you are using UE4 for something it wasn't intended for

#

@marble spire

#

In case you DID create your Animations matching the Skeleton you are using in your preferred 3D software, you can easily make either one animation where both happens already after each other.
Or you import the arm and hand animation and combine them via blending

sudden agate
#

@marble spire you can create AnimNotifies

#

go into your animation asset, in the bottom portion of the screen is a "Notifies" Section. Right Click there to create new Anim Notifies

#

they are then available in an AnimBP

wary wave
#

ergh, sphere mask is broken

#

hardness parameter is whacked

#

"0 means the transition is hard, 100 means the transition area is maximal(soft)." - documentation

#

what you actually get is a perfectly smooth gradient at 0, and anything above 1 is a flat colour

brittle gulch
#

hey guys, what happened to Neo Fur?

wary wave
#

vanished

#

isn't coming back

brittle gulch
#

No? Never? Wow! That's rude! What good alternative there are? Is GFur cool?

wary wave
#

I haven't found a suitable alternative unfortunately

whole quarry
#

make one? 😛

wary wave
#

sure, I'll just spend a couple of years learn a new discipline to a suitable proficient level first...

brittle gulch
#

haha! I hope there's someone who is very motivated right now and is working on it 👼

wary wave
#

the GFur folks did an okay job, but it doesn't seem to be quite up to the level that Neofur was, which is unfortunate

brittle gulch
#

Yeah it seems so. Maybe their goal is to replace neo fur? A friend of mine is willing to bought the plugin but the lack of documentation makes him hesitate. Still need a lot of job from them to make it comfy to use

wary wave
#

two bugs in an hour 😦

#

if you have a mesh that is attached to a mesh in the BP editor default components

wet ingot
#

how can I anchor a UMG widget like an image to a text?

wary wave
#

the visibility flags of the attached mesh don't get set correctly when moving the actor

wet ingot
#

I guess the idea is that anchoring in UMG always flows from parents to children, so to accomplish that I'd need to make a canvas child under text element, to which I'd attach an image child?

manic pawn
#

just put them in a vertical box

wet ingot
#

put who?

manic pawn
#

the text and image

#

or do you mean "under" as in you want to put the image as a background behind the text?

wet ingot
#

I'm not trying to make a content box like an illustration embedded in text, which is what I'm assuming hor/vert box is for - I'm trying to make a window which scales based on text content

manic pawn
#

the boxes basically just arrange elements next to each other based on their desired sizes

grim juniper
#

GAH! Why is vertex snapping such a painful experience?

#

JUST SNAP TO THE VERTEX MY MOUSE IS NEAR

#

instead it'll just "snap" to some random point in space a mile away... THIS DOESN'T MAKE SENSE

whole quarry
#

@wet ingot use the panels ?

wet ingot
#

maybe some context would help, I'm not sure if I'm using right terms

#

here is what I'm trying to accomplish (example done in Unity UI)

whole quarry
#

Canvaspanel is always so tedious to work with, especially when the platform has a wide range of resolutions (800x600 to 1920x1200 and up)

wet ingot
#

here, a holder with header/icons/stats is anchored to top edge of the text, which grows up

#

background is anchored around text

whole quarry
#

oh just throw all of that in a Size box?

wet ingot
#

ah, so there is an element I should check called Size Box?

manic pawn
#

that's easy, just put all the things in a vertical box, anchor it at the bottom and set it to size to content

#

it will automatically move the things above the text up as the text gets larger

whole quarry
#

Size Box is a primative panel iirc

#

then you can give it a fixed size, i.e. 400 by 500

manic pawn
#

I don't think you need a size box here

whole quarry
#

add a Scroll Box as well for the text, incase you get more text than the SizeBox has in size 😛

wet ingot
#

alright, I see how Vertical Box can help with pushing content above text up

whole quarry
#

I would use a SizeBox, then in there a Vertical Box, then in there a Horizontal (for that image on the left side and the text on the right side). Then another Horizontal Box (for the buttons)

manic pawn
#

could use a size box to restrict the width of the whole thing, yeah

whole quarry
#

(my mspaint skills are awesome)

wet ingot
#

thanks a lot, I'll give it a try! 😃

whole quarry
#

you could do some fancy math of getting the players resolution and resize the SizeBox to it properly, but you could also not give a damn about people with low resolations or high resolutions and just design it for the avarage resolution (1080p)

manic pawn
#

the ui just scales automatically based on the screen height, so that's usually not a concern

#

design at 1080p & it works

#

only thing you need to worry about is different aspect ratios may move things aligned to the edges further apart

wet ingot
#

yeah that's what I usually did in Unity

#

typically I just created corner anchors and built content from there

whole quarry
#

If you think it scales, make a widget, in the Canvas Panel add a image, set it to your screen resolution, start it up, make the screen bigger and poof... ugly borders

wet ingot
#

so a 1440p display didn't break corner attached design

#

it just floated to new corner pixels

whole quarry
#

when size X and Y are used, it wont scale

thorny cipher
#

Hows 4.20 looking guys?

whole quarry
#

anchors are perfect to set a object to a fixed position in the viewport

thorny cipher
#

Anyone had a play yet?

whole quarry
#

but can get messy when offsets are used

#

(position x and y)

wet ingot
#

I assumed anchors + pivot shifts (through Alignment property) allow you to create parents with local coordinate spaces attached to screen corners

#

everything in UMG is using local coordinate space of its parent, right?

whole quarry
#

parent being the root, then yes

#

Tho, I always first remove the root CanvasPanel and replace it with a Overlay, much easier to work with imho

wet ingot
#

so a widget placed at 0,0 would be in the middle of a screen at root and would be at bottom left corner of a screen if it's under an object with 0, 1 Alignment anchored to bottom left

whole quarry
#

depending on the root, 0.0 is the top left corner

wet ingot
#

yeah, as far as I see 0,0 is top left with default 0,0 alignment, so changing alignment to 0,1 makes content originate in bottom left

whole quarry
#

you can see it when u use the anchor, its 0.0 in the top left of the item you're anchoring

#

0.5 0.5 is center, 1.1 is bottom right

wet ingot
#

yup

#

could you recommend an article going over Overlay vs. Canvas use cases?

#

I see advice recommending one over another often, but in-Editor hints don't really tell much about intended use of the latter:

  • Canvas: The canvas panel is a designer-friendly panel that allows widgets to be laid out at arbitrary locations, anchored, and z-ordered with other children of the canvas. Note that, although z-order can be altered manually, widgets are rendered in list order, and it is considered preferable to order them correctly in the list rather than to rely on z-ordering. The canvas panel is a great widget for manual layout, but not as useful when you want to generate widgets procedurally and place them in a container (unless you want an absolute layout).
  • Overlay: Allows widgets to be stacked on top of each other and uses a simple flow layout for content on each layer.

Widget Type Reference page just has same hints copied over.

whole quarry
#

the CanvasPanel allows total free contal to the user to place things on it

#

tho, i always have scaling isues with it, i.e. adding screen borders that fits all resolutions

#

when I use Overlay, it seems (or feels like) using screen % space