#ue4-general
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then when I click a certain button, this happens
probably a way better way to do that but anyway
keep in mind every binding is checked every frame
you should make ui event based whenever possible
on Event Tick in that same blueprint, I check if the App Launcher Menu's parent (which is a border) has any user focus, if not, I set the App Launcher Open boolean to false if it's still true
My guess is, "Set User Focus" isn't actually giving the App Launcher Menu focus.
probably not, since it isn't open
or, it is, but something else is taking the focus immediately after
don't think you can focus collapsed widgets
then in the next frame your binding will make it visible, then the tick sets the var back to false, and one tick later it gets made invisible again
so you're saying I should remove the bind and just set the visibility to visible right before giving it focus in the mouse event?
[sigh] I still can't get it to stay visible
what genre of game would pokemon be? like is there classification that defines pet/companion games
I think this counts as rpg or?
rpg
Poket monster rpg
Dial 911?
lmao
Can you guys help me ?
depends what kinda problem it is
Halcyon, drive the ambulance, I'll get in the gunner seat.
does sick flip in to seat
i cant fall off
We'll free dudawar from these zombies
?
well thats not a serious problem at all
whats the name ?
Something something falling crouching
There aren't many checkboxes, that already narrows it down a ton
did u even google fam
๐ thx man
It was too urgent to google!
noo... i dint think many ppl would have the same issue XD
rule 1
i tought maybe it was a glitch
kay sry :p
We were all ready to get in our ambulance equipped with the mounted rocket launcher too, how disappointing ๐ฆ
๐ฆ
ahahahaha
Yay. I got my little app launcher dropdown working.
turns out Vertical Boxes cannot have focus.
so what I did was instead focus the actual app launcher button
and every tick I check if that button has focus or the vertical box has any descendants with focus. If neither is true, the game closes the app launcher.
Now all I need to do is, on my window border close event, have it find the canvas slot that's holding the window and then remove that slot from the canvas.
Why is it that this isn't working? The parent in this case should be a User Widget.
It's not removing from the parent.
Also, removing the parent from ITS parent (which is a canvas) does not work from here, but does work if I call "Remove From Parent" from within the blueprint of the parent User Widget.
Hello. If you place a mesh down that has one material, that is two draw calls. If you duplicate this mesh 4 times will this mean you have 4 times the amount of drawcalls?
I see a lot of modular fence and wall assets and was wondering if it was true because it would be better to create a merged version of a room for example instead of having 20 identical wall pieces taking up extra drawcalls
Unless they're instanced meshes adding more adds drawcalls. There's nothing wrong with having modular pieces at scale, but if you're doing something like adding a skyscraper and each window is its own mesh you'll hit your drawcall limit just on one building. There is no hard rule on how big or small your assets should be, it's all relative to your scene.
Great answer!
Yes it seems to be relative to the game, I would imagine games that have more than a few buildings visible would batch as much as they could together
Like your wall example. That's fine being different pieces in a first person game, especially if you're inside the building, since you don't want to bother rendering stuff you can't see. But if you make every wall modular in a city, well, RIP performance
Absolutely. And then thinking of modular pieces that have more than one material ID
And on top of that other props added on top to break up the modularity
I think I'll try and make each floor of my building modular instead of each wall section
Then I can at least have some variation (and add different props in each floor), but not blow up the drawcall count
Again, it depends. If it's a skyscraper, it should really just be 1 mesh.
But if there's an actual reason for it to be modular, like with a lot of smaller houses, then yeah keep it modular.
If you made a big fence section around something and were happy with where it was in terms of gameplay, would you consider exporting it out and batching it together as one mesh and reimporting?
And you won't get drawcalls for what you can't see (unless you have dynamic lighting, in which case casting shadows has a cost), so if you're inside then you're probably fine.
That is a good tip I didn't know!!
No, not as one mesh. Larger modular pieces. Like instead of each plank on the fence being an object, maybe have segments of fence that are 50 feet long or something
Unless you're really going crazy, you really don't need to worry about that sort of thing until you're done with a map though, since it limits what kind of changes you can make
Ok thank you!
I seriously can't figure out this UMG issue.
I might look at other tools like Houdini which can bring in procedural functionality for fences
So you could maybe still tweak the fence but have one drawcall
Let that be your guide on letting you know whether or not you need to worry about things
I appreciate it. Just trying to not make too many mistakes and regret it later when work is done
Always good to plan smart ahead
PUBG went with the "make now and optimize later " approach and it seems it has caused a lot of trouble
It's harder to optimize marketplace assets since you have no control over quality and need to study each to see where they need fixing
Also nobody ever argued PUBG was a well made game
Very true
Damn seeing some of the Soul city props having 4 material IDs
I think I'll chill on worrying about drawcalls for now
Since that was a mobile demo
Worrying too much about optimization as an indie, when just starting out on a project, is a recipe for disaster. You can optimize until the end of time and still have more to do
People tend to obsess over it and spin their wheels. As long as it runs well, just let it be and keep working on it.
Until you get closer to the end and have a solid picture of what it'll be like
@plush yew is the item calling that function override at all? did you breakpoint it to make sure it is being called
Great advice thank you
It is calling it.
Because that function override USED to fire an event that I would bind to
and then through that event I would proceed to actually close the window
the window border that's firing this event is a child of the actual window I want to close
I wan the window border to handle closing, minimizing, maximizing and dragging all on its own
redo the binding if you can, even if it looks right click the reset to default arrow next to the event binding on your image then reselect the correct function. Bindings go wonky like that from time to time
the binding is working fine
it's hitting the breakpoint when I click the image
and it is calling the "Remove from parent" function
but the function is not doing anything.
I should be seeing the window border disappear but the actual hitbox for the window not disappear
oh yeah super weird then. Working fine here, it removes itself from the parent on 4.19 and 20 but I don't have your exact setup so can't verify that of course.
well this is my setup
I have a canvas inside a widget blueprint that's rendering that desktop wallpaper.
Inside that canvas is an "About Peacegate OS" widget blueprint.
that's a window.
I'm trying to remove that from the canvas from within its child Window Border element
that has the close button
yep I gotcha and it works fine here ๐ฆ
Also, inside the Window Border is a Named Slot called ClientArea
which, from inside the About Peacegate OS widget, I'm placing things like the "Failure to abide by the terms and conditions of the Peacenet EULA may result in termination of your sentience" text.
so all that text is inside the Named Slot of the window border, and not the window itself.
I'm wondering if UMG is doing something like "hey whoa you're trying to remove a widget from a parent who has its own widgets inside of the widget you're trying to remove, what the fuck are you smoking?"
well I made a widget called desktop and it's just a canvas panel with 1 child (my testui widget). I create that desktop widget and add it to my viewport. the testUI widget consists of a image taking up the entire screen and set to z order -10 so its in the background as it's got a tiled image for a wallpaper. In addition to that image there is a Window Widget. Inside the window widget is a canvas panel with a vertical box as a child. The first child of the vertical box is a horizontal box with 3 images (top left, middle, and top right) which represent the top bar of the window. The 2nd child of that vertical box is a named slot widget. The only event I have hooked up is a binding to "On Mouse Button Down" on the top right image in the "top bar" of the window and it calls the exact code you do, Remove from Parent and return handled. Clicking on that top right image when the project is running removes that entire window from the parent widget
so behaviour as expected here
See, when I bind to my custom event that used to get fired by the image's On Mouse Down
(from within the About Peacegate OS widget)
then I call Remove From Parent on that event
it works fine
but if I skip the event bind and do the same code within the close image's On Mouse Down function override directly
what SHOULD happen is the border removes itself from the window, leaving only the hitbox of the window behind
hey wasn't there a bot that would give you a stupid idea if you typed !idea
(If I wanted to remove the window from its parent I would adjust my code to be this)
well calling remove from parent with self will remove the entire "widget" that the call is coming from which works as expected here.
in your case it should be closing the WindowBorder widget
So this blueprint would grab the parent of the window border
so, it'd grab the About Peacegate OS window
then call Remove from Parent on that window
then return handled.
This does not work.
What is WindowBorder?
I mean from the variable names it seems like it's the actual window widget
This is the UI of WindowBorder.
Which is what? the entire window widget that you are showing?
It's what contains the title text, icon, close button, etc
and the named slot for Window widgets to modify
yep so clicking close does not close that window like expected?
yeah.
yep that is basically what I have working here and clicking my close image closes the widget and I am just using the remove from parent in the get mouse button down on that image
and creating just the window widget without a parent still works as expected, I can close it
For reference, this is About Peacegate OS
as you can see it's just a widget blueprint that holds the Window Border and adds to its Named Slot
however, if I adjust my close image mouse down BP to this:
but I would assume that is because there is no parent for that widget to be removed from is why
the issue is your window has no parent to be directly removed from with it being the parent of it's own widget apparently...
I can bind to it in About Peacegate OS like this.
then
I can do this
and that works.
The problem with this approach is code duplication
if you want to fix what you created as is you need to wrap your widget in a proper parent
every single window in the game has to do that which isn't elegant to me
In your about peacegate widget wrap your window widget with something like a border or something simple and your code should work. I picked a border as it's basically nothing and you can easily just set its brush image to none and you see no difference
an overlay set to stretch contents would work as well, as well as one of the boxes
But that'll leave the border widget in the desktop's canvas
even if it's invisible it'll still be there eating up CPU time as Unreal fires tick events on it
so after a while you'll have a bunch of invisible border widgets from closed windows
What would be nice is if I could have the desktop handle removing the widget
but that involves making sure the desktop only lets you add user widgets that are actually windows and can store a Window ID variable
and that the desktop keeps track of all the Window IDs and what windows they're associated with
parent widgets are good
then I can have the window border just say "Hey Peacegate, close the window with this ID!"
i wrapped my entire player ui here in a parent widget for camera view
"chase view ui"
you dont set widgets "invisible"
you remove them
therefore limiting cpu cycle use
the problem is
you only set widgets "invisible" for temporary stuff like hiding something in a quick way. a hacky type approach.
I'm having an issue that's preventing me from removing the widget.
you have to debug it then bud ๐
no other way
that or redo the code
well it's not like I haven't been trying to debug this all day
I know what the problem is and I know a workaround (which is very hacky and inelegant)
Technically since I'm firing that Window Closed event, well, I scripted the desktop to bind to that event when a window opens
so the desktop is getting notified when a window closes
that's the general process for showing and hiding widgets. just create widget, create the ref, and then remove from parent.
but even when I try to grab the window border's parent and remove that from the desktop canvas from WITHIN the desktop blueprint
that doesn't work
if you need it multiple times, set collapsed instead of removing
Despite the event actually being called and breakpoints being hit
that way the slate widgets don't have to be reconstructed to show it again later
and things like scroll boxes will be able to preserve positions
anybody know the shortcut for compiling the shader engine
do you mean ctrl shift comma
THATS THE ONE!
thank you
no thats not the 1
when you add a new shader model
@manic pawn
its ctrl shift full stop
but thank you
so nervous cause the new 4.20 has alot of changes so trying to bring my toon shader over to it
@plush yew you on 4.20 P5?
the latest 4.20 from github
on the 4.20 branch
did they put up the release yet?
there was a commit 7 hours ago
i was waiting for the R1, i am still on 4.19.2
i tried 4.20 p5 and it works ok
was testing the advanced sessions plugin with it
thats the one im using
ffs
WHY DO THEY HAVE TO CHANGE STUFF SO MUCH!
lol
have you tried out the replication driver yet?
fml
wutt
the what?
replication driver its a new network thing
never heard of it
I cant switch to the unreal engine tab, is this just cause my internet is really bad?
thing you won't need unless you're making fortnite basically
you already bored me with the word fortnite
Networking Updates: Replication Driver / Replication Graph (Experimental) UReplicationDriver is a base class that can be used for implementing custom server replication logic. UReplicationGraph is an implementation of UReplicationDriver that provides a replication system optimized for games with large actor and player counts.
it's a thing to optimize replication for a huge number of actors on a huge map where most of them are irrelevant
uh maybe
and about the replication driver i dont see how its different from net relevancy haha . was trying to figure that out
maybe sends less packets? i dont even know X.X
well the replication driver itself isn't interesting, it's just a base class to allow project-specific overrides of some replication stuff
cant believe i have to figure out the new godamn changes to 2 freaking files
the implementation they made for it called "replication graph" is what's new
ooo ok
Hello everyone
Does UE4 has anything like Scriptable Objects in Unity3d ??
@broken steppe yes with a basic blueprint class attached to a static mesh
the blueprint container itself can contain variables and items related to the mesh object
Hi @plush yew Thanks for the quick response. I'm relatively new to UE and I'm a bit confused.
I want something like a shared data repo as a Scriptable Object. That any actor can reference without any redundant copy of data.
All I want is a set of data that can be defined on a per level/map/scene basic so the actors/NPCs can know what options are available for this level.
eg say available colours for this level
so that i don't have to define colour on each Actor, they can just search in that repo only.
ah ok
you can make that part of the game mode per level if you want. You could make that a data table they could reference and get info from. You could make an actor blueprint and just store data on it and then get the defaults to get the data from it later.
like matt said, per level you use game mode, per game you can use game state. you store those things as arrays in the states of unreal. then you get from them in your blueprints.
here 's an example of getting from game instance
you get the "game mode" , "game state" or game instance. then you cast to the current one you have set up in maps and modes / world settings for the level
then once you have done the "get" and "cast" you can actually reference variables inside it. cool right? @broken steppe
Ah I get it now.
just remember that game state carries over THRU maps. game mode is per level.
and most people have different game mode for main menu and different game mode for main gameplay. like GamePlayGM and MainMenuGM.
And I can assign game mode to other levels also if i want the same data for them
nice
yes
game state is also per level, game instance is persistent while the game runs
ah yeah. mb.
sorry game instance is per game
sandeep
here is how u set the modes in project settings
then u can go into each level and set custom ones like so
but one freedom that I get in Unity Scriptable Object is that they are plug-and-play. What if i want to use same game-mode for different levels but I want to change those specific settings? Is there any way I can create an data containing asset that I can drop in 'Details' panel from Content Browser ?
@broken steppe game state is on both client and server and fully replicated, but it is per level like zeb said. so that's the difference between game state and game mode.
well a blueprint has specific variables
so once you make a blueprint, then it has custom things per blueprint
I mean can i drop them in GameMode BP ?
so actors just have to reference current GameMode and get the data
well no game mode is a global game mode per each level
yes you can have a custom var in say your blueprint
but in your game mode, you usually only reference things locally
and level design just have to drop pre-made settings in the details panel of game-modes
i'm not sure I'm able to describe my query properly.
๐ Sorry for my bad English. Not a native speaker.
well give an example
so what are u trying to do
you want to have like a powerup or something?
or like a weapon in a game?
maybe environment object? like a tree?
to create a class that contains data and can be selected in the content browser/details, just subclass DataAsset
not sure if this can be done in BP
then you can right click your content browser, create a misc>data asset, select your class
and start filling it with stuff
Oh this is good @manic pawn
can someone hrlp me with this desperate problem?
I feel so dumb now ๐ It never occurred to me I can sub-class Data Asset.
my game splash screen takes forever, it didnt loas the map even i waitd for 1 hour
subclassing is what you are meant to do with them :D
Thank You @plush yew @manic pawn @grim ore for quick responses ๐
yw
there is also PrimaryDataAsset if you want to be a able to search for them/async load at runtime using the asset manager
might not be relevant here
Thanks I'll make a note of that. I'll sure need it some day as my understanding of UE4 increases. I can use the tools more efficiently .
@potent wing can you open the level in the editor and does it open properly?
yes
ok you have to create a load screen widget and then destroy it once the level is parsed
i dont get it
you can use load stream level and once completed you hide the load screen widget
so you can show the load screen widget, then load stream level, then hide on completed
@potent wing sorry. i found a good link on it
first result from unreal loading screen on google the wiki page
is Splashscreen = Loading screen?
it has cpp but you can use it in your game
ah no -
wait a splash screen? you can just have a widget up and delay for a few seconds and load the level right?
if you create widget, and then add to viewport, delay for say like 5 seconds, then remove from parent, and then load level
i will let tou download the game and see what happen
Hey how can I import large images into ue4?
I have a 20k image and the max size is 8k
@storm venture you can import larger if you edit your .ini file
TextureLODGroup_World=(MinLODSize=1,MaxLODSize=8192,LODBias=0,MinMagFilter=aniso,MipFilter=point)```
in BaseDeviceProfiles.ini
Or you just break it down into smaller images, since GPUs that can load images that large are few and far between
^.
8k images are already like 40 mb or something lol
@storm venture why u importing this? height map or something?
If what you're working on is even remotely realtime, there is no way to do anything above 4k and have it playable.
it's a pano view of edmonton for a skybox
Yeah so that's going to be an HDR, one more reason just not to do that
if you split them, set tex coords and line them up?
Whatever you do, it's going to need to not be a 20k HDR image. Even in offline rendering, that would be insanely overkill.
Alright, should I reduce it to maybe 8k then?
@storm venture
Also I couldnt find the BaseDeviceProfiles anyway
here is how to split up texcoord, you split them up like ZN said then u can line them up
oh, very neat, so I could get 4 8ks and then stitch in engine?
Are seams noticeable? The image is going to be translucent
so like 10k 10k 10k 10k chunks. or 5k 5k etc.
no if you exactly do the math on the addition in texcoord
very cool
yeah
i did that once for a proj where i had to split them into 4s for a large mat i had of Img x img x img x img
so i split mine into .5 as you can see
so it was img 1 x img 2 -> img 1 in my case
img 3 x img 4
i devolved down
but you can stitch together too
by going in reverse
i came from a larger mat though
If you can, do 4k each.
if i make a day n night cycle and i want all players to be at the same "time" i just have to start it on Beginplay and only replicate from Server to clients or is there another way ?
you can set your cycle time in game state, which is fully replicated to all users
however it is per level though so you'll need to remember to set it for each level
๐ค
you can set it in the level blueprint to be some value on start
does it go by a float? i havent used day night cycles before
like .1 for night 1 for day?
its abit more complicated because it has also to do with rotation of the sky/sun
ooo ok
The one time I did a day/night cycle I had the sky replicate the time to the other players, which worked fine, but it was a small scale thing, only 8 players, dunno how it would work at scale.
why should it not work at scale?
I didn't say it wouldn't
Just that I don't know
I've never had the opportunity to test it with say, 100 players or whatever.
@grim sinew did u make a game b4?
because my game lags with 8 players on t2.micro lol. bad netcode :P. still fixing
is anyone good with UDK plz message me
No, I've just had Unreal sitting on my desktop since the UDK came out to make me feel special.
ah. i was like that too. i was in mocap for a long time and didnt make aproduct for yrs. but yeah its fun to make a game i love it
i migrated from animation to ue ๐ good fun
haha
I don't actually do anything, I'm a giant fraud.
lol
I've never even opened Unreal before, I just had it sitting installed and never tried it.
For the last 10 years.
lol
impossible - you gave me the advice on how two sided materials are inefficient to use when you only need one side ๐ remember
you said "you can use two sided to have the material visible on both sides.. but.. why" lol something like that
i actually changed my pipeline because of that and now my materials are one sided ๐
haha
Three sided materials are the best.
@tribal pebble what did u need in UDK?
I hear six sided materials are all the rage now though.
@plush yew make a dedicated server for an old game
im really good at ded servers. but only in latest ue version.
have u tried porting it?
can i write in private?
ok
guys my ue editor is lagging real bad, youe guys ever heard of that ?
@plush yew hey im trying to combine two images like you mentioned earlier
its not turnin out
im pretty newb so i could be wrong but
shouldnt it give you a preview of the texture in the nodes?
perhaps the texture isnt loading right for some reason?
Yeah those are parameters so the white is just placeholders for now ๐ The real images havent been added yet, I'm just trying to get the math down at the moment
ah ok
: p
well unfortunatly thats as helpful as i can be at the moment
:/
but good luck!
Thanks ๐
Guys
Since im using a Cast to enemy, and calling a take dmg function
how can i use that when i create another enemy?
Good question
Because on my begin overlap, im calling that enemy BP to apply dmg
hi all
massively annoying thing happened this morning
I was playing around with sockets last night and forgot to save a backup
now whenever I go to grab a sword it ends up far away from the player and I dont know why
I deleted all of the stuff I did last night yet its still doing it
I have no idea how to fix it
so when I reach out and click to grab the sword it teleports like 10 meters away
super annoying
any ideas how to fix it?
nvm
It was attaching to a socket that was made in the grab mechanic options
it automatically changed when I attached it to a socket in editor
the socket didnt exist anymore so it was freaking out
๐
Any PC experts on? The Power SW wire from my front I/O panel is damaged. It looks like one of the wires popped out. I'm pretty sure you don't pop that metal back in. Can I substitute the reset button wire into the Power SW connector on the motherboard?
you mean unplug the power
and use the reset switch as your power switch
?
if so, yes
do that
also be careful not to leave that exposed wire anywhere it can short something
I pushed the Power SW wire back in. But it's disconnected. You saved me $20!
I think I'll tape it a little to make sure it never pops out with a warning label attached.
was gonna post it in graphics but this isn't really content creation so...
any idea how to fix the issue where perfectly lined up procedural meshes still produce lighting seams like this?
faint but still visible
If you still need help, yes you can swap the buttons. Just take the cables and plug the reset +- into the pins for power. Mine is wired like that since I did that by accident and never bothered to fix it
hay all
I have a sword attached to my player that I want to be grabbable with my motion controller, how do i do that?
is there something more to getting one character blueprint to move towards another? am I crazy? i have the controller as AI controller and it's possessed
Hi
Hello.
Ok...
Yup so how are you
So I need a sort of 'status effect' and 'powerup' type of system. Like say there's a burning effect that deals 1 damage every 1 second for 5 seconds. Or a poison that slows your movement speed by 50% for 3 seconds, etc. Or abilities like, a Mario fire flower that allows you to temporarily shoot fireballs. They would mostly all be things that have some short duration and then expire and revert back to normal.
I'm thinking of adding them all as ActorComponents. Does anyone have any thoughts if that's going to be a good approach or maybe you have other suggestions?
I'm sort of avoiding Epic's GameplayAbilities module because I hear it's a bit complex and not fully exposed to Blueprint and I'm trying to do as much as possible in Blueprint, and I don't need anything too complex. Unless someone has experience that it's a good fit for what I want to do.
is there any way to create a subprocess using UE4/attach UE4 to something running in the background and render what's going on in it into the screen
or more specifically render it onto a texture
like, for attaching to an emulator and then streaming the process into a texture
I know it's possible in Unity
guys, how can i stop UE4 from generating new assemblies at compile time because VS will lose track and i can't attach to the process anymore (code version differs) and i have to reopen the Editor to make sure the code matches
like, emulating a game outside of the game and being able to stream it into the game to simulate like an arcade or something
Not aware of anything in UE4 being able to do this by default
But well, you have C++ and the whole source
alright, thanks
anyone willing to help a new guy out with some basics?
@plain laurel what kinda stuff u doing?
Anyone that works with Maya knows how to configure it to import at correct size? I though that both work in cm
@plush yew
I'm trying to make it so I'm able to grab this sword
its on my VR character pawn
currently cant seem to grab it
Did you attached socket? @plain laurel
guys is scene fusion avabible for unreal engine?
not yet.
I have a socket on the right hand motion controller
but dont know how to get it to attach
@oblique trench
In this small Tutorial I am going to show you how you can easily attach a Mesh to an Socket Link for the folder with the meshes: https://forums.unrealengine....
^ @plain laurel
thanks I'll follow along
AttachToComponent
the node in the video(attach actor to component) is deprecated. you have use above one @plain laurel
ok thanks muchly
attaching on motion controller component? Aikirob#1965
tried to attach to the hand skeleton
i'm using the default vr level blueprint
so it doesnt have the motion controllers as physical actors in the pawn blueprint
is there a way to grab the skeletal mesh?
Yes. It is called physical handle component
http://api.unrealengine.com/INT/BlueprintAPI/Physics/Components/PhysicsHandle/index.html
Physics Handle
hey guys ;p
good afternoon
hi dudawar
ok @oblique trench I added a physics handle to my vr pawn and replaced my sword with the sketal mesh so its sitting nicely where it should b
so now how do I make the sword able to be grabbed using the physics handle
Grab Component at Location with Rotation
how do I set up the blueprint for that one?
you are a life saver thank you
You looking for something like that?
I'll check it out yeah
@plain laurel Also look at: https://docs.unrealengine.com/en-us/Platforms/VR/UsingTouchControllers
Can someone help ?
You can do it with motion controller component @plain laurel
yeah the youttube tutorial you linked me is taking me through how to set it up
Guys
i'll let you know how it goes
@crude jasper what are you looking for?
So I started making my game few days ago
And I ran into something
I'm using the same animations for running forward sideways backwards etc
But when I switch direction. Like pressing w then D the animations snap
Any tips?
I have no idea about your setup. but you can directly change it on blendspaces
https://docs.unrealengine.com/en-us/Engine/Animation/Blendspaces
this one 1D Blendspace animation that blending animations regarding to speed
https://youtu.be/KMl7-qkgs9g
Need help with my inventory
@crude jasper you must be using a blend space set the interpolation time to reduce the snapping
Open your blendspace
And you will find it there
Just test and see what time suits best
I suggest a max of 1 or below 1 like 0.5
Thx :)
its still happening :/
but like it doesnt make sense
cause
im using the same animation
when i walk in different directions it shouldnt snap
its like its using a different animation
but the weapon i have in hand
is changing rotation almost like
the animation rotates my char a bit
Is anyone using this one?
Docs say that there are some toolbars and settings. But that doesn't seem to be the case for 4.19
you mean me Phyronnaz ?
Nope @crude jasper
k


@oblique trench how do I make a pickup event call to the motion controller blueprint?
do you mean adding custom events? or calling a function from different blueprint? so you need a valid reference for calling function from other blueprint.
I'll show what I mean with a screenshot
if I tried to copy paste this code to the vr character pawn where the sword is, the event changes to a custom event
also the tutorial is outdated and I cant follow it past a certain point
it is blueprint interface
you cannot copy blueprint unless your object is not defined as well
if you have different object that you can have a valid reference therefore you can interact them using blueprint interfaces.
All, I have a material function that generates the snow in my map. I can I add a physical material to that that the snow has a proper physical reaction?
How can I use inheritance to make a UMG widget inherit the functionality and UI of another user widget while retaining the ability to add new widgets to a named slot within the base widget?
I know that it's better to use composition
but, I'd like to be able to write a blueprint function that only takes user widgets that inherit a "Window Border" base widget.
C++ @plush yew
Make a UUserWidget derived class, and write a function to set the content of a named slot
You could also write this as a UBlueprintFunctionLibrary static function
Is it possible to do this entirely in Blueprint? I don't know C++
I really don't think so.
I come from the C# world
I'm looking for a solution that will allow me to design derived widgets in the UMG editor
You can implement Function Libraries to provide C++ mechanics into blueprints.
Yeah, no.
and still see the base widget's UI elements in the editor
with c++ you can just make a common base class for all your window widgets
That's flat out not happening without engine changes @plush yew
that's totally happening if you use c++ though
and then you can use a meta=bindwidget thing to be able to reference your window frames
That's not using two widget trees
@worn granite no, not two widget trees
I don't need to be able to edit the window border UI elements in a base widget
Yes, what you're describing would require you to have a widget tree for your subclass.
There isn't a mechanism to merge the parent and child tree.
other than things like title text, icon, etc. That's just function bindings to a variable in the base widget though.
I just want to be able to SEE the window border when editing a window's UI
Oh.
my bad
Yeah, no, the named slot things is also not possible.
I thought you wanted to populate named slots in a child of the parent which introduced the named slot.
But if the widget you place in the hierarchy doesn't introduce the slots directly they're not shown.
And there's no function in blueprint to set their content.
Well, in my game, when it was coded in C#
That's the part you can write in C++
what I would do is
I'd create an abstract class inheriting my version of a widget
that would handle rendering a window's titlebar, borders, etc and handle functionality like closing, minimizing, maximizing, etc.
then, when I wanted to make a window
I'd inherit that abstract class, which would expose a public property that acted as like a widget collection
Like how panel widgets in UMG do.
so I'd just add stuff to that widget collection in the deriving class and the widgets added in there would appear in the body area of the window
Hi there - I'm not sure where this question should sit so I'll ask here - sorry mods if it's in the wrong place! Anyway, I'm a hobbyist 3d artist and game dev and generally work across 2/3 different computers and laptops depending on what I'm doing. It's getting to the stage where constantly transferring projects via usb/external hard drive is becoming annoying and if I forgot to update it or leave it at home I'm stuck as I can't work on the latest version of my project. I was thinking about getting a NAS which will hold all my live projects and files enabling me to get the latest live version whatever device I'm using (and also remotely). Do you know if this is an OK solution and whether there would be any bottleneck (particularly thinking loading unreal files from a 5400rpm disk). The actual software is installed on NVME drives on each device so that is fine. Any help you can give me would be really appreciated or any alternative solution!
The named slots are still there, you just can't use them in the designer unless you're placing the widget that introduced them @plush yew.
The equivalent of that in UMG in my head would be creating a base user widget that supports children and adds them to the body area of the widget internally
Try putting an expandable area in a widget, then place that widget in another.
You might be able to do a work around, but it wouldn't involve named slots that you introduce
I mean, I can inherit my base window border widget and it'll show in the designer. I can place child widgets in the designer but...
This happens.
wait
I actually can't place widgets in the derived blueprint
"Both this widget and the parent widget have a hierarchy, that's not supported"
@plush yew if you set up a NAS on a local network with quick ethernet connection it should work fine. But if you have WiFi connections, WiFi will be your bottleneck.
I imagine what I could do is I could have an IPeacenetWindow interface like OLD C# builds of my game have
make all windows implement that
thank you @tawny belfry the NAS will be on a network with 2 desktops using 1gbit ethernet and the laptop will be using wifi
and make the function I want to implement take that as an argument
the issue with that is making sure they're all UserWidgets.
(A cast could fix that)
I'll occasionally be connecting through the remote server to access files on the road and aware that could be slow
Well then, the laptop would take forever to pick the NAS version. Desktops will be ok
thanks
In local network loading times would be seconds if gbit connection used, and A LOT more otherwise
mmm I reckon I could stick a powerline adapter in and use an ethernet cable into the laptop
@worn granite Would using Blueprint Interfaces to differentiate Peacenet windows (peacenet being the name of my game) from other user widgets be a good idea?
anything is wonna be quicker than WiFi for sure
because then I could do composition instead of inheritance
Check the frequency of your WiFi, 5Ghz connection is a bit faster than 2Ghz normal one
@tawny belfry Off-topic but for some reason my mind keeps reading your name as "Riolu" like mine lol
anyone here knows if unity has a UI editor?
@plush yew it's spanish name ๐
anyone have thoughts on UE 4.2 if creating a new game should we start with the beta?
4.2 is a bit old ๐
Hmm, Wondering if anyone could give me a hand, I started working on a game years ago, Unreal 4.7.x . Life got in the way and I had to stop. I decided its time to pick it up again, had to install VS 2013 because the project would not open, made sure I installed the 4.7 engine and the issue is that although I can see there are tons of uasset files, they are not being loaded into the engine at all. Does anyone have any idea what the issue might be?
I can't remember if uasset files actually contain all the data of an asset in a form that the engine is happy with or they just point to the source files
in the latter you'd probably wanna make sure those files still exist.
I hope its not the latter
but even if it was, my graphs should still load and all that
my maps etc
litterally nothing but the folder structure has loaded
anything in the log?
it sometimes takes a while for it to display things in the content browser
nothing in the logs
๐ค
lets see, where do they ususally sit
in the project folder
got it
I feel old
I remember I first started using UE4 when 4.8 was all the rage
and still in development
now I'm on 4.19.2
and back then I actually used to use the main editor window
now I just use UMG and Blueprint.
I've always wanted to make a 3D open-world game and I know that the engine is capable of it (Vin Diesal: Wheelman was on UE3 and is open-world) but I cannot for the life of me 3d model an entire city.
Dammit, No luck Zeblote
well, it's over 4 years old already, I'd pick newer version
oh snap, discord scroll fail
I have a feeling they might mean 4.20 since they're talking about "the beta"
Yeah, it's technically a preview, but still ๐
well, then again, some people thought UE 5.0 would release after 4.9
version numbers, how do they work ยฏ_(ใ)_/ยฏ
watching football, just peeked in here and thought 4.20 was out ๐ฆ
any ETA on 4.2 ?_?
Its out already: https://www.unrealengine.com/en-US/blog/unreal-engine-42-release ๐
but isn't 4.2 like years old
~4 years. But thats the version he/she asked for ๐
but I still remember the vehicle disappointment like it was yesterday
at least the engine wasn't as bloated back then as it is now
and you could still compile the development editor in 17min on my ancient i5
4.2.0?_?
no
lol
The target for RTX stuff is the end of the year/early next year
wheww... thats still a few months to get that $69,000 DGX Station ๐

@sharp crest looks like your shaders are decompiling themselves
Lol
That hapoens if your pc is laggy or you put in the wrong nodes
Just press save it fixes it sometimes
likely have an incomplete 2017 so it attempted to fall back
hopefully
I'm hoping once I have upgraded my project, the uassset files come back to life
Dammit
I have no idea now ๐ฆ
Why the hell would a fork of UE freeze every second or so when profiling is toggled ๐ค
Texture array fork, so nothing related
LogAssetTools: Warning: Failed to import 'E:\Development\TeamFighters4.7\Saved\Cooked\WindowsNoEditor\TeamFighters\Content\TeamFighters\Characters\buddies_Skeleton.uasset'. Unknown extension 'uasset'. stupid thing
@whole helm Is that a source build ?
nope, I loaded up my old 4.7 project, the uasset files would not load
upgraded it to the latest, and they still wont load in
That's to be expected
Converting from 4.7 is quite a leap mate
Max a few versions between each change, else it won't work
but they should still load in 4.7
Ok lets start from the beginning. Which binary versions have you got installed ?
ok, So I had a project 3 years ago on 4.7, Today I decided to work on it, So I installed The launcher, then downloaded 4.7.6
When I loaded my project it loaded fine, but had no assets of any kind, just the folder structure
there are uasset files in the physical directories
only if my folder naming is correct lol
how do the source files work in the C++ project, like if i want a GameInstance.cpp do i have to make it in the Editor first then make on in Visual Studio or does it make it for you?
I know I started on 4.6., maybe its worth trying that engine?
Same stuff
Both create a .cpp in the end @plush yew
You can even create it manually, as long as it's in the Source folder it will be loaded
You can open the .uproject file in a text editor and it will tell you the version it was intended to be used on
Unless you used "Switch UE version"
@whole helm So you are saying that the uassets are not even visible to the folder directory.
a ok
Try this: Make a blank project on your most current engine and copy paste them there thought the explorer.
the thing is, I have no problem creating it from scratch, except I dont have the original files of the 1000+ material files lol
And check what has successfully appeared in Content Browser
yea I guess it would ๐
Then try to migrate them to your "broken" project
Tried that unfortunately, same issue
so here is the odd thing, my assets wont appear
but I had one pack from the store which does load in
not sure if its grabbing them aka latest versions
sub version should not matter right?
You mean the engine ? No it shouldn't
But my wild guess is that you need an earlier version of VS
wondering if I had an issue with upgrading to 4.7 and stayed at 4.6, going to try 4.6
Like 2013 maybe
I had to install 2013 to get my project to compile initially
oh. That doesn't look a good combination
nah, Vs is good at running independantly
plus the compilation is fine, its uasset detection within the engine, I'm more annoyed that it is not showing any kind of errors in the logs
The best I can do is tell you what I would do.
Of course, I appreciate the help ๐
If I reallllyy wanted to save the project. Install OS, vs 2013 and 4.7.6 only on a separete disk and try rebuilt there. But then again I am paranoid. So take it with several grains of salt.
disc*
no no disk
I have a VM server I can spin up easily enough so will try that if opening it 4.6 does not work, becasue I am out of options
else its going to be another ยฃ1000 on an artist lol
nah, not quite mine, I just have access to a lot of servers for work lol
if I had a 6k server here, I would probbaly clean the dust from it ๐
anywho fingers crossed, opening in 4.6 now
ok matie. best of luck
guys
anyone know a free post process pack for download?
a free one, not cracked or illegal
i just want to try some ones in my game
and i cant find any
This isn't Unity, the majority of post effects you need are built into the engine.
The only things that aren't are things like toon shaders, but those are pretty specific to your project
@marble spire https://www.youtube.com/watch?v=cQw1CL0xYBE
This week we'll be diving into Post Processing in UE4. Tom and Sam will go over some basics of post-processing before building a couple small shaders, one fo...
First 2 results off google
oh that second one
world needs more shading tutorials that actually explains the math
i use a material function to paint snow in my map. I donโt know how to apply a physical material to the snow! Is there a way to have the snow painted in a separate landscape layer so I can set the physical material there?
is there still a way to batch edit objects in the content browser?
need to update the collision preset on like 30 things
and have they finally added a way to change the "project default" for collision?
How do I promot myself in #looking-for-talent ?
how do you call a function from another blueprint?
o:
:'u
@plain laurel getting a reference and calling a function on it, using blueprint interfaces, using inheritance, and other ways. https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
thanks
Should I install Unreal on a SSD or HDD? Will it matter that much?
yes
@aikirob you can Also use get all actors of class. it returns an actor object reference of arrays
I believe I may have a fun one for whoever is available. This has to do with server replication of a ball and other spawning forces. The ball doesn't even spawn in the correct location from the clients and acts very wonky. There is a lot of detail that i can give on behavior, and can even show if necessary.
Thanks!
unreal loads a ridiculous amount of stuff when it starts
I'm trying to create a C++ project with Unreal Engine 4.20.0 Preview 5 and I get this error message.
well 4.20 swaps over to vs 2017 and windows 10 sdk so its possible you might need to update
For Visual Studio 2017 my solution was to:
Run Visual Studio Installer. Select Modify button. Go to "Individual Components" tab. Scroll down to "Compilers, build tools and runtimes". Tick "Windows Universal CRT SDK". Click Modify.``` from another similar issue
guys
i've asked this question earlier this day
but maybe someone on knows
I have a blendspace
i have changer interpolation time
but still
when i change from moving forward to for example Left or Right my Weapon (is attached to the hands of the mesh) snaps alot and i suppose its from the animations but the thing is the animations im using to move left right and forward are the same
any tips ?
Am I of horrible taste for wishing desperatly that a battlegrounds game would come out with procedural maps? Even if they only rebaked it once a day I would love that game longtime...
@grim ore The Windows Universal CRT SDK was already installed, but not the Windows 10 SDK (only the Windows 8 SDK). So I installed the Windows 10 SDK and it worked, thank you.
yay
nvmd. i found why.
ok, let me try a simpler question. At this moment, my pawn can spawn two types of actor. The first (cone, OverlapAllDynamic, replicated) will spawn if the pawn is not "holding" the second type of actor (ball, OverlapAllDynamic, replicated). The cone will impart impulse on the ball when in overlap with the ball. After it is spawned, the cone will impart the impulse even when not in overlap (it happens all the way across the level). Can't figure out why. Is this a child parent thing? P.S. the cone lifespan is 0.1s for each spawn.
So if I wanted to get started in game dev for UE4 would learning CPP be a good start?
@idle sail here are some good places to get a foothold https://www.unrealengine.com/en-US/video-tutorials , https://docs.unrealengine.com/en-US/GettingStarted , https://www.youtube.com/user/UnrealDevelopmentKit/playlists?sort=dd&shelf_id=17&view=50
Sorry I shoulda phrased that better, whats the most useful language to learn for UE4
Well you only have two choices, C++ or Blueprint, so just decide if you want visual scripting or regular coding and go for it.
You wont be wasting your time and can get very far with blueprint. I am learning blueprint, and CPP, but in all honesty, I'll not touch CPP until I "hit a wall" with BP. I'm doing architecture visualization mainly, so most of that is simple interaction stuff, super suitable for BP.
yeah i use bp in my game, and i am only gonna possibly have to use c++ for net optimziation
i believe i might be able to reduce the latency by having more efficient calls in BPs such as lower reliable RPCs and lower number of replicated vars
BPs can get unmanageable quickly, they are good for simple stuff but I personally don't go beyond a single scroll for everything other than materials
Anything that goes beyond that is a candidate for CPP
But if it can be done quicker/more logically in BP I do it in there
Shit gets gross when it's spanning large areas tho
Blueprint can be quite powerful and elegant when used responsibly.
hi
can someone tell me how to make it so the motioncontroller can pick up a skeletal mesh?
please
anyone able to help a guy out?
Hello, im trying to package a VXGI game, and none of the VXGI features will work in a packaged game
the first question would be which VXGI you're using (not that I can help you there)
UMG Widget is very usable instead of using USlate classes.
๐ reading all the legal stuff for submitting to marketplace, maybe I should just release this for free
just pushed a merged 4.19.2 repo for my PhysX mods (adds support for contact modification + fixed timestepping) and GameWorks techs here: https://github.com/0lento/UnrealEngine/tree/4.19-Physics-GW
Hi guys, I have a problem with emissive material and motion blur. This "glow yellow stick" attached to character actor.
Maybe someone knows how to turn off motion blur for single object/material?
Not possible
Yeeee.
Hey everyone ๐
Hey!
my UE4 has just one ShaderCompile worker and 7 cores of my CPU are idle there are 1000 of shaders to be compiled what should I do?
I also read this
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/75515-how-to-increase-number-of-shader-compile-workers-spawned-by-unreal
and set NumUnusedShaderCompilingThreads to 3
and I don't see any change why UE4 is not using all my cores to compile thousands of shaders
is she able to do multithread compilation of shaders ever?
Tell us how to improve Unreal Engine 4!
do you have enough memory?
it spawns one compiler per thread for me without having to do anything
yo
quick one
please answer
the viewport stopped letting me rotate
how do I get it back?
Ah man, what I'd give to turn off motion blur per object 
And have better antialiasing methods 
And have spline decals 
Probably want another engine at this point
Global motion blur and TAA are very unlikely to go away in UE4 ever
Except maybe if forward becomes the default
I'm fine with FXAA for now. There's a forum thread where people have added a better antialiasing method, but you have to build the engine from source.
I just don't understand how they're fine with TAA being the best and default antialiasing method with how bad it looks with any motion in the scene
@grim juniper you mean the modified TAA or SMAA?
if it's SMAA, it's not been updated since 4.14, I have a jitter fix for 4.14 for that :p
Maybe that's it
I did try porting it on 4.18 but there's some api change that breaks it and I'm not educated enough on shader tech to debug it properly
it's possible that 4.19 or 4.20 added something on the api regarding to the missing thing
so much had changed that I didn't care to even try
working with ue4 engine code is too painful
one line change on SMAA code and you wait for 30 minutes
that's one good way to waste week(s) of time
meanwhile, all Unity competitors support SMAA out of the box :p
SMAA isn't perfect tho, it's still very jaggy
Got a really stupid problem that's driving me nuts
Do check the blueprint channel...
but it's less blurry than FXAA
I'd choose FXAA over TAA any day, so anything better than FXAA is a plus
TAA has improved since 4.15 days tho
@grim juniper For what it's worth I'm a hardcore fan of TAA. I think the priority should be to remove aliasing, and then once there is no AA left, you can worry about blurry - tonemapper sharpen does a fairly decent job
I tried it on 4.18 and 4.19 again and it was tad better, now only getting big ghosting on shadows only
The one thing I hate about most console games these days is the lack of modern temporal-based AA
if you have slow paced camera movement/objects, TAA will work just fine
I just can't help but see the ghosting everywhere and it bothers me way too much
just don't do this ๐ https://www.dropbox.com/s/m0llmelg5jquzw7/419_TAA.gif?raw=1
yeah, I'll probably get banned eventually for linking that for 20th time ๐
noisy ground + TAA is poison
this is how it was on 4.15: https://www.dropbox.com/s/1jje4vke92vqfdy/TAA_4_15_release.gif?raw=1
My favorite thing is how the vehicle templates show exactly why I hate TAA and the motion blur you can't disable per-object because of that gif and the motion blur freaking out on wheels
How about a more natural ground ?
there's no motion blur enabled on those gifs
in racing games, you got a gravel ground often
that brings the same issue
you can see the TAA ghosting in games like GRIP, but they eventually defaulted to FXAA because of it
it was horrible
Yeah, those gifs don't show the motion blur thing I was just saying those gifs and the motion blur thing
also an arcade racing game called Gravel (UE4 game) has horrible TAA ghosting on some videos I've seen
but I haven't really checked how it looks now after release
and if you look at Assetto Corsa Competizione (yet another UE4 racing game), everything is a blurred mess on track
it just simply doesn't work well for this purpose
This is from one of the Danger Zone 2 trailers
if you have a background and motion that suits TAA, it will be very pretty
it just simply doesn't suit all use cases
I wish they exposed more settings so you could at least tweak it better
I agree it can look good, but in most situations it just makes things blurry and have ghosting
I still don't get why they don't make some hybrid
like, you'd get gorgeous TAA while your motion vectors are tiny, and then fallback to some other AA tech when you know TAA might not be able to handle it (for those pixels only)
Funny thing is for 2015's Need for Speed which is on the Frostbite engine they had the same problem. TAA was used and it just made the game blurry and if you turned it off on PC it'd make the rain effects have very bright pixels flickering everywhere
In any case, I am very much convinced you can't have good-looking AA that does not have a temporal component. There is simply no way to avoid movement noise if not. UE4's implementation might still need some love though
Downsampling!
NFS Payback has some sort of sharpening to the TAA because of this. It looks a little better, but I still turn it off.
And yeah, MSAA. I feel like I'm alone in this but I actually like a tiny amount of specular aliasing, as long as it's not jittering with movement
Smoothing it out too much just makes everything feel more dull
pretty sure most people hate the sparklies with it
Like it's taking the life out of the highlight a bit
this thing is been used only in racing games or ?
it affects all kinds of games
racing games are just good example as they got things moving at high speeds in relation to camera
big differences in velocities seem to confuse most TAA algos
I also have seen a forum post where people have made a TAA Sharpening Post Processing material. It works great, but still doesn't fix the ghosting at all.
The sparklies in movement is why temporal is a requirement. By the way, UE4's TAA does it too - objects that stop moving gets a brief flash of "extra sharpness"
I hate it
MAA is nice but it still has movement noise
This is what I mean about motion blur though https://forums.unrealengine.com/filedata/fetch?id=1224418&d=1498397252
If you could just disable that on wheels.... 
@grim juniper One of the Epic tech artists had something about this - custom cage for motion blur
So this is fixable
๐ค
Looking for it
yeah, custom cages for radial blur are pretty standard in these kinds of games
The development teams from Epic Games, The Mill and Arraiy provide an up close look at the key technologies that were created, developed and used during the ...
talk from epic about it (at timestamp)
uh they just slow the wheels
Nah, there was a post about this with a real solution
can anyone help me ?
It doesn't look like they share how it's done though https://forums.unrealengine.com/development-discussion/rendering/121459-wheels-motion-blur-and-motion-vectors/page2
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
for a game that can either be single player or coop multiplayer w/ listen server, spawning of enemies has to be orchestrated by server, right?
yes
like either from spawn points on map being only handled by server or some dedicated enemy spawner only operating on the server
you want the server to spawn them and replicate to the other coop player
just wanted to make sure. thx
can i make a question
where ?
here or one of the more specific channels
hmm ok
So i asked this question yesterday but, basically when i move forward the animation plays
when i move left or right it does too
but the character slightly rotates to the direction
and i know this because moving in any direction uses the same animation
what can i do to make it stop slightly rotation
rotating* cause its almost nothing
As anyone used steams DRM tool lately? Im getting an error with it on 4.19.2:
File region 5 overlaps file region 13 Not a valid PE code module
There is a post here about it too:
https://answers.unrealengine.com/questions/753107/there-is-an-issue-with-steam-drm-wrapping-with-419.html?sort=oldest
but muh piracy
ยฏ_(ใ)_/ยฏ
is the OtherBodyIndex in OnOverlapBegin the index of the body in TArray<struct FBodyInstance*> Bodies inside skeletal mesh component?
Just out of curiosity, is there any south-africans here ?
is there a way to "mask" away all white from a image for a material ?
Sure
localization: can you not specify your own key to use for translating? the GUID key means you have to enter the same translation multiple times for no good reason, when you should just be able to use a generic key such as loc_new_game - and then use that as the source to be translated
- String Tables
- When you've got a text property in the editor, you can change its namespace/key
would you mind elaborating further, or possibly suggesting a good google search term
@grim juniper